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World of Warcraft 5e Monster Guide 3.4

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0% found this document useful (0 votes)
1K views243 pages

World of Warcraft 5e Monster Guide 3.4

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5E RPG CONVERSION

Monster Guide
Version 3.4.1

This conversion is of the much-loved World of Warcraft Role Playing Game monsters, as for 5th edition of
Dungeons and Dragons.

Credits
HOUSE RULES CONVERSION Djmove, Arrius Nideal
5TH EDITION CORE RULES Wizards of the Coast (a subsidiary of Hasbro)
WARCRAFT INSPIRATION AND Blizzard Entertainment Inc.
SETTING
CONTRIBUTORS Mcgeneral, Big Mac, grimm, Jimbob, pagnabros, Neiven, as well as all the commenters
on the Warcraft 5e thread on The Piazza and the Discord server
Discord Server: https://discord.gg/XntzQC8

This work is purely recreational, and is not intended to contest and/or derive any commercial benefit in any way, shape, or form
from any Wizards of the Coast or Blizzard Entertainment products (the D&D 5th Edition Roleplaying game, and product identities
including but not limited to Warcraft., World of Warcraft., World of Warcraft: The Role-Playing Game; all descriptive text of any
creature, spell, magic item, artifact, or NPC listing; any elements of the Warcraft setting, including but not limited to capitalized
names, names of artifacts, beings, characters, countries, creatures, geographic locations, gods, historic events, magic items,
organizations, songs, and spells; any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols,
designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic designs), and use of this is non-
commercial in purpose, and appeal to the ‗Fair Use‘ intent of copyright infringement laws.

1
Contents
5E RPG CONVERSION ..1 Cenarion Dryad Fawn 27 Bronze Dragon, Ancient
Credits ...........................1 Cenarion Keeper of the ..................................... 43
Introduction ..........................6 Grove Hero ................ 27 Infinite Epoch Hunter44
A ......................................... 10 Chimaera ........................ 28 Dreadlord (Nathrezim) ... 44
Abomination .................. 10 Clockwork Introduction 28 Dreadlord Hero .......... 45
Acolyte ............................ 10 Clockwork Goblin ..... 28 Dreadlord Noble ........ 45
Ancients Introduction ... 11 Clockwork Pest........... 29 Draenei Introduction ..... 46
Ancient....................... 11 Cloud Serpent Dranei as Characters .. 46
Ancient, Tree of Life . 12 Introduction ................... 29 Draenei Guard/Recruit
Treant, Minor ............ 13 Cloud Serpent ..................................... 46
Treant, Lesser............. 13 Adolescent .................. 31 Dranei Skulker (Broken)
Treant, Moderate Cloud Serpent Adult . 31 ..................................... 46
(Ancient Protector) .... 14 Cloud Serpent Ancient Dwarf Introduction ........ 47
Treant, Greater (Ancient .................................... 31 Dwarves as Characters 47
Defender) ................... 14 Couatl Introduction ....... 32 Dwarf Guard/Recruit 47
Treant, Major (Ancient Couatl Adolescent...... 32 Dwarven Gryphon Rider
Guardian) ................... 15 Couatl Adult .............. 32 ..................................... 47
Avatar of Vengeance Couatl Ancient ........... 32 > Gryphon .................. 48
Introduction ................... 15 Combat Armor Dwarven Mountain King
Avatar of Vengeance, Introduction ................... 33 Hero ............................ 48
Lesser .......................... 16 Gnomish Combat Dwarven Mortar
> Spirit of Vengeance 17 Armor ......................... 33 Engineer ...................... 49
Avatar of Vengeance, Gnomish Combat Dwarven Pilot ............. 50
Major .......................... 17 Armor, Mk 2 .............. 34 > Gyrocopter
B .......................................... 18 Core Hound Introduction Introduction ............... 50
Beastmen ........................ 18 ........................................ 34 > Siege Engine
Beastman Thrall......... 19 Core Hound Ancient . 35 Introduction ............... 52
Beastman Butcher...... 18 Core Hound, Two > Submarine
Banshee .......................... 19 headed ........................ 35 Introduction ............... 54
Reformed Banshee..... 20 Core Hound ............... 36 Dwarven Rifleman...... 55
Basilisk ............................ 20 Crowd Pummeler E........................................... 55
Battle Chicken ............... 21 Introduction ................... 36 Elekk................................ 55
Black Ooze ..................... 21 Crowd Pummeler Model Elemental Introduction .. 56
Bloodpedals Introduction 9-60 ............................. 36 Elemental, Untyped ... 56
........................................ 22 Crowd Disruptor 5000 Air ............................... 56
Bloodpedal Trapper ... 23 .................................... 37 Arcane ......................... 59
Bloodpedal Lasher ..... 23 C'Thrax ........................... 37 Earth ........................... 61
Blood Elf Introduction .. 23 D.......................................... 39 Fire .............................. 63
Blood Elves as Dinosaur Introduction ... 39 Hell Hound
Characters .................. 23 Devilsaur..................... 39 Introduction ............... 66
Bog Beast ........................ 23 Devilsaur King ............ 40 Phoenix ....................... 67
C ......................................... 24 Diemetradon .............. 40 > Phoenix Egg ............. 68
Carrion Grub ................. 24 Pterrordax ................... 40 Water .......................... 68
Cenarion Introduction .. 25 Raptor ......................... 41 Eredar Warlock ............... 71
Cenarions as Characters Ravasaur ..................... 41 Ethereal Introduction ..... 72
.................................... 25 Stegodon..................... 42 Ethereals as Characters
Cenarion Centaur Threshadon ................ 42 ..................................... 73
Outrunner.................. 26 Dragons Introduction .... 43 Ethereal Tradesman ... 74

2
Ethereal Sorcerer ....... 75 Frost Giant Tribesman High Elf Guard/Recruit
Ethereal Nexus Stalker .................................... 94 ...................................111
.................................... 75 Frost Giant, Elder ...... 95 High Elf Priest ..........112
Ettin Stoneflinger........... 76 Giant, Mountain ............ 95 High Elf Sorceress ....112
Explosive Sheep.............. 76 Giant, Molten ................. 96 High Elf Spell Breaker
F .......................................... 77 Giant, Sea ....................... 96 ...................................113
Faceless Ones (N‘raqi) Giant Scorpid ................. 97 Hippogryph ...................114
Introduction ................... 77 Glider, Goblin ................ 98 Hippogryph Rider ....114
Faceless Trickster ....... 78 Gnoll ............................... 98 Human Introduction ....114
Faceless Terror ........... 78 Gnoll Raider............... 99 Humans as Characters
Faceless General......... 79 Gnoll Pack Lord ......... 99 ...................................114
Faerie Dragon................. 79 Gnoll Warden ............ 99 Human Archmage Hero
Fal‘dorei Introduction ... 80 Gnome Introduction.... 100 ...................................114
Fal‘dorei Reaver ......... 80 Gnomes as Characters > Dalaranian Warhorse
Felguard .......................... 81 .................................. 100 ...................................115
Felguard Trooper ....... 81 Gnome Guard/Recruit Human Footman ......116
Felguard Elite ............. 81 .................................. 100 Human Guard/Recruit
Felsteed ........................... 82 Goblin Introduction .... 100 ...................................116
Fel Hound ...................... 82 Goblins as Characters Human Peasant ........116
Fel Reaver ....................... 83 .................................. 100 Human Knight .........117
Firebat Introduction ...... 84 Goblin Guard/Recruit > Knight‘s Warhorse 118
Firebat ........................ 84 .................................. 100 Human Paladin Hero
Firebat swarm............. 84 Goblin Mechanic ..... 101 ...................................118
Firelord Hero ................. 85 > Blade Barrel ........... 101 I..........................................119
Lava Spawn ................ 86 > Shredder ................ 102 Imp Introduction ..........119
Forgotten One................ 86 > Variant: Unstable Imp ............................119
Forsaken Introduction ... 88 Shredder ................... 103 Imp, Fel .....................119
Forsaken as Characters > Super Shredder ..... 103 Imp Mother ..............120
.................................... 88 Golem, Bone ................ 104 Infernal Introduction ...120
Forsaken Apothecary . 88 Golem, Harvest Infernal, Lesser .........121
Forsaken Dark Ranger Introduction ................. 105 Infernal, Greater .......121
Hero ........................... 89 Harvest Golem Watcher K ........................................122
Forsaken Guard/Recruit .................................. 105 Kobold Introduction ....122
.................................... 90 Harvest Golem Reaper Kobold Geomancer ..123
Frost Wyrm Introduction .................................. 106 Kobold Laborer ........123
........................................ 90 Golem, Stone................ 106 Kobold Taskmaster...124
Frost Wyrm Whelp .... 90 Guardian of Ancient Kings Kobold Vermin.........124
Frost Wyrm Risen ...... 91 ...................................... 107 Kodo Beast ....................124
Frost Wyrm Ancient .. 91 H ....................................... 108 Kodo Rider ...............125
Furbolg Introduction ..... 92 Harpy ............................ 108 K'thir .............................125
Furbolgs as Characters92 High Elf Introduction .. 109 K'thir Deeplord.........126
Furbolg Brute ............. 93 High Elves as Characters K‘thir Spawn .............126
Furbolg Tribesman .... 93 .................................. 109 L .........................................127
Furbolg, Corrupted ... 93 High Elf Dragonhawk Legion Doomguard
G ......................................... 94 Rider ......................... 109 Introduction..................127
Giant Bat ........................ 94 > Dragonhawk .......... 110 Doomguard Warrior 127
Bat Rider .................... 94 High Elf Blood Mage Doomguard Champion
Giant, Frost Introduction Hero .......................... 110 ...................................128
........................................ 94 Doomguard Elder .....128

3
Legion Felbat ................ 129 Nerubean Crypt Fiend Orc Blademaster Hero
Felbat Swarmer ........ 129 .................................. 150 ...................................167
Felbat Wing.............. 129 Nerubean Crypt Lord Orc Demolisher ........168
Felbat Matron .......... 130 Hero .......................... 151 Orc Farseer Hero ......168
Legion Mo‘arg .............. 130 Nerubean Seer .......... 152 > Farseer‘s Dire Wolf169
Legion Shivarra Nerubean Spiderling Orc Guard/Recruit ..169
Introduction ................. 131 Swarm ....................... 153 Orc Grunt .................170
Shivarra War-Priestess Nerubean Worker .... 153 Orc Kodo Rider ........170
.................................. 131 Nightborne Introduction Orc Peon ...................170
Shivarra Matron Mother ...................................... 154 Orc Raider ................171
.................................. 132 Nightborne as Variant: Orc Wind
Legion Succubus/Incubus Characters ................ 154 Rider .........................171
Introduction ................. 133 Night Elf Guard/Recruit > Raider‘s Dire Wolf 171
Succubus/Incubus ... 133 .................................. 154 > Wind Rider‘s Wyvern
Maiden/Master of Pain Nightborne Spearman ...................................172
.................................. 133 .................................. 154 Orc Shaman..............172
M ....................................... 134 Nightborne Construct Owlcat ...........................173
Magnataur .................... 134 .................................. 154 P .........................................173
Makrura Prawn ............ 135 Night Elf Introduction . 155 Pit Lord (Annihilan)
Mana Surge .................. 136 Night Elves as Introduction..................173
Mana Wyrm Introduction Characters ................ 155 Pit Lord Hero ...........174
...................................... 136 Night Elf Archer....... 155 Pit Lord Primordial ..174
Mana Wyrm Adult .. 136 Night Elf Demon Q ........................................175
Mana Wyrm Ancient137 Hunter ...................... 156 Qiraji Introduction .......175
Meat Wagon ................. 138 Night Elf Druid ........ 157 Qiraji Battleguard .....175
Mechanostrider ............ 139 Night Elf Guard/Recruit Qiraji Gladiator ........176
Mistlurker ..................... 139 .................................. 158 Qiraji Prophet ...........177
Murloc Introduction .... 140 Night Elf Glaive Quilboar Introduction..177
Murloc as Characters141 Thrower .................... 159 Quilbeast ...................177
Murloc Nightcrawler 141 Night Elf Huntress ... 159 Quilboar Introduction..178
Murloc Stalker ......... 141 > Huntress‘s Nightsaber Quilboar Geomancer178
Mur‘gul ......................... 142 .................................. 160 Quilboar Packmaster 178
Mur‘gul Deep Mage . 142 Night Elf Priestess of the Quilboar Raider........179
N ....................................... 142 Moon ........................ 160 R ........................................179
Naaru Introduction...... 142 > Owl Familiar ......... 161 Ravager ..........................179
Naaru Symbol .......... 143 > Winterspring Revenant .......................179
Naaru Ancient ......... 144 Frostsaber ................. 161 Rock Flayer ...................181
Naga Introduction ....... 145 Night Elf Warden Hero Rip Tire .........................181
Naga as Characters .. 146 .................................. 162 S .........................................182
Naga Anomaly Hero 146 O ....................................... 163 Saber Cat.......................182
Naga Brute Hero ...... 147 Obsidian Destroyer ...... 163 Saber Cat, Adolescent
Naga Myrmidon ....... 148 Obsidian Statue ............ 164 ...................................182
Naga Sea Witch Hero Ogre Introduction ........ 165 Saber Cat, Adult .......183
.................................. 148 Ogres as Characters.. 165 Salamander ...................183
Naga Siren ................ 149 Ogre Tribesman ....... 166 Salamander, Adult....183
Naga Tube Worm ........ 149 Ogre Mage ................ 166 Salamander, Ancient 183
Nerubean Introduction 150 Ogre Warlord ........... 166 Lightning Lizard .......184
Nerubean Carrion Orc Introduction .......... 167 Sasquatch ......................184
Beetle ........................ 150 Orcs as Characters ... 167 Jungle Stalker ............184

4
Yeti ........................... 184 Tauren Introduction .... 201 Wolf Adult................222
Wendigo (Greater Yeti) Tauren as Characters201 Wolf, Frost ................222
.................................. 184 Tauren Chieftain Hero Wolf, Frost, Greater .223
Satyr Introduction........ 185 .................................. 201 Worgen Introduction ...223
Satyrs as Characters . 185 Tauren Guard/Recruit Worgen as Characters
Satyr Scout ............... 185 .................................. 202 ...................................223
Satyr Dreadbringer .. 186 Tauren Spirit Walker202 Worgen Ambusher ...223
Scourge Arch-Lich ........ 186 Tauren Warrior ........ 203 Worgen Guard/Recruit
Scourge Death Knight Terrorguard .................. 204 ...................................224
Hero.............................. 187 Trogg ............................. 204 > Worgen War Dog ..224
> Skeletal Warhorse ..... 188 Troll Introduction ........ 205 Wyrmkin Introduction .225
Scourge Gargoyle ......... 188 Troll Guard/Recruit 205 Wyrmkin Fighter ......225
Scourge Ghoul Troll Headhunter ..... 205 Wyrmkin Flametongue
Introduction ................. 189 Troll Shadow Hunter ...................................226
Ghoul, Lesser ........... 189 Hero .......................... 206 Wyrmkin Scalebane .226
Ghoul, Blooded ....... 189 Troll Witch Doctor .. 207 Heroes, Villains, and Bosses
Scourge Lich Hero ....... 190 Turbo-Trike .................. 208 ...........................................228
Scourge Necromancer .. 190 Turret Introduction...... 209 Aspects ..........................228
Scourge Shade .............. 191 Automated Flame Turret Onyxia, Spawn of
Shadowfiend................. 192 .................................. 209 Deathwing.................228
Silithid Introduction.... 192 Gnomish Turret ....... 210 Ozumat..........................230
Silithid Colossus Hero Tuskarr.......................... 210 Altering Challenge Rating 232
.................................. 193 U ....................................... 210 Wildkin Ancient ...........233
Silithid Giant Wasp . 194 Undead Hexer Spirit .... 210 Elite Template ...................234
Silithid Larva............ 195 V ........................................ 211 Heartrazor (Elite Wyvern)
Silithid Queen ......... 195 Void Lord ..................... 211 .......................................234
Silithid Reavers ........ 196 Void Lord Darkling . 212 Hogger, Lord of the
Silithid Scarab .......... 196 Void Lord Ancient ... 213 Riverpaw Tribe..............235
Silithid Wasp ........... 196 Voidwalker.................... 214 Templates ..........................237
Silithid Wasp Swarm 196 Vrykul Introduction ..... 215 Ancient, Corrupted ......237
Snap Dragon ................ 197 Vrykul Raider ........... 215 Demonic........................237
Spirit Wolf ................... 197 Vrykul Mystic ........... 216 Mechanized ...................237
Sporeling Warrior ........ 198 Vrykul, Iron .............. 216 Homunculus .................237
Spore Walker Introduction Variant: Kvaldir ........ 217 Lightforged ....................238
...................................... 198 Variant: Val‘kyr ........ 217 Skeletal ..........................238
Spore Walker Cloud 198 Vrykul Crewman ...... 218 Spirit ..............................239
Black Stalker ............ 199 W....................................... 218 Tainted/Fel ...................239
Storm Crow Introduction Warframe Introduction 218 Void Beast .....................239
...................................... 200 Warframe Battlesuit . 218 Zombie ..........................240
Storm Crow Adolescent Warframe Titan ....... 219 Factions .............................241
.................................. 200 Warp Stalker................. 220 The Undead Scourge ....241
Storm Crow Adult ... 200 Variant: Void Stalkers The Alliance ..................241
T ........................................ 200 .................................. 221 The Horde.....................241
Strider Introduction..... 200 Wildkin ......................... 221 Changelog .........................242
Tallstrider ................. 200 Wisp .............................. 221
Hawkstrider.............. 201 Wolf Introduction ........ 222

5
Introduction
Monsters in the World of Warcraft RPG act as monsters from normal 5e, with the following distinctions.

SPELLCASTING
A monster with the Spellcasting class feature has a caster level and mana points, which it uses to cast its
spells of 1st level and higher (as explained in the Player's Handbook and Core Rulebook). The caster level is
also used for any cantrips included in the feature. The monster usually treats its highest mental ability score
as its chosen spellcasting ability score.
The monster has a list of spells known or prepared from a particular class. The list might also include spells
from a feature in that class. If a creature only has access to cantrips, it does not spend mana to activate its
cantrips, nor does it have an active mana pool unless it had another reason (such as being a fiend).
For the purposes of the creature‘s mana pool, they have the proficiency bonus appropriate to their hit dice,
not to their Challenge.

Innate Spellcasting increases the creature‘s mana pool by the maximum spell level accessible, just as normal
spellcasting.

TROOPS AND SWARM RULES


Armies are created by applying the troop template to several similar and identical combat-ready creatures.
Troops may also be known as herds, packs, hordes, or other names that are appropriate to the creature.
A troop of dragons is a wing, for instance, while a troop of orcs is a horde. The troop template is similar to
the swarm template. Any creature can enter a troop by standing adjacent to them and spending 5 feet of
movement, so long as they are similar statistically to them or are attempting to hide with them.
Troops are a good way to challenge stronger characters with the same creature, and to fully integrate mass
combat rules (that are otherwise unwieldly) with the same tactical rules characters use.

Applying the troop template takes the following steps:


1. Calculate the Combat Modifier. The combat modifier is a value that affects several troop statistics,
increasing hit points and damage, and determining the Challenge of the troop. The combat modifier is
a value equal to one-half the number of creatures in the troop (5 for a 10-unit squad, 15 for a 30-unit
company).
2. Apply the Combat Modifier to Hit Points, Challenge, and Damage. Multiply the troop‘s combat modifier by
the hit dice and bonus hit points from Constitution, recalculating hit points (2d8 + 2 becomes 10d8 +
10). Also, increase the troop‘s Challenge by 1 step per Combat modifier (Challenge 1/8 unit becomes a
Challenge 3 troop). Lastly, multiply the damage of any abilities the troop has by the combat modifier
(1d6 + 1 becomes 5d6 + 5). The individual hit dice is unchanged for a component creature.
Whenever an ability the troop uses is based off hit points, such as healing, damage, or reduction to
damage taken, multiply the hit point by the combat modifier wherever applicable (such as the dwarf‘s
Stoneform. Abilities that deal damage in an area, however, overlap in area and do not stack (see the
troop trait). If the creature‘s original Challenge is 0, the Challenge increases by half the modifier, and
refers to the Special Damage chart (see under swarms).
3. Reduce Troop AC by 2. Due to the more clustered formation that is required by troops, the troop‘s AC is
reduced by 2 so long as they are within a troop.
4. Add the Troop Trait. As following.
Troop. A troop takes half damage from any effect that does not target at least half the component
creatures. If the effect does not deal damage, it is unaffected instead. If the effect affects an area, it is
affected normally, and takes 50% extra hit damage if it deals damage.

6
For instance, a magic missile‘s damage is halved against a squad unless it is cast from a 2nd level slot,
and if all 5 missiles target the same squad. This applies to healing effects as well. A Charm spell must be
cast from a 5th level slot to affect a squad (targets 5 creatures). A troop always counts as if it makes one
attack for every two creatures within it for the purposes of effects added to an attack (damage dice from
poison is similarly increased, and a wolf pack‘s bite can knock a troop of humanoids down if of equal
or smaller size than the pack), while their Pack Tactics trait allows them advantage against any creature
they confront so long as the troop is maintained.
Add Troop Attack and Calculate Accuracy. Besides their normal attack, troops have a special troop attack. This
represents the grouped efforts of all the component units in the troop making attacks over their turn in the
round, and does not require an attack roll. It instead has an accuracy score, which is compared against the
targets‘ AC (see the Troop Accuracy table below). The accuracy score is equal to 8 + the troop‘s bonus to
attack (or to-hit modifier). It is affected normally as attack bonuses by cover and other effects.
In the case of ranged attacks, this troop attack is resolved as a volley. A troop‘s volley attack damages all
creatures in an area equal to the size the troop occupies (each medium-sized soldier deals damage in a 5x5
foot square). This is not treated as an area effect, but acts as a normal troop attack (accuracy-based).

Guard Guard Troop (10 unit squad)


Medium humanoid (any race), any alignment Medium humanoid troop (any race), any
Armor Class 16 (chain shirt, shield) alignment
Hit Points 11 (2d8 + 2) Armor Class 14 (chain shirt, shield); 16 each
Speed 30 ft. Hit Points 55 (10d8 + 10); 11 (2d8 + 2) each
STR AGI STA INT SPI CHA Speed 30 ft.
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) STR AGI STA INT SPI CHA
Skills Perception +2 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Senses passive Perception 12 Skills Perception +2
Languages Any one language (usually Common) Senses passive Perception 12
Challenge 1/8 (25 XP) Languages Any one language (usually Common)
ACTIONS Challenge 3 (700 XP); 1/8 (25 XP) each
Spear. Melee or Ranged Weapon Attack: +3 to hit, Traits
reach 5 ft. or range 20/60 ft., one target Troop. A troop takes half damage from any effect
Hit: 4 (1d6 + 1) piercing damage that does not target at least half the component
creatures. If the effect does not deal damage, the
When at least ten guards gather into a troop, they troop is instead immune to it. If the effect targets
form a guard troop, as the following. an area, the troop is affected normally, and takes
50% extra hit damage if the effect deals damage.
A troop always counts as if it has an ally within 5
feet.
ACTIONS
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target.
Hit: 22 (5d6 + 5) piercing damage; 4 (1d6 + 1)
each.
Spear Troop Attack. Melee Weapon Attack:
Accuracy 11, reach 5 ft. or range 20/60 ft.
Hit: 22 (5d6 + 5) piercing damage; 4 (1d6 + 1)
each. This damage is further affected by accuracy.

7
Troop Accuracy
Accuracy to AC Effect
Equal to or greater than AC by less than 5 points Deals weapon damage
Equal to or greater than AC by more than 5 points1 Deals weapon damage plus half (150%)
Equal to or less than AC by less than 5 points2 Deals half weapon damage (50%)

Accuracy increases by 5 if the troop would have advantage (such as attacking while hidden), and decreases
by 5 if having disadvantage (such as shooting against concealment). If the troop is at half hit points, they
automatically decrease accuracy by 5 points.
Whenever you make a troop attack, roll 1d20. On a roll of 20, the accuracy of the troop attack increases by
10 for that attack. If the component creature would land a critical hit on a lower result, then the dice result
is what counts for this purpose instead.

1 For every 5 points above AC, the weapon damage increases again. For instance, exceeding the target‘s AC
by 10 doubles the weapon damage.
2 For each 5 points below AC, the weapon damage is reduced again from half to quarter. If less than the
target‘s AC by 11 points or more, the attack deals no damage.
For instance, a squad of skeletons has an accuracy score of 12 (8 + 4) with their short bows. Attempting a
ranged troop attack (volley) against an ancient red dragon, they compare their accuracy with the dragon‘s
AC of 22 for a difference of 10 points, dealing one-quarter their normal damage (6 instead of 27). If further
disadvantaged by any way (such as by being at half hit points or less, or by the dragon having cover), their
accuracy drops to 7, making the dragon take no damage from the attack.
Note. For the purposes of damage threshold (such as attacking ships or objects that require a minimum
amount of damage to lose hit points), refer to the individual damage dealt by a component creature instead
of the troop attack.
For instance, a sailing ship has a damage threshold of 15, making it immune to damage of an individual
soldier. Although when grouped as a troop, guards deal 22 damage, the individual damage (or 4) is what is
compared against the damage threshold.

The following creatures often form into troops or swarms:


Creature Name Creature Name
Treant (minor or lesser) Copse of Treants E‘ Dragonhawk Rider E‘ Dragonhawk Flight
Spirit of Vengeance Legion of Spirits Elven Priest Holy Band
Dryad Squad of Dryads Elven Sorceress High Convocation
Core Hounds Core Hound Pack Faerie Dragon Fade of Faerie Dragons
Raptors Band of Raptors Felguard Devastation of Felguards
Dwarven Pilot - Forsaken Apothecary Council of Apothecaries
 Gyrocopter Copter Wing Frost Wyrm Blizzard of Wyrms
 Siege Engine Tank Brigade Furbolg Sleuth of Furbolgs
 Submarine Subron Giant Bat Cloud of Bats
D‘ Mortar Engineer Mortar Threat Giant
Dwarven Riflemen Gunner Squad  Mountain Summit of Giants
Elemental (air) Storm of Elementals  Sea Wave of Giants
Elemental (fire) Blaze of Elementals Scorpid Nest of Scorpid
Elemental (water) Tide of Elementals Stone Golem Mountain of Golems
Elemental (earth) Quake of Elementals Guardian of A‘ Kings Host of Guardians

8
Harpy Shrill of Harpies Quilbeast Parcel of Quilbeasts
Hippogryph Wing of Hippogryphs Quilboar Sonder of Quilboars
Human Footmen Squad of Footmen Revenant As elementals
Human Guard Squad of Guards Satyr Skulk of Satyr
Human Peasant Town Militia Gargoyle Wing of Gargoyles
Human Knight March of Knights Ghoul Scourge of Ghouls
Imp Conflagration of Imps Necromancer Dark Council
Kobold (all) Nest of Kobolds Shade Whisper of Shades
Kodo Beast Herd of Kodo Silithid (wasp, scarab) Swarm of Silithid
Doomguard (champion) Legion of Doom Storm Crow Murder of Crows
Succubus/Incubus Harem (both ways) Tallstrider Pride of Tallstriders
Makrura Prawn Cackle of Makrura Tauren Spirit Walker Congress of Seers
Mana Surge Mana Storm Tauren Warrior Rumble of Warriors
Mana Wyrm Cluster of Wyrms Tuskarr Huddle of Tuskarr
Murloc Pod of Murlocs Trogg Horde of Troggs
Naga Host of Naga Troll Headhunter Band of Headhunters
Nerubean Web of Nerubians Troll Witch Doctor Pondering of Voodoo
Night Elf Archer Squad of Archers Undead Hexer Spirit Voodoo Messengers
Night Elf Druid Circle of Druids Voidwalker March of Voidwalkers
Night Elf Huntress Skulk of Huntresses Vrykul Band of Vrykul
Ogres Torment of Ogres Wildkin Circle of Wildkin
Orc Grunt Horde of Grunts Wisp Glimmer of Wisps
Orc Peon Orc Burrowers Wolf Pack of Wolves
Orc Raider Pack of Raiders Wyvern Wing of Wyverns
Orc Shaman Spirit-Council

In the case of the swarm or troop being the standard (or extremely common), the statistics will also be
provided.

9
A Hit 12 (2d8 + 3) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 10
Abomination ft., one target.
―Us hear and obey.‖ Hit 10 (2d6 + 3) bludgeoning damage, and the
Large undead, lawful evil creature is exposed to the Undead Plague disease.
Armor Class 12 (Natural Armor) Spiked Chain. Melee Weapon Attack: +7 to hit,
Hit Points 105 (10d10 + 50) reach 20 ft., one target.
Speed 20 ft. Hit 8 (1d8 + 3) slashing damage, and the target
STR AGI STA INT SPI CHA must succeed on a DC 15 Strength check or else
17 (+3) 6 (-2) 20 (+5) 3 (-4) 6 (-2) 5 (-3) be pulled 10 feet toward to the abomination.
Saving Throws Str +5, Spi +3
Skills Perception +0 Abominations are undead monstrosities created
Damage Resistances bludgeoning, piercing by combining many different corpses. They are
Damage Immunities cold, fel, poison slow of body and mind, but tough and strong —
Condition Immunities poisoned, exhaustion excellent troops for the Scourge and the
Senses darkvision 60 ft., passive Perception 10 Forsaken. Disease spreads about them in visible
Languages Common, Necril, Low Common clouds, but their enchantments ensure that, while
(understands but doesn‘t speak so much) they rot, they remain horribly alive.
Challenge 4 (1,100 XP) Abominations are some of the most powerful
Traits undead creatures in Azeroth. The Forsaken use
Cannibalize. The abomination can consume the them to guard Undercity, and the Scourge
corpse of any natural creature. Eating a creature employs them in a similar role. While not speedy,
takes a minute, allowing the abomination to they are excellent at staying in one area and
expend hit dice to restore hit points. A natural pounding anyone who gets close, or keeping
creature may be cannibalized once before their quick creatures pinned down.
corpse becomes unusable.
Hook Handler. The abomination can use the
spiked chain weapon in one hand without Acolyte
penalties. ―I wish only to serve.‖
Undead Fortitude. If damage reduces the Medium humanoid (human), lawful evil
abomination to 0 hit points, it can make a Armor Class 10
Stamina saving throw with a DC of 5 + the Hit Points 7 (2d8 - 2)
damage taken, unless the damage is holy or from Mana Points 17 (14 + 2 + 1)
a critical hit. On a success, the abomination Speed 30 ft.
drops to 1 hit point instead. STR AGI STA INT SPI CHA
Plagued Air. The abomination emits an airborne 11 (+0) 11 (+0) 9 (-1) 13 (+1) 15 (+2) 12 (+1)
cloud of the Undead Plague in a 5-foot radius, Skills Medicine +4, Religion +3
centered on him. Creatures that breathe the air Senses passive Perception 10
directly must make a saving throw as if infected Languages Common, Necril
or risk acquiring the disease. Covering the nose Challenge 1/4 (50 XP)
and mouth and skin grants characters advantage Traits
on this check. The DC is 5 points lower than Death Can Wait. The acolyte has advantage on
normal. all death saving throws.
ACTIONS Spellcasting. The acolyte is a 1st level spellcaster.
Multiattack. The abomination makes two Its spellcasting ability is Spirit (spell save DC 12,
attacks, and can exchange any one of the two +4 to hit with spell attacks). The acolyte has the
attacks with a spiked chain attack. following spells (2) prepared from the priest spell
Cleaver. Melee Weapon Attack: +7 to hit, reach 10 list:
ft., one target Cantrips (1 mana): light, smite

10
1st level (5 mana): bane, death coil forces of life against the Burning Legion, they
ACTIONS serve as advisors when demon lore is involved.
Dagger. Melee or Ranged Weapon Attack: +2 to hit,
reach 5 ft. or ranged 20/60 ft., one target. Treants. Treants are powerful, ancient trees and
Hit: 2 (1d4) piercing damage. more primitive forms of the wise ancients that
served under Cenarius in ages past. Treants
Acolytes are human beings who have given resemble large moving trees with faces. Over
themselves over to the power of Ner‘Zhul and the time, treants also grow to be ancient protectors.
Scourge. These bitter, fanatical men and women Ancient protectors, given time, morph into full
will stop at nothing to promote the Lich King‘s ancients.
will and maintain the secrecy and dominance of They are closely affiliated with druids, and are
the Cult of the Damned. They view their own often seen accompanying powerful druids and
deaths and the possibility of becoming undead as keepers of the grove. Many treants were driven
their ultimate rewards for their service to mad during the Third War. The destruction of
Ner‘Zhul. the forests, as well as demonic corruption, has
An acolyte can be cast into a Scourge sacrificial driven them to lash out at anyone that
pit to become a shade, so long as it is blessed by approaches. Pandaren brewers have, on rare
the Lich King. A shade is born by casting the occasions, infused their drinks with core-wood,
essence seal spell (heightened to level 2) on acolyte which adds a breezy autumn flavor to their brews.
willingly sacrificing himself in the Sacrificial Pit, Treants are often summoned when a druid
and then casting the bind spell (level 2) to prepares Conjure Plants (called in that case the
maintain link to conjurer. Force of Nature spell), animating temporary
The statistics of the Scourge Shade are below. treants from normal trees.
The one maintaining the connection is usually a Depending on the focus of the Conjure spell, the
necromancer of influence in the Scourge, as a treant looks different; treants formed out
Shade is an excellent scout, so long as they don‘t ashwood trees are differently colored than treants
pass a hallowed area or get detected by an Alarm conjured from pine or oak.
spell. A treant summon that is made permanent by the
This ritual cannot be undone or reversed by bind spell usually has their form changing with
anything short of a wish spell or divine the seasons, leaves coloring red in fall, and
intervention (or similar abilities). budding in spring. This often has a minor
influence on the treant‘s disposition.
Ancients Introduction
Ancients are some of the most important Ancient
creatures in night elf society. They resemble Gargantuan plant, neutral good
sentient trees, but their wisdom and insight are Armor Class 11 (natural armor)
almost unparalleled. Many of them are thousands Hit Points 201 (13d20 + 65)
of years old. They assist their night elf allies with Speed 10 ft.
guidance, education (particularly in the druidic STR AGI STA INT SPI CHA
arts), and protection — they are large and 23 (+6) 6 (-2) 21 (+5) 15 (+2) 16 (+3) 15 (+2)
powerful, and are protectors of the forest. They Damage Vulnerabilities fire
are large enough to carry night elves, and some Damage Resistances bludgeoning, psychic,
are so enormous that night elves make their poison, piercing, lightning
homes in them. Condition Immunities blinded, deafened,
Trees of Life are so ancient in age, that many of exhaustion, petrified
them were present in the War of the Ancients. Senses blindsight 60 ft., passive Perception 13
Having been instrumental in supporting the

11
Languages Understands Common, Druidic, and Hit: 22 (3d10 + 6) bludgeoning damage.
Elven, but can only speak Druidic and Elven Animate Trees (3/Day). The ancient magically
(very) slowly. animates one or two trees it can see within 60
Challenge 11 (7,200 XP) feet of it. These trees have the same statistics as a
Traits lesser treant, except they have Intelligence and
Ancient’s Ability. The ancient gains a different Charisma scores of 1, they can't speak, and they
ability according to its focus (Lore, War, and have only the Slam action option. An animated
Wind). tree acts as an ally of the ancient. The tree
 Ancient of Lore. Ancients of Lore have the remains animate for 1 day or until it dies; until
spellcasting ability of a Druid equal to its the ancient dies or is more than 120 feet from
hit dice (caster level 13). The DC of its the tree; or until the ancient takes a bonus action
spells and abilities is equal to 15. They to turn it back into an inanimate tree. The tree
have 20 mana points, and use druidic then takes root if possible.
spellcasting.
 Ancient of War. Ancients of War have the Ancient, Tree of Life
protective fighting style of the Warrior Gargantuan plant, neutral good
class, as well as the following benefits Armor Class 12 (natural armor)
from the Champion martial archetype: Hit Points 314 (17d20 + 136)
Improved Critical 19-20, and Defense for Mana Points 40 (25 + 6 + 9)
+1 to armor. Speed 10 ft.
 Ancient of Wind. Ancients of Lore have STR AGI STA INT SPI CHA
the spellcasting ability of a priest equal to 26 (+8) 6 (-2) 26 (+8) 18 (+4) 25 (+7) 19 (+4)
its level (13). The DC of its spells is equal Saving Throws Str +14, Sta +14, Spi +13
to 15. They have 20 mana points, and Skills Nature +11
use priestly spellcasting. Damage Vulnerabilities fel, fire
Siege Monster. The ancient deals double damage Damage Resistances bludgeoning, piercing
to objects and structures. Condition Immunities blinded, deafened,
Consume Tree. The ancient may consume a tree exhaustion, petrified
within reach that is smaller than it as a full- Senses blindsight 60 ft., passive Perception 17
minute action, regaining regeneration of 5 hit Languages Understands Common, Druidic, and
points per round for one minute, up to its Elven, but can only speak Druidic and Elven
maximum hit points. (very) slowly.
Root. The ancient can root itself in soil or Challenge 17 (18,000 XP)
ground that allow its roots to spread as an action. Traits
While rooted, the ancient protector‘s speed is 0, Consume Tree. The ancient may consume a tree
gains a +2 bonus to AC, advantage to any saving within reach that is smaller than it as a full-
throw versus an effect that would move it from its minute action, regaining regeneration of 5 hit
position and can detect how deep water is and points per round for one minute, up to its
how healthy the nature is in a distance of 100 maximum hit points.
feet. While rooted and throwing a rock, it adds Legendary Resistance (3/rest). If the tree of life
one dice of extra damage. fails a saving throw, it can choose to succeed
ACTIONS instead.
Multiattack. The ancient makes two slam attacks. Magic Resistance. The tree of life has advantage
Slam. Melee Weapon Attack: +10 to hit, reach 10 on saving throws against spells and other magical
ft., one target. effects. This does not apply against spells that
Hit: 19 (3d8 + 6) bludgeoning damage. deal fire or fel damage.
Rock. Ranged Weapon Attack: +10 to hit, range Siege Monster. The tree of life deals double
60/180 ft., one target. damage to objects and structures.

12
Root. The ancient of life can root itself in soil or The tree of life can take 3 legendary actions,
ground that allow its roots to spread as an action. choosing from the options below. Only one
While rooted, the ancient protector‘s speed is 0, legendary action option can be used at a time and
gains a +2 bonus to AC, advantage to any saving only at the end of another creature‘s turn. The
throw versus an effect that would move it from its tree of life regains spent legendary actions at the
position and can detect how deep water is and start of its turn.
how healthy the nature is in a distance of 100 Detect. The tree of life makes a Spirit
feet. (Perception) check.
Spellcasting. The Tree of Life is a 17th level Slam Attack. The tree of life makes a slam attack.
spellcaster. Their spellcasting ability is Spirit Nature's Blessing (Costs 2 Actions and 4 mana
(spell save DC 21, +13 to hit with spell attacks). points). Each living creature within 90 feet of the
The tree of life has the following spells (24) tree of life magically regains 20 (3d8 + 7) hit
prepared from the druid spell list: points (including the tree of life).
Cantrips (0 mana): druidcraft, frostbite, guidance,
gust, thorn whip, wrath Treant, Minor
1st level (0 mana): absorb elements, conjure fey, Medium plant, unaligned
create or destroy water, entangling roots, mark of Armor Class 14 (natural armor)
the wild (or inner fire), rejuvenation (1 mana) Hit Points 22 (3d8 + 9)
2nd level (1 mana): animate plants (treants), aura Speed 20 ft.
of thorns (retribution aura), barkskin, beast STR AGI STA INT SPI CHA
sense, warding wind 16 (+3) 10 (+0) 16 (+3) 8 (-1) 13 (+1) 9 (-1)
3rd level (2 mana): wind wall, cyclone, slumber Damage Vulnerabilities fire
4th level (3 mana): detonate mana Damage Resistances bludgeoning, piercing
5th level (4 mana): teleportation circle, tranquility, Condition Immunities blinded, deafened,
geas exhaustion, petrified
6th level (5 mana): heroes‘ feast, wall of thorns Senses passive Perception 11
7th level (7 mana): regenerate Languages Understands Common, Druidic, and
8th level (8 mana): mirage arcana, sunburst Elven, but can only speak Druidic and Elven
9th level (9 mana): foresight (very) slowly.
ACTIONS Challenge 1 (200 XP)
Multiattack. The ancient makes two slam attacks. Traits
Slam. Melee Weapon Attack: +14 to hit, reach 15 Consume Tree. The treant may consume a tree
ft., one target. within reach that is smaller than it as a full-
Hit: 30 (4d10 + 8) bludgeoning damage. minute action, regaining regeneration of 5 hit
Animate Trees (3/Day). The ancient magically points per round for one minute, up to its
animates one or two trees it can see within 60 maximum hit points.
feet of it. These trees have the same statistics as a Meld into Woods. The treant may use 10 feet of
lesser treant, except they have Intelligence and movement to meld into a tree that is at least one
Charisma scores of 1, they can't speak, and they size category larger than it. While melded, the
have only the Slam action option. An animated treant seems as part of the tree, and is
tree acts as an ally of the ancient. The tree indistinguishable. It can leave the tree with 10
remains animate for 1 day or until it dies; until feet of movement.
the ancient dies or is more than 120 feet from ACTIONS
the tree; or until the ancient takes a bonus action Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
to turn it back into an inanimate tree. The tree one target.
then takes root if possible. Hit: 6 (1d6 + 3) slashing damage.

LEGENDARY ACTIONS Treant, Lesser

13
Medium plant, unaligned False Appearance. While the ancient protector
Armor Class 14 (natural armor) remains motionless, it is indistinguishable from
Hit Points 60 (8d8 + 24) an inanimate tree.
Speed 20 ft. Consume Tree. The ancient protector may
STR AGI STA INT SPI CHA consume a tree within reach that is smaller than
18 (+4) 10 (+0) 17 (+3) 8 (-1) 13 (+1) 9 (-1) it as a full-minute action, regaining regeneration
Damage Vulnerabilities fire of 5 hit points per round for one minute, up to
Damage Resistances bludgeoning, piercing its maximum hit points.
Condition Immunities blinded, deafened, Root. The ancient protector can root itself in soil
exhaustion, petrified or ground that allow its roots to spread as an
Senses passive Perception 11 action. While rooted, the ancient protector‘s
Languages Understands Common, Druidic, and speed is 0, gains a +2 bonus to AC, and
Elven, but can only speak Druidic and Elven advantage to any saving throw versus an effect
(very) slowly. that would move it from its position. While
Challenge 3 (700 XP) rooted and throwing a rock, it adds one dice of
Traits extra damage, and can detect how deep water is
Consume Tree. The treant may consume a tree and how healthy the nature is in a distance of
within reach that is smaller than it as a full- 100 feet.
minute action, regaining regeneration of 5 hit ACTIONS
points per round for one minute, up to its Multiattack. The treant makes two claw attacks.
maximum hit points. Claw. Melee Weapon Attack: +8 to hit, reach 10
False Appearance. While the treant remains ft., one target
motionless, it is indistinguishable from an Hit: 12 (2d6 + 5) slashing damage.
inanimate tree. Rock. Ranged Weapon Attack: +8 to hit, range
ACTIONS 30/60 ft., one target
Multiattack. The treant makes two claw attacks. Hit: 16 (2d10 + 5) bludgeoning damage. The
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., treant must be rooted to use this ability.
one target.
Hit: 7 (1d6 + 4) slashing damage. Ancient protectors guard night elven villages.

Treant, Moderate (Ancient Protector) Treant, Greater (Ancient Defender)


Large plant, unaligned Large plant, unaligned
Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 76 (9d10 + 27) Hit Points 114 (12d10 + 48)
Speed 15 ft. Speed 15 ft.
STR AGI STA INT SPI CHA STR AGI STA INT SPI CHA
20 (+5) 9 (-1) 17 (+3) 9 (-1) 14 (+2) 10 (+0) 22 (+6) 9 (-1) 18 (+4) 10 (+0) 15 (+2) 11 (+0)
Damage Vulnerabilities fire Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened, Condition Immunities blinded, deafened,
exhaustion, petrified exhaustion, petrified
Senses passive Perception 12 Senses blindsight 30 ft., passive Perception
Languages Understands Common, Druidic, and Languages Understands Common, Druidic, and
Elven, but can only speak Druidic and Elven Elven, but can only speak Druidic and Elven
(very) slowly. (very) slowly.
Challenge 5 (1,800 XP) Challenge 7 (2,600 XP)
Traits Traits

14
Siege Monster. The ancient deals double damage Consume Tree. The ancient guardian may
to objects and structures. consume a tree within reach that is smaller than
Consume Tree. The treant may consume a tree it as a full-minute action, regaining regeneration
within reach that is smaller than it as a full- of 5 hit points per round for one minute, up to
minute action, regaining regeneration of 5 hit its maximum hit points.
points per round for one minute, up to its Root. The ancient guardian can root itself in soil
maximum hit points. or ground that allow its roots to spread as an
Root. The ancient defender can root itself in soil action. While rooted, the ancient guardian‘s
or ground that allow its roots to spread as an speed is 0, gains a +2 bonus to AC, advantage to
action. While rooted, the ancient defender‘s any saving throw versus an effect that would
speed is 0, gains a +2 bonus to AC, advantage to move it from its position and can detect how
any saving throw versus an effect that would deep water is and how healthy the nature is in a
move it from its position and can detect how distance of 100 feet. While rooted and throwing
deep water is and how healthy the nature is in a a rock, it adds one dice of extra damage.
distance of 100 feet. While rooted and throwing ACTIONS
a rock, it adds one dice of extra damage. Multiattack. The treant makes two attacks.
ACTIONS Claw. Melee Weapon Attack: +11 to hit, reach 10
Multiattack. The treant makes two attacks. ft., one target
Claw. Melee Weapon Attack: +9 to hit, reach 10 Hit: 17 (3d6 + 7) slashing damage.
ft., one target Rock. Ranged Weapon Attack: +8 to hit, range
Hit: 13 (2d6 + 6) slashing damage. 50/100 ft., one target
Rock. Ranged Weapon Attack: +9 to hit, range Hit: 23 (3d10 + 7) bludgeoning damage.
30/60 ft., one target
Hit: 17 (2d10 + 6) bludgeoning damage. There are few ancient guardians in the world,
and they often spend few years before becoming
Ancient defenders guard night elven military full-blown ancients.
installations near critical positions, such as the
World Tree. Avatar of Vengeance
Treant, Major (Ancient Guardian) Introduction
Huge plant, unaligned Avatars of vengeance seek to slay all living
Armor Class 16 (natural armor) creatures that harmed it in an effort somehow to
Hit Points 154 (13d12 + 70) bring peace to itself. It bears no feelings of guilt
Speed 10 ft. or remorse or pity, and its task very seriously,
STR AGI STA INT SPI CHA treating all beings with equal disregard and
24 (+7) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) sparing none that get in its way. It makes full use
Damage Vulnerabilities fire of its incorporeal nature, moving through walls,
Damage Resistances bludgeoning, piercing ceilings, and floors as it attacks.
Condition Immunities blinded, deafened, No one knows exactly how Avatars of Vengeance
exhaustion, petrified form. Some claim that when a person with a
Senses blindsight 30 ft., passive Perception 13 great need for vengeance dies, their spirit
Languages Understands Common, Druidic, and becomes an avatar of vengeance. This story
Elven, but can only speak Druidic and Elven cannot be true, though, as avatars of vengeance
(very) slowly. are not undead creatures. Rather, they are beings
Challenge 9 (5,000 XP) composed of the raw energy of vengeance and
Traits vendetta; they are revenge given physical form
Siege Monster. The ancient deals double damage from the Void, summoned up by negative
to objects and structures. emotions.

15
Avatars of vengeance are rarely encountered Damage Resistances fel, cold, poison;
naturally. They are born of a terrible wrong or bludgeoning, piercing, and slashing from
bitter emotional state, and are sometimes nonmagical weapons
summoned when a hurt victim receives (or sends Condition Immunities blinded, deafened,
out) a Call for vengeance. exhaustion, petrified, poisoned
When an individual seeks vengeance with all of Senses darkvision 60 ft., passive Perception 15
their will, they may inadvertently bring to life an Languages Understands the languages in life, but
avatar of vengeance. The spirit has a will of its speaks it in reverse (DC 15 Intelligence or Spirit
own — even if the individual who created it saving throw understands)
remits their hate. The spirit does not stop until it Challenge 3 (700 XP)
claims vengeance upon the perpetrator of the act Traits
that caused its creation. Awaken Vengeful. By touching a corpse, the
Spirits of Vengeance are creatures that form avatar of vengeance can create a spirit of
when an avatar of vengeance slays a humanoid. vengeance that joins it on its quest for righting
In some ways, spirits of vengeance are as children wrongs for up to 24 hours, or until the task is
of their spawning avatars— they are fixated on complete (whichever comes sooner). This can be
one thought: revenge. Unlike avatars, a spirit of done at will, but an avatar of vengeance cannot
vengeance contains bits of humanoid soul have more than twenty active spirits of
mingled with the dark energies that animate it. vengeance. Only one spirit of vengeance can be
The avatar of vengeance that created the spirit is created from a single corpse, which must have
treated as if it charmed the spirit. Spirits of died either betrayed, in battle, or any situation
vengeance do not speak, but they do utter things where the DM decides it may have lingering
that seem like words, reverberated and spoken in desire for vengeance. The statistics of the spirit of
reverse. vengeance are described below.
Spirits of vengeance possess little of the cunning Incorporeal Movement. The avatar of vengeance
of the avatar that created them. When can move through other creatures and objects as
uncontrolled, they move toward living creatures if they were difficult terrain. It takes 5 (1d10)
and hack them apart. Some spirits target specific arcane damage if it ends its turn inside an object.
creatures particularly deserving of vengeful Limited Telepathy. The avatar of vengeance can
judgment, ignoring innocents. The weapon of a magically transmit simple messages and images to
spirit of vengeance is a shadowy extension of any creature within 120 feet of it, so long as the
itself. Their weapons can take many forms; most creature is its conjurer, quarry, or one of the
resemble either the weapon of the avatar that allies of both parties. This ability is usually used
created them or the weapons of the living to intimidate its quarry or remind them of an evil
creatures from which they were summoned. The deed it has committed.
above statistics block assumes a Moonglaive This form of telepathy doesn‘t allow the receiving
(shortsword). creature to telepathically respond.
Unrelenting Hunter. The avatar can use a bonus
Avatar of Vengeance, Lesser action to Dash, but only to approach its quarry or
Medium fiend (shadow), lawful evil travel towards it. It also has advantage on any
Armor Class 13 Spirit (Perception) checks against its quarry.
Hit Points 55 (10d8 + 10) Vengeful Tracker. The avatar knows the distance
Speed 0 ft., fly 40 ft. (hover) to and direction of any creature against which it
STR AGI STA INT SPI CHA seeks revenge, so long as the creature is on the
12 (+1) 17 (+3) 13 (+1) 12 (+1) 15 (+2) 17 (+3) same plane of existence. If the creature being
Saving Throws Spi +4, Cha +4 tracked by the avatar dies on the plane, the avatar
Skills Intimidate +6, Stealth +5, Perception +5 knows. If conjured by the conjure fiend spell, it can
Damage Vulnerabilities holy track the target of its caster, but only up to 10

16
miles. Otherwise, she knows only its general Damage Vulnerabilities holy
direction. Damage Resistances shadow, cold, poison;
ACTIONS bludgeoning, piercing, and slashing from
Multiattack. The avatar of vengeance makes two nonmagical weapons
melee attacks. Damage Immunities fel
Moonglaive. Melee Weapon Attack: +6 to hit, Condition Immunities blinded, deafened,
reach 5 ft., one target. exhaustion, frightened, petrified, poisoned
Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) Senses darkvision 60 ft., passive Perception 17
shadow damage. If the target is a creature against Languages Understands the languages in life, but
which the avatar has designated as its quarry, the speaks it in reverse (DC 15 Intelligence or Spirit
target takes an extra 14 (4d6) damage. saving throw understands)
Challenge 9 (5,000 XP)
> Spirit of Vengeance Traits
Medium fiend (shadow), lawful evil Awaken Vengeful. By touching a corpse, the
Armor Class 12 avatar of vengeance can create a spirit of
Hit Points 16 (3d8 + 3) vengeance that joins it on its quest for righting
Speed 30 ft. wrongs for up to 24 hours, or until the task is
STR AGI STA INT SPI CHA complete (whichever comes sooner). This can be
11 (+0) 14 (+2) 12 (+1) 9 (-1) 9 (-1) 11 (+0) done at will, but an avatar of vengeance cannot
Skills Intimidation +2, Stealth +3 have more than fifty active spirits of vengeance.
Damage Vulnerabilities holy Only one spirit of vengeance can be created from
Damage Resistances fel, cold, poison; a single corpse, which must have died either
bludgeoning, piercing, and slashing from betrayed, in battle, or any situation where the
nonmagical weapons DM decides it may have lingering desire for
Senses passive Perception 9 vengeance. The statistics of the spirit of
Languages Understands the languages in life, but vengeance are described above.
speaks it in reverse (DC 15 Intelligence or Spirit Incorporeal Movement. The avatar of vengeance
saving throw understands). can move through other creatures and objects as
Challenge 1/2 (100 XP) if they were difficult terrain. It takes 5 (1d10)
ACTIONS arcane damage if it ends its turn inside an object.
Multiattack. The vengeful makes two melee Limited Telepathy. The avatar of vengeance can
attacks. magically transmit simple messages and images to
Moonglaive. Melee Weapon Attack: +4 to Hit, any creature within 120 feet of it, so long as the
reach 5 ft., one target creature is its conjurer, quarry, or one of the
Hit: 5 (1d6 + 2) piercing damage. If the target is a allies of both parties. This ability is usually used
creature against which the spirit has designated as to intimidate its quarry or remind them of an evil
its quarry, the target takes an extra 7 (2d6) deed it has committed.
damage. This form of telepathy doesn‘t allow the receiving
creature to telepathically respond.
Frightful Stalker. The avatar can use a bonus
Avatar of Vengeance, Major action to Dash, but only to approach its quarry or
Large fiend (shadow), lawful evil travel towards it. It also has advantage on any
Armor Class 16 Spirit (Perception) checks against its quarry, and
Hit Points 135 (18d10 + 36) any Charisma (Intimidate) checks against them.
Speed 0 ft., fly 60 ft. (hover) Vengeful Tracker. The avatar knows the distance
STR AGI STA INT SPI CHA to and direction of any creature against which it
14 (+2) 20 (+5) 15 (+2) 14 (+2) 17 (+3) 19 (+4) seeks revenge, even if the creature and the
Saving Throws Spi +7, Cha +8 revenant are on different planes of existence, and
Skills Intimidate +8, Stealth +9, Perception +7 can identify them (but cannot make the trip

17
itself; although it is also innately aware of any Relentless. This acts as the relentless talent of the
portals that lead to that plane). If the creature same name.
being tracked by the avatar dies, the avatar
knows. If conjured by the conjure fiend spell, it can RAVEN
track the target of its caster, but only up to 50 Traits
miles. Otherwise, she knows only its general Dread Ambusher. The beastman gains a bonus
direction. their initiative rolls equal to its Spirit modifier.
ACTIONS Also, the start of its first turn of each combat
Multiattack. The avatar of vengeance makes two encounter, its speed increases by 10 feet, which
melee attacks. lasts until the end of that turn.
Moonglaive. Melee Weapon Attack: +9 to hit, Mimicry. The beastman can mimic any sounds it
reach 10 ft., one target. heard, including voices. This talent extends to
Hit: 12 (2d6 + 5) piercing damage, plus 7 (2d6) handwriting (if the beastman learned how to read
shadow damage. If the target is a creature against and write). A creature that hears the beastman‘s
which the avatar has designated as its quarry, the imitation or sees a forgery can tell they are
target takes an extra 14 (4d6) damage. imitations with a successful Spirit (Insight) check
Shadow Step (Recharge 5-6). The avatar can cast or Intelligence (Investigation) check, respectively
the blink step spell. against a DC of 13.
ACTIONS
B Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target.
Beastmen Hit: 7 (1d6 + 4) piercing damage.
Beastmen are grotesque beings found in Drustvar
that resemble humanoid/beast hybrids. They STAG
appear to be stitched together out of corpses of Traits
humans and animals. Their origin is unknown, Horned Charge. If the beastman moves at least
but some theorize to be mutants or homunculi 20 ft. straight toward a target and then hits it
who achieved an independent presence. with a Gore attack on the same turn, the target
Beastmen can have weapons grafted onto them. takes an extra 3 (1d6) damage of the same
One of their arms can be grafted with any melee weapon type. If the target is a creature, it must
one-handed or light weapon with a successful DC succeed on a DC 14 Strength saving throw or be
10 Spirit (Medicine) check. pushed 10 feet and fall prone.
ACTIONS
Variant Beastmen Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Each beastman gains different powers depending one target.
on its type. With the Beastman Butcher, the Hit: 7 (1d6 + 4) piercing damage.
ability DCs and attack rolls increase by 2 points
each, and the beak and gore attacks add another Beastman Butcher
dice of damage. Large humanoid (homunculus), chaotic neutral
Armor Class 13 (Natural Armor)
PIG Hit Points 102 (12d10 + 36)
Traits Speed 40 ft.
Charge. If the beastman moves at least 20 ft. STR AGI STA INT SPI CHA
straight toward a target and then hits it with a 21 (+5) 8 (-1) 17 (+3) 7 (-2) 15 (+2) 10 (+0)
Slam attack on the same turn, the target takes an Senses passive Perception 12
extra 3 (1d6) damage of the same weapon type. If Languages —
the target is a creature, it must succeed on a DC Challenge 6 (2,300 XP)
14 Strength saving throw or be knocked prone. Traits
REACTIONS

18
Limited Regeneration. The beastman regains 10 Banshee
Hit Points if it starts its turn with less than half
―Let my cries chill the living…‖
its maximum hit points. This does not function if
Medium undead, chaotic evil
the beastman is unconscious (such as by being
Armor Class 12
reduced to 0 hit points or when asleep).
Hit Points 49 (11d8)
Rend and Tear. If the beastman succeeds on two
Mana Points 25 (17 + 2 + 6)
weapon attacks succeed against the same target, it
Speed 0 ft., fly 40 ft. (hover)
may also attempt a third slam attack.
STR AGI STA INT SPI CHA
ACTIONS
5 (-3) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Multiattack. The beastman makes two weapon
Saving Throws Spi +2, Cha +5
attacks.
Damage Resistances acid, fire, lightning,
Claw. Melee Weapon Attack: +8 to hit, reach 10
thunder; bludgeoning, piercing, and slashing
ft., one target.
from nonmagical weapons
Hit: 12 (2d6 + 5) slashing damage. Damage Immunities cold, shadow, poison
Slam. Melee Weapon Attack: +8 to hit, reach 10 Condition Immunities exhaustion, frightened,
ft., one target. paralyzed, petrified, poisoned, prone, restrained
Hit: 12 (2d6 + 5) bludgeoning damage. Senses darkvision 60 ft., passive Perception 10
Languages Common, Elven, Necril
Challenge 4 (1,100 XP)
Beastman Thrall Traits
Medium humanoid (homunculus), chaotic Incorporeal Movement The banshee can move
neutral through other creatures and objects as if they
Armor Class 13 (Natural Armor) were difficult terrain. She takes 5 (1d10) arcane
Hit Points 65 (10d8 + 20) damage if she ends her turn inside an object.
Speed 30 ft. Banshee Magic. The banshee may cast possession
STR AGI STA INT SPI CHA without a container. The soul and body of the
18 (+4) 10 (+0) 15 (+2) 8 (-1) 17 (+3) 10 (+0) banshee effectively occupy the targeted creature.
Senses passive Perception 13 The banshee may leave the body, materializing its
Languages — own after one round of leaving.
Challenge 4 (1,100 XP) The banshee may also cast the globe of
Traits invulnerability spell on itself or any creature within
Limited Regeneration. The beastman regains 5 30 ft. If this effect targets an enemy, they may
Hit Points if it starts its turn with less than half make a Spirit saving throw to negate this effect.
its maximum hit points. This does not function if Innate Spellcasting. The banshee is naturally
the beastman is unconscious (such as by being magical. The banhsee‘s spellcasting ability is
reduced to 0 hit points or when asleep). Charisma (spell save DC 13, +5 to spell attacks).
Rend and Tear. If the beastman succeeds on two The banshee can innately cast the following
weapon attacks succeed against the same target, it spells, requiring no material components:
may also attempt a third slam attack. 3rd level (4 mana): banshee‘s curse
ACTIONS 4th level (5 mana): drain mana
Multiattack. The beastman makes two weapon 6th level (8 mana): antimagic shell (globe of
attacks. invulnerability), possession
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., ACTIONS
one target. Horrifying Visage. Each non-undead creature
Hit: 7 (1d6 + 4) slashing damage. within 60 feet of the banshee that can see her
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., must succeed on a DC 13 Spirit saving throw or
one target. be frightened for 1 minute. A frightened target
Hit: 7 (1d6 + 4) bludgeoning damage. can repeat the saving throw at the end of each of

19
its turns, with disadvantage if the banshee is which can affect her banshee powers and mana
within line of sight, ending the effect on itself on points).
a success. If a target‘s saving throw is successful or
the effect ends for it, the target is immune to the Basilisk
banshee‘s Horrifying Visage for the next 24
Medium beast, unaligned
hours.
Armor Class 15 (natural Armor)
Shrill Shriek. Ranged Spell Attack: +5 to hit, range
Hit Points 52 (8d8 + 16)
70 ft., one target.
Speed 20 ft.
Hit: 12 (5d4) thunder damage. This requires at STR AGI STA INT SPI CHA
least 1 mana in reserve for each d4. 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)
Senses darkvision 60 ft., passive Perception 9
Banshees were once elf women, returned to a Languages —
horrible, spectral existence. Their intangible Challenge 3 (700 XP)
forms make them difficult to destroy, and they Traits
have numerous spell-like abilities to cripple their Petrifying Gaze. If a creature starts its turn
foes and protect their allies. Their most feared within 30 feet of the basilisk and the two of them
ability is that they can possess a living being, can see each other, the basilisk can attempt to
taking over its body. When the Burning Legion petrify the target, forcing the creature to make a
and the Kaldorei clashed in the War of the DC 12 Stamina saving throw. This does not
Ancients, 10,000 years ago, many night elf require an action, but does require the basilisk be
women fell. Their brutal murders returned them able to use actions (cannot be used while
as banshees, and for millennia they wandered the incapacitated, stunned, etc. or if blinded). This
world in lamentation, losing ever more of their can be done once per round, and may maintain
dwindling sanity. this state for one minute before requiring 1d4
Eventually, the Lich King, Ner‘zhul, learned of minutes to recover. On a failed save, the target
their existence and recruited them into the creature is restrained as its flesh begins to harden.
Scourge. Banshees fought in the Third War On a successful save, the creature isn't affected.
alongside other undead, and when Arthas A creature restrained by this effect must make
attacked Quel‘Thalas, he found that he could another Stamina saving throw at the end of each
make banshees of high elves as well. The of its turns. If it successfully saves three times, the
banshee‘s shrill shrieks can be heard as far as a effect ends, and the creature is immune to the
mile. current effect for the 1d4 minutes it takes for the
Basilisk to recover. If it fails three times, the
Reformed Banshee creature is turned to stone and is petrified until
A banshee that occupies its own body turns into freed by the greater restoration spell or other
an elf-blooded forsaken (see the Knowledge From magic.
Beyond racial trait), and also gains the Mystic A creature that isn‘t surprised can avert its eyes to
Blast feat for free (but must choose to deal sonic avoid the saving throw at the start of its turn. If it
damage). The feat deals 1d4 damage for every does so, it can‘t see the basilisk until the start of
spell level accessed by the character (minimum its next turn, when it can avert its eyes again. If it
1d4 if not accessing any spell levels). looks at the basilisk in the meantime, it must
The creature also adds the following spells to immediately make the save. If the basilisk sees its
their spell list if they aren‘t already included: reflection within 30 feet of it in bright light, it
banshee’s curse, drain mana, antimagic shell, and mistakes itself for a rival and targets itself with its
possession. gaze. This otherwise acts as the Flesh to Stone spell.
The banshee can abandon her body, retaining ACTIONS
her banshee form‘s physical ability scores (but Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
retaining her forsaken mental ability scores, one creature.

20
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) Multiattack. The battle chicken can make two
poison damage. drill peck attacks.
Drill Peck. Melee Weapon Attack: +7 to hit, reach
Basilisks are heavily-armored, six-legged lizards 5 ft., one target.
which are related to the crocolisk. Basilisk Hit: 7 (1d4 + 5) piercing damage. The target must
stomachs are capable of dissolving nearly then succeed on a DC 14 Stamina saving throw
anything. Because of this, basilisks have a or suffer the bleeding condition for 1 minute,
fondness for eating crystals and rocks from the losing 1 hit point per round. A creature who
area they inhabit. This not only makes their hides succeeds on the saving throw is immune to this
extremely hard, but gives them a unique power. effect for the next 24 hours.
They're best known for their ability to petrify a
person with their stare. Due to this, basilisk parts Also known as the gnomish battle chicken, this
are often sought by mages and alchemists for tiny construct may look silly, but it is one tough
study. These powerful, enchanted creatures are customer. Starting an inert battle chicken
something of an anomaly throughout the land of involves cranking cranks, pushing buttons,
Azeroth. turning little knobs, and speaking into flared
tubes. Once started the chicken obeys the voice
Battle Chicken commands of the individual who started it,
Tiny construct, unaligned attacking his enemies and doing anything else he
Armor Class 15 asks. The chicken only understands simple
Hit Points 65 (10d4 + 40) commands.
Speed 20 ft.
STR AGI STA INT SPI CHA Crafting
5 (-3) 21 (+5) 18 (+4) 3 (-4) 11 (+0) 1 (-5) This construct can be crafted and has a rarity of
Rare. As a creature of CR 4, it has a total cost of
Skills Intimidation -3, Perception +3
8,000 gp (320 gp base cost x 25 for creatures) in
Damage Immunities poison
engineering materials. The engineering materials
Condition Immunities charmed, exhaustion,
required is 4,000 gp to craft it with a competent
frightened, paralyzed, petrified, poisoned
craftsperson, who has a minimum Proficiency
Senses darkvision 60 ft., passive Perception 13
Bonus of +3 (as a Journeyman craftsperson).
Languages Understands the languages of its
creator but can't speak As a device, it has a malfunction rating of 1-3.
Challenge 4 (1,100 XP)
Traits Golem
Battle Squawk (1/long rest). The chicken casts If made into a golem, the battle-chicken‘s cost
increases by an additional 2,000 gp, and requires
the abandonment aura spell.
an infusion matrix of Uncommon rarity.
Chicken Frenzy. The chicken has advantage on
Golems do not require fuel and can follow and
melee attack rolls whenever it is reduced to 10 hit
understand instructions.
points or below.
Winged Leap. The battle chicken‘s long jump is
up to 10 feet and its high jump is up to 5 feet, Black Ooze
with or without a running start. Huge ooze, unaligned
Fuel (5 mechanical units/charge). The construct Armor Class 5
consumes 5 fuel units per hour for 1 use (1 size, 4 Hit Points 136 (13d12 + 52)
rarity). As it runs on a mechanical engine, this Speed 20 ft., climb 20 ft.
requires 1 hour of winding for 1 unit, or 10 STR AGI STA INT SPI CHA
minutes for 3 unit if proficient with Engineer‘s 19 (+4) 3 (-4) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
Tools or Tinker‘s Tools. Damage Immunities acid, cold, lightning,
ACTIONS slashing

21
Condition Immunities blinded, charmed, remains a mystery, they clearly seek to consume
deafened, exhaustion, frightened, prone flesh as well. Some theorize that angry natural
Senses blindsight 60 ft. (blind beyond this forces inhabited the original black oozes,
radius), passive Perception 8 animating the contaminated waste of mining
Languages – operations and using it to enact vengeance on the
Challenge 8 (3,900 XP) miners. Others postulate that some miners,
Traits working far too deep in the ground, inadvertently
Amorphous. The black ooze can move through a operated in areas of powerful buried magic.
space as narrow as 1 inch wide without squeezing. Mystic energy penetrated the miners‘ slag pits and
Corrosive Form. A creature that touches the animated the sludgy runoff there. Whatever their
black ooze or hits it with a melee attack while origins, black oozes now exist as monsters in their
within 5 feet of it takes 9 (2d8) acid damage. Any own right, requiring no outside influence to live
nonmagical weapon made of metal or wood that and reproduce (which they do by means of
hits the black ooze corrodes. After dealing asexual splitting).
damage, the weapon takes a permanent Black oozes prefer to remain underground,
cumulative -1 penalty to damage rolls. If its though a few venture out onto surrounding
penalty drops to -5, the weapon is destroyed. Non mountainsides. They do not appear to have any
magical ammunition made of metal or wood that sort of sentience, society, or ambition beyond
hits the black ooze is destroyed after dealing engulfing whatever they encounter.
damage. The black ooze can eat through 4-inch-
thick, non magical wood or metal in 1 round. Bloodpedals Introduction
Spider Climb. The black ooze can climb difficult
Bloodpetals are ambulatory plants that dwell in
surfaces, including upside down on ceilings,
the steamy jungles of the Un‘Goro Crater. They
without needing to make an ability check.
are covered in nasty thorns that exude a crippling
ACTIONS
toxin; although not terribly dangerous alone, they
Multiattack. The black ooze makes two
tend to use swarm tactics. Otherwise, not much is
pseudopod attacks.
known about these curious creatures, although
Pseudopod. Melee Weapon Attack: +7 to hit, reach the Explorers‘ League produces a few reports.
10 ft., one target. Colonies of bloodpetals, apparently always less
Hit: 11 (2d6 + 4) bludgeoning damage plus 22 than 30 in number, stake out a territory typically
(5d8) acid damage. In addition, non magical in some remote area where threats are at a
armor worn by the target is partly dissolved and minimum. They defend this area carefully while
takes a permanent and cumulative -1 penalty to new bloodpetal sprouts grow. A sprout remains
the AC it offers. The armor is destroyed if the immobile for several months before its legs fully
penalty reduces its AC to 10. develop.
REACTIONS Once a bloodpetal patch grows too large for
Split. When a black ooze that is Medium or larger nearby resources to support it, the creatures send
is subjected to lightning or slashing damage, it out scouts. These scouts range far and wide, and
splits into two new black oozes if it has at least 20 thus are usually the first bloodpetals a visitor to
hit points. Each new black ooze has hit points Un‘Goro encounters; interestingly, a scout avoids
equal to half the original black ooze's, rounded conflict and fights only to defend itself, giving the
down. New black oozes are one size smaller than illusion that bloodpetals aren‘t terribly aggressive,
the original black ooze. a fact that leads many explorers into trouble
when they encounter an actual patch and have
Black oozes form in the foul slag pits of mining their escape route cut off by the suddenly-animate
operations, given animation by mystic forces and flora.
freed to roam and consume. Black oozes possess a Bloodpetals typically stand about 5 feet high and
corrosive touch that metal; while their anatomy weigh about 100 pounds. They speak no

22
languages as far as anyone knows, although they Thorn. Melee Weapon Attack: +6 to hit, 10 ft.,
do seem capable of communicating with each one target.
other in some unknown manner. Hit: 11 (1d8 + 4) piercing damage. The target
must make a DC 14 Stamina saving throw, taking
Bloodpedal Trapper 17 (5d6) poison damage on a failed save, or half
Medium plant, unaligned as much damage on a successful one.
Armor Class 12 (natural armor)
Hit Points 37 (5d8 + 15) Blood Elf Introduction
Speed 10 ft., climb 10 ft. Blood elves are functionally similar to high elves,
STR AGI STA INT SPI CHA and have similar abilities, but differ in their racial
16 (+3) 14 (+2) 17 (+3) 2 (-4) 10 (+0) 10 (+0) options. See High Elves below for their army and
Damage Vulnerabilities fire hero composition.
Condition Immunities blinded, deafened,
exhaustion, petrified
Senses passive Perception 11
Blood Elves as Characters
See the core document under high elves.
Challenge 2 (450 XP)
Traits
False Appearance. While the bloodpedal trapper Bog Beast
remains motionless, it is indistinguishable from Large plant, unaligned
an inanimate plant. Armor Class 16 (Natural Armor)
ACTIONS Hit Points 90 (12d8 + 48)
Thorn. Melee Weapon Attack: +5 to hit, 5 ft., one Speed 25 ft.
target. STR AGI STA INT SPI CHA
Hit: 6 (1d6 + 3) piercing damage. The target must 22 (+6) 15 (+2) 18 (+4) 4 (-3) 10 (+0) 7 (-2)
make a DC 13 Stamina saving throw, taking 10 Skills Perception +3, Stealth +5
(3d6) poison damage on a failed save, or half as Damage Vulnerabilities fire
much damage on a successful one. Damage Resistances lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Bloodpedal Lasher Senses darkvision 60 ft., passive Perception 13
Large plant, unaligned Languages –
Armor Class 13 (natural armor) Challenge 5 (1,800 XP)
Hit Points 66 (7d10 + 28) Traits
Speed 15 ft., climb 15 ft. Swamp Lord. The bog beast has advantage on
STR AGI STA INT SPI CHA Agility (Stealth) checks to move silently and hide
19 (+4) 15 (+2) 18 (+4) 2 (-4) 12 (+1) 10 (+0) within swamps, can ignore the movement penalty
Damage Vulnerabilities fire from swamp difficult terrain, and can see through
Condition Immunities blinded, deafened, bog mists without disadvantage.
exhaustion, petrified Hold Breath. The bog beast can hold its breath
Senses passive Perception 11 for 30 minutes.
Challenge 4 (1,100 XP) ACTIONS
Traits Multiattack. The bog beast attacks twice with its
False Appearance. While the bloodpedal lasher claws
remains motionless, it is indistinguishable from Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
an inanimate plant. one target.
Serrated Thorns. A bloodpetal lasher‘s thorn Hit: 11 (1d8 + 6) slashing damage. If the target is
attacks are particularly vicious, dealing three Medium or smaller, it is either grappled (escape
times normal damage on a critical hit. DC 17) and restrained until the grapple ends or
ACTIONS pushed 10 feet away from the bog beast.

23
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Bog beasts are large plant-like creatures, often one target.
found in temperate marshes of Azeroth. These Hit: 12 (2d6 + 5) bludgeoning damage plus 22
massive plants may be mistaken for a thick clump (5d8) acid damage. In addition, non magical
of vegetation… if not for their vaguely humanoid armor worn by the target is partly dissolved and
shapes and surprising mobility. As the name takes a permanent and cumulative -1 penalty to
suggests, bog-beasts are massive, shambling the AC it offers. The armor is destroyed if the
monsters that are half plant and half beast. Not penalty reduces its AC to 10.
much is known about these secretive lords of the Acid Spit. Ranged Weapon Attack: +8 to hit, range
swamp, except that they are territorial and rather 30/60 ft., one target.
aggressive. Hit: 12 (2d6 + 5) acid damage. This attack also
Explorers have recorded stories of their immense corrodes as the Corrosive Form ability.
strength and resilience to harm. Bog-beasts are Acid Breath (Recharge 5-6). The carrion grub
known to wander the Dustwallow Marsh, south exhales acid gas in a 60-foot cone. Each creature
of the Barrens. Bog-beasts use their strength to in that area must make a DC 15 Stamina saving
slam into their enemies, crushing opponents' throw, taking 31 (9d6) acid damage on a failed
defenses with their fists and whatever large save, or half as much damage on a successful one.
objects they can throw at them. This attack also corrodes away 4 inches thick of
wood or metal.
C REACTIONS
Death Throes. When the carrion grub dies, it
Carrion Grub explodes, and each creature within 15 feet of it
Huge beast, unaligned must make a DC 15 Stamina saving throw, taking
Armor Class 7 6d6 acid damage on a failed save, or half as much
Hit Points 126 (12d12 + 48) damage on a successful one.
Speed 20 ft., burrow 5 ft.
STR AGI STA INT SPI CHA Carrion grubs are disgusting worms that roam
21 (+5) 3 (-4) 18 (+4) 1 (-5) 4 (-3) 1 (-5) the Plaguelands searching for corpses to
Condition Immunities blinded, charmed, consume. They devour prey by gripping it in acid-
deafened, exhaustion, frightened, prone coated mandibles, dissolving it, and sucking it up
Senses blindsight 60 ft. (blind beyond this through their relatively tiny mouths. If they
radius), passive Perception 8 cannot find dead or dying creatures to feed upon,
Languages – any living flesh will do. Carrion grubs prefer
Challenge 8 (3,900 XP) mammals, but will dine on reptiles or fish — they
Traits are voracious eaters that can consume close to
Corrosive Form. A creature that touches the half their body weight in a day. They cannot
carrion grub or hits it with a melee attack while digest vegetable matter.
within 5 feet of it takes 9 (2d8) acid damage. Any Carrion grubs roam only, and have appeared the
nonmagical weapon made of metal or wood that Plaguelands there only in recent years. It is
hits the carrion grub corrodes. After dealing unclear if they are the result of horrible
damage, the weapon takes a permanent experiments by overzealous necromancers, or
cumulative -1 penalty to damage rolls. If its simply a mutation created by the Scourge. Since
penalty drops to -5, the weapon is destroyed. Non they pursue undead flesh as readily as the living,
magical ammunition made of metal or wood that it seems unlikely anyone created them on
hits the carrion grub is destroyed after dealing purpose.
damage. The carrion grub can eat through 4-inch- Carrion grubs move about haphazardly,
thick, non magical wood or metal in 1 round. constantly seeking food. If they detect suitable
ACTIONS prey with their blindsense, they move to

24
investigate, attacking rapaciously if the prey mixtures. You can create herbal mixtures as if a
proves edible. If the food source moves out of 1st level alchemist. You have to store alchemical
blindsense range, the grub continues moving in formula in a formula book, which you may start
the same direction until it catches up, comes to out with at 1st level. If you later gain Alchemy,
an obstacle, or detects another food source. you gain expertise in the skill instead.
Although grubs are stupid, their blindsense is Languages. You can speak, read, and write
quite acute and they will not, for example, pursue Common and Druidic.
prey over the edge of a cliff. If confronted by a Subrace. Three main subraces claim descent from
foe that cannot be attacked, such as flying the demigod Cenarius: dryads, his favored
archers, the grub escapes by burrowing. A carrion daughters; grovekeepers, his favored sons; and
grub can wriggle its way only into soft earth, sand, centaurs, his bastard offspring.
or materials of a similar consistency.
Most carrion grubs are 6 to 8 feet long and weigh Centaur
300 to 500 pounds, although much larger Centaurs are treated as a subrace of the Children
specimens exist. of Cenarius (see below).
Affiliation. Independent. The centaurs hate to
Cenarion Introduction their dryad and grovekeeper kin, as well as the
Cenarions (also known as the Children of night elves, their allies, the tauren (and their
Cenarius) are the offspring of the demigod allies). Even the demonic Legion cannot tame the
Cenarius, who is the child of the moon-goddess furious and empty spirit of the Centaurs.
Elune. His children either share in night elven Size. Centaurs range between 7 to 8 feet tall and
culture, or (in the case of centaurs) profusely average between 700 pounds to 1 ton. Your size
refuse the culture and wish to tear it down. is Large.
Ability Score Increase. Your Strength score
increases by 2.
Cenarions as Characters Charge. If moving at least 30 feet straight toward
Traits
a target, the next hit deals extra damage equal to
Ability Score Increase. Your Agility score 1d6 per two Hit Dice.
increases by 1. Natural Weapons. You can treat your hooves as
Type. All offspring of Cenarius are fey creatures, natural weapons. They deal 2d4 bludgeoning
not humanoids. They are immune to effects that damage.
specify humanoids.
Age. Cenarions typically reach adulthood around Night elves claim that centaur are the bastard
a hundred to two hundred years old, and some children of the demigod Cenarius. Despite their
(such as the Grovekeepers) are immortal. origins, these primitive, barbaric horsemen are
Speed. Your base walking speed is 40 feet, and the embodiment of savagery.
you are a quadruped. You have disadvantage on Centaur tribes terrorize the Barrens of Kalimdor
climbing checks. and ransack the indigenous peoples‘ villages and
Darkvision. You have superior vision in dark and cities. They have an especially violent hatred of
dim conditions. You can see in dim light within tauren, who return the racial animosity with
60 feet of you as if it were bright light, and in fervor. Centaur have little in common with their
darkness as if it were dim light. You can‘t discern cousins, dryads and keepers of the grove. While it
color in darkness, only shades of gray. is unknown how these creatures came to be,
Divine Blood. You gain proficiency with centaur prove to be a thorn in both night elf and
Perception and Athletics, and while you are tauren sides.
wearing medium, light or no armor, you gain +1
to Armor Class.
Dryad
Herb-lore. You have proficiency with the
Alchemy skill, though you use herbs to create

25
Affiliation. Independent or Alliance. The dryads Land, Lord, and Master. Moving through
aid the night elves so long as it is in the best nonmagical difficult terrain costs you no extra
interests of the lands. When their brothers, the movement. You can also pass through
grovekeepers go to war, many dryads tag along for nonmagical plants without being slowed by them
the ride. and without taking damage from them if they
Size. Dryads range between 6 to 7 feet tall and have thorns, spines, or a similar hazard. In
average between 300 to 500 pounds. Your size is addition, you have advantage on saving throws
Medium. against plants that are magically created or
Ability Score Increase. Your Charisma score manipulated to impede movement, such those
increases by 2. created by the entangle spell. If you ever take
Abolish Magic. You may touch a target as a enough levels in druid to gain Land‘s Stride, you
melee spell attack and replicate the effects of may grant this bonus as a 30-foot aura to your
Dispel Magic, with an effective spell level equal to allies.
half your hit dice. This may be used once per day Nature Resistance. You have advantage on saving
per point of Charisma modifier (minimum 1). throws against poison, and you have resistance
Spell Resistance. You are exceptionally resistant against poison and lightning damage.
to spells and spell-like abilities, and have
advantage versus all spells that allow for spell Cenarion Centaur Outrunner
resistance. ―To battle!‖
Large monstrosity (centaur), lawful evil
Grovekeeper Armor Class. 13 (natural armor)
The enchanted keepers of the grove are the Hit Points 45 (6d10 + 12)
favored sons of Cenarius. Like their dryad sisters, Speed 50 ft.
the keepers protect the woodlands from harm. STR AGI STA INT SPI CHA
Though they typically remain within the sacred 18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0)
Moonglade of Mount Hyjal, the keepers have Skills Athletics +6, Perception +3, Survival +3
been seen in other forests throughout Kalimdor. Senses darkvision 60 ft., passive Perception 13
They are quick to heed the call to arms whenever Languages Druidic, Elven, Common
there is a threat to the natural order. Challenge 2 (450 XP)
Affiliation. Independent or Alliance. The grove- Traits
keepers staunchly aid the night elves and preserve Charge. If the centaur moves at least 30 feet
the forests, rivers, and wild lands of Kalimdor. straight toward a target and then hits it with a
When the demons‘ taint spreads in the world, battleaxe or hoof attack on the same turn, the
grove-keepers awaken, rouse their night elven target takes an extra 7 (2d6) damage of the same
druid students, and hurry to repel the invaders damage type.
before they can do too much harm. ACTIONS
Size. Grove-keepers range between 7 to 8 feet tall Multiattack. The centaur makes two attacks: one
and average between 800 pounds to 1 ton. Your with its battleaxe and one with its hooves or two
size is Large. with its longbow.
Ability Score Increase. Your Spirit score Battleaxe. Melee Weapon Attack: +6 to hit, reach 5
increases by 2. ft., one target.
Barbed Whip. You gain the Thorn Whip cantrip Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 +
if you don‘t already have it, and always have it 4) if used with both hands.
prepared if you do, with the following Hooves. Melee Weapon Attack: +6 to hit, reach 5
differences: Casting it never costs mana; its reach ft., one target.
improves to 50 feet, and it can pull or push a Hit: 9 (2d4 + 4) bludgeoning damage.
creature up to 15 feet from you. It also deals an Longbow. Ranged Weapon Attack: +4 to hit, range
extra 1d6 damage. 150/600 ft., one target.

26
Hit: 11 (2d8 + 2) piercing damage. Large fey (grovekeeper), lawful neutral
Armor Class 15 (natural armor)
Cenarion Dryad Fawn Hit Points 71 (11d8 + 22)
―For the trees!‖ Mana Points 27 (19 + 3 + 5)
Medium fey (dryad), chaotic good Speed 40 ft.
Armor Class 15 (natural armor) STR AGI STA INT SPI CHA
Hit Points 33 (6d8 + 6) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 19 (+4) 14 (+2)
Speed 40 ft. Damage Resistances lightning, poison
STR AGI STA INT SPI CHA Skills. Perception +8, Survival +8, Persuasion +7
11 (+0) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 18 (+4) Senses darkvision 60 ft., passive Perception 18
Skills. Perception +3, Survival +3, Persuasion +6 Languages Common, Druidic, Elven
Senses darkvision 60 ft., passive Perception 13 Challenge 7 (2,600 XP)
Languages Common, Druidic, Elven Traits
Challenge 2 (200 XP) Land, Lord, and Master. With an action, the
Traits keeper of the grove may emit a 20-foot aura that
Spell Resistance. The dryad has advantage on all allows for all allies to move without penalty in
saving throws against spells that allow for spell natural nonmagical difficult terrain. They also
resistance. She is immune to spells of level 2 or take no damage from thorns, spines, or similar
lower. hazards, and have advantage against spells that
ACTIONS replicate such effects.
Abolish Magic (4/rest). The dryad may touch a Healing Lore. With a bonus action, the keeper of
target as a melee spell attack and replicate the the grove may alter the target of an active sigil
effects of Dispel Magic, with an effective spell spell. The spell‘s effects take place at the new
level equal to 3. If the spell‘s level is higher than target‘s turn as usual.
3, roll d20 check with +4, against a DC of 10 + Extended Growth. The maximum duration of
spell level to dispel the effect. The dryad could healing sigil spells is doubled, and he gains
spend two uses instead of one to make the ability advantage on the roll to maintain a sigil spell.
at a range of 30 feet. Seed of Life. The keeper of the grove may cast
Javelin. Melee or Ranged Weapon Attack: +6 to hit, any druidic spell as a seed, keeping the spell‘s
reach 5 ft. or range 30/120 ft., one target effects latent until discharged with a mental
Hit: 5 (1d6 + 2) piercing damage, plus 1d6 poison command (costs no action). Until the spell is
damage. The target must succeed against a DC 13 discharged, the keeper can sense the relative
Stamina saving throw or be poisoned for one health of the target of this ability. This can be
minute. used at will, but a single given creature can
Hooves. Melee Weapon Attack: +6 to hit, reach 5 benefit only once every 24 hours.
ft., one target. Spellcasting. The keeper of the grove is an 10th
Hit: 3 (1d6) bludgeoning damage. level spellcaster. His spellcasting ability is Spirit
(spell save DC 16, +8 to hit with spell attacks).
Dryads are daughters of the demigod Cenarius. The keeper of the grove has the following spells
They monitor the health of Kalimdor‘s forests, (14) prepared from the druid spell list:
ever watchful against the depredations of evil Cantrips (0 mana): move earth, druidcraft,
magic. Acting as teachers, healers, and playmates guidance, thorn whip (free)
to the Kaldorei, dryads rally to fight those who 1st level (2 mana): entangling roots, rejuvenation,
encroach upon their forests, and serve the wilds faerie fire, speak with animals
with unwavering faith and a joyous smile. 2nd level (3 mana): gust of wind, moonbeam,
thorns aura (retribution aura), barkskin (free)
3rd level (4 mana): speak with plants, plant growth
Cenarion Keeper of the Grove Hero
(free)
―Who threatens the wilds?‖

27
4th level (6 mana): dominate beast, grasping vine, Magic Breath (Recharge 5–6). The Chimaera
divination spits a torrent of corrosive acid or fire in a 15-foot
5th level (7 mana): control winds, tranquility, cone. Each creature in that area must make a DC
commune with nature, dream (free) 15 Agility saving throw, taking 31 (7d8) acid or
ACTIONS fire damage on a failed save, or half as much
Barbed Whip (0 mana). Ranged Spell Attack: +6 damage on a successful one.
to hit, reach 50 feet, one target.
Hit: 14 (4d6) piercing damage, and the creature is This huge creature has two reptilian heads that
pulled or pushed 15 feet in any direction. operate independently. Its forelimbs unfold into
Hooves. Melee Weapon Attack: +6 to hit, reach 5 a pair of mighty wings, and it clutches at rocky
ft., one target. outcrops and great trees with its powerful hind
Hit: 9 (2d6 + 2) bludgeoning damage. legs. Its deep purple scales gleam in the
Wisp Amulet. The wearer of this amulet may moonlight.
transform into a wisp for up to 1 minute. This is Chimaera are strong allies of the night elves,
a polymorph effect. This property of the amulet protecting the forests and the great tree
can‘t be used again until the next sundown. The Nordrassil from danger. They are highly reclusive,
DM has the wisp‘s statistics. sentient creatures, but do not possess the ability
Equipment. Wisp amulet to speak. They strive foremost to protect the
balance of nature.
Chimaera hate seeing any natural races or
Chimaera creatures being harmed or oppressed. Those who
Large dragon, unaligned victimize such creatures under the chimaera‘s
Armor Class 14 (natural Armor) protection will soon find a chimaera‘s wrath to be
Hit Points 114 (12d10 + 48) very formidable.
Speed 30 ft., fly 60 ft.
STR AGI STA INT SPI CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) Clockwork Introduction
Skills Perception +8 Many devices are made of clockwork and other
Senses darkvision 60 ft., passive Perception 18 avenues of mechanical science in Azeroth.
Languages Draconic, and understands Elven but
cannot speak it Clockwork Goblin
Challenge 6 (2,300 XP) Small construct, unaligned
Traits Armor Class 14 (armor plating)
Two-Headed. The Chimaera has advantage on Hit Points 13 (2d8 + 4)
Spirit (Perception) checks and on saving throws Speed 25 ft.
against being blinded, charmed, deafened, STR AGI STA INT SPI CHA
frightened, stunned, or knocked unconscious. 10 (+0) 16 (+3) 14 (+2) 3 (-4) 11 (+0) 1 (-5)
ACTIONS Challenge 1/2 (100 XP)
Multiattack. The Chimaera makes two attacks: Traits
one with its bite on each head, or with its claws. Constructed Mind. Mechanized creatures do not
When its magic breath is available, it can use the have a true mind, but are instead programmed to
breath in place a bite. perform certain actions congruent with those of
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., similar natural creatures. Thus, instead of Animal
one creature. Handling checks, a creature handling or riding a
Hit: 11 (2d6 + 4) piercing damage. mechanized animal makes checks with engineer‘s
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., tools. Its new form is immune to all living
one target. creature-specific effects.
Hit: 11 (2d6 + 4) slashing damage. Fuel (1 mechanical units/charge). The construct
consumes 1 units per hour for 1 charge (1 size, 0

28
rarity). As it runs on a mechanical engine, this Potent Injection (1/long rest). If the pest hits a
requires 1 hour of winding for 1 unit, or 10 creature with its stinger, it can inject a larger dose
minutes for 3 unit if the user is proficient in of poison. The target must succeed on a DC 12
Engineer‘s Tools and Tinker‘s Tools. It has the Stamina saving throw or become poisoned for 1
capacity to hold up to 10 charges. hour. It can use better-grade poisons than normal
ACTIONS if the user provides it (requires an action per
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., poison to set up).
one target. Fuel (1 mechanical units/charge). The construct
Hit: 5 (1d4 + 3) bludgeoning damage. consumes 1 unit per hour for 1 charge (1 size, 0
Explode. The clockwork goblin explodes, dealing rarity). As it runs on a mechanical engine, this
9 (2d8) concussive damage in a 10-foot-sphere. requires 1 hour of winding for 1 unit, or 10
This destroys the clockwork goblin. minutes for 3 unit if the user is proficient in
ACTION Engineer‘s Tools and Tinker‘s Tools. It has the
Death Throes. When reduced to 0 hit points or capacity to hold up to 10 charge.
dying, the clockwork goblin may attempt a ACTIONS
Strength saving throw against a DC of 10. If it Stinger. Melee Weapon Attack: +5 to hit, reach 5
succeeds, it explodes. If the goblin used the ft., one target.
explode action already, it may roll the saving Hit: 1 piercing damage, and the target must make
throw with disadvantage, but deals double a DC 10 Stamina saving throw, taking 5 (2d4)
damage on a success. If it fails the saving throw, it poison damage on a failed save, or half as much
loses the reaction. damage on a successful one.

Crafting Crafting
This construct can be crafted and has a rarity of This construct can be crafted and has a rarity of
Common. As a creature of CR 1/2, it has a total Common. As a creature of CR 1/4, it has a total
cost of 500 gp (20 gp base cost x 25 for creatures) cost of 250 gp (20 gp base cost x 25 for creatures,
in engineering materials. The engineering halved for lower range of CR) in engineering
materials required is 250 gp to craft it with a materials. The engineering materials required is
competent craftsperson, who has a minimum 125 gp to craft it with a competent craftsperson,
Proficiency Bonus of +2 (as an Apprentice who has a minimum Proficiency Bonus of +2 (as
craftsperson). an Apprentice craftsperson).
As a device, it has a malfunction rating of 1-2. As a device, it has a malfunction rating of 1-2.

Clockwork Pest Cloud Serpent Introduction


Tiny construct, unaligned The origin of the cloud serpents are unknown.
Armor Class 14 (natural armor) They are, however, not part of the "whole Aspects
Hit Points 7 (2d4 + 2) scene" and are not really related to the classic
Speed 0 ft., fly 40 ft. Azerothian dragonflights. According to Loh-Ki,
STR AGI STA INT SPI CHA an otherworldly storm was summoned by Lei
4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) Shen, the Thunder King, in his final moments,
Damage Immunities poison and blanketed the Vale of Eternal Blossoms with
Condition Immunities charmed, exhaustion, rainfall and struck jagged spears of lightning into
frightened, paralyzed, petrified, poisoned the hills. With its final breath, the storm struck
Senses darkvision 60 ft., passive Perception 10 the center of the lake, igniting the very water
Languages Understands the languages of its itself. The lake burned with a crimson hue for
creator but can't speak many days. When the blaze subsided, a cloud
Challenge 1/4 (50 XP) serpent hatchling could be seen flying around the
Traits center of the lake. Its scales sparked with storm

29
and fire, and where it flew, great clouds formed throw or ability check. Fortune points are
in the sky. The pandaren named it Alani, the restored to full after a long rest.
Stormborn. The cloud dragon can allow a number of
One of Jiang's cloud serpent riders battling a creatures equal to its Spirit modifier access to this
Zandalari on a dinosaur. feature, although they all spend from the same
Thousands of years ago, the cloud serpents were pool. The cloud dragon can deny good fortune to
feared as monsters and wild animals, both save it to whoever it wishes, and knows who
cunning and dangerous. During the Zandalari requests it and their degree of need.
Troll Wars, a century after the founding of the
Pandaren Empire, a young girl named Jiang took CRIMSON
a small cloud serpent named Lo into her care. Sensitivity to Nature (1/long rest). The crimson
The Zandalari numbers were vast, and their bat cloud serpent can cast the Commune with
riders fought in such a way the pandaren had no Nature spell.
counter to. Jiang and her cloud serpent friend Strange Journey. The cloud serpent may
however swooped in, plucking the Zandalari from designate a willing mortal creature to serve as its
the bridge and striking down their bat riders. The ward, so long as the two are within 1 mile of one
war would still take many months to win, but this another. Until the quest is done, the cloud
was the turning point. Soon Ji was training other serpent always knows the location of its ward, so
pandaren how to ride as she did, upon the backs long as they are both on the same plane. The
of other serpents. From that day forward, the cloud serpent can have only one ward active at
serpent became a symbol of hope to the pandaren any given time. This is usually used to find aid to
people, and the Order of the Cloud Serpent was resolve quests the cloud serpent finds when
founded. Cloud serpents are wild and communing with nature.
tempestuous by nature and, if mistreated, may
still grow to be that way as adults. But a cloud GOLDEN
serpent is not bound by its nature, no more than Grace of Heaven. The cloud serpent may use
any of the sapient races. their bonus action to Dash. While doing dashing,
Cloud serpent eggs are rare and look like jewels, they have advantage on Agility saving throws, and
and were once worth their weight in solid gold. add +1 bonus to their AC for until the start of its
The serpents are known to lay their eggs in nests turn in the next round.
at only two places in Pandaria: on the beach of
Shan'ze Dao off the coast of Townlong Steppes, JADE
where the local wood sprites are known to steal Jade Flash. When the cloud dragon makes a
them whenever they can, and on Windward Isle, melee attack against a creature, it doesn‘t provoke
off the east coast of the Jade Forest. opportunity attacks from that creature for the rest
Cloud serpent eggs sell for 25,000 gp. Hatched of the turn, whether they hit or not.
cloud serpents usually have aversion to the idea Furthermore, they may use a bonus action to
of being sold, bonding with whoever they perform the Bite attack.
hatched to or take a liking to.
ONYX.
Variant Cloud Serpents Descent of Night. The cloud dragon may cast the
Each cloud serpent gains different powers Berserker Rage spell on itself as a bonus action.
depending on its ancestry. The cloud dragon does not gain a level of
exhaustion at the end. This rage continues until
AZURE SCALE the cloud dragon ends it with a bonus action, or
Good Fortune. The cloud serpent may bless a until the rage ends early (as described in the
creature with good fortune. It has a pool of spell). This can be done a number of times equal
fortune points equal to its Charisma bonus. Each to the cloud dragon‘s proficiency bonus. If the
point can reroll one d20 check that is a saving cloud dragon can cast spells, they may attempt a

30
Spirit saving throw against a DC of 20. If they Heavenly Resistance (1/Day). If the cloud
succeed, they can cast spells for that round as dragon fails a saving throw, it can choose to
normal. succeed instead.
ACTION
Cloud Serpent Adolescent Multiattack. The cloud dragon makes two
Large dragon, neutral good attacks.
Armor Class 15 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Hit Points 19 (3d10 + 3) one target.
Speed 30 ft., burrow 15 ft., fly 60 ft. (hover) Hit: 14 (2d10 + 3) piercing damage.
STR AGI STA INT SPI CHA Claw. Melee Weapon Attack: +5 to hit, reach 10
15 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) ft., one target.
Damage Resistances thunder, lightning Hit: 12 (2d8 + 3) piercing damage.
Saving Throws Agi +2, Sta +3, Spi +2, Cha +3 Storm Breath (Recharge 5-6). The cloud dragon
Skills Perception +3, Stealth +2 exhales lightning in a 40-foot-line that is 5 feet
Senses blindsight 10 ft., darkvision 60 ft., passive wide. Each creature in that line must make a DC
Perception 13 13 Agility saving throw, taking 21 (6d6) lightning
Languages Draconic damage on a failed save, or half as much damage
Challenge 1 (200 XP) on a successful one.
ACTION
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Cloud Serpent Ancient
one target. Huge dragon, neutral good
Hit: 7 (1d10 + 2) piercing damage. Armor Class 15 (natural armor)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit Points 126 (12d12 + 48)
one target. Speed 40 ft., fly 80 ft. (hover)
Hit: 6 (1d8 + 2) piercing damage. STR AGI STA INT SPI CHA
Storm Breath (Recharge 5-6). The cloud dragon 21 (+5) 14 (+2) 19 (+4) 13 (+1) 16 (+3) 17 (+3)
exhales lightning in a 20-foot-line that is 5 feet Damage Immunities thunder, lightning
wide. Each creature in that line must make a DC Damage Resistances acid, fire, cold
12 Agility saving throw, taking 14 (4d6) lightning Saving Throws Agi +5, Sta +7, Spi +6, Cha +6
damage on a failed save, or half as much damage Skills Perception +6, Stealth +5
on a successful one. Senses blindsight 30 ft., darkvision 120 ft.,
passive Perception 16
Cloud Serpent Adult Languages Draconic
Large dragon, neutral good Challenge 8 (3,900 XP)
Armor Class 15 (natural armor) Traits
Hit Points 52 (7d10 + 14) Heavenly Resistance (3/Day). If the cloud
Speed 40 ft., fly 60 ft. (hover) dragon fails a saving throw, it can choose to
STR AGI STA INT SPI CHA succeed instead.
17 (+3) 12 (+1) 15 (+2) 11 (+0) 14 (+2) 14 (+2) ACTION
Damage Resistances thunder, lightning Multiattack. The cloud dragon makes one attack
Saving Throws Agi +4, Sta +5, Spi +5, Cha +5 with its bite and two with its claws.
Skills Perception +5, Stealth +4 Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Senses blindsight 30 ft., darkvision 90 ft., passive one target.
Perception 15 Hit: 16 (2d10 + 5) piercing damage.
Languages Draconic Claw. Melee Weapon Attack: +8 to hit, reach 10
Challenge 5 (1,800 XP) ft., one target.
Traits Hit: 14 (2d8 + 5) piercing damage.

31
Storm Breath (Recharge 5-6). The cloud dragon Once it successfully works, it cannot be used
exhales lightning in a 60-foot-line that is 5 feet again until after a rest.
wide. Each creature in that line must make a DC
15 Agility saving throw, taking 45 (10d8) Couatl Adult
lightning damage on a failed save, or half as Large beast, unaligned
much damage on a successful one. Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Couatl Introduction Speed 5 ft., fly 40 ft. (hover), swim 10 ft.
Couatl nest in trees and crags dotting the coasts STR AGI STA INT SPI CHA
of Azeroth. Some are venomous, some are 15 (+2) 17 (+3) 14 (+2) 7 (-2) 17 (+3) 6 (-3)
magical, some are both, and some are neither. Damage Resistances acid
Couatl occasionally disrupt magic, which makes Damage Immunities poison
some people think that they have an Condition Immunities poisoned
understanding or intelligence of it. This idea is Skills Perception +6
incorrect — couatl are nonsentient animals— Senses darkvision 60 ft., passive Perception 16
except for Couatl Ancients, which are alien- Challenge 5 (1,800 XP)
minded beings. Traits
Recently, naga have returned to the surface of Flyby. The Couatl doesn't provoke an
Azeroth and domesticated couatl. The naga breed opportunity attack when it flies out of an enemy's
these tamed couatl in order to optimize the reach.
lethality of their venom and train them to be Magic Resistance. The Couatl has advantage on
fiercely loyal to their naga masters. saving throws against spells and other magical
effects.
Couatl Adolescent ACTIONS
Multiattack. The Couatl can make a bite attack
Medium beast, unaligned
and a poison spit. It can exchange any of the
Armor Class 13 (natural armor)
attacks for a dispelling touch.
Hit Points 27 (5d8 + 5)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Speed 5 ft., fly 30 ft. (hover)
STR AGI STA INT SPI CHA one target.
15 (+2) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 6 (-3) Hit: 10 (2d6 + 3) piercing damage. The target
Damage Resistances poison must make a DC 13 Stamina saving throw, taking
Skills Perception +3 14 (4d6) poison damage on a failed save, or half
Senses passive Perception 13 as much damage on a successful one.
Challenge 2 (450 XP) Poison Spit. Ranged Weapon Attack: +6 to hit,
ACTIONS range 30/60 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 14 (4d6) poison damage.
one target. Dispelling Touch (3/rest). The Couatl can touch
Hit: 5 (1d6 + 2) piercing damage. The target must an ongoing spell effect, casting the Dispel Magic
make a DC 11 Stamina saving throw, taking 7 spell.
(2d6) poison damage on a failed save, or half as
much damage on a successful one. Couatl Ancient
Poison Spit. Ranged Weapon Attack: +4 to hit, Huge beast, chaotic
range 30/60 ft., one target. Armor Class 17 (natural armor)
Hit: 7 (2d6) poison damage. Hit Points 95 (10d12 + 30)
Dispelling Touch (1/rest). The Couatl can touch Speed 5 ft., fly 60 ft. (hover), swim 30 ft.
an ongoing spell effect. Roll a d20. On a result of STR AGI STA INT SPI CHA
11 or higher, this Couatl can cast Dispel Magic. 17 (+3) 20 (+5) 17 (+3) 10 (+0) 18 (+4) 10 (+0)

32
Damage Resistances acid; bludgeoning, piercing, The goblin harvester was the first insidious
and slashing from nonmagical weapons introduction to a new series of steam-powered
Damage Immunities poison armors. The suit could level forests and troops,
Condition Immunities poisoned and take an insane amount of punishment before
Skills Perception +7 falling to the withering hail of spells and gunfire
Senses darkvision 60 ft., passive Perception 17 that unfailingly targeted it when it appeared in
Challenge 7 (2,900 XP) battle. The harvester wrought incredible results —
Traits none could deny the power of such a creation.
Flyby. The Couatl doesn't provoke an The gnomes and the dwarves stared in the
opportunity attack when it flies out of an enemy's direction of the gleefully wicked goblins running
reach. rampant with their new innovation, and
Innate Magic. The Couatl‘s weapon attacks are collectively slapped themselves in the foreheads
magical. for not thinking of it first. Within a handful of
Magic Resistance. The Couatl has advantage on years, a group of more complex and powerful
saving throws against spells and other magical suits arose, designed by dwarven and gnomish
effects. hands. The steam armor race was on.
Limited Telepathy. Using telepathy, the Couatl
can magically communicate with any other Gnomish Combat Armor
Couatl or naga (or creature of elven descent) Medium construct (mecha), unaligned
within 60 feet of it. Armor Class 15 (plated armor)
ACTIONS Hit Points 33 (6d8 + 6)
Multiattack. The Couatl can make two attacks. It Speed 25 ft.
can exchange any of the attacks for a dispelling STR AGI STA INT SPI CHA
touch. 14 (+2) 11 (+0) 13 (+1) 3 (-4) 11 (+0) 1 (-5)
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., Skills -4 Perception
one target. Damage Immunities poison, psychic
Hit: 15 (3d6 + 5) piercing damage. The target Condition Immunities blinded, deafened,
must make a DC 14 Stamina saving throw, taking exhaustion, frightened, paralyzed, petrified,
14 (4d6) poison damage on a failed save, or half poisoned
as much damage on a successful one. If a target‘s Senses darkvision 60 ft., passive Perception 6
hit points is reduced to 0 this way, they are Languages —
unconscious but stable for 24 hours. Challenge 1 (200 XP)
Poison Spit. Ranged Weapon Attack: +8 to hit, Traits
range 30/60 ft., one target. Mecha. This construct may be controlled by
Hit: 21 (6d6) poison damage. sitting in the compartment, but only if the user is
Dispelling Touch (3/rest). The Couatl can touch of Small or smaller size. When in the
an ongoing spell effect, casting the Dispel Magic compartment, the user may use their action to
spell. access the construct‘s attack (or multiattack), and
move with the construct‘s speed. Any damage
Combat Armor Introduction taken by the construct is divided between the
Technology has given rise to advances in user and the construct itself.
metallurgy, pneumatics, hydraulics and powered Fuel (2 steam units/charge). The construct
mechanical systems. With the frequency of consumes 2 units per hour for 1 charge (2 rarity,
conflict in Azeroth it was only a matter of time 0 size). As it runs on a steam engine, this requires
before the power of phlogiston-driven technology 8 pounds of coal for 1 charge. It has the capacity
hit the battlefield, and during the last war the to hold up to 10 charges.
goblins arrived with a new weapon. ACTIONS

33
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., move with the construct‘s speed. Any damage
one target. taken by the construct is divided between the
Hit: 5 (1d6 + 2) bludgeoning damage. user and the construct itself.
Fuel (3 steam units/charge). The construct
Customization. The crafter may choose one of consumes 2 units per hour for 1 charge (3 rarity,
the below two features for free to customize the 0 size). As it runs on a steam engine, this requires
armor. 12 pounds of coal for 1 charge. It has the capacity
 Multiattack. The armor makes two melee to hold up to 10 charges.
attacks. ACTIONS
 Quick Startup. The combat armor takes Multiattack. The combat armor makes two melee
one round to activate. attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
This combat armor may be commanded as a suit one target.
if the creature is of medium size, or a mecha if Hit: 13 (3d6 + 3) bludgeoning damage.
small size or smaller.
Customization. The crafter may choose one of
Crafting the below two features for free to customize the
This construct can be crafted and has a rarity of armor.
Uncommon. As a creature of CR 1, it has a total  Multiattack. The armor makes two melee
cost of 1,000 gp (80 gp base cost x 25 for attacks.
creatures, halved for lower range of CR) in  Quick Startup. The combat armor takes
engineering materials. The engineering materials one round to activate.
required is 500 gp to craft it with a competent
craftsperson, who has a minimum Proficiency The improved version of the combat armor is
Bonus of +2 (as an Apprentice craftsperson). reinforced with better armor, a bigger boiler, an
As a device, it has a malfunction rating of 1-2. advanced combat matrix, and is moderately faster
at the expense of increased fuel consumption.
Gnomish Combat Armor, Mk 2
Medium construct (mecha), unaligned Crafting
Armor Class 16 (plated armor) This construct can be crafted and has a rarity of
Hit Points 71 (11d8 + 22) Rare. As a creature of CR 4, it has a total cost of
Speed 30 ft. 8,000 gp (320 gp base cost x 25 for creatures) in
STR AGI STA INT SPI CHA engineering materials. The engineering materials
17 (+3) 11 (+0) 15 (+2) 3 (-4) 11 (+0) 1 (-5) required is 4,000 gp to craft it with a competent
Skills -4 Perception craftsperson, who has a minimum Proficiency
Damage Immunities poison, psychic Bonus of +3 (as a Journeyman craftsperson).
Condition Immunities blinded, deafened, As a device, it has a malfunction rating of 1-3.
exhaustion, frightened, paralyzed, petrified,
poisoned Core Hound Introduction
Senses darkvision 60 ft., passive Perception 6 Core hounds use simple tactics, attacking the
Languages — most obviously threatening target first. They will
Challenge 4 (1,100 XP) typically attempt an improved grab or bull rush to
Traits push their target into nearby lava. A core hound
Mecha. This construct may be controlled by with flaming breath takes hold of a victim before
sitting in the compartment, but only if the user is using its flaming breath, thus preventing the
of Small or smaller size. When in the victim from escaping the effect. Core hounds
compartment, the user may use their action to grow and gain power throughout their lives.
access the construct‘s attack (or multiattack), and

34
They come in two varieties, the much more saving throw or become frightened for 1 minute.
common, and larger, two-headed variant, and the A creature can repeat the saving throw at the end
smaller one-headed variant. The latter are used by of each of its turns, ending the effect on itself on
the Dark Iron dwarves as racial mounts. a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune
When harvested, core hound leather is usually to the core hound‘s Hysteric Howl for the next
used to make infusions focused on fire. It 24 hours.
provides 20% extra value of materials for leather- Lava Breath (Recharge 5-6). The core hound
worked materials. ancient regurgitates a torrent of lava in a 30-foot
cone. Each creature in that area must make a DC
Core Hound Ancient 17 Agility saving throw, taking 63 (18d6) fire
Huge elemental, unaligned damage on a failed save, or half as much damage
Armor Class 16 on a successful one. A creature restrained by the
Hit Points 190 (20d10 + 80) core hound ancient has disadvantage to their
Speed 40 ft. saving throw against this ability.
STR AGI STA INT SPI CHA The lava that affects the area deals half as much
22 (+6) 10 (+0) 18 (+4) 3 (-4) 16 (+3) 6 (-2) damage at the beginning of the core hound‘s turn
Skills Perception +8 in the round (halved with a successful Stamina
Damage Vulnerabilities cold saving throw with the same DC), and then
Damage Immunities fire rapidly cools, becoming part of the terrain.
Condition Immunities burning
Senses darkvision 120 ft., passive Perception 18 Ancient core hounds are of the first generation
Languages Kalimag sired of Magmadar, the sire of the race.
Challenge 13 (10,000 XP) Magmadar himself is has a Strength score of 25
Traits and a Charisma score of 15 (adjust attack,
Fire Aura. A creature that touches the core damage, and DC for grappling appropriately, and
hound ancient or hits it with a melee attack while the DC for Hysteric Howl becomes 15 instead of
within 10 feet of takes fire damage equal the core 11).
hound‘s bite damage (minus its Strength or
Agility). Core Hound, Two headed
Two-Headed. The core hound has advantage on Large elemental, unaligned
Spirit (Perception) checks and on saving throws Armor Class 14
against being blinded, charmed, deafened, Hit Points 60 (8d8 + 24)
frightened, stunned, or knocked unconscious. Speed 40 ft.
ACTIONS STR AGI STA INT SPI CHA
Multiattack. The core hound makes two bite 19 (+4) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 6 (-2)
attacks, one with each head. The core hound can Skills Perception +5
replace either attacks with a Hysteric Howl attack. Damage Vulnerabilities cold
Bite. Melee Weapon Attack: +11 to hit, reach 10 Damage Immunities fire
ft., one target. Condition Immunities burning
Hit: 19 (3d8 + 6) piercing damage, plus 10 (3d6) Senses darkvision 120 ft., passive Perception 15
fire damage and the target is grappled (escape DC Languages Kalimag
19). Until this grapple ends, the target is Challenge 3 (200 XP)
restrained. The core hound ancient has two Traits
heads, each of which can hold one creature. Fire Aura. A creature that touches the core
Hysteric Howl. Each creature of the core hound or hits it with a melee attack while within
hound‘s choice that is within 60 feet of it and 5 feet of takes fire damage equal the core hound‘s
able to hear it must succeed on a DC 11 Spirit bite damage (minus its Strength or Agility).

35
Two-Headed. The core hound has advantage on they shout is ―Intruder!‖ or ―Stop resisting!‖
Spirit (Perception) checks and on saving throws before charging and pummeling the unfortunate
against being blinded, charmed, deafened, victim to death.
frightened, stunned, or knocked unconscious.
ACTIONS Crowd Pummeler Model 9-60
Multiattack. The core hound makes two bite ―Curfew instituted in this sector. Citizens, return to
attacks. your homes.‖
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Huge construct, unaligned
one target. Armor Class 12 (armor plating)
Hit: 8 (1d8 + 4) piercing damage, plus 7 (2d6) fire Hit Points 76 (8d12 + 24)
damage. Speed 40 ft.
STR AGI STA INT SPI CHA
Core Hound 22 (+6) 9 (-1) 17 (+3) 3 (-4) 13 (+1) 6 (-2)
Medium elemental, unaligned Skills Perception +3, Insight +3
Armor Class 12 Senses passive Perception 10
Hit Points 39 (6d8 + 12) Languages Common, plus any languages its
Speed 40 ft. creator knows
STR AGI STA INT SPI CHA Challenge 4 (1,100 XP)
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) Traits
Skills Perception +5, Stealth +4 Attuned Core. The crowd pummeler‘s slam
Damage Resistances fire attacks are treated as magical.
Condition Immunities burning Crowd Control. If the crowd pummeler moves at
Senses darkvision 120 ft., passive Perception 15 least 20 feet straight toward a creature and then
Languages Kalimag hits it with a slam attack on the same turn, that
Challenge 1 (200 XP) target must succeed on a DC 16 Strength saving
ACTIONS throw or be knocked prone. If the target is prone,
Multiattack. The core hound makes two bite the crowd pummeler can make one slam attack
attacks. against it as a bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Back Shielded. The crowd pummeler gains a +6
one target. bonus to its AC against attacks of opportunity.
Hit: 5 (1d6 + 2) piercing damage, plus 3 (1d6) fire Flash Bombs. The crowd pummeler can hold up
damage. to eight flash bombs, and suffers no chance of
malfunction when using them.
Fuel (12 mana points/charge). The construct
Crowd Pummeler Introduction consumes 12 units for 1 charge (4 rarity, 8 size).
Crowd Pummelers are mighty constructs made As it runs on a mana engine, this requires 12
for sentry duty and preserving the peace. mana points for 1 hour. It has the capacity to
Patrolling the streets of Gnomeregan, Crowd hold up to 10 charges (or 120 mp).
Pummelers bash anything they notice that ACTIONS
violates the laws programmed into them. Since Multiattack. Can make two slam attacks. It can't
Gnomeregan‘s fall, most are programmed to make both attacks against the same target. The
attack anything that is not a leper gnome. crowd pummeler may throw a flash bomb in
Crowd Pummelers recognize and speak place of an attack.
Common, but answer to only to the correct
Slam. Melee Weapon Attack: +8 to hit, reach 10
technological codes.
ft., one target.
Before Gnomeregan‘s fall, crowd pummelers
Hit: 18 (3d8 + 5) bludgeoning damage.
warned violators and protestors aloud, giving
REACTIONS
them a short time to halt their offences, and kept
their targets stable after a beating, but now all

36
Crowd Tactics. If the crowd pummeler is struck by Flash Bombs. The crowd pummeler can hold up
a creature within reach that the pummeler didn‘t to eight flash bombs, and suffers no chance of
attack on its previous round, the pummeler can malfunction when using them.
make a single slam attack against them. Fuel (18 mana points/charge). The construct
consumes 12 units for 1 charge (10 rarity, 8 size).
Crafting As it runs on a mana engine, this requires 18
This construct can be crafted and has a rarity of mana points for 1 hour. It has the capacity to
Rare. As a creature of CR 4, it has a total cost of hold up to 10 charges (or 180 mp).
8,000 gp (320 gp base cost x 25 for creatures) in ACTIONS
engineering materials. The engineering materials Multiattack. Can make two slam attacks. It can't
required is 4,000 gp to craft it with a competent make more than one attack against the same
craftsperson, who has a minimum Proficiency target. The crowd pummeler may throw a flash
Bonus of +3 (as a Journeyman craftsperson). bomb in place of an attack.
As a device, it has a malfunction rating of 1-3. Slam. Melee Weapon Attack: +10 to hit, reach 10
ft., one target.
Golem Hit: 25 (4d8 + 7) bludgeoning damage.
If made into a golem, the Crowd Pummeler 9- REACTIONS
60‘s cost increases by an additional 2,000 gp, and Crowd Tactics. If the crowd pummeler is struck by
requires an infusion matrix of Uncommon rarity. a creature within reach that the pummeler didn‘t
Golems do not require fuel and can follow and attack on its previous round, the pummeler can
understand instructions. make a single slam attack against them.

Crowd Disruptor 5000 Crafting


―Return to your homes, a curfew is in effect!‖ This construct can be crafted and has a rarity of
Huge construct, unaligned Legendary. As a creature of CR 7, it has a total
Armor Class 16 (armor plating) cost of 64,000 gp (5,120 gp base cost x 25 for
Hit Points 126 (12d12 + 48) creatures, halved for lower range of CR) in
Speed 40 ft. engineering materials. The engineering materials
STR AGI STA INT SPI CHA required is 32,000 gp to craft it with a competent
25 (+7) 10 (+0) 19 (+4) 3 (-4) 15 (+2) 6 (-2) craftsperson, who has a minimum Proficiency
Skills Perception +5, Insight +5 Bonus of +5 (as an Artisan craftsperson).
Senses passive Perception 10 As a device, it has a malfunction rating of 1-5.
Languages Common, plus any languages its
creator knows Golem
Challenge 7 (2,900 XP) If made into a golem, the crowd disruptor‘s cost
Traits increases by an additional 8,000 gp, and requires
Attuned Core. The crowd pummeler‘s slam an infusion matrix of Rare rarity.
attacks are treated as magical. Golems do not require fuel and can follow and
Crowd Control. If the crowd pummeler moves at understand instructions.
least 20 feet straight toward a creature and then
hits it with a slam attack on the same turn, that C'Thrax
target must succeed on a DC 18 Strength saving Huge aberration (void), neutral evil
throw or be knocked prone. If the target is prone, Armor Class 19 (natural armor)
the crowd pummeler can make one slam attack Hit Points 250 (20d12 + 120)
against it as a bonus action. Speed 50 ft., swim 30 ft.
Back Shielded. The crowd pummeler gains a +6 STR AGI STA INT SPI CHA
bonus to its AC against attacks of opportunity. 25 (+7) 8 (-1) 23 (+6) 16 (+3) 18 (+4) 15 (+2)
Saving Throws Str +12, Sta +11, Spi +9, Cha +7

37
Skills Intimidation +7, Insight +9, Persuasion +7 DC 17). Until this grapple ends, the target is
Damage Resistances cold, fel, fire, psychic restrained. The C‘thrax has two claws, each two
Damage Immunities poison, shadow of which can grapple one target.
Condition Immunities confusion, poisoned Pincer. Melee Weapon Attack: +12 to hit, reach 10
Senses darkvision 60 ft., passive Perception 14 ft., one target.
Languages Shath‘yar, telepathy 120 ft. Hit: 17 (3d6 + 7) piercing damage. If the C‘thrax
Challenge 16 (15,000 XP) spends a bonus action as part of a successful
Traits attack, the target must succeed on a Strength
Aggressive. The C‘thrax use a bonus action to saving throw against a DC of 21 or else be
Dash, but only to approach a hostile creature. knocked back 10 feet. This is a strike effect.
Amphibious. The C‘thrax can breathe air and Shadow Blast. Ranged Spell Attack: +9 to hit,
water. range 100 ft., one target.
Corrupt Life. The C‘thrax can corrupt living Hit: 20 (8d4) shadow damage. This does not
beings into becoming void creatures. This require mana in reserve.
requires killing a target and 1 minute of contact Shadow Volley (Recharge on 5-6). The C‘thrax
with its corpse. The target‘s spirit is allowed a DC can release five Shadow Blasts at any number of
17 Spirit saving throw to avoid this fate. If they enemies within range of the ability, or focus them
fail two saving throws out of three, they are on one target. This attack cannot deal increased
returned to life at 1 hit point, and gain the Void damage on a target affected by Binding Shadows.
Beast template or become a homunculus (DM‘s Binding Shadows (Recharge on 3-6). Ranged Spell
discretion). Once done, this ritual cannot be Attack: +9 ro hit, range 40 ft., one target.
undone or reversed by anything short of a wish Hit: 77 (14d10) shadow damage, and the target‘s
spell, divine intervention (or similar abilities), or speed is reduced to 0 for 1 minute. The target
the DM‘s discretion. can spend an action to free itself. So long as a
Magic Resistance. The C‘thrax has advantage on creature‘s speed is 0, the C‘thrax‘s Shadow Blast
saving throws against spells and other magical deals triple damage against them. If the C‘thrax
effects that do not deal holy damage. misses with this attack, it can spend a hit dice to
Might of the Void. Weapon attacks are treated as heal itself.
magical. Charm. The C‘thrax targets one humanoid it can
Limited Immortality. If reduced to 0 hit points, see within 30 feet of it. If the target can see the
the C‘thrax must succeed on a DC 21 Stamina C‘thrax,, it must succeed on a DC 17 Spirit
saving throw. If it succeeds, it falls into a saving throw against this magic or be charmed by
catatonic state for 30 days. After the 30th day the C‘thrax. The charmed target regards the
passes, it regains 1 hit point and awakens if it can C‘thrax as a trusted friend to be heeded and
breathe, otherwise it remains catatonic until it protected. Although the target isn't under the
can breathe. If it fails the saving throw, it dies. C‘thrax‘s control, it takes its requests or actions
Regeneration. The C‘thrax regains 10 Hit Points in the most favorable way it can.
at the start of its turn if it has at least 1 hit point. Each time the C‘thrax or the C‘thrax's
Shadow Sight. Magical darkness doesn't impede companions do anything harmful to the target, it
the void beast‘s darkvision. can repeat the saving throw, ending the effect on
ACTIONS itself on a success. Otherwise, the effect lasts 24
Multiattack. The C‘thrax makes four weapon hours or until the C‘thrax is destroyed, is on a
attacks. The C‘thrax can exchange any one different plane of existence than the target, or
weapon attack in the round with a Shadow Blast. takes a bonus action to end the effect.
Claw. Melee Weapon Attack: +12 to hit, reach 10 REACTIONS
ft., one target. Darkness Falls. The C‘thrax can use Binding
Hit: 17 (3d6 + 7) slashing damage. If the target is Shadows as a reaction against any creature that
Large or smaller, the target is grappled (escape successfully deals damage to it.

38
Fearsome Charge. When the devilsaur uses its
C'Thraxxi (singular C'Thrax) are monstrous action to Dash, they can use a bonus action to
warbringers far larger and more resilient than make one bite attack at the end of it. If it moves
other lesser n'raqi. They seem to usually serve as at least 10 feet in a straight line immediately
protectors within places of great importance to before taking this bonus action, they gain a +5
the Old Gods, and as commanders and generals bonus to the attack‘s damage roll.
of the Old Gods' forces. ACTIONS
The C'Thrax Warlord Zon'ozz was one of the two Multiattack. The devilsaur makes two attacks:
faceless generals that led the assault on Wyrmrest one with its bite and one with its tail. It can't
Temple during the final battle against Deathwing. make both attacks against the same target.
C'Thraxxi possess arthropod-like features, along Bite. Melee Weapon Attack: +10 to hit, reach 10
with great strength and brutal intellect. They are ft., one target.
capable of warping mind and body, turning Hit: 33 (4d12 + 7) piercing damage. If the target
creatures into corrupted versions of themselves by is a Medium or smaller creature, it is grappled
suffusing them with void magic, or by flesh- (escape DC 18). Until this grapple ends, the
warping them into unthought-of creatures. target is restrained, and the devilsaur can't bite
Even after what mortals might consider death, another target
C'Thraxxi can still slowly regain their energy and Tail. Melee Weapon Attack: +10 to hit, reach 10
return to life through external help. The ft., one target.
Twilight's Hammer made one such attempt to Hit: 20 (3d8 + 7) bludgeoning damage.
awaken Zakajz, and trolls have in the past
succeeded to do so via blood rituals such as those This giant lizard walks on two powerfully muscled
that awakened Kith'ix and Mythrax. hind legs. Two stunted, taloned forelimbs stretch
out before it, and rows of bloodstained teeth fill
D its maw. The devilsaur takes its name from its
vicious, relentless attacks, during which it utterly
Dinosaur Introduction savages its victims to death. The devilsaur uses its
Dinosaurs exist in Azeroth either in ancient bite to assault its prey, and its powerful hind legs
primeval forests and jungles, such as on the and sheer size allow it to chase down almost any
isolated rainforests in the great sea, or in lands chosen prey.
where trolls are found. Despite the ferocity of this ill-tempered beast,
Trolls have a special kinship with dinosaurs, and hunters prize its tough but supple hide and often
although it does not as close as the ties that bind seek it out. Devilsaurs can grow to heights
gryphon and wildhammer dwarf, they remain exceeding thirty feet and can weigh almost
close to one another. sixteen tons. Females tend to be smaller and
lighter than males, but are even more aggressive.
Devilsaur In a reversal of most creatures‘ natural gender
Huge beast, unaligned roles, a female devilsaur abandons her eggs as
Armor Class 13 (Natural Armor) soon as she lays them; male devilsaurs can
Hit Points 105 (10d12 + 40) identify a clutch of eggs they've fathered by scent,
Speed 50 ft. and will protect that clutch until the eggs hatch.
STR AGI STA INT SPI CHA The devilsaur uses its intimidating speed to
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) charge prey as soon as they are within range. It
Skills Perception +4 typically targets the smallest creatures in a pack
Senses passive Perception 14 first, closing its powerful jaws over them and
Challenge 8 (3,900 XP) lifting them off the ground. The devilsaur mauls
Traits its prey, biting and shaking until it or the enemy
stops moving, swallows, and then moves on to

39
the next target. Badly wounded devilsaurs have Challenge 5 (1,800 XP)
been known to flee, sometimes carrying Traits
opponents with them. Hold Breath. The Diemetradon can hold its
breath for 30 minutes.
Devilsaur King Razor Crest. The razor-sharp crests along a
Huge beast, unaligned diemetradon‘s back prove a good defense against
Armor Class 13 (Natural Armor) those who get too close. Anyone grappling a
Hit Points 172 (15d12 + 75) diemetradon takes 2d6 points of slashing damage
Speed 50 ft. per round.
STR AGI STA INT SPI CHA Stability. The diemetradon‘s powerful legs and
27 (+8) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 9 (-1) low body make it exceptionally stable. It has
Skills Perception +4 advantage on saving throws and checks rolled
Senses passive Perception 14 against being tripped, pushed, or moved against
Challenge 9 (5,000 XP) its will.
Fearsome Charge. When the devilsaur king uses ACTIONS
its action to Dash, it can use a bonus action to Multiattack. The Diemetradon makes two
make one bite attack at the end of it. If he moves attacks: one with its bite and one with its tail.
at least 10 feet in a straight line immediately Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
before taking this bonus action, he gains a +5 one target.
bonus to the attack‘s damage roll. Hit: 21 (3d10 + 5) piercing damage, and the
ACTIONS target is grappled (escape DC 16). Until this
Multiattack. The devilsaur king makes two grapple ends, the target is restrained, and the
attacks: one with its bite and one with its tail. It Diemetradon can't bite another target.
can't make both attacks against the same target. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Bite. Melee Weapon Attack: +12 to hit, reach 10 one target not grappled by the Diemetradon.
ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the
Hit: 34 (4d12 + 8) piercing damage. If the target target is a creature, it must succeed on a DC 16
is a Medium or smaller creature, it is grappled Strength saving throw or be knocked prone.
(escape DC 20). Until this grapple ends, the
target is restrained, and the devilsaur king can't The diemetradon — one of the strongest
bite another target predators in the Un‘Goro Crater — stalks its prey
Tail. Melee Weapon Attack: +12 to hit, reach 10 and rips it apart without mercy. This creature
ft., one target. uses both its squat, strong legs tipped with sharp
Hit: 21 (3d8 + 8) bludgeoning damage. claws and its wickedly fanged mouth to great
advantage, tearing apart its prey without a second
This terrifying specimen includes devilsaurs as thought.
King Mosh or King Krush, and other terrors.
Pterrordax
Diemetradon Large beast, unaligned
Huge beast, unaligned Armor Class 16 (natural armor)
Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21)
Hit Points 85 (9d12 + 27) Speed 10 ft., fly 90 ft.
Speed 30 ft., swim 30 ft. STR AGI STA INT SPI CHA
STR AGI STA INT SPI CHA 16 (+3) 20 (+5) 17 (+3) 2 (-4) 16 (+3) 7 (-2)
21 (+S) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (- 2) Skills Perception +5
Skills Stealth +5, Perception +3 Senses darkvision 60 ft., passive Perception 15
Senses passive Perception 13 Languages –
Languages – Challenge 4 (1,100 XP)

40
Traits more than 3 total attacks per round, including
Keen Sight. The pterrordax has advantage on the bite from the Pounce feature.
Spirit (Perception) checks that rely on sight. ACTIONS
ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Multiattack. The pterrordax can make two one target.
attacks. Hit: 6 (ld8 + 2) piercing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.
one creature. one target.
Hit: 12 (2d6 + 5) piercing damage. Hit: 6 (ld8 + 2) slashing damage.

Pterrordax soar through the air, using their keen Raptors are a type of predatory dinosaurs and
predator‘s senses to satisfy their taste for fresh one of the most iconic beasts of the Warcraft
meat. These fierce creatures stand as tall as a universe. They can be found both in Azeroth and
horse and weigh up to 1,500 pounds. Their Outland, as well as Draenor.
pigmentation ranges from moss green to deep They are superb hunting beasts that can track
emerald. While weaker than other dinosaurs, prey over great distances and are often lethal to
pterrordax possess great agility. encounter when caught unawares. They often
Pterrordax prefer to hunt alone; normally, hunt in packs of 3-12.
adventurers encounter them in pairs only during The raptor can be used as a mount for medium
mating season, a two-week period in the creatures, and is the favored racial mounts of
springtime. Pterrordax may form flights when trolls.
their breeding grounds are threatened by a strong
foe, but disband once they eliminate the threat. Ravasaur
Large beast, unaligned
Raptor Armor Class 14 (natural armor)
Medium beast, unaligned Hit Points 45 (7d8 + 14)
Armor Class 13 (natural armor) Speed 40 ft.
Hit Points 26 (4d8 + 8) STR AGI STA INT SPI CHA
Speed 40 ft. 17 (+3) 14 (+2) 15 (+2) 4 (-3) 14 (+2) 6 (-2)
STR AGI STA INT SPI CHA Skills Perception +4, Stealth +5
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+l) 6 (-2) Senses passive Perception 14
Skills Perception +3, Stealth +5 Languages –
Senses passive Perception 13 Challenge 3 (700 XP)
Languages – Pounce. If the ravasaur moves at least 20 feet
Challenge 1 (200 XP) straight toward a creature and then hits it with a
Traits claw attack on the same turn, that target must
Pounce. If the raptor moves at least 20 feet succeed on a DC 13 Strength saving throw or be
straight toward a creature and then hits it with a knocked prone. If the target is prone, the
claw attack on the same turn, that target must ravasaur can make one bite attack against it as a
succeed on a DC 12 Strength saving throw or be bonus action.
knocked prone. If the target is prone, the raptor ACTIONS
can make one bite attack against it as a bonus Multiattack. The ravasaur can make two attacks,
action. only one of which can be a bite.
Rend and Tear. If the raptor succeeds on a bite Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
attack, it may attempt a claw attack as part of the one target.
same attack. If the claw attack succeeds, it may Hit: 12 (2d8 + 3) piercing damage.
also attempt a third claw attack. It cannot make Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target.

41
Hit: 10 (2d6 + 3) slashing damage. 3 (1d6) poison damage on a failed save, or half as
much damage on a successful one.
The ravasaurs of Un'Goro are large, raptor-like
dinosaurs who're highly intelligent, volatile, and Stegodon
have a sense or code of conduct. Lar'korwi is the Huge beast, unaligned
most dangerous. In Taur-ahe, its name means Armor Class 17 (natural armor)
"Sharp Claw," but that does not do him justice. Hit Points 114 (13d12 + 39)
The ravasaurs of Zandalar are more distinct from Speed 20 ft.
raptors than the Un'Goro breed are, with crests STR AGI STA INT SPI CHA
of feathers on their heads and tails. 22 (+6) 9 (- 1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)
Ravasaurs may be common throughout other Senses passive Perception 10
lands than just Un'Goro, as they are common Languages –
troll companions alongside raptors. Challenge 7 (2,900 XP)
The females produce an awful smell from a gland Traits
in their heads that allow males to know they are Trampling Charge. If the Stegodon moves at
ready to breed. least 20 feet straight toward a creature and then
hits it with a gore attack on the same turn, that
Venomhide target must succeed on a DC 13 Strength saving
The venomhide ravasaurs are extremely deadly, throw or be knocked prone. If the target is prone,
with poisonous blood, poisonous spit and even the Stegodon can make one stomp attack against
poisonous skin. Attempting to mount one it as a bonus action.
without first building up a resistance to their ACTIONS
toxins will result in death only a few hours later. Gore. Melee Weapon Attack: +9 to hit, reach 5
Venomhide ravasaurs are cousins to normal ft., one target.
ravasaurs. They act identical except for the Hit: 24 (4d8 + 6) piercing damage.
following. Stomp. Melee Weapon Attack: +9 to hit, reach 5
ft., one prone creature.
Damage Resistances poison Hit: 28 (4d10 + 6) bludgeoning damage.
Traits Tail. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Venomous Hide. The hide of this ravasaur one target.
carries a contact poison, in which case bare skin Hit: 19 (3d8 + 6) bludgeoning damage.
contact with it deals 1d6 points of poison damage REACTIONS
once touched, and again for every hour of Tail Slap. If the Stegodon is attacked by a creature
contact until washed off. it didn‘t attack during the last round, it can make
ACTIONS one tail attack against it.
Multiattack. The ravasaur can make two attacks,
only one of which can be a bite. Stegodons are short-tempered, aggressive, but
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., herbivorous dinosaurs. Easily irritated, they
one target. attack trespassers on sight, but rarely venture
Hit: 12 (2d8 + 3) piercing damage. The target from their territories. They consume vast
must make a DC 12 Stamina saving throw, taking quantities of plant matter and grow angry when
7 (2d6) poison damage on a failed save, or half as logging, mining, and other such activities disturb
much damage on a successful one. their food sources.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Threshadon
Hit: 10 (2d6 + 3) slashing damage. The target Large beast, unaligned
must make a DC 12 Stamina saving throw, taking Armor Class 16 (natural armor)
Hit Points 76 (9d10 + 27)

42
Speed 20 ft., swim 50 ft.
STR AGI STA INT SPI CHA Bronze Dragon, Ancient
19 (+4) 15 (+2) 16 (+3) 4 (-3) 13 (+1) 4 (-3) Gargantuan dragon (bronze flight), lawful neutral
Skills Perception +3, Stealth +5 Armor Class 22 (natural armor)
Senses darkvision 120 ft., passive Perception 17 Hit Points 444 (24d10 + 192)
Languages – Speed 40 ft., fly 80 ft., swim 40 ft.
Challenge 5 (1,800 XP) STR AGI STA INT SPI CHA
Traits 28 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
Blood Frenzy. The threshadon has advantage on Saving Throws Agi +7, Sta +15, Spi +10, Cha
melee attack rolls against any creature that +12
doesn't have all its hit points, so long as the Skills Insight +10, History +11, Perception +10
creature is in water. Damage Resistances fire
Hold Breath. The threshadon can hold its breath Damage Immunities lightning
for 4 hours. Senses blindsight 60 ft., darkvision 120 ft.,
ACTIONS passive Perception 20
Multiattack. The threshadon makes two attacks, Languages Common, Draconic
but only one bite per round. Challenge 22 (41,000 XP)
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., Traits
one target. Legendary Resistance (3/Day). If the dragon fails
Hit: 13 (2d8 + 4) piercing damage. a saving throw, it can choose to succeed instead.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., Follow Fate (1/long rest). The Ancient Bronze
one target. Dragon knows how it will die, but such is
Hit: 11 (2d6 + 4) slashing damage. imperfect knowledge. If the dragon knows it is
not ‗supposed to‘ die, it can cast the time stop
Though it resides primarily in the water, a spell as a free action, but only use the time to get
threshadon breathes only air. A threshadon has a away and escape.
total length of some 15 feet, including a tail Keeper of Time. Spells and abilities that affect
about half as long as the main portion of its time fail in a 120 ft. radius from the ancient
body, and weighs about 1,000 pounds. Observers bronze dragon unless he wishes them to remain.
who see only its head or tail might easily mistake Innate Spellcasting. The bronze dragon is
it for a massive serpent. naturally magical. The dragon‘s spellcasting
A threshadon is aggressive and attacks virtually ability is Charisma (spell save DC 20, +12 to spell
anything it notices. The creature is strong, fast, attacks). The dragon can innately cast the
and highly maneuverable, able to turn quickly following spells, requiring no material
and lunge at prey. When hunting, it travels with components:
its head out of the water, snapping down quickly 3rd level (1 mana): bestow curse, haste, thunder
to seize prey. step, slow, wall of sand
5th level (4 mana): enervation
Dragons Introduction 7th level (6 mana): mirage arcane, reverse gravity
Dragons (known as nelghor in orcish) are 8th level (7 mana): control weather, horrid wilting
immense, powerful, winged reptilian creatures, Deep Breath. The dragon can draw in his breath
created from proto-dragons by the titans and the as an action. This allows him to roll 3d6. On a
Keepers to safeguard the world of Azeroth roll of 5-6 with any of them, his Sand Breath
millennia ago. They are divided into several types ability is recharged.
called dragonflights. Since the fall of Deathwing, ACTIONS
they have lost their titan-given powers as well as Multiattack. The dragon makes two claw attacks:
the ability to reproduce. They still remain one with its bite, and two with its claws.
powerful sorcerers, however.

43
Bite. Melee Weapon Attack: +16 to hit, reach 15 throw or take 23 (4d6 + 9) bludgeoning damage
ft., one target. and be knocked prone. The dragon can then fly
Hit: 31 (4d10 + 9) piercing damage. up to half his flying speed.
Claw. Melee Weapon Attack: +16 to hit, reach
10 ft., one target. Infinite Epoch Hunter
Hit: 23 (4d6 + 9) slashing damage. Large dragon (infinite flight), chaotic neutral
Tail. Melee Weapon Attack: +16 to hit, reach 20 Armor Class 15 (natural armor)
ft., one target. Hit Points 131 (15d10 + 45)
Hit: 27 (4d8 + 9) bludgeoning damage. Mana 23 (17 + 3 + 3)
Change Shape. The ancient bronze dragon Speed 30 ft., fly 60 ft.
magically polymorphs into a humanoid or beast STR AGI STA INT SPI CHA
that has a challenge rating no higher than his 18 (+4) 8 (-1) 16 (+3) 17 (+3) 14 (+2) 13 (+1)
own, or back into his true form. He reverts to hos Saving Throws Str +7, Sta +6
true form if he dies. Any equipment he is wearing Skills Arcana +6, History +6, Intimidation +4,
or carrying is absorbed or borne by the new form Perception +5
(his choice). In a new form, the dragon retains his Senses darkvision 60 ft., passive Perception 15
alignment, hit points, Hit Dice, ability to speak, Languages Common, Draconic, Shath‘yar
proficiencies, Legendary Resistance, lair actions, Challenge 7 (2,900 XP)
and Intelligence, Spirit, and Charisma scores, as Traits
well as this action. His statistics and capabilities Temporal Anomaly. Creatures who benefit from
are otherwise replaced by those of the new form, the haste is instead affected by the slow spell if
except any class features or legendary actions of within 60 ft. of the epoch hunter, and vice versa.
that form. Temporal Shift (10 mana, 1/rest). The epoch
Sand Breath (Recharge 5-6). The dragon exhales hunter casts the plane shift spell. Once used, this
a blast of sandstorm in a 60-foot cone. Each cannot be used again until after a short or long
creature in that area must make a DC 21 Agility rest.
saving throw, taking 88 (16d10) slashing damage Innate Spellcasting. The epoch hunter is
on a failed save, or half as much damage on a naturally magical. The hunter‘s spellcasting ability
successful one. This damage is magical. If the is Intelligence (spell save DC 14, +6 to spell
target fails their saving throw, they are also attacks). The epoch hunter can innately cast the
affected by the slow spell. A creature slowed this following spells, requiring no material
way can roll a Spirit saving throw against a DC of components:
21 to end the effect at the end of its turn every 3rd level (7 mana): slow, haste
round. ACTIONS
Multiattack. The dragon makes two claw attacks:
LEGENDARY ACTIONS one with its bite, and two with its claws.
The dragon can take 3 legendary actions, Bite. Melee Weapon Attack: +7 to hit, reach 10
choosing from the options below. Only one ft., one target.
legendary action option can be used at a time and Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8)
only at the end of another creature's turn. The arcane damage.
dragon regains spent legendary actions at the start Claw. Melee Weapon Attack: +7 to hit, reach 5
of her turn. ft., one target.
Attack. The dragon makes a single attack. Hit: 11 (2d6 + 4) slashing damage.
Detect. The dragon makes a Spirit (Perception)
check.
Wing Attack (Costs 2 Actions). The dragon beats Dreadlord (Nathrezim)
his wings. Each creature within 10 feet of the Each time the dreadlord or the dreadlord's
dragon must succeed on a DC 24 Agility saving companions do anything harmful to the target, it
can repeat the saving throw, ending the effect on

44
itself on a success. Otherwise, the effect lasts 24 Damage Resistances fel; bludgeoning, piercing,
hours or until the dreadlord is destroyed, is on a and slashing from nonmagical weapons
different plane of existence than the target, or Senses darkvision 60 ft., passive Perception 13
takes a bonus action to end the effect. Languages All non-restricted languages, and
Eredun
Dreadlords, masters of trickery, deceit, and guile, Challenge 7 (2,900 XP)
take pride in the fiendish destruction they have Traits
wrought on Azeroth. Affiliated with the Burning Spellcasting. The dreadlord is a 6th level
Legion for centuries, the dreadlords — also spellcaster. Its spellcasting ability is Charisma
termed Nathrezim — acted as commanders of (spell save DC 13, +5 to hit with spell attacks).
undead legions during the Burning Legion‘s The dreadlord has the following spells (9)
second invasion, slaughtering thousands with prepared from the warlock spell list:
their unnatural hordes. The dreadlords lost much Cantrips (0 mana): fire bolt, minor illusion
power when several of their most influential 1st level (4 mana): conjure undead, charm
members fell to the Forsaken armies under humanoid, conjure fiend, false life
Sylvanas Windrunner‘s banner. Now the 2nd level (5 mana): detect thoughts, invisibility
dreadlords seem almost a myth, a story told to 3rd level (6 mana): gaseous form, sleep (9d8),
frighten children. People feel safer when they major image
think the dreadlords a remote tale; some instead Vampiric Power (1/rest, 7 mana). The dreadlord
comfort themselves with the lie that the great can cast one of the following spells: drain life,
Varimathras is the only surviving dreadlord. carrion swarm, conjure fiend (lesser infernal), or
More practical sorts know that evil never truly vampiric aura. Once cast, the dreadlord cannot
dies and that just because they cannot see cast any of the spells again until it completes a
something does not mean it is not there. short or long rest, or personally reduces a target
Dreadlords invariably stay behind the scenes and to 0 hit points.
effect change through proxies. Adventurers might ACTIONS
go their whole lives and never realize a dreadlord Multiattack. The dreadlord makes two claw
has acted against them in countless, seemingly attacks.
unrelated ways. Only after much exertion and Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
investigation do the heroes uncover the one target.
dreadlord behind a plot. Even then, the task of Hit: 7 (1d8 + 3) slashing damage. Instead of
tracking and slaying a dreadlord can overwhelm dealing damage, the dreadlord can grapple the
the most competent hunter of evil. Dreadlords target (escape DC 13).
live in heavily fortified lairs or march at the Charm. The dreadlord targets one humanoid it
center of an army. can see within 30 feet of it. If the target can see
the dreadlord, it must succeed on a DC 13 Spirit
Dreadlord Hero saving throw against this magic or be charmed by
―I must hunt soon!‖ the dreadlord. The charmed target regards the
Medium fiend (demon), chaotic evil dreadlord as a trusted friend to be heeded and
Armor Class 14 (natural armor) protected. Although the target isn't under the
Hit Points 71 (11d8 + 22) dreadlord's control, it takes the dreadlord's
Mana Points 24 (17 + 2 + 5) requests or actions in the most favorable way it
Speed 30 ft., fly 20 ft. can.
STR AGI STA INT SPI CHA
16 (+3) 14 (+2) 15 (+2) 15 (+2) 11 (+0) 17 (+3) Dreadlord Noble
Saving Throws Agi +5, Spi +3, Cha +8 ―That was my plan.‖
Skills Perception +3, Stealth +5 Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)

45
Hit Points 161 (17d10 + 68) The dreadlord noble is a more powerful example
Mana Points 28 (18 + 5 + 5) of the Nathrezim, usually one who gained great
Speed 30 ft., fly 30 ft. (hover) influence and power by slaying and consuming
STR AGI STA INT SPI CHA the souls of hundreds of mortals.
18 (+4) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
Saving Throws Agi +9, Spi +7, Cha +9 Draenei Introduction
Skills Perception +7, Stealth +9
Damage Resistances fel; bludgeoning, piercing, Dranei as Characters
and slashing from nonmagical weapons See the core document.
Senses darkvision 120 ft., passive Perception 17
Languages All non-restricted languages, and Draenei Guard/Recruit
Eredun. Medium humanoid (true draenei), lawful good
Challenge 13 (10,000 XP) Armor Class 16 (chain shirt, shield)
Traits Hit Points 11 (2d8 + 2)
Spellcasting. The dreadlord is a 9th level Speed 30 ft.
spellcaster. Its spellcasting ability is Charisma STR AGI STA INT SPI CHA
(spell save DC 17, +9 to hit with spell attacks). 15 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
The dreadlord has the following spells (13) Damage Resistances fel
prepared from the warlock spell list: Skills Perception +3
Cantrips (0 mana): friends, prestidigitation, fire Senses darkvision 60 ft., passive Perception 13
bolt, minor illusion, shocking grasp Languages Common, Eredun
1st level (2 mana): conjure undead, conjure fiend, Challenge 1/8 (25 XP)
false life Traits
2nd level (3 mana): detect thoughts, invisibility Draenei Traits. The draenei has the following
3rd level (5 mana): gaseous form, sleep (9d8), racial traits.
major image  Gift of the Naaru (1/rest), Heroic Presence
4th level (6 mana): polymorph, drain life ACTIONS
5th level (7 mana): conjure fiend (lesser infernal), Glaive. Melee Weapon Attack: +4 to hit, reach 10
carrion swarm, vampiric aura, teleportation circle ft., one target.
ACTIONS Hit: 7 (1d10 + 2) slashing damage.
Multiattack. The dreadlord makes two claw Heavy Crossbow. Ranged Weapon Attack: +3 to
attacks. hit, range 100/400 ft., one target.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 6 (1d10 + 1) piercing damage.
one target.
Hit: 13 (2d8 + 4) slashing damage. Instead of An inspiration to allies and dread to their
dealing damage, the dreadlord can grapple the enemies, draenei recruits are deceptively useful
target (escape DC 17). on the battlefield, able to rouse their allies by
Charm. The dreadlord targets one humanoid it their mere presence and heal the wounded by the
can see within 30 feet of it. If the target can see divine blessings of the Naaru.
the dreadlord, it must succeed on a DC 17 Spirit
saving throw against this magic or be charmed by Dranei Broken Skulker
the dreadlord. The charmed target regards the ―We will share our ways…‖
dreadlord as a trusted friend to be heeded and Medium humanoid (broken draenei), chaotic
protected. Although the target isn't under the Armor Class 13 (leather armor)
dreadlord's control, it takes the dreadlord's Hit Points 11 (2d8 + 2)
requests or actions in the most favorable way it Speed 30 ft.
can. STR AGI STA INT SPI CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

46
Skills Perception +3, Stealth +4 Medium humanoid (Ironforge dwarf), lawful
Damage Resistances fel good
Senses darkvision 60 ft., passive Perception 13 Armor Class 16 (chain shirt, shield)
Languages Eredun (uncorrupted) Hit Points 13 (2d8 + 4)
Traits Speed 25 ft.
Draenei Traits. The draenei has the following STR AGI STA INT SPI CHA
racial traits. 14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
 Adapter, Heroic Presence, Skulker Damage Resistances poison
Sneak Attack (1/round). Whenever making a Skills Perception +2, Mason‘s tools +2
successful melee or ranged attack roll when Senses Darkvision 60 ft., passive Perception 12
having advantage, or when an allied unit is Languages Common, Dwarven
adjacent to the enemy, the broken draenei adds 3 Challenge 1/8 (25 XP)
(1d6) extra damage to the roll. Traits
Challenge 1/8 (25 XP) Dwarf Traits. The dwarf has the following racial
ACTIONS traits.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft.,  Resilience, Stonecunning, Stoneform (1/rest)
one target. ACTIONS
Hit: 5 (1d6 + 2) slashing damage. Battleaxe. Melee Weapon Attack: +4 to hit, reach 5
Light Crossbow. Ranged Weapon Attack: +4 to hit, ft., one target.
range 80/320 ft., loading, one target. Hit: 6 (1d8 + 2) slashing damage; 7 (1d10 + 2) if
Hit: 6 (1d8 + 2) piercing damage. used with two hands to make a melee attack.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
Left behind on Draenor after its destruction, range 80/320 ft., one target.
broken draenei subsided on scraps in a fel- Hit: 5 (1d8 + 1) piercing damage.
infused world, waging irregular warfare against
orc, demon, ogre, and perhaps every single The dwarven recruit represents militiamen,
lifeform in post-apocalyptic Draenor. normal guards, and generally well-supplied and
trained dwarven combatants. Dwarf guards patrol
Dwarf Introduction the settlements of Ironforge and other aligned
towns. Capable of building bridges, roads, and
The bold and courageous dwarves are an ancient
fortifications with their masons‘ tools, the recruit
race descended from the earthen—beings of living
can also double as workers for army engineering
stone created by the titans when the world was
projects.
young. Due to a strange malady known as the
curse of flesh, the dwarves' earthen progenitors
underwent a transformation that turned their Dwarven Gryphon Rider
rocky hides into soft skin. Ultimately, these ―Death comes for ye!‖
creatures of flesh and blood dubbed themselves Medium humanoid (wildhammer dwarf), chaotic
dwarves and carved out the mighty city of good
Ironforge in the snowy peaks of Khaz Modan. Armor Class 13 (Studded Leather)
Now split among three major clans (Bronzebeard, Hit Points 28 (5d8 + 6)
Wildhammer, and Dark Iron), dwarves maintain Speed 25 ft.
a strong influence in the world. STR AGI STA INT SPI CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 14 (+2) 10 (+0)
Dwarves as Characters Skills Intimidation +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
See the core document.
Languages Common, Dwarven, Troll
Challenge 2 (450 XP)
Dwarf Guard/Recruit Traits

47
Dwarf Traits. The dwarf has the following racial Keen Sight. The gryphon has advantage on Spirit
traits. (Perception) checks that rely on sight.
 Brave, Mountain Born, Natural Hander, ACTIONS
Stonecunning, Stoneform (1/rest) Multiattack. The gryphon makes two attacks, one
Favored Enemy (orcs and trolls). The dwarf with its beak and one with its talons.
gryphon rider has advantage on opposed checks Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
against his favored enemies, as well as on one target.
Intelligence checks to recall information about Hit: 8 (1d8 + 4) piercing damage.
them, and when making an attack against them, Talons. Melee Weapon Attack: +6 to hit, reach 5
he deals 2 extra points of damage. ft., one target.
ACTIONS Hit: 11 (2d6 + 4) slashing damage.
Storm Hammer. Melee Weapon Attack: +5 to hit,
reach 5 ft. or ranged 20/60 feet, one target Dwarven Mountain King Hero
Hit: 7 (1d8 + 3) bludgeoning damage, plus 2 ―For Khaz Modan!‖
thunder damage. The hammer returns to the Medium humanoid (bronzebeard dwarf), lawful
gryphon rider after being used. good
REACTIONS Armor Class 18 (plate)
Stoneform (1/rest). When the dwarf takes damage, Hit Points 93 (11d10 + 33)
they can roll 1d12 + 3, and can reduce the Mana Points 20 (14 + 3 + 3)
damage by that total. If the damage exceeds any Speed 25 ft.
ongoing bleed damage he takes, he ends the STR AGI STA INT SPI CHA
effect as well. 19 (+4) 11 (+1) 16 (+3) 14 (+2) 11 (+0) 10 (+0)
Equipment. Storm Hammer Saving Throws Str +7, Sta +6
Damage Resistance poison
Brave, serious, and quite vicious, the Skills athletics +7, mason‘s tools +5, smithing
Wildhammer clan‘s Gryphon Riders serve the tools +5
Alliance are advanced scouts and lightning- Senses darkvision 60 ft., passive Perception 10
powered aerial powerhouses. Armed with Languages Common
mystical storm hammers, they take to the skies on Challenge 7 (2,900 XP)
the backs of their steadfast gryphons to fight the Traits
threats that plague the banner of the Alliance of Dwarf Traits. The dwarf has the following racial
Lordaeron. traits.
All gryphon riders carry Storm Hammers. See the  Resilience, Stonecunning, Stoneform (1/rest)
equipment chapter in the core document for Fighting Style (Two-Weapon Fighting). When
more details. the mountain king engages in two-weapon
fighting, he can add his ability modifier to the
> Gryphon damage of the second attack.
Large beast, true neutral Warrior Talent. The mountain king has the
Armor Class 13 following warrior talents. The DC for the talents
Hit Points 59 (7d10 + 21) is 15.
Speed 30 ft., fly 80 ft.  Action Surge, Heroic Throw, Mutilate
STR AGI STA INT SPI CHA Strike, Second Wind, Stunning Slam,
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1) Thunderclap (3/rest)
Skills Perception +3 Stance of the Mountain. The mountain king
Senses passive Perception 13 may enter a stance with a bonus action. So long
Languages – as the stance was in effect, he reduces the physical
Challenge 2 (450 XP) damage he takes by 3 points, and gains 2 extra
Traits

48
reactions. The stance ends if he chooses to end it Dedicated to safeguarding the Alliance which
or if he moves more than half your normal speed. saved their kingdom during the Second War, the
When executing a melee attack of opportunity mountain Kings can be counted upon to rally
while under the effects of this stance, he pushes behind any banner that stands between freedom
the target 10 feet on a successful attack roll. and the ever looming shadow of evil.
Titanic Spark. The mountain king is a 5th level If the threat is dangerous enough, they invoke
spellcaster. His spellcasting ability is Intelligence their titanic spark to become an avatar of battle
(spell save DC 12, +4 to hit with spell attacks). (by casting the enlarge and stoneskin spells) and
The mountain king has the following spells (7) wade into battle, shouting battle cries.
prepared from the mage spell list. He does not He usually carries enough material components
need to concentrate on the Stoneskin spell. for three castings of Stoneskin.
Cantrips (0 mana): blade ward, mending, true
strike Dwarven Mortar Engineer
1st level (4 mana): feather fall, shield, thunderwave ―Mortar combat!‖
2nd level (5 mana): arcane lock, enlarge/reduce, Medium humanoid (bronzebeard dwarf), lawful
shatter good
3rd level (6 mana): glyph of warding, stoneskin Armor Class 14 (studded leather)
ACTIONS Hit Points 32 (5d8 + 10)
Multiattack. The mountain king makes three Speed 25 ft.
melee attacks. When landing a critical hit with a STR AGI STA INT SPI CHA
slashing weapon, the target's speed is reduced to 12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (-1)
half for 1 hour or until the damage dealt is fully Skills engineer‘s tools +5, stealth +5
healed. If made with a bludgeoning weapon, the Damage Resistances poison
target must succeed on a Strength saving throw Senses darkvision 60 ft. passive Perception 13
(DC 15). On a failed saving throw, they are Languages Common, Dwarven
stunned for 1 round. Challenge 2 (450 XP)
Arcanite Reaper. Melee Weapon Attack: +7 to hit, Traits
reach 5 ft., one target. Dwarf Traits. The dwarf has the following racial
Hit: 8 (1d8 + 4) slashing damage. This weapon traits.
deals double damage to objects.  Resilience, Stonecunning, Stoneform (1/rest)
Warhammer. Melee Weapon Attack: +7 to hit, Cunning Action (tinker). The mortar engineer
reach 5 ft., one target. may, as a bonus action, hide, dash, disengage,
Hit: 8 (1d8 + 4) bludgeoning damage. make a sleight of hand check, disarm a trap or
REACTIONS open a lock with thieves‘ tools, or make use of
Bleed and Bash. The mountain king can make an any object.
attack of opportunity against any creature that Patented Mortar. The mortar engineer‘s mortar
critically hits him or an ally within 5 feet. is an instrument of war made with frightening
Equipment. Arcanite Reaper amount of love. The mortar consumes one
quarter the fuel it would normally consume for
The mountain kings, or thanes as they are known its rarity, and has no malfunction chance.
in Khaz Modan, are the mightiest dwarven ACTIONS
warriors under the mountain. Wielding both Handaxe. Melee or Ranged Weapon Attack: +4 to
enchanted warhammers and battleaxes, these hit, reach 5 ft. or ranged 20/60, one target.
fierce fighters live to test themselves against Hit: 4 (1d6 + 1) slashing damage.
worthy opponents. Heavy Grenade. Ranged Weapon Attack: +4 to hit,
Unconcerned with their race's preoccupation or DC 12 halves damage (Malfunction 1-3),
with mechanical devices and mining precious 30/60 ft., one target or area.
minerals, Mountain Kings live only for battle.

49
Hit: 14 (4d6) concussive damage in a 10-foot ACTIONS
radius sphere. Heavy Wrench. Melee or Ranged Weapon Attack:
Mortar. Gadget, Malfunction 1-3. +3 to hit, reach 5 ft. or ranged 20/60 ft., one
Use: The engineer may make use of his mortar to target.
add 90 feet to the range of any explosive, with an Hit: 3 (1d4 + 1) bludgeoning damage.
arc 30 feet high. Each use of the mortar device Boomstick. Ranged Weapon Attack (Malfunction
requires it to cool down for one round, and 1-2): +4 to hit, range 150/600; capacity 2 bullets,
consumes one-half a cylinder or vial of gas per use one target.
(instead of 2). Hit: 9 (2d6 + 2) piercing damage.
Equipment. The mortar team typically has a Heavy Grenade. Ranged Weapon Attack: +4 to hit,
cache of ten mortar shells, five cylinders of oil, or DC 12 halves damage (Malfunction 1-3),
and three heavy grenades. 30/60 ft., one target or area.
Hit: 14 (4d6) concussive damage in a 20-foot
This red-bearded and nearly bald dwarf has a radius sphere.
waterproof pack of explosives at his back, and
hauls with him a curious-looking bronze The ingenious dwarven engineers, taking a nod
telescope. from their inventive gnomish cousins, construct,
Typically accompanied by another who aids him and drive the powerful war machines of the
in combat and carrying items, the mortar Alliance of all types, covering air (gyrocopters),
engineer is armed with a mortar device that helps land (siege engines), and sea (submarines).
him throw bombs from an improved range.
Carrying mortar shells to blast apart enemy > Gyrocopter Introduction
structures, anti-personnel grenades that target The gyrocopter is the ultimate airborne scout
clusters of troops, and the ability to turn both vehicle.
explosives into mines, this tinker is a very The gyrocopters are small but versatile flying
effective support unit. machines that can cover great distances at speed
and evade enemy ground forces.
Dwarven Pilot
―They’ll never hear me coming!‖ (Clunk, clunk) Gyrocopter, Dwarven
Medium humanoid (bronzebeard dwarf), lawful Large construct (vehicle), unaligned
good Armor Class 14 (light armor plating)
Armor Class 14 (pilot‘s leather jerkin) Hit Points 26 (4d8 + 8)
Hit Points 19 (3d8 + 6) Speed 0 ft., fly 60 ft.
Speed 25 ft. STR AGI STA INT SPI CHA
STR AGI STA INT SPI CHA 14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5)
12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (-1) Damage Immunities poison, psychic
Skills engineer‘s tools +3, stealth +4 Condition Immunities blinded, deafened,
Damage Resistances poison frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13 Senses passive Perception 6
Languages Common, Dwarven Languages –
Challenge 1 (200 XP) Challenge 1 (200 XP)
Traits Traits
Cunning Action (Pilot). The pilot may, as a Anti-Earth Capacity. As a bonus action, the
bonus action, hide, dash, disengage, or make an gyrocopter pilot may launch land-to-earth rockets
attack with his Gyrocopter. stored in the vehicle. The attack roll is instead
Dwarf Traits. The dwarf has the following racial equal to the cannon‘s own, though may only
traits. target an earthbound creature. By default, it has 3
 Resilience, Stonecunning, Stoneform (1/rest) default rockets. Each deals 7 (2d6) damage

50
concussive in a 10-foot-sphere on point of impact, Gyrocopter, Grand Alliance
with an Agility save to half damage, with a range Large construct (vehicle), unaligned
of 120/360 feet. It can use better-grade rockets Armor Class 17 (aerodynamic plating)
than normal if the driver provides it (requires an Hit Points 75 (10d8 + 30)
action per rocket to set up). Speed 0 ft., fly 80 ft.
Burst of Speed. As a bonus action, the STR AGI STA INT SPI CHA
gyrocopter can move again. 16 (+3) 21 (+5) 17 (+3) 1 (-5) 3 (-4) 1 (-5)
Fuel (6 combustion units/charge). The construct Damage Immunities poison, psychic
consumes 6 units for 1 charge (2 rarity, 4 size). As Condition Immunities blinded, deafened,
it runs on a combustion engine, this requires 6 frightened, paralyzed, petrified, poisoned
pints of oil for 1 hour of operation. It has the Senses passive Perception 6
capacity to hold up to 10 charges (or 60 pints of Languages –
oil, or 12 vials of phlogiston). Challenge 4 (1,100 XP)
ACTIONS Traits
Ram. Melee Weapon Attack: +4 to hit, range 5 ft., Anti-Earth Capacity. As a bonus action, the
one creature, object, or structure. gyrocopter pilot may launch land-to-earth rockets
Hit: The target takes 9 (2d6 + 2) bludgeoning stored in the vehicle. The attack roll is instead
damage. equal to the cannon‘s own, though may only
Flak Cannon. Ranged Weapon Attack target an earthbound creature. By default, it has 3
(Malfunction 1-2): +6 to hit, range 200/800; default rockets. Each deals 7 (2d6) damage
capacity 2 bullets, one target. concussive in a 10-foot-sphere on point of impact,
Hit: 13 (2d8 + 4) piercing damage. with an Agility save to half damage, with a range
of 120/360 feet. It can use better-grade rockets
Though the contraptions are somewhat rickety, than normal if the driver provides it (requires an
an Ironforge Gyrocopter is armed with mounted action per rocket to set up).
cannons and bombs, and piloted by the daring – Burst of Speed. As a bonus action, the
if not insane – dwarven pilots. The flak cannon is gyrocopter can move again.
a common heavy firearm, and can be exchanged Fuel (8 combustion units/charge). The construct
for more damage, such as the epic-quality consumes 8 units for 1 charge (4 rarity, 4 size). As
minigun. it runs on a combustion engine, this requires 8
pints of oil for 1 hour of operation. It has the
Minigun. Ranged Weapon Attack (Malfunction 1- capacity to hold up to 10 charges (or 80 pints of
4): +6 to hit, or a line 30 feet long and 5 feet wide oil, or 16 vials of phlogiston).
(DC 14 halves), range 125/500; capacity 7 ACTIONS
bullets, one target. Multiattack. The gyrocopter makes two attacks.
Hit: 22 (4d10 + 4) piercing damage. Ram. Melee Weapon Attack: +4 to hit, range 5 ft.,
one creature, object, or structure.
Crafting Hit: The target takes 13 (3d6 + 3) bludgeoning
This construct can be crafted and has a rarity of damage.
Uncommon. As a creature of CR 1, it has a total Flak Cannon. Ranged Weapon Attack
cost of 1,000 gp (80 gp base cost x 25 for (Malfunction 1-2): +7 to hit, range 200/800;
creatures, halved for lower range of CR) in capacity 2 bullets, one target.
engineering materials. The engineering materials Hit: 14 (2d8 + 5) piercing damage.
required is 500 gp to craft it with a competent Rocket Launcher (1d4 rounds cooldown).
craftsperson, who has a minimum Proficiency Gadget, Malfunction 1-2, low charge, quick cooldown.
Bonus of +2 (as an Apprentice craftsperson). Use: The driver may make use of the rocket
As a device, it has a malfunction rating of 1-2. launcher to add 90 feet to the range of any
rocket, and add 2d6 extra points of concussive

51
damage on a hit. The rocket launcher can store Damage Immunities poison, psychic
only up to three charges. Condition Immunities blinded, deafened,
frightened, paralyzed, petrified, poisoned
An advanced model using Senses passive Perception 6
gnomish/dwarven/human expertise, the Grand Languages –
Alliance gyrocopter is deployed in the eras Challenge 4 (1,100 XP)
following the Lich King‘s return. Traits
Charge. If the siege engine moves at least 30 feet
The flak cannon is a common heavy firearm straight toward a target and then hits it with a
(similar to a boomstick), and can be exchanged ram attack on the same turn, the target takes an
for more damage, such as the epic-quality extra 10 (3d6) bludgeoning damage. The siege
minigun. engine may count a previous round‘s movement
as if it contributed to the total movement, so long
Minigun. Ranged Weapon Attack (Malfunction 1- as it remains on a single direction.
4): +7 to hit, or a line 30 feet long and 5 feet wide Explosive Shells. The siege engine can use its
(DC 14 halves), range 125/500; capacity 7 cannon to throw explosives that have the solid
bullets, one target. coating modification. Upon impact, the
Hit: 23 (4d10 + 5) piercing damage. explosives blow up centered on the point of
impact.
Crafting Siege Weapon. The siege engine deals double
This construct can be crafted and has a rarity of damage to structures, but half to creatures with
Rare. As a creature of CR 4, it has a total cost of its ram and cannon attacks.
8,000 gp (320 gp base cost x 25 for creatures) in Fuel (12 combustion units/charge). The
engineering materials. The engineering materials construct consumes 12 units for 1 charge (4
required is 4,000 gp to craft it with a competent rarity, 8 size). As it runs on a combustion engine,
craftsperson, who has a minimum Proficiency this requires 12 pints of oil for 1 hour of
Bonus of +3 (as a Journeyman craftsperson). operation. It has the capacity to hold up to 10
As a device, it has a malfunction rating of 1-3. charges (or 120 pints of oil, or 24 vials of
phlogiston).
> Siege Engine Introduction ACTIONS
The sturdy Dwarven siege engines (otherwise Ram. Melee Weapon Attack: +6 to hit, range 5 ft.,
known as steam tanks) are recent additions to the one target.
Alliance forces. The stalwart dwarven pilots have Hit: The target takes 13 (2d8 + 4) bludgeoning
been known to ram enemy structures at high damage.
speeds, and reduce whole fortifications to dust Cannon. Ranged Weapon Attack (Malfunction 1-
under the siege engine‘s wheels. The massive 2): +4 to hit, range 300/1,200; capacity 5 bullets,
cannon is nothing to scoff at, either, and its one target.
cloud of steam before going into a destructive Hit: The target takes 18 (3d10 + 2) piercing
charge is well-remembered in the nightmares of damage.
military commanders. Anti-Air Capacity. As a bonus action, the siege
engine can boost the range and damage of any
Siege Engine, Dwarven explosive mounted to it, as if using the Rocket
Huge construct (vehicle), unaligned Launcher gadget, but only to target creatures that
Armor Class 18 (plate armor plating) are at least 5 feet above the ground. This does not
Hit Points 76 (8d12 + 24) consume fuel.
Speed 25 ft.
STR AGI STA INT SPI CHA With the siege engine‘s thick hull, damage
19 (+4) 14 (+2) 16 (+3) 1 (-5) 3 (-4) 1 (-5) resistances, and anti-airborne capabilities, these

52
steel vehicles have been the bane of many who explosives blow up centered on the point of
called the Alliance foes. A siege engine may carry impact.
up to four medium-sized creatures within it. Siege Weapon. The siege engine deals double
The cannon is an uncommon heavy firearm damage to structures, but half to creatures with
(increased two steps in size) modified for its ram and cannon attacks.
reliability, and can be exchanged for the below Fuel (16 combustion units/charge). The
rare firearm (same size). construct consumes 16 units for 1 charge (8
Siege Cannon. Ranged Weapon Attack: +4 to hit rarity, 8 size). As it runs on a combustion engine,
(Malfunction 1-3), range 400/1,600 ft., capacity 1 this requires 16 pints of oil for 1 hour of
bullet, one target. operation. It has the capacity to hold up to 10
Hit: The target takes 32 (8d6 + 2) piercing charges (or 160 pints of oil, or 32 vials of
damage. phlogiston).
ACTIONS
Crafting Multiattack. The siege engine makes two attacks.
This construct can be crafted and has a rarity of Ram. Melee Weapon Attack: +9 to hit, range 5 ft.,
Rare. As a creature of CR 4, it has a total cost of one target.
8,000 gp (320 gp base cost x 25 for creatures) in Hit: The target takes 24 (4d8 + 6) bludgeoning
engineering materials. The engineering materials damage.
required is 4,000 gp to craft it with a competent Cannon. Ranged Weapon Attack (Malfunction 1-
craftsperson, who has a minimum Proficiency 2): +5 to hit, range 300/1,200; capacity 5 bullets,
Bonus of +3 (as a Journeyman craftsperson). one target.
As a device, it has a malfunction rating of 1-3. Hit: The target takes 18 (3d10 + 2) piercing
damage.
Siege Engine, Grand Alliance Anti-Air Capacity. As a bonus action, the siege
Huge construct (vehicle), unaligned engine can boost the range and damage of any
Armor Class 18 (plate armor plating) explosive mounted to it, as if using the Rocket
Hit Points 147 (14d12 + 56) Launcher gadget, but only to target creatures that
Speed 40 ft. are at least 5 feet above the ground. This does not
STR AGI STA INT SPI CHA consume fuel.
23 (+6) 14 (+2) 19 (+4) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities poison, psychic Advanced by years of inter-factional development,
Condition Immunities blinded, deafened, the Grand Alliance siege engine are tougher,
frightened, paralyzed, petrified, poisoned stronger, and faster than the dwarven siege
Senses passive Perception 6 engine. A siege engine may carry up to four
Languages – medium-sized creatures within it.
Challenge 8 (3,900 XP) The cannon is an uncommon heavy firearm
Traits (increased two steps in size) modified for
Charge. If the siege engine moves at least 30 feet reliability, and can be exchanged for the below
straight toward a target and then hits it with a rare firearm (same size).
ram attack on the same turn, the target takes an Siege Cannon. Ranged Weapon Attack: +4 to hit
extra 17 (5d6) bludgeoning damage. The siege (Malfunction 1-3), range 400/1,600 ft., capacity 1
engine may count a previous round‘s movement bullet, one target.
as if it contributed to the total movement, so long Hit: The target takes 30 (8d6 + 2) piercing
as it remains on a single direction. damage.
Explosive Shells. The siege engine can use its
cannon to throw explosives that have the solid Crafting
coating modification. Upon impact, the This construct can be crafted and has a rarity of
Legendary. As a creature of CR 8, it has a total

53
cost of 128,000 gp (5,120 gp base cost x 25 for Needle Cannon (water, weakened). Ranged
creatures) in engineering materials. The Weapon Attack (Malfunction 1-2): +6 to hit, range
engineering materials required is 64,000 gp to 50/200; capacity 2 bullets, one target.
craft it with a competent craftsperson, who has a Hit: 8 (1d8 + 4) piercing damage.
minimum Proficiency Bonus of +5 (as an Artisan
craftsperson). Though the contraptions are somewhat rickety,
As a device, it has a malfunction rating of 1-5. they are armed with waterproof rockets and deep-
sea mines, and piloted by the audacious – if not
> Submarine Introduction senseless – dwarven pilots.
The submarine is a small but versatile underwater A submarine may carry up to two medium-sized
vehicle that can bypass sieges, outmaneuver ships, creatures within it, as well as enough air to
and fight underwater dangers. sustain them for four hours.

Submarine, Dwarven Crafting


Large construct (vehicle), unaligned This construct can be crafted and has a rarity of
Armor Class 14 (light armor plating) Uncommon. As a creature of CR 1, it has a total
Hit Points 26 (4d8 + 8) cost of 1,000 gp (80 gp base cost x 25 for
Speed 0 ft., swim 60 ft. creatures, halved for lower range of CR) in
STR AGI STA INT SPI CHA engineering materials. The engineering materials
14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5) required is 500 gp to craft it with a competent
Damage Immunities poison, psychic craftsperson, who has a minimum Proficiency
Condition Immunities blinded, deafened, Bonus of +2 (as an Apprentice craftsperson).
frightened, paralyzed, petrified, poisoned As a device, it has a malfunction rating of 1-2.
Senses passive Perception 6
Languages – Submarine, Grand Alliance
Challenge 1 (200 XP) Large construct (vehicle), unaligned
Traits Armor Class 17 (hydrodynamic armor plating)
Underwater Capacity. As a bonus action, the Hit Points 75 (10d8 + 30)
submarine pilot may launch torpedoes stored in Speed 0 ft., swim 80 ft.
the vehicle. This can only target underwater STR AGI STA INT SPI CHA
creatures. By default, it has 3 torpedoes. Each 16 (+3) 21 (+5) 17 (+3) 1 (-5) 3 (-4) 1 (-5)
deals 7 (2d6) damasge concussive in a 10-foot- Damage Immunities poison, psychic
sphere on point of impact, with an Agility save to Condition Immunities blinded, deafened,
half damage, with a range of 120/360 feet. It can frightened, paralyzed, petrified, poisoned
use better-grade torpedoes than normal if the Senses passive Perception 6
pilot provides it (requires an action per rocket to Languages –
set up). Challenge 4 (1,100 XP)
Fuel (6 combustion units/charge). The construct Traits
consumes 6 units for 1 charge (2 rarity, 4 size). As Underwater Capacity. As a bonus action, the
it runs on a combustion engine, this requires 6 submarine pilot may launch torpedoes stored in
pints of oil for 1 hour of operation. It has the the vehicle. This can only target underwater
capacity to hold up to 10 charges (or 60 pints of creatures. By default, it has 3 torpedoes. Each
oil, or 12 vials of phlogiston). deals 7 (2d6) damasge concussive in a 10-foot-
ACTIONS sphere on point of impact, with an Agility save to
Ram. Melee Weapon Attack: +4 to hit, range 5 ft., half damage, with a range of 120/360 feet. It can
one creature, object, or structure. use better-grade torpedoes than normal if the
Hit: The target takes 9 (2d6 + 2) bludgeoning pilot provides it (requires an action per rocket to
damage. set up).

54
Fuel (8 combustion units/charge). The construct Senses darkvision 60 ft., passive Perception 13
consumes 8 units for 1 charge (4 rarity, 4 size). As Languages Common, Dwarven
it runs on a combustion engine, this requires 8 Challenge 1 (200 XP)
pints of oil for 1 hour of operation. It has the Traits
capacity to hold up to 10 charges (or 80 pints of Dwarf Traits. The dwarf has the following racial
oil, or 16 vials of phlogiston). traits.
ACTIONS  Resilience, Stonecunning, Stoneform (1/rest)
Multiattack. The submarine makes two attacks. Natural Explorer. The rifleman is an expert on
Ram. Melee Weapon Attack: +4 to hit, range 5 ft., their local terrain (typically arctic or mountain).
one creature, object, or structure. He is not slowed by difficult terrain, can move
Hit: The target takes 9 (2d6 + 2) bludgeoning stealthily at normal pace, is always alert to danger,
damage. forages double as much food as normal, and
Needle Cannon (water, weakened). Ranged knows the exact number, sizes, and how long a
Weapon Attack (Malfunction 1-2): +7 to hit, range tracked quarry remained in an area.
50/200; capacity 2 bullets, one target. ACTIONS
Hit: 9 (1d8 + 5) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or ranged 20/60, one creature.
Far more solid and stronger, the Grand Alliance Hit: 4 (1d6 + 1) slashing target.
submarine navigates the seas with ease, taking Boomstick. Ranged Weapon Attack (Malfunction 1-
down interlopiong naga, mad water elementals, 2): +6 to hit, range 200/800; capacity 2 bullets,
and destroying (or deploying) deep sea mines for one target.
grand naval campaigns. Hit: 9 (2d6 + 2) piercing damage.
A submarine may carry up to two medium-sized Equipment. Besides his normal equipment, a
creatures within it, as well as enough air to rifleman typically carries two horns of gunpowder
sustain them for four hours. and two bullet pouches.

Crafting This dwarf has a long white beard and wears a


This construct can be crafted and has a rarity of blue, hooded cloak. He carries a long rifle against
Rare. As a creature of CR 4, it has a total cost of his shoulder and a scowl on his face.
8,000 gp (320 gp base cost x 25 for creatures) in A rifleman‘s tactics are fairly basic; find a nice
engineering materials. The engineering materials corner into which he can survey as much of the
required is 4,000 gp to craft it with a competent surrounding area without being spotted as
craftsperson, who has a minimum Proficiency possible, plot an escape route, and wait for his
Bonus of +3 (as a Journeyman craftsperson). target to walk into his sights. The dwarven
As a device, it has a malfunction rating of 1-3. rifleman is a native of the Ironforge clans who
specializes in use of the long rifle. Typically
Dwarven Rifleman climbing their way into a good vantage point,
―Shoot ta’ kill!‖ then rain death upon their enemy from above.
Medium humanoid (bronzebeard dwarf), lawful
good E
Armor Class 15 (chain shirt)
Hit Points 26 (4d8 + 8) Elekk
Mana Points 15 (12 + 2 + 1) Large beast, unaligned
Speed 25 ft. Armor Class 12 (natural armor)
STR AGI STA INT SPI CHA Hit Points 42 (5d10 + 15)
11 (+0) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 9 (-1) Speed 40 ft.
Skills engineer‘s tools +5, stealth +5 STR AGI STA INT SPI CHA
Damage Resistances poison 20 (+5) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 6 (-2)

55
Senses passive Perception 10 You may otherwise use the general Altering
Languages – Challenge Rating rules for elements.
Challenge 2 (450 XP) Usually, an elemental increases their size category
Trampling Charge. If the elekk moves at least 20 at Challenge Ratings 5, 10, 15, and 20, although
feet straight toward a creature and then hits it this is not universal.
with a gore attack on the same turn, that target
must succeed on a DC 15 Strength saving throw Bracers. Elementals and a few rare creatures (like
or be knocked prone. If the target is prone, the voidwalkers) gain bracers when bound with the
elekk can make one stomp attack against it as a bind spell. Without these bracers, the creature is
bonus action. compelled to return to its plane of origin as the
ACTIONS banishment spell (unless the realm they are in is
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., closely attuned to their plane of origin). The
one target. banishment spell‘s DC is 20.
Hit: 14 (2d8 + 5) piercing damage. If the elemental succeeds on the saving throw
Stomp. Melee Weapon Attack: +8 to hit, reach 5 three times, it is acclimated to the realm, and can
ft., one prone creature. remain as it is.
Hit: 16 (2d10 + 5) bludgeoning damage. Bracers possess hit points equal to a quarter of
the maximum hit points the creature has.
Elekks are one of the oldest living species on Destroying a single bracer has no effect on a
Draenor. These majestic creatures graze creature.
contentedly across the grassy plains of Draenor,
relying on their huge size and the support of the Elemental, Untyped
herd to keep predators at bay. Draenei explorers Medium elemental, neutral
have determined that the animals pose no threat, Armor Class 12
as long as their young aren't endangered or their Hit Points 9 (2d8)
water supply jeopardized. They have the Speed 30 ft.
endurance to cover great distances and the ability STR AGI STA INT SPI CHA
to defend themselves by ramming or stomping 10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 7 (-2)
attackers. The elekk's long trunk allows it to sniff Damage Resistances bludgeoning, piercing, and
out sources of food, avoid danger, and steal slashing from nonmagical weapons
snacks from people's bags when they're not Damage Immunities Poison
looking. While it's not stated exactly how long Condition Immunities exhaustion, paralyzed,
they can live, a single elekk's life can apparently petrified, poisoned, prone, restrained,
span several orc generations. unconscious
Elekk tusks continue to grow throughout the Senses darkvision 60 ft., passive Perception 10
animal's lifetime, meaning that the best way of Languages Kalimag
telling the age of an elekk is by the size of its Challenge 1 (200 XP)
tusks. It is said an elekk never forgets. Elekk are ACTIONS
commonly considered Draenei racial mounts. Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target.
Elemental Introduction Hit: 4 (1d8) bludgeoning damage.
Elementals have many types. Each type has
different bonuses that are applied to the above Air
template. Gains the following traits
Elementals gain special powers depending on Speed 0 ft., fly 90 ft. (hover)
their origins. Increasing the elemental‘s CR and Attributes +2 STR, +4 AGI, +2 STA
attributes increases the strength of said powers.

56
Damage Resistances thunder, lightning; Air Form. The elemental can enter a hostile
bludgeoning, piercing, and slashing from creature‘s space and stop there. It can move
nonmagical weapons through a space as narrow as 1 inch wide without
Traits squeezing.
Air Form. The elemental can enter a hostile ACTIONS
creature‘s space and stop there. It can move Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
through a space as narrow as 1 inch wide without one target.
squeezing. Hit: 6 (1d8 + 2) bludgeoning damage.
ACTIONS Whirlwind (Recharge 4–6). Each creature in the
Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving
elemental‘s space must make a Strength saving throw (DC 12). On a failure, a target takes 13
throw (DC 8 + proficiency + Agility or Strength). bludgeoning damage, and is flung up 10 feet
On a failure, a target takes bludgeoning damage away from the elemental in a random direction
as if the elemental struck them with two slam and knocked prone. If the creature is larger than
attacks, and is flung up a number of feet away the elemental, they are not moved, but are still
from the elemental in a random direction equal knocked prone if they fail their saving throw.
to 5 feet per hit dice and knocked prone. If the If a thrown target strikes an object, such as a wall
creature is larger than the elemental, they are not or floor, they take damage as if falling. If the
moved, but are still knocked prone if they fail target is thrown at another creature, that creature
their saving throw. must succeed on a DC 10 Agility saving throw or
If a thrown target strikes an object, such as a wall take the same damage and be knocked prone. If
or floor, they take damage as if falling. If the the saving throw is successful, the target only
target is thrown at another creature, that creature takes 6 (1d8 + 2) damage, and isn‘t flung away or
must succeed on a DC 10 Agility saving throw or knocked prone.
take the same damage and be knocked prone. If
the saving throw is successful, the target takes Air Elemental, Lesser
damage as if hit by only one slam, damage and Medium elemental, neutral
isn‘t flung away or knocked prone. Armor Class 15
Hit Points 35 (6d8 + 8)
Air Elemental, Minor Speed 0 ft., fly 90 ft. (hover)
Medium elemental, neutral STR AGI STA INT SPI CHA
Armor Class 14 12 (+1) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
Hit Points 11 (2d8 + 2) Damage Resistances thunder, lightning;
Speed 0 ft., fly 90 ft. (hover) bludgeoning, piercing, and slashing from
STR AGI STA INT SPI CHA nonmagical weapons
12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2) Damage Immunities poison
Damage Resistances thunder, lightning; Condition Immunities exhaustion, paralyzed,
bludgeoning, piercing, and slashing from petrified, poisoned, prone, restrained,
nonmagical weapons unconscious
Damage Immunities poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities exhaustion, paralyzed, Languages Kalimag
petrified, poisoned, prone, restrained, Challenge 3 (700 XP)
unconscious Traits
Senses darkvision 60 ft., passive Perception 10 Air Form. The elemental can enter a hostile
Languages Kalimag creature‘s space and stop there. It can move
Challenge 1 (200 XP) through a space as narrow as 1 inch wide without
Traits squeezing.
ACTIONS

57
Multiattack. The elemental makes two slam Slam. Melee Weapon Attack: +8 to hit, reach 10
attacks ft., one target.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 14 (2d8 + 5) bludgeoning damage.
one target. Whirlwind (Recharge 4–6). Each creature in the
Hit: 7 (1d8 + 3) bludgeoning damage. elemental‘s space must make a Strength saving
Whirlwind (Recharge 4–6). Each creature in the throw (DC 16). On a failure, a target takes 28
elemental‘s space must make a Strength saving (4d8 + 10) bludgeoning damage, and is flung up
throw (DC 13). On a failure, a target takes 15 to 50 feet away from the elemental in a random
(2d8 + 6) bludgeoning damage, and is flung up to direction and knocked prone. If the creature is
30 feet away from the elemental in a random larger than the elemental, they are not moved,
direction and knocked prone. If the creature is but are still knocked prone if they fail their saving
larger than the elemental, they are not moved, throw.
but are still knocked prone if they fail their saving If a thrown target strikes an object, such as a wall
throw. or floor, they take damage as if falling. If the
If a thrown target strikes an object, such as a wall target is thrown at another creature, that creature
or floor, they take damage as if falling. If the must succeed on a DC 10 Agility saving throw or
target is thrown at another creature, that creature take the same damage and be knocked prone. If
must succeed on a DC 10 Agility saving throw or the saving throw is successful, the target only
take the same damage and be knocked prone. If takes 14 (2d8 + 5) damage and isn‘t flung away or
the saving throw is successful, the target only knocked prone.
takes 7 (1d8 + 3) damage and isn‘t flung away or
knocked prone. Air Elemental, Greater
Large elemental, neutral
Air Elemental, Moderate Armor Class 18
Large elemental, neutral Hit Points 119 (14d10 + 42)
Armor Class 17 Speed 0 ft., fly 90 ft. (hover)
Hit Points 71 (10d10 + 16) STR AGI STA INT SPI CHA
Speed 0 ft., fly 90 ft. (hover) 12 (+1) 22 (+6) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
STR AGI STA INT SPI CHA Damage Resistances thunder, lightning;
12 (+1) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 7 (-2) bludgeoning, piercing, and slashing from
Damage Resistances thunder, lightning; nonmagical weapons
bludgeoning, piercing, and slashing from Damage Immunities poison
nonmagical weapons Condition Immunities exhaustion, paralyzed,
Damage Immunities poison petrified, poisoned, prone, restrained,
Condition Immunities exhaustion, paralyzed, unconscious
petrified, poisoned, prone, restrained, Senses darkvision 60 ft., passive Perception 10
unconscious Languages Kalimag
Senses darkvision 60 ft., passive Perception 10 Challenge 7 (2,900 XP)
Languages Kalimag Traits
Challenge 5 (1,800 XP) Air Form. The elemental can enter a hostile
Traits creature‘s space and stop there. It can move
Air Form. The elemental can enter a hostile through a space as narrow as 1 inch wide without
creature‘s space and stop there. It can move squeezing.
through a space as narrow as 1 inch wide without ACTIONS
squeezing. Multiattack. The elemental makes two slam
ACTIONS attacks.
Multiattack. The elemental makes two slam Slam. Melee Weapon Attack: +9 to hit, reach 10
attacks. ft., one target.

58
Hit: 15 (2d8 + 6) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the
Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving
elemental‘s space must make a Strength saving throw (DC 19). On a failure, a target takes 41
throw (DC 17). On a failure, a target takes 30 (6d8 + 14) bludgeoning damage, and is flung up
(4d8 + 12) bludgeoning damage, and is flung up to 100 feet away from the elemental in a random
to 70 feet away from the elemental in a random direction and knocked prone. If the creature is
direction and knocked prone. If the creature is larger than the elemental, they are not moved,
larger than the elemental, they are not moved, but are still knocked prone if they fail their saving
but are still knocked prone if they fail their saving throw.
throw. If a thrown target strikes an object, such as a wall
If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the
or floor, they take damage as if falling. If the target is thrown at another creature, that creature
target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or
must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If
take the same damage and be knocked prone. If the saving throw is successful, the target only
the saving throw is successful, the target only takes 20 (3d8 + 7) damage and isn‘t flung away or
takes 15 (2d8 + 5) damage and isn‘t flung away or knocked prone.
knocked prone.
Arcane
Air Elemental, Major Gains the following traits.
Huge elemental, neutral Mana Points 0 (Special, maximum Intelligence +
Armor Class 19 Proficiency Bonus; see Mana Devourer)
Hit Points 210 (20d12 + 80) Speed 30 ft., fly 5 ft. (hover)
Speed 0 ft., fly 110 ft. (hover) Attributes +4 STA, +6 INT
STR AGI STA INT SPI CHA Damage Resistances arcane
12 (+1) 24 (+7) 18 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Immunities poison
Damage Resistances thunder, lightning; Condition Immunities exhaustion, paralyzed,
bludgeoning, piercing, and slashing from petrified, poisoned, prone, restrained,
nonmagical weapons unconscious
Damage Immunities poison Traits
Condition Immunities exhaustion, paralyzed, Arcane Torrent (Recharge on 5-6). The arcane
petrified, poisoned, prone, restrained, elemental can release three arcane blasts at up to
unconscious three targets within range of the ability, or focus
Senses darkvision 60 ft., passive Perception 10 them on one target.
Languages Kalimag Illumination. The elemental sheds bright light in
Challenge 11 (7,200 XP) a 30 foot radius and dim light in an additional 30
Traits feet.
Air Form. The elemental can enter a hostile Spell Resistance. The arcane elemental has
creature‘s space and stop there. It can move advantage on all saving throws against spells that
through a space as narrow as 1 inch wide without allow for spell resistance. It is immune to spells of
squeezing. level equal to one-quarter its Hit Dice or lower
ACTIONS (minimum cantrips).
Multiattack. The elemental makes two slam Magic Devourer. The arcane elemental can,
attacks. when using its mana siphon ability, drain mana
Slam. Melee Weapon Attack: +11 to hit, reach 15 from a target. It does not regain mana normally,
ft., one target. and must feed on sources of mana.
Hit: 20 (3d8 + 7) bludgeoning damage. Mana Cells. Arcane elementals feed on magic.
They consume 2 mana points per day to avoid

59
starvation (plus an additional point per size Condition Immunities exhaustion, paralyzed,
category above medium). Because of this state of petrified, poisoned, prone, restrained,
magical reliance, it is susceptible to mana unconscious
siphoning more than other creatures. A Senses darkvision 60 ft., passive Perception 10
spellcasting creature can attempt a mana siphon Languages Kalimag
on the arcane elemental as if it is willing Challenge 1 (200 XP)
regardless of whether it actually wills to be Traits
drained. The spellcasting creature must succeed Arcane Torrent (Recharge on 5-6). The arcane
on a spell attack roll to drain mana, which also elemental can release three arcane blasts at up to
deals 1d4 points of damage to the arcane two targets within range of the ability, or focus
elemental per every four hit dice. The mana the them on one target.
creature regains is equal to one-half the current Illumination. The elemental sheds bright light in
mana the elemental has (not quarter as usual for a 30 foot radius and dim light in an additional 30
mana siphon). feet.
ACTIONS Magic Devourer. The arcane elemental can,
Arcane Blast. The elemental gains the arcane when using its mana siphon ability, drain mana
blast ability, dealing a number of dice equal to from a target. It does not regain mana normally,
one-half its hit dice on a hit. The elemental‘s and must feed on sources of mana.
effective spellcasting ability score is Intelligence. Mana Cells. Arcane elementals feed on magic.
Mana Siphon. Melee Spell Attack: Bonus to attack They consume 4 mana points per day to avoid
is the elemental‘s Intelligence modifier plus its starvation. Because of this state of magical
Proficiency Bonus, 5 ft., one creature that has reliance, it is susceptible to mana siphoning more
mana. than other creatures. A spellcasting creature can
Hit: 1 arcane damage, and the arcane elemental attempt a mana siphon on the arcane elemental
drains 1 point of mana. Each mana point drained as if it is willing regardless of whether it actually
from a creature is added to the arcane elemental‘s wills to be drained. The spellcasting creature
mana pool. For every four hit dice, this deals one must succeed on a spell attack roll to drain mana,
additional point of damage (up to 6 points at HD which also deals 1d4 points of damage to the
20). The mana drained is always equal to one-half arcane elemental. The mana the creature regains
the damage dealt by this ability (minimum 1). is equal to one-half the current mana the
This can only drain mana used by arcane elemental has (not quarter as usual for mana
spellcasters and sources (or arcane mana). siphon).
Spell Resistance. The arcane elemental has
Special. The arcane elemental has an active mana advantage on all saving throws against spells that
pool. allow for spell resistance. It is immune to
cantrips.
Arcane Elemental, Minor ACTIONS
Medium elemental, neutral Arcane Blast. Ranged Spell Attack: +3 to hit, range
Armor Class 12 30 ft., one target.
Hit Points 9 (2d8) Hit: 2 (1d4) arcane damage.
Mana Points 0 (Special, maximum 14 (12 + 2); Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
see Mana Devourer) one target.
Speed 30 ft., fly 5 ft. (hover) Hit: 4 (1d8) bludgeoning damage.
STR AGI STA INT SPI CHA Mana Siphon. Melee Spell Attack: +3 to hit, 5 ft.,
10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 7 (-2) one creature that has mana.
Damage Resistances arcane; bludgeoning, Hit: 1 arcane damage, and the arcane elemental
piercing, and slashing from nonmagical weapons drains 1 point of mana. Each mana point drained
Damage Immunities poison from a creature is added to the arcane elemental‘s

60
mana pool. This can only drain mana used by Spell Resistance. The arcane elemental has
arcane spellcasters and sources (or arcane mana). advantage on all saving throws against spells that
allow for spell resistance. It is immune to spells of
Arcane Elemental, Major level 6 or lower.
Huge elemental, neutral ACTIONS
Armor Class 20 Multiattack. The elemental makes two slam
Hit Points 210 (20d12 + 80) attacks.
Mana Points 0 (Special, maximum 21 (17 + 4); Slam. Melee Weapon Attack: +10 to hit, reach 15
see Mana Devourer) ft., one target.
Speed 70 ft., fly 30 ft. (hover) Hit: 19 (3d8 + 6) bludgeoning damage
STR AGI STA INT SPI CHA Arcane Blast. Ranged Spell Attack: +7 to hit, range
12 (+1) 23 (+6) 19 (+4) 17 (+3) 10 (+0) 7 (-2) 70 ft., one target.
Damage Resistances arcane; bludgeoning, Hit: 25 (10d4) arcane damage.
piercing, and slashing from nonmagical weapons Mana Siphon. Melee Spell Attack: +7 to hit, 5 ft.,
Damage Immunities fire, poison one creature that has mana.
Condition Immunities exhaustion, paralyzed, Hit: 6 arcane damage, and the arcane elemental
petrified, poisoned, prone, restrained, drains the damage dealt from the target‘s mana as
unconscious well. Half of the mana points drained from the
Senses darkvision 60 ft., passive Perception 10 creature is added to the arcane elemental mana
Languages Kalimag pool. This can only drain mana used by arcane
Challenge 11 (7,200 XP) spellcasters and sources (or arcane mana).
Traits
Arcane Torrent (Recharge on 5-6). The arcane Earth
elemental can release three arcane blasts at up to Gains the following traits.
four targets within range of the ability, or focus Speed 30 ft., burrow 30 ft.
them on one target. Armor Class +4 (natural armor)
Illumination. The elemental sheds bright light in Attributes +4 Strength, +4 Stamina
a 30 foot radius and dim light in an additional 30 Damage Resistances thunder; bludgeoning,
feet. piercing, and slashing from non-magical weapons
Magic Devourer. The arcane elemental can, Damage Immunities acid, poison
when using its mana siphon ability, drain mana Senses darkvision 60 ft., tremorsense 30 ft.
from a target. It does not regain mana normally, Traits
and must feed on sources of mana. Earth Glide. The elemental can burrow through
Mana Cells. Arcane elementals feed on magic. non-magical, unworked earth and stone. While
They consume 4 mana points per day to avoid doing so, the elemental doesn‘t disturb the
starvation. Because of this state of magical material it moves through.
reliance, it is susceptible to mana siphoning more Siege Monster. The elemental deals double
than other creatures. A spellcasting creature can damage to objects and structures.
attempt a mana siphon on the arcane elemental ACTIONS
as if it is willing regardless of whether it actually Slam deals extra 1d6 acid, plus an additional 1d6
wills to be drained. The spellcasting creature per every 5 hit dice.
must succeed on a spell attack roll to drain mana,
which also deals 5d4 points of damage to the Earth Elemental, Minor
arcane elemental. The mana the creature regains Medium elemental, neutral
is equal to one-half the current mana the Armor Class 14
elemental has (not quarter as usual for mana Hit Points 13 (2d8 + 4)
siphon). Speed 30 ft., burrow 30 ft.
STR AGI STA INT SPI CHA

61
14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 7 (-2) ACTIONS
Damage Vulnerabilities thunder Multiattack. The elemental makes two slam
Damage Resistances bludgeoning, piercing, and attacks.
slashing from non-magical weapons Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Damage Immunities acid, poison one creature.
Condition Immunities exhaustion, paralyzed, Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6)
petrified, poisoned, prone, restrained, acid damage.
unconscious
Senses darkvision 60 ft., tremorsense 30 ft. Earth Elemental, Moderate
Languages Kalimag Large elemental, neutral
Challenge 1 (200 XP) Armor Class 17
Traits Hit Points 95 (10d10 + 40)
Earth Glide. The elemental can burrow through Speed 30 ft., burrow 30 ft.
non-magical, unworked earth and stone. While STR AGI STA INT SPI CHA
doing so, the elemental doesn‘t disturb the 18 (+4) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 7 (-2)
material it moves through. Damage Vulnerabilities thunder
Siege Monster. The elemental deals double Damage Resistances bludgeoning, piercing, and
damage to objects and structures. slashing from non-magical weapons
ACTIONS Damage Immunities acid, poison
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., Condition Immunities exhaustion, paralyzed,
one target. petrified, poisoned, prone, restrained,
Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) unconscious
acid damage. Senses darkvision 60 ft., tremorsense 30 ft.
Languages Kalimag
Earth Elemental, Lesser Challenge 5 (1,800 XP)
Medium elemental, neutral Traits
Armor Class 14 Earth Glide. The elemental can burrow through
Hit Points 45 (6d8 + 12) non-magical, unworked earth and stone. While
Speed 30 ft., burrow 30 ft. doing so, the elemental doesn‘t disturb the
STR AGI STA INT SPI CHA material it moves through.
16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Siege Monster. The elemental deals double
Damage Vulnerabilities thunder damage to objects and structures.
Damage Resistances bludgeoning, piercing, and ACTIONS
slashing from non-magical weapons Multiattack. The elemental makes two slam
Damage Immunities acid, poison attacks.
Condition Immunities exhaustion, paralyzed, Slam. Melee Weapon Attack: +4 to hit, reach 10
petrified, poisoned, prone, restrained, ft., one target.
unconscious Hit: 13 (2d8 + 4) bludgeoning damage plus 7
Senses darkvision 60 ft., tremorsense 30 ft. (2d6) acid damage.
Languages Kalimag
Challenge 3 (700 XP) Earth Elemental, Greater
Traits Large elemental, neutral
Earth Glide. The elemental can burrow through Armor Class 18
non-magical, unworked earth and stone. While Hit Points 161 (14d10 + 84)
doing so, the elemental doesn‘t disturb the Speed 30 ft., burrow 30 ft.
material it moves through. STR AGI STA INT SPI CHA
Siege Monster. The elemental deals double 18 (+4) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 7 (-2)
damage to objects and structures. Damage Vulnerabilities thunder

62
Damage Resistances bludgeoning, piercing, and ACTIONS
slashing from non-magical weapons Multiattack. The elemental makes two slam
Damage Immunities acid, poison attacks.
Condition Immunities exhaustion, paralyzed, Slam. Melee Weapon Attack: +11 to hit, reach 15
petrified, poisoned, prone, restrained, ft., one creature.
unconscious Hit: 19 (3d8 + 6) bludgeoning damage plus 14
Senses darkvision 60 ft., tremorsense 30 ft. (4d6) acid damage.
Languages Kalimag
Challenge 7 (2,900 XP) Fire
Traits Gains the following traits.
Earth Glide. The elemental can burrow through Speed 50 ft.
non-magical, unworked earth and stone. While Attributes +5 AGI, +4 STA
doing so, the elemental doesn‘t disturb the Damage Vulnerabilities cold
material it moves through. Damage Immunities fire, poison
Siege Monster. The elemental deals double Condition Immunities burning, exhaustion,
damage to objects and structures. paralyzed, petrified, poisoned, prone, restrained,
ACTIONS unconscious
Multiattack. The elemental makes two slam Traits
attacks. Fire Touch. A creature that touches the
Slam. Melee Weapon Attack: +9 to hit, reach 10 elemental or hits it with a melee attack while
ft., one target. within 5 feet of it, they take fire damage equal the
Hit: 13 (2d8 + 4) bludgeoning damage plus 7 elemental‘s slam damage (minus its Strength or
(2d6) acid damage. Agility). If the elemental spends a bonus action as
part of attacking, they can ignite the target. A
Earth Elemental, Major burning target takes the specified damage every
Huge elemental, neutral round until put out.
Armor Class 20 Fire Form. The elemental can move through a
Hit Points 250 (20d12 + 120) space as narrow as 1 inch wide without squeezing.
Speed 50 ft., burrow 50 ft. In addition, the elemental can enter a hostile
STR AGI STA INT SPI CHA creature‘s space and stop there. This ignites the
22 (+6) 25 (+7) 22 (+6) 6 (-2) 10 (+0) 7 (-2) target as if the elemental used its fire touch
Damage Vulnerabilities thunder ability.
Damage Resistances bludgeoning, piercing, and Illumination. The elemental sheds bright light in
slashing from non-magical weapons a 30 foot radius and dim light in an additional 30
Damage Immunities acid, poison feet.
Condition Immunities exhaustion, paralyzed, Water Susceptibility. For every 5 feet the
petrified, poisoned, prone, restrained, elemental moves in water, or for every gallon of
unconscious water splashed on it, it takes 1 cold damage.
Senses Darkvision 60 ft., tremorsense 30 ft. ACTIONS
Languages Kalimag The elemental‘s slam attack deals fire damage,
Challenge 11 (7,200 XP) not bludgeoning damage.
Traits
Earth Glide. The elemental can burrow through Fire Elemental, Minor
non-magical, unworked earth and stone. While Medium elemental, neutral
doing so, the elemental doesn‘t disturb the Armor Class 14
material it moves through. Hit Points 13 (2d8 + 4)
Siege Monster. The elemental deals double Speed 50 ft.
damage to objects and structures. STR AGI STA INT SPI CHA

63
10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Condition Immunities burning, exhaustion,
Damage Resistances bludgeoning, piercing, and paralyzed, petrified, poisoned, prone, restrained,
slashing from nonmagical weapons unconscious
Damage Immunities fire, poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities burning, exhaustion, Languages Kalimag
paralyzed, petrified, poisoned, prone, restrained, Challenge 3 (700 XP)
unconscious Traits
Senses darkvision 60 ft., passive Perception 10 Fire Touch. A creature that touches the
Languages Kalimag elemental or hits it with a melee attack while
Challenge 1 (200 XP) within 5 feet of it, they take 1d8 fire damage. If
Traits the elemental spends a bonus action as part of
Fire Touch. A creature that touches the attacking, they can ignite the target. A burning
elemental or hits it with a melee attack while target takes the specified damage every round
within 5 feet of it, they take 1d8 fire damage. If until put out.
the elemental spends a bonus action as part of Fire Form. The elemental can move through a
attacking, they can ignite the target. A burning space as narrow as 1 inch wide without squeezing.
target takes the specified damage every round In addition, the elemental can enter a hostile
until put out. creature‘s space and stop there. This ignites the
Fire Form. The elemental can move through a target as if the elemental used its fire touch
space as narrow as 1 inch wide without squeezing. ability.
In addition, the elemental can enter a hostile Illumination. The elemental sheds bright light in
creature‘s space and stop there. This ignites the a 30 foot radius and dim light in an additional 30
target as if the elemental used its fire touch feet.
ability. Water Susceptibility. For every 5 feet the
Illumination. The elemental sheds bright light in elemental moves in water, or for every gallon of
a 30 foot radius and dim light in an additional 30 water splashed on it, it takes 1 cold damage.
feet. ACTIONS
Water Susceptibility. For every 5 feet the Multiattack. The elemental makes two slam
elemental moves in water, or for every gallon of attacks.
water splashed on it, it takes 1 cold damage. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ACTIONS one target.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 8 (1d8 + 4) fire damage plus ignite.
one target.
Hit: 6 (1d8 + 2) fire damage plus ignite (if using a Fire Elemental, Moderate
bonus action). Large elemental, neutral
Armor Class 17
Fire Elemental, Lesser Hit Points 85 (10d10 + 30)
Medium elemental, neutral Speed 50 ft.
Armor Class 16 STR AGI STA INT SPI CHA
Hit Points 36 (6d8 + 12) 10 (+0) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 7 (-2)
Speed 50 ft. Damage Resistances bludgeoning, piercing, and
STR AGI STA INT SPI CHA slashing from nonmagical weapons
10 (+0) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 7 (-2) Damage Immunities fire, poison
Damage Resistances bludgeoning, piercing, and Condition Immunities burning, exhaustion,
slashing from nonmagical weapons paralyzed, petrified, poisoned, prone, restrained,
Damage Immunities fire, poison unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Kalimag

64
Challenge 5 (1,800 XP) the elemental spends a bonus action as part of
Traits attacking, they can ignite the target. A burning
Fire Touch. A creature that touches the target takes the specified damage every round
elemental or hits it with a melee attack while until put out.
within 5 feet of it, they take 2d8 fire damage. If Fire Form. The elemental can move through a
the elemental spends a bonus action as part of space as narrow as 1 inch wide without squeezing.
attacking, they can ignite the target. A burning In addition, the elemental can enter a hostile
target takes the specified damage every round creature‘s space and stop there. This ignites the
until put out. target as if the elemental used its fire touch
Fire Form. The elemental can move through a ability.
space as narrow as 1 inch wide without squeezing. Illumination. The elemental sheds bright light in
In addition, the elemental can enter a hostile a 30 foot radius and dim light in an additional 30
creature‘s space and stop there. This ignites the feet.
target as if the elemental used its fire touch Water Susceptibility. For every 5 feet the
ability. elemental moves in water, or for every gallon of
Illumination. The elemental sheds bright light in water splashed on it, it takes 1 cold damage.
a 30 foot radius and dim light in an additional 30 ACTIONS
feet. Multiattack. The elemental makes two slam
Water Susceptibility. For every 5 feet the attacks.
elemental moves in water, or for every gallon of Slam. Melee Weapon Attack: +9 to hit, reach 10
water splashed on it, it takes 1 cold damage. ft., one target.
ACTIONS Hit: 15 (2d8 + 6) fire damage.
Multiattack. The elemental makes two slam
attacks. Fire Elemental, Major
Slam. Melee Weapon Attack: +4 to hit, reach 10 Huge elemental, neutral
ft., one target. Armor Class 20
Hit: 14 (2d8 + 5) fire damage plus ignite. Hit Points 230 (20d12 + 100)
Speed 70 ft.
Fire Elemental, Greater STR AGI STA INT SPI CHA
Large elemental, neutral 12 (+1) 25 (+7) 20 (+5) 6 (-2) 10 (+0) 7 (-2)
Armor Class 18 Damage Resistances bludgeoning, piercing, and
Hit Points 133 (14d10 + 56) slashing from nonmagical weapons
Speed 50 ft. Damage Immunities fire, poison
STR AGI STA INT SPI CHA Condition Immunities burning, exhaustion,
10 (+0) 22 (+6) 19 (+4) 6 (-2) 10 (+0) 7 (-2) paralyzed, petrified, poisoned, prone, restrained,
Damage Resistances bludgeoning, piercing, and unconscious
slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 10
Damage Immunities fire, poison Languages Kalimag
Condition Immunities burning, exhaustion, Challenge 11 (7,200 XP)
paralyzed, petrified, poisoned, prone, restrained, Traits
unconscious Fire Touch. A creature that touches the
Senses darkvision 60 ft., passive Perception 10 elemental or hits it with a melee attack while
Languages Kalimag within 5 feet of it, they take 3d8 fire damage. If
Challenge 7 (2,900 XP) the elemental spends a bonus action as part of
Traits attacking, they can ignite the target. A burning
Fire Touch. A creature that touches the target takes the specified damage every round
elemental or hits it with a melee attack while until put out.
within 5 feet of it, they take 2d8 fire damage. If

65
Fire Form. The elemental can move through a Fire Breath (recharge 5-6). The hell hound casts
space as narrow as 1 inch wide without squeezing. the burning hands spell, with a spell save DC of 12.
In addition, the elemental can enter a hostile
creature‘s space and stop there. This ignites the Adult hell hounds roam in packs, burning their
target as if the elemental used its fire touch prey and then jumping on them en mass to
ability. consume them.
Illumination. The elemental sheds bright light in
a 30 foot radius and dim light in an additional 30 Hell Hound Elder
feet. Large fiend, evil
Water Susceptibility. For every 5 feet the Armor Class 15 (natural armor)
elemental moves in water, or for every gallon of Hit Points 66 (7d10 + 28)
water splashed on it, it takes 1 cold damage. Speed 40 ft.
ACTIONS STR AGI STA INT SPI CHA
Multiattack. The elemental makes two slam 19 (+4) 8 (-1) 18 (+4) 10 (+0) 19 (+4) 12 (+1)
attacks. Skills +6 Perception, +6 Survival
Slam. Melee Weapon Attack: +11 to hit, reach 15 Damage Resistances fire, fel
ft., one target. Damage Vulnerabilities holy
Hit: 20 (3d8 + 7) fire damage. Condition Immunities burning
Senses passive Perception 16
Hell Hound Introduction Languages Kalimag, Eredun
Hell hounds (also called flame hounds or Challenge 4 (1,100 XP)
charhounds) are fiery beasts from the Firelands. Traits
These dogs fear nothing and will not stop until Charge. If the hell hound elder moves at least 20
their lust for blood is satisfied. ft. straight toward a target and then hits it with a
Bite attack on the same turn, the target takes an
Hell Hound Adult extra 7 (2d6) damage of the same weapon type. If
Medium fiend, evil the target is a creature, it must succeed on a DC
Armor Class 14 (natural armor) 14 Strength saving throw or be knocked prone.
Hit Points 19 (3d8 + 6) Deep Fire. The hell hound elder‘s weapon
Speed 40 ft. attacks are magical.
STR AGI STA INT SPI CHA Keen Sight and Smell. The hell hound elder has
16 (+3) 10 (+0) 15 (+2) 8 (-1) 15 (+2) 9 (-1) advantage on Spirit (Perception) checks that rely
Skills +4 Perception on sight or smell.
Damage Resistances fire, fel ACTIONS
Damage Vulnerabilities holy Multiattack. The hell hound elder can make two
Condition Immunities burning bite attacks.
Senses passive Perception 14 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Languages Understands Eredun one target.
Challenge 1 (200 XP) Hit: 11 (2d6 + 4) piercing damage.
Traits Fire Breath (recharge 5-6). The hell hound elder
Keen Sight and Smell. The hell hound has casts the burning hands spell as a 3rd level spell,
advantage on Spirit (Perception) checks that rely with a spell save DC of 14.
on sight or smell.
ACTIONS The hell hound elder represents hell hound
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., matriarchs and patriarchs, as well as pack leaders
one target. for wandering hell hounds.
Hit: 6 (1d6 + 3) slashing damage.
Hell Hound Ancient

66
Huge fiend, evil
Armor Class 16 (natural armor) Phoenix
Hit Points 138 (12d12 + 60) Large elemental, neutral
Speed 40 ft. Armor Class 17
STR AGI STA INT SPI CHA Hit Points 85 (10d10 + 30)
22 (+6) 8 (-1) 21 (+5) 12 (+1) 21 (+5) 10 (+0) Mana Points 13 (10 + 3)
Skills +8 Perception, +8 Survival Speed 0 ft., fly 110 (hover)
Damage Immunities fire STR AGI STA INT SPI CHA
Damage Resistances fel 10 (+0) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 7 (-2)
Damage Vulnerabilities cold, holy Damage Resistances bludgeoning, piercing, and
Condition Immunities burning slashing from nonmagical weapons
Senses passive Perception 18 Damage Immunities fire (but see Pure Flame),
Languages Kalimag, Eredun poison
Challenge 8 (3,900 XP) Condition Immunities burning, exhaustion,
Traits paralyzed, petrified, poisoned, prone, restrained,
Charge. If the hell hound ancient moves at least unconscious
20 ft. straight toward a target and then hits it Senses darkvision 60 ft., passive Perception 10
with a Bite attack on the same turn, the target Languages Kalimag
takes an extra 14 (4d6) damage of the same Challenge 5 (1,800 XP)
weapon type. If the target is a creature, it must Traits
succeed on a DC 17 Strength saving throw or be Burnout. The phoenix must use its Heat Wave
knocked prone. ability at the beginning of its turn every round.
Deep Fire. The hell hound ancient‘s weapon This use does not take an action, but also harms
attacks are magical. the phoenix, usually reducing the phoenix to 0
Keen Sight and Smell. The hell hound ancient hit points in 14 rounds (see the Revivification
has advantage on Spirit (Perception) checks that ability), or 6 if it also uses its Heat Wave with an
rely on sight or smell. Action.
ACTIONS Illumination. The phoenix sheds bright light in a
Multiattack. The hell hound ancient can make 30 foot radius and dim light in an additional 30
three bite attacks. feet.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., Pure Flame. The fire damage dealt by the
one target. phoenix treats fire immunity as fire resistance,
Hit: 16 (3d6 + 6) piercing damage. The target and fire resistance as no resistance.
must then succeed on a DC 17 Stamina saving Revivification. When reduced to 0 hit points,
throw or suffer the bleeding condition for 1 the phoenix is not considered dead or
minute, losing 1d4 hit points per round. unsummoned (if it is conjured). It falls to the
Encouraging Roar (1/ rest). The hell hound ground and creates a bed of ash, where a glimmer
ancient casts the abandonment aura spell as a 4th reveals the phoenix egg. See Phoenix Egg below
level spell. for details.
Fire Breath (recharge 5-6). The hell hound casts Water Susceptibility. For every 5 feet the
the burning hands spell as a 4nd level spell, with a phoenix moves in water, or for every gallon of
spell save DC of 16. water splashed on it, it takes 1 cold damage.
Fire Blast (recharge 5-6). The hell hound casts ACTIONS
the fireball spell, with a spell save DC of 16. Multiattack. The phoenix makes two attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10
Hell Hound Ancients are prized pets of powerful ft., one target.
elemental fire lords, and are guardians of wicked Hit: 14 (2d8 + 5) fire damage plus ignite.
spellcasters who manage to bind them.

67
Heat Wave. The phoenix releases a wave of heat Smolder. Melee Weapon Attack: +8 to hit, reach 5
in a 20-foot sphere centered on it. Every creature ft., one target.
within the area suffers 12 (2d6 + 5) points of fire Hit: 7 (1d4 + 5) fire damage plus ignite.
damage, halved on a successful DC Agility saving
throw. Water
Gains the following traits.
A mystical being summoned from the fire-plane, Speed 20 ft., swim 90 ft.
phoenixes are fire-birds that burn with such Armor Class +2 (natural armor)
intensity that they burn even themselves. Attributes +2 STR, +2 AGI, +4 STA
Shedding burning feathers and searing all that Damage Resistances acid; bludgeoning, piercing,
they hate, phoenixes are remarkably resilient and slashing from non-magical weapons
despite this, and when presumed killed, return to Senses darkvision 60 ft., Tremorsense 60 ft. (only
life from the ashes. in water)
Traits
> Phoenix Egg Water Form. The elemental can enter a hostile
Small elemental, neutral creature‘s space and stop there. It can move
Armor Class 10 through a space as narrow as 1 inch wide without
Hit Points 0; maximum 85 (10d10 + 30); see squeezing. If it enters an ally‘s space and stops
Birth from Fire there, it grants the ally three-quarters cover, but
Mana Points 13 (10 + 3) inflicts concealment on the ally.
Speed 0 ft. Freeze. If the elemental takes cold damage, it
STR AGI STA INT SPI CHA partially freezes; its speed is reduced by 20 feet
10 (+0) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 7 (-2) until the end of its next turn.
Damage Resistances fire ACTIONS
Damage Immunities poison Whelm (Recharge 4–6). Each creature in the
Condition Immunities burning, exhaustion, elemental‘s space must make Strength saving
paralyzed, petrified, poisoned, prone, restrained, throw (DC 8 + proficiency + Agility or Strength)
unconscious as the elemental attempts to engulf them. On a
Senses Tremorsense 5 ft. failure, a target takes bludgeoning damage as if
Languages - the elemental struck them with two slam attacks,
Challenge 5 (1,800 XP) and is also grappled (only if the creature‘s size is
Traits equal to or smaller than the elemental). Until this
Illumination. The phoenix egg sheds bright light grapple ends, the target is restrained and trapped
in a 10 foot radius and dim light in an additional inside the elemental (and thus has no air). If the
10 feet. saving throw is successful, the target is pushed
Birth from Fire. The phoenix egg regains 15 hit out of the elemental‘s space, and takes damage as
points if it starts its turn with at least 1 hit point. if hit by only one slam attack.
This does not function if the egg is cut off from The elemental can grapple one Medium creature
air (such as if being buried or submerged in or up to two Small or smaller creatures at one
water). If the egg starts its turn with 85 hit points, time. At the start of each of the elemental‘s turns,
it instead reverts to its normal full form (see each target grappled by it takes damage as if
Phoenix), and benefits from the bless spell for struck with a slam attack. A creature within 5 feet
until the end of its turn in the same round. of the elemental can pull a creature or object out
Water Susceptibility. For every 5 feet the of it by taking an action to make grapple check
phoenix egg is in water, or for every gallon of against the elemental and succeeding.
water splashed on it, it takes 1 cold damage.
ACTIONS Water Elemental, Minor
Medium elemental, neutral

68
Armor Class 15
Hit Points 11 (2d8 + 4) Water Elemental, Lesser
Speed 20 ft., swim 90 ft. Medium elemental, neutral
STR AGI STA INT SPI CHA Armor Class 15
12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Hit Points 35 (6d8 + 8)
Damage Resistances acid; bludgeoning, piercing, Speed 20 ft., swim 90 ft.
and slashing from non-magical weapons STR AGI STA INT SPI CHA
Damage Immunities poison 14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
Condition Immunities exhaustion, paralyzed, Damage Resistances acid; bludgeoning, piercing,
petrified, poisoned, prone, restrained, and slashing from non-magical weapons
unconscious Damage Immunities poison
Senses darkvision 60 ft., tremorsense 60 ft. (only Condition Immunities exhaustion, paralyzed,
in water), passive perception 10 petrified, poisoned, prone, restrained,
Languages Kalimag unconscious
Challenge 1 (200 XP) Senses darkvision 60 ft., tremorsense 60 ft. (only
Traits in water), passive perception 10
Water Form. The elemental can enter a hostile Languages Kalimag
creature‘s space and stop there. It can move Challenge 3 (700 XP)
through a space as narrow as 1 inch wide without Traits
squeezing. If it enters an ally‘s space and stops Water Form. The elemental can enter a hostile
there, it grants the ally three-quarters cover, but creature‘s space and stop there. It can move
inflicts concealment on the ally. through a space as narrow as 1 inch wide without
Freeze. If the elemental takes cold damage, it squeezing. If it enters an ally‘s space and stops
partially freezes; its speed is reduced by 20 feet there, it grants the ally three-quarters cover, but
until the end of its next turn. inflicts concealment on the ally.
ACTIONS Freeze. If the elemental takes cold damage, it
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., partially freezes; its speed is reduced by 20 feet
one target. until the end of its next turn.
Hit: 5 (1d8 + 1) bludgeoning damage. ACTIONS
Whelm (Recharge 4–6). Each creature in the Multiattack. The elemental makes two slam
elemental‘s space must make Strength saving attacks.
throw (DC 11) as the elemental attempts to Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
engulf them. On a failure, a target takes 11 (2d8 one target.
+ 2) bludgeoning damage, and is also grappled Hit: 7 (1d8 + 3) bludgeoning damage.
(only if the creature‘s size is equal to or smaller Whelm (Recharge 4–6). Each creature in the
than the elemental). Until this grapple ends, the elemental‘s space must make Strength saving
target is restrained and trapped inside the throw (DC 12) as the elemental attempts to
elemental (and thus has no air). If the saving engulf them. On a failure, a target takes 15 (2d8
throw is successful, the target is pushed out of the + 6) bludgeoning damage, and is also grappled
elemental‘s space, and takes only 5 (1d8 + 1) (only if the creature‘s size is equal to or smaller
damage. than the elemental). Until this grapple ends, the
The elemental can grapple one Medium creature target is restrained and trapped inside the
or up to two Small or smaller creatures at one elemental (and thus has no air). If the saving
time. At the start of each of the elemental‘s turns, throw is successful, the target is pushed out of the
each target grappled by it takes 5 (1d8 + 1) elemental‘s space, and takes only 7 (1d8 + 3)
bludgeoning damage. A creature within 5 feet of damage.
the elemental can pull a creature or object out of The elemental can grapple one Medium creature
it by taking an action to make grapple check or up to two Small or smaller creatures at one
against the elemental and succeeding.

69
time. At the start of each of the elemental‘s turns, elemental (and thus has no air). If the saving
each target grappled by it takes 7 (1d8 + 3) throw is successful, the target is pushed out of the
bludgeoning damage. A creature within 5 feet of elemental‘s space, and takes only 13 (1d8 + 4)
the elemental can pull a creature or object out of damage.
it by taking an action to make grapple check The elemental can grapple one Medium creature
against the elemental and succeeding. or up to two Small or smaller creatures at one
time. At the start of each of the elemental‘s turns,
Water Elemental, Moderate each target grappled by it takes 13 (1d8 + 4)
Large elemental, neutral bludgeoning damage. A creature within 5 feet of
Armor Class 15 the elemental can pull a creature or object out of
Hit Points 85 (10d10 + 30) it by taking an action to make grapple check
Speed 20 ft., swim 90 ft. against the elemental and succeeding.
STR AGI STA INT SPI CHA
18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Water Elemental, Greater
Damage Resistances acid; bludgeoning, piercing, Large elemental, neutral
and slashing from non-magical weapons Armor Class 16
Damage Immunities poison Hit Points 133 (14d10 + 56)
Condition Immunities exhaustion, paralyzed, STR AGI STA INT SPI CHA
petrified, poisoned, prone, restrained, 20 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 7 (-2)
unconscious Damage Resistances acid; bludgeoning, piercing,
Senses darkvision 60 ft., tremorsense 60 ft. (only and slashing from non-magical weapons
in water), passive perception 10 Damage Immunities poison
Languages Kalimag Condition Immunities exhaustion, paralyzed,
Challenge 5 (1,800 XP) petrified, poisoned, prone, restrained,
Traits unconscious
Water Form. The elemental can enter a hostile Senses darkvision 60 ft., tremorsense 60 ft. (only
creature‘s space and stop there. It can move in water), passive perception 10
through a space as narrow as 1 inch wide without Languages Kalimag
squeezing. If it enters an ally‘s space and stops Challenge 7 (2,900 XP)
there, it grants the ally three-quarters cover, but Traits
inflicts concealment on the ally. Water Form. The elemental can enter a hostile
Freeze. If the elemental takes cold damage, it creature‘s space and stop there. It can move
partially freezes; its speed is reduced by 20 feet through a space as narrow as 1 inch wide without
until the end of its next turn. squeezing. If it enters an ally‘s space and stops
ACTIONS there, it grants the ally three-quarters cover, but
Multiattack. The elemental makes two slam inflicts concealment on the ally.
attacks. Freeze. If the elemental takes cold damage, it
Slam. Melee Weapon Attack: +7 to hit, reach 10 partially freezes; its speed is reduced by 20 feet
ft., one target. until the end of its next turn.
Hit: 13 (2d8 + 4) bludgeoning damage. ACTIONS
Whelm (Recharge 4–6). Each creature in the Multiattack. The elemental makes two slam
elemental‘s space must make Strength saving attacks.
throw (DC 15) as the elemental attempts to Slam. Melee Weapon Attack: +8 to hit, reach 10
engulf them. On a failure, a target takes 26 (4d8 ft., one target.
+ 8) bludgeoning damage, and is also grappled Hit: 14 (2d8 + 5) bludgeoning damage.
(only if the creature‘s size is equal to or smaller Whelm (Recharge 4–6). Each creature in the
than the elemental). Until this grapple ends, the elemental‘s space must make Strength saving
target is restrained and trapped inside the throw (DC 16) as the elemental attempts to

70
engulf them. On a failure, a target takes 24 (4d8 Slam. Melee Weapon Attack: +10 to hit, reach 15
+ 10) bludgeoning damage, and is also grappled ft., one target.
(only if the creature‘s size is equal to or smaller Hit: 19 (3d8 + 6) bludgeoning damage.
than the elemental). Until this grapple ends, the Whelm (Recharge 4–6). Each creature in the
target is restrained and trapped inside the elemental‘s space must make Strength saving
elemental (and thus has no air). If the saving throw (DC 18) as the elemental attempts to
throw is successful, the target is pushed out of the engulf them. On a failure, a target takes 39 (6d8
elemental‘s space, and takes only 14 (1d8 + 5) + 12) bludgeoning damage, and is also grappled
damage. (only if the creature‘s size is equal to or smaller
The elemental can grapple one Medium creature than the elemental). Until this grapple ends, the
or up to two Small or smaller creatures at one target is restrained and trapped inside the
time. At the start of each of the elemental‘s turns, elemental (and thus has no air). If the saving
each target grappled by it takes 14 (1d8 + 5) throw is successful, the target is pushed out of the
bludgeoning damage. A creature within 5 feet of elemental‘s space, and takes only 19 (3d8 + 6)
the elemental can pull a creature or object out of damage.
it by taking an action to make grapple check The elemental can grapple one Medium creature
against the elemental and succeeding. or up to two Small or smaller creatures at one
time. At the start of each of the elemental‘s turns,
Water Elemental, Major each target grappled by it takes 19 (3d8 + 6)
Huge elemental, neutral bludgeoning damage. A creature within 5 feet of
Armor Class 16 the elemental can pull a creature or object out of
Hit Points 210 (20d12 + 100) it by taking an action to make grapple check
Speed 40 ft., swim 110 ft. against the elemental and succeeding.
STR AGI STA INT SPI CHA
22 (+6) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 7 (-2)
Damage Resistances Acid; bludgeoning, piercing, Eredar Warlock
and slashing from non-magical weapons
Large fiend (demon), chaotic evil
Damage Immunities Poison
Armor Class 14 (natural armor)
Condition Immunities exhaustion, paralyzed,
Hit Points 135 (18d8 + 54)
petrified, poisoned, prone, restrained,
Mana Points 37 (22 + 6 + 9)
unconscious
Speed 30 ft.
Senses darkvision 60 ft., tremorsense 60 ft. (only
STR AGI STA INT SPI CHA
in water), passive perception 10
20 (+5) 10 (+0) 17 (+3) 21 (+5) 14 (+2) 22 (+6)
Languages Kalimag
Saving Throws Sta +10, lnt +12, Spi +9
Challenge 11 (7,200 XP)
Skills Arcana +12, History +12, Insight +9,
Traits
Perception +9, Intimidation +12
Water Form. The elemental can enter a hostile
Damage Resistances cold, fire, fel; bludgeoning,
creature‘s space and stop there. It can move
piercing, and slashing from nonmagical weapons
through a space as narrow as 1 inch wide without
Damage Immunities poison
squeezing. If it enters an ally‘s space and stops
Condition Immunities exhaustion, frightened,
there, it grants the ally three-quarters cover, but
paralyzed, poisoned
inflicts concealment on the ally.
Senses truesight 120 ft., passive Perception 19
Freeze. If the elemental takes cold damage, it
Languages Common, Eredun plus up to four
partially freezes; its speed is reduced by 20 feet
other languages of its choice
until the end of its next turn.
Challenge 20 (25,000 XP)
ACTIONS
Traits
Multiattack. The elemental makes two slam
Chaos Weapons. The Eredar warlock‘s weapon
attacks.
attacks are magical.

71
Magic Resistance. The eredar warlock has The Eredar are a class of supremely talented
advantage on saving throws against spells and magic-wielders who arose on the planet Argus
other magical effects. countless millennia ago. They built a vast
Nether Magic. The Eredar warlock may, as a civilization of wondrous cities and upheld a
bonus action while casting a spell, remove one peaceful way of life. Twenty-five thousand years
spellcasting component, and does not need to ago, however, the tranquility of Argus was
exercise it to cast a spell. The warlock may not shattered, and the Eredar separated into two
remove a material component. groups: the Draenei and the Man'ari. The
Spellcasting. The Eredar warlock is an 18th level Man'ari are the demon-corrupted Eredar who
spellcaster. Its spellcasting ability is Intelligence now lead the Burning Legion, but they are
(spell save DC 20, +12 to hit with spell attacks). commonly referred to as the Eredar regardless.
The Eredar warlock has the following spells (24) This could be due to the fact that, other than the
prepared from the warlock spell list: Draenei and Man'ari, there is no evidence of
Cantrips (0 mana): mage hand, prestidigitation, other species of Eredar left in existence. These
firebolt (4d10) Eredar are the first among the demons of the
1st level (0 mana): conjure undead, conjure fiend, Burning Legion.
detect magic, magic missile, mana shield, shield Pre-eminence in Eredar warlock society depends
2nd level (1 mana): detect thoughts, invisibility, almost entirely upon magical power. Those who
shadow word pain, mirror image command the greatest selection of paramount
3rd level (2 mana): sleep (9d8), dispel magic, spells — and thus in theory the greatest magical
fireball arsenal — rise to higher ranks.
4th level (3 mana): blight, dimension door,
teleport Ethereal Introduction
5th level (4 mana): cloudkill, scrying Originally, ethereals had physical form. When
6th level (5 mana): disintegrate, drain life Dimensius the All-Devouring assaulted their
(15/round) homeworld of K'aresh, however, the arcane
7th level (7 mana): finger of death energies he unleashed on them ripped apart their
8th level (8 mana): dominate, power word stun bodies. Only their advanced technology allowed
9th level (9 mana): demonic doom them to survive - barely - as beings of semi-
ACTIONS physical energy. Ultimately, it was this very
Multiattack. The Eredar warlock can make two change that allowed them to battle Dimensius on
attacks. an even-footing and travel through the Twisting
Claw. Melee Weapon Attack: +11 to hit, reach 10 Nether to find refuge. Their bodies can take
ft., one target many forms, able to be compacted into small
Hit: 8 (1d6 + 5) slashing damage. sizes, or expanded to their true form: a mass of
Fel Blast. Ranged Spell Attack: +11 to hit, range glowing energy with vaguely distinguishable head,
110 ft., one target. eyes, and arms. When not covered in their
Hit: 22 (9d4) fel damage. This requires at least 1 magical wrappings, they are described as beings of
mana in reserve for each d4. pure energy; a mass of irregular power.
REACTIONS They most often appear in their specially
Consume Power (6/long rest). If the Eredar succeeds enchanted wrappings that keep their energy
in saving against a spell it is targeted with, it may forms bound within their humanoid shapes.
use a reaction to make the save again. If it is Ethereals appear to need to eat and drink, with
successful again, it regains mana points equal to their vendors selling specialty food and drinks
the spell‘s level. It may not use this ability against not found on vendors of other races.
a divine spell, or a spell that deals holy or arcane Based on the foods Eyonix sells and their interest
damage. in gems, it could be thought they consume them
and precious metals. Alternatively, ethereals may

72
not eat at all and sell food only for the sake of the technology, one of the mortal races hastily
more corporeal beings with whom they trade and attempted to construct magical barriers around
interact. Wind Trader Lathrai says that World's its cities, but it was only partially successful;
End Tavern has nothing to offer for his kind. although the dark energies were blocked, the
unimpeded flood of arcane energy tore away the
Treading the chaotic spaces between worlds, the mortals' corporeal shells and infused their souls
ethereals are astral travelers who dwell within the with enough energy so that they could subsist
Twisting Nether. They are known to be collectors without a body… barely. Members of this race,
and traders of arcane items and artifacts. Seen as now called ethereals, took to binding themselves
are liars and scoundrels who will stop at nothing with enchanted strips of cloth to provide their
to pursue their mysterious aims, the ethereals souls with enough structure to survive. This
have no stake in Sargeras‘s Burning Crusade. altered state proved to be a blessing in disguise, as
They would even play both sides of the conflict their enhanced minds and magical abilities
against each other if doing so would serve to allowed the ethereals to fight Dimensius and his
further their own goals. limited forces to a standstill. Over the years,
Ethereals are often driven by trade and however, Dimensius eventually grew powerful
economics, and accordingly, their political enough to summon armies of fellow void
structures are centered around trade princes and creatures, forcing the ethereals to flee into the
political "companies", such as The Consortium in Twisting Nether.
Outland, The Ethereum, a radical militant The Ethereum, which held the ruling council of
organization that attempts to avenge the Nexus-Princes, started becoming dark and twisted
destruction of the ethereal homeworld by void in their obsession for vengeance. This caused
creatures, and The Protectorate, which attempts many of the Nexus-Princes to leave the council
to thwart the void and protect neutral races from and form their own organizations with their own
the Ethereum's attacks. goals. Undeterred, the Ethereum continued in
The ethereals are similar to goblins, in the way the search for vengeance against Dimensius,
their political systems work, and like the goblins, destroying anyone in their way. The Protectorate
the ethereals will support anyone who would was formed by a Nexus-Prince, who left the
further their profits, and oppose anyone who council, to stop the Ethereum in their destructive
dares interfere with their plans. The ethereals path. The Consortium is another offshoot group,
also share in the goblins' propensity for one of smugglers, traders, and thieves, that aids
technology, though their technology appears to the Protectorate in their endeavors.
be far more otherworldly (owing to their arcane
engines). Ethereals possess everything from the Ethereals as Characters
familiar, such as transporters, to the radical, such Ethereal Traits
as their eco-domes. Ability Score Increase. Your Intelligence
increases by 2, and your Charisma increases by 1.
Origin Age. A typical ethereal claims adulthood around
K'aresh was an arid planet, home to a thriving 100 years old, and can live to about ten thousand
ecosystem and several sentient species. The race years old.
that would become the ethereals was led by Affiliation. Independent. Ethereals hail from
Nexus-King Salhadaar. their own destroyed world, one consumed by the
How Dimensius the All-Devouring found K'aresh Void, and have little standing alliances with other
is still hotly debated among the surviving races of Azeroth and Draenor or other realms.
ethereals, but the effects of his coming were Size. Ethereals seem very humanoid in size. You
unmistakable: he opened countless gateways into are medium sized.
the Void and the Twisting Nether around the Speed. Your base walking speed is 30 feet.
planet, bathing K'aresh in arcane and dark
energies. Using every scrap of its advanced

73
Being of Energy. You are raw energy that can be Some Ethereals have lost their essence when
bound by an exoskeleton or cover. You can move subjected to the corruptive influences of the
through a space as narrow as 1 inch wide without Void, or sold their souls for such power. Such are
squeezing. Void Ethereals, spurned by their purer brethren,
Furthermore, if you are reduced to 0 hit points, but blessed with strange powers.
your lifeforce scatters, leaving behind your gear Void Ethereals are identical to normal Ethereals
and an energy footprint. You can be revived or in racial bonuses and names, but have modified
resurrected when your energy is gathered by the features to account for their mana siphoning or
spell, and your ‗corpse‘ is not required for the madness (whatever source made them turn Void).
purposes of the spell; only an article of clothing A DM should consider applying the mana
that bound you. withdrawal optional rule with Void Ethereals.
Coalesce. Ethereals don't need to sleep. Instead,
they meditate deeply and re-coalesce their forms, Void Magic. This acts as Dimensional Magic.
remaining semiconscious, for 4 hours a day. While you use abilities granted by this ability,
While meditating, you can dream after a fashion; your core glow a dark violet instead of Ethereals‘
such dreams are actually mental exercises or pale blue. Instead of the prestidigitation cantrip,
expressions of energy your body releases. After you may choose the vicious mockery cantrip
resting in this way, you gain the same benefit that instead, and may cast the rope trick spell instead of
a human does from 8 hours of sleep. blink step.
Dimensional Magic. You know the prestidigitation
cantrip and can cast it normally (caster level equal Ethereal Tradesman
to your character level). When you reach 3rd
―Never underestimate the other ethereal's greed!‖
level, you can also cast detect magic as a spell 1st Medium humanoid (ethereal), chaotic neutral
level spell. When you reach 5th level, you can Armor Class 13 (enchanted wrappings)
also cast the blink step spell as a 2nd level spell. Hit Points 27 (5d8 + 5)
Intelligence is your spellcasting ability for these Mana Points 20 (16 + 2 + 2)
spells, and you use your mana pool for these Speed 30 ft.
abilities (even if you are not normally a STR AGI STA INT SPI CHA
spellcaster). While you use such abilities (and 10 (+0) 15 (+2) 12 (+1) 16 (+3) 16 (+3) 14 (+2)
after using them for one hour), your core glows a Skills Perception +5, Persuasion +4, Insight +5
pale blue. Senses passive Perception 15
If you can already cast such spells (and have a Languages Common, Shath‘yar, and one
sufficiently high caster level), they are always language of their choice
prepared for free. If you later learn 4th level Challenge 1 (200 XP)
spells, you automatically add the secret chest spell Traits
to your spell list. Ethereal Traits. The ethereal has the following
Energy Tap. You may tap into your internal core racial traits
as an action, regaining 1 hit dice or 1 short rest‘s  Being of Energy, Coalesce, Dimensional
worth of mana points. You can use this feature Magic, Energy Tap
without negative effect once before requiring a ACTIONS
long rest. You can drain more power from your Magic Saber. Melee Weapon Attack: +4 to hit,
core essence, but each attempt after the first to reach 5 ft., one creature.
energy tap inflicts one level of exhaustion upon Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6)
you. arcane damage.
Languages. Common, Shath‘yar, and one Arcane Rifle. Ranged Weapon Attack (Malfunction
language of their choice
1-2): +4 to hit, range 150/600; capacity 2 bullets,
one target.
Void Ethereal Hit: 10 (2d6 + 3) piercing damage.

74
Hit: 5 (1d8 + 1) bludgeoning damage plus 3 (1d6)
Ethereals are often found as traders in strange arcane damage.
outer realms, and more often than not know Arcane Blast. Ranged Spell Attack: +6 to hit, range
many languages. The arcane rifle has a mana 50 ft., one target.
engine, keyed to the ethereals‘ mana type. Hit: 7 (3d4) arcane damage. This requires at least
1 mana in reserve for each d4.
Ethereal Sorcerer Release Spell. The ethereal sorcerer can cast the
―The Council shall decide your fate.‖ spell they snatched using their Spell Snatcher
Medium humanoid (ethereal), chaotic neutral ability.
Armor Class 13 (mystical wrappings)
Hit Points 27 (6d6 + 6) Ethereal sorcerers have become adept with the
Mana Points 22 (17 + 2 + 3) spellcraft of arcane forces, and choose spells that
Speed 30 ft. could harm and cripple void-using foes.
STR AGI STA INT SPI CHA
8 (-1) 12 (+1) 14 (+2) 17 (+3) 16 (+3) 13 (+1) Ethereal Nexus Stalker
Skills Arcana +6 ―The void shall consume itself…‖
Senses passive Perception 14 Medium humanoid (ethereal), chaotic neutral
Languages Common, Shath‘yar, and one Armor Class 16 (battle cloth)
language of their choice Hit Points 27 (7d8 + 18)
Challenge 3 (700 XP) Speed 40 ft.
Traits STR AGI STA INT SPI CHA
Ethereal Traits. The ethereal has the following 12 (+1) 16 (+3) 17 (+3) 12 (+1) 14 (+2) 14 (+2)
racial traits Skills Arcana +3, Investigation +4, Stealth +5
 Being of Energy, Coalesce, Dimensional Senses passive Perception 12
Magic, Energy Tap Languages Common, Shath‘yar, and one
Spell Snatcher. If the ethereal sorcerer language of their choice
successfully counters a spell with counterspell, the Challenge 3 (700 XP)
sorcerer can store the spell. Once a spell is Traits
snatched, the sorcerer must use an action to Afterimages. If the nexus stalker moves 40 feet in
concentrate or else the spell fades, unless they use a single round, he gains the effects of the mirror
the Release Spell action. image spell until the start of his turn in the next
Spellcasting. The ethereal sorcerer is a 6th level round.
spellcaster. His spellcasting ability is Intelligence Lightning Quick. The ethereal can Dash with a
(spell save DC 15, +7 to hit with spell attacks). bonus action.
The sorcerer can prepare the following spells (9) Ethereal Traits. The ethereal has the following
from the mage spell list: racial traits
Cantrips (0 mana): light, fire bolt, prestidigitation  Being of Energy, Coalesce, Dimensional
(free) Magic, Energy Tap
1st level (4 mana): arcane missile, arcane armor, ACTIONS
barrier ward, detect magic (free) Multiattack. The nexus stalker makes two
2nd level (5 mana): banishment, detect thoughts, attacks.
invisibility, mana burn, blink step (free) Nexus Blade. Melee Weapon Attack: +5 to hit,
3rd level (6 mana): counterspell (3 mana only), reach 5 ft., one creature.
telekinesis Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6)
ACTIONS arcane damage. If the nexus stalker has advantage
Magic Staff. Melee Weapon Attack: +3 to hit, reach to the attack roll or if the target is within 5 feet of
5 ft., one creature. an ally of the nexus stalker, the target is subject to

75
the dispel magic spell. The nexus stalker‘s out the nature of fire. Because it seems so
spellcasting ability modifier is Intelligence. difficult, they often prefer to eat their orc raw.
Ettins live in the mountains and valleys of
The nexus stalker is a powerful assassin who can Azeroth, preferring to keep far from civilization.
strip enemy spellcasters from their defenses, as In order to do so, they often inhabit the most
well as nimbly evade attackers. desolate and barren territories -- literally, the land
no one else wants. Still, ettins make their living
Ettin Stoneflinger not only from hunting but also from primitive
agrarian efforts.
Large giant, chaotic evil
Armor Class 12 (natural armor)
Hit Points 142 (15d10 + 60) Explosive Sheep
Speed 40 ft. ―Exploding sheep... now why would you even make
STR AGI STA INT SPI CHA such a thing!?‖
23 (+6) 8 (-1) 19 (+4) 7 (-2) 10 (+0) 12 (+1) Small construct, unaligned
Skills Perception +5 Armor Class 14 (natural armor)
Senses darkvision 60 ft, passive Perception 15 Hit Points 13 (2d6 + 6)
Languages Giant, Orcish Speed 20 ft.
Challenge 8 (3,900 XP) STR AGI STA INT SPI CHA
Two Heads. The ettin has advantage on Spirit 8 (-1) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 1 (-5)
(Perception) checks and on saving throws against Damage Immunities Poison
being blinded, charmed, deafened, frightened, Condition Immunities charmed, exhaustion,
stunned, and knocked unconscious. frightened, paralyzed, petrified, poisoned
Wakeful. When one of the ettin's heads is asleep, Senses darkvision 60 ft., passive Perception 10
its other head is awake. Languages Understands the languages of its
ACTIONS creator but can't speak
Multiattack. The ettin makes three attacks. The Challenge 1/4 (50 XP)
ettin can replace any one attack with a rock Traits
throw, but can make no more than one rock False Appearance. While the explosive sheep
throw round. walks at a speed of 10 feet per round or slower, it
Tree Trunk. Melee Weapon Attack: +9 to hit, is indistinguishable from a normal sheep.
reach 10 ft., one target. Mounted Explosive. The explosive sheep can
Hit: 15 (2d8 + 6) bludgeoning damage. carry and use one explosive mounted on it.
Rock. Ranged Weapon Attack: +9 to hit, range When the sheep explodes (taking the explode
60/240 ft., one target. action), it deals the explosive‘s damage as well.
Hit: 19 (3d8 + 6) bludgeoning damage. Repairing the rip tire requires only one-quarter
the cost and time to craft and restore to health.
Ettins are two-headed giants who tower over Constructed Mind. Mechanized creatures do not
normal humans. These creatures were the have a true mind, but are instead programmed to
reportedly necromancers' first attempt at creating perform certain actions congruent with those of
the feared abominations, but they proved too similar natural creatures. Thus, instead of Animal
stupid and dangerous to be used even as shock Handling checks, a creature handling or riding a
troops for the Lich King's soldiers. mechanized animal makes checks with engineer‘s
Some of them escaped (rumored to be numbered tools. Its new form is immune to all living
181 ettins) annihilation and have created a few creature-specific effects.
villages. Their mud-and-dung hovels clump Fuel (1 combustion units/charge). The construct
together against ravines and in other barren consumes 1 unit for 1 charge (1 rarity, 0 size). As
places, and ettins spend their time trying to figure it runs on a combustion engine, this requires 1
pint of oil for 1 hour of operation. It has the

76
capacity to hold up to 10 charges (or 10 pints of Explosive sheep require remotes to detonate at
oil, or 2 vials of phlogiston). the desired point, or otherwise need simple
ACTIONS programming on where to head before exploding.
Needle Bite. Melee Weapon Attack: +3 to hit, After exploding, an explosive sheep ends with 0
reach 5 ft., one target. hit points, and can usually be restored to health
Hit: 3 (1d4 + 1) piercing damage. as per other constructs.
Explode. The sheep explodes, dealing 7 (2d6)
concussive damage in a 10-foot-sphere, plus 1 Crafting
additional damage for each additional Charge This construct can be crafted and has a rarity of
remaining in the device. If mounted with one Common. As a creature of CR 1/4, it has a total
other explosive, it blows it up as well. cost of 250 gp (20 gp base cost x 25 for creatures,
halved for lower range of CR) in engineering
It is perhaps the goblins‘ delicious — most other materials. The engineering materials required is
races say ―dangerous‖ — sense of humor that gets 125 gp to craft it with a competent craftsperson,
them into the most trouble. Bring up the who has a minimum Proficiency Bonus of +2 (as
exploding sheep incident of the war against the an Apprentice craftsperson).
Burning Legion in any tavern in Booty Bay and As a device, it has a malfunction rating of 1-2.
the goblins there roar with laughter and buy you
a drink, each desiring to tell his or her own Golem
version of the story. If made into a golem, the explosive sheep‘s cost
The tales differ, but most agree that after the increases by an additional 250 gp, and requires
Burning Legion had invaded the plague-ridden an infusion matrix of Common rarity.
Lordaeron, most people were dead, undead or Golems do not require fuel and can follow and
fled. One, a goblin tinker merchant traveling understand instructions.
through the town, started making mechanical
animals to distract any Burning Legion demons F
so that he could make his slow and panicked way
south. One of these devices was cobbled together Faceless Ones (N’raqi)
from wool, wood and some primitive clockwork. Introduction
On a whim, he decided to fill it full of explosives ―Shur'nab... shur'nab... Yogg-Saron‖
and have it totter towards the demons. When it The n'raqi, commonly known as the faceless ones
exploded, he decided, he would flee in the chaos or the faceless, are a monstrous race of
that followed. aberrations that arose from the organic matter
He didn‘t expect a demon, a dim-witted felguard, that seeped from the Old Gods' blighted forms
to pick up the sheep and inspect it. He damned during the primordial era of Azeroth. Cunning
himself for outfitting it with a timer and not a and intelligent, they serve their eldritch masters
remote, but he nearly squealed with glee with the with fanatical loyalty and are known to be
curious demon popped the treat into its mouth. virtually unstoppable juggernauts.
The resulting explosion of demon parts was Vaguely humanoid creatures as the name implies,
definitely enough for the tinker to get away, Faceless Ones have no discernible faces insofar as
laughing so hard he nearly gave himself away. other races recognize them. One arm is much
Now the mechanical sheep has a bit more larger than the other, grotesque and misshapen,
thought — and a lot more explosives — put into it. while the other is little more than a prehensile
The goblins mainly make them to amuse tentacle.
themselves, giving their enemies a moment of Faceless ones have low intellects, but have a
confusion before death, but they are powerful strong heritage in necromantic and illusion
explosives in their own right. magic.

77
Faceless Trickster Hit: 9 (2d6 + 2) bludgeoning damage, and the
Medium aberration (void), neutral evil target is grappled (escape DC 12). Until this
Armor Class 15 (natural armor) grapple ends, the target is restrained.
Hit Points 52 (7d8 + 21)
Mana Points 19 (14 + 2 + 3) Faceless Terror
Speed 30 ft. Medium aberration (void), neutral evil
STR AGI STA INT SPI CHA Armor Class 15 (natural armor)
15 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1) Hit Points 98 (12d8 + 44)
Damage Resistances psychic, shadow Mana Points 22 (16 + 3 + 3)
Damage Immunities poison Speed 30 ft.
Condition Immunities blinded, confusion, STR AGI STA INT SPI CHA
poisoned 17 (+3) 10 (+0) 18 (+4) 6 (-2) 16 (+3) 14 (+2)
Senses darkvision 60 ft., passive Perception 12 Skills Intimidation +5, Perception +6, Stealth +3
Languages Shath‘yar Damage Resistances fel, psychic, shadow
Challenge 3 (700 XP) Damage Immunities poison
Traits Condition Immunities blinded, confusion,
Amphibious. The faceless one can breathe air poisoned
and water. Senses darkvision 60 ft., passive Perception 16
Might of the Void. The faceless one‘s attacks are Languages Shath‘yar
treated as magical. Challenge 6 (2,300 XP)
Shadow Sight. Magical darkness doesn't impede Traits
the faceless one‘s darkvision. Amphibious. The faceless one can breathe air
Suction Grip. When a creature manages to and water.
escape a faceless one‘s restraining tentacles or Might of the Void. Weapon attacks are treated as
grapple, they suffer half the damage dealt by the magical.
tentacle attack. A successful Stamina saving throw Shadow Sight. Magical darkness doesn't impede
against the grapple DC halves the damage. the faceless one‘s darkvision.
Void Influence. The faceless one acts as a void Suction Grip. When a creature manages to
creature for the purposes of spells that conjure or escape a faceless one‘s restraining tentacles or
bind it, but is an aberration for all other grapple, they suffer half the damage dealt by the
purposes. tentacle attack. A successful Stamina saving throw
Innate Spellcasting. The faceless one is naturally against the grapple DC halves the damage.
magical. The faceless one‘s spellcasting ability is Void Influence. The faceless one acts as a void
Spirit (spell save DC 12, +4 to spell attacks). The creature for the purposes of spells that conjure or
faceless one can innately cast the following spells, bind it, but is an aberration for all other
requiring no material components: purposes.
3rd level (7 mana): banshee‘s curse, dispel magic Innate Spellcasting. The faceless one is naturally
ACTIONS magical. The faceless one‘s spellcasting ability is
Multiattack. The faceless one makes two attacks, Spirit (spell save DC 14, +6 to spell attacks). The
and can exchange any one of the two attacks with faceless one can innately cast the following spells,
a tentacle attack. requiring no material components:
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 1st level (4 mana): conjure undead (skeletons),
one target. death coil, sleep, mind blast
Hit: 5 (1d6 + 2) bludgeoning damage, plus 7 2nd level (5 mana): mute, shadow word pain
(2d6) psychic damage. 3rd level (6 mana): psychic horror
Tentacle. Melee Weapon Attack: +4 to hit, reach ACTIONS
10 ft., one target.

78
Multiattack. The faceless one makes two attacks, Suction Grip. When a creature manages to
and can exchange any one of the two attacks with escape a faceless one‘s restraining tentacles or
a tentacle attack. grapple, they suffer half the damage dealt by the
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., tentacle attack. A successful Stamina saving throw
one target. against the grapple DC halves the damage.
Hit: 10 (2d6 + 3) bludgeoning damage, plus 10 Void Influence. The faceless one acts as a void
(3d6) psychic damage. creature for the purposes of spells that conjure or
Tentacle. Melee Weapon Attack: +6 to hit, reach bind it, but is an aberration for all other
10 ft., one target. purposes.
Hit: 17 (4d6 + 3) bludgeoning damage, and the Innate Spellcasting. The faceless one is naturally
target is grappled (escape DC 14). Until this magical. The faceless one‘s spellcasting ability is
grapple ends, the target is restrained. The faceless Spirit (spell save DC 16, +8 to spell attacks). The
one has two tentacles, and can hold one creature faceless one can innately cast the following spells,
in each tentacle. If the faceless one targets the requiring no material components:
restrained creature with an effect that deals 1st level (3 mana): conjure undead (skeletons),
psychic damage or causes fear, they suffer death coil, sleep, mind blast
disadvantage on their saving throw against the 2nd level (4 mana): mute, shadow word pain
effect (or the faceless one has advantage to the 3rd level (5 mana): psychic horror
attack roll). 4th level (6 mana): detonate mana, mind vision
ACTIONS
Faceless General Multiattack. The faceless soldier makes two
Large aberration (void), neutral evil attacks, and can exchange any one of the two
Armor Class 15 (natural armor) attacks with a tentacle attack.
Hit Points 189 (18d10 + 90) Slam. Melee Weapon Attack: +10 to hit, reach 5
Mana Points 26 (19 + 4 + 3) ft., one target.
Speed 35 ft. Hit: 15 (3d6 + 5) bludgeoning damage, plus 17
STR AGI STA INT SPI CHA (5d6) psychic damage.
22 (+6) 8 (-1) 20 (+5) 10 (+0) 19 (+4) 16 (+3) Tentacle. Melee Weapon Attack: +10 to hit, reach
Skills Intimidation +7, Perception +8, Stealth +3 10 ft., one target.
Damage Resistances fel, shadow Hit: 22 (5d6 + 5) bludgeoning damage, and the
Damage Immunities poison, psychic target is grappled (escape DC 18). Until this
Condition Immunities blinded, confusion, grapple ends, the target is restrained. The faceless
poisoned one has two tentacles, and can hold one creature
Senses darkvision 60 ft., passive Perception 16 in each tentacle. If the faceless one targets the
Languages Shath‘yar restrained creature with an effect that deals
Challenge 12 (8,400 XP) psychic damage or causes fear, they suffer
Traits disadvantage on their saving throw against the
Amphibious. The faceless one can breathe air effect (or the faceless one has advantage to the
and water. attack roll).
Might of the Void. Weapon attacks are treated as
magical. Variant Faceless Ones.
Shadow of Madness. All psychic damage dealt by Some faceless ones are born with claws and
the faceless one (by spell or ability) can be pincers instead of hand-like appendages. In this
changed to shadow damage at the faceless one‘s case, the slam deals slashing or piercing damage
will. instead of bludgeoning damage.
Shadow Sight. Magical darkness doesn't impede
the faceless one‘s darkvision. Faerie Dragon
Small fey, unaligned

79
Armor Class 13 (natural armor) the target of the counterspelled target, and all
Hit Points 27 (5d6 + 10) creatures in the area lose 1d4 + 1 mana points,
Mana Points 14 (12 + 2) taking 2 points of arcane damage for each mana
Speed 5 ft., fly 40 ft. (hover) point lost. If a creature loses more than 3 mana
STR AGI STA INT SPI CHA points, it is also subject to a dispel magic effect
10 (+0) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 10 (+0) (spell level equal to 2). This can only be used
Skills Perception +3, Stealth +4 when channeling mana.
Senses passive Perception 13
Languages — Fal’dorei Introduction
Challenge 1 (200 XP)
―The fal'dorei were elves once... Now they are
Traits
monsters, birthed in the chaotic energies of the failing
Magic Resistance. The faerie dragon has
arcan'dor. They must be eradicated.‖
advantage on saving throws against spells and
— Valewalker Farodin
other magical effects.
Channel Mana. The faerie dragon can enter a
The fal'dorei are a race of former elves found in
stance with a bonus action which draws from its
Suramar. Many years ago, exiles from Suramar
inner reserves of power. When in this stance, the
City came to Falanaar. Valewalker Farodin took
faerie dragon‘s AC becomes 16, and it radiates
pity on them and gifted them with an arcan'dor
blue light as the Light cantrip. When in this
tree. For a time it sustained them and they were
stance, the faerie dragon can use its mana flare
safe, but it did not last forever. The arcan'dor
ability (see reactions).
became unstable and died, and in a flash of wild
ACTIONS
magic the elves were twisted into spider-like
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., creatures, becoming the fal'dorei. Now they live
one target. in the tunnels beneath Falanaar and were after
Hit: 4 (1d4 + 2) bludgeoning damage. the arcan'dor seed protected by Farodin. The
Fey Blast. Ranged Spell Attack: +3 to hit, range 30 fal'dorei intended to use its power to return to
ft., one target. the surface.
Hit: 2 (1d4) arcane damage. This requires at least
1 mana in reserve.
REACTIONS
Fal’dorei Reaver
Medium monstrosity, evil
Phase Shift (4 mana). The faerie dragon, when
Armor Class 14 (breastplate)
targeted by an effect that would deal damage to it
Hit Points 52 (8d8 + 16)
or whenever it wishes, may use its reaction to
Speed 30 ft., climb 20 ft.
divert the attack. When this ability is used, the
STR AGI STA INT SPI CHA
faerie dragon may roll a d20. On a roll of 5 or
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 7 (-2)
higher, the faerie dragon phases into a
Saving Throws Dex +5
corresponding location in the Emerald Dream,
Skills Perception +4, Survival +4, Stealth +5
returning after the attack is resolved. While in
Senses passive Perception 14
this phase, the faerie dragon cannot move, attack,
Languages Common, Elven
or perform any action. If the damage is arcane or
Skilled Tracker. The reaver magically knows the
fel, the faerie dragon has to roll an 11 or higher
distance to and direction of its quarry, so long as
to phase shift to avoid the attack. This cannot be
the creature is within 50 miles of it.
used while channeling mana.
Spider Climb. The worker can climb difficult
Mana Flare (4 mana). The faerie dragon can cast
surfaces, including upside down on ceilings,
counterspell as a reaction. Whenever it
without needing to make an ability check, and
successfully counters a spell, it may cause the
ignores movement restrictions caused by
wasted spell energies to explode into a bright flare
webbing.
of mana. The flare is a 10-foot sphere centered on
ACTIONS

80
Multiattack. The reaver makes two attacks. Condition Immunities poisoned
Shortsword. Melee Weapon Attack: +5 to hit, Senses darkvision 60 ft., passive Perception 14
reach 5 ft., one target. Languages Eredun
Hit: 6 (1d6 + 3) piercing damage. Challenge 3 (750 XP)
Web (Recharge 4-6). Ranged Weapon Attack: +5 to Traits
hit, range 30/60 ft., one target. Demon Sight. Magical darkness doesn't impede
Hit: The target is restrained by webbing. It falls to the demon‘s darkvision.
the ground if it is flying and cannot hover. As an Demonic Rage (2/long rest). The demon can
action, the restrained target can make a DC 11 rage as having the rage warrior talent of a level 1
Strength check, bursting the webbing on a warrior.
success. The webbing can also be attacked and Innate Spellcasting. The felguard is a 2nd level
destroyed (AC 10; hp 5; vulnerable to fire spellcaster. The felguard‘s spellcasting ability is
damage; immune to bludgeoning; poison; and Charisma (spell save DC 10, +2 to spell attacks).
psychic damage). The reaver may discharge a web The felguard can innately cast the following
on a 5-foot-square, and hide it (using its bonus to warlock spells, requiring no material
Stealth). This ability is typically used in components:
conjunction with the worker‘s burrow ability, so 1st level (5 mana): detect magic, detect evil and
that it may lay a webbed ambush. good
ACTIONS
Multiattack. The demon makes two melee
Felguard attacks with its greatsword.
Felguard are the savage foot soldiers of the
Greatsword. Melee Weapon Attack: +5 to hit,
Burning Legion. While most other demons rely
reach 5 ft., one target.
to some extent on magic and trickery, felguard
Hit: 10 (2d6 + 3) slashing damage.
eschew these subtleties, instead relying on sheer
strength to overwhelm their foes.
While under the command of a higher-ranking Felguard Elite
demon or a warlock, a felguard makes the perfect Large fiend (demon), chaotic evil
soldier. Each is a disciplined follower outside of Armor Class 15 (armor, breastplate)
combat, calm and patient. When commanded to Hit Points 95 (10d10 +40)
fight, however, they become wild and merciless; Mana Points 19 (14 + 3 + 2)
an army of raging felguard is a terrifying sight. Speed 30 ft.
Felguard skin color varies; red, blue, yellow, and STR AGI STA INT SPI CHA
black are common. 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
A felguard is about 7-1/2 feet tall and weighs 350 Saving Throws Str +6, Sta +7, Spi +5, Cha +5
pounds. Skills Deception +5, Insight +5, Perception +8
Damage Resistances fire; bludgeoning, piercing,
and slashing from non magical weapons that
Felguard Trooper
aren't silvered
Medium fiend (demon), chaotic evil
Damage Immunities poison
Armor Class 15 (armor, breastplate)
Condition Immunities poisoned
Hit Points 45 (6d8 +18)
Senses darkvision 120 ft., passive Perception 18
Mana Points 13 (10 + 2 + 1)
Languages Eredun
Speed 30 ft.
Challenge 5 (1,800 XP)
STR AGI STA INT SPI CHA
Traits
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
Demon Sight. Magical darkness doesn't impede
Saving Throws Sta +5, Spi +4
the demon‘s darkvision.
Skills Insight +4, Perception +4
Damage Resistances fire
Damage Immunities poison

81
Demonic Rage (2/long rest). The demon can Felsteeds are the fiery equine servants of the
rage as having the rage warrior talent of a level 1 Burning Legion. At one time, they were common
warrior. horses that became enslaved and fell to the
Innate Spellcasting. The felguard is a 5th level Burning Legion‘s sinister influence. Now
spellcaster. The felguard‘s spellcasting ability is corrupted and evil, they feel both intense loyalty
Charisma (spell save DC 13, +5 to spell attacks). and burning hatred toward their demon masters.
The felguard can innately cast the following Many warlocks choose a felsteed as a fel
warlock spells, requiring no material companion for the practical convenience of travel
components: on demand. To the felsteed, there is no
1st level (4 mana): detect magic, detect evil and difference between a mortal master and a demon
good — both deserve its contempt and obedience. A
2nd-level (5 mana): dragon breath felsteed is about the size of a warhorse, and uses
ACTIONS the same statistics (except that it also has the
Multiattack. The demon makes three melee demonic template).
attacks with its greatsword.
Greatsword. Melee Weapon Attack: +6 to hit, Fel Hound
reach 5 ft., one target. Medium fiend (demon), chaotic evil
Hit: 10 (2d6 + 3) slashing damage. Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Felsteed Mana Points 0 (maximum 19 (13 + 2 + 4), see
Large fiend (demon), chaotic evil Magic Devourer)
Armor Class 11 Speed 50 ft.
Hit Points 19 (3d10 + 3) STR AGI STA INT SPI CHA
Mana Points 14 (12 + 2) 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
Speed 60 ft. Skills Perception +5, Survival +3
STR AGI STA INT SPI CHA Damage Resistances fire; bludgeoning, piercing,
18 (+4) 12 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2) and slashing from nonmagical weapons that
Damage Resistances fire aren‘t silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities burning, poisoned Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11 Senses darkvision 120 ft., passive Perception 14
Languages Understands Common and Eredun Languages Understands Eredun but can‘t speak
but cannot speak it it
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Traits Traits
Trampling Charge. If the felsteed moves at least Magic Resistance. The fel hound has advantage
20 feet straight toward a creature right before on saving throws against spells and other magical
hitting it with a hooves attack, the target must effects.
succeed on a DC 14 Strength saving throw or be Demonic Sense. The fel hound has disadvantage
knocked prone. If the target is prone, the horse to Spirit (Perception) checks with sight, but have
can take a bonus action to make another attack the effects of the detect magic spell constantly
with its hooves against the target. active, within a range of 60 ft. They do not need
ACTIONS to spend an action to sense the aura of the magic
Hooves. Melee Weapon Attack: +4 to hit, reach 5 spell and its school.
ft., one target. Magic Devourer. The felhound can, when
Hit: 11 (2d6 + 4) bludgeoning damage. dispelling a magic spell or successfully draining
mana with its innate magic spells, regain mana
equal to double the spell‘s level, or equal to the

82
mana burnt (whichever is higher), up to a 28 (+9) 8 (-1) 25 (+7) 16 (+3) 10 (+0) 3 (-4)
maximum of 19 mana points. Mana burn and Saving Throws Str +14, Sta +12, Int +14
Dispel Magic do not cost mana for the felhound. Skills Athletics +14, Stealth +4
The felhound does not regain mana over time. Damage Resistances cold, lightning, shadow;
Innate Spellcasting. The fel hound is a 7th level bludgeoning, piercing, and slashing from non-
spellcaster. The fel hound‘s spellcasting ability is magical attacks that aren't adamantine
Spirit (spell save DC 11, +3 to hit with spell Damage Immunities acid, fel, fire, poison,
attacks). The fel hound can innately cast the psychic
following spells, requiring no material Condition Immunities exhaustion, frightened,
components: paralyzed, petrified, poisoned
3rd level (6 mana): mana burn (0 mana), dispel Challenge 16 (15,000 XP)
magic (0 mana) Traits
4th level (7 mana): orb of annihilation Fel-Fire Aura. At the start of each of the fel
ACTIONS reaver‘s turns, each creature within 15 feet of or
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., that touches the fel reaver or hits it with a melee
one target. attack while within 15 feet of it takes damage
Hit: 7 (1d8 + 3) piercing damage. equal to the extra fel and fire damage dealt by the
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., fel reaver‘s melee attacks.
one creature. Living Coal. If the fel reaver starts its turn with a
Hit: 5 (1d4 + 3) slashing damage, and the target creature grappled in its hand that is two size
must make on a DC 12 Stamina saving throw, categories smaller than it, it can open the furnace
taking 3 (1d6) poison damage on a failed save, or on its chest, and shove the creature inside,
half as much damage on a successful one. ending the grapple. This counts as a bonus
action. The creature is trapped within the fel
Fel Hounds are demonic hounds that feed on reaver (gaining full cover against attacks from the
magic; they can sense the presence of nearby outside), and takes 67 (15d8) damage per round
magic and hunt spellcasters unerringly. Their to the creature at the beginning of its turn until
powerful jaws are huge and filled with slender freed. Half the damage is fel, and half is fire
teeth. Their eyes are weak; to get around, fel damage.
hounds rely on their upon their ability to sense The creature may burst its way out by dealing
magic. This sense is also how they track their one-quarter the fel reaver‘s hit points in slashing
pray. Fel hounds are pit lords‘ personal hunting or bludgeoning damage (58 damage). Attacking
hounds, starved for both blood and arcane the inside is done with disadvantage. If a creature
energy. Pit lords grow fel hounds somewhere in dies from being consumed, the fel reaver regains
the Twisting Nether. Fel hounds do not speak, 20 hit points and regains one fuel unit per
though they understand Eredun. Challenge rating of the target (maximum 10). If
Fel hounds treat spellcasters, particularly arcane the fel reaver ends up with more fuel charges
spellcasters, as layered desserts with meat on the than its maximum capacity, it can use its
outside and magic on the inside. Less magical Emergency Discharge Reaction.
characters are worth notice only if they have Siege Monster. The fel reaver deals double
damaged a fel hound in the past round. damage to objects and structures.
Sneaky Bugger. The fel reaver is unexpectedly
quiet for its size. Creatures that have advantage
Fel Reaver on Spirit (Perception) checks that rely on hearing
Gargantuan construct do not apply it against the fel reaver.
Armor Class 18 Fuel (26 soul units/charge). The construct
Hit Points 262 (15d20 + 105) consumes 26 units for 1 charge (10 rarity, 16
Speed 50 ft. size). As it runs on a soul engine, this requires 13
STR AGI STA INT SPI CHA total Challenge rating of souls for 1 hour of

83
operation. It has the capacity to hold up to 10 This construct can be crafted and has a rarity of
charges (or 130 total Challenge of souls). Artifact.
ACTIONS It requires at least 101 individuals as a
Slam. Melee Weapon Attack: +12 to hit, reach 15 cooperative crafting project, between demon
ft., one target. smiths, fiendish tinkers, and legion warlocks led
Hit: 30 (4d10 + 8) bludgeoning damage plus 16 by an Eredar Warlock to accomplish deed to
(3d10) damage. Half the bonus damage is fel, and create a fel reaver, which costs nearly 3,072,000
half is fire damage. gp worth in rare fel stones, sacrifices, infusion
Stomp. Melee Weapon Attack: +12 to hit, reach 10 materials, and adamantine casings.
ft., one prone creature.
Hit: 34 (4d12 + 8) bludgeoning damage. Firebat Introduction
Fel Exhaust (minimum 1 charge). The fel reaver Firebats are creatures with strong association with
releases a 50-foot cone of fel-fire from its furnace. voodoo magic. Believed to be normal bats
This deals 67 (15d8) damage, with an Agility possessed by fire elementals or blessed by loa,
saving throw against a DC of 19 to half damage. they are favored summons for shadow hunters
Half the damage is fel, and half is fire damage. and voodoo priests.
This ability‘s damage increases by 2d6 per fuel
charge spent (minimum 1).
REACTIONS
Firebat
Tiny beast, unaligned
Emergency Discharge. The fel reaver uses its Fel
Armor Class 12
Exhaust ability when it has fuel charges more
Hit Points 6 (4d4 - 4)
than its maximum, or if it is subject to a critical
Speed 5 ft., fly 30 ft.
hit. If the fel reaver performs this reaction as part
STR AGI STA INT SPI CHA
of gaining more charges than its maximum, its
2 (-4) 16 (+3) 9 (-1) 2 (-4) 12 (+1) 4 (-3)
maximum uses are retained.
Senses blindsight 60 ft., passive Perception 11
Languages -
Fel reavers cover ground with incredible speed,
Challenge 1/4 (50 XP)
due to their long legs and an internal power core
Traits
that is powered by a scalding core of fel fire that
Echolocation. The fire bat can't use its blind
burns much hotter than normal fire. They also
sight while deafened.
seem to have a heart of some kind that 'beats'
Keen Hearing. The fire bat has advantage on
with the trapped souls of sacrificed beings.
Spirit (Perception) checks that rely on hearing.
It is said that the cunning mo'arg engineers of the
ACTIONS
Burning Legion pushed their gan'arg workers for
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
weeks in the construction of the first fel reaver, a
one creature.
massive construct that could easily raze fortified
Hit: 2 (1d4) piercing damage. The target must
towers or tear the wings off an airborne gryphon.
make a DC 13 Agility saving throw, taking 2
The forge camps then began to mass-produce
(1d4) fire damage on a failed save, or half as
these fel reavers to smash the mortal forces of
much on a successful one.
Outland. Parts of fel reavers can be found in
many Forge Sites around Outland, but few have
Fire bats are normal beasts that were infused with
actually been produced, due to the great costs of
the powers of fire Loa. They usually serve as
such constructs (that are usually forged out of the
conjured minions for shadow hunters and
remains of cities).
voodoo priests, and are considered shared
A fel reaver is a marvel of demonic technology.
summons.
Crafting
Firebat swarm
Swarm of Tiny beasts, unaligned

84
Armor Class 10 spends a bonus action as part of attacking, they
Hit Points 6 (4d4 - 4) can ignite the target. A burning target takes the
Speed 5 ft., fly 30 ft. specified damage every round until put out.
STR AGI STA INT SPI CHA Illumination. The firelord sheds bright light in a
2 (-4) 16 (+3) 9 (-1) 2 (-4) 12 (+1) 4 (-3) 30 foot radius and dim light in an additional 30
Senses blindsight 60 ft., passive Perception 11 feet.
Languages - Soul Burn. The firelord‘s spells ignite the target‘s
Challenge 1 (200 XP) very soul. When the firelord deals at least 5
Traits points of fire damage to a target with their spells
Echolocation. The fire bat swarm can't use its or their fire blast ability, the firelord can spend a
blind sight while deafened. bonus action to affect the target with their Fire
Keen Hearing. The fire bat swarm has advantage Touch ability (up to one target per round). A
on Spirit (Perception) checks that rely on hearing. target ignited this way suffers disadvantage to
ACTIONS Stamina saving throws to concentrate on
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., spellcasting, and is scorched (dealing 3 less points
one target in the swarm‘s space. of damage with weapon attacks). This condition
Hit: 11 (4d4 + 1) piercing damage, or 6 (2d4 + 1) stacks with spells that also inflict the scorched
piercing damage if the swarm has less of half its condition. This effect, however, can be dispelled
hit points or lower. The target must make a DC as a spell as well as put out the normal way for
13 Agility saving throw, taking 7 (2d6) fire fire.
damage on a failed save, or half as much on a Volcanic Invocation. The firelord can always
successful one. invoke volcanic fissures with the earthquake spell
regardless of the area (even underwater, so long
Fire bats can gather into swarms to burn or as he is able to touch the seabed). Also, the
scorch things to death. firelord is always aware where areas of volcanic
activity are (as well as geysers), so long as they are
within 10 miles.
Firelord Hero Water Susceptibility. For every 5 feet the firelord
―Fire away…‖
moves in water, or for every gallon of water
Large elemental, neutral
splashed on it, it takes 1 cold damage.
Armor Class 18
Spellcasting. The firelord is a 10th level
Hit Points 133 (14d10 + 56)
spellcaster. His spellcasting ability is Spirit (spell
Mana Points 25 (17 + 3 + 5)
save DC 15, +7 to hit with spell attacks). The
Speed 50 ft.
firelord has the following spells (14) prepared
STR AGI STA INT SPI CHA
from the shaman spell list:
22 (+6) 12 (+1) 19 (+4) 14 (+2) 17 (+3) 12 (+1)
Cantrips (0 mana): create bonfire, invoke
Damage Resistances bludgeoning, piercing, and
elements, fire bolt
slashing from nonmagical weapons
1st level (2 mana): bind elemental, elemental
Damage Immunities fire, poison
armor (fire), elemental shock (fire), hellish rebuke
Condition Immunities burning, exhaustion,
paralyzed, petrified, poisoned, prone, restrained, 2nd level (3 mana): conjure elemental (lava spawn),
unconscious curse of agony, lava burst, scorcher, fire beam
Senses darkvision 60 ft., passive Perception 10 (scorching ray)
Languages Kalimag 3rd level (5 mana): fireball, fly
Challenge 7 (2,900 XP) 4th level (6 mana): fire shield, wall of fire
Traits 5th level (7 mana): awaken volcano (earthquake)
Fire Touch. A creature that touches the firelord ACTIONS
or hits it with a melee attack while within 5 feet Multiattack. The elemental makes two slam
of it, they take 2d8 fire damage. If the firelord attacks.

85
Slam. Melee Weapon Attack: +9 to hit, reach 10 within 5 feet of it, they take 1d8 fire damage. If
ft., one target. the elemental spends a bonus action as part of
Hit: 15 (2d8 + 6) fire damage. attacking, they can ignite the target. A burning
Lava Blast. Ranged Spell Attack: +7 to hit, range target takes the specified damage every round
70 ft., one target. until put out.
Hit: 17 (5d6) fel damage. This requires at least 1 Fire Form. The elemental can move through a
mana in reserve for each d6. space as narrow as 1 inch wide without squeezing.
In addition, the elemental can enter a hostile
Long ago, when the world was in a state of creature‘s space and stop there. This ignites the
constant turmoil, the Elementals (Earth, Wind, target as if the elemental used its fire touch
Fire and Water) faithfully served their Old-God ability.
masters. When the Old Gods were defeated by Illumination. The elemental sheds bright light in
the coming of the Titans, the Elementals were a 30 foot radius and dim light in an additional 30
banished to an alternate plane of existence. Over feet.
time the world became Azeroth, where Human Water Susceptibility. For every 5 feet the
wizards learned how to call back the Elementals elemental moves in water, or for every gallon of
through the art of summoning. The Firelord is water splashed on it, it takes 1 cold damage.
one of these liberated Elementals. Consumed by ACTIONS
hatred for all organic life, he roams the world he Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
once called home, sewing chaos, wreaking one target.
vengeance, and inflicting pain with extreme Hit: 6 (1d8 + 2) fire damage plus ignite (if using a
prejudice. bonus action).
Strife (10 mana). As an action, the lava spawn
Lava Spawn can conjure another lava spawn. This does not
Medium elemental, neutral require concentration, and it remains for 1 hour.
Armor Class 13
Hit Points 19 (3d8 + 6) Forgotten One
Mana Points 0 (Special, maximum 12 (10 + 2); Gargantuan aberration (void), neutral evil
see Burning Mana) Armor Class 15 (old blessings)
Speed 30 ft. Hit Points 216 (16d20 + 48)
STR AGI STA INT SPI CHA Mana Points 32 (21 + 5 + 6)
14 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Speed 5 ft.
Damage Resistances bludgeoning, piercing, and STR AGI STA INT SPI CHA
slashing from nonmagical weapons 23 (+6) 6 (-2) 17 (+3) 14 (+2) 21 (+5) 22 (+6)
Damage Immunities fire, poison Saving Throws Str +11, Sta +8, Spi +10, Cha +11
Condition Immunities burning, exhaustion, Skills Arcana +7, Insight +10, Intimidation +11,
paralyzed, petrified, poisoned, prone, restrained, Perception +10
unconscious Damage Resistances shadow, fel
Senses darkvision 60 ft., passive Perception 10 Damage Immunities poison, psychic
Languages Kalimag Condition Immunities blinded, deafened,
Challenge 2 (450 XP) confusion, exhaustion, poisoned, prone
Traits Senses truesight 120 ft., passive Perception 20
Burning Mana. Whenever the lava spawn ignites Languages Shath‘Yar, telepathy 60 ft.
a target, it gains 2 mana points. It does not regain Challenge 14 (11,500 XP)
mana normally, and must burn creatures to gain Traits
mana. Consume. If the forgotten one bites a creature
Fire Touch. A creature that touches the below half hit points and two size categories
elemental or hits it with a melee attack while smaller than it, it can swallow it whole, ending

86
the grapple. The creature is trapped within the Spawn Tentacle (maximum 4). The forgotten
forgotten one (gaining full cover against attacks one can create one an independent tentacle
from the outside), and takes 14 (4d6) damage per within range of 40 feet. The independent tentacle
round at the beginning of its turn until freed. can be used to attack as if a one of the forgotten
Half the damage is acid, and half is psychic one‘s tentacles (using the forgotten one‘s
damage. multiattack), and rises to 20 feet in length, and
The creature may cut its way out by dealing one- each tentacle can grapple a target. A spawned
quarter the forgotten one‘s hit points in slashing tentacle can be attacked (treat as a construct with
or piercing damage (54 damage). Attacking the an armor class of 14 and 30 hit points).
inside is done with disadvantage. Drain Sanity. As an action, the forgotten one can
If a creature dies from being consumed, the drain the sanity from any creature it is
forgotten one regains 20 hit points and 4 mana consuming. This action deals 42 (12d6) damage
points, and learns one important fact or secret of instead of the damage the creature would
its history (DM‘s discretion). normally when being consumed. While using this
Immune to Magic. The forgotten is immune to ability, the forgotten one can spend up to half its
any spell or effect that is based on a spell that is hit dice to heal. If the forgotten one has no hit
below 5th level. It has advantage to saving throws dice remaining, it can instead inflict one level of
against spells that are higher level. madness (Spirit or Charisma saving throw DC of
Might of the Void. The forgotten one‘s weapon 19). If the creature becomes fully mad, it always
attacks are treated as magical. suffers from disadvantage towards any saving
Innate Spellcasting. The forgotten one is a 12th throw against the forgotten one.
level spellcaster. The forgotten one‘s spellcasting Psychic Blast. Ranged Spell Attack: +10 to hit,
ability is Spirit (spell save DC 18, +10 to spell range 80 ft., one target.
attacks). The forgotten one can innately cast the Hit: 15 (6d4) psychic damage. This requires at
following spells, requiring no material least 1 mana in reserve for each d4.
components:
1st level (2 mana): burning hands, sleep LAIR ACTIONS
2nd level (3 mana): suggestion, shadow word On initiative count 20 (losing initiative ties), the
death, shadow word pain forgotten one takes a lair action to cause one of
5th level (7 mana): cripple, dominate humanoid, the following effects; the forgotten one can't use
flame strike, modify memory, void eruption the same effect two rounds in a row:
6th level (8 mana): mental prison  A tremor shakes the lair in a 60-foot radius
ACTIONS around the forgotten one. Each creature
Multiattack. The forgotten one makes three other than forgotten one on the ground in
attacks. Instead of an attack, it may spawn a that area must succeed on a DC 15 Agility
tentacle or use its psychic blast attack. saving throw or be knocked prone.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,  The forgotten one releases a Psychic Blast
one target. attack at any creature it chooses within range
Hit: 22 (3d10 + 6) piercing damage plus 7 (2d6) and that it can see. The attack can originate
psychic damage. The forgotten one has advantage from a spawned tentacle instead of the
to bite any creature grappled by a tentacle. forgotten one‘s space itself.
Tentacle. Melee Weapon Attack: +11 to hit, reach  A mind-fog forms in a cloud in a 20-foot-
20 ft., one target. radius sphere centered on a point the
Hit: 19 (3d8 + 6) bludgeoning damage plus 7 forgotten one can see within 120 feet of it.
(2d6) piercing damage, and the target is grappled The sphere spreads around corners, and its
(escape DC 19). Until this grapple ends, the area is lightly obscured. It lasts until initiative
target is restrained. The forgotten one has four count 20 on the next round. Any creature
tentacles, each of which can grapple one target. that starts its turn in the cloud that is not a
construct, undead, elemental, or void

87
creature must succeed on a DC 15 Stamina Speed 30 ft.
saving throw or be poisoned until the end of STR AGI STA INT SPI CHA
its turn. While poisoned in this way, a 8 (-1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0)
creature is incapacitated. Skills Alchemist‘s Supplies +7, Healer‘s Kit +3,
Investigation +5, Perception +3, Medicine +3
Forgotten Ones are a term to describe massive Damage Resistance shadow
entities related to the Old Gods. The only known Senses darkvision 60 ft., passive Perception 13
was encountered and killed by Arthas Menethil Languages Common, Orcish, Gutterspeech
and Anub'arak in the Inner Kingdom of Azjol- Challenge 3 (700 XP)
Nerub shortly after the Third War. It Traits
commanded the n'raqi Faceless Ones. It was Alchemy (Rare). The apothecary is a 5th level
described as "an unfathomable horror of a long- alchemist. Her relevant ability score is
forgotten time" and had been released from the Intelligence (spell save DC 13, +5 to hit with
dark below by the earthquakes that were being alchemical attacks). She can prepare up to 3rd
caused by Illidan Stormrage's sorcery in his level spells as potions. The alchemist can prepare
attempt to destroy the Frozen Throne. They are potions of formulae she has in her formula book
believed in circles of old god worshippers to be or ones she memorized.
fallen old ones, ones that barely survived She has the following alchemist spells
annihilation, or beings that will ascend to the memorized.
ranks of the Great Five. Cantrips (3): light, minor alchemy, noxious fumes
Forgotten ones are usually aided by faceless ones, (poison spray)
but are able to hold their own owing to their Level 1 (3): conjure undead, curse of agony,
powers of manipulation and spellcasting. Because explosion
of their limited ability to move, they usually only Level 2 (2): rune array (vampiric), ray of
reside in small caverns and halls where they can enfeeblement
reach or spawn tentacles within the limitations of Forsaken Traits. The forsaken has the following
the space they‘re in. racial traits
A forgotten one usually attacks and restrains their  Cannibalize, Knowledge from Beyond
enemies with their tentacles first, and then strikes (Human Blood), Will of the Forsaken
the targets with area spells or brings them to be Inurement (19 CP). The apothecary can craft
consumed, using the spellcasting capabilities only temporary and unstable alchemical creations.
when the opposition is sufficiently powerful. Creating temporary alchemical creations costs an
Action if a Consumable or 1 minute if a Creature
Forsaken Introduction (such as homunculus or an undead). If a
Death offered no escape for the scores of humans Common-quality item, it instead costs a bonus
killed during the Lich King‘s campaign to scour action if a Consumable or 3 turns if a Creature.
the living from Lordaeron. Instead, the Innovations cost crafting points (of which the
kingdom‘s fallen were risen into undeath as apothecary has 19) and materials (see equipment
Scourge minions and forced to wage an unholy below).
war against everything… and everyone… that they Rarity Point Cost Material Cost
once held dear. Common 3 0 gp
Uncommon 5 4 gp
Efficient Alchemy. The apothecary reduces the
Forsaken as Characters base crafting cost for potions from one-half to
See the core document.
one-quarter buying price. This does not affect the
costs of material components for spells nor does
Forsaken Apothecary it affect the crafting costs for the Inurement
Medium undead, neutral evil ability. Normally crafting a potion is also one step
Hit Points 27 (5d8 + 5)

88
of complexity faster. This does not also reduce Hit Points 60 (10d8 + 20)
the cost of spell material components. Mana Points 22 (16 + 3 + 3)
Empowered Physique. The apothecary does not Speed 30 ft.
incur miscibility when using potions within 1 STR AGI STA INT SPI CHA
hour of one another. She may benefit from up to 12 (+1) 18 (+4) 15 (+2) 12 (+1) 16 (+3) 12 (+1)
2 potions at a given time equal without risking Saving Throws Str +4, Agi +8
miscibility. Skills Insight +6, Perception +6, Nature +4,
Repair Flesh. The apothecary‘s alchemist spells Stealth +7, Survival +6, Poisoner‘s Kit +4
that heal the living on her spell list can heal the Damage Resistances shadow
undead and constructs (such as rejuvenation and Senses darkvision 90 ft., passive Perception 16
heal). Languages Common, Dwarven, Elven, Necril
Weird Science: Potion Slinger (Crossbows). The Challenge 7 (2,900 XP)
apothecary may spend a potion to infuse a Traits
crossbow‘s projectile with a potion‘s effects. She Forsaken Traits. The forsaken has the following
may choose to activate the potion before racial traits
launching the projectile (to take into account the  Cannibalize, Knowledge from Beyond (Elven
spell‘s original casting time), but the spell Blood), Will of the Forsaken
otherwise takes place as if the target it hit (or the Fighting Style (Archery). The dark ranger has +2
area it landed on) is the spell‘s target. She may to attack with ranged weapons.
choose to deal the ranged weapon‘s damage on Hide in Plain Sight. The dark ranger can spend
impact or to only apply the potion‘s effect. 1 minute creating camouflage from fresh mud,
ACTIONS dirt, plants, soot, and other naturally occurring
Shortsword. Melee Weapon Attack: +4 to hit, materials with which to create her camouflage.
reach 5 ft., one creature. Once camouflaged this way, she can hide by
Hit: 5 (1d6 + 2) piercing damage. putting herself up against a solid surface, such as
Hand Crossbow. Ranged Weapon Attack: +4 to a tree or wall, that is at least as tall and wide as
hit, range 30/120, loading, one creature. she is. She gains a +10 bonus to Agility (Stealth)
Hit: 5 (1d6 + 2) piercing damage. checks as long as she remains there without
Equipment. The apothecary has the following moving or taking actions. Once she moves or
potions: rejuvenation (x2), invigorating vapors take an action or a reaction, she must camouflage
(inner fire; x1), truth serum (zone of truth, x1), herself again with an action so long as she
blinding gas (blindness/deafness, x1), plague remains in the same general terrain type. If in a
bomb (stinking cloud; x1), and 6 noxious gas different terrain, she must spend another minute
bombs (poison spray), as well as 50 gp worth of building camouflage.
alchemical materials. Hunter Talents. The dark ranger has the
following talents:
Formula Known  Dark Ranger, Essence Touch, Favored
1st level (8): endure elements, faerie fire, feather Enemy (Humans, Dwarves, and Undead),
fall, heroism, invigorating vapors (inner fire), Slayer‘s Prey, Suffused Arrows, Tempered
grease, rejuvenation, sleep Hunter
2nd level (4): increase toughness (aid), blinding gas Spellcasting. The dark ranger is a 6th level
(blindness/deafness), sedative gas (calm emotions), spellcaster. The dark ranger‘s spellcasting ability
truth serum (zone of truth) is Spirit (spell save DC 13, +5 to spell attacks).
3rd level (2): stinking cloud, revivify The dark ranger has the following spells (8)
prepared from the hunter spell list:
1st level (4 mana): counter shot, shot array
Forsaken Dark Ranger Hero (frozen), trueshot aura
Medium undead (forsaken), neutral evil
2nd level (5 mana): banshee‘s curse, silence
Armor Class 16 (leather)

89
3rd level (6 mana): shot array (black), charm Raised from the masses of slaughtered human
(undead, humanoids, beasts), banshee‘s curse sentries, warriors, and soldiers of Lordaeron, the
ACTIONS forsaken recruit has resumed his deathless watch.
Multiattack. The dark ranger makes two weapon Now its white eyes turn to the Scourge once
attacks. again, led by the dark mind and will of the
Dagger. Melee or Ranged Weapon Attack: +7 to hit, Banshee Queen Sylvannas. The basic unit of the
reach 5 ft. or ranged 20/60 ft., one target. forsaken army, this soldier is augmented by the
Hit: 6 (1d4 + 4) piercing damage. mad science of apothecaries as well as any other
+1 Longbow. Ranged Weapon Attack: +10 to hit, troops charmed or ‗convinced‘ to serve the
range 100/600 ft., one target. Undercity, intent on destroying the Lich King
Hit: 9 (1d8 + 5) piercing damage. once and for all.
Shortsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Frost Wyrm Introduction
Hit: 7 (1d6 + 4) piercing damage. In ages past, the ancient Dragons who were near
Life Siphon (7 mana, 1/rest). The dark ranger death flew to the land of Northrend to die. To
casts the drain life spell. Once used, this cannot be this day there are entire Dragon graveyards that
used again until after a short or long rest. are littered with massive petrified bones and
Equipment. Uncommon +1 Longbow (suffused skulls. When Ner'zhul the Lich King took control
by the dark ranger), 3 dark arrows (suffused with of Northrend, he used his powerful magics to
the black arrow shot spell), 2 silencing daggers raise the ancient Dragon skeletons from the dead.
(daggers suffused with silence spell). Now the skeletal Dragons radiate cold power and
think of nothing other than serving their dark
Forsaken Guard/Recruit master. Frost Wyrms have a cold-based breath
Medium undead (forsaken), neutral evil weapon that can deal shattering damage to
Armor Class 16 (Chain Shirt, Shield) enemies both on the ground and in the air, and
Hit Points 11 (2d8 + 2) are usually used to strike a stronghold to freeze its
Speed 30 ft. inhabitants from within or otherwise cripple it.
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Frost Wyrm Whelp
Skills Perception +3, Stealth +3 Medium undead (dracolich), lawful evil
Senses darkvision 60 ft., passive Perception 13 Armor Class 15 (natural armor)
Languages Common, Orcish, Gutterspeech Hit Points 45 (6d8 + 18)
Challenge 1/8 (25 XP) Speed 30 ft., fly 60 ft.
Traits STR AGI STA INT SPI CHA
Forsaken Traits. The forsaken has the following 15 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
racial traits Saving Throws Agi +4, Sta +4, Spi +1, Cha -1
 Cannibalize, Knowledge from Beyond Skills Perception +4, Stealth +4
(Human Blood), Will of the Forsaken Damage Vulnerabilities bludgeoning, holy
ACTIONS Damage Resistances slashing and piercing from
Spear. Melee or Ranged Weapon Attack: +4 to hit, nonmagical weapons
reach 5 ft. or range 20/60 ft., one target. Damage Immunities cold, poison
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) Condition Immunities exhaustion, frightened,
piercing damage if used with two hands to make poisoned
a melee attack. Senses darkvision 60 ft., passive Perception 14
Light Crossbow. Ranged Weapon Attack: +3 to hit, Languages Understands Draconic, cannot speak
range 80/320 ft., loading, one target. Challenge 2 (450 XP)
Hit: 5 (1d8 + 1) piercing damage. Traits

90
Ice Walk. The frost wyrm whelp can move across Claw. Melee Weapon Attack: +7 to hit, reach 5
and climb icy surfaces without needing to make ft., one target.
an ability check. Additionally, difficult terrain Hit: 11 (2d6 + 4) slashing damage.
composed of ice or snow doesn't cost it extra Cold Breath (Recharge 5-6). The dragon exhales
moment. an icy blast in a 30-foot cone. Each creature in
ACTIONS that area must make a DC 15 Stamina saving
Bite. Melee Weapon Attack: +4 to hit, reach 5 throw, taking 45 (10d8) cold damage on a failed
ft., one target. save, or half as much damage on a successful one.
Hit: 7 (1d10 + 2) piercing, plus 2 (1d4) cold
damage. Frost Wyrm Ancient
Cold Breath (Recharge 5-6). The dragon exhales Huge undead (dracolich), lawful evil
an icy blast in a 15-foot cone. Each creature in Armor Class 19 (frost-hardened scales)
that area must make a DC 12 Stamina saving Hit Points 230 (20d12 + 100)
throw, taking 18 (4d8) cold damage on a failed Speed 40 ft., burrow 20 ft., fly 100 ft.
save, or half as much damage on a successful one. STR AGI STA INT SPI CHA
25 (+7) 10 (+0) 21 (+5) 12 (+1) 13 (+1) 17 (+3)
Frost Wyrm Risen Saving Throws Agi +5, Sta +10, Spi +6, Cha +8
Large undead (dracolich), lawful evil Skills Perception +9, Intimidation +8
Armor Class 17 (natural armor) Damage Resistances shadow, acid; bludgeoning,
Hit Points 133 (14d10 + 56) slashing and piercing from nonmagical weapons
Speed 40 ft., burrow 20 ft., fly 80 ft. Damage Immunities cold, poison
STR AGI STA INT SPI CHA Condition Immunities exhaustion, frightened,
18 (+4) 10 (+0) 18 (+4) 6 (- 2) 11 (+0) 12 (+1) poisoned
Saving Throws Agi +3, Sta +7, Spi +3, Cha +4 Senses blindsight 30 ft., darkvision 120 ft.,
Skills Perception +6, Stealth +3 passive Perception 19
Damage Vulnerabilities fire Languages Common, Draconic
Damage Resistances shadow; slashing and Challenge 13 (10,000 XP)
piercing from nonmagical weapons Traits
Damage Immunities cold, poison Dread of the Wastes (2/Turn). If the frost wyrm
Condition Immunities exhaustion, frightened, makes a successful attack against a creature that is
poisoned Frightened from it, the frost wyrm regains 7 (2d6)
Senses blindsight 30 ft., darkvision 120 ft., hit points.
passive Perception 16 Ice Walk. The frost wyrm can move across and
Languages Common, Draconic climb icy surfaces without needing to make an
Challenge 6 (2,300 XP) ability check. Additionally, difficult terrain
Traits composed of ice or snow doesn't cost it extra
Ice Walk. The frost wyrm can move across and moment.
climb icy surfaces without needing to make an Magic Resistance. The frost wyrm ancient has
ability check. Additionally, difficult terrain advantage on saving throws against spells and
composed of ice or snow doesn't cost it extra other magical effects that do not deal fire or holy
moment. damage.
ACTIONS Legendary Resistance (3/Day). If the dragon fails
Multiattack. The frost wyrm makes three attacks: a saving throw, it can choose to succeed instead.
one with its bite and two with its claws. ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 10 Multiattack. The frost wyrm makes three attacks:
ft., one target. one with its bite and two with its claws.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) Bite. Melee Weapon Attack: +12 to hit, reach 10
cold damage. ft., one target.

91
Hit: 23 (3d10 + 7) piercing damage plus 9 (2d8) corruption of the Burning Legion and the
cold damage. Undead Scourge in and after the Third War.
Claw. Melee Weapon Attack: +12 to hit, reach 5 The night elves, concerned by the once peaceful
ft., one target. race's condition, have attempted to help the
Hit: 17 (3d6 + 7) slashing damage. furbolgs settle their tensions. But the mighty bear-
Tail. Melee Weapon Attack: +12 to hit, reach 15 men retreat ever further into their territories and
ft., one target. fall deeper into the rage that is overtaking their
Hit: 20 (3d8 + 7) bludgeoning damage. race.
Frightful Presence. Each creature of the dragon's They have traditionally shared the forests of
choice that is within 120 feet of the dragon and eternal night with the elves. These simple and
aware of it must succeed on a DC 16 Spirit saving peaceful creatures lived in harmony with the
throw or become frightened for 1 minute. A forests for generations. They were great friends
creature can repeat the saving throw at the end of and allies of the night elves, providing their
each of its turns, ending the effect on itself on a Sentinels with information about the comings
success. If a creature's saving throw is successful and goings of the forests, and warning them of
or the effect ends for it, the creature is immune potential danger.
to the dragon's Frightful Presence for the next 24
hours. Furbolgs as Characters
Midnight Breath (Recharge 5-6). The dragon Furbolg Traits
exhales a blast of shadow-infused frost in a 60- Ability Score Increase. Your Strength increases
foot cone. Each creature in that area must make a by 2 and your Spirit by 1.
DC 18 Stamina saving throw, taking 72 (16d8) Age. A Furbolg typically claims adulthood
damage on a failed save, or half as much damage around the age of 50 and can live to be 150 years
on a successful one. Half the damage is cold, and old.
the other half is shadow. Affiliation. Alliance or independent. Furbolgs
LEGENDARY ACTIONS are mostly peace-loving creatures, but their
The dragon can take 3 legendary actions, relations with the night elves goes far indeed, and
choosing from the options below. Only one may entrench them with the Alliance against the
legendary action option can be used at a time and Horde.
only at the end of another creature's turn. The Size. Furbolgs are much larger than other races.
dragon regains spent legendary actions at the start Males average 7 1/2 feet tall and 400 pounds,
of its turn. while females are usually a bit shorter and lighter.
Detect. The dragon makes a Spirit (Perception) They have thick, powerful physiques and brawny
check. frames most suitable for combat. Your size is
Tail Attack. The dragon makes a tail attack. Medium.
Wing Attack (Costs 2 Actions). The dragon beats Speed. Your base walking speed is 30 feet.
its wings. Each creature within 10 feet of the Natural Weapons. You can use an attack action
dragon must succeed on a DC 20 Agility saving to make a bite attack with your fangs. It is a
throw or take 13 (2d6 + 6) bludgeoning damage melee natural attack that deals 1d8 piercing
and be knocked prone. The dragon can then fly damage plus your Strength modifier. Your
up to half its flying speed. unarmed strike is a dangerous claw attack which
deals 1d4 slashing damage plus your Strength
Furbolg Introduction modifier.
Furbolgs are a hulking, ancient race of bear-men Darkvision. You have superior vision in dark and
who live in northern Kalimdor and in dim conditions. You can see in dim light within
Northrend. Though they have no special love for 60 feet of you as if it were bright light, and in
war or murder, their tribes have become darkness as if it were dim light. You can‘t discern
increasingly hostile as of late due to the color in darkness, only shades of gray.

92
Natural Armor. Your thick fur is as hardened Speed 30 ft.
leather in toughness. When you aren't wearing STR AGI STA INT SPI CH
armor, your AC is 12 + your Agility modifier. 18 (+4) 12 (+1) 15 (+2) 9 (-1) 12 (+1) 7 (-2)
You can use your natural armor to determine Skills Perception +3
your AC if the armor you wear would leave you Senses darkvision 60 ft., passive Perception 13
with a lower AC. A shield's benefits apply as Languages Elven, Ursine
normal while you use your natural armor. Challenge 1 (200 XP)
Strong Grip. You count as a large creature when Traits
calculating your carrying capacity. Whenever you Strong Grip. The furbolg counts as a large
make an unarmed attack claw or bite attack, you creature when calculating your carrying capacity.
can use a bonus action to make an attempt to Whenever they make an unarmed attack claw or
grapple the target, which is a [Strike] effect. bite attack, they can use a bonus action to try to
Languages. Elven and Ursine. grapple the target, which is a [Strike] effect.
ACTIONS
Furbolg Brute Multiattack. The furbolg makes two attacks, one
Medium Humanoid (furbolg), Unaligned with its bite and one with its claws. The furbolg
Armor Class 13 (Natural Armor) can use a bonus action to grapple any target of its
Hit Points 45 (6d8 + 18) attacks as a [strike] effect.
Speed 30 ft. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
STR AGI STA INT SPI CH one target.
21 (+5) 12 (+1) 17 (+3) 9 (-1) 15 (+2) 5 (-3) Hit: 8 (1d8 + 4) piercing damage.
Skills Perception +5 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 15 one target.
Languages Elven, Ursine Hit: 7 (1d6 + 4) slashing damage, and the target is
Challenge 3 (700 XP) grappled (escape DC 14) and restrained.
Traits
Strong Grip. The furbolg counts as a large Furbolg, Corrupted
creature when calculating your carrying capacity. Medium Humanoid (furbolg), chaotic evil
Whenever they make an unarmed attack claw or Armor Class 13 (natural armor)
bite attack, they can use a bonus action to try to Hit Points 16 (3d8 + 3)
grapple the target, which is a [Strike] effect. Speed 40 ft.
ACTIONS STR AGI STA INT SPI CH
Multiattack. The furbolg makes three attacks, 18 (+4) 12 (+1) 13 (+1) 3 (-4) 12 (+1) 7 (-2)
one with its bite and two with its claws. The Skills Perception +3
furbolg can use a bonus action to grapple any Senses darkvision 60 ft., passive Perception 13
target of its attacks as a [strike] effect. Languages Understands Elven and Ursine but
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., can‘t speak them
one target. Challenge 1 (200 XP)
Hit: 9 (1d8 + 5) piercing damage. Traits
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., Rage (2/long rest). The furbolg can rage as
one target. having the rage warrior talent of a level 1 warrior.
Hit: 8 (1d6 + 5) slashing damage, and the target is Strong Grip. The furbolg counts as a large
grappled (escape DC 14) and restrained. creature when calculating your carrying capacity.
Whenever they make an unarmed attack claw or
Furbolg Tribesman bite attack, they can use a bonus action to make
Medium Humanoid (furbolg), Unaligned an attempt to grapple the target, which is a
Armor Class 13 (Natural Armor) [Strike] effect.
Hit Points 19 (3d8 + 6) ACTIONS

93
Multiattack. The furbolg makes two attacks, one Hit: 7 (2d6) fire damage. The explosion also deals
with its bite and one with its claws. The furbolg 2 points of damage 5 feet away from the blast. A
can use a bonus action to grapple any target of its successful Agility saving throw against this effect
attacks as a [Strike] effect. negates the extra damage entirely.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Troll bat riders usually have at least ten explosive
Hit: 9 (1d8 + 4) piercing damage. potions. They can also activate all at the same
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., time on its space, stacking the damage up to 35
one target. (10d6) and 10 splash damage. The troll (and the
Hit: 8 (1d6 + 4) slashing damage. bat) have disadvantage to Agility saving throws
versus this damage.
G
Giant Bat Giant, Frost Introduction
Frost giants (also referred as ice giants) primarily
Large beast, unaligned
belong to the faction known as the Sons of
Armor Class 13
Hodir. They are the once-allies of the Titanic
Hit Points 37 (5d10 + 10)
Watcher Loken, and are ruled by King Jokkum.
Speed 10 ft., fly 60 ft.
They are mostly neutral to outsiders, but will
STR AGI STA INT SPI CHA
readily ally with a force that could help them
15 (+2) 17 (+3) 15 (+2) 2 (-4) 12 (+1) 6 (-2)
survive the unnatural forces rising in Northrend.
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages – Frost Giant Tribesman
Challenge 2 (450 XP) Huge giant, neutral
Traits Armor Class 15
Echolocation. The bat can‘t use its blindsight Hit Points 138 (12d12 + 60)
while deafened. Speed 40 ft.
Keen Hearing. The bat has advantage on Spirit STR AGI STA INT SPI CHA
(Perception) checks that rely on hearing. 23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (0) 12 (+1)
ACTIONS Saving Throws Sta +8, Spi +3, Cha +4
Multiattack. The bat can make two attacks. Skills Athletics +9, Perception +3
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Damage Immunities cold
one creature. Senses passive Perception 13
Hit: 6 (1d6 + 3) piercing damage. Languages Giant
Challenge 8 (3,900 XP)
ACTIONS
Bat Rider Multiattack. The giant makes two attacks.
Giant bats are often used as mounts for troll Greataxe. Melee Weapon Attack: +9 to hit, reach
headhunters. Such headhunters toss explosive 10 ft., one target.
potions instead of javelins, gaining the following
Hit: 25 (3d12 + 6) slashing damage.
trait and attack.
Rock. Ranged Weapon Attack: +9 to hit, range
Trait
60/240 ft., one target.
Siege Attacker. The headhunter is proficient at
Hit: 28 (4d10 + 6) bludgeoning damage.
damaging buildings. Any fire explosive potion
Slam. Melee Weapon Attack: +9 to hit, reach 10
deals double damage against structures.
ft., one target.
ACTION
Hit: 16 (3d6 + 6) bludgeoning damage.
Fire Explosive Potion. Ranged Weapon Attack:
Freezing Breath (Recharge 5-6). The frost giant
Agility save 15 halves, range 30/60 ft., 10-foot
exhales a gale of cold wind in a 30-foot cone.
sphere.
Each creature in that area must make a DC 16

94
Stamina saving throw, taking 35 (10d6) cold Freezing Breath (Recharge 5-6). The elder frost
damage on a failed save, or half as much damage giant exhales a gale of cold wind in a 40-foot
on a successful one. This attack acts as if a strong cone. Each creature in that area must make a DC
wind. 16 Stamina saving throw, taking 52 (15d6) cold
Stomp (3/short rest). The frost giant can cause a damage on a failed save, or half as much damage
small localized tremor that deals 16 (3d8 + 6), in on a successful one. This attack acts as if a strong
a 10-foot radius sphere centered on him as a wind.
bonus action. The damage is halved on an Agility Stomp (5/short rest). The elder frost giant can
save. Those who fail the saving throw are also cause a small localized tremor that deals 17 (3d8
knocked prone. + 7), in a 10-foot radius sphere centered on him
as a bonus action. The damage is halved on an
Frost Giant, Elder Agility save. Those who fail the saving throw are
Huge giant, neutral also knocked prone.
Armor Class 15
Hit Points 187 (15d12 + 90) Stronger frost giants include the ruler of the race,
Speed 40 ft. King Jokkum, as well as his retired father,
STR AGI STA INT SPI CHA Arngrim the Insatiable.
25 (+7) 9 (-1) 23 (+6) 12 (+1) 13 (+1) 12 (+1)
Saving Throws Sta +11, Spi +6, Cha +6 Giant, Mountain
Skills Athletics +12, Perception +6 Huge giant, neutral
Damage Immunities cold Armor Class 17 (natural armor)
Senses passive Perception 16 Hit Points 126 (11d12 + 55)
Languages Giant Speed 25 ft.
Challenge 13 (10,000 XP) STR AGI STA INT SPI CHA
Traits 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
Frightful Presence. The elder frost giant can Saving Throws Agi +5, Sta +8, Spi +4
release an echoing roar as an action. Each Damage Resistances fire, acid; slashing and
creature of the elder giant‘s choice that is within piercing from nonmagical weapons
60 feet of it and aware of it must succeed on a Skills Athletics +12, Perception +4, Stealth +5
DC 14 Spirit saving throw or become frightened Senses darkvision 60 ft., passive Perception 14
for 1 minute. A creature can repeat the saving Languages Giant, and understands Elven (but
throw at the end of each of its turns, ending the can‘t speak it)
effect on itself on a success. If a creature's saving Challenge 7 (2,900 XP)
throw is successful or the effect ends for it, the Traits
creature is immune to the giant‘s frightful Colossal Blow. The giant can use a bonus action
presence for the next 24 hours. to knock any creature it deals damage to prone,
ACTIONS so long as the creature is smaller than it. The
Multiattack. The elder frost giant makes two creature must succeed on a DC 17 Strength
attacks. saving throw or be knocked prone. This is a
Greataxe. Melee Weapon Attack: +9 to hit, reach [strike] effect.
10 ft., one target. Stone Camouflage. The giant has advantage on
Hit: 26 (3d12 + 7) slashing damage. Agility (Stealth) checks made to hide in rocky
Rock. Ranged Weapon Attack: +9 to hit, range terrain.
60/240 ft., one target. Uproot. If the mountain giant is adjacent to a
Hit: 29 (4d10 + 7) bludgeoning damage. tree that is equal to or smaller than the giant‘s
Slam. Melee Weapon Attack: +9 to hit, reach 10 size, they may uproot it with an action, treating it
ft., one target. as a greatclub.
Hit: 17 (3d6 + 7) bludgeoning damage. ACTIONS

95
Multiattack. The giant makes two attacks, such as Condition Immunities burning
two slams, greatclubs, or rock throws. Senses darkvision 30 ft., passive Perception 14
Slam. Melee weapon attack: +9 to hit, reach 10 ft., Languages Giant
one target. Challenge 12 (8,400 XP)
Hit: 13 (2d6 + 6) bludgeoning damage. Traits
Greatclub. Melee Weapon Attack: +9 to hit, reach Volcanically Amphibious. The molten giant can
15 ft., one target. breathe air and under lava.
Hit: 19 (3d8 + 6) bludgeoning damage. This deals ACTIONS
full damage to objects and structures. Multiattack. The giant makes two attacks.
Rock. Ranged Weapon Attack: +9 to hit, range Slam. Melee Weapon Attack: +12 to hit, reach 10
60/120 ft., one target. ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage. Hit: 18 (3d6 + 8) bludgeoning damage, plus 10
REACTIONS (3d6) fire damage.
Rock Catching. If a rock or similar object is hurled Rock. Ranged Weapon Attack: +12 to hit, range
at the giant, the giant can, with a successful DC 60/240 ft., one target.
10 Agility saving throw, catch the missile and Hit: 30 (4d10 + 8) bludgeoning damage.
take no bludgeoning damage from it. Molten Rock (if near lava only). Ranged Weapon
Attack: +12 to hit, range 30/120 ft., one target.
These monstrous creatures, crafted by the Titans Hit: 30 (4d10 + 8) bludgeoning damage, plus 11
when the world was young, are composed of (2d10) fire damage. The spot where the globe fell
living stone and stout flora. Benevolent and becomes a small pool of lava. Any creature
solitary by nature, the mountain giants have starting its turn on the pool or entering it takes
awakened to find that the tranquil world they the same damage.
once helped to shape has become a hectic Stomp (3/short rest). The molten giant can cause
battlefield of fire and sorrow. a small localized tremor that deals 18 (3d8 + 8),
Now the mountain giants have pledged their in a 10-foot radius sphere centered on him as a
courage and strength to the night elves' cause -- bonus action. The damage is halved on an Agility
and stand ready to banish the last remnants of save. Those who fail the saving throw are also
the Burning Legion from the world. These knocked prone. If the giant stomps into a pool of
massive melee units that can take incredible lava or while wading or walking in it, the attack
amounts of punishment from attackers. instead splashes an explosion of molten rock and
Mountain giants sometimes tear trees off the lava in a 20-foot sphere centered on the giant,
ground, using their great strength and size to dealing 18 (2d10 + 8) bludgeoning damage and
wield them as weapons (treating them as 10 (2d10) points of fire damage. Creatures in the
greatclubs). These area are entitled a DC 20 Agility saving throw to
half the damage.
Giant, Molten
Huge giant, neutral Giant, Sea
Armor Class 17 (fire-hardened hide) Huge giant, chaotic neutral
Hit Points 230 (20d12 + 100) Armor Class 15 (patchwork Armor)
Speed 40 ft. Hit Points 138 (12d12 + 60)
STR AGI STA INT SPI CHA Mana Points 21 (14 + 3 + 4)
27 (+8) 12 (+1) 22 (+6) 12 (+1) 10 (0) 12 (+1) Speed 40 ft., swim 60 ft.
Saving Throws Str +12, Sta +10, Spi +4, Cha +5 STR AGI STA INT SPI CHA
Skills Athletics +12, Perception +4 23 (+6) 9 (-1) 21 (+5) 9 (-1) 14 (+2) 12 (+1)
Damage Resistances bludgeoning, piercing, and Saving Throws Sta +8, Spi +5, Cha +4
slashing from nonmagical weapons Skills Athletics +9, Perception +5
Damage Immunities fire

96
Damage Resistances cold, acid; bludgeoning and find a sea giant willing to trade information or
slashing from non-magical weapons secure safe passage in exchange for treasure or
Senses passive Perception 15 knowledge. Sea giants sometimes build
Languages Giant underground settlements of coral and stone,
Challenge 8 (3,900 XP) though they rarely put much effort into such
Traits constructions. As guardians of the waves, they
Innate Spellcasting. The sea giant is a 12th-level prefer to be able to pick up and leave at a
spellcaster. The sea giant‘s spellcasting ability is moment‘s notice to chase rumors of defilers.
Spirit (spell save DC 13, +4 to hit with spell Sea giants are tasked to keep the oceans clean
attacks). It requires no material components to and safe. They seldom make their way to the
cast its spells. The sea giant can innately cast the surface world, instead preferring the isolation of
following druid spells: the ocean bottom. They enjoy the worship of
Cantrips (1 mana): shape water murlocs, but are the constant enemy of the naga.
3rd level (5 mana): tidal wave Of late, sea giants have taken to hunting out
4th level (6 mana): control water these corrupters, which has brought the sea giants
ACTIONS closer and closer to the surface world. They stand
Multiattack. The giant makes two attacks, such as around 18 feet tall and weigh about 10,000
two slams, heavy pick attacks, or rock throws. pounds. Nomadic creatures, sea giants do not
Slam. Melee weapon attack: +9 to hit, reach 10 ft., maintain lairs like others of their kind. Instead,
one target. they drag their belongings and wealth along with
Hit: 13 (2d6 + 6) bludgeoning damage. them in huge sacks crafted from the sails of
Heavy Pick. Melee Weapon Attack: +9 to hit, sunken ships. Their watery home does not allow
reach 10 ft., one target. them to keep many goods, so they favor metals
Hit: 25 (3d12 + 6) slashing damage. that will survive the ocean depths.
Rock. Ranged Weapon Attack: +9 to hit, range
60/160 ft., one target. Giant Scorpid
Hit: 28 (4d10 + 6) bludgeoning damage. Large beast, unaligned
Armor Class 15 (natural armor)
Titans created the sea giants to dredge the oceans Hit Points 52 (7d10 + 14)
and to serve as guardians of Azeroth‘s coastlines Speed 30 ft., burrow 20 ft.
and oceans, and the fierce giants act as protectors STR AGI STA INT SPI CHA
of the waters even now. They keep a wary eye on 15 (+2) 13 (+1) 15 (+2) 1 (-5) 13 (+1) 3 (-4)
ships and upon those who make their living on Skills Stealth +3
the ocean, such as fishermen. While not evil Senses blindsight 60 ft., passive Perception 11
creatures, sea giants care nothing for the laws of Languages –
land dwellers or the lives of the small beings that Challenge 3 (700 XP)
trespass in the waves. They tolerate no opposition Traits
— on the rare occasion when a sea giant issues a Natural Ambusher. The giant scorpid adds +1 to
warning, he does so only once. Sea giants rarely their initiative rolls, and has a +10 increase to
interact with other races save to drive off speed in their first turn of a combat encounter.
trespassers or punish those who befoul the ACTIONS
oceans, using sunken ships‘ anchors as weapons Multiattack. The Scorpid makes two attacks.
(treating them as heavy picks). Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
They live underwater but rise regularly to patrol one target.
their coastlines. Ancient and wise, sea giants Hit: 6 (1d8 + 2) slashing damage, and the target is
nonetheless display a chaotic nature as grappled (escape DC 12). The Scorpid has two
unpredictable as the sea itself. Still, adventurers claws, each of which can grapple only one target.
who tread carefully and speak convincingly may

97
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., Fuel (2 mechanical units/charge). The construct
one creature. consumes 2 fuel units per hour for 1 use (2 rarity,
Hit: 7 (1d10 + 2) piercing damage, and the target 0 size). As it runs on a mechanical engine, this
must make a DC 12 Stamina saving throw, taking requires 1 hour of winding for 1 unit, or 10
22 (4d10) poison damage on a failed save, or half minutes for 3 unit if proficient with Engineer‘s
as much damage on a successful one. If a target‘s Tools or Tinker‘s Tools.
hit points is reduced to 0 this way, they are ACTIONS
unconscious but stable for 24 hours. Wing Slash. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature.
Giant Scorpids roam the deserts of Kalimdor, Hit: 5 (1d6 + 2) slashing damage.
hiding in shifting sands and then burrowing out
of the ground to sting or grab a hapless victim. Gnoll
The Scorpid‘s poison stings when near death but
Gnolls are a warlike race of vicious but simple-
keeps the victim alive, so that it may drag it down
minded hyena -like humanoids who dwell in
to its burrow.
many areas of the Eastern Kingdoms. Though
highly aggressive, gnolls are notorious for being
Glider, Goblin extremely unintelligent and prone to infighting,
Goblin Gliders are a special construct that are and love to let others do the hard work for them.
folded into cloaks or backpacks. When activated, Indigenous to both the Alterac Mountains and
it unfolds into a glider that not only slows the the Redridge Range far to the south, the hyena-
user‘s fall, but allows them to glide. like gnolls are extremely aggressive and are often
found quarreling amongst themselves. Though
Medium construct (vehicle), unaligned relatively intelligent compared to most beasts,
Armor Class 14 (light armor plating) they are not very bright by human standards.
Hit Points 26 (4d8 + 8) They have been known to manipulate each other
Speed 0 ft., (see glide and harnessed vehicle) into fights over ridiculous things like "whose
STR AGI STA INT SPI CHA shadow is larger". It has often been stated that the
14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5) gnolls would be quite a fearsome race, if they ever
Damage Immunities poison, psychic stopped tearing each other to pieces long enough
Condition Immunities blinded, deafened, to organize themselves into an army.
frightened, paralyzed, petrified, poisoned Not all gnolls are as stupid as they seem, for
Senses passive Perception 6 there's animal cunning even among them. The
Languages – gnolls run as a pack, and every pack has alphas:
Challenge 1/2 (100 XP) The biggest, strongest, and most ruthless
Traits members that claw their way to dominance;
Powerful Leap. The goblin glider can spend an they're the ones giving orders.
action as part of jumping to double its leaping A Kirin Tor mage once managed to gain the favor
distance. of a gnoll clan leader in Redridge by performing a
Harnessed Vehicle. The glider has no normal simple spell — the kind taught to Dalaran 's
speed, and is harnessed on the user. The user school children. For a day, the gnoll became very
gains the benefits of the glider‘s features so long friendly to the sorcerer, until he forgot the trick
as it is being active. and sicced his hunters on the mage. Before that,
Glider. The glider can glide at a ratio of 2 feet the Kirin Tor member discovered that "when they
horizontally for every 1 foot vertically. In other can be bothered to pay attention long enough",
words, a goblin glider which starts out 50 feet gnolls tend to focus on elemental shamanism.
above the ground can glide to a distance 100 feet Despite being warlike, they can be traded with
before touching ground. While gliding, the glider and even befriended. They are able to laugh.
cannot take any other action. Their friendly interaction with other races starts

98
after they fight with then and eventually laugh gnoll can take a bonus action to move up to half
together. its speed and make a bite attack.
ACTIONS
Multiattack. The gnoll makes two attacks, either
Gnoll Raider with its battleaxe or its longbow, and uses its
Medium humanoid (gnoll), chaotic evil Incite Rampage if it can.
Armor Class 15 (hide armor, shield) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit Points 22 (5d8) one creature.
Speed 35 ft. Hit: 5 (1d4 + 3) piercing damage.
STR AGI STA INT SPI CHA Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2) ft., one target.
Senses darkvision 60 ft., passive Perception 10 Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Languages Gnoll if used with both hands.
Challenge 1/2 (100 XP) Longbow. Ranged Weapon Attack: +4 to hit, range
Traits 150/600 ft., one target.
Powerful Leap. The gnoll can spend an action as Hit: 6 (1d8 + 2) piercing damage.
part of jumping to double its leaping distance. Incite Rampage (Recharge 5-6). One creature the
Rampage. When the gnoll reduces a creature to 0 gnoll can see within 30 feet of it can use its
hit points with a melee attack on its turn, the reaction to make a melee attack if it can hear the
gnoll can take a bonus action to move up to half gnoll and has the Rampage trait.
its speed and make a bite attack.
ACTIONS Gnoll Warden
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Medium humanoid (gnoll), chaotic evil
one creature. Armor Class 15 (hide armor, shield)
Hit: 4 (1d4 + 2) piercing damage. Hit Points 22 (5d8)
Spear. Melee or Ranged Weapon Attack: +4 to hit, Mana Points 17 (14 + 2 + 1)
reach 5 ft. or range 20/60 ft., one target. Speed 35 ft.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) STR AGI STA INT SPI CHA
piercing damage if used with two hands to make 14 (+2) 12 (+1) 11 (+0) 6 (-2) 14 (+2) 7 (-2)
a melee attack. Senses darkvision 60 ft., passive Perception 10
Longbow. Ranged Weapon Attack: +3 to hit, range Languages Gnoll
150/600 ft., one target. Challenge 1 (200 XP)
Hit: 5 (1d8 + 1) piercing damage. Traits
Powerful Leap. The gnoll can spend an action as
Gnoll Pack Lord part of jumping to double its leaping distance.
Medium humanoid (gnoll), chaotic evil Purge (1/long rest). The warden can cast the
Armor Class 15 (chain shirt) dispel magic spell.
Hit Points 49 (9d8 + 9) Rampage. When the gnoll reduces a creature to 0
Speed 35 ft. hit points with a melee attack on its turn, the
STR AGI STA INT SPI CHA gnoll can take a bonus action to move up to half
16 (+3) 14 (+2) 13 (+1) 8 (- 1) 11 (+0) 9 (-1) its speed and make a bite attack.
Senses darkvision 60 ft., passive Perception 10 Spellcasting. The warden is a 2nd level
Languages Gnoll spellcaster. Its spellcasting ability is Spirit (spell
Challenge 2 (450 XP) save DC 12, +4 to hit with spell attacks). The
Powerful Leap. The gnoll can spend an action as warden has the following spells (4) prepared from
part of jumping to double its leaping distance. the shaman spell list:
Rampage. When the gnoll reduces a creature to 0 Cantrips (1 mana): invoke elements, sticky
hit points with a melee attack on its turn, the lightning (witch bolt)

99
1st level (5 mana): elemental shock (lightning), Spear. Melee or Ranged Weapon Attack: +4 to hit,
hellish rebuke, slumber hex (sleep) reach 5 ft. or range 20/60 ft., one target.
ACTIONS Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., piercing damage if used with two hands to make
one creature. a melee attack.
Hit: 4 (1d4 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit,
Spear. Melee or Ranged Weapon Attack: +4 to hit, range 80/320 ft., loading, one target.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)
piercing damage if used with two hands to make Representing newly trained soldiers and existing
a melee attack. guards, the gnome recruit patrols gnome and
Mystic Blast. Ranged Spell Attack: +4 to hit, range dwarf settlements, practicing a stern and grim
30 ft., one target. expression (that might crack and reveal a free-
Hit: 3 (1d6) lightning damage. This requires at spirited smile).
least 1 mana in reserve for each d6. Although they may not look like much, gnome
recruits have the potential to unlock roads to
innovative tactics with an insightful commander.
Gnome Introduction Capable in building fortifications, roads, and
The gnomes are a quirky race, obsessed with
even simple gadgets and firearms if provided
gadgets and technology. They originally come
resources and time, the gnome recruit always
from the city of New Tinkertown, which was
impresses.
destroyed by High Tinker Mekkatorque in an
attempt to save it from an invading army of
troggs. Inexorably tied to the Alliance by heritage, Goblin Introduction
history, and geography, the gnomes are fast and Originally the slaves of jungle trolls on the Isle of
creative allies that make up for their size in great Kezan, the goblin race was forced to mine
ingenuity. Kaja'mite ore out of the Undermine, deep in the
bowels of Mount Kajaro.
Gnomes as Characters Unbeknownst to anyone at the time, the mineral
See the core document. had magical properties that caused the goblins to
rapidly increase in both cunning and intelligence.
Tinkering their own powerful artifacts of
Gnome Guard/Recruit engineering and alchemy in secret, the goblins
Small humanoid (gnome), any alignment
overthrew their troll oppressors, taking over the
Armor Class 16 (Chain Shirt, Shield)
island that they now call home. Quickly rising to
Hit Points 9 (2d6 + 2)
prominence as masters of mercantilism, goblins
Speed 25 ft.
and their global trade conglomerates dominate all
STR AGI STA INT SPI CHA
commerce across Azeroth.
13 (+1) 12 (+1) 13 (+1) 12 (+1) 11 (+0) 10 (+0)
Skills Perception +2, Engineer‘s Tools +3
Senses darkvision 60 ft., passive Perception 12 Goblins as Characters
Languages Common, Dwarven, Gnome See the core document.
Challenge 1/8 (25 XP)
Traits Goblin Guard/Recruit
Gnome Traits. The gnome has the following Small humanoid (goblin), chaotic neutral
racial traits: Armor Class 16 (Chain Shirt, Shield)
 Artificer‘s Lore, Escape Artist, Gnome Hit Points 9 (2d6 + 2)
Cunning, Naturally Stealthy Speed 25 ft.
ACTIONS STR AGI STA INT SPI CHA
13 (+1) 12 (+1) 12 (+1) 12 (+1) 11 (+0) 11 (+0)

100
Damage Resistances thunder Goblin Traits. The goblin has the following
Skills Athletics +3, Perception +2, Persuasion +2, racial traits:
Stealth +3  Best Deals Anywhere
Senses darkvision 60 ft., passive Perception 12 ACTIONS
Languages Common, Goblin, Orcish, Taur-ahe, Combat Screwdriver. Melee Weapon Attack: +4 to
Gnome hit, reach 5 ft., one target.
Challenge 1/8 (25 XP) Hit: 5 (1d6 + 2) piercing damage.
Traits Heavy Grenade. Ranged Weapon Attack: +4 to hit,
Goblin Traits. The goblin has the following or DC 12 halves damage (Malfunction 1-3),
racial traits: 30/60 ft., one target or area.
 Best Deals Anywhere, Living Better Hit: 14 (4d6) concussive damage in a 20-foot
(Athletics, Stealth), Trader‘s Lore radius sphere.
ACTIONS
Spear. Melee or Ranged Weapon Attack: +4 to hit, Goblin mechanics do not often survive long
reach 5 ft. or range 20/60 ft., one target. enough on their own when innovating, due to
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) slashing building costs, cutting corners, and
piercing damage if used with two hands to make reusing volatile crafting materials. As such, many
a melee attack. goblin mechanics actually use constructs and
Light Crossbow. Ranged Weapon Attack: +3 to hit, devices developed by mentors who met
range 80/320 ft., loading, one target. unfortunate and very colorful ends to their
Hit: 5 (1d8 + 1) piercing damage. careers. This particular mechanic is capable of
repairing the renowned shredder mech, but is
Used to guard cargo ships and patrol port-towns, unable to yet replicate creating it.
goblin recruits are not as capable in melee as
their larger rivals from other races. They are often > Blade Barrel
well-equipped, however, with strong crossbows Medium construct, unaligned
and are quite skilled with abilities that could get Armor Class 10
them out of trouble. Goblin recruits on sailing Hit Points 13 (2d8 + 4)
ships often trade their proficiency in Stealth with Speed 5 ft.
proficiency in water vehicles to double as crew STR AGI STA INT SPI CHA
members. 16 (+3) 1 (-5) 15 (+2) 1 (-5) 11 (+0) 1 (-5)
Senses passive blindsight 30 ft. (blind beyond this
Goblin Mechanic radius), Perception 10
Medium humanoid (goblin), chaotic neutral Challenge 1/4 (50 XP)
Armor Class 13 (leather shirt) Traits
Hit Points 16 (3d8 + 3) False Appearance. While the blade barrel
Speed 25 ft. remains motionless, it is indistinguishable from a
STR AGI STA INT SPI CHA normal barrel.
12 (+1) 14 (+2) 13 (+1) 15 (+2) 9 (-1) 14 (+2) Fuel (1 combustion unit/charge). The construct
Skills Engineer‘s Tools +6, Persuasion +4, Stealth consumes 1 combustion unit for 1 charge (1
+4 rarity, 0 size). As it runs on a combustion engine,
Damage Resistances thunder this requires 1 vial of oil for 1 hour of operation.
Senses darkvision 60 ft., passive Perception 9 It has the capacity to hold up to 10 charges (or 10
Languages Common, Goblin, Orcish, Taur-ahe, vials of oil).
Gnome ACTIONS
Challenge 1 (200 XP) Multiattack. The Blade Barrel makes two blade
Traits attacks.

101
Blades. Melee Weapon Attack: +5 to hit, reach 10 Golems do not require fuel and can follow and
ft., one target. understand instructions.
Hit: 6 (1d6 + 3) slashing damage.
Blade Frenzy (recharge 6, 1 fuel charge). The > Shredder
Blade Barrel makes four blade attacks. Medium construct (mecha), unaligned
Armor Class 18 (natural Armor)
The goblins of Ratchet have developed hundreds Hit Points 33 (6d8 + 6)
of ways to secure precious shipments sitting in Speed 25 ft.
the warehouses and storage rooms of their STR AGI STA INT SPI CHA
famous city. The blade barrel seems to be the 17 (+3) 11 (+0) 15 (+2) 3 (-4) 6 (-2) 1 (-5)
most popular measure of the moment, a Damage Resistances piercing and slashing from
stunningly intimidating contraption. Goblin nonmagical weapons
dock wardens place blade barrels among Damage Immunities poison, psychic
shipments of precious goods. Condition Immunities blinded, deafened,
The device is a deterrent to theft. Triggered by exhaustion, frightened, paralyzed, petrified,
proximity or movement, the blade barrel unfolds, poisoned
and up to 10 articulated arms slide out of hidden Senses passive Perception 6
panels. Each of these arms terminates in a scalpel- Skills Lumberjacking +8
sharp dagger blade capable of slicing bone. These Languages —
arms hover like serpents waiting for any sign of Challenge 2 (450 XP)
movement. Clockwork sensors and phlogiston- Traits
directed vanes detect motion near the blade Alternate Skill. The user may use the shredder‘s
barrel, and anything larger than a rat is subject to lumberjacking bonus (1d20 + 8) instead of their
a lethal series of attacks. Blade barrels appear to own to gather lumber.
be normal barrels of goods or warehouse crates. Mecha. This construct may be controlled by
Cruel or malicious goblins often tip the dagger sitting in the compartment, but only if the user is
arms with venom to mark anyone that the blade of Small or smaller size (otherwise it is a suit).
barrels daggers slash. The blade barrel lashes out When in the compartment, the user may use
at anything that stumbles within its 10-foot reach. their action to access the construct‘s attack (or
Disarming the trap requires a special whistle, multiattack), and move with the construct‘s
which deactivates it when blown. A smart goblin speed. Any damage taken by the construct is
will blow the whistle from 30 feet away and then divided between the user and the construct itself.
have the barrel removed by a junk golem. Fuel (2 steam units/charge). The construct
consumes 2 fuel units for 1 hour of use (2 rarity,
Crafting 0 size). As it runs on a steam engine, this requires
This construct can be crafted and has a rarity of 8 pounds of coal for 1 hour of operation. It has
Common. As a creature of CR 1/4, it has a total the capacity to hold up to 10 charges (or 80
cost of 250 gp (20 gp base cost x 25 for creatures, pounds of coal).
halved for lower range of CR) in engineering ACTIONS
materials. The engineering materials required is Multiattack. The shredder makes two melee
125 gp to craft it with a competent craftsperson, attacks.
who has a minimum Proficiency Bonus of +2 (as Steam Saw. Melee Weapon Attack: +5 to hit, reach
an Apprentice craftsperson). 5 ft., one target.
As a device, it has a malfunction rating of 1-2. Hit: 9 (2d6 + 3) slashing damage.

Golem This shredder may be commanded as a suit if the


If made into a golem, the blade barrel‘s cost creature is of medium size, or a mecha if small
increases by an additional 250 gp, and requires size or smaller. The shredder is fueled by a tank
an infusion matrix of Common rarity.

102
of oil (eight charges, regardless), and it consumes Volatile. The unstable shredder is…rather
one pint of oil every hour. A user may use the unstable. If the shredder takes 15 hit points of
shredder‘s bonus to lumberjacking instead of his damage from a single attack that holy, fire, or
own. piercing damage, the fuel tank ruptures, and the
The shredder is an impressive goblin mechanical device becomes a literal ticking bomb. In 1d4 – 2
creature which is usually piloted by a goblin. rounds, the shredder explodes, dealing 14 (4d6)
Shredders are used for lumbering, but they can concussive damage and 7 (2d6) fire damage in a
serve in war because of the solid metal 15-foot sphere centered on the shredder. This
construction of the machine and the great saws sets any flammable objects on fire, and leaves a
they wield. The first machine designed to mimic pool of oil in the area of effect (which burns as
the humanoid form, goblin shredders use the described in the Player‘s Handbook). If the roll
steam saws attached to their arms to cut down result is 0 or lower, the shredder explodes
lumber at an incredible rate that is unmatched by immediately.
peasant work crews.
A goblin shredder may host a medium-sized > Super Shredder
creature within it as a suit, or a small-sized Large construct (mecha), unaligned
creature as a mech. Armor Class 17 (natural Armor)
Hit Points 104 (11d10 + 44)
Crafting Speed 30 ft., climb 20 ft. (must have both claws
This construct can be crafted and has a rarity of free)
Uncommon. As a creature of CR 2, it has a total STR AGI STA INT SPI CHA
cost of 2,000 gp (80 gp base cost x 25 for 21 (+5) 11 (+0) 19 (+4) 3 (-4) 6 (-2) 1 (-5)
creatures) in engineering materials. The Damage Resistances cold, fire; bludgeoning,
engineering materials required is 1,000 gp to craft piercing, and slashing from nonmagical weapons
it with a competent craftsperson, who has a that aren‘t adamantine
minimum Proficiency Bonus of +2 (as an Damage Immunities poison, psychic
Apprentice craftsperson). Condition Immunities blinded, deafened,
As a device, it has a malfunction rating of 1-2. exhaustion, frightened, paralyzed, petrified,
poisoned
Golem Senses passive Perception 6
If made into a golem, the shredder‘s cost Skills Athletics +8, Lumberjacking +13
increases by an additional 500 gp, and requires Languages —
an infusion matrix of Common rarity. Challenge 6 (2,300 XP)
Golems do not require fuel and can follow and Traits
understand instructions. Alternate Skill. The user may use the shredder‘s
lumberjacking bonus (1d20 + 13) instead of their
> Variant: Unstable Shredder own to gather lumber.
This shredder acts similarly to a normal shredder, Mecha. This construct may be controlled by
but loses the Alternate Skill ability, and gains two sitting in the compartment, but only if the user is
abilities instead. of Small or smaller size (otherwise it is a suit).
When in the compartment, the user may use
Open Cockpit. This mech does not provide the their action to access the construct‘s attack (or
normal cover bonus given by other mechs. It is multiattack), and move with the construct‘s
however easier to leave as a result. It does not speed. Any damage taken by the construct is
take a bonus action to enter or leave an unstable divided between the user and the construct itself.
shredder (although it still takes the normal 5 feet Strike the Wound. Whenever the super shredder
of movement). hits the same enemy more than once in the same
round, its weapon attacks score a critical hit on a

103
roll one point lower (from 20 to 19-20), for a Large undead, lawful evil
minimum roll result of 15. This does not Armor Class 14 (natural Armor)
necessarily have to hit the enemy. Hit Points 45 (9d10 + 18)
Fuel (10 steam unit/charge). The construct Speed 25 ft.
consumes 10 units for 1 charge (6 rarity, 4 size). STR AGI STA INT SPI CHA
As it runs on a steam engine, this requires 40 18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
pounds of coal for 1 hour of operation. It has the Damage Vulnerabilities bludgeoning, holy
capacity to hold up to 10 charges (or 400 pounds Damage Resistances piercing and slashing from
of coal). nonmagical weapons
ACTIONS Damage Immunities poison, psychic
Multiattack. The shredder makes three melee Condition Immunities blinded, deafened,
attacks. It can replace one of these attacks with a exhaustion, frightened, paralyzed, petrified,
tremor. poisoned
Steam Saw. Melee Weapon Attack: +8 to hit, reach Senses darkvision 60 ft., passive Perception 6
10 ft., one target. Languages Understands the languages of its
Hit: 12 (3d6 + 5) slashing damage. creator but can't speak them
Stomp. Melee Weapon Attack: +8 to hit, reach 5 Challenge 3 (700 XP)
ft., one prone creature. Traits
Hit: 18 (3d8 + 5) bludgeoning damage. Charge. If the bone golem moves at least 10 feet
Tremor (2/short rest, or 1 fuel charge). The straight toward a creature right before hitting it
shredder causes a tremor by smashing the with a gore attack, the target must succeed on a
ground, creating a shockwave. All creatures ten DC 14 Strength saving throw or be pushed up to
feet away from it must succeed on an Agility 10 feet and knocked prone.
saving throw, DC 16 or be knocked prone. ACTIONS
Scythe Arm. Melee Weapon Attack: +6 to hit,
Super shredders are hulking goliaths piloted by reach 5 ft., one target.
wicked goblin overtinkers, who use the brutes to Hit: 17 (3d8 + 4) slashing damage.
stomp and shred the opposition. Gore. Melee Weapon Attack +6 to hit, reach 10 ft.,
one target.
Crafting Hit: 13 (2d8 + 5) piercing damage.
This construct can be crafted and has a rarity of Frightful Presence. Each creature of the bone
Epic. As a creature of CR 6, it has a total cost of golem‘s choice that is within 30 feet of it and
32,000 gp (1,280 gp base cost x 25 for creatures) aware of it must succeed on a DC 12 Spirit saving
in engineering materials. The engineering throw or become frightened for 1 minute. A
materials required is 16,000 gp to craft it with a creature can repeat the saving throw at the end of
competent craftsperson, who has a minimum each of its turns, ending the effect on itself on a
Proficiency Bonus of +4 (as an Expert success. If a creature's saving throw is successful
craftsperson). or the effect ends for it, the creature is immune
As a device, it has a malfunction rating of 1-4. to the bone golem‘s Frightful Presence for the
next 24 hours.
Golem
If made into a golem, the super-shredder‘s cost Bone golems are undead constructs made of
increases by an additional 8,000 gp, and requires bones. They are one of the deadlier types of
an infusion matrix of Rare rarity. undead employed by the Scourge. Their long,
Golems do not require fuel and can follow and scythe-like arms can cleave through the heaviest
understand instructions. of armors. Fortunately, despite their strength,
they seem to be rather rare.
Golem, Bone
104
Creation. Languages Understands the languages of its
This construct can be crafted and has a rarity of creator but can't speak them
Rare. As a creature of CR 3, it has a total cost of Challenge 2 (450 XP)
4,000 gp (320 gp base cost x 25 for creatures, Traits
halved for lower range of CR) in engineering False Appearance. While the harvest golem
materials. The engineering materials required is watcher remains motionless, it is
2,000 gp to craft it with a competent indistinguishable from a normal scarecrow.
craftsperson, who has a minimum Proficiency Immutable Form. The golem is immune to any
Bonus of +3 (as a Journeyman craftsperson). spell or effect that would alter its form.
As a device, it has a malfunction rating of 1-3. ACTIONS
Multiattack. The harvest golem makes two melee
Golem attacks.
If made into a golem, the bone golem‘s cost Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
increases by an additional 4,000 gp, and requires one target.
an infusion matrix of Uncommon rarity. Hit: 9 (2d6 + 3) slashing damage.
Golems do not require fuel and can follow and Frightful Presence. Each creature of the harvest
understand instructions. golem‘s choice that is within 30 feet of it and
aware of it must succeed on a DC 13 Spirit saving
Golem, Harvest Introduction throw or become frightened for 1 minute. A
Goblins created the first harvest golems to serve creature can repeat the saving throw at the end of
as guardians, setting the constructs to patrol the each of its turns, ending the effect on itself on a
fields of Westfall. The goblins' first attempts were success. If a creature's saving throw is successful
too effective; the golems killed so quickly and or the effect ends for it, the creature is immune
ruthlessly that no victims remained to spread to the harvest golem‘s Frightful Presence for the
tales of the horrifying guardians. Goblin tinkers next 24 hours.
thus hamstrung one of their creations just long Straw Blast (Recharge 5-6). The harvest golem
enough for a survivor to spread the word. Within blasts a stream of needle-riddled straw in a 20-
weeks, the fields of Westfall stood empty save for foot cone. Each creature in that area must make a
their silent, shambling caretakers. Harvest golems DC 13 Agility saving throw, taking 17 (5d6)
have since spread to other territories, leaving fear piercing damage on a failed save, or half as much
and mutilated corpses in their wake. damage on a successful one. If a creature fails on
their saving throw, they are also blinded. A
creature can repeat the saving throw at the end of
Harvest Golem Watcher each of its turns, ending the blindness on itself
Medium construct (mecha), unaligned on a success.
Armor Class 16 (natural Armor)
Hit Points 45 (6d8 + 18) A harvest golem poses as a simple scarecrow long
Speed 25 ft. enough for its victims to enter partial charge
STR AGI STA INT SPI CHA range. It then charges, knocking down its
17 (+3) 11 (+0) 16 (+3) 3 (-4) 6 (-2) 1 (-5) opponent and trying to rip it to shreds. While
Damage Vulnerabilities fire mindless, a harvest golem possesses a degree of
Damage Resistances cold; piercing and slashing innate cunning a touch above that of most
from nonmagical weapons golems, modifying its tactics somewhat in
Damage Immunities poison, psychic response to its enemies' attacks. A harvest golem
Condition Immunities blinded, deafened, never retreats.
exhaustion, frightened, paralyzed, petrified,
poisoned Crafting
Senses passive Perception 6 This construct can be crafted and has a rarity of
Uncommon. As a creature of CR 2, it has a total

105
cost of 2,000 gp (80 gp base cost x 25 for Claws. Melee Weapon Attack: +7 to hit, reach 10
creatures) in engineering materials. The ft., one target.
engineering materials required is 1,000 gp to craft Hit: 14 (3d6 + 4) slashing damage.
it with a competent craftsperson, who has a Frightful Presence. Each creature of the reaper‘s
minimum Proficiency Bonus of +2 (as an choice that is within 30 feet of it and aware of it
Apprentice craftsperson). must succeed on a DC 14 Spirit saving throw or
As a device, it has a malfunction rating of 1-2. become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
Golem turns, ending the effect on itself on a success. If a
As a golem, the harvest watcher watcher requires creature's saving throw is successful or the effect
an infusion matrix of Uncommon rarity (costs ends for it, the creature is immune to the reaper‘s
2,000 gp). Golems do not require fuel and can Frightful Presence for the next 24 hours.
follow and understand instructions. Pressurized Steam (Recharge 5-6). The reaper
releases a blast of pressurized steam 30-foot cone.
Harvest Golem Reaper Each creature in that area must make a DC 14
Large construct (mecha), unaligned Agility saving throw, taking 28 (8d6) fire damage
Armor Class 16 (natural Armor) on a failed save, or half as much damage on a
Hit Points 45 (6d8 + 18) successful one. If a creature fails on their saving
Speed 25 ft. throw, they are also pushed 10 feet away from the
STR AGI STA INT SPI CHA reaper, and knocked prone.
19 (+4) 11 (+0) 16 (+3) 3 (-4) 6 (-2) 1 (-5)
Damage Vulnerabilities cold The Reaper is an advanced harvest golem with
Damage Resistances fire; piercing and slashing the pretext of being a scarecrow torn off,
from nonmagical weapons revealing a hardened obsidian alloy exoskeleton
Damage Immunities poison, psychic and razor sharp claws.
Condition Immunities blinded, deafened,
exhaustion, frightened, paralyzed, petrified, Crafting
poisoned This construct can be crafted and has a rarity of
Senses passive Perception 6 Epic. As a creature of CR 5, it has a total cost of
Languages Understands the languages of its 16,000 gp (1,280 gp base cost x 25 for creatures,
creator but can't speak them halved for lower range of CR) in engineering
Challenge 5 (1,800 XP) materials. The engineering materials required is
Traits 8,000 gp to craft it with a competent
Immutable Form. The golem is immune to any craftsperson, who has a minimum Proficiency
spell or effect that would alter its form. Bonus of +4 (as an Expert craftsperson).
Mecha. This construct may be controlled by As a device, it has a malfunction rating of 1-4.
sitting in the compartment, but only if the user is
of Small or smaller size (otherwise it is a suit). Golem
When in the compartment, the user may use As a golem, the harvest watcher reaper requires
their action to access the construct‘s attack (or an infusion matrix of Uncommon rarity (costs
multiattack), and move with the construct‘s 8,000 gp). Golems do not require fuel and can
speed. Any damage taken by the construct is follow and understand instructions.
divided between the user and the construct itself.
Overdrive (3/long rest). The reaper may cast the Golem, Stone
berserker rage spell on itself as a bonus action. Large construct, unaligned
ACTIONS Armor Class 17 (natural armor)
Multiattack. The reaper makes two melee attacks. Hit Points 178 (17d10 + 85)
Speed 30 ft.

106
STR AGI STA INT SPI CHA By using an elemental engine and earth crystals,
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) the earth-engine golem loses the Slow Action and
Damage Immunities poison, psychic; gains the ability to create a tremor. This costs an
bludgeoning, piercing, and slashing from non- action to manifest, dealing 4d8 bludgeoning
magical attacks that aren't adamantine damage in a 20-foot radius sphere, and requiring
Condition Immunities exhaustion, frightened, all affected creatures to pass a DC 20 Strength or
paralyzed, petrified, poisoned Agility saving throw or else fall prone. This can
Senses darkvision 120 ft., passive Perception 10 also turn into a 40-foot radius line instead.
Languages Understands the languages of its
creator but can't speak them FIRE ELEMENTAL GOLEMS
Challenge 10 (5900 XP) By using an elemental engine and fire crystals, the
Traits fire-engine golem loses the Slow Action and gains
Immutable Form. The golem is immune to any the ability to cast Fire Nova (centered on itself),
spell or effect that would alter its form. recharges on a 5-6 on a d6. It also deals 2d8 + 6
Magic Resistance. The golem has advantage on damage with its slams, but deals an extra 2d6 fire
saving throws against spells and other magical damage. The fire-engine is usually centered in the
effects. golem's stomach, releasing heat from the
Magic Weapons. The golem's weapon attacks are elemental furnace. It is also resistant to fire
magical. damage.
ACTIONS
Multiattack. The golem makes two slam attacks. STEAM GOLEMS
Slam. Melee Weapon Attack: +10 to hit, reach 5 By using a steam engine and coal, the steam-
ft., one target. engine golem loses the Slow Action and gains the
Hit: 19 (3d8 + 6) bludgeoning damage. ability to exhale a burst of boiling steam. This
Slow (Recharge 5-6). The golem targets one or deals 3d6 fire damage on a 15-foot cone, and the
more creatures it can see within 10 feet of it. effect recharges on a 3-6 on a d6 (or a 3-4 on a
Each target must make a DC 17 Spirit saving d4).
throw against this magic. On a failed save, a
target can't use reactions, its speed is halved, and GOLEM, ARCANE NULLIFIER
it can't make more than one attack on its turn. In By using an arcane engine and mana crystals, the
addition, the target can take either an action or a arcane-engine golem loses the Slow Action. It
bonus action on its turn, not both. These effects gains the two below abilities instead.
last for 1 minute. A target can repeat the saving Disruptive Slam [Strike] (Recharge 5-6). The
throw at the end of each of its turns, ending the arcane nullifier can affect any single creature it
effect on itself on a success. strikes with one of the following spells as a strike
effect: mana burn or dispel magic.
Stone golems are magical constructs cut and Spell Absorption. If the Arcane Nullifier
chiseled from stone to appear as tall, impressive successfully makes a saving throw against a spell,
statues. Like other golems, they are nearly it regains 1d6 hit points per spell level. This is
impervious to spells and ordinary weapons. They calculated after counting damage (if any).
are all golems. If the spell is a dispel effect (such as dispel magic)
or antimagic effect (such as mana burn or detonate
ALTERNATE POWER GOLEMS mana), the arcane nullifier cannot absorb the
Golems can be constructed with different spell, and instead takes 1d10 points of arcane
mechanisms that alter their abilities. Depending damage per spell level on a failed saving throw or
on the energy source powering it, the golem gains successful attack.
different abilities.

EARTH ELEMENTAL GOLEMS


Guardian of Ancient Kings
107
Medium Celestial, lawful good Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) holy
Armor Class 20 (plate, shield) damage, or 9 (1d10 + 4) slashing damage plus 4
Hit Points 60 (8d8 + 24) (1d8) holy damage if used with two hands.
Speed 30 ft., fly 30 ft.
STR AGI STA INT SPI CHA H
18 (+4) 13 (+1) 16 (+3) 10 (+0) 17 (+3) 10 (+0)
Skills Perception +7 Harpy
Damage Resistances fel, poison, shadow; Medium humanoid, chaotic evil
bludgeoning, piercing, and slashing from Armor Class 11
nonmagical weapons that aren‘t adamantine Hit Points 16 (3d8 + 3)
Condition Immunities frightened, petrified, Speed 20 ft., fly 30 ft.
poisoned STR AGI STA INT SPI CHA
Senses blindsight 60 ft., passive Perception 17 12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1)
Languages Understands the languages of its Damage Resistances poison
summoner but can‘t speak Senses passive Perception 10
Challenge 4 (1,100 XP) Languages Elven, Low Common
Traits Challenge 1 (200 XP)
Divine Blade. The guardian deals 1d8 extra holy Traits
damage with all its attack rolls (included below). Luring Song. The harpy sings a magical melody.
If the target is a fiend or an undead, they deal +5 Every humanoid and giant within 30 feet of the
extra damage (not included). harpy that can hear the song must succeed on a
Kings-guard. The Guardian starts out with one DC 11 Spirit saving throw or be charmed until
of the three below abilities (chosen by its the song ends. The harpy must take a bonus
summoner once summoned). The benefits of action on its subsequent turns to continue
each ability lasts for 1 turn, and recharge on a 5-6 singing. It can stop singing at any time. The song
on a d6. ends if the harpy is incapacitated.
 Holy: If the summoner of the guardian While charmed by the harpy, a target is
heals a creature within 60 feet of the incapacitated and ignores the songs of other
guardian, the Guardian can (as a harpies. If the charmed target is more than 5 feet
reaction) heal another creature within 30 away from the harpy, the target is compelled to
feet of the target by half the hit points take the Dash action on its turn to move toward
restored. This can deal damage if the the harpy by the most direct route. It doesn‘t
original spell was used to harm undead. avoid opportunity attacks, but before moving into
 Protection: The guardian can use an damaging terrain, such as lava or a pit, and
action to grant their summoner whenever it takes damage from a source other
resistance to all bludgeoning, piercing, than the harpy (such as from an opportunity
and slashing damage from nonmagical attack), a target can repeat the saving throw.
weapons that aren't adamantine. This A creature can also repeat the saving throw at the
protection remains until the start of the end of each of its turns. If a creature‘s saving
guardian‘s turn in the next round. throw is successful, the effect ends on it. A target
 Command Aura (1/rest). The guardian can that successfully saves is immune to this harpy‘s
cast the abandonment aura spell once per song for the next 24 hours.
rest. Filth Familiarity. Harpies have advantage to
ACTIONS saving throws against diseases and resistance to
Multiattack. The guardian of ancient kings poison damage.
makes two longsword attacks. ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach Multiattack. The harpy makes two attacks: one
5 ft., one target. with its claws and one with its club.

108
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., immunity does not extend to the toxins of plants,
one target. animals, or any magical effects.
Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., High Elf Introduction
one target. For nearly 7,000 years, high elven society
Hit: 3 (1d4 + 1) bludgeoning damage. centered on the sacred Sunwell, a magical fount
Poisoned Kiss. The harpy kisses a creature that was created using a vial of pure arcane energy
charmed by it or a willing creature. The target from the first Well of Eternity. Nourished and
must make a DC 11 Stamina saving throw, taking strengthened by the Sunwell's potent energies,
7 (2d6) poison damage on a failed save, or half as the high elves' enchanted kingdom of
much damage on a successful one. This does not Quel'Thalas prospered within the verdant forests
by itself end the effect of an ongoing luring song. north of Lordaeron.
Sonic Blast. Ranged Spell Attack: +3 to hit, range
10/40 ft., one target.
High Elves as Characters
Hit: 2 (1d4) thunder damage, and the target must
See the core document.
succeed on a DC 11 Strength saving throw or be
pushed 10 feet.
High Elf Dragonhawk Rider
Harpies resemble a cross between a night elf ―Clear the skies!‖
female and a hunting bird, with long talons for Medium humanoid (high elf), neutral good
feet and large graceful wings for arms. Harpies Armor Class 14 (chain shirt)
originally hail from the Stonetalon Mountains, Hit Points 55 (10d10)
but have since spread out across Kalimdor and Mana Points 22 (15 + 2 + 2 + 3)
Northrend. Legends about harpies claim that Speed 30 ft.
they descend from a group of female night elves STR AGI STA INT SPI CHA
who betrayed Queen Azshara, and were cursed as 12 (+1) 16 (+3) 10 (+0) 15 (+2) 14 (+2) 9 (-1)
punishment. Skills Perception +4
No males have been reported, so (rumor has it) Senses darkvision 60 ft. passive Perception 14
harpies breed with captive males of many species, Languages Common, Dwarven, Elven
though they prefer elves, humans or orcs to either Challenge 2 (450 XP)
smaller or larger species. The males of another Traits
species fills the role for a time, after which they Aerial Shackles. The dragonhawk rider can cast
become food for the nest. In lean times, harpies telekinesis and fog cloud as evocation spells.
can lay unfertilized eggs that become female High Elven Traits. The high elf has the following
copies of the mother. racial traits:
Vicious and predatory by nature, harpies are the  Arcane Legacy (ability score), High
bane of all other life in the areas where they take Magic, Mystic Senses
root. They have been raiding tauren settlements Finesse Pike. The dragonhawk rider can treat his
since time out of mind, and it can only be pike as a finesse weapon.
assumed that they are as much a plague on the Second Wind (1/rest). The dragonhawk rider
quilboars and others. The only race rumored to may use his bonus action to regain 1d10 + 3 hit
have any peaceful relationship with the harpies points.
are kobolds, who trade scavenged tools and ACTIONS
weapons for information and protection. War Magic. Whenever the dragonhawk rider
Harpies are an extremely unclean race. Their casts a cantrip, he may also make one weapon
nests are obvious by the stench on the wind. attack as a bonus action.
They are immune to infection and other diseases Spellcasting. The dragonhawk rider is a 5th level
that stem from rot or contamination. This spellcaster. His spellcasting ability is Intelligence
(spell save DC 14, +6 to hit with spell attacks).

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The dragonhawk rider has the following spells (7) Multiattack. The dragonhawk makes two attacks,
prepared from the mage spell list: one with its beak and one with its talons.
Cantrips (0 mana): fire bolt, gust, prestidigitation Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
(free) one target.
1st level (5 mana): arcane missile, fog cloud, detect Hit: 11 (2d6 + 4) piercing damage.
magic (free) Talons. Melee Weapon Attack: +6 to hit, reach 5
2nd level (6 mana): mana burn, gust of wind, mute ft., one target.
(free) Hit: 8 (1d6 + 4) slashing damage.
3rd level (7 mana): blizzard, counterspell,
telekinesis This large, hawk-like creature is impressive. Its
ACTIONS feathers show brilliant streaks of blue and red on
Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., its wings and tail, but its most remarkable feature
one target. is its head, which seems like a combination of
Hit: 8 (1d10 + 3) piercing damage. eagle and dragon. Straight, colored horns that
match its plumage sprout from the beast‘s head.
This high elf is resplendent in golden and blue Dragonhawks are vicious flying predators. They
armor, the helm worked in stylized wings above are swift and deft., able to crack bones and pierce
each ear. He bears a specially-made pike, and pats hides with their mighty beaks. They can be
his majestic dragonhawk mount in preparation trained as aerial mounts, and seem to have a
for battle. particular affinity with high elves.
Dragonhawk riders are elite aerial warriors. As Majestic and magnificent creatures, dragonhawks
warrior-magi, dragonhawk riders tend to stay and their elf riders, resplendent in lacquered
above the battle, using their spells to befuddle dragonhide armor, make an impressive sight.
enemies and disable potentially dangerous foes. A Very intelligent for beasts, dragonhawks are wise
favorite tactic of dragonhawk riders is to cast fog enough to retreat if their rider is ever rendered
cloud over enemy battlements, rendering their incapacitated, taking them wherever they believe
ranged attacks useless. Dragonhawk riders also they can be safe.
channel telekinesis to disable and bring down Dragonhawk eggs sell for 800 gp, and young
flying opponents to their allies on the ground, Dragonhawks sell for about 1,600 gp. An adult
charge in mid-air for great effect, and make use of and fully trained dragonhawk sells for twice the
their support spells to aid ground units. price of a youngling.

> Dragonhawk High Elf Blood Mage Hero


Large beast, true neutral "Burning to avenge..."
Armor Class 15 (natural armor) Medium humanoid (blood elf), chaotic neutral
Hit Points 39 (6d10 + 6) Armor Class 14 (demon skin)
Speed 10 ft., fly 80 ft. Hit Points 60 (11d6 + 22) + 12 temporary hit
STR AGI STA INT SPI CHA points
18 (+4) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0) Mana Points 27 (17 + 2 + 3 + 5)
Skills Perception +4 Speed 30 ft.
Senses passive Perception 14 STR AGI STA INT SPI CHA
Languages Understands Common and Elven but 10 (+0) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 17 (+3)
doesn't speak them Saving Throws Sta +5, Cha +6
Challenge 2 (450 XP) Skills Arcana +5, Deception +6, History +6,
Traits Perception +4
Keen Sight. The dragonhawk has advantage on Senses darkvision 60 ft., passive Perception 14
Spirit (Perception) checks that rely on sight. Languages Common
ACTIONS Challenge 7 (2,900 XP)

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Traits bonus action up to 3 times, add his Fel Blast
Demonic Studies (Destruction). Any fire or fel damage to the longsword attack.
spell the Blood Mage uses that deals damage also Fel Blast. Ranged Spell Attack: +6 to hit, range 70
deals an additional 1d6 points of the other type ft., one target.
(fire deals extra 1d6 fel, or vice versa). Spells that Hit: 12 (5d4) fel damage. This requires at least 1
deal both fire and fel damage gain an additional mana in reserve for each d4.
1d10 damage from either types (the Blood Mage‘s Fiendish Barter (1/rest). The Blood Mage gains 5
choice). Soul Shards instantly. Until he completes a short
High Elven Traits. The high elf has the following rest, new soul shards are deducted from the 7
racial traits: until he has fully repaid his debt.
 Arcane Legacy (ability score), High
Magic, Mystic Senses Mystical heroes, blood mages (aka bloodmages,
Searing Magics (1/rest). The Blood Mage may sometimes blood magi or bloodmagi, and blood
target a creature with an action to make it more wizards) are in majority blood elves adept at
susceptible to his fire and fel magical damage. If controlling magic and ranged assault. While they
the target is immune to fire, it becomes resistant were still members of the Alliance, the blood
to the damage. If it is resistant, it loses the elves began to turn to the darkest parts of magic,
resistance. If it has no resistance, it becomes abandoning the water and frost spells of the Kirin
vulnerable. If it was previously vulnerable, it takes Tor for the fire and heat of what some people
triple damage. fear to be demonic magic.
Soul Shards (max. 12). The Blood Mage can use Though they used to be mages, many turned to
a soul shard to use Cabal Casting, Enhanced become warlocks focused on the destructive
Conjuring, Enhanced Concentration, Soul power of the fel, using fire to fight fire.
Magic, or Havoc abilities. The most famous and the first of the blood
Warlock Focus (Fiendish Power). The Blood mages was Kael'thas Sunstrider, the Prince of
Mage has +2 Soul Shards above their maximum. Quel'Thalas. He commanded the blood elves
Spellcasting. The blood mage is an 10th level after the death of his father Anasterian, leading
spellcaster. His spellcasting ability is Charisma them out of the Alliance and into Illidan's
(spell save DC 14, +6 to hit with spell attacks). service.
The blood mage has the following spells (13)
prepared from the warlock spell list: High Elf Guard/Recruit
Cantrips (0 mana): mage hand, firebolt, light, Medium humanoid (high elf), lawful neutral
prestidigitation (free) Armor Class 17 (Chain Shirt, Shield)
1st level (2 mana): arcane armor, chaos bolt, detect Hit Points 11 (2d8 + 2)
magic (free) Mana Points 14 (12 + 2)
2nd level (3 mana): banishment, curse of agony, Speed 30 ft.
hold fiend, life tap (13 hit points for 6 mp), mute STR AGI STA INT SPI CHA
(free) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
3rd level (4 mana): dispel magic, exorcism (6d10) Skills Perception +2
4th level (6 mana): demon skin (12 hp), elemental Senses darkvision 60 ft., passive Perception 12
bane (curse of the elements), mana drain Languages Common
5th level (7 mana): conjure elemental (phoenix), Challenge 1/8 (25 XP)
flame strike (or flame crash) Traits
ACTIONS High Elven Traits. The high elf has the following
Sageblade (Longsword). Melee Weapon Attack: +7 racial traits:
to hit, reach 5 ft., one target.  Arcane Legacy (additional cantrip,
Hit: 8 (1d8 + 4) slashing damage. The Blood firebolt and prestidigation), High Magic,
Mage can use the blade‘s Spellstrike feature as a Mystic Senses

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ACTIONS prepare the following spells (9) from the priest
Spear. Melee or Ranged Weapon Attack: +4 to hit, spell list:
reach 5 ft. or range 20/60 ft., one target. Cantrips (0 mana): light, smite, prestidigitation
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) (free)
piercing damage if used with two hands to make 1st level (4 mana): holy light, inner fire, shield of
a melee attack. faith, detect magic (free), bless (free)
Longbow. Ranged Weapon Attack: +4 to hit, range 2nd level (5 mana): power word fortitude (or aid),
150/600 ft., one target. exorcism, lesser restoration, mute (free), lesser
Hit: 6 (1d8 + 2) piercing damage. restoration (free)
3rd level (6 mana): dispel magic, power word
Guarding high elven settlements with bright shield, beacon of hope, revivify (free)
armor, spear, and bow, high elven recruits are ACTIONS
protectors of the peace and the backbone of Quarterstaff. Melee Weapon Attack: +2 to hit,
Quel‘thalas‘s armies. Capable in magic, they reach 5 ft., one target.
meticulously maintain their equipment and can Hit: 4 (1d8) bludgeoning damage.
send flurries of arcane fire to bombard their foes. Divine Blast. Ranged Spell Attack: +7 to hit, range
50 ft., one target.
High Elf Priest Hit: 7 (3d4) holy damage. This requires at least 1
―What ails you?‖ mana in reserve for each d4.
Medium humanoid (high elf), lawful good
Armor Class 13 (studded leather) A holy field medic, these padres roam the
Hit Points 33 (6d8 + 6) battlefield curing the wounds of their fallen
Mana points 24 (16 + 2 + 3 + 3) comrades. Clad in robes but protected by a suit
Speed 30 ft. of studded leather, this priest of the Holy Light
STR AGI STA INT SPI CHA appears tailored to look like the bastion of his
10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) faith. He fingers a holy symbol around his neck,
Saving throws +3 Stamina, +5 Spirit, +3 and occasionally bows his head to say a brief
Charisma prayer (or in silent, reverent, contemplation).
Skills Medicine +7, Persuasion +3, Perception +5, As a priest of the Holy Light dedicated to the
Religion +4 aspect of protection, this acolyte prefers not to
Senses darkvision 60 ft., passive Perception 15 wade into battle, but to serve in the middle ranks
Languages Common, Dwarven, Elven of a group of allies and support them with
Challenge 3 (700 XP) petitions, prayers and spells. His staff is reserved
Traits for use only when a gap in his protection is
High Elven Traits. The high elf has the following breached.
racial traits:
 Arcane Legacy (ability score), High High Elf Sorceress
Magic, Mystic Senses ―The flows of magic are whimsical today.‖
Light’s Insight. Whenever the priest casts a Medium humanoid (high elf), neutral good
healing spell from the priest spell list and the dice Armor Class 10
shows the maximum possible result (such as a 6 Hit Points 21 (6d6)
on a d6), he may roll the maximized dice again Mana points 25 (17 + 2 + 3 + 3)
and add the amount healed to the total. This Speed 30 ft.
applies to healing spells that deal damage to STR AGI STA INT SPI CHA
undead. 10 (+0) 12 (+1) 12 (+1) 17 (+3) 13 (+1) 14 (+2)
Spellcasting. The priest is a 6th level spellcaster. Skills Arcana +7, Perception +3, Persuasion +4
Its spellcasting ability is Spirit (spell save DC 13, Senses darkvision 60 ft., passive Perception 13,
+5 to hit with spell attacks). The priest can Languages Common, Elven, Troll

112
Challenge 3 (700 XP) additional protection, while spells like slow and
Traits invisibility support their allies.
High Elven Traits. The high elf has the following
racial traits: High Elf Spell Breaker
 Arcane Legacy (ability score), High ―Be quick—time is mana.‖
Magic, Mystic Senses Medium humanoid (high elf), lawful neutral
Spellcasting. The elven sorceress is a 6th level Armor Class 14 (Scale)
spellcaster. Her spellcasting ability is Intelligence Hit Points 58 (9d8 + 18)
(spell save DC 15, +7 to hit with spell attacks). Mana points 21 (14 + 2 + 3 + 2)
The sorceress can prepare the following spells (9) Speed 30 ft.
from the mage spell list: STR AGI STA INT SPI CHA
Cantrips (0 mana): light, fire bolt, prestidigitation 16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0)
(free) Skills Athletics +5, Perception +4
1st level (4 mana): arcane missile, sleep, elemental Senses darkvision 60 ft., passive Perception 14
armor (frost), detect magic (free) Languages Common, Dwarven, Elven
2nd level (5 mana): blink step, suggestion, Challenge 3 (700 XP)
invisibility, mute (free) Traits
3rd level (6 mana): blizzard, fly, slow Abjuring Knight. The spellbreaker may, with an
ACTIONS action, dispel with a touch any positive or
Dagger. Melee or Ranged Weapon Attack: +3 to hit, negative spell equal to or less than 4th level. If
reach 5 ft. or range 20/60 ft., one creature. higher, he must make spell attack against a DC of
Hit: 3 (1d4 + 1) piercing damage. 10 + spell level.
Arcane Blast. Ranged Spell Attack: +7 to hit, range High Elven Traits. The high elf has the following
50 ft., one target. racial traits:
Hit: 7 (3d4) arcane damage. This requires at least  Arcane Legacy (ability score), High
1 mana in reserve for each d4. Magic, Mystic Senses
REACTIONS Magic Resistance. The spellbreaker has
Instinctive Charm (once per short or long rest). The advantage on saving throws against spells and
sorceress, when targeted by a humanoid within other magical effects. If the spellbreaker succeeds
30 ft. with an attack roll, may use her reaction to in saving against a spell it is targeted with the
divert the attack. On a failed save, the attacker original saving throw and the one granted by
must instead attack anything that is closest to advantage, he may use a reaction to absorb its
itself, not including itself or the sorceress. If magic, gaining mana points equal to the spell‘s
multiple creatures are present, the attacker level.
chooses who to target. The Spirit DC to negate Spell Strike. The spellbreaker may, with a bonus
this ability is 15. This is a charm effect. action as part of an attack, cast one spell on his
spell list that targets the opponent, or use his
Clad in revealing robes, this elven sorceress is Abjuring Knight ability.
distinctive—perhaps for wearing far too much eye Spellcasting. The spellbreaker is a 4th level
shadow. High elves are renowned for their magic, spellcaster. Its spellcasting ability is Intelligence
and on the battlefield, elven sorcerers often (spell save DC 12, +4 to hit with spell attacks).
accompany Alliance troops into the thick of the The spellbreaker has the following spells (6)
fray. prepared from the mage spell list:
Although not physically powerful, the skill and Cantrips (0 mana): light, fire bolt, prestidigitation
bravery of these elves is beyond dispute. The (free)
elven sorcerer prefers to serve as part of a group, 1st level (4 mana): arcane missile, explosion,
preferably in the rear with a few people to guard expeditious retreat, shield, detect magic (free)
her. Mana shield is deployed to provide

113
2nd level (5 mana): magic weapon, mana burn, Talons. Melee Weapon Attack: +6 to hit, reach 5
scorcher, mute (free) ft., one target.
ACTIONS Hit: 11 (2d6 + 4) slashing damage.
Multiattack. The spellbreaker makes two two-
bladed sword attacks. Hippogryphs are ancient flying magical beasts
Two-Bladed Sword Melee Weapon Attack: +5 to whose bodies resemble both stags and ravens.
hit, reach 5 ft. or ranged (10/30 ft.), one target. They patrol the skies above Kalimdor and
Hit: 6 (1d6 + 3) slashing damage. This may viciously attack any enemies of the wilds that they
deliver melee strikes at range, and the two-bladed encounter. The intelligent Hippogryphs have
sword returns after the attack roll is resolved, but given their allegiance to the Night Elves in honor
allowing for only one thrown strike every round. of Cenarius, the Night Elves' god, who stands as
the protector of nature and all its creatures.
An elven warrior focused on disrupting magic,
hunting spellcasters, and wading through an Hippogryph Rider
arcane battlefield. Clad in golden scale mail, a Hippogryphs are often used as mounts for night
red coat and leggings, and armor with phoenix elven archers.
motif, this quiet elf is deep in concentration and
meditation, so to suppress his thirst for magic.
Sensing arcane magics, his eyes open, and he
Human Introduction
displays a cunning grin. "Go with honor, friend."
As a spell breaker of the alliance, this warrior
heads into battle accompanying magi, or is Recent discoveries have shown that humans are
deployed against spellcasting opponents. With his descended from the barbaric vrykul , half-giant
ability to dispel the beneficial spells of the enemy warriors who live in Northrend . Early humans
as well as supporting his allies, the spell breaker is were primarily a scattered and tribal people for
a powerful ally to have. several millennia, until the rising strength of the
troll empire forced their strategic unification.
Thus the nation of Arathor was formed, along
Hippogryph with its capital, the city-state of Strom.
Large beast, true neutral
Armor Class 14 (natural armor) Humans as Characters
Hit Points 59 (7d10 + 21) See the core document.
Speed 30 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 17 (+3) 16 (+3) 2 (-4) 14 (+2) 8 (-1) Human Archmage Hero
Skills Perception +6 ―You’d best steer clear of me, or I’ll turn you into a
Senses passive Perception 16 mindless sheep!‖
Languages – Medium humanoid (human), neutral good
Challenge 2 (450 XP) Armor Class 13 (mage armor)
Traits Hit Points 55 (10d6 + 20)
Keen Sight. The hippogryph has advantage on Mana Points 26 (18 + 3 + 5)
Spirit (Perception) checks that rely on sight. Speed 30 ft.
ACTIONS STR AGI STA INT SPI CHA
Multiattack. The hippogryph makes two attacks, 11 (+0) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 11 (+0)
one with its beak and one with its talons. Saving Throws Int +7, Spi +5
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., Skills Arcana +7, History +7
one target. Senses passive Perception 12
Hit: 8 (1d8 + 4) piercing damage. Languages Common
Challenge 7 (2,900 XP)

114
Traits 4th level (6 mana): arcane barrage, polymorph,
Arcane Power Mastery. Whenever the archmage brilliance aura, teleport
casts the mana shield spell, he gains temporary hit 5th level (7 mana): amplify magic, arcane orb,
points equal to his Arcane Blast damage until the teleportation circle
spell ends. ACTIONS
Arcane Spheres (max. 6 spheres). The archmage Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
gains 1 sphere whenever he deals arcane damage one target.
to an enemy through a spell or ability, whenever Hit: 3 (1d6) bludgeoning damage.
he loses 4 mana points by being subject to mana Arcane Blast. Ranged Spell Attack: +6 to hit, range
burn, detonate mana, or mana shield, and whenever 70 ft., one target.
he is subject to a Mystic Blast that does not deal Hit: 12 (5d4) arcane damage. This requires at
fel damage. Arcane spheres can be used for the least 1 mana in reserve for each d4.
following: Arcane Power (1/ rest or 4 Arcane Spheres). For
 Augmenting Arcana. Deal 1 additional the next minute, every mage spell the archmage
point of arcane damage per damage dice casts costs 1 less mana point (minimum 1 mana).
with mage spells and abilities that deal If the spell is heightened from a lower spell level,
arcane damage. This can be spent after the mana reduction is 2 points instead.
rolling for damage, and applies once per
spell. This does not stack with similar Hailing from the magical kingdom of Dalaran,
abilities. the Archmagi represent the pinnacle of magical
 Mana Circulation. The archmage may power. Weaving their intricate enchantments,
substitute 1 Arcane Sphere for 1 mana these crotchety old wizards are called upon to
point (cannot reduce mana point loss defend humanity with all the magical powers at
beyond 1) for effects that consume mana their disposal.
(such as spells or mana burn and similar Mounted atop their trusty steeds, the Archmagi
effects). brandish ancient staves that serve to channel
Presence of Mind (1/rest). When the archmage their fierce energies in battle. Though gruff and
casts a mage spell that has a casting time of 1 slightly aloof, these experienced wizards are a
action, it instead becomes a bonus action. He can heartening sight upon any battlefield where the
cast two spells in one round this way, and is not fate of humanity lies in peril.
restricted to cantrips. For this purpose, Mystic
Blast counts as a spell. > Dalaranian Warhorse
Human Traits. The human has the following Large beast, unaligned
racial traits: Armor Class 14 (armor)
 Human Spirit (1/rest) Hit Points 30 (4d10 + 8)
Spellcasting. The archmage is a 10th level Speed 60 ft.
spellcaster. His spellcasting ability is Intelligence STR AGI STA INT SPI CHA
(spell save DC 15, +7 to hit with spell attacks). 18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 7 (-2)
The archmage has the following spells (14) Saving Throws Spi +3, Sta +4
prepared from the mage spell list: Senses passive Perception 11
Cantrips (0 mana): mage hand, frost bolt, Languages —
prestidigitation Challenge 1 (200 XP)
1st level (2 mana): arcane missiles, elemental Traits
armor (frost), mage armor, mana shield (free) Battle Trained. The warhorse does not easily
2nd level (3 mana): invisibility flinch or escape from loud noises in battle, unlike
3rd level (5 mana): blizzard, conjure elemental normal horses. When subject to an effect that
(moderate water elemental), telekinesis would cause a normal horse to be startled, the
warhorse has advantage to their Spirit saving

115
throw. Furthermore, the warhorse is a loyal Light Crossbow. Ranged Weapon Attack: +4 to hit,
companion, and would disengage and retreat range 80/320 ft., loading, one target.
with its rider if they fall unconscious, likely saving Hit: 6 (1d8 + 2) piercing damage.
their life.
Smooth Riding. The warhorse grants its rider a Footmen are grizzled veterans trained to travel in
+2 to any roll to maintain concentration on a small groups and form organized ranks. They are
spell. adept in fighting within formations, and
Trampling Charge. If the horse moves at least 20 coordinate their attacks and actions, defending
feet straight toward a creature right before hitting one another in combat, and maintaining a solid
it with a hooves attack, the target must succeed shield wall.
on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the horse can take a Human Guard/Recruit
bonus action to make another attack with its Medium humanoid (human), lawful neutral
hooves against the target. Armor Class 16 (Chain Shirt, Shield)
ACTIONS Hit Points 11 (2d8 + 2)
Hooves. Melee Weapon Attack: +4 to hit, reach 5 Speed 30 ft.
ft., one target. STR AGI STA INT SPI CHA
Hit: 11 (2d6 + 4) bludgeoning damage. 14 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +2
Human Footman Senses passive Perception 12
―Grab your sword and fight the Horde!‖ Languages Common
Medium humanoid (human), lawful neutral Challenge 1/8 (25 XP)
Hit Points 39 (6d10 + 6) Traits
Armor Class 19 (splint and shield) Human Traits. The human has the following
Speed 30 ft. racial traits:
STR AGI STA INT SPI CHA  Human Spirit (1/rest)
16 (+3) 14 (+2) 13 (+1) 10 (0) 11 (+0) 10 (0) Defensive Stance [stance]. The guard may enter
Saving throws Str +4, Agi +3 (+5 if targeting only this stance with a bonus action. While in this
the footman) stance, he has resistance against piercing damage.
Skills Perception +2, Survival +2 This stance is broken if he moves more than half
Senses passive Perception 12 his full movement in a single round, or if he is no
Languages Common longer using a shield.
Challenge 2 (450 XP) ACTIONS
Traits Spear. Melee or Ranged Weapon Attack: +4 to hit,
Human Traits. The human has the following reach 5 ft. or range 20/60 ft., one target.
racial traits: Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)
 Human Spirit (1/rest) piercing damage if used with two hands to make
Defensive Stance [stance]. The footman may a melee attack.
enter this stance with a bonus action. While in Light Crossbow. Ranged Weapon Attack: +3 to hit,
this stance, he has resistance against piercing range 80/320 ft., loading, one target.
damage. Hit: 5 (1d8 + 1) piercing damage.
This stance is broken if he moves more than half
his full movement in a single round, or if he is no Trained to fight well with a shield and alongside
longer using a shield. his allies, the human guard is an example of a
ACTIONS trained soldier (although not reaching the veteran
Longsword. Melee Weapon Attack +5 to hit, reach status of the alliance‘s renowned Footmen).
5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage. Human Peasant

116
―More work?‖ Medium humanoid (human), lawful good
Medium Humanoid (human), neutral good Armor Class 18 (plate)
Armor Class 10 Hit Points 52 (8d8 + 16)
Hit Points 9 (2d8) Speed 30 ft.
Speed 30 ft. STR AGI STA INT SPI CHA
STR AGI STA INT SPI CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
13 (+1) 11 (+0) 11 (+0) 10 (+0) 13 (+1) 11 (+0) Saving Throws Sta +4, Spi +2
Senses passive Perception 11 Senses passive Perception 10
Languages Common Languages Common
Skills Mining tools +3 (or any other gathering Challenge 3 (700 XP)
tool) Traits
Challenge 1/4 (25 XP) Brave. The knight has advantage on saving
ACTIONS throws against being frightened.
Handaxe. Melee or Ranged Weapon Attack: +3 to Mounted Combat. The knight is a dangerous foe
hit, reach 5 ft. or ranged 20/60 ft., one target. to face while mounted. While the knight is
Hit: 4 (1d6 + 1) slashing damage. mounted and is not incapacitated, he has
Mining Pick. Melee Weapon Attack: +3 to hit, advantage on any melee attack roll versus an
reach 5 ft., one target. unmounted creature that is medium or smaller.
Hit: 3 (1d4 + 1) piercing damage. He can also force an attack targeting his mount
to target him instead, and when his mount is
The man standing before you is clearly a peasant, subjected to an effect that requires an Agility
dressed in nothing more than dirty, torn shirt saving throw to take only half damage, it instead
and ragged pants. He wears black boots and his takes no damage if it succeeds on the saving
head is bare, though he does have a threadbare throw, and only half damage if it fails.
cloak to ward off the night chill. He carries a ACTIONS
mining pick over one shoulder and a burlap sack Multiattack. The knight makes two melee
over the other. Peasants have no desire to fight, attacks.
and only attack when forced or when terrified. In Longsword. Melee Weapon Attack: +5 to hit, reach
battle they forget all discipline and simply charge, 5 ft., one target.
waving their picks and shouting incoherently. Hit: 7 (1d8 + 3) slashing damage.
Peasants sometimes receive rudimentary military Lance. Melee Weapon Attack: +5 to hit, reach 10
training, and with some armor over their bodies ft., one target.
and a weapon in their hands, some of them even Hit: 9 (1d12 + 3) piercing damage.
remember it. Militiamen still charge but stop a Heavy Crossbow. Ranged Weapon Attack: +2 to
pace or two away in order to attack. Most of them hit, range 100/400 ft., loading, one target.
realize just how little their armor truly protects Hit: 5 (1d10) piercing damage.
them and still run away when faced with a clearly REACTIONS
superior foe. Parry. The knight adds 2 to his AC against one
Upon hearing the call to arms, the peasant is melee attack that would hit him. To do so, the
equipped (typically by armor stored in the nearest knight must see the attacker and be wielding a
Town Hall) with a suit of chainmail, a shield, and melee weapon.
a short-sword. The peasant‘s AC (if granted the
equipment) increases by 6 points, and they fight This proud young man carries himself as if he
while aiding one another, usually under the were the lord of the battlefield. Resplendent in
command of a knight, lord, or paladin. his (probably hereditary) armor, he spends much
of his time testing the balance of his lance and
Human Knight speaking with his horse. Armed with his
―For honor! For freedom!‖ longsword in one hand and his lance at the

117
other, he spurs his mount to battle, shouting Mana Points 21 (15 + 3 + 3)
battle cries. Speed 30 ft.
Knights line up for a coordinated charge, using STR AGI STA INT SPI CHA
their mounts‘ mobility to give them an advantage, 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
and using the advantage of their warhorses‘ Saving Throws Sta +6, Cha +5
Tramping Charge ability. Aside from champions, Damage Resistances poison
the knight is the elite warrior of the Alliance, the Senses passive Perception 13
best of the normal troops. They typically form Languages Common
ranks and charge to devastating effect on the Challenge 7 (2,900 XP)
battlefield. Traits
Crusader's Strike. The paladin can expend mana
> Knight’s Warhorse (equal to any spell he has access) to add 2d8 holy
Large beast, unaligned damage to a successful attack. For each spell level
Armor Class 14 (armor) above 1, he adds 1d8. If the enemy is a fiend or
Hit Points 30 (4d10 + 8) undead, he adds another 5 extra damage.
Speed 60 ft. Divine Health. The paladin is immune to
STR AGI STA INT SPI CHA diseases has advantage against poison.
18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 7 (-2) Lay on Hands. As an action, the paladin can lay
Saving Throws Sta +4, Spi +3 on hands. For every mana point the paladin
Senses passive Perception 11 spends, they heal 3 hit points. Amount you heal
Languages — is instead treated as holy damage for undead and
Challenge 1 (200 XP) fiends (in which case, this requires a melee spell
Battle Trained. The warhorse does not easily attack). Excess hit points are lost, and he cannot
flinch or escape from loud noises in battle, unlike heal more than hit maximum hit points in one
normal horses. When subject to an effect that use of the ability. When performing Lay on
would cause a normal horse to be startled, the Hands on himself, this is instead a bonus action.
warhorse has advantage to their Spirit saving Alternatively, this can be expended to cure one
throw. Furthermore, the warhorse is a loyal disease or one poison of your choice. Each
companion, and would disengage and retreat disease or poison requires spending mana points
with its rider if they fall unconscious, likely saving equal to one-quarter the saving throw DC of the
their life. poison or disease. Multiple diseases or poisons
Trampling Charge. If the horse moves at least 20 can be cured this way. This feature has no effect
feet straight toward a creature right before hitting on constructs.
it with a hooves attack, the target must succeed Spellcasting. The paladin is a 6th level
on a DC 14 Strength saving throw or be knocked spellcaster. His spellcasting ability is Charisma
prone. If the target is prone, the horse can take a (spell save DC 12, +5 to hit with spell attacks).
bonus action to make another attack with its The paladin has the following spells (8) prepared
hooves against the target. from the paladin spell list:
ACTIONS 1st level (4 mana): holy light, renewing light, seal
Hooves. Melee Weapon Attack: +4 to hit, reach 5 array (righteousness), devotion aura (free)
ft., one target. 2nd level (5 mana): divine shield, exorcism, hold
Hit: 11 (2d6 + 4) bludgeoning damage. (or repentance), retribution aura (free)
3rd level (6 mana): holy nova, revivify (or
Human Paladin Hero redemption), crusader aura (free)
ACTIONS
―It’s hammer time!‖
Medium humanoid (human), lawful good Multiattack. The paladin makes two melee
Armor Class 19 (plate) attacks.
Hit Points 75 (10d10 + 20)

118
Light’s Vengeance (Greathammer). Melee Armor Class 13
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit Points 10 (3d4 + 3)
Hit: 12 (2d6 + 5) bludgeoning damage, plus 4 Mana Points 16 (14 + 2)
(1d8) holy damage. Speed 20 ft.
Whenever Light‘s Vengeance is used for a STR AGI STA INT SPI CHA
Crusader's Strike, the paladin gains resistance to 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
any one damage type for until the end of their Skills Deception +4, Insight +3, Persuasion +4,
turn in the next round. Stealth +5
Damage Vulnerabilities holy
Loved and revered by his people and held to high Damage Resistances fire; bludgeoning, piercing,
standards, this Paladin is a noble Knight of the and slashing from nonmagical weapons that
Silver Hand who works selflessly to defend the aren‘t silvered
world of Azeroth from the threat of the demonic Damage Immunities poison
Burning Legion and the dreaded Scourge. Condition Immunities burning, poisoned
Empowered by the Light, this Paladin brandishes Senses darkvision 120 ft., passive Perception 11
both greathammer and holy flame to battle Languages Common, Eredun
against all who will to trample the meek and Challenge 1 (200 XP)
innocent. Traits
The paladin often has a pouch of materials for Demon Sight. Magical darkness doesn‘t impede
the redemption (or revivify) spell (two castings, or the demon‘s darkvision.
600 gp worth of diamonds). Innate Spellcasting. The imp is a 1st level
spellcaster. The imp‘s spellcasting ability is
Charisma (spell save DC 12, +4 to spell attacks).
I The imp can innately cast the following spells,
Imp Introduction requiring no material components:
Imps are small demons that hold limited arcane Cantrips (3 mana): firebolt
power. They often serve more powerful beings, Limited Power. Cantrips cost 3 mana for the
usually demons or warlocks; though its natural imp.
deference to a master makes it a prized servant, ACTIONS
an imp‘s impetuous and destructive tendencies Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
can manifest at the worst possible times. one target.
Imps love fire. If left unchecked, they tend to Hit: 5 (1d4 + 3) slashing damage.
ignite whatever flammable material they come
across. Most imps that make their home on Imp, Fel
Azeroth dwell in the Burning Steppes or inside Small fiend (demon), chaotic evil
Blackrock Mountain. An imp found elsewhere is Armor Class 13
likely a warlock‘s fel companion, or else it has Hit Points 38 (7d6 + 14)
come directly from the Twisting Nether. In rare Mana Points 20 (16 + 2 + 3)
cases, imps can fly, but most of such breed of imp Speed 25 ft.
are used as messengers, and do not typically STR AGI STA INT SPI CHA
follow and mentor Warlocks. 11 (+0) 19 (+4) 15 (+2) 13 (+1) 12 (+1) 16 (+3)
Skills Deception +5, Insight +3, Persuasion +5,
An imp has a 5% chance of having been born Stealth +6
with wings. Such imps have flight speed equal to Damage Resistances fel; bludgeoning, piercing,
their walking speed. and slashing from nonmagical weapons that
aren‘t silvered
Imp Damage Immunities fire, poison
Tiny fiend (demon), chaotic evil Condition Immunities burning, poisoned

119
Senses darkvision 120 ft., passive Perception 11 Challenge 8 (3,900 XP)
Languages Common, Eredun Traits
Challenge 4 (1,100 XP) Spellcasting. The imp mother is a 10th level
Traits spellcaster. Her spellcasting ability is Charisma
Arson. If the fel imp has any other imp within 10 (spell save DC 15, +7 to hit with spell attacks).
feet of it, both imps deal double fire damage with The imp mother has the following spells (14)
their innate spells and their fire claw attacks. This prepared from the warlock spell list:
does not stack when more there are more imps Cantrips (0 mana): Fire bolt, poison spray, toll the
nearby. dead
Demon Sight. Magical darkness doesn‘t impede 1st level (2 mana): Bane, hellish rebuke
the demon‘s darkvision. 2nd level (3 mana): Shadow word pain, suggestion
Innate Spellcasting. The imp is a 3rd level 3rd level (5 mana): Bestow curse, carrion swarm,
spellcaster. The imp‘s spellcasting ability is fear, haste
Charisma (spell save DC 13, +5 to spell attacks). 4th level (6 mana): Drain life, polymorph
The imp can innately cast the following spells, 5th level (7 mana): Conjure fiend (5 imps),
requiring no material components: contagion, cripple, dominate person
Cantrips (1 mana): firebolt ACTIONS
1st level (4 mana): chaos bolt, hideous laughter Multiattack. The imp mother can make two claw
2nd level (5 mana): curse of agony, immolation attacks.
aura, shadow word pain Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
ACTIONS one target.
Multiattack. The fel imp can make two attacks. It Hit: 10 (2d6 + 3) slashing damage.
can change any of the attacks to a firebolt. Havoc. The imp mother can command up to
Fiery Claw. Melee Weapon Attack: +4 to hit, reach three imps within 120 feet to make one melee or
5 ft., one target. firebolt attack. If the imps obey, this counts as
Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) fire their reaction.
damage.
Imp mothers are a type of demon loyal to the
Fel imps are more suffused with the dark power Burning Legion. First seen during the third
of the fel. Fel imps usually travel together in invasion of the Burning Legion, very little is
packs of 10 to 20, branching out in groups of five currently known about them, but their stomachs
to set the world on fire with their abilities. are known to operate as a kind of portal from
which imps emerge.
Imp Mother Imp mothers are massive, bulbous demons that
Large fiend (demon), chaotic evil seem to be exclusively female. As is common with
Armor Class 16 (natural armor) demons, they have wings, hooves, and horns.
Hit Points 115 (11d10 + 55) Their method of locomotion is restrained to
Mana Points 25 (18 + 3 + 4) using their wings to fly. Imp Mothers are often
Speed 5 ft., fly 15 ft. found floating in pools of fel-tainted lava.
STR AGI STA INT SPI CHA
16 (+3) 14 (+2) 20 (+5) 16 (+3) 12 (+1) 18 (+4) Infernal Introduction
Skills Perception +6, Persuasion +7, Religion +7 Infernals are hulking brutes engulfed in fel fire,
Damage Resistances fel; bludgeoning, piercing, entropic manifestations that warlocks conjure
and slashing from nonmagical attacks forth from the Nether. Infernals burst through
Damage Immunities fire, poison the planar veil to strike like entropic meteorites,
Condition Immunities burning, poisoned devastating everything in their impact radius. The
Senses darkvision 120 ft., passive Perception 16 Infernals then rise to smash any and all targets in
Languages Eredun, telepathy 60 ft. the area.

120
Ripped from the void and cut off from the melee attack it makes if it also uses a bonus
sustaining energies of the Twisting Nether, action. This aura is always active.
Infernals endure for hours, perhaps days at most Meteoric Impact. The infernal, when summoned
before being summoned. Still, they can wreak or conjured, may manifest as a massive meteor
tremendous havoc in that time, acting as engines falling from the sky: in the area where it is
of pure destruction. designated to appear, it falls from the sky
An infernal always appears in the air when (damaging any units and objects in its fall), and
summoned (usually several hundred feet above explodes into a 20-foot-radius sphere on point of
the ground), and falls to earth with meteoric impact. Anything in this area of effect takes 7
impact (see below). It then stands and attacks as (2d6) concussive damage, and 10 (3d6) fire
directed by its summoner. An infernal is not damage in the area of effect. This otherwise acts
terrifically bright, however, and can obey only the like Rain of Fire. The infernal is not damaged by
simplest of tactical orders. Even then, it often the fall, and rises up from the crater (if the
resorts to the mindless tactic of attacking the terrain gives in), fully prepared for combat.
nearest enemy (as defined by its orders) each If not summoned, the infernal can choose to fall
round. from orbit if hovering over it (such as if shipped
Due to a strange secret in design, infernals never by a legion vehicle), in which case it falls over the
malfunction or require fuel. course of 3 rounds at any position it wishes.
Once designated at the beginning of the three
Infernal, Lesser rounds, the infernal cannot steer itself into
Large construct (tainted, demon), chaotic evil another direction.
Armor Class 14 (natural armor) Spell Resistance. The infernal has advantage to
Hit Points 85 (9d10 + 36) all saving throws against spells that allow for spell
Speed 30 ft. resistance.
STR AGI STA INT SPI CHA ACTIONS
20 (+5) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5) Slam. Melee Weapon Attack: +8 to hit, reach 10
Damage Vulnerabilities holy ft., one target.
Damage Resistances bludgeoning, piercing, and Hit 14 (2d8 + 5) bludgeoning damage (plus more
slashing from nonmagical weapons that aren‘t if spending bonus action, see Immolation).
silvered
Damage Immunities poison, psychic Infernal, Greater
Condition Immunities exhaustion, frightened, Large construct (tainted, demon), chaotic evil
paralyzed, petrified, poisoned Armor Class 15 (natural armor)
Senses darkvision 60 ft., passive Perception 10 Hit Points 168 (16d10 + 85)
Languages Understands Eredun but can‘t speak Speed 30 ft.
it STR AGI STA INT SPI CHA
Challenge 5 (1,800 XP) 22 (+6) 9 (-1) 20 (+5) 6 (-2) 11 (+0) 1 (-5)
Traits Damage Vulnerabilities holy
Chaos Weapons. The infernal‘s weapon attacks Damage Resistances fire
are magical. Damage Immunities poison, psychic;
Fel Bond. Despite being a construct, an infernal bludgeoning, piercing, and slashing from
is treated as a demon for the purposes of being nonmagical weapons that aren‘t adamantine
conjured and bounded. Condition Immunities exhaustion, frightened,
Immolation. The infernal sheds fel-fire in a paralyzed, petrified, poisoned
radius of 5 ft. around it. Any creature within that Senses darkvision 120 ft., passive Perception 10
radius and any creature that strikes the Infernal Languages Understands Eredun but can‘t speak
with a melee weapon takes 3 (1d6) fire damage. it
The infernal adds half its aura damage to any Challenge 9 (5,000 XP)

121
Traits The Deathforge in Shadowmoon Valley provides
Chaos Weapons. The infernal‘s weapon attacks some details on how infernals are made.
are magical.  Legion warlocks ritualistically summon
Fel Bond. Despite being a construct, an infernal Fire Elementals into pools of fouled
is treated as a demon for the purposes of being water or lava, corrupting them until they
conjured and bounded. turn into demonic "infernal souls"
Immune to Magic. The infernal is immune to  These infernal souls are then fused
any spell or effect that is based on a spell that is together with a collection of fel rocks by
below 5th level. It has advantage to saving throws mo'arg and gan'arg engineers (known in
against spells that are higher level. the Deathforge as Deathforge Smiths and
Immolation. The infernal sheds fel-fire in a Deathforge Tinkerers).
radius of 5 ft. around it. Any creature within that  When this process is complete, the end
radius and any creature that strikes the Infernal result is a newly-crafted infernal.
with a melee weapon takes 7 (2d6) fire damage.
The infernal adds half its aura damage to any Crafting
melee attack it makes if it also uses a bonus An infernal is a construct made by extensive and
action. This aura is always active. difficult collaboration.
Meteoric Impact. The infernal, when summoned It requires at least 13 individuals, between demon
or conjured, may manifest as a massive meteor smiths, fiendish tinkers, and legion warlocks led
falling from the sky: in the area where it is by an Eredar Warlock to accomplish the dark
designated to appear, it falls from the sky deed, which requires the following materials in
(damaging any units and objects in its fall), and rare fel stones, sacrifices, and infusion materials:
explodes into a 20-foot-radius sphere on point of  Lesser Infernals cost 20,000 gp to craft,
impact. Anything in this area of effect takes 14 and also requires an infusion matrix of
(4d6) concussive damage, and 17 (5d6) fire Rare quality.
damage in the area of effect. This otherwise acts  Greater Infernals cost 320,000 gp to
like Rain of Fire. The infernal is not damaged by craft, and also requires an infusion
the fall, and rises up from the crater (if the matrix of Legendary quality.
terrain gives in), fully prepared for combat. Infernals are considered golems.
If not summoned, the infernal can choose to fall
from orbit if hovering over it (such as if shipped K
by a legion vehicle), in which case it falls over the
course of 3 rounds at any position it wishes. Kobold Introduction
Once designated at the beginning of the three ―You no take candle!‖
rounds, the infernal cannot steer itself into This small, rat-like humanoid has a long snout.
another direction. White hair pokes from beneath a ragged cap, on
ACTIONS which perches a dribbling white candle. It hoists
Multiattack. The infernal makes three slam a leather pack over its left shoulder and a mining
attacks. pick over its right. Its eyes glitter with wariness.
Slam. Melee Weapon Attack: +10 to hit, reach 10 Kobolds are cowardly and flee from most
ft., one target. combats. However, they are tenacious and fierce
Hit 19 (3d8 + 6) bludgeoning damage (plus more when cornered, so when their lairs are
if spending bonus action, see Immolation). threatened, they attack with abandon. They are
not particularly intelligent and their tactics leave
The greater infernal usually sports red fires much to be desired. Though they are naturally
instead of the normal green, or has jagging green stealthy, they use this ability for escape more
crystals. often than ambush; when fighting opponents,
they attempt to overwhelm them with large
numbers.

122
Kobolds trade the gold and other minerals they Due to old legends and certain dangers in the
unearth to goblins and other patrons for all the deep places where kobolds mine, their culture
goods they need to survive; occasionally they has great emphasis over carrying light—the most
purchase protection as well. As they can‘t see mobile and efficient means for them being a
perfectly well in the dark, kobolds have a great candle stuck on their heads or helmets. Not all
affinity for candles. kobolds are as fearing of the dark, but many are.
Occasionally, adventurers find kobolds so These candle-loving and superstitious (or wise)
cowardly that they refuse to help their friends kobolds take heart when their allies are nearby
when they fall under attack nearby; these craven and shed in candle-light.
creatures prefer to simply go about their business If a kobold‘s candle is lit and it is within 10 feet
(sweating in fear all the while) and hope that the of two more lit candles, it gains +2 to damage
troublesome adventurers leave them alone. rolls and saving throws against fear. If the candle
is extinguished and the kobold is not in a lit area,
Variant Rule: Candle Morale roll a d6 for reaction on the following table:

Roll Result
1 The kobold panics, and gains the frightened condition for 1 minute if they fail a DC 10 Spirit save.
2 The kobold is shaken, and prefers to disengage and re-light the candle.
3 The kobold loses confidence, and loses the Pack Tactics ability until the candle is re-lit.
4 The kobold has advantage to attacks, and attacks against it have advantage as well.
5 The kobold is affected by the confusion spell for the full duration if they fail a DC 10 Spirit save.
6 The kobold is affected by the berserker rage spell for the full duration.

Kobold Geomancer Cantrips (1 mana): fire bolt, invoke elements


Small humanoid (kobold), neutral 1st level (5 mana): elemental shock (earth),
Armor Class 12 entangle, slumber hex (sleep)
Hit Points 10 (3d6) ACTIONS
Mana Points 17 (14 + 2 + 1) Pickaxe. Melee Weapon Attack: +4 to hit, reach 5
Speed 25 ft. ft., one target.
STR AGI STA INT SPI CHA Hit: 5 (1d6 + 2) piercing damage.
9 (-1) 15 (+2) 10 (+0) 8 (-1) 14 (+2) 10 (+0) Sling. Ranged Weapon Attack: +4 to hit, range
Skills Perception +4, Religion +1 30/120 ft., one target.
Senses passive Perception 14 Hit: 4 (1d4 + 2) bludgeoning damage.
Languages Draconic, Kalimag, Low Common
Challenge 1/2 (100 XP) The spiritual leaders of the kobold race,
Traits geomancers tap into the elemental spirits of the
Pack Tactics. The geomancer has advantage on earth to hinder foes or blast them with the force
an attack roll against a creature if at least one of of elemental stone.
the geomancer's allies is within 5 feet of the
creature and the ally isn't incapacitated. Kobold Laborer
Slow (1/long rest, 6 mana). The geomancer can Small humanoid (kobold), neutral
cast the slow spell, but can only affect a single Armor Class 12
target. Hit Points 5 (2d6 - 2)
Spellcasting. The geomancer is a 1st level Speed 25 ft.
spellcaster. Its spellcasting ability is Spirit (spell STR AGI STA INT SPI CHA
save DC 12, +4 to hit with spell attacks). The 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
geomancer has the following spells (3) prepared Senses passive Perception 8
from the shaman spell list: Languages Draconic, Low Common

123
Challenge 1/8 (25 XP) Hit: 5 (1d6 + 2) piercing damage.
Traits Javelin. Melee or Ranged Weapon Attack: +4 to hit,
Pack Tactics. The kobold has advantage on an reach 5 ft. or range 30/120, one target.
attack roll against a creature if at least one of the Hit: 5 (1d6 + 1) piercing damage, plus 1d6 poison
kobold's allies is within 5 feet of the creature and damage. The target must succeed against a DC 13
the ally isn't incapacitated. Stamina saving throw or be poisoned for one
ACTIONS minute.
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Leading and commanding the legions of kobolds,
Hit: 5 (1d6 + 2) piercing damage. and usually equipped with the grandest candles,
Sling. Ranged Weapon Attack: +4 to hit, range taskmasters direct mining efforts and captain any
30/120 ft., one target. efforts to neutralize enemies of the rat-like race.
Hit: 4 (1d4 + 2) bludgeoning damage.
Kobold Vermin
The backbone of the mighty kobold military Small humanoid (kobold), neutral
forces, kobold laborers focus their attacks against Armor Class 10
more vulnerable targets if led by a taskmaster. Hit Points 2 (1d6 - 1)
Otherwise, they cluster on a foe and bury them in Speed 25 ft.
the swing of small pickaxes. STR AGI STA INT SPI CHA
7 (-2) 11 (+0) 8 (-1) 8 (-1) 7 (-2) 8 (-1)
Kobold Taskmaster Senses passive Perception 8
Small humanoid (kobold), neutral Languages Draconic, Low Common
Armor Class 12 Challenge 1/8 (25 XP)
Hit Points 22 (5d6 + 5) Traits
Speed 25 ft. Pack Tactics. The kobold has advantage on an
STR AGI STA INT SPI CHA attack roll against a creature if at least one of the
12 (+1) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1) kobold's allies is within 5 feet of the creature and
Senses passive Perception 10 the ally isn't incapacitated.
Languages Draconic, Low Common ACTIONS
Challenge 1 (200 XP) Pickaxe. Melee Weapon Attack: +2 to hit, reach 5
Traits ft., one target.
Bashing Critical. Upon a critical hit, the Hit: 3 (1d6) piercing damage.
taskmaster can stun their target for until the end Sling. Ranged Weapon Attack: +2 to hit, range
of the taskmaster‘s next round. This can be 30/120 ft., one target.
negated with a DC 10 Stamina saving throw. Hit: 2 (1d4) bludgeoning damage.
Command Aura (1/rest). The taskmaster can
cast the abandonment aura spell once per rest. Serving as the ststiatics for most noncombatant
Pack Tactics. The taskmaster has advantage on kobolds, the kobold vermin is pitiful creature
an attack roll against a creature if at least one of beaten even by the most green of adventurers
the taskmaster's allies is within 5 feet of the seeking their candles.
creature and the ally isn't incapacitated.
ACTIONS
Battleaxe. Melee Weapon Attack: +3 to hit, reach 5
Kodo Beast
Large beast, unaligned
ft., one target.
Armor Class 12 (natural armor)
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Hit Points 42 (5d10 + 15)
if used with both hands.
Speed 40 ft.
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 STR AGI STA INT SPI CHA
ft., one target.
21 (+5) 8 (-1) 17 (+3) 2 (-4) 12 (+1) 6 (-2)

124
Senses passive Perception 11 whole. More significant threats, particularly those
Languages – too large to swallow, are run down. Kodo beasts
Challenge 2 (450 XP) are key to tauren culture. Tauren hunt and use
Traits every part of kodos for their equipment, clothing,
Devour. If the kodo beast bites a creature below and food. They can be trained and are used as
half hit points and one size category smaller than beasts of burden by the tauren and as mounts for
it, the kodo beast can swallow it whole. The orcs.
creature is trapped within the kodo beast (gaining The tauren hold them in high esteem, and breed
full cover against attacks from the outside), and them as mounts. They are also used extensively as
takes acid damage from the corrosive liquids pack animals by both the goblins and Horde.
within the kodo beast; it takes 1 acid damage per During the Third War, the orcs received a pack
round. of tamed kodo beasts as a gift from Cairne in
The creature may cut its way out by dealing one- return for Thrall's generosity.
quarter the kodo beasts‘s hit points in slashing or
piercing damage (7 damage). Attacking the inside Kodo Rider
is done with disadvantage. The orcs used the kodo beasts to carry their
Charge. If the kodo beast moves at least 20 feet drummers, who played their giant war drums to
straight toward a target and then hits it with a boost morale and provide rough war-orders
gore attack on the same turn, the target takes an during combat.
extra 9 (2d8) bludgeoning damage. If the target is These kodo beasts were also taught to devour
a creature, it must succeed on a DC 15 Strength their enemies whole in the middle of a battle
saving throw or be knocked prone. (reflected above). Plains kodo do not have this
ACTIONS ability.
Bite. Melee Weapon Attack +7 to hit, reach 5 ft.,
one target.
Hit: 12 (2d6 + 5) piercing damage.
K'thir
The k'thir are creatures coming from the darkest
Gore. Melee Weapon Attack +7 to hit, reach 10 ft.,
reaches beneath the tides. Most thought them
one target.
mere legend, stories used to warn of the dangers
Hit: 14 (2d8 + 5) piercing damage.
of peering too deep into the waters with tidesage
magic, but they now walk among the inhabitants
Large grey reptilian quadrupeds, kodo beasts
of Stormsong Valley. They look human, as their
wander the plains in thunderous herds. They
true appearance only shows upon death or when
graze primarily on quick-growing grasses, but will
they want it. Hiding among the populace, they
eat the leaves of shrubs and trees they encounter.
sowed the seeds of their dark masters and took
Like many herd animals, kodo beast groups are
control of the docks at Port Fogtide. They
composed of mothers and young, led by a single
forcefully corrupted humans into k'thir, while
powerful male or female. A few younger males
other fanatic followers of Lord Stormsong
may be present, but they are eventually driven out
willingly went through rituals to be transformed.
to establish their own herds.
The followers found at the inner quarters of the
Though terrifyingly large and powerful, kodo
Shrine of the Storm have all become k'thir, with
beasts are by nature quiet, lumbering animals.
Stormsong himself having become one as well.
They are content simply to wander away from
potential threats. One notable exception is when
A humanoid can be cast into a sacrificial pit to
they are protecting eggs or yearlings, which are
become a K‘thir, so long as it is witnessed by a
small enough to be threatened by most predators.
Void Lord. A K‘thir is born by casting the essence
Kodo beasts form rings around the young,
barring attack with simple mass. Sufficiently seal spell (heightened to level 2) on humanoid
annoying opponents are charged and swallowed sacrificing itself in the sacrificial pit, and then

125
casting the bind spell (level 2) to maintain link to the same in each form. If the K‘thir dies, it
conjurer by a being that can conjure aberrations. reverts to its true form.
This ritual cannot be undone or reversed by Tentacles. Melee Weapon Attack: +7 to hit, reach
anything short of a wish spell or divine 5 ft., one creature.
intervention (or similar abilities). Hit: 15 (2d10 + 4) psychic damage. If the target is
Medium or smaller, it is grappled (escape DC 15)
K'thir Deeplord and must succeed on a DC 15 Intelligence saving
Medium aberration, neutral evil throw or be stunned until this grapple ends. The
Armor Class 15 (breastplate) target can repeat their saving throw at the
Hit Points 71 (13d8 + 13) beginning of their turn every round to end the
Mana Points 28 (19 + 4 + 5) stunned condition.
Speed 30 ft. Mind Blast (Recharge 5-6). The K‘thir magically
STR AGI STA INT SPI CHA emits psychic energy in a 60-foot cone. Each
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) creature in that area must succeed on a DC 15
Saving Throws lnt +7, Spi +6, Cha +6 Intelligence saving throw or take 22 (4d8 + 4)
Skills Arcana +7, Deception +6, Insight +6, psychic damage and be stunned for 1 minute. A
Perception +6, Persuasion +6, Stealth +4 creature can repeat the saving throw at the end of
Damage Resistances psychic, shadow each of its turns, ending the effect on itself on a
Condition Immunities confusion success.
Senses darkvision 120 ft., passive Perception 16 Void Blast. Ranged Spell Attack: +7 to hit, range
Languages Elven, Common, Nerglish, Shath‘yar, 70 ft., one target.
telepathy 120 ft. Hit: 12 (5d4) shadow damage. This requires at
Challenge 7 (2,900 XP) least 1 mana in reserve for each d4.
Traits
Amphibious. The K‘thir deeplord can breathe air K’thir Spawn
and water. Medium aberration, neutral evil
Magic Resistance. The K‘thir has advantage on Armor Class 13
saving throws against spells and other magical Hit Points 38 (7d8 + 7)
effects. Speed 30 ft., fly 80 ft.
Innate Spellcasting. The K‘thir is naturally STR AGI STA INT SPI CHA
attuned to the void. The K‘thir‘s spellcasting 11 (+0) 12 (+1) 12 (+1) 15 (+2) 15 (+2) 15 (+2)
ability is Intelligence (spell save DC 15, +7 to Skills Perception +4
spell attacks). The K‘thir can innately cast the Damage Resistances psychic, shadow
following spells, requiring no material Condition Immunities confusion
components: Senses darkvision 120 ft., passive Perception 14
2nd level (3 mana): detect thoughts, levitate Languages Elven, Common, Nerglish, Shath‘yar,
3rd level (5 mana): mind flay, telekinesis telepathy 120 ft.
5th level (7 mana): dominate (humanoids), Challenge 2 (450 XP)
teleportation circle Traits
Mind Scream. If the K‘thir makes a Void Blast Amphibious. The K‘thir spawn can breathe air
against a creature grappled by its tentacles, the and water.
blast deals double damage, with the extra damage Innate Spellcasting. The K‘thir is naturally
as psychic damage. attuned to the void. The K‘thir‘s spellcasting
ACTIONS ability is Intelligence (spell save DC 12, +4 to
Change Shape. The K‘thir magically polymorphs spell attacks). The K‘thir can innately cast the
into a Small or Medium humanoid or back into following spells, requiring no material
its true form. Other than its size, its statistics are components:
2nd level (3 mana): detect thoughts, levitate

126
Mind Scream. If the K‘thir makes a Void Blast It wears a breastplate emblazoned with a bizarre
against a creature grappled by its tentacles, the symbol and wields a mighty scimitar in one hand.
blast deals double damage, with the extra damage The fearsome doomguards once served as
as psychic damage. Archimonde's personal escorts. Although they
ACTIONS were often called upon to perform a number of
Tentacles. Melee Weapon Attack: +3 to hit, reach duties for the Legion, their loyalties lay with him
5 ft., one creature. alone.
Hit: 7 (1d10 + 2) psychic damage. If the target is The doomguard were left to their own devices
Medium or smaller, it is grappled (escape DC 12) after Archimonde's defeat at the World Tree on
and must succeed on a DC 12 Intelligence saving Mount Hyjal. They now roam the universe
throw or be stunned until this grapple ends. The serving as mercenaries for whoever will have
target can repeat their saving throw at the them.
beginning of their turn every round to end the
stunned condition. Doomguard Warrior
Change Shape. The K‘thir magically polymorphs Large fiend (demon), chaotic evil
into a Small or Medium humanoid or back into Armor Class 15 (natural armor)
its true form. Other than its size, its statistics are Hit Points 85 (10d10 + 30)
the same in each form. If the K‘thir dies, it Mana Points 20 (14 + 3 + 3)
reverts to its true form. Speed 25 ft.
Void Blast. Ranged Spell Attack: +4 to hit, range STR AGI STA INT SPI CHA
40 ft., one target. 19 (+4) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2)
Hit: 5 (2d4) shadow damage. This requires at Saving Throws Str +7, Cha +4
least 1 mana in reserve for each d4. Damage Resistances fel, fire; bludgeoning,
piercing, and slashing from nonmagical weapons
L that aren't silvered
Damage Immunities poison
Legion Doomguard Introduction Condition Immunities poisoned
When mortals recall the brutal terror of the Senses darkvision 60 ft., passive Perception 10
Burning Legion's armies, they would likely think Languages Common, Eredun
first of the doomguard. These ironfisted demons Challenge 5 (1,800 XP)
serve as the Burning Legion's captains and Traits
generals. A doomguard's prowess at commanding Demon Sight. Magical darkness doesn't impede
large-scale battles does not reduce the demon's the demon‘s darkvision.
hunger for personal combat. In any conflict, a Fel Might. The doomguard‘s attacks are treated
doomguard brings their powerful demonic as if magical.
abilities to where they can do the most damage, Innate Spellcasting. The doomguard is a 5th
viciously slaughtering enemy troops. level spellcaster. Its spellcasting ability is
While most doomguard remain unquestioning Charisma (spell save DC 13, +5 to spell attacks).
and loyal servants to the lords of the Burning The doomguard can innately cast the following
Legion (Nathrezim and pit lords, among others), spells, requiring no material components:
some ascend to this tier of command themselves Cantrips (0 mana): fire bolt
and are among the most powerful demons in the 1st level (4 mana): charm fiend, charm undead
Legion. In fact, most demons that remain in 3rd level (6 mana): rain of fire, slow
Azeroth after the failure of the second invasion ACTIONS
are now under the control of various doomguard Multiattack. The doomguard makes two melee
lords, ruling from such places as Jaedenar, attacks. As a bonus action, it can use its Doom
Mannoroc Coven, and the Tainted Scar. Stomp ability or attack with its scimitar.
The massive, muscular being stands over 12 feet
tall and has red scaly flesh and small dark wings.

127
Scimitar. Melee Weapon Attack: +7 to hit, reach Stomp ability, attack with its scimitar, or apply its
10 ft., one target. mortal strike ability.
Hit: 11 (2d6 + 4) slashing damage. Scimitar. Melee Weapon Attack: +10 to hit, reach
Slam. Melee Weapon Attack: +7 to hit, reach 10 10 ft., one target.
ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Hit: 9 (2d4 + 4) bludgeoning damage. Slam. Melee Weapon Attack: +10 to hit, reach 10
Doom Stomp (3/long rest). As a bonus action, ft., one target.
the doomguard stomps the ground with a hoof, Hit: 11 (2d4 + 6) bludgeoning damage.
creating a shockwave. All creatures ten feet away Doom Stomp (3/long rest). As a bonus action,
from them must perform an Agility saving throw, the demon stomps the ground with a hoof,
DC 15 or be knocked prone, taking damage as if creating a shockwave. All creatures ten feet away
hit with a slam attack. from them must perform an Agility saving throw,
DC 17 or be knocked prone, taking damage as if
Doomguard Champion hit with a slam attack.
Large fiend (demon), chaotic evil
Armor Class 18 (natural armor) Doomguard Elder
Hit Points 105 (12d10 + 50) Huge fiend (demon), chaotic evil
Mana Points 22 (15 + 4 + 3) Armor Class 18 (natural armor)
Speed 20 ft., fly 5 ft. Hit Points 175 (14d12 + 84)
STR AGI STA INT SPI CHA Mana Points 24 (15 + 4 + 5)
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 15 (+2) Speed 20 ft., fly 5 ft.
Saving Throws Str +10, Agi +7, Spi +7, Cha +5 STR AGI STA INT SPI CHA
Damage Resistances fel; bludgeoning, piercing, 25 (+7) 15 (+2) 23 (+6) 14 (+2) 16 (+3) 15 (+2)
and slashing from nonmagical weapons that Saving Throws Str +11, Agi +6, Spi +7, Cha +7
aren't silvered Damage Vulnerabilities holy
Damage Immunities fire, poison Damage Resistances fel; bludgeoning, piercing,
Condition Immunities burning, poisoned and slashing from nonmagical weapons that
Senses darkvision 120 ft., passive Perception 13 aren't silvered
Languages Common, Eredun Damage Immunities fire, poison
Challenge 8 (3,900 XP) Condition Immunities burning, poisoned
Traits Senses darkvision 120 ft., passive Perception 13
Demon Sight. Magical darkness doesn't impede Languages Common, Eredun
the demon‘s darkvision. Challenge 12 (8,400 XP)
Fel Might. The doomguard‘s attacks are treated Traits
as if magical. Demon Sight. Magical darkness doesn't impede
Mortal Strike. The doomguard has the Mortal the demon‘s darkvision.
Strike ability, as 10th level warrior. Fel Might. The doomguard‘s attacks are treated
Innate Spellcasting. The doomguard is a 6th as if magical.
level spellcaster. Its spellcasting ability is Howl of Terror. As an action, the doomguard
Charisma (spell save DC 13, +5 to spell attacks). elder may howl, forcing any creature within 30 ft.
The doomguard can innately cast the following to make a DC 15 Spirit saving throw. On a failed
spells, requiring no material components: save, the creature is frightened until the start of
Cantrips (0 mana): fire bolt its next turn. If a creature's saving throw is
1st level (4 mana): charm fiend, charm undead successful, the creature is immune to the
3rd level (6 mana): dispel magic, rain of fire, slow doomguard elder‘s howl for the next 24 hours.
ACTIONS Mortal Strike. The doomguard has the Mortal
Multiattack. The doomguard makes two melee Strike ability, as 10th level warrior.
attacks. As a bonus action, it can use its Doom

128
Innate Spellcasting. The doomguard is a 7th Damage Resistances fel
level spellcaster. Its spellcasting ability is Damage Immunities poison
Charisma (spell save DC 14, +6 to spell attacks). Condition Immunities exhaustion, poisoned
The doomguard can innately cast the following Senses darkvision 60 ft., passive Perception 10
spells, requiring no material components: Languages Understands Eredun but can't speak it
Cantrips (0 mana): fire bolt Challenge 2 (450 XP)
1st level (2 mana): charm fiend, charm undead Traits
3rd level (5 mana): dispel magic, rain of fire, slow Demonic Sense. The felbat has the effects of the
4th level (6 mana): inferno blast, wall of fire detect magic spell constantly active, within a range
ACTIONS of 60 ft. They do not need to spend an action to
Multiattack. The doomguard makes three melee sense the aura of the magic spell and its school.
attacks. As a bonus action, it can use its Doom ACTIONS
Stomp ability, attack with its scimitar, or apply its Multiattack. The felbat makes two attacks: one
mortal strike ability. with its bite and one with its claws.
Scimitar. Melee Weapon Attack: +11 to hit, reach Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
10 ft., one target. one target.
Hit: 17 (3d6 + 7) slashing damage plus 3 (1d6) fel Hit: 5 (1d6 + 2) piercing damage.
damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Slam. Melee Weapon Attack: +11 to hit, reach 10 one target.
ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Hit: 14 (3d4 + 7) bludgeoning damage.
Doom Stomp (4/long rest). As a bonus action, Felbat Wing
the demon stomps the ground with a hoof, Medium fiend (demon) troop, chaotic evil
creating a shockwave. All creatures ten feet away Armor Class 13 (natural armor); 15 each
from them must perform an Agility saving throw, Hit Points 262 (35d8 + 105) ;52 (7d8 + 21) each
DC 18 or be knocked prone, taking damage as if Speed 30 ft., fly 60 ft.
hit with a slam attack. STR AGI STA INT SPI CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
Legion Felbat Damage Vulnerabilities holy
Felbats or fel bats are a race of winged, bat-like Damage Resistances fel
gargoyle demons. The Burning Legion breeds Damage Immunities poison
them as flying mounts for their soldiers or aerial Condition Immunities exhaustion, poisoned
troops, but many felbats have also been enslaved Senses darkvision 60 ft., passive Perception 10
by the Illidari as mounts. Languages Understands Eredun but can't speak it
A felbat's fire never burns its master. Felbats Challenge 7 (2,900 XP); 2 (450 XP) each
breed like rabbits, often spawning a new Traits
generation in less than two years. Demonic Sense. The felbat has the effects of the
They see in a different way to most creatures, and detect magic spell constantly active, within a range
can sense magic not unlike felhounds. of 60 ft. They do not need to spend an action to
sense the aura of the magic spell and its school.
Troop. A troop takes half damage from any effect
Felbat Swarmer
that does not target at least half the component
Medium fiend (demon), chaotic evil
creatures. If the effect does not deal damage, the
Armor Class 15 (natural armor)
troop is instead immune to it. If the effect targets
Hit Points 52 (7d8 + 21)
an area, the troop is affected normally, and takes
Speed 30 ft., fly 60 ft.
50% extra hit damage if the effect deals damage.
STR AGI STA INT SPI CHA
A troop always counts as if it has an ally within 5
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
feet.
Damage Vulnerabilities holy

129
ACTIONS Bile. The felbat matron spews a blob of corrosive
Multiattack. The felbat makes two attacks: one bile in a 10-foot radius sphere within 60 feet. Any
with its bite and one with its claws. creature that starts its turn in the sphere suffers
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 22 (5d8) acid damage. The bile remains for 1
one target. minute before losing potency.
Hit: 27 (5d6 + 10) piercing damage.
Bite Troop Attack. Melee Weapon Attack: Legion Mo’arg
accuracy 12, reach 5 ft., one target. "Brutish though they seem, these iron-stitched horrors
Hit: 27 (5d6 + 10) piercing damage; 5 (1d6 + 2) are exceedingly brilliant engineers and forge-smiths.
each. Their black iron constructs have sown death across a
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., thousand worlds."
one target. - Exodar Holographic Emitter in the Vault of
Hit: 27 (5d6 + 10) piercing damage. Lights.
Claws Troop Attack. Melee Weapon Attack: Medium fiend (demon), chaotic evil
accuracy 12, reach 5 ft., one target. Armor Class 15 (Armored exoskeleton)
Hit: 27 (5d6 + 10) piercing damage; 5 (1d6 + 2) Hit Points 75 (10d8 + 30)
each. Speed 30 ft.
STR AGI STA INT SPI CHA
Felbat Matron 16 (+3) 12 (+1) 16 (+3) 21 (+5) 12 (+1) 7 (-2)
Large fiend (demon), chaotic evil Saving Throws +3 Agi, +7 Int
Armor Class 15 (natural armor) Skills Engineer‘s Tools +7, Investigation +8,
Hit Points 95 (10d10 + 40) Perception +4
Speed 30 ft., fly 70 ft. Damage Resistances fire, concussive;
STR AGI STA INT SPI CHA bludgeoning, piercing, and slashing from
18 (+4) 13 (+1) 18 (+4) 6 (-2) 15 (+2) 11 (+0) nonmagical attacks
Skills Acrobatics +4, Perception +5 Damage Immunities poison
Damage Vulnerabilities holy Condition Immunities poisoned
Damage Resistances fel Senses darkvision 60 ft., passive Perception 14
Damage Immunities poison Languages Eredun
Condition Immunities exhaustion, poisoned Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 15 Traits
Languages Eredun Demonic Sense. The Mo‘arg has the effects of
Challenge 6 (2,300 XP) the detect magic spell constantly active, within a
Traits range of 60 ft. This can not only detect magic,
Demonic Sense. The felbat matron has the but also technological devices. He must spend an
effects of the detect magic spell constantly active, action to sense the aura of the magic and its
within a range of 60 ft. They do not need to school, and can likewise identify the engine of a
spend an action to sense the aura of the magic device (but not how it works instantaneously).
spell and its school. Innovation (27 CP). The Mo‘arg can craft
ACTIONS temporary and unstable technological creations.
Multiattack. The felbat matron makes three Creating temporary technological device costs an
attacks: one with its bite and two with its claws. Action if a Consumable, 3 turns if a use-item
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., (such as a firearm), or 1 minute if a Creature
one target. (such as turret or combat armor). If a Common-
Hit: 11 (2d6 + 4) piercing damage. quality item, it instead costs a bonus action if a
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., consumable, 1 turn if a use-item, or 3 turns if a
one target. creature.
Hit: 11 (2d6 + 4) slashing damage.

130
Innovations cost crafting points (of which the kobolds than they do the gargantuan demons of
Mo‘arg has 30) and materials (see equipment the Burning Legion. However, they are often just
below). as intelligent and cunning as their mo'arg masters
Rarity Point Cost Material Cost and should not be underestimated.
Common 2 0 gp
Uncommon 4 4 gp Legion Shivarra Introduction
Rare 6 16 gp
The Shivarra, or Shivan, are a 6-armed female
ACTIONS
mystical demon species living in Outland,
Multiattack. The Mo‘arg makes two weapon
averaging at roughly twenty to thirty feet tall.
attacks.
Devout and exceedingly charismatic, these
Iron Claw. Melee Weapon Attack: +6 to hit, reach
priestesses live only to evangelize the power of
5 ft., one target.
Sargeras ' dread vision. They are the driving heart
Hit: 6 (1d6 + 3) slashing damage, and the target is of the Burning Crusade and are thought to be
grappled (escape DC 14). The Mo‘arg has one three times as fanatical as the other demons. The
iron claw, which can grapple only one target. most powerful shivarra are the Coven of Shivarra.
Slam. Melee Weapon Attack: +8 to hit, reach 10 Shivarra serve the Burning Legion as priestesses
ft., one target. and military chaplains. They are devout and
Hit: 6 (1d6 + 3) bludgeoning damage. charismatic and as such are a driving force
Fel Rifle. Ranged Weapon Attack (Malfunction 1- behind the Burning Legion as all their efforts are
2): +4 to hit, range 150/600; capacity 2 bullets, bent on bringing Sargeras' vision into being.
one target. Shivan appears to be another term used for these
Hit: 10 (2d6 + 3) piercing damage. mystical demons living in Outland, also called
the shivarra race.
The mo‘arg‘s rifle has a mana engine, keyed to fel
mana.
Shivarra War-Priestess
Large fiend (demon), chaotic evil
Equipment. The Mo‘arg has 5,000 gp worth of
Armor Class 18 (natural armor)
engineering materials, and 25 engineering
Hit Points 133 (14d10 + 56)
blueprints they can call upon (usually damaging
Mana Points 25 (18 + 3 + 4)
or demonically-themed creations), up to a
Speed 30 ft.
maximum rarity of Rare.
STR AGI STA INT SPI CHA
16 (+3) 20 (+5) 18 (+4) 18 (+4) 16 (+3) 18 (+4)
The mo'arg are a demonic species within the
Saving Throws Str +6, Sta +7, Spi +6, Cha +7
ranks of the Burning Legion. Tall and broad in
Skills Intimidation +7, Perception +6, Persuasion
stature, they are particularly proficient in hand-to-
+7, Religion +7
hand combat.
Damage Resistances fire; bludgeoning, piercing,
Many mo'arg are tinkerers, scientists,
and slashing from nonmagical attacks
blacksmiths, and engineers among the ranks of
Damage Immunities poison
the Legion and have "improved" their own bodies
Condition Immunities poisoned
with bionic parts. Some have gone so far with
Senses darkvision 60 ft., passive Perception 16
their enhancements that they resemble the
Languages Eredun, telepathy 60 ft.
abominations of the Scourge, with the only
Challenge 8 (3,900 XP)
difference with their undead counterparts being
Traits
that they are actually very clever (as well as very
Magic Weapons. The shivarra‘s weapon attacks
alive).
are magical.
The gan'arg subrace bears little resemblance to
Dark Healing. The shivarra adds the death coil
the mo'arg mother race, being stunted and weak
spell to her warlock spell list.
to the point that they seem far more similar to

131
Spellcasting. The shivarra is an 7th level Damage Immunities poison
spellcaster. Her spellcasting ability is Charisma Condition Immunities poisoned
(spell save DC 16, +6 to hit with spell attacks). Senses truesight 120 ft., passive Perception 18
The shivarra has the following spells (11) Languages Eredun, telepathy 120 ft.
prepared from the warlock spell list: Challenge 16 (15,000 XP)
Cantrips (0 mana): acid splash, control flames, Traits
poison spray Magic Resistance. The shivarra has advantage on
1st level (3 mana): charm humanoid, death coil, saving throws against spells and other magical
detect magic, hellish rebuke, sleep effects.
2nd level (5 mana): acid arrow, curse of agony, Magic Weapons. The shivarra‘s weapon attacks
hold person are magical.
3rd level (6 mana): curse of weakness, fear Reactive. The shivarra can take one reaction on
4th level (7 mana): private sanctum every turn in a combat.
ACTIONS Spellcasting. The shivarra is an 9th level
Multiattack. The shivarra makes three attacks. spellcaster. Her spellcasting ability is Charisma
She can replace one attack with casting a cantrip (spell save DC 16, +6 to hit with spell attacks).
she knows, even if the cantrip costs an action, but The shivarra has the following spells (14)
no more than one cantrip per round. prepared from the warlock spell list:
Longsword. Melee Weapon Attack: +6 to hit, reach Cantrips (0 mana): acid splash, control flames,
5 ft., one target. poison spray
Hit: 12 (2d8 + 3) slashing damage. 1st level (2 mana): charm humanoid, death coil,
Teleport. The shivarra magically teleports, along detect magic, hellish rebuke, sleep
with any equipment it is wearing or carrying, up 2nd level (3 mana): acid arrow, curse of agony, eye
to 120 feet to an unoccupied space it can see. beam (scorching ray)
Fiendish Expulsion (recharge on 6). The shivarra 3rd level (4 mana): curse of weakness, fear
releases a blast of energy of one elemental type 4th level (6 mana): hallucinatory terrain, private
she chooses. Every creature in a 20-foot cone sanctum
suffers 49 (14d6) damage. Each shivarra usually 5th level (7 mana): dominate person, teleportation
chooses one elemental type for this ability. circle
REACTIONS ACTIONS
Parry. The shivarra adds 3 to its AC against one Multiattack. The shivarra makes six attacks. She
melee attack that would hit it. To do so, the can replace one attack with casting a cantrip she
shivarra must see the attacker and be wielding a knows, even if the cantrip costs an action, but no
melee weapon. more than one cantrip per round.
Longsword. Melee Weapon Attack: +9 to hit, reach
Shivarra Matron Mother 5 ft., one target.
Large fiend (demon), chaotic evil Hit: 13 (2d8 + 4) slashing damage.
Armor Class 18 (natural armor) Teleport. The shivarra magically teleports, along
Hit Points 189 (18d10 + 90) with any equipment it is wearing or carrying, up
Speed 40 ft. to 120 feet to an unoccupied space it can see.
STR AGI STA INT SPI CHA Fiendish Expulsion (recharge on 5-6). The
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) shivarra releases a blast of energy of one
Saving Throws Str +9, Sta +10, Spi +8, Cha +10 elemental type she chooses. Every creature in a
Skills Intimidation +10, Perception +8, 30-foot cone suffers 81 (18d8) damage. Each
Persuasion +10, Religion +9 shivarra usually chooses one elemental type for
Damage Resistances cold, fire, lightning; this ability.
bludgeoning, piercing, and slashing from REACTIONS
nonmagical attacks

132
Parry. The shivarra adds 5 to its AC against one 2nd level (3 mana): alter self, suggestion, shadow
melee attack that would hit it. To do so, the word pain, dream eating hex
shivarra must see the attacker and be wielding a 5th level (7 mana): dominate humanoid, modify
melee weapon. memory
ACTIONS
Legion Succubus/Incubus Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target.
Introduction Hit: 6 (1d6 + 3) slashing damage.
A succubus is pleasure and pain rolled into one Whip. Melee Weapon Attack: +6 to hit, reach 15
deadly package. Like all demons, she enjoys ft., one target
bringing death and misery to the mortal races — Hit: 4 (1d2 + 3) slashing damage.
but that doesn‘t mean she can‘t have fun with Charm (at will). One humanoid the fiend can
them first. Male succubi are called incubi, and act see within 30 feet of it must succeed on a DC 17
identical in all respects, except in some Spirit saving throw or be magically charmed for 1
personality traits. day. The charmed target obeys the fiend's verbal
or telepathic commands. If the target suffers any
Succubus/Incubus harm or receives a suicidal command, it can
Medium fiend (demon), chaotic evil repeat the saving throw, ending the effect on a
Armor Class 15 (natural armor) success. If the target successfully saves against the
Hit Points 66 (12d8 + 12) effect, or if the effect on it ends, the target is
Mana Points 28 (20 + 2 + 5) immune to this fiend's Charm for the next 24
Speed 30 ft. hours. The fiend can have only one target
STR AGI STA INT SPI CHA charmed at a time. If it charms another, the effect
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) on the previous target ends.
Skills Deception +9, Insight +5, Perception +5,
Persuasion +9, Stealth +7 Many warlocks choose a succubus as a fel
Damage Resistances cold, fire, lightning, poison; companion for their ability to manipulate those
bludgeoning, piercing, and slashing from weak of will. It is not uncommon for a succubus
nonmagical weapons or incubus in a mortal‘s servitude to fall
Senses darkvision 60 ft., passive Perception 15 uncontrollably in love with them; this occurrence
Languages Common, Eredun, Telepathy 60 ft. is not always to the master‘s advantage, though,
(to those she considers herself friendly with) for a devoted demon can be prone to fits of
Challenge 4 (1,100 XP) extreme jealousy, especially when their master
Traits deals with those of the opposite sex.
Sensual Pain. The succubus may affect any
creature it strikes with its whip with one of its Maiden/Master of Pain
innate spellcasting abilities. Casting a spell or Medium fiend (demon), chaotic evil
using an ability this way costs a bonus action, and Armor Class 17 (natural armor)
is treated as a [strike] effect. Despite dealing Hit Points 111 (17d8 + 34)
damage, the succubus is not counted as if she Mana Points 29 (20 + 5 + 4)
damaged the target for the purposes of Speed 30 ft.
enchantment spells. STR AGI STA INT SPI CHA
Innate Spellcasting. The succubus is a 12th level 10 (+0) 20 (+5) 13 (+1) 15 (+2) 12 (+1) 20 (+5)
spellcaster. The succubus spellcasting ability is Saving Throws Agi +9, Cha +9
Charisma (spell save DC 17, +9 to spell attacks). Skills Deception +9, Insight +5, Perception +9,
The succubus can innately cast the following Persuasion +9, Stealth +13, Survival +5
spells, requiring no material components:
1st level (2 mana): sleep

133
Damage Resistances cold, fire, lightning, poison; Dagger. Melee or Ranged Weapon Attack: +9 to hit,
bludgeoning, piercing, and slashing from reach 5 ft. or ranged 20/60 ft., one target.
nonmagical weapons Hit: 7 (1d4 + 5) slashing or piercing damage, plus
Senses darkvision 60 ft., passive Perception 19 3 (1d6) poison damage and 3 (1d6) psychic
Languages Common, Eredun, Telepathy 60 ft. damage.
(to those she considers herself friendly with) Fan of Knives (Area Attack). The maiden of pain
Challenge 9 (5,000) sends a storm of daggers in a 20 foot sphere, a 15-
Traits foot cone (a quarter-circle), or a line 30 feet long,
Sadistic Stalker. The maiden knows the distance 5 feet wide.
to and direction of any creature so long as it Each creature in the area must make a DC 17
tasted its blood, if the creature is on the same Agility saving throw, taking 27 (3d4 + 15 + 5)
plane of existence. This can occur if the maiden piercing damage on a failed saving throw, or half
tastes her claws after dealing damage to a target. as much damage on a successful save. This takes 3
If the creature being tracked by the maiden dies daggers.
or suffers pain or loss on the plane, the maiden is
aware of it (but does not know details). If These succubi assassins retain some of their
conjured by the conjure fiend spell, the maiden can seductive power, but their real strength is shown
track the target of its caster, but only up to 10 in the sadistic bloodying of their enemies. They
miles, and only if the caster provided the target‘s are deft at weaving through foes unseen, and
blood to the maiden. delivering a critical strike to their quarries before
Sneak Attack (1/Turn). The maiden of pain fading back into the shadows.
deals an extra 17 (5d6) damage when she hits a
target with a weapon attack and has advantage on
the attack roll, or when the target is within 5 feet M
of an ally of the maiden that isn‘t incapacitated
and the maiden doesn‘t have disadvantage on the Magnataur
attack roll. If the target is bloodied, the maiden Huge giant, neutral evil
deals an extra 27 (5d10) damage instead. Armor Class 16 (heavy fur)
Innate Spellcasting. The maiden of pain is a 12th Hit Points 187 (15d12 + 90)
level spellcaster. The maiden spellcasting ability is Speed 40 ft.
Charisma (spell save DC 17, +9 to spell attacks). STR AGI STA INT SPI CHA
The maiden can innately cast the following spells, 25 (+7) 10 (+0) 23 (+6) 11 (+0) 14 (+2) 16 (+3)
requiring no material components: Saving Throws Sta +10, Spi +6, Cha +7
2nd level (3 mana): alter self, curse of agony, Skills Athletics +11, Perception +6
shadow word pain Damage Immunities cold
3rd level (5 mana): blink step Senses passive Perception 16
4th level (6 mana): greater invisibility, arcane eye Languages Giant
5th level (7 mana): dominate humanoid, modify Challenge 11 (7,200)
memory Traits
ACTIONS Legendary Resistance (3/day). If the Magnataur
Multiattack. The maiden of pain makes three fails a saving throw, can choose to succeed
attacks. If she throws a light thrown weapon, she instead.
can throw another as part of the same action (up Flash Freeze (Recharge 5-6). The Magnataur
to four daggers). stomps the ground, creating a wave of intense
Wailing Claw. Melee Weapon Attack: +9 to hit, cold in a sphere centered on the Magnataur, with
reach 5 ft., one target. a radius of 30 feet. Each creature in that sphere
Hit: 8 (1d6 + 5) slashing damage, plus 3 (1d6) must make a DC 15 Agility saving throw, taking
poison damage and 3 (1d6) psychic damage. 45 (10d8) cold damage on a failed save, or half as
much damage on a successful one.

134
If a target fails the saving throw, it becomes
restrained by ice. As an action, the restrained Magnataur have the torso of a giant attached to
target can make a DC 15 Strength check, the body of a mammoth. This peculiar
breaking free of the ice on a success. The ice can appearance has sparked speculation that their
also be attacked and destroyed (AC 10; hp 15; race might be related to centaur or even Keepers
vulnerability to fire damage; immunity to poison of the Grove. Many wonder if these races share a
and psychic damage). common ancestor, and some have even suggested
ACTIONS Cenarius himself.
Multiattack. The Magnataur makes two attacks The notoriously long-lived Magnataur are
with its greataxe slash or slam (or any rumored to engage in cannibalism during times
combination of the two). when food is scarce. Single males are known to
Greataxe. Melee Weapon Attack: +11 to hit, reach control giant herds and produce sizable litters,
10 ft., one target. but in the frigid, perilous wastes at the roof of the
Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) world, only the strongest and meanest survive.
cold damage. Despite their hostility to most races, the
Rock. Ranged Weapon Attack: +11 to hit, range Magnataur have become tolerant of the arctic
60/240 ft., one target. kobolds, who follow the herds for safety and
Hit: 29 (4d10 + 7) bludgeoning damage. mutual benefit during long hunts. Although the
Slam. Melee weapon attack: +11 to hit, reach 10 redoubtable Magnataur lead solitary lives,
ft., one target adventurers who cross paths with them quickly
Hit: 17 (3d6 + 7) bludgeoning damage plus 4 learn that it would have been wiser to stay at a
(1d8) cold damage, and target must make a DC safe distance.
17 Strength check or be pushed 10 feet.
Makrura Prawn
LEGENDARY ACTIONS Large monstrosity, unaligned
The Magnataur can take 3 legendary actions, Armor Class 12 (natural armor)
choosing from the options below. Only one Hit Points 42 (5d10 + 15)
legendary action option can be used at a time and Speed 20 ft., swim 40 ft.
only at the end of another creature's turn. The STR AGI STA INT SPI CHA
Magnataur regains spent legendary actions at the 20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2)
start of its turn. Skills Perception +3
Terrorizing Shout. The Magnataur gives a Senses passive Perception 13
terrible battle-cry, provoking any creature in a 30- Languages –
foot cone to succeed on a Spirit saving throw or Challenge 2 (450 XP)
drop what it is holding and become frightened Traits
for one minute. This otherwise acts as the Fear Amphibious. The makrura can breathe air and
spell. A creature who succeeds against this ability water.
is immune to it for the next 24 hours. ACTIONS
Trample. The Magnataur moves up to its speed. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
It can move into the space of any creature of size one target.
Medium or smaller, and deal its Slam damage to Hit: 12 (2d6 + 5) slashing damage, and the target
it automatically (Agility halves, DC 17). is grappled (escape DC 15). The Makrura has two
Movement provokes reactions as normal. claws, each of which can grapple only one target.
Battle Order. The Magnataur directs an allied
creature to strike, so long as the creature can see Makrura are large crustaceans that harass coastal
or hear the Magnataur. That creature can regions. They are carnivores that seem to prefer
immediately use its reaction to make one weapon the taste of the flesh of beings that walk over
attack. beings that swim.

135
Mana Wyrm Introduction
Mana Surge Mana wyrms are simple, glowing critters that float
Small elemental, unaligned around feeding off of stray pockets of arcane
Armor Class 14 energy, clustering around places of power such as
Hit Points 33 (6d6 + 12) mana fountains. They can be familiars of
Mana Points 14 (12 + 2) spellcasters, but demand more upkeep magically-
Speed 0 ft. fly 40 ft. (Hover) speaking (in terms of feeding them mana).
STR AGI STA INT SPI CHA More worms than wyrms, they are found in the
2 (-4) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 5 (-3) blood elven lands and some Outland zones such
Damage Resistances Arcane as Netherstorm. More recently, mana wyrms have
Senses passive Perception 13 been found on the Broken Isles, predominantly
Languages — in Suramar. They even live on Argus, having
Challenge 2 (450 XP) thrived there many millennia ago.
Traits Rarely does the sight of a mana wyrm cause a
Caster's Blight. If the Mana Surge is within 30 seasoned adventurer concern. A wyrmling's
feet of a spellcaster, they must succeed on an temperament hinges primarily on how long it's
Spell Attack against a DC of 13. On a failed been since it's fed on mana. The extremely rare
saving throw, the mana cost of their spell is shimmering wyrmling species is prized for its
doubled, and the mana surge gains 1 hit point unique coloration and even temperament.
per spell level (applied before the spell is cast). A mana wyrm can be fed by a spellcaster by
Furthermore, the mana surge can copy-cast the willingly being subject to its mana siphon ability,
spell at any time within 1 hour. This costs mana or allowing it to mana siphon its master (which
equal to the spell‘s original mana cost, and is feeds it much more).
done randomly (and not entirely to the mana Mana wyrms are usually translucently blue in
surge‘s benefit). A newer spell can remove an color, but their color can change depending on
older held spell on the result of a 4 on a d4. the mana they drain.
Mana Sense. The Mana Surge has the effects of
the Detect Magic spell constantly active, within a Class Color
range of 60 ft. They do not need to spend an Death Knight Red
action to sense the aura of the magic spell and its Druid Dark green
school. Mage Blue
Spell Resistance. The Mana Surge has advantage Paladin White or pink
to all saving throws against spells that allow for Priest -
spell resistance.  Death Black
ACTIONS  Discipline Gray
Mana Touch. Melee Weapon Attack: +6 to hit,  Light Pearly white
reach 5 ft., one creature.  Moon Grayish white
Hit: 5 (1d2 + 4) arcane damage, plus 1 point of  Shadow Purple
mana burn (see the mana burn spell). Shaman Yellow
Warlock Pale green
Mana surges (also called mana elementals) are a
magic-based elemental, and a sub-type of air Mana Wyrm Adult
elemental. Mana surges are approximately 1 foot Tiny elemental, neutral
in diameter and weigh almost nothing, although Armor Class 13
their relative size fluctuates depending on how Hit Points 2 (1d4)
much magic they have drained recently. Most are Mana Points 0 (Special, maximum 16 (14 + 2);
found in areas of high magical discharges. see Mana Devourer)
Speed 0 ft., fly 30 ft. (hover)

136
STR AGI STA INT SPI CHA 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)
2 (-4) 16 (+3) 10 (0) 5 (-3) 14 (+2) 3 (-4) Saving Throws Sta +5, Spi +7, Cha +6
Damage Resistances arcane, psychic Damage Resistances arcane, psychic;
Challenge 1/8 (25 XP) bludgeoning, piercing, and slashing from non-
Traits magical weapons
Bioluminescent. A mana wyrm is natural Senses truesight 120 ft., passive Perception 15
luminescent, and sheds dim light out to 5 feet. Languages all, telepathy 120 ft. to those with
The more mana the mana wyrm has stored, the mana
brighter it lights (up to 1 foot per mana point, Challenge 5 (1,100 XP)
minimum 5 feet as described above). Traits
Magic Devourer. The mana wyrm can, when Bioluminescent. A mana wyrm ancient is natural
using its mana siphon ability, drain mana from a luminescent, and sheds normal light out to 10
target. It does not regain mana normally, and feet. The more mana the mana wyrm has stored,
must feed on sources of mana. the brighter it lights (up to 5 feet per mana point,
Mana Cells. Mana wyrms feed on magic. They minimum 5 feet as described above).
consume 2 mana points every day to avoid Magic Devourer. The mana wyrm ancient can,
starvation. Because of this state of magical when using its mana siphon ability, drain mana
reliance, it is susceptible to mana siphoning more from a target. It does not regain mana normally,
than other creatures. A spellcasting creature can and must feed on sources of mana.
attempt a mana siphon on the mana wyrm as if it Mana Cells. Mana wyrms feed on magic. They
is willing regardless of whether it actually wills to consume 4 mana points per day to avoid
be drained. The spellcasting creature must starvation. Because of this state of magical
succeed on a spell attack roll to drain mana, reliance, it is susceptible to mana siphoning more
which also deals 1d4 points of damage to the than other creatures. A spellcasting creature can
mana wyrm. The mana the creature regains is attempt a mana siphon on the mana wyrm as if it
equal to one-half the current mana the wyrm has is willing regardless of whether it actually wills to
(not quarter as usual for mana siphon). be drained. The spellcasting creature must
ACTIONS succeed on a spell attack roll to drain mana,
Bite. Melee Weapon Attack: +5 to hit, 5 ft., one which also deals 1d10 + 3 points of damage to
target. the mana wyrm. The mana the creature regains is
Hit: 1 piercing damage. equal to one-half the current mana the wyrm has
Mana Siphon. Melee Spell Attack: +4 to hit, 5 ft., (not quarter as usual for mana siphon).
one creature that has mana. Innate Spellcasting. The mana wyrm ancient is a
Hit: 1 arcane damage, and the mana wyrm drains 6th level spellcaster. The mana wyrm ancient‘s
1 point of mana. Each mana point drained from spellcasting ability is Intelligence (spell save DC
a creature is added to the mana wyrm's mana 15, +7 to spell attacks). It can innately cast the
pool. following spells, requiring only verbal
Recovery (5 mana). The mana wyrm can cast the components:
rejuvenation spell. Cantrips (0 mana): light, mage hand, minor
illusion
Mana Wyrm Ancient 1st level (4 mana): arcane missile, bless, detect
Large elemental, neutral magic, rejuvenation
Armor Class 16 (natural armor) 2nd level (5 mana): magic weapon, mana burn,
Hit Points 110 (13d10 + 39) mute
Mana Points 0 (Special, maximum 23 (18 + 2 + 3rd level (6 mana): bestow curse, dispel magic,
3); see Mana Devourer) nondetection, revivify
Speed 0 ft., fly 90 ft. (hover) Magic Weapons. The mana wyrm ancient‘s
STR AGI STA INT SPI CHA weapon attacks are magical.

137
ACTIONS Traits
Bite. Melee Weapon Attack: +8 to hit, 5 ft., one Storage. The meat wagon may store up to eight
target. medium-sized creatures in its cramped hull.
Hit: 8 (1d6 + 5) piercing damage. When within the meat wagon, corpses are under
Mana Siphon. Melee Spell Attack: +7 to hit, 5 ft., the effect of a gentle repose spell, and cannot
one creature that has mana. decay normally while within. Instead of a
Hit: 5 (2d4) arcane damage, and the mana wyrm medium-sized creature, the wagon may hold up to
drains the damage dealt from the target‘s mana as two small-sized creatures, one-half a large
well. Half of the mana points drained from the creature, or any collection of body parts not
creature is added to the mana wyrm ancient's exceeding the rough capacity. The wagon has an
mana pool. AC of 8 from the inside.
REACTIONS Diseased Corpses. A 10-foot-sphere cloud of
Mana Curse (6 mana or 0). When reduced to 0 hit airborne poison appears on the area of a flung
points or killed outright, the mana wyrm ancient corpse. The area is infected with the Exhumed
can cast the bestow curse spell on its attacker as a Corpse Fumes poison (see actions). The cloud
reaction. The spell‘s range becomes 30 ft., its remains for up to ten minutes (or can dissipate
duration becomes 8 hours, and it does not sooner with stronger winds).
require concentration. Unwieldy Ammunition. The meat wagon throws
corpses. Despite the benefits of delivering
Variant: Mana Curse diseases and poisons, the ammunition is difficult
Some mana wyrm ancients bestow curses that to use. The meat wagon suffers -2 to all DCs and
cripple spellcasters or that bleed arcane power attack rolls to fling corpses.
from them, but it usually only uses it against Siege Weapon. The meat wagon deals double
creatures who harm it or its offspring. damage to structures, but half to creatures with
Mana Curse. While cursed, the target has to all its attacks.
succeed on a Spirit saving throw whenever Fuel (6 soul units/charge). The construct
attempting to cast or benefit from a spell. If the consumes 6 units for 1 charge (2 rarity, 4 size). As
saving throw fails, the action and resources spent it runs on a soul engine, this requires 6 total
on the spell is lost. Challenge rating for 1 hour of operation. It has
If cursing a creature with spellcasting powers the capacity to hold up to 10 charges (or 60 total
(such as any creature with racial access to a Challenge of souls).
cantrip or a spellcasting class), they may strike ACTIONS
them with Arcane Withdrawal for 7 days instead. Ram. Melee Weapon Attack: +5 to hit, range 5 ft.,
This is still a curse effect. one target.
Hit: 7 (2d8 + 3) slashing and bludgeoning
damage, plus 7 (2d6) poison damage.
Meat Wagon Diseased Corpse. Ranged Siege Attack: +3 to hit,
Large construct (vehicle), unaligned
range 100/600 ft., 10-foot-square.
Armor Class 12
Hit: The area takes 17 (4d6 + 3) bludgeoning
Hit Points 33 (6d10)
damage. A successful agility check (DC 13) halves
Speed 10 ft.
the damage. A diseased cloud appears in a 10-foot
STR AGI STA INT SPI CHA
square on the area of impact, dealing 7 (2d6)
17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5)
poison damage to any creature in range for one
Damage Immunities poison, psychic
hour, with a DC 13 Stamina check to half
Condition Immunities blinded, deafened,
damage.
frightened, paralyzed, petrified, poisoned
Grim Reap. The driver may deal 7 (1d8 + 3)
Senses passive Perception 6
bludgeoning and slashing damage to a creature
Languages —
trapped in the meat wagon‘s hull. If the creature
Challenge 2 (450 XP)

138
dies, the wagon gains necromantic charges as tools. Its new form is immune to all living
normal for an engine of its type. creature-specific effects.
Fuel (1 steam units/charge). The construct
One of the strangest and direst tools constructed consumes 1 unit for 1 charge (1 rarity, 0 size). As
by the Undead Scourge, the Meat Wagon is a it runs on a steam engine, this requires 4 pounds
rickety catapult/mobile refrigerator. It is used by of coal for 1 charge. It has the capacity to hold up
the armies of the Lich King to store (and to 10 charges (or 40 pounds of coal).
sometimes, fling) corpses collected from the field ACTIONS
of battle. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
At any time, the meat wagon may collect or one target.
discharge corpses for the army‘s needs (such as Hit: 5 (1d6 + 2) piercing damage.
for cannibalism, animating dead, etc.). A meat
wagon may carry up to two medium-sized When gnomes set out to explore the world once
creatures within it (not counting the storage again after their city‘s fall, they soon realized that
feature). they needed reliable mechanical mounts. One
ingenious gnome spied a flock of tallstriders and
Crafting remarked upon their grace and strength. Soon
This construct can be crafted and has a rarity of after was born the mechanostrider, which quickly
Uncommon. As a creature of CR 2, it has a total became a favorite mount of all gnomekind.
cost of 2,000 gp (80 gp base cost x 25 for While these constructs are as dumb as a brick
creatures) in engineering materials. The (and even some bricks are smarter, it is said…),
engineering materials required is 1,000 gp to craft they are reliable mounts and, when handled by
it with a competent craftsperson, who has a the best mechanoriders, better than live mounts.
minimum Proficiency Bonus of +2 (as an
Apprentice craftsperson). Crafting
As a device, it has a malfunction rating of 1-2. This construct can be crafted and has a rarity of
Common. As a creature of CR 1/4, it has a total
Mechanostrider cost of 250 gp (20 gp base cost x 25 for creatures,
Medium construct (mechanized), unaligned halved for lower range of CR) in engineering
Armor Class 11 materials. The engineering materials required is
125 gp to craft it with a competent craftsperson,
Hit Points 16 (3d8 + 3)
who has a minimum Proficiency Bonus of +2 (as
Speed 50 ft.
an Apprentice craftsperson).
STR AGI STA INT SPI CHA
14 (+2) 12 (+1) 12 (+1) 3 (-4) 11 (+0) 1 (-5) As a device, it has a malfunction rating of 1-2.
Damage Immunities poison, psychic
Condition Immunities exhaustion, frightened, Golem
paralyzed, petrified, poisoned If made into a golem, the mechanostrider‘s cost
Senses passive Perception 10 increases by an additional 250 gp, and requires
an infusion matrix of Common rarity.
Languages. Understands its creator‘s language (if
Golems do not require fuel and can follow and
it can speak, it may also speak it)
Challenge 1/4 (50 XP) understand instructions.
Traits.
Constructed Mind. Mechanized creatures do not Mistlurker
have a true mind, but are instead programmed to Large plant, neutral
perform certain actions congruent with those of Armor Class 15
similar natural creatures. Thus, instead of Animal Hit Points 45 (6d8 + 18)
Handling checks, a creature handling or riding a Speed 30 ft., swim 20 ft.
mechanized animal makes checks with engineer‘s STR AGI STA INT SPI CHA

139
12 (+1) 20 (+5) 17 (+3) 8 (-1) 16 (+3) 7 (-2) negates the blindness. If used in an area of mist
Saving Throws Agi +9, Spi +7 or fog, the range of this ability doubles, and the
Skills Perception +7 DC increases by 5. Fire damage dealt by this
Damage Resistances acid, cold; bludgeoning, ability cannot set anything on fire.
piercing, and slashing from nonmagical attacks Blood Drain. The mistlurker can touch a
Damage Immunities poison creature that is below its maximum hit points,
Condition Immunities petrified, poisoned, forcing must make a DC 13 Stamina saving
prone throw (undead and constructs automatically
Senses darkvision 60 ft., passive Perception 17 succeed). On a failed save, the target takes 10
Challenge 9 (5,000 XP) (2d6 + 3) shadow damage, its hit point maximum
Traits is reduced by an amount equal to the shadow
Blood Mist. When benefitting from bonus damage taken, and the mistlurker regains hit
temporary hit points from Blood Drain, the points equal to that amount. Any excess hit
mistlurker gains a +2 bonus to attack and damage points is treated as temporary hit points (up to
rolls, and gains a +2 bonus to Agility (Stealth) one-quarter the mistlurker's maximum hit
checks, and can Disengage as a bonus action. points). While benefitting from temporary hit
Conjure Mist (3/rest). When not in an area of points this way, the mistlurker gains the
mist or fog, the mistlurker can cast the fog cloud Bloodmist feature.
spell. This acts as if a spell level of 5 for the REACTIONS
purposes of being dispelled. Fall into Mist. When an attacker that the
Hold Breath. The mistlurker can hold its breath mistlurker can sees hits it with an attack, it can
for 30 minutes. use its reaction to halve the attack‘s damage
Mistmeld. When only lightly obscured by mist or against it, and attempt an Agility (Stealth) skill
fog, the mistlurker gains advantage on Agility check (with disadvantage). This only functions if
(Stealth) checks, and can attempt to hide. the mistlurker is standing in an area of fog or
Furthermore, when in mist not of the mist.
mistlurker‘s own making, the mistlurker leaves
no scent and cannot be tracked by nonmagical Most mistlurkers are primitive peaceful creatures
means. living in the Lower and Upper Sumprushes of
Limited Regeneration. The mistlurker regains 5 Townlong Steppes. At some point the yaungol
hit points if it starts its turn inside an area of mist shaman, who used special torches to
with less than half its maximum hit points. This communicate with them, started working
does not function if the mistlurker is alongside them. However, recently the mist-
unconscious (such as by being reduced to 0 hit shaman started using those same torches to
points or when asleep). control and kill the mistlurkers that refused their
ACTIONS orders.
Multiattack. The mistlurker makes two claw The mist helps sustain their bodies. Mist that is
attacks. warm and fragrant, like the mist in the Upper
Claw. Melee Weapon Attack: +8 to hit, reach 10 Sumprushes, is nutritive to them. They also
ft., one target. ingest plants and plant-like creatures, like the
Hit: 12 (2d6 + 5) slashing damage. nature spirits and drink the blood of creatures
Blinding Flash (useable only when below half they can capture.
hit points). The mistlurker releases an flash of
light from its eye 15-foot cone. Every creature in Murloc Introduction
the area suffers 44 (8d10) fire damage and causes
―RwlRwlRwlRwl.‖
the creatures to suffer from blindness for 1 Murlocs are a bipedal, amphibious, semi-
minute. A successful Stamina saving throw intelligent, aggressive race residing along
against a DC of 13 halves the damage and coastlines, lakeshores, and riverbeds. They

140
possess bulbous bodies, large mouths lined with Watery Camouflage You have advantage on
rows of sharp fangs, and slime-coated skin. Agility (Stealth) checks made to hide in swampy
Individuals range in coloration from turquoise to terrain or in water.
darkish grey, while their heights vary from 3‘5 to Murloc Combat Training. You have proficiency
6 feet for rare specimens. Depending on the with nets, spears, and shortswords.
variety, murlocs may lean towards a closer Languages. You can speak, read, and write in
resemblance to frogs or to fish; the iconic green Nerglish. Nerglish is a bubbly-sounding language
murloc, for example, has coloration similar to the that sounds similar to Kalimag.
red-eyed tree frog.
Though murlocs are relatively new to the Eastern Murloc Nightcrawler
Kingdoms, it is increasingly believed that they are Small humanoid (murloc), neutral evil
actually a very ancient race of Azeroth. These Armor Class 13 (natural armor)
creatures have been moving in-land steadily from Hit Points 22 (5d6 + 5)
their oceanic dwelling places and inhabiting more Speed 20 ft., swim 35 ft.
areas of Lordaeron. STR AGI STA INT SPI CHA
Murlocs tend to dwell in amply-populated coastal 12 (+1) 15 (+2) 13 (+1) 8 (-2) 10 (+0) 7 (-2)
settlements, and it is unusual to find individuals Skills Perception +2, Stealth +4
wandering too far from their compatriots. Senses passive Perception 12
Adventurers looking to engage murlocs should be Languages Nerglish
wary of their surroundings; the creatures often Challenge 1 (200 XP)
lurk out of sight beneath the surface of the water, Traits
and have backup close at hand, leading to Murloc Traits. The murloc has the following
surprisingly deadly skirmishes. racial traits:
 Amphibious, Sleek, Speak with Fish
Murloc as Characters Nightcrawler. When in dim or dark light, or
Murloc Traits when hiding in swampy terrain or water, the
Ability Score Increase. Your Agility increases by nightcrawler has advantage to Agility (Stealth)
2, and your Stamina increases by 1. checks.
Age. Murlocs typically reach adulthood around ACTIONS
10 years old, and live to be 50 years old. Multiattack. The murloc makes two attacks.
Affiliation. Independent. Murlocs are Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
independent or serve unknown elder gods. one creature.
Size. Murloc range from between 3 to 4 feet tall Hit: 4 (1d4 + 2) piercing damage.
and average around 35 pounds. Your size is Spear. Melee or Ranged Weapon Attack: +4 to hit,
Small. reach 5 ft. or range 20/60 ft., one target.
Speed. Your base walking speed is 30 feet, and Hit: 5 (1d6 + 2) piercing damage, and the target
your base swim speed of 30 feet. must make a DC 11 Stamina saving throw, taking
Amphibious. You can breathe air and water. 9 (2d8) poison damage on a failed save, or half as
Natural Weapons. You can use an attack action much damage on a successful one.
to make a bite attack. A bite is treated as a light If the poison damage reduces the target to 0 hit
natural attack, and deals 1d4 piercing damage. points, the target is stable but poisoned for 1
Speak with Fish. You can communicate simple hour, even after regaining hit points, and is
concepts to fish and marine creatures when you paralyzed while poisoned in this way.
speak in Nerglish.
Sleek. You are proficient with the Stealth skill. Murloc Stalker
You also ignore difficult terrain stemming from Small humanoid (murloc), neutral evil
watery surfaces (such as mud, slime, or swampy Armor Class 13 (natural armor)
ground). Hit Points 9 (2d6 + 2)

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Speed 20 ft., swim 35 ft. Murloc Traits. The mur‘gul has the following
STR AGI STA INT SPI CHA racial traits:
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)  Amphibious, Sleek, Speak with Fish
Skills Stealth +3 Spellcasting. The deep made is a 6th level
Senses passive Perception 10 spellcaster. Its spellcasting ability is Intelligence
Languages Nerglish (spell save DC 12, +4 to hit with spell attacks).
Challenge 1/4 (50 XP) The deep mage has the following spells (8)
Traits prepared from the mage spell list:
Murloc Traits. The murloc has the following Cantrips (0 mana): frostbite, frostbolt, minor
racial traits: illusion
 Amphibious, Sleek, Speak with Fish 1st level (4 mana): elemental armor (frost), ice
Watery Camouflage The murloc has advantage knife, icy touch, sleep
on Agility (Stealth) checks made to hide in 2nd level (5 mana): acid arrow, blindness/deafness
swampy terrain or in water. 3rd level (6 mana): fear, tidal wave
ACTIONS ACTIONS
Multiattack. The murloc makes two attacks. Multiattack. The murloc makes two attacks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. one creature.
Hit: 3 (1d4 + 1) piercing damage. Hit: 4 (1d4 + 2) piercing damage.
Net. Ranged Weapon Attack: +3 to hit, reach 5 ft. Spear. Melee or Ranged Weapon Attack: +4 to hit,
or range 5/15 ft., one target. reach 5 ft. or range 20/60 ft., one target.
Hit: Target is restrained if Medium or smaller. Hit: 5 (1d6 + 2) piercing damage, and the target
DC 10 Strength check to break. Breaks must make a DC 11 Stamina saving throw, taking
automatically if it takes 5 slashing damage. 9 (2d8) poison damage on a failed save, or half as
Spear. Melee or Ranged Weapon Attack: +3 to hit, much damage on a successful one. If the poison
reach 5 ft. or range 20/60 ft., one target. damage reduces the target to 0 hit points, the
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) target is stable but poisoned for 1 hour, even
piercing damage if used with two hands to make after regaining hit points, and is paralyzed while
a melee attack. poisoned in this way.

Mur’gul N
Mur‘gul are murloc-like creatures. Mur‘gul
warriors act statistically identical to murlocs, but
Naaru Introduction
"It is a facet of the naaru condition - without the void,
are monstrosities, and not humanoids.
the Light cannot exist."
- D’ore
Mur’gul Deep Mage
Small monstrosity, neutral evil The naaru (pronounced Na-ROO) are a race of
Armor Class 13 (natural armor) living, sentient energy beings made up of shards
Hit Points 39 (6d6 + 21) of fractured Light. They are perhaps the purest
Speed 20 ft., swim 35 ft. expression of the Holy Light that exists in the
STR AGI STA INT SPI CHA Great Dark Beyond, and have vowed to bring
10 (+0) 15 (+2) 16 (+3) 14 (+2) 9 (-1) 7 (-2) peace and hope to all mortal civilizations and
Skills Perception +1, Stealth +4 waylay the forces of the Void. They are known to
Senses passive Perception 11 travel through dimensions, and are the sworn
Languages Common, Nerglish, Shath‘Yar enemies of the Burning Legion.
Challenge 3 (700 XP) Not all naaru necessarily have the same motives.
Traits They have their own personalities and own goals.

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Xe'ra and her difference from other naaru met by lineage which means they do reproduce
forces of the Alliance and Horde is an example of somehow.
this. Some scholars theorize that the union of the
Naaru are believed to be immortal. Naaru may Naaru is not similar to those of mortals; two
leave a "spark" when they die, as in the case of Naaru do not create new Naaru, but the
M'uru. It is theorized that the heart of a Naaru is unification of several Naaru create an elder one
the strength behind the great artifact, the (or a Naaru Ancient), with the strongest Naaru
Ashbringer. (or the one at the core of the crystalline structure)
determining the identity of the whole. If this is
Darkening of the Naaru true, this provides another parallel to the Void
The Naaru can be influenced by dark powers, Lords (with the Naaru Ancient being the polar
specifically the Void. The process of the creation opposite of a Void God).
of a ‗Dark Naaru‘ is unclear, but the resulting
creature (a Void Lord) as well as the Brightening Naaru Symbol
of a Void Lord suggests a strange cycle-of-life state Large celestial (Naaru), lawful good
for these immortals. Armor Class 16 (crystalline coating)
Naaru can die, but if their physical form is Hit Points 112 (15d10 + 30)
damaged, it may bleed their energy causing them Mana Points 30 (21 + 4 + 5)
to enter a darkened state. Their energy may take Speed 0 ft., fly 40 ft. (hover)
up to one thousand years to regenerate. It should STR AGI STA INT SPI CHA
be noted that some darkened naaru still appear 8 (-1) 16 (+3) 14 (+2) 16 (+3) 21 (+5) 17 (+3)
to harbor altruistic intentions; however, their Saving Throws Str +2, Spi +8, Cha +6
weakened state may be exploited for nefarious Skills Arcana +6, Insight +8, Perception +8,
purposes, such as creating void minions and Persuasion +6, Religion +6
raising the undead. It is unknown if this cycle Damage Vulnerabilities fel, shadow
occurs naturally without an external catalyst. Damage Resistances cold; bludgeoning, piercing,
Examples of darkened naaru are D'ore, M'uru, and slashing from nonmagical weapons
K'ure, and K'ara. Damage Immunities holy, lightning, poison
Thrice, darkened naaru have also been shown to Condition Immunities confusion, exhaustion,
transform further into Void Gods; though in all frightened, paralyzed, petrified, poisoned, prone,
known occasions this was only when their light restrained
was forcibly drained by an outside party, so it Senses blindsight 30 ft., darkvision 120 ft.,
does not seem to be a natural phenomenon and passive Perception 18
is normally extremely rare. The ethereal Locus- Languages Understands Celestial, but only
Walker noted that the few cases of Naaru falling projects thoughts and emotions telepathically
into Void he knew of had occurred when mortals within 120 ft.
were involved, which he thought carried Challenge 8 (2,900 XP)
‗fascinating implications‘. Traits
Light-forge (1/Day). The Naaru can touch a
Union of the Naaru creature, and suffuse them with the potential to
It is unknown whether or not the naaru have gain the Lightforged template. The creature must
separate genders. K'ure, A'dal, Xi'ri and M'uru complete a short rest, upon which it must
have all been described using the pronoun "he," contemplate dedicating its soul to the Holy Light.
and K'ara and L'ura are referred to as female. If it is willing, it gains the template when its rest
However, the pronoun "it" has also been used. It ends.
is possible that the naaru are genderless, given Heavenly Resistance (3/Day). If the Naaru fails a
that "gender" only exists in races that engage in saving throw, it can choose to succeed instead.
sexual reproduction, and it is unknown if naaru
do, though O'ros was stated to be part of Xe'ra's

143
Holy Bindings. If the Naaru makes a Holy Blast Speed 0 ft., fly 100 ft. (hover)
against a creature grappled by its crystals (see STR AGI STA INT SPI CHA
Crystalline Strike), the blast deals double damage. 10 (+0) 15 (+2) 17 (+3) 20 (+5) 23 (+6) 20 (+5)
Magic Resistance. The Naaru has advantage on Saving Throws Str +5, Spi +11, Cha +10
saving throws against spells and other magical Skills Arcana +10, Insight +11, Perception +11,
effects. This does not apply against spells that Persuasion +10, Religion +10
deal fel or shadow damage. Damage Vulnerabilities fel, shadow
Innate Spellcasting. The Naaru is naturally Damage Resistances cold; bludgeoning, piercing,
attuned to the Light. The Naaru‘s spellcasting and slashing from nonmagical weapons
ability is Spirit (spell save DC 16, +8 to spell Damage Immunities holy, lightning, poison
attacks). The Naaru can innately cast the Condition Immunities confusion, exhaustion,
following spells, requiring no material frightened, paralyzed, petrified, poisoned, prone,
components: restrained
1st level (2 mana): bless, holy light Senses blindsight 60 ft., darkvision 120 ft.,
2nd level (3 mana): banishment, exorcism passive Perception 21
3rd level (5 mana): daylight, holy nova, telekinesis Languages All non-restricted languages, and
5th level (7 mana): mass revivify Eredun, Telepathy 120 ft.
ACTIONS Challenge 15 (13,000 XP)
Multiattack. The Naaru can make two crystalline Traits
shard attacks. Beacon of Light. Whenever the Naaru heals a
Crystalline Strike. Melee or Ranged Weapon creature within 30 ft., it is healed the same
Attack: +6 to hit, reach 10 ft. or range 30/120 ft., amount.
one target. Banisher of Darkness. The area within 120 ft. of
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) the Naaru ancient cannot drop below normal
holy damage. If the target is Medium or smaller, light. This acts as a light spell of 7th level.
it is grappled (escape DC 15) and must succeed Light-forge (3/Day). The Naaru can touch a
on a DC 15 Intelligence saving throw or be creature, and suffuse them with the potential to
stunned until this grapple ends. The target can gain the Lightforged template. The creature must
repeat their saving throw at the beginning of their complete a short rest, upon which it must
turn every round to end the stunned condition. contemplate dedicating its soul to the Holy Light.
The Naaru regains any crystals it shoots. If it is willing, it gains the template when its rest
Holy Blast. Ranged Spell Attack: +8 to hit, range ends. The Naaru Ancient can communicate
70 ft., one target. telepathically with a Lightforged it created so long
Hit: 12 (5d4) holy damage. This requires at least as they are on the same plane of existence.
1 mana in reserve for each d4. Heavenly Resistance (3/Day). If the Naaru fails a
Purifying Chime (3/rest). The Naaru can send a saving throw, it can choose to succeed instead.
resounding chime in a 30-foot radius, granting all Holy Bindings. If the Naaru makes a Holy Blast
its allies the ability to reroll a failed saving throw against a creature grappled by its crystals (see
they suffered in the last round. If it holds its Crystalline Strike), the blast deals double damage.
action to use this and uses it to counter an ability, Pacification. Any creature that is not a fiend,
the targets effectively gain advantage to their construct, or fey cannot gain advantage against
saving throw against one ability. the Naaru Ancient.
Light’s Embrace. Whenever a creature within 60
ft. of the Naaru Ancient regains hit points, the
Naaru Ancient
Naaru can choose to inspire them. When
Huge celestial (Naaru), lawful good
inspired, the target gains a d6 dice. For the next
Armor Class 17 (light-suffused coating)
10 minutes, the target can add the dice to any
Hit Points 308 (22d20 + 66)
roll result of a skill check, ability check, attack
Mana Points 35 (23 + 5 + 7)
roll, or saving throw they make. The creature

144
must choose to use the dice before learning throw at the end of each of its turns, ending the
whether the roll was a success or failure. After blindness on itself on a success. Undead and
using the inspiration dice twice, the target cannot fiends have disadvantage to the saving throw.
benefit from another unless it completes a short Purifying Chime (3/rest). The Naaru can send a
rest. A creature cannot have more than one dice resounding chime in a 30-foot radius, granting all
at a given time. its allies the ability to reroll a failed saving throw
Magic Resistance. The Naaru has advantage on they suffered in the last round. If it holds its
saving throws against spells and other magical action to use this and uses it to counter an ability,
effects. This does not apply against spells that the targets effectively gain advantage to their
deal fel or shadow damage. saving throw against one ability.
Innate Spellcasting. The Naaru is naturally
attuned to the Light. The Naaru‘s spellcasting LEGENDARY ACTIONS
ability is Spirit (spell save DC 19, +11 to spell The Naaru Ancient can take 3 legendary actions,
attacks). The Naaru can innately cast the choosing from the options below. Only one
following spells, requiring no material legendary action option can be used at a time and
components (except for the resurrection spell): only at the end of another creature's turn. The
1st level (0 mana): bless, holy light, flash of light Naaru ancient regains spent legendary actions at
2nd level (2 mana): banishment, exorcism the start of its turn.
3rd level (3 mana): daylight, holy nova, telekinesis Detect. The Naaru makes a Spirit (Perception)
5th level (6 mana): mass revivify check.
6th level (7 mana): heal Crystalline Shard. The naaru ancient makes a
7th level (8 mana): resurrection crystalline shard attack. If it already has a creature
ACTIONS grappled by a shard, it can attempt to re-stun the
Multiattack. The Naaru can make three target by pulsing again.
crystalline shard attacks. Holy Release (Costs 3 actions). The naaru uses
Crystalline Strike. Melee or Ranged Weapon its Holy Pulse action. If the Naaru Ancient also
Attack: +7 to hit, reach 15 ft. or range 30/120 ft., has uses of its Purifying Chime ability left, it can
one target. also apply it, and can choose which creatures are
Hit: 12 (3d6 + 2) piercing damage plus 10 (3d6) affected by its Holy Pulse ability.
holy damage. If the target is Medium or smaller,
it is grappled (escape DC 15) and must succeed Ancient Naaru have greater power than lesser
on a DC 15 Intelligence saving throw or be ones. Ancient Naaru shed excess crystals, which
stunned until this grapple ends. The target can act as material components for priest spells
repeat their saving throw at the beginning of their (substituting for diamonds).
turn every round to end the stunned condition. Should the Naaru Ancient decide to donate some
The Naaru regains any crystals it shoots. of their crystals every month, it would be equal to
Rain from Heaven (Recharge 3-6). The naaru 270 gp worth of materials (1/48th their XP
ancient makes four Holy Blast attacks. value). This yields enough materials for the
Holy Blast. Ranged Spell Attack: +11 to hit, range resurrection spell every four months.
90 ft., one target.
Hit: 17 (7d4) holy damage. This requires at least Naga Introduction
1 mana in reserve for each d4. ―The sssurface world is ourssss….‖
Holy Pulse. The Naaru can send a resounding
pulse of holy power in a 30-foot radius. Each The serpentine naga (sometimes pluralized nagas)
creature in the area takes 72 (16d8) holy damage are some of the most formidable villains of
and be blinded. A creature that succeeds on a Azeroth. Masters of sorcery, the naga were
DC 19 Spirit saving throw takes half damage, and formerly night elves, members of Queen
is not blinded. A creature can repeat the saving Azshara's court in the War of the Ancients. They

145
were transformed into naga by the Old Gods, with a lower AC. A shield's benefits apply as
and now haunt the seas of Azeroth building a normal while you use your natural armor.
great civilization on the ocean floor. Languages. Elven (specifically the Nazja dialect)
While the naga were created near the end of the
War of the Ancients, they stayed out of major Naga Anomaly Hero
world affairs for over 10,000 years. Some of them "Our tide is rising..."
were first called to the surface by Illidan Large humanoid (naga, homunculus), neutral evil
Stormrage after the Battle of Mount Hyjal where Armor Class 17 (crusted armor)
they swore fealty to the Betrayer, forming a part Hit Points 104 (11d10 + 44)
of the Illidari. Many other naga clans rose up to Speed 25 ft., swim 40 ft.
the surface in the following years, almost always STR AGI STA INT SPI CHA
with nefarious plans in mind. They continue to 21 (+5) 9 (-1) 18 (+4) 7 (-2) 6 (-2) 5 (-3)
serve and revere their mad queen after all these Saving Throws Str +8, Sta +7
centuries. Damage Resistance cold
Senses darkvision 60 ft., passive Perception 8
Naga as Characters Languages Common, Elven (Nazja dialect)
Naga Traits Challenge 7 (2,900 XP)
Ability Score Increase. Your Spirit increases by 1, Traits
and your Strength increases by 2 (if you are a Naga Traits. The naga has the following racial
male), or your Intelligence increases by 2 (if you traits:
are a female).  Amphibious
Age. A Naga‘s age is treated as a Night Elf‘s age. Adhesive. The naga gains advantage to grapple
Affiliation. Independent. Nagas are hateful checks and checks related to climbing or holding.
beings that serve Queen Azshara in the depths of Fighting Style (Two-Weapon Fighting). When
the ocean, and have goals that mostly revolve in the naga anomaly engages in two-weapon
pitting the surface races against one another fighting, he can add his ability modifier to the
(even supporting one side when it is convenient) damage of the second attack.
to weaken them for a surface invasion. Overpower (4/rest). The anomaly may attack
Size. Nagas are much larger than other races. again if he misses an attack. This does not require
Males average 7 1/2 feet tall and 400 pounds, a separate action from the one used to make the
while females are usually a bit shorter and lighter. attack. This extra attack does not count for the
They have scaly skin and haunting voices, and Strike the Wound ability unless it successfully
long, powerful tails and webbed hands, but are hits the target.
not very quick on land. Your size is Medium. Resistant Skin. The naga reduces damage taken
Speed. You have a base walking speed of 20 feet, from one damage type of the naga‘s choice by 3
and a base swim speed of 40 feet. points (minimum 0 damage). The naga must
Natural Weapons. You can use an attack action make this decision with an action, and it can
to make a constrict attack. It is a melee natural change only once every 10 minutes.
attack that deals 1d8 bludgeoning damage plus Strike the Wound. Whenever the naga anomaly
your Strength modifier. If the target is struck, hits the same enemy more than once in the same
they are also grappled. round, his weapon attacks score a critical hit on a
Amphibious. You can breathe air and water. roll one point lower (from 20 to 19-20), for a
Natural Armor. Your smooth scales deflect minimum roll result of 15. This does not
oncoming blows. When you aren't wearing necessarily have to hit the enemy.
armor, your AC is 12 + your Agility modifier. Warrior Talent. The naga anomaly has the
You can use your natural armor to determine following warrior talents. The DC for the talents
your AC if the armor you wear would leave you is 15.
 Heroic Leap, Stunning Slam

146
ACTIONS tidal wave
Multiattack. The naga anomaly makes three Deep Sight. The naga gains blindsight 30 ft., but
melee attacks. When landing a critical hit, the is blind beyond this radius.
target must succeed on a Stamina saving throw Expanded Mind. The naga increases one of their
(DC 16) or be stunned until the beginning of mental ability scores by 2 points (maximum 15 to
their turn in the next round. A creature cannot a possible ability score).
be stunned multiple times in the same 24-hour Faded Recollections. The naga gains proficiency
period. in up to two skills of their choice. This can be
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., taken up to three times.
one target. Ink Cloud (Action). As an action, the naga can
Hit: 14 (2d8 + 5) piercing damage. expel a 20-foot-radius cloud of ink all around it if
Mutated Claws. Melee Weapon Attack: +8 to hit, it is underwater. The area is heavily obscured for
reach 10 ft., one target. 1 minute, although a significant current can
Hit: 12 (2d6 + 5) slashing damage. disperse the ink. After releasing the ink, the naga
Mutated Pincer. Melee Weapon Attack: +8 to hit, can use the Dash action as a bonus action. This
reach 10 ft., one target. can be taken once.
Hit: 12 (2d6 + 5) piercing damage. Tentacles (Attack Action). The naga gains two
Trident. Melee or Ranged Weapon Attack: +8 to tentacles. A tentacle is a melee weapon attack
hit, reach 15 ft. or range 20/60 ft., one target. that deals 2d6 points of damage (plus the naga‘s
Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + Strength or Agility modifier as normal). Upon a
5) piercing damage if used with two hands to hit, the target is grappled (as constrict). Each two
make a melee attack. tentacles can grapple one target. This can be
Constrict. Melee Weapon Attack: +8 to hit, reach taken up to four times for up to 8 tentacles.
10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage, and target Naga Brute Hero
is grappled (escape DC 16). Until the grapple "Like a crusssshing wave..."
ends, the creature is restrained, and the naga Huge humanoid (naga), neutral evil
cannot constrict another target. Armor Class 15 (crusted armor)
Hit Points 104 (11d12 + 44)
Naga anomalies (sometimes called naga lords) are Speed 25 ft., swim 40 ft.
large male naga warriors with shells and other sea STR AGI STA INT SPI CHA
creatures fused to their bodies. 21 (+5) 9 (-1) 18 (+4) 10 (+0) 8 (-1) 12 (+1)
Sometimes, naga anomalies also manifest various Saving Throws Str +8, Sta +7, Cha +4
extra mutations besides the ones they bear Damage Resistance acid, cold
already, such as losing their eyes and sensing an Senses darkvision 60 ft., passive Perception 9
enemy‘s presence by blindsight, awakening to Languages Common, Elven (Nazja dialect)
their once-lost sanities, or mutating their lower Challenge 7 (2,900 XP)
bodies to that of octopi instead of serpents. Traits
Choose one of the below mutations to add to the Naga Traits. The naga has the following racial
naga anomaly. Various mutations can be added traits:
up.  Amphibious
Overpower (4/rest). The anomaly may attack
Arcane Skill. The naga gains innate spellcasting. again if he misses an attack. This does not require
Their mana pool is based on their Intelligence, a separate action from the one used to make the
and can innately cast the following spells, attack. This extra attack does not count for the
requiring no material components: Strike the Wound ability unless it successfully
0 level (0 mana): frostbolt hits the target.
3rd level (6 mana): conjure (lesser water elemental)

147
Resistant Skin. The naga reduces damage taken  Amphibious
from one damage type of the naga‘s choice by 3 ACTIONS
points (minimum 0 damage). The naga must Trident. Melee or Ranged Weapon Attack: +5 to
make this decision with an action, and it can hit, reach 10 ft. or range 20/60 ft., one target.
change only once every 10 minutes. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
Siege Monster. The naga brute deals double piercing damage if used with two hands to make
damage to objects and structures. a melee attack.
Warrior Talent. The naga anomaly has the Net. Ranged Weapon Attack: +5 to hit, range
following warrior talents. The DC for the talents 5/15., one target of Large or smaller.
is 15. Hit: Target is restrained unless freed (DC 10
 Heroic Leap, Stunning Slam Strength check). Dealing 5 slashing damage to
ACTIONS the net destroys it, freeing the creature.
Multiattack. The naga anomaly makes three Constrict. Melee Weapon Attack: +5 to hit, reach 5
melee attacks. ft., one target.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit: 7 (1d8 + 3) bludgeoning damage, and target
one target. is grappled (escape DC 13). Until the grapple
Hit: 18 (3d8 + 5) piercing damage. ends, the creature is restrained, and the naga
Slam. Melee Weapon Attack: +8 to hit, reach 10 cannot constrict another target.
ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage. Naga Sea Witch Hero
Constrict. Melee Weapon Attack: +8 to hit, reach "Time is short, mortal."
10 ft., one target. Medium humanoid (naga), lawful evil
Hit: 18 (3d8 + 5) bludgeoning damage, and target Armor Class 14 (natural armor)
is grappled (escape DC 16). Until the grapple Hit Points 62 (10d6 + 1d10 + 22)
ends, the creature is restrained, and the naga Mana Points 26 (18 + 3 + 5)
cannot constrict another target. Speed 20 ft., swim 40 ft.
STR AGI STA INT SPI CHA
A naga brute is similar to an anomaly, but is 14 (+2) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 15 (+2)
enhanced for more stability and higher mental Saving Throws Int +7, Spi +5
functions, at the cost of having less combat Skills Arcana +7, History +7, Perception +5
abilities and more resistance to magic that would Damage Resistances cold
charm the brute away. Senses darkvision 60 ft., passive Perception 15
Languages Common, Elven, Nerglish
Naga Myrmidon Challenge 7 (2,900 XP)
―Beware, surface-dweller…‖ Traits
Medium humanoid (naga), neutral evil Naga Traits. The naga has the following racial
Armor Class 15 (Natural scales) traits:
Hit Points 45 (6d8 + 18)  Amphibious
Speed 20 ft., swim 40 ft. Fighting Style (Archery). The sea witch has +2 to
STR AGI STA INT SPI CHA attack with ranged weapons.
17 (+3) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0) Naga Magic. The sea witch adds the cyclone and
Skills Perception +3 shot array spells to her spell list.
Senses passive Perception 13 Second Wind (1/rest). The sea witch may use her
Languages Common, Elven bonus action to regain 1d10 + 1 hit points.
Challenge 1 (200 XP) Siren. The naga sea witch‘s range with her siren
Traits blast ability is tripled underwater.
Naga Traits. The naga has the following racial Spellcasting. The naga seawitch is a 10th level
traits: spellcaster. Her spellcasting ability is Intelligence

148
(spell save DC 15, +7 to hit with spell attacks). Traits
The seawitch has the following spells (14) Naga Traits. The naga has the following racial
prepared from the mage spell list: traits:
Cantrips (0 mana): mage hand, frost bolt,  Amphibious
prestidigitation Siren. The naga siren‘s range with her Siren Blast
1st level (2 mana): bind elemental, conjure ability is tripled underwater.
elemental (minor water elemental), mana shield, Spellcasting. The naga siren is a 6th level
shot array (frozen) spellcaster. Its spellcasting ability is Intelligence
2nd level (3 mana): freezing sphere, parasite (spell save DC 15, +6 to hit with spell attacks).
3rd level (5 mana): blizzard, counterspell, cyclone, The naga siren has the following spells (7)
frost nova, lightning bolt (chain lightning) prepared from the mage spell list:
4th level (6 mana): detonate mana, ice block Cantrips (0 mana): frostbolt, mage hand,
5th level (7 mana): arcane orb prestidigitation
ACTIONS 1st level (4 mana): bind elemental, conjure
Longbow. Ranged Weapon Attack: +8 to hit, range elemental (minor water elemental), elemental
150/600 ft., one target. armor (frost), mana shield
Hit: 7 (1d8 + 3) piercing damage. 2nd level (5 mana): freezing sphere, parasite
Trident. Melee or Ranged Weapon Attack: +6 to 3rd level (6 mana): blizzard
hit, reach 10 ft. or range 20/60 ft., one target. ACTIONS
Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) Trident. Melee or Ranged Weapon Attack: +5 to
piercing damage if used with two hands to make hit, reach 10 ft. or range 20/60 ft., one target.
a melee attack. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)
Constrict. Melee Weapon Attack: +6 to hit, reach 5 piercing damage if used with two hands to make
ft., one target. a melee attack.
Hit: 7 (1d8 + 3) bludgeoning damage, and target Constrict. Melee Weapon Attack: +5 to hit, reach 5
is grappled (escape DC 13). Until the grapple ft., one target.
ends, the creature is restrained, and the naga Hit: 6 (1d8 + 2) bludgeoning damage, and target
cannot constrict another target. is grappled (escape DC 12). Until the grapple
Siren Blast. Ranged Spell Attack: +7 to hit, range ends, the creature is restrained, and the naga
70 ft., one target. cannot constrict another target.
Hit: 12 (5d4) thunder damage. This requires at Siren Blast. Ranged Spell Attack: +6 to hit, range
least 1 mana in reserve for each d4. 50 ft., one target.
Song of the Deep (Recharge 5-6). The naga sea Hit: 7 (3d4) thunder damage. This requires at
witch makes two Siren Blast attacks. least 1 mana in reserve for each d4.
Song of the Deep (Recharge 5-6). The naga siren
Naga Siren makes two siren blast attacks.
―My song echoes from the deeps.‖
Medium humanoid (naga), neutral evil Naga Tube Wyrm
Armor Class 16 (Natural scales) Huge beast, unaligned
Hit Points 44 (8d8 + 8) Armor Class 10
Mana Points 22 (17 + 2 + 3) Hit Points 105 (10d12 + 40)
Speed 20 ft., swim 40 ft. Speed 0 ft., swim 40 ft.
STR AGI STA INT SPI CHA STR AGI STA INT SPI CHA
14 (+2) 15 (+2) 12 (+1) 17 (+3) 12 (+1) 15 (+2) 19 (+4) 8 (-1) 18 (+4) 1 (-5) 8 (-1) 6 (-2)
Skills Perception +3 Damage Vulnerabilities lightning
Senses passive Perception 13 Damage Resistances fire, cold
Languages Common, Elven Damage Immunities acid
Challenge 3 (700 XP) Senses passive Perception 8

149
Languages Can understand Elven (Nazja dialect), Nerubean Carrion Beetle
but cannot speak it Small Beast, Unaligned
Challenge 7 (2,900 XP) Armor Class 11 (Natural Armor)
Traits Hit Points 16 (3d6 + 6)
Water Breathing. The tube wyrm can breathe Speed 40 ft., burrow 20 ft.
only underwater. STR AGI STA INT SPI CHA
ACTIONS 17 (+3) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Multiattack. The tube worm can make two Skills Perception +3
attacks, but only one spit attack. Senses passive Perception 13
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., Languages –
one target. Challenge 1/2 (100 XP)
Hit: 11 (2d6 + 4) bludgeoning damage, plus 7 ACTIONS
(2d6) poison damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Acid Spit. Ranged Weapon Attack: +8 to hit, range one creature.
60/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Hit: 9 (2d4 + 4) acid damage, plus 7 (2d6) poison Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
damage. one target.
Hit: 6 (1d6 + 3) piercing damage.
Tube wyrms (or tube worms) are Morey eel-like Burrow. The carrion beetle may burrow
creatures that live on the ocean floor. underground as an action. While underground,
Occasionally, naga capture and train tube wyrm it may rest or lie in waiting near the surface, and
to serve them as defenders (particularly in it has ¾ cover. It may leave its newfound lair (size
Nazjatar), though this strategy is not widespread. large enough to accommodate the carrion beetle)
Naga refer to these tamed tube wyrm as tidal as part of its move that costs half normal
guardians. Tube wyrm thrive in heated, sulfur- movement.
rich, acidic waters. Heated gas emerges from
thermal vents in some areas, and tube wyrm
Nerubean Crypt Fiend
consume this gas and convert it into nutrients.
―The sleeper awakes.‖
One such area is the Pillar Deep, in the Eye. On
Large undead, lawful evil
first sighting this area, an undersea explorer sees
Armor Class 13 (natural armor)
enormous pillars rising from the ocean floor.
Hit Points 32 (5d10 + 5)
Closer inspection, however, reveals that these
Speed 40 ft., burrow 20 ft. climb 40 ft.
―pillars‖ are tube wyrms, grown to enormous size
STR AGI STA INT SPI CHA
in these rich waters.
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
Skills Stealth +6
Nerubean Introduction Senses darkvision 60 ft., passive Perception 10
Nerubeans are large, mummified creatures that Languages Common, Nerubean
look like a cross between humans and spiders. Challenge 2 (450 XP)
The cunning Nerubeans were once the lords of Traits
the ancient spider kingdom of Azjol-Nerub that Spider Climb. The crypt fiend can climb difficult
spanned the entirety of Northrend in ancient surfaces, including upside down on ceilings,
times, before their eventual defeat at the hands of without needing to make an ability check, and
the Lich King. ignores movement restrictions caused by
They serve their master Ner‘Zhul unquestionably, webbing.
and are able to summon swarms of vile insects ACTIONS
and projecting web-like strands to incapacitate Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
and harm their enemies. one creature.

150
Hit: 7 (1d10 + 2) piercing damage, and the target Challenge 7 (2,900 XP)
must make a DC 11 Stamina saving throw, taking Traits
18 (4d8) poison damage on a failed save, or half Beetle's Flight. The crypt lord does not take any
as much damage on a successful one. If the fall damage from intentional falls, and can glide
poison damage reduces the target to 0 hit points, 10 feet for every 1 foot of fallen distance. When
the target is stable but poisoned for 1 hour, even it reaches the ground, it may attack with
after regaining hit points, and is paralyzed while advantage any creature on the ground with its
poisoned in this way. claws, knocking it prone on a successful attack
Burrow. The crypt fiend may burrow roll.
underground as an action. While underground, Defensive Carapace. When the crypt lord is
it may rest or lie in waiting near the surface, and damaged, he takes 3 less points of damage from
it has ¾ cover. It may leave its newfound lair (size slashing and piercing weapons. The carapace also
large enough to accommodate the crypt fiend) as returns 1 point of damage to any melee attacker
part of its move that costs half normal per every 3 points of damage taken if the attacker
movement. It has movement underground equal is within 5 feet, negated by an Agility save with a
to 20 feet, but the ground cannot be harder than DC of 18.
stone. Spider Climb. The crypt lord can climb difficult
Insectoid Blast. Ranged Spell Attack: +5 to hit, surfaces, including upside down on ceilings,
range 30 ft., one target. without needing to make an ability check, and
Hit: 7 (2d6) piercing damage. can ignore movement restrictions caused by
Web (Recharge 3-6). Ranged Weapon Attack: +5 to webbing.
hit, range 30/60 ft., one target. Spellcasting. The crypt lord is a 5th level
Hit: The target is restrained by webbing. It falls to spellcaster. His spellcasting ability is Intelligence
the ground if it is flying and cannot hover. As an (spell save DC 14, +4 to hit with spell attacks).
action, the restrained target can make a DC 12 The crypt lord has the following spells (8)
Strength check, bursting the webbing on a prepared from the mage spell list.
success. The webbing can also be attacked and Cantrips (0 mana): chill touch, frostbolt, true
destroyed (AC 10; hp 5; vulnerable to fire strike
damage; immune to bludgeoning; poison; and 1st level (4 mana): conjure undead, charm undead,
psychic damage). The crypt fiend may discharge a parasite (nerubean crypt fiend), shield
web on a 5-foot-square, and hide it (using its 2nd level (5 mana): web, mana burn, ray of
bonus to Stealth). This ability is typically used in enfeeblement
conjunction with the crypt fiend‘s burrow ability, 3rd level (6 mana): carrion swarm
so that it may lay a webbed ambush. ACTIONS
Multiattack. The crypt lord can make three
Nerubean Crypt Lord Hero attacks, only one of which can be an insectoid
"My might cannot be matched." blast.
Large undead, lawful evil Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Armor Class 15 (natural armor) one creature.
Hit Points 104 (11d10 + 44) Hit 12 (2d6 + 5) piercing damage, and the target
Mana Points 22 (16 + 3 + 3) must make a DC 14 Stamina saving throw, taking
Speed 40 ft., burrow 20 ft. climb 40 ft., fly 5 ft. 18 (4d8) poison damage on a failed save, or half
STR AGI STA INT SPI CHA as much damage on a successful one. If the
21 (+5) 15 (+2) 19 (+4) 16 (+3) 12 (+1) 17 (+3) poison damage reduces the target to 0 hit points,
Saving Throws Str +8, Sta +7 the target is stable but poisoned for 1 hour, even
Skills Athletics +8, Intimidation +6, Stealth +5 after regaining hit points, and is paralyzed while
Senses darkvision 60 ft., passive Perception 13 poisoned in this way.
Languages Common, Nerubean

151
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., 15 (+2) 15 (+2) 12 (+1) 6 (-2) 13 (+1) 6 (-2)
one target. Skills Stealth +6
Hit: 18 (3d8 + 5) slashing damage. Senses darkvision 60 ft., passive Perception 13
Insectoid Blast. Ranged Spell Attack: +6 to hit, Languages Common, Nerubean
range 30 ft., one target. Challenge 2 (450 XP)
Hit: 14 (4d6) piercing damage. Traits
Burrow. The crypt lord may burrow Spider Climb. The seer can climb difficult
underground as an action. While underground, surfaces, including upside down on ceilings,
it may rest or lie in waiting near the surface, and without needing to make an ability check, and
it has ¾ cover. It may leave its newfound lair (size can ignore movement restrictions caused by
large enough to accommodate the crypt fiend) as webbing.
part of its move that costs half normal Spellcasting. The seer is a 5th level spellcaster.
movement. It has movement underground equal His spellcasting ability is Intelligence (spell save
to 20 feet, but the ground cannot be harder than DC 15, +5 to hit with spell attacks). The seer has
stone. the following spells (6) prepared from the mage
Shockwave (1/rest). The crypt lord emits a spell list.
shockwave by slamming his claws into the Cantrips (0 mana): frostbolt, true strike
ground. This deals 34 (3d8 + 5 + 16) slashing 1st level (4 mana): conjure undead, false life,
damage, and affects a 5-foot thick line 30 feet charm undead
long to all creatures in the area of effect in 2nd level (5 mana): web, ray of enfeeblement
contact with the ground or within 5 feet of it. 3rd level (6 mana): clairvoyance
Targets in this line that succeed on an Agility ACTIONS
saving throw take half damage. The terrain Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
damaged becomes difficult terrain (such as one target.
rubble) if applicable. Hit 7 (1d10 + 2) piercing damage, and the target
Web (Recharge 3-6). Ranged Weapon Attack: +5 to must make a DC 11 Stamina saving throw, taking
hit, range 30 /60 ft., one target. 9 (2d8) poison damage on a failed save, or half as
Hit: The target is restrained by webbing. It falls to much damage on a successful one. If the poison
the ground if it is flying and cannot hover. As an damage reduces the target to 0 hit points, the
action, the restrained target can make a DC 12 target is stable but poisoned for 1 hour, even
Strength check, bursting the webbing on a after regaining hit points, and is paralyzed while
success. The webbing can also be attacked and poisoned in this way.
destroyed (AC 10; hp 5; vulnerable to fire Burrow. The seer may burrow underground as
damage; immune to bludgeoning; poison; and an action. While underground, it may rest or lie
psychic damage). The crypt lord may discharge a in waiting near the surface, and it has ¾ cover. It
web on a 5-foot-square, and hide it (using its may leave its newfound lair (size large enough to
bonus to Stealth). This ability is typically used in accommodate the crypt fiend) as part of its move
conjunction with the seer‘s burrow ability, so that that costs half normal movement. It has
it may lay a webbed ambush. movement underground equal to 20 feet, but the
ground cannot be harder than stone.
Nerubean Seer Insectoid Blast. Ranged Spell Attack: +5 to hit,
―Spider sense…tingling…‖ range 30 ft., one target.
Large undead, lawful evil Hit 7 (2d6) piercing damage.
Armor Class 13 (natural armor) Web (Recharge 3-6). Ranged Weapon Attack: +5 to
Hit Points 32 (5d10 + 5) hit, range 30/60 ft., one target.
Mana Points 18 (13 + 2 + 3) Hit The target is restrained by webbing. It falls to
Speed 40 ft., burrow 20 ft. climb 40 ft. the ground if it is flying and cannot hover. As an
STR AGI STA INT SPI CHA action, the restrained target can make a DC 12

152
Strength check, bursting the webbing on a nerubians, spiderlings are still dangerous; in fact,
success. The webbing can also be attacked and when they gather in swarms (which they often
destroyed (AC 10; hp 5; vulnerable to fire do), they are more dangerous than nerubian
damage; immune to bludgeoning; poison; and workers.
psychic damage). The seer may discharge a web
on a 5-foot-square, and hide it (using its bonus to Nerubean Worker
Stealth). This ability is typically used in Medium undead, lawful evil
conjunction with the seer‘s burrow ability, so that Armor Class 10 (natural armor)
it may lay a webbed ambush. Hit Points 22 (5d8)
Speed 30 ft., burrow 20 ft. climb 40 ft.
Nerubean Spiderling Swarm STR AGI STA INT SPI CHA
Medium swarm of Tiny beasts, unaligned 13 (+1) 10 (+0) 11 (+0) 6 (-2) 12 (+1) 6 (-2)
Armor Class 12 (natural armor) Skills Stealth +6
Hit Points 27 (5d8 + 5) Senses darkvision 60 ft., passive Perception 11
Speed 20 ft., climb 20 ft. Languages Common, Nerubean
STR AGI STA INT SPI CHA Challenge 1/2 (100 XP)
3 (-4) 13 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5) Traits
Senses blindsight 10 ft., passive Perception 8 Spider Climb. The worker can climb difficult
Languages – surfaces, including upside down on ceilings,
Challenge 1/2 (100 XP) without needing to make an ability check, and
Traits ignores movement restrictions caused by
Spider Climb. The swarm can climb difficult webbing.
surfaces, including upside down on ceilings, ACTIONS
without needing to make an ability check. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Swarm. A swarm takes half damage from any one creature.
effect that does not target at least half the Hit 4 (1d6 + 1) piercing damage, and the target
component creatures. If the effect does not deal must make a DC 10 Stamina saving throw, taking
damage, the swarm is instead immune to it. If the 4 (1d8) poison damage on a failed save, or half as
effect targets an area, the swarm is affected much damage on a successful one. If the poison
normally, and takes 50% extra hit damage if the damage reduces the target to 0 hit points, the
effect deals damage. target is stable but poisoned for 1 hour, even
A troop always counts as if it has an ally within 5 after regaining hit points, and is paralyzed while
feet. poisoned in this way.
Web Sense. While in contact with a web, the Web (Recharge 4-6). Ranged Weapon Attack: +3 to
swarm knows the exact location of any other hit, range 30/60 ft., one target.
creature in contact with the same web. Hit The target is restrained by webbing. It falls to
Web Walker. The swarm ignores movement the ground if it is flying and cannot hover. As an
restrictions caused by webbing. action, the restrained target can make a DC 10
ACTIONS Strength check, bursting the webbing on a
Bite. Melee or Ranged Weapon Attack: +3 to hit, success. The webbing can also be attacked and
reach 5 ft., one target. destroyed (AC 10; hp 5; vulnerable to fire
Hit: 10 (4d4) piercing damage. damage; immune to bludgeoning; poison; and
Bite Swarm Attack. Melee Weapon Attack: psychic damage). The worker may discharge a
Accuracy 11, reach 0 ft. web on a 5-foot-square, and hide it (using its
Hit: 10 (4d4) piercing damage. bonus to Stealth). This ability is typically used in
conjunction with the worker‘s burrow ability, so
Spiderlings are young and voracious nerubians. that it may lay a webbed ambush.
While not nearly as intelligent as adult

153
Nightborne Introduction
Isolated behind a protective barrier for 10,000 Nightborne Spearman
years, the elves of Suramar grew increasingly Medium humanoid (nightborne), lawful neutral
dependent upon the arcane magic of the Hit Points 39 (6d10 + 6)
Nightwell. To protect this font of power, the Armor Class 19 (splint and shield)
leaders of the Nightborne struck a bargain with Speed 30 ft.
the Burning Legion that plunged their kingdom STR AGI STA INT SPI CHA
into civil war. After fighting for freedom from 16 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0) 10 (0)
their demonic masters, the Nightborne seek allies Damage Resistances arcane
in the Horde to help them reclaim their place in Saving throws Str +4, Agi +3 (+5 if targeting only
the world. the spearman)
Skills Perception +2
Nightborne as Characters Senses darkvision 60 ft., passive Perception 12
Languages Common, Elven
See the core document.
Challenge 2 (450 XP)
Traits
Nightborne Guard/Recruit Nightborne Traits. The nightborne has the
Medium humanoid (nightborne), lawful neutral following racial traits:
Armor Class 17 (Chain Shirt, Shield)  Arcane affinity (Arcane Strike), Mystic
Hit Points 11 (2d8 + 2) Senses, Nightfallen Magic
Mana Points 13 (11 + 2) Defensive Stance [stance]. The spearman may
Speed 30 ft. enter this stance with a bonus action. While in
STR AGI STA INT SPI CHA this stance, he has resistance against piercing
13 (+1) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 10 (+0) damage.
Damage Resistances arcane This stance is broken if he moves more than half
Skills Perception +2, Stealth +4 his full movement in a single round, or if he is no
Senses darkvision 60 ft., passive Perception 12 longer using a shield.
Languages Common, Elven ACTIONS
Challenge 1/8 (25 XP) Pike. Melee Weapon Attack +5 to hit, reach 10 ft.,
Traits one target.
Nightborne Traits. The nightborne has the Hit: 7 (1d8 + 3) piercing damage.
following racial traits.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
 Arcane affinity (Arcane Strike), Mystic
range 80/320 ft., loading, one target.
Senses, Nightfallen Magic
Hit: 6 (1d8 + 2) piercing damage.
ACTIONS
Spear. Melee or Ranged Weapon Attack: +4 to hit,
Well-trained and disciplined, the nightborne
reach 5 ft. or range 20/60 ft., one target.
spearman is par with the standard forces of the
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) Alliance and Horde.
piercing damage if used with two hands to make
a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range
Nightborne Construct
150/600 ft., one target. Huge construct, unaligned
Armor Class 12 (armor plates)
Hit: 6 (1d8 + 2) piercing damage.
Hit Points 136 (13d12 + 52)
Speed 30 ft.
Trained to assist nightborne spellcasters in
STR AGI STA INT SPI CHA
warfare and proficient in fighting alongside giant
21 (+5) 6 (-3) 18 (+4) 3 (-4) 20 (+5) 1 (-5)
nightborne constructs, the nightborne guard is
Condition Immunities blinded, charmed,
well-adapted to the unique fighting style of
deafened, exhaustion, frightened, prone
Suramar.

154
Skills Athletics +8, Perception +8, Insight +8
Senses blindsight 60 ft., passive Perception 18 Crafting
Languages Elven, plus any languages its creator This construct can be crafted and has a rarity of
knows Legendary. As a creature of CR 8, it has a total
Challenge 8 (3,900 XP) cost of 128,000 gp (5,120 gp base cost x 25 for
Traits creatures) in engineering materials. The
Magic Weapons. The construct‘s weapon attacks engineering materials required is 64,000 gp to
are magical. craft it with a competent craftsperson, who has a
Fuel (16 mana points/charge). The construct minimum Proficiency Bonus of +5 (as an Artisan
consumes 16 units for 1 charge (8 rarity, 8 size). craftsperson).
As it runs on a mana engine, this requires 16 As a device, it has a malfunction rating of 1-5.
mana points for 1 hour of operation. It has the
capacity to hold up to 10 charges (or 160 mp). Golem
Grappler. The Nightborne construct has If made into a golem, the nightborne construct‘s
advantage to attack rolls against a creature it is cost increases by an additional 32,000 gp, and
grappling. It can use its action to cast a spell on a requires an infusion matrix of Epic rarity.
target it is grappling. If it does so, the target Golems do not require fuel and can follow and
suffers disadvantage to their saving throw. understand instructions.
Spell Resistance. The Nightborne construct has
advantage on all saving throws against spells that Night Elf Introduction
allow for spell resistance. It is immune to spells of
"May the stars guide you."
level 3 or lower.
Innate Spellcasting. The construct is naturally
The ancient and reclusive night elves have played
magical and designed for detecting intruders. The
a pivotal role in shaping Azeroth‘s fate
construct‘s spellcasting ability is Spirit (spell save
throughout its history. More than ten thousand
DC 16, +8 to spell attacks). The construct can
years ago, their heroics during the War of the
innately cast the following spells, requiring no
Ancients helped stave off the demonic Burning
material components:
Legion‘s first invasion. When the scattered
1st level (1 mana): detect magic, faerie fire
remnants of the Legion on Azeroth rallied
2nd level (2 mana): hold humanoid, see together with the vile satyrs centuries later, the
invisibility, silence night elves again rose to meet the threat. The
3rd level (4 mana): dispel magic ensuing War of the Satyr exacted a heavy toll
ACTIONS from the night elves, but ultimately they
Multiattack. The nightborne construct makes vanquished the forces that had set out to wreak
three slam attacks. havoc on their world.
Slam. Melee Weapon Attack: +8 to hit, reach 10
ft., one target.
Night Elves as Characters
Hit: 15 (3d6 + 5) bludgeoning damage, plus 3
See the core document.
(1d6) arcane damage.
REACTIONS
Shock. When the Nightborne construct deals Night Elf Archer
damage or is hit by a creature that is at full hit ―One shot, one kill.‖
points, it can channel arcane electricity as a Medium humanoid (night elf), neutral
discharge. The target must succeed on a DC 16 Armor Class 13 (leather)
Stamina saving throw or be stunned until the end Hit Points 32 (5d8 + 10)
of the construct‘s turn in the next round. If Speed 30 ft.
shocked once, a creature is immune to this effect STR AGI STA INT SPI CHA
again for the next 24 hours. 11 (+0) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 9 (-1)
Damage Resistances lightning, poison

155
Skills Stealth +4, Perception +4 Languages Elven, Common, Druidic, Eredun,
Senses darkvision 60 ft., passive Perception 14 Thieves‘ Cant
Languages Common, Elven Challenge 7 (2,600 XP)
Challenge 2 (450 XP) Traits
Traits Night Elf Traits. The night elf has the following
Fighting Style (Archery). The night elf archer has racial traits.
+2 to attack with ranged weapons.  Mask of the Wild, Nature Resistance,
Hunter Talents. The archer has the following and Shadowmeld
hunter talents. Dark Metamorphosis. When the demon hunter
 Farsight casts the avatar form warlock spell, he augments it
Natural Explorer. The archer is an expert on with the following benefits:
their local terrain (typically forests). She is not  He gains the Mystic Blast feat for no cost, but
slowed by difficult terrain, can move stealthily at must choose to deal fel damage.
normal pace, is always alert to danger, forages  He has the benefits of the demon skin spell
double as much food as normal, and knows the (3rd level) for no cost.
exact number, sizes, and how long a tracked  His Strength and Charisma scores increases
quarry remained in an area. by 2 points to 12 (+1) and 17 (+3).
Night Elf Traits. The night elf has the following  He gains wings, horns, and claws, allowing
racial traits. him to glide, and his jump distance is tripled
 Mask of the Wild, Nature Resistance, (this can stack with the jump spell). For every
and Shadowmeld 10 feet of distance he falls, he can glide 30
ACTIONS feet in any direction. He can also instead take
Dagger. Melee or Ranged Weapon Attack: +4 to hit, no fall damage so long as he can exercise his
reach 5 ft. or ranged 20/60 ft., one target. wings. If he is restrained or otherwise
Hit: 4 (1d4 + 2) slashing or piercing damage. encumbered, he cannot make use of his
Longbow. Ranged Weapon Attack: +6 to hit, range wings.
225/900 ft., one target. The demon hunter gains a horn and claw
Hit: 6 (1d8 + 2) piercing damage. attack as an unarmed strike. These are light
melee weapon attacks that deal 1d6 piercing
Night Elf Demon Hunter and 1d4 slashing damage (respectively, plus
"At last... We shall have revenge..." his Strength or Agility as normal). These
Medium humanoid (night elf), chaotic neutral weapons are also magical (with +1 to attack
Armor Class 17 (demon skin) and damage rolls).
Hit Points 71 (11d8 + 22), plus 3 temporary hit While in this state, he is treated as a fiend for all
points for the duration of the demon skin spell spell purposes (such as charm and dominate spells).
Mana Points 21 (15 + 3 + 3) This is considered a shapeshifting effect. Also,
Speed 30 ft. the demon hunter can choose one of the features
STR AGI STA INT SPI CHA to remain in his normal form: wings, claws, or
10 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 15 (+2) horns. The chosen feature remains indefinitely.
Saving Throws Agi +7, Int +3 Rogue Talents. The demon hunter has the
Damage Resistances lightning, poison following talents:
Damage Vulnerabilities holy (so long as the  Agile Leap, Evasion, Favored Enemy
demon skin spell is active) (fiends), Uncanny Dodge
Damage Resistances lightning, poison Sneak Attack (1/Turn). The demon hunter deals
Skills Acrobatics +7, Athletics +3, Perception +4, an extra 21 (6d6) damage when he hits a target
Intimidation +5, Stealth +10 with a weapon attack and has advantage on the
Senses blindsight 100 ft. (sight hindered beyond attack roll, or when the target is within 5 feet of
this radius), passive Perception 14 an ally of the demon hunter that isn‘t

156
incapacitated and the demon hunter doesn‘t have They made a pact, long ago, to fight against the
disadvantage on the attack roll. forces of chaos using its own terrible powers
Spectral Sight. Within 100 feet, the demon against it. These mysterious warriors ritually blind
hunter has blindsight. Beyond this range, his themselves so that they develop 'spectral sight'
sight is hazy, colorless, and unclear, imposing that enables them to see demons and undead
disadvantage on Spirit (Perception) checks. He with greater clarity. They wield demonically
can perceive certain things clearly (as if normal charged warblades in battle and even call upon
sight) regardless of distance, such as the demonic energies to augment their formidable
following: celestials, fiends, undead, and any combat skills. Although they are counted as some
creature with an active mana pool. If a creature is of the mightiest warriors within the Night Elves'
disguised, he may roll a Spirit (Perception) check society, the Demon Hunters are always maligned
upon sight, and a successful check yields to him and misunderstood for making their selfless pact
that he senses strange powers nearby (though it with darkness.
does not readily point out who without another
ability check). At will, he may concentrate his Night Elf Druid
sight as an action, and cast the detect magic spell. ―Anu’dora.‖
The range of the spell increases up to his Medium humanoid (night elf), neutral
blindsight range. Armor Class 14 (heavy leather)
Spellcasting. The demon hunter is a 5th level Hit Points 32 (5d8 + 10)
spellcaster. His spellcasting ability is Charisma Mana Points 22 (17 + 2 + 3)
(spell save DC 13, +5 to hit with spell attacks). Speed 30 ft.
The demon hunter has the following spells (7) STR AGI STA INT SPI CHA
prepared from the warlock spell list: 10 (+0) 14 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1)
Cantrips (0 mana): control flames, firebolt, Damage Resistances lightning, poison
message Skills Medicine +7, Religion +4, Perception +5,
1st level (4 mana): chaos bolt, hellish rebuke, Stealth +4
demon skin Senses darkvision 60 ft., passive Perception 15
2nd level (5 mana): eye beam (scorching ray; fel Languages Druidic, Elven, Common
damage, loses S component), mana burn, shackle Challenge 3 (700 XP)
evil Traits
3rd level (6 mana): dispel magic, avatar form (free) Druid Circle (Feral). The druid can use wild
ACTIONS shape as a bonus action or reaction instead of an
Multiattack. The demon hunter makes two action. Additionally, transformed by Wild Shape,
warglaive attacks. the druid can use a bonus action to expend one
+1 Warglaive. Melee Weapon Attack: +8 to hit, spell to regain 1d8 hit points per level of the spell
reach 5 ft., one target. expended.
Hit: 7 (1d6 + 4) slashing damage (plus 2 if Druidic Idol. The night elven druid belongs to
attacking a demon). one of several organizations that aid them in
+1 Horn (Metamorphosis Form Only). Melee channeling magic. Choose one of the following
Weapon Attack: +8 to hit, reach 5 ft., one target. organizations. This determines the creature the
Hit: 7 (1d6 + 4) piercing damage. druid can transform into, and gives them access
+1 Claws (Metamorphosis Form Only). Melee to the Blessed Beast feature.
Weapon Attack: +8 to hit, reach 5 ft., one target.  Druid of the Claw. This druid can wild shape
Hit: 6 (1d4 + 4) slashing damage. into bears only, but they have the Roaring
Equipment. +1 warglaive Beast druid feature.
 Druid of the Antler. This druid can wild shape
Demon Hunters are dark, shadowy warriors who into stags only, but they have the Holy Beast
are shunned by the greater Night Elf society. feature.

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 Druid of the Fang. This druid can wild shape snake), Druid of the Moon (a wolf), or Druid of
into snakes only, but they have the Raking the Talon (a stormcrow).
Beast feature. Night elven druids display remarkable wisdom
 Druid of the Moon (or Druid of the Scythe). This and far-sightedness, but even they have little
druid can wild shape into wolves only, but tolerance to demonic forces who seek to corrupt
they have the Prowling Beast feature. their woods and upset the balance of nature.
 Druid of the Talon. This druid can wild shape Their magical spells augment their allies' fighting
into stormcrows only, but they have the skills and bravery as well.
Magical Beast feature (usually choosing faerie
fire and cyclone). Customization
Night Elf Traits. The night elf has the following The mystic blast can either be holy (if the druid is
racial traits. associated more with the moon), or arcane (if
 Mask of the Wild, Nature Resistance, associated more with the sun).
Mystic Senses, and Shadowmeld
Wild Shape (2/rest). The druid can wild shape Night Elf Guard/Recruit
into a beast of Challenge 1 for up to 2 hours. Medium humanoid (night elf), neutral
This acts as the normal druid ability of the same Armor Class 17 (Chain Shirt, Shield)
name. The beast is limited by the Druidic Idol Hit Points 11 (2d8 + 2)
trait below. Speed 30 ft.
Spellcasting. The night elf druid is a 5th level STR AGI STA INT SPI CHA
spellcaster. His spellcasting ability is Spirit (spell 13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
save DC 13, +5 to hit with spell attacks). The Damage Resistances lightning, poison
druid has the following spells (8) prepared from Skills Perception +3, Stealth +4
the druid spell list: Senses darkvision 60 ft., passive Perception 13
Cantrips (0 mana): druidcraft, wrath Languages Common, Elven
1st level (4 mana): entangling roots, faerie fire, Challenge 1/8 (25 XP)
primal roar (abandonment aura), rejuvenation Traits
2nd level (5 mana): barkskin Night Elf Traits. The night elf has the following
3rd level (6 mana): cyclone, plant growth, shooting racial traits.
star  Mask of the Wild, Nature Resistance,
ACTIONS Mystic Senses, and Shadowmeld
Quarterstaff. Melee Weapon Attack: +3 to hit, ACTIONS
reach 5 ft., one target. Spear. Melee or Ranged Weapon Attack: +4 to hit,
Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + reach 5 ft. or range 20/60 ft., one target.
1) if used with both hands. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)
Mystic Blast. Ranged Spell Attack: +6 to hit, range piercing damage if used with two hands to make
50 ft., one target. a melee attack.
Hit: 10 (3d4) holy damage. This requires at least Longbow. Ranged Weapon Attack: +4 to hit, range
1 mana in reserve for each d4. 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Night elf druids are ancient beings who wander
the woods of Kalimdor or the world to answer The night elven guard is a capable city-watcher
nature‘s summons and defend their societies and army soldier. The guard works in concert
from external threats. Depending on the idol with the various defensive forces of Darnassus to
they are best attuned to, druids can belong to hold down enemy infantry as the night elven
separate organizations, such as being a Druid of archer troops destroy them from afar. A night
the Claw (fond of assuming the form of a bear), elven recruit is capable in deploying their natural
Druid of the Antler (a stag), Druid of the Fang (a

158
advantages in war, serving to soften the enemy 4,000 gp (320 gp base cost x 25 for creatures,
and also scout. halved for lower range of CR) in engineering
materials. The engineering materials required is
Night Elf Glaive Thrower 2,000 gp to craft it with a competent
Large construct (vehicle), unaligned craftsperson, who has a minimum Proficiency
Armor Class 12 Bonus of +3 (as a Journeyman craftsperson).
Hit Points 51 (6d10 + 18) As a device, it has a malfunction rating of 1-3.
Speed 10 ft.
STR AGI STA INT SPI CHA Night Elf Huntress
17 (+3) 14 (+2) 16 (+3) 1 (-5) 3 (-4) 1 (-5) ―As the goddess wills.‖
Damage Immunities poison, psychic Medium humanoid (night elf), neutral
Condition Immunities blinded, deafened, Armor Class 15 (leather)
frightened, paralyzed, petrified, poisoned Hit Points 45 (5d10 + 10)
Senses passive Perception 6 Mana Points 18 (15 + 2 + 1)
Languages — Speed 30 ft.
Challenge 3 (700 XP) STR AGI STA INT SPI CHA
Traits 11 (+0) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 10 (+0)
Blasting Force. A target hit by the glaive Skills Perception +4, Insight +4, Stealth +5
thrower‘s ranged attacks must succeed against a Senses darkvision 60 ft., passive Perception 14
DC 12 Agility saving throw or be pushed 10 feet Damage Resistances lightning, poison
away from the glaive thrower. Languages Elven, Common
Siege Weapon. The glaive thrower deals double Challenge 2 (450 XP)
damage to structures, but half to creatures with Traits
all its attacks. Ricochet Weapon (Moonglaive, 1/round). This
Fuel (8 mechanical units/charge). The construct weapon can ricochet off one target and hit
consumes 8 units for 1 charge (4 rarity, 4 size). As another. This costs an attack action (or bonus
it runs on a mechanical engine, this requires 1 action). The Moonglaive can ricochet one time.
hour of winding for 1 unit, or 10 minutes for 3 The Moonglaive returns to the huntress‘s hand
units if the user is proficient in Engineer‘s Tools after the attack is resolved, regardless of range.
and Tinker‘s Tools. It has the capacity to hold up Favored by Elune. The huntress adds the Find
to 10 charges. Familiar spell to her spell list, but may only
ACTIONS choose an owl. Furthermore, her link to her owl
Ram. Melee Weapon Attack: +5 to hit, range 5 ft., familiar is 250 feet, instead of the normal 100
one target. feet. If standing in moonlight, the link becomes
Hit: 7 (2d8 + 3) bludgeoning damage. 500 feet instead.
Ballista Bolt. Ranged Siege Attack: +3 to hit, range Night Elf Traits. The night elf has the following
100/600 ft., one target. racial traits.
Hit: 16 (2d12 + 3) piercing damage.  Mask of the Wild, Nature Resistance,
Mystic Senses, and Shadowmeld
A glaive thrower may carry up to two medium- Spellcasting The huntress is a 1st level spellcaster.
sized creatures within it (not counting the storage Her spellcasting ability is Spirit (spell save DC 12,
feature). The ballista bolt is a common heavy +4 to hit with spell attacks). The huntress has the
crossbow, and can be exchanged (or upgraded) following spells (3) prepared from the hunter
for more damage. spell list:
1st level (5 mana): find familiar, fade, speak with
Crafting animals
This construct can be crafted, and has a rarity of ACTIONS
Rare. As a creature of CR 3, it has a total cost of

159
Moonglaive. Melee Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Night Elf Priestess of the Moon
Hit: 6 (1d6 + 3) slashing damage. The huntress "Warriors of the night, assemble!" tiger roars
may use a bonus action to hit another target Medium humanoid (night elf), lawful good
within the weapon‘s range from the first. Armor Class 16 (silvery armor)
Shortbow. Ranged Weapon Attack: +5 to hit, range Hit Points 71 (11d8 + 22)
80/320 ft., one target. Mana Points 21 (18 + 3 + 3)
Hit: 6 (1d6 + 3) piercing damage. Speed 30 ft.
STR AGI STA INT SPI CHA
Huntresses are the elite cadre of the Sentinel 10 (+0) 15 (+2) 14 (+2) 11 (+0) 18 (+4) 12 (+1)
army. Drawing their strength from the moon Saving Throws Spi +7, Cha +4
goddess, Elune, these warrior women ride the Damage Resistances lightning, poison
feral Nightsabre panthers into battle. Huntresses Skills Perception +7, Religion +3, Stealth +5
are strong, swift, and merciless to those who Senses darkvision 60 ft., passive Perception 17
would defile the sanctity of Ashenvale Forest. Languages Elven, Common
Challenge 7 (2,600 XP)
> Huntress’s Nightsaber Traits
Large beast, unaligned Channel Divinity (2/rest). The priestess of the
Armor Class 14 (natural armor) moon can channel divinity either by turning
Hit Points 37 (5d10 + 10) undead, destroying them (up to CR ½), charm a
Speed 40 ft. beast or humanoid for 1 minute, revert a druid
STR AGI STA INT SPI CHA or shapeshifter to their normal form, or bestow a
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) moonlight ward on an ally within 30 ft. for 1
Skills Perception +3, Stealth +6 minute.
Senses Passive Perception 13  Moonlight Ward. So long as the ally remains
Languages — within range, the priestess may use a bonus
Challenge 1 (200 XP) action to heal the target with any healing
Traits spell from the priest spell list that normally
Silent Stalker. The saber cat has advantage on requires an action. If the spell normally costs
Spirit (Perception) checks that rely on smell, and a bonus action to cast (such as the flash of
Agility (Stealth) checks in dim light or darkness. light spell), it may instead be cast as a
Pounce. If the saber cat moves at least 20 feet reaction.
straight toward a creature and then hits it with a If the priestess successfully dealt weapon damage
claw attack on the same turn, that target must to an enemy before casting a spell on the
succeed on a DC 12 Strength saving throw or be moonlight ward, the mana cost of the spell
knocked prone. If the target is prone, the saber (healing or damaging, respectively) is reduced by
cat can make one bite attack against it as a bonus 1 (minimum 1). This can stack with the normal
action. reduction for repeat-casting a spell.
Favored Terrain. The saber cat gains the favored Favored by Elune. The priestess of the moon can
terrain ability, as a 1st level Hunter to its natural cast the find familiar spell, and her link to her owl
environment. is 250 feet, instead of the normal 100 feet. If she
ACTIONS is standing in moonlight, the link becomes 500
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., feet instead.
one creature. Might of the Moon. So long as the priestess can
Hit: 8 (1d10 + 3) piercing damage. observe the moon and are at night, she is affected
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., by the inner fire spell (5th level; +2 bonus). In
one target. other conditions, the bonus provided by the spell
Hit: 10 (2d6 + 3) slashing damage.

160
is halved (minimum 1). She does not have to be Traits
outdoors to benefit from this feature. Brave. The owl has advantage on saving throws
Night Elf Traits. The night elf has the following against being frightened.
racial traits. Flyby. The owl doesn't provoke opportunity
 Mask of the Wild, Nature Resistance, attacks when it flies out of an enemy's reach.
Mystic Senses, and Shadowmeld Keen Hearing and Sight. The owl has advantage
Spellcasting. The priestess of the moon is a 10th on Spirit (Perception) checks that rely on hearing
level spellcaster. Her spellcasting ability is Spirit or sight.
(spell save DC 15, +7 to hit with spell attacks). ACTIONS
The priestess of the moon has the following spells Talons. Melee Weapon Attack: +3 to hit, reach 5
(14) prepared from the priest spell list: ft., one target.
Cantrips (0 mana): Guidance, smite, word of Hit: 1 slashing damage.
radiance
1st level (2 mana): holy light, mind blast, Elune‘s owls are a step above normal owls in
moonlight wall (barrier ward), shot array (searing wisdom and courage, allowing them to scout and
shot), trueshot aura (free) act in prudence rarely found in normal owls.
2nd level (3 mana): banishment, denounce, power
word fortitude (aid), shackle evil, moonbeam > Winterspring Frostsaber
(free) Large beast, unaligned
3rd level (5 mana): Lightwell, power word shield, Armor Class 14 (natural armor)
revivify, remove curse (free) Hit Points 37 (5d10 + 10)
4th level (6 mana): Guardian of faith, Speed 40 ft.
hallucinatory terrain (free) STR AGI STA INT SPI CHA
5th level (7 mana): Greater restoration, raise dead, 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
starfall (free) Skills Perception +3, Stealth +6
ACTIONS Senses passive Perception 13
Longbow. Ranged Weapon Attack: +5 (+7 under Languages —
moonlight) to hit, range 150/600 ft., one target. Challenge 1 (200 XP)
Hit: 11 (1d8 + 2 + 4 + 1) piercing damage. When Traits
she can observe the moon, the priestess deals 1 Silent Stalker. The saber cat has advantage on
additional point of damage. Spirit (Perception) checks that rely on smell, and
Curved Blade. Melee Weapon Attack: +6 to hit, Agility (Stealth) checks in dim light or darkness.
reach 5 ft., one target. Pounce. If the saber cat moves at least 20 feet
Hit: 5 (1d6 + 2) slashing damage. straight toward a creature and then hits it with a
Equipment. 1,000 gp worth of crushed claw attack on the same turn, that target must
moonstone (acts as diamond dust) succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the saber
> Owl Familiar cat can make one bite attack against it as a bonus
Tiny fey, unaligned action.
Armor Class 11 Favored Terrain. The saber cat gains the favored
Hit Points 1 (1d4 - 1) terrain ability, as a 1st level Hunter to its natural
Speed 5 ft., fly 60 ft. environment.
STR AGI STA INT SPI CHA ACTIONS
3 (-4) 13 (+1) 8 (-1) 2 (-4) 15 (+2) 10 (+0) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Skills Perception +5, Stealth +3 one creature.
Senses Darkvision 120 ft., Passive Perception 13 Hit: 8 (1d10 + 3) piercing damage.
Languages - Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Challenge 0 (10 XP) one target.

161
Hit: 10 (2d6 + 3) slashing damage. a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally
The fearless leaders of the Sentinel army, the of the warden that isn‘t incapacitated and the
Priestesses of the Moon epitomize the power and warden doesn‘t have disadvantage on the attack
grace of their race's ancient Moon Goddess, roll.
Elune. The Priestesses, equipped with silvery, Spellcasting. The warden is a 5th level spellcaster.
glowing armor, ride the fearless Frostsaber tigers Her spellcasting ability is Intelligence (spell save
of Winterspring into battle. Charged with the DC 13, +5 to hit with spell attacks). The warden
safekeeping of the night elf lands and armed with has the following spells (7) prepared from the
magical energy bows - the Priestesses will stop at mage spell list:
nothing to rid their ancient land of evil. Cantrips (0 mana): friends, mage hand, minor
illusion
Night Elf Warden Hero 1st level (4 mana): disguise self, silent image, sleep
―Moonlight shines on the guilty and the innocent 2nd level (5 mana): blink step, invisibility, shadow
alike.‖ strike (shadow word pain)
Medium humanoid (night elf), lawful 3rd level (6 mana): conjure fiend (avatar of
Armor Class 17 (studded leather, warden‘s cloak) vengeance)
Hit Points 71 (11d8 + 22) ACTIONS
Mana Points 21 (15 + 3 + 3) Multiattack. The warden makes two attacks. If
Speed 30 ft. she throws a light thrown weapon, she can throw
STR AGI STA INT SPI CHA another as part of the same action (up to three
11 (+0) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0) daggers per round).
Saving Throws Agi +7, Int +5 Warglaive. Melee Weapon Attack: +7 to hit, reach
Damage Resistances lightning, poison 5 ft., one target.
Skills Acrobatics +7, Perception +4, Insight +7, Hit: 6 (1d6 + 3) slashing damage.
Sleight of Hand +7, Stealth +10 Dagger. Melee or Ranged Weapon Attack: +7 to hit,
Senses darkvision 60 ft., passive Perception 14 reach 5 ft. or range 20/60 ft., one target.
Languages Elven, Common, Thieves‘ Cant Hit: 5 (1d4 + 3) piercing damage.
Challenge 7 (2,600 XP) Fan of Knives (Area Attack). The Warden sends
Traits a storm of daggers in a 20 foot sphere, a 15-foot
Rogue Talents. The warden has the following cone (a quarter-circle), or a line 30 feet long, 5
talents: feet wide.
 Evasion, Fading Shadow (1/short rest), Each creature in the area must make a DC 15
Favored Enemy (Sentinel Bounty List) Agility saving throw, taking 20 (3d4 + 9 + 4)
Premeditation. The warden may use 3 rounds piercing damage on a failed saving throw, or half
(counted as 3 actions) to study an enemy. If she as much damage on a successful save. This takes 3
does, she may always apply her sneak attack daggers, or 1 dagger if using the blades in her
damage against them (even without advantage or warden‘s cloak.
an ally nearby) for one minute, unless the target Equipment. Warden armor (studded leather),
moves more than full speed in one round. warglaive, warden‘s cloak, 10 daggers.
In addition, any hit the warden scores against a
creature that is surprised is a critical hit. The mysterious wardens serve as the night elves'
Night Elf Traits. The night elf has the following special police force in Kalimdor. They are elite
racial traits. members of the Watchers, the jailors and
 Mask of the Wild, Nature Resistance, marshals of night elf society, and the highest rank
Mystic Senses, and Shadowmeld that can be bestowed on a Watcher. Maiev
Sneak Attack (1/Turn). The warden deals an Shadowsong was first to be given the rank of
extra 21 (6d6) damage when she hits a target with warden, which she later awarded to a select few

162
who had proven their exceptional fighting obsidian statue and having mana remaining, it
abilities, tracking skills, and tenacity. can keep the mana it has.
Set apart from the militant Sentinels, wardens are Magic Resistance. The obsidian destroyer has
usually employed as jailors, assassins, and bounty advantage on saving throws against spells and
hunters. When loosed upon escaped criminals, other magical effects.
wardens employ a number of supernatural Thunderous Blows. The obsidian destroyer may
powers that enable them to recapture their prey deal 2d4 extra thunder damage when striking
and mete out the night elves' justice. Wardens with melee weapon attacks. This is a [strike]
can teleport by using their spellcasting capabilities effect.
or even with the Fading Shadow Rogue Ability, Innate Spellcasting. The obsidian destroyer is a
which they can use to outmaneuver even the 3rd level spellcaster. The obsidian destroyer‘s
quickest of foes. spellcasting ability is Charisma (spell save DC
They notably wield umbra crescents (special 11). The destroyer can innately cast the following
Moonglaives) and typical glaives. They also use spells, requiring no material components:
owls for recon (treat as a trained hawk). 1st level (5 mana): detect magic
2nd level (6 mana): dispel magic (0 mana), mana
O burn (0 mana), orb of annihilation
Fuel (8 soul units/charge). The construct
Obsidian Destroyer consumes 8 units for 1 charge (4 rarity, 4 size).
Large construct, unaligned As it runs on a soul engine, this requires 4 total
Armor Class 12 Challenge rating of souls for 1 hour of operation.
Hit Points 39 (6d10 + 6) It has the capacity to hold up to 10 charges (or 40
Mana Points 0 (Special, maximum 19 (15 + 2 + total Challenge of souls).
2), see Magic Devourer) ACTIONS
Speed 15 ft. fly 60 ft. (hover) Mace. Melee Weapon Attack: +5 to hit, range 5 ft.,
STR AGI STA INT SPI CHA one target.
17 (+3) 14 (+2) 13 (+1) 3 (-4) 15 (+2) 12 (+1) Hit: 7 (1d8 + 3) bludgeoning damage, plus 5
Damage Resistances thunder, cold, fire, acid, fel, (2d4) thunder damage.
lightning; bludgeoning, piercing, and slashing Necromantic Blast. Ranged Spell Attack: +3 to hit,
from nonmagical weapons range 40 ft., one target.
Damage Immunities poison, psychic Hit: 5 (2d4) shadow damage. This does not
Condition Immunities blinded, deafened, require mana in reserve.
frightened, paralyzed, petrified, poisoned
Senses passive Perception 14 This creature is made of obsidian. It has a lower
Languages — body resembling a powerfully built panther with a
Challenge 3 (700 XP) pair of great black wings protruding from its
Traits back. Almost 20 feet wide, these latter
False Appearance. While the obsidian destroyer appendages seem carved from old, porous stone.
remains motionless, it is indistinguishable from The creature‘s upper body is humanoid. A pair of
an inanimate statue. dazzling emerald eyes set within deep, cavernous
Magic Devourer. The obsidian destroyer can, sockets stand out in the midst of the creature‘s
when dispelling a magic spell or successfully shriveled, skeletal face.
draining mana with its innate magic spells, regain Born from the mystical transformation of an
mana equal to double the spell‘s level, or equal to obsidian statue (see below), this strange magical
the mana burnt (whichever is higher), up to a beast is drawn to mana. Because of its
maximum of 19 mana points. Mana burn and appearance, an unmoving obsidian destroyer can
Dispel Magic do not cost mana for the obsidian easily pass itself off as a statue as long as it keeps
destroyer. The obsidian destroyer does not regain its eyes closed. It can thus fool people into
mana over time. If transforming from an

163
believing it is nothing more than a harmless piece Fuel (8 soul units/charge). The construct
of decoration. consumes 8 units for 1 charge (4 rarity, 4 size).
Most obsidian destroyers enjoy wearing crowns As it runs on a soul engine, this requires 4 total
and other ostentatious headdresses that make Challenge rating of souls for 1 hour of operation.
them appear regal. Typically, obsidian destroyers It has the capacity to hold up to 10 charges (or 40
deploy during the presence of enemy magic-users, total Challenge of souls).
and use their powers to gain temporary mana, ACTIONS
and discharge it instantaneously on a hapless Necromantic Blast. Ranged Spell Attack: +3 to hit,
wizard or priest with an orb of annihilation spell. range 40 ft., one target.
Hit: 5 (2d4) shadow damage. This requires at
Crafting least 1 mana in reserve for each d4.
This construct can be crafted, and has a rarity of Essence of Blight (4 mana). The obsidian statue
Rare. As a creature of CR 3, it has a total cost of radiates a powerful pulse of death energy. This
4,000 gp (320 gp base cost x 25 for creatures, acts like a Death Coil spell, restoring 6 (1d8 + 2)
halved for lower range of CR) in engineering hit points to any undead creature within 30 ft. If
materials. The engineering materials required is the undead creature is unwilling, this requires a
2,000 gp to craft it with a competent ranged spell attack.
craftsperson, who has a minimum Proficiency Essence of Spirit (4 mana). The obsidian statue
Bonus of +3 (as a Journeyman craftsperson). radiates a powerful pulse of raw mana. To any
spellcasting creature within 30 ft., this restores
Golem mana as if they rested for 1 hour. As all mana-
If made into a golem, the obsidian statue‘s cost restoring abilities, a creature cannot benefit from
increases by an additional 2,000 gp, and requires this more than once every hour. If the targeted
an infusion matrix of Uncommon rarity. creature is unwilling, they may make a Spirit save
Golems do not require fuel and can follow and to negate the benefit and cool-down of mana
understand instructions. restoration.
Morph into Destroyer. Through a strange magic
Obsidian Statue process, an obsidian statue can transform itself
Large construct, unaligned into an obsidian destroyer (see below). The
Armor Class 12 transformation takes (2) 1d4 rounds to complete.
Hit Points 39 (6d10 + 6) During this time, the creature remains inanimate,
Mana Points 17 (15 + 2) but begins shaking and cracking. The obsidian
Speed 0 ft. fly 10 ft. (hover) statue then breaks apart with a spray of fine dust,
STR AGI STA INT SPI CHA and from the black rubble emerges an obsidian
17 (+3) 14 (+2) 13 (+1) 3 (-4) 15 (+2) 12 (+1) destroyer.
Damage Resistances bludgeoning, piercing, and Once the transformation is complete, the
slashing from nonmagical weapons destroyer cannot change back to a statue unless it
Damage Immunities poison, psychic allows a character to reconstruct the wards
Condition Immunities blinded, deafened, binding it, which is a crafting task of moderate
frightened, paralyzed, petrified, poisoned complexity (DC 15).
Senses passive Perception 14
Languages — Shaped like a humanoid torso atop the lower
Challenge 2 (450 XP) body of a winged, powerfully-built panther, this
Traits large construct seems an impressively realistic
False Appearance. While the obsidian statue likeness. Carved out of the dark stone from
remains motionless, it is indistinguishable from which it takes its name, an obsidian statue has
an inanimate statue. eerie, green eyes that shine brightly within deep
sockets.

164
Undead armies use obsidian statues as they live in, or questionably serve those who do
figureheads, placing them at the forefront of rule over the lands.
battle or near strategically important locales, such Size. Ogres are much larger than other races.
as armories or headquarters. They inspire awe in Males average 7 feet tall and 500 pounds, while
the hearts of their enemies, but more importantly females are usually a bit shorter and lighter. They
they provide useful support to their undead have thick, powerful physiques and brawny
masters. Obsidian statues fight without thought frames most suitable for combat. They are large
or tactic, using their mystic blasts to pummel sized.
those foes close to them. They hate living beings Speed. You have a base walking speed of 40 feet.
and strike at any living creature that comes Darkvision. You have superior vision in dark and
within range. Obsidian statues never engage dim conditions. You can see in dim light within
undead in battle unless they are directly 60 feet of you as if it were bright light, and in
threatened by them. Obsidian statues do not darkness as if it were dim light. You can‘t discern
speak. color in darkness, only shades of gray.
Natural Armor. Your thick skin deflects
Crafting oncoming blows. When you aren't wearing
This construct can be crafted, and has a rarity of armor, your AC is 12 + your Agility modifier.
Rare. As a creature of CR 3, it has a total cost of You can use your natural armor to determine
4,000 gp (320 gp base cost x 25 for creatures, your AC if the armor you wear would leave you
halved for lower range of CR) in engineering with a lower AC. A shield's benefits apply as
materials. The engineering materials required is normal while you use your natural armor.
2,000 gp to craft it with a competent Languages. You can read and write in Giant and
craftsperson, who has a minimum Proficiency one of the following: Orcish or Low Common.
Bonus of +3 (as a Journeyman craftsperson).
Subrace. Ogres are either one-headed or two-
Golem headed.
If made into a golem, the obsidian statue‘s cost
increases by an additional 500 gp, and requires One-Headed
an infusion matrix of Common rarity. Ability Score Increase. Your Strength increases
Golems do not require fuel and can follow and by 1, and your Stamina increases by 2.
understand instructions.
Two-Headed
Ogre Introduction Two-headed ogres are markedly more intelligent
Heirs of a great civilization but now fallen to than their one-headed brothers (though that isn‘t
brutish savagery, ogres have the potential for saying much in comparison to other races).
greatness if they would just stop infighting on Ability Score Increase. You remove the ogre‘s
who has the bigger club. penalty to Intelligence, and you furthermore
increase your Intelligence by 1 (total of +1 to your
starting Intelligence).
Ogres as Characters
Mystic Aptitude. Having two heads has an
Ogre Traits
advantage when studying magic. Due to sharing
Ability Score Increase. Your Strength increases
memories and techniques between two heads,
by 2, but your Intelligence decreases by 2.
you gain the Mystic Blast feat for free whenever
Age. An ogre typically claims adulthood around
you gain at least one caster level.
the age of 35 and can live to be 100 years old.
Two Heads. The ogre has advantage on Spirit
Affiliation. Horde or independent. Ogres are
(Perception) checks and on saving throws against
violent and peace-hating creatures, and they
being blinded, charmed, deafened, frightened,
usually strive to gain dominion over the lands
stunned, and knocked unconscious.

165
ACTIONS
Ogre Tribesman Multiattack. The ogre magi can attack twice with
Large giant, chaotic evil any combination of a greatclub attack or a Mystic
Armor Class 11 (hide armor) Blast attack.
Hit Points 59 (7d10 + 21) Greatclub. Melee Weapon Attack: +6 to Hit, reach
Speed 40 ft. 5 ft., one target.
STR AGI STA INT SPI CHA Hit: 13 (2d8 + 4) bludgeoning damage.
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) Mystic Blast. Ranged Spell Attack: +6 to Hit, range
Senses passive Perception 8 50 ft., one target.
Languages Giant, Orcish Hit: 10 (3d6) fire damage. This requires at least 1
Challenge 2 (450 XP) mana in reserve for each d6.
ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach Ogre mage (aka ogre-magi or ogre magus) are
5 ft., one target. smarter, spellcasting versions of ogres. Ogre magi
Hit: 13 (2d8 + 4) bludgeoning damage. came into existence in the Second War, when the
Javelin. Melee or Ranged Weapon Attack: +6 to hit, orc warlock Gul'dan carved up the elven
reach 5 ft. or range 30/120 ft., one target. Runestone at Caer Darrow and used its mystic
Hit: 11 (2d6 + 4) piercing damage. powers to imbue Ogre enforcers with the ability
and intelligence to cast spells.
Ogre Mage Following the Second War Ogre magi have
become alot more common. It is speculated that
Large giant, chaotic evil
they can breed to produce their own kind
Armor Class 13 (natural armor)
(confirmed by Torkus and his many sons), while
Hit Points 59 (7d10 + 21)
others think that some ogre magi — or darker
Mana Points 20 (15 + 2 + 3)
forces — have developed a way to create more of
Speed 40 ft.
them.
STR AGI STA INT SPI CHA
Whatever the case, though ogre magi don‘t
19 (+4) 8 (-1) 16 (+3) 15 (+2) 11 (+0) 7 (-2)
appear in the numbers they did in the Second
Skills +5 Arcana, +5 Religion
War, they are still a part of Azeroth. Because of
Senses passive Perception 10
their intelligence, and the fact that they often
Languages Giant, Orcish
desire to search for arcane knowledge to enhance
Challenge 3 (700 XP)
their spellcasting abilities, ogre magi are more
Traits
likely to adventure than other ogres. Many
Two Heads. The ogre has advantage on Spirit
remain with their own kind and have become
(Perception) checks and on saving throws against
advisors to the chieftains of their tribes or leaders
being blinded, charmed, deafened, frightened,
in their own right. Their spells, combined with
stunned, and knocked unconscious.
their physical might, make them self-sufficient.
Spellcasting. The ogre magi is a 5th level
Adventuring ogre magi are uncommon, and meet
spellcaster. His spellcasting ability is Intelligence
with stares or violence in civilized towns, but they
(spell save DC 11, +3 to hit with spell attacks).
possess the smarts necessary to talk their way out
The ogre magus has the following spells (7)
of many volatile situations. Ogre magi allied with
prepared from the mage spell list:
the Stonemaul clan are welcome in any Horde
Cantrips (0 mana): fire bolt (2d10), create bonfire,
settlement, but the Alliance views all ogres as
mold earth
savages and enemies.
1st level (4 mana): burning hands, elemental
armor (fire), explosion
2nd level (5 mana): enlarge/reduce, ray of Ogre Warlord
enfeeblement Large giant, chaotic evil
3rd level (6 mana): haste, glyph of warding Armor Class 12 (natural armor)

166
Hit Points 123 (13d10 + 52) ―Lok'Tar Ogar! - Victory or Death!’
Speed 40 ft. The orcish race originates from the planet of
STR AGI STA INT SPI CHA Draenor. A peaceful people with shamanic
21 (+5) 8 (-1) 18 (+4) 8 (-1) 10 (+0) 12 (+1) beliefs, they were enslaved by the Burning Legion
Skills Perception +5 and forced into war with the humans of Azeroth.
Senses darkvision 60 ft, passive Perception 15 Although it took many years, the orcs finally
Languages Giant, Orcish escaped the demons' corruption and won their
Challenge 6 (2,300 XP) freedom. To this day they fight for honor in an
Two Heads. The ogre has advantage on Spirit alien world that hates and reviles them.
(Perception) checks and on saving throws against
being blinded, charmed, deafened, frightened, Orcs as Characters
stunned, and knocked unconscious. See the core document.
Wakeful. When one of the ogre‘s heads is asleep,
its other head is awake. Orc Blademaster Hero
ACTIONS
"I hear and obey!"
Multiattack. The ogre warlord makes two attacks.
Medium humanoid (orc), chaotic neutral
Battleaxe. Melee Weapon Attack: +8 to hit, reach Armor Class 17 (unarmored plus bracers)
10 ft., one target. Hit Points 82 (11d10 + 22)
Hit: 14 (2d8 + 5) slashing damage. Speed 30 ft.
Morningstar. Melee Weapon Attack: +8 to hit, STR AGI STA INT SPI CHA
reach 10 ft., one target. 19 (+4) 16 (+3) 15 (+2) 13 (+1) 11 (+0) 10 (+0)
Hit: 14 (2d8 + 5) piercing damage. Saving Throws Str +7, Sta +5
Earthly Shake (Recharges after a Short or Long Skills Athletics +7, Intimidation +3, Perception
Rest). The ogre strikes the ground with its feet or +3, Stealth +6
weapon, triggering an earthquake. All other Senses darkvision 60 ft., passive Perception 13
creatures on the ground within 60 feet of the Languages Common, Orcish
ogre must succeed on a DC 16 Strength saving Challenge 7 (2,900 XP)
throw. On a failed save, a creature takes 11 Traits
(2d10) bludgeoning damage and is knocked Warrior Talents. The blademaster has the
prone. On a successful save, the creature takes following warrior talents.
half as much damage and isn't knocked prone.  Bladestorm
Battle Cry (1/Day). Each creature of the ogre's  Rage
choice that is within 30 feet of it, can hear it, and  Wind Walk
not already affected by Battle Cry gains advantage  Brutal Critical
on attack rolls until the start of the ogre's next Second Wind (1/rest). Can spend a bonus action
turn. The ogre can then make one attack as a to regain 1d10 + 11 hit points.
bonus action. ACTIONS
Leadership (Recharges after a Short or Long Multiattack. The blademaster makes three
Rest). For 1 minute, the ogre can utter a special greatsword attacks.
command or warning whenever a non-hostile Greatsword. Melee Weapon Attack: +7 to hit,
creature that it can see within 30 feet of it makes reach 5 ft., one target.
an attack roll or a saving throw. The creature can Hit: 13 (2d6 + 4) slashing damage (rerolls the dice
add a d4 to its roll provided it can hear and if it results with a natural 1 or 2).
understand the ogre. A creature can benefit from REACTIONS
only one Leadership die at a time. This effect Relentless. This acts as the relentless warrior talent
ends if the ogre is incapacitated. of the same name.
Equipment. Bracers of defense.
Orc Introduction
167
Orc Demolisher Medium humanoid (orc), neutral good
Large construct (vehicle), unaligned Hit Points 65 (10d8 + 20)
Armor Class 9 Mana Points 26 (18 + 3 + 5)
Hit Points 51 (6d10 + 18) STR AGI STA INT SPI CHA
Speed 10 ft. 14 (+2) 10 (+0) 15 (+2) 11 (+0) 18 (+4) 15 (+2)
STR AGI STA INT SPI CHA Saving Throws Spi +7, Cha +5
19 (+4) 8 (-1) 17 (+3) 1 (-5) 3 (-4) 1 (-5) Skills Insight +7, Perception +7, Survival +7
Damage Immunities poison, psychic Senses darkvision 60 ft., passive Perception 17
Condition Immunities blinded, deafened, Languages Common, Orcish
frightened, paralyzed, petrified, poisoned Challenge 7 (2,900 XP)
Senses passive Perception 6 Traits
Languages — Acclimation. The farseer is immune to the
Challenge 3 (700 XP) hostile effects of weather, and can predict it
Traits accurately 24 hours in advance 50% of the time
Siege Weapon. The demolisher deals double with an action. He can also sense any weather-
damage to structures, but half to creatures with changing spells when they are being cast within 5
all its attacks. miles of his location, and can roughly identify
Fuel (8 mechanical units/charge). The construct whether the caster is a friend or foe to the
consumes 8 units for 1 charge (4 rarity, 4 size). elements or shamans.
As it runs on a mechanical engine, this requires 1 Furthermore, the elements also whisper to him of
hour of winding for 1 unit, or 10 minutes for 3 any threats to them (as if Calling), such as
units if the user is proficient in Engineer‘s Tools extensive drilling efforts, an upcoming wildfire in
and Tinker‘s Tools. It has the capacity to hold up a dry area, or a coming storm in around 24 hours
to 10 charges. before they take place.
ACTIONS Channel Elements (2/rest). The farseer can
Ram. Melee Weapon Attack: +5 to hit, range 5 ft., channel the elements either by turning them,
one target. releasing them, destroying them (up to CR ½), or
Hit: 8 (2d8 + 4) bludgeoning damage. can to deal maximum elemental damage with a
Catapult. Ranged Siege Attack: +2 to hit, range spell instead.
100/600 ft., one target. Elemental Mastery. The farseer may change any
Hit: 17 (2d12 + 4) bludgeoning damage. All elemental damage type dealt by his shaman spells
targets within 5 feet of the initial target take 6 to another type as a bonus action.
points of bludgeoning damage from impact. This Elemental Mixing. When the farseer rolls
damage is halved on a successful Agility saving elemental damage from a shaman spell of spell
throw, DC 14. level 1 1st or higher, he can apply one of the
following effects.
Crafting  Storm Toss. The target takes disadvantage
This construct can be crafted, and has a rarity of to attack rolls.
Rare. As a creature of CR 3, it has a total cost of  Earth Slide. The target is pushed 10 feet
4,000 gp (320 gp base cost x 25 for creatures, in any direction he chooses.
halved for lower range of CR) in engineering  Fire Sear. The target is scorched for one
materials. The engineering materials required is round.
2,000 gp to craft it with a competent  Frost Snap. The target is chilled for one
craftsperson, who has a minimum Proficiency round.
Bonus of +3 (as a Journeyman craftsperson). Orc Traits. The orc has the following racial traits
 Menacing, Warrior Tradition: Relentless
Orc Farseer Hero and Shock Resistant
"Seeing is believing."

168
Spellcasting. The farseer is a 10th level Skills Perception +3, Stealth +4
spellcaster. The farseer‘s spellcasting ability is Senses passive Perception 13
Spirit (spell save DC 15, +7 to spell attacks). The Languages –
farseer has the following spells (14) prepared Challenge 1 (200 XP)
from the shaman spell list: Traits
Cantrips (0 mana): fire bolt, invoke elementals, Keen Hearing and Smell. The wolf has
shocking bolt advantage on Spirit (Perception) checks that rely
1st level (2 mana): conjure spirit (dire wolf), spirit on hearing or smell.
bolt (shadow bolt), fog cloud (free) Smooth Riding. The wolf grants its rider a +2 to
2nd level (3 mana): fury hex (berserker rage), ghost any roll to maintain concentration on a spell.
sight (see invisibility), gust of wind (free) Pack Tactics. The wolf has advantage on an
3rd level (5 mana): chain lightning (lightning bolt), attack roll against a creature if at least one of the
cleanse spirit (remove curse), far sight wolf's allies is within 5 feet of the creature and
(clairvoyance), sending (free) the ally isn't incapacitated. A rider counts as an
4th level (6 mana): eye of kilrogg (arcane eye), ally for this purpose.
grace of air (freedom of movement), mana tide ACTIONS
(brilliance aura), spirit visitations (divination), ice Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
storm (free) one target.
5th level (7 mana): earthquake, commune, scrying, Hit: 10 (2d6 + 3) piercing damage. If the target is
maelstrom (free) a creature, it must succeed on a DC 13 Strength
ACTIONS saving throw or be knocked prone.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Orc Guard/Recruit
Hit: 5 (1d6 + 2) bludgeoning damage. Medium humanoid (orc), chaotic neutral
Flame Blast. Ranged Spell Attack: +6 to hit, range Armor Class 15 (Hide Armor, Shield)
70 ft., one target. Hit Points 13 (2d8 + 4)
Hit: 17 (5d6) fire damage. This requires at least 1 Speed 30 ft.
mana in reserve for each d6. STR AGI STA INT SPI CHA
REACTIONS 15 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Relentless. This acts as the relentless warrior talent Skills Intimidation +2, Perception +3
of the same name. Senses passive Perception 13
Languages Common, Orcish
Far Seers are ancient Orcs who represent the Challenge 1/8 (25 XP)
pinnacle of Shamanistic power. These powerful Traits
Shamans are counted amongst Thrall's closest Orc Traits. The orc has the following racial traits
advisors and are constantly in tune with the  Menacing, Warrior Tradition: Aggressive
workings and maneuverings of the Horde. Far and Relentless
Seers are not only tied to the elements of the ACTIONS
earth and sky, but are also adept at foretelling the Battleaxe. Melee Weapon Attack +4 to hit, reach 5
future. ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
> Farseer’s Dire Wolf if used with both hands.
Large beast, unaligned Handaxe. Melee or Ranged Weapon Attack +4 to
Armor Class 14 (natural armor) hit, reach 5 ft. or ranged 20/60 ft., one target.
Hit Points 37 (Sd10 + 10) Hit: 5 (1d6 + 2) slashing damage.
Speed 50 ft. Shortbow. Ranged Weapon Attack: +3 to hit, range
STR AGI STA INT SPI CHA 80/320 ft., loading, one target.
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Hit: 4 (1d6 + 1) piercing damage.

169
Stronger and more robust, but less armored and Orc Kodo Rider
cheaper than their Alliance counterparts, orc ―Here comes the beast again…‖
guards and recruits march along with the more Medium humanoid (orc), chaotic neutral
veteran orc grunts to battle, serving as the basic Armor Class 14 (heavy leather)
infantry unit of Orgrimmar and other orc holds. Hit Points 45 (6d10 + 12)
Speed 30 ft.
Orc Grunt STR AGI STA INT SPI CHA
―Time to die!‖ 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1)
Medium humanoid (orc), chaotic neutral Senses darkvision 60 ft., passive Perception 10
Hit Points 45 (6d10 + 12) Languages Common, Orcish
Armor Class 14 (hide armor) Challenge 2 (450 XP)
Speed 30 ft. Traits
STR AGI STA INT SPI CHA Drums (2/rest). The kodo rider can cast the
17 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0) abandonment aura spell (as a 2nd level spell).
Saving throws Str +5, Sta +5 Orc Traits. The orc has the following racial traits
Senses darkvision 60 ft., passive Perception 13  Menacing, Warrior Tradition: Relentless
Languages Common, Orcish and Shock Resistant
Challenge 2 (450 XP) ACTIONS
Traits Drum-Axe. Melee or Ranged Weapon Attack: +5 to
Orc Traits. The orc has the following racial traits hit, reach 5 ft. or range 20/60 ft., one target.
 Menacing, Warrior Tradition: Aggressive Hit: 6 (1d6 + 3) slashing damage.
and Relentless REACTIONS
Warrior Talents. The grunt has the following Relentless. This acts as the relentless warrior talent
talents. of the same name.
 Shout (2/rest)
ACTIONS Kodo riders ride on the backs of great kodo
Battleaxe. Melee Weapon Attack +6 to hit, reach 5 beasts, using their drums to empower their allies.
ft., one target. The colossal kodo beasts of the Kalimdor plains
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) proved to be valued allies of the Orcish Horde.
if used with both hands. The mighty beasts were charged with carrying the
Handaxe. Melee or Ranged Weapon Attack +6 to Orcs' pounding war drums into battle. The huge
hit, reach 5 ft. or ranged 20/60 ft., one target. kodos, serving as symbols of Orcish might and
Hit: 6 (1d6 + 3) slashing damage. valor, also use their enormous size and strength
REACTIONS to aid the Orcs in battle.
Relentless. This acts as the relentless warrior talent
of the same name. Orc Peon
―Okie dokie.‖
Those orcs who distinguish themselves enough in Medium humanoid (orc), chaotic neutral
the arts of war to be trained as grunts epitomize Armor Class 10
the merciless spirit of the Horde. Equipped with Hit Points 11 (2d8 + 2)
mighty axes and battle-worn armor, they are Speed 30 ft.
prepared to fight to the death. STR AGI STA INT SPI CHA
Devoted to the Horde and to their clans, the 14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
grunt lusts for battle — wanting nothing more Senses darkvision 60 ft., passive Perception 11
than to wade into the field of carnage and die a Languages Common, Orcish
bloody death surrounded by the bodies of his Skills Mining tools +3 (or any other gathering
fallen enemies. tool)

170
Challenge 1/4 (25 XP) Traits
Traits Net Expert. The raider‘s range with a net
Orc Traits. The orc has the following racial traits becomes 20/60, and can use Strength to
 Menacing, Warrior Tradition: Relentless determine attack bonus as a thrown weapon. The
and Shock Resistant DC to escape the net is 15 instead of 10, and the
ACTIONS hit points it take to cut off the net is 20 instead
Spear. Melee or Ranged Weapon Attack: +4 to hit, of 5.
reach 5 ft. or ranged 20/60 ft., one target. Orc Traits. The orc has the following racial traits
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) if  Menacing, Warrior Tradition: Aggressive
used with both hands. and Shock Resistant
Mining Pick. Melee Weapon Attack: +4 to hit, ACTIONS
reach 5 ft., one target. Greatsword. Melee Weapon Attack: +5 to hit,
Hit: 4 (1d4 + 2) piercing damage. reach 5 ft., one target.
REACTIONS Hit: 10 (2d6 + 3) slashing damage.
Relentless. This acts as the relentless warrior talent Net. Ranged Weapon Attack: +5 to hit, range
of the same name. 20/60 ft., one target.
Hit: Target is restrained, DC 15 to escape.
The label of peon denotes the lowest station REACTIONS
amongst those in the Orcish Horde. Inferior in Relentless. This acts as the relentless warrior talent
all skills of worth, these dogs are relegated to of the same name.
menial tasks such as harvesting lumber and
mining gold. Peons are permanently bent from Raiders (or wolf riders) are traditionally wolf-
years of labor. These expressionless orcs trudge in riding warriors of the Horde and the orcish clans.
their duty, a large sack slouched over malformed Some orc raiders are capable of fighting on foot
shoulders that are broader than any soldier's. as well, supported by their wolf companions.
Commonly treated with contempt, the wise Many other races and organizations raid for
Horde chief knows that without these sturdy little plunder but are not to be considered in the same
guys, the Horde war machine would grind to a way than in orcish culture.
halt. The orc raider usually has six nets.
They are nearly worthless in combat, which is
why they prefer to hide in burrows and throw Variant: Orc Wind Rider
spears out the windows, if it comes to that. Some raiders take to the skies, and mount
Downtrodden, the orc peons slave thanklessly to powerful wayverns. Such raiders employ javelins
please their overseers. While it is rare, it is instead of greatswords and nets, gaining the
possible for a peon of certain clans to rise from following attack.
the dregs to attain a new rank, like that of
Overseer. Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or ranged 30/120, one target.
Orc Raider Hit: 6 (1d6 + 3) piercing damage.
―Ready for battle!‖
Armor Class 14 (heavy leather) Raiders usually have at least ten javelins, with two
Hit Points 45 (6d10 + 12) poisoned by the wyvern‘s sting.
Speed 30 ft.
STR AGI STA INT SPI CHA > Raider’s Dire Wolf
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) Large beast, unaligned
Senses darkvision 60 ft., passive Perception 10 Armor Class 14 (natural armor)
Languages Common, Orcish Hit Points 37 (Sd10 + 10)
Challenge 2 (450 XP) Speed 50 ft.

171
STR AGI STA INT SPI CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) The creature looks much like a lion with great
Skills Perception +3, Stealth +4 leathery wings that flare out from its forelimbs. It
Senses passive Perception 13 has strong hind legs and a scorpion-like tail.
Languages – Wyverns have slowly become the iconic flying
Challenge 1 (200 XP) beasts of the Horde. They are much more
Traits intelligent than regular beasts, and are nearly
Keen Hearing and Smell. The wolf has sentient.
advantage on Spirit (Perception) checks that rely
on hearing or smell. Orc Shaman
Pack Tactics. The wolf has advantage on an ―Storm, earth, and fire – heed my call!‖
attack roll against a creature if at least one of the Medium humanoid (orc), chaotic neutral
wolf's allies is within 5 feet of the creature and Armor Class 13 (heavy leather)
the ally isn't incapacitated. A rider counts as an Hit Points 32 (5d8 + 10)
ally for this purpose. Mana Points 22 (17 + 2 + 3)
ACTIONS Speed 30 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., STR AGI STA INT SPI CHA
one target. 13 (+1) 8 (-1) 14 (+2) 13 (+1) 17 (+3) 13 (+1)
Hit: 10 (2d6 + 3) piercing damage. If the target is Skills Medicine +7, Intimidation +3, Religion +4
a creature, it must succeed on a DC 13 Strength Senses darkvision 60 ft., passive Perception 13
saving throw or be knocked prone. Languages Common, Kalimag, Orcish
Challenge 3 (700 XP)
> Wind Rider’s Wyvern Traits
Large beast, unaligned Shamanistic Art (Elemental). The shaman can
Armor Class 13 change any elemental damage from and to the
Hit Points 59 (7d10 + 21) following from its original type (cold, lightning,
Speed 30 ft., fly 80 ft. fire, thunder). Furthermore, the shaman is
STR AGI STA INT SPI CHA immune to the hostile effects of weather, and can
18 (+4) 15 (+2) 16 (+3) 6 (-2) 13 (+1) 8 (-1) predict it with 50% accuracy with an action.
Skills Perception +5 Channel Elements (2/rest). The shaman can
Senses passive Perception 15 channel the elements either by turning them,
Languages – releasing them, or can spend use to deal
Challenge 2 (450 XP) maximum elemental damage instead.
ACTIONS Orc Traits. The orc has the following racial traits
Multiattack. The wyvern makes two attacks, one  Menacing, Warrior Tradition: Berserker
with its bite and one with its talons. Rage and Relentless
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Spellcasting. The shaman is a 6th level
one creature. spellcaster. Its spellcasting ability is Spirit (spell
Hit: 8 (1d8 + 4) piercing damage. save DC 13, +5 to hit with spell attacks). The orc
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., shaman has the following spells (9) prepared
one target. from the shaman spell list:
Hit: 11 (2d6 + 4) slashing damage. Cantrips (0 mana): invoke elements, shocking bolt
Stinger. Melee Weapon Attack: +6 to hit, reach 10 1st level (4 mana): conjure elemental (minor fire),
ft., one creature. lightning orb, elemental shock (lightning), fog
Hit: 11 (2d6 + 4) piercing damage. The target cloud
must make a DC 13 Stamina saving throw, taking 2nd level (5 mana): totemic recall, earth shield,
10 (3d6) poison damage on a failed save, or half gust of wind
as much damage on a successful one.

172
3rd level (6 mana): bloodlust, chain lightning P
(lightning bolt)
ACTIONS Pit Lord (Annihilan)
Orc Battle Claws. Melee Weapon Attack: +3 to hit, Introduction
reach 5 ft., one target. The pit lords are usually nothing more than
Hit: 3 (1d4 + 1) slashing damage. butchers: brutal killers, occasional torturers, and
Mystic Blast. Ranged Spell Attack: +5 to hit, range hunters that prefer intelligent prey. They are
50 ft., one target. engines of hate and flame, bred for only one
Hit: 10 (3d6) fire damage. This requires at least 1 purpose: to destroy everything in their path.
mana in reserve for each d6. Occasionally, one rises above all others and
REACTIONS becomes a leader of the Legion's armies. When
Relentless. This acts as the relentless warrior talent reproached by mortal paladins or hacked at by
of the same name. heroes defending their towns, the pit lords smile
ever more widely. Gore, screams, and suffering
Owlcat prove to them their victory, and the horror and
Large beast, unaligned anger of those mortals capable of opposing them
Armor Class 16 (natural armor) serve as the Pit lords have a humanoid head,
Hit Points 59 (7d10 + 21) arms, and torso, although the head has far too
Speed 40 ft. many teeth. (More grow continuously, forming a
STR AGI STA INT SPI CHA forest of ivory needles in the pit lord's mouth.)
13 (+1) 20 (+5) 16 (+3) 3 (-4) 12 (+1) 7 (-2) Their waist attaches seamlessly to a headless
Skills Perception +3 equine body plated with a flexible, multipart
Senses darkvision 60 Ft., passive Perception 13 carapace, typically with four to six trunk-thick
Challenge 3 (700 XP) lizard legs in a deep purple body.
Traits Born from sheer hatred of the Nether, the
Keen Sight and Smell. The owlcat has advantage Annihilan are a powerful species of demons
on Spirit (Perception) checks that rely on sight or recruited by Archimonde the Defiler to serve the
smell. Burning Legion. Their leader was Mannoroth the
ACTIONS Destroyer. The Pit Lord race are all members of
Multiattack. The owlbear makes two attacks: one the Annihilan species. They are driven by rage
with its beak and one with its claws. and bloodlust, and resemble massive lizards from
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., the waist down, and muscle-bound humanoids
one creature. from the waist up, with thick, leathery wings
Hit: (1d10 + 5) piercing damage. sprouting from their backs. Their mouths are
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., filled with rows of teeth, their eyes light with fel-
fire, and their tongues are studded with fangs.
one target.
Although their massive girth makes them look
Hit: (2d8 + 5) slashing damage.
sedentary, they move at relatively high speed
despite their massive stature.
Owlcats are large felines native to the Broken
Born from sheer hatred of the Nether, the
Isles who are similar to the wildkin in that in
Annihilan are a powerful species of demons
addition to their cat-like features, they also have
recruited by Archimonde the Defiler to serve the
the beak and feathers of a bird and the antlers of
Burning Legion. Their leader was Mannoroth the
a stag. Their main predators are ettins.
Destroyer. The Pit Lord race are all members of
the Annihilan species. They are driven by rage
and bloodlust, and resemble massive lizards from
the waist down, and muscle-bound humanoids
from the waist up, with thick, leathery wings

173
sprouting from their backs. Their mouths are it may attack again with its two-bladed sword, or
filled with rows of teeth, their eyes light with fel- use its Doom Stomp ability.
fire, and their tongues are studded with fangs. Alternatively, it may cleave with its two-bladed
Although their massive girth makes them look sword, dealing damage to a 15-foot-radius half-
sedentary, they move at relatively high speed circle (180-degree sphere), in the direction of its
despite their massive stature. choice to sweep. Creatures in the area take
damage as if hit with the two-bladed sword, with
Pit Lord Hero a DC 17 Agility check to half. This costs two
Large fiend (demon), chaotic evil attacks.
Armor Class 15 (natural armor) Fel Blade (Two-Bladed Sword). Melee Weapon
Hit Points 126 (12d10 + 60) Attack: +10 to hit, reach 15 ft., one target.
Mana Points 26 (18 + 3 + 5) Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6)
Speed 30 ft. damage. Half the damage is fire, and the other
STR AGI STA INT SPI CHA half is fel.
22 (+6) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) Doom Stomp (3/rest). As a bonus action, the pit
Saving Throws Agi +4, Sta +8, Spi + 5 lord stomps the ground with a hoof, creating a
Damage Resistances cold; bludgeoning, piercing, shockwave. All creatures fifteen feet away from
and slashing from non-magical weapons that them must perform a Agility saving throw with a
aren't silvered DC of 17 or be knocked prone, and take 10
Damage Immunities fire, poison (3d6) points of bludgeoning damage.
Condition Immunities poisoned REACTIONS
Senses darkvision 60 ft., truesight 30 ft., passive Death Throes. When the pit lord dies, it explodes,
Perception 12 and each creature within 30 feet of it must make
Languages Eredun, telepathy 30 ft. a DC 16 Agility saving throw, taking 31 (9d6) fire
Challenge 7 (2,900 XP) damage on a failed save, or half as much damage
Traits on a successful one. The explosion ignites
Howl of Terror. As an action, the pit lord may flammable objects in that area that aren't being
howl, forcing any creature within 30 ft. to make a worn or carried, and it destroys the pit lord's
DC 15 Spirit saving throw. On a failed save, the weapons.
creature is frightened until the start of its next Equipment. Great fel blade
turn. If a creature's saving throw is successful, the
creature is immune to the pit lord‘s howl for the Pit Lord Primordial
next 24 hours. Huge fiend (demon), chaotic evil
Chaos Weapons. The pit lord‘s weapon attacks Armor Class 19 (natural armor)
are magical. Hit Points 324 (24d12 + 168)
Demonic Doom. Roll as intervention, roll 1d20. Mana Points 35 (20 + 6 + 9)
11 or higher casts demonic doom. Speed 30 ft.
Innate Spellcasting. The pit fiend is an 18th level STR AGI STA INT SPI CHA
spellcaster. The pit fiend's spellcasting ability is 26 (+8) 14 (+2) 24 (+7) 20 (+5) 18 (+4) 20 (+6)
Charisma (spell save DC 15, +7 to spell attacks). Saving Throws Agi +8, Sta +13, Spi +10
The pit fiend can innately cast the following Damage Resistances cold; bludgeoning, piercing,
spells, requiring no material components: and slashing from non-magical weapons that
1st level: detect magic aren't silvered
3rd level: dispel magic, rain of fire Damage Immunities fire, poison
5th level: conjure fiend (felguard) Condition Immunities poisoned
ACTIONS Senses darkvision 120 ft. truesight 120 ft., passive
Multiattack. The pit fiend makes two attacks Perception 14
with its two-bladed sword. With a bonus action, Languages Eredun, telepathy 120 ft.

174
Challenge 20 (25,000 XP) damage on a successful one. The explosion
Traits ignites flammable objects in that area that aren't
Howl of Terror. As an action, the primordial being worn or carried, and it destroys the pit
may howl, forcing any creature within 30 ft. to lord's weapons.
make a DC 20 Spirit saving throw. On a failed
save, the creature is frightened until the start of The primordial pit lord represents powerful and
its next turn. If a creature's saving throw is ancient Annihilan such as Mannoroth, Demon
successful, the creature is immune to the pit King of Pit Lords, or Lord Magtheridon and
lord‘s howl for the next 24 hours. others of Mannoroth‘s lieutenants.
Chaos Weapons. The primordial‘s weapon
attacks are magical. Q
Innate Spellcasting. The primordial is an 18th
level spellcaster. The primordial‘s spellcasting Qiraji Introduction
ability is Charisma (spell save DC 20). The The qiraji are a race of insectoid creatures based
primordial can innately cast the following spells, in southern Silithus. Different types of qiraji are
requiring no material components: referred to as castes and it seems to be that every
1st level (0 mana): detect magic caste has a leader who are under the command of
3rd level (2 mana): dispel magic, rain of fire the Twin Emperors: Vek'nilash and Vek'lor. The
7th level (7 mana): conjure fiend (felguards) three most notable castes are the Battleguards,
9th level (9 mana): demonic doom, gate led by Battleguard Sartura, Gladiators, led by
ACTIONS General Rajaxx, and Prophets, led by The
Multiattack. The primordial makes two attacks Prophet Skeram.
with its two-bladed sword. With a bonus action, The qiraji and their servants wield items made
it may attack again with its two-bladed sword, or with the rarest and finest materials: bones from
use its Doom Stomp ability. gargantuan ancient creatures, gems from the
Alternatively, it may cleave with its two-bladed depths of the earth, metals pure and strong. The
sword, dealing damage to a 15-foot-radius half- most powerful qiraji wield items of such might
circle (180-degree sphere), in the direction of its they'd give pause even to a dragon. The rings
choice to sweep. Creatures in the area take worn by the qiraji lieutenants are rumored to
damage as if hit with the two-bladed sword, with grant them formidable abilities. The corrupted
a DC 22 Agility check to half. This costs two gems that adorn them could, in theory, be
attacks. swapped out with more pure materials to create
Two-Bladed Sword. Melee Weapon Attack: +15 to uncorrupted versions of the rings.
hit, reach 15 ft., one target.
Hit: 22 (3d8 + 9) slashing damage plus 7 (2d6) Qiraji Battleguard
damage. Half the damage is fire, and the other ―You outsiders will pay for encroaching in our lands!‖
half is fel. Medium aberration, chaotic evil
Doom Stomp (6/rest). As a bonus action, the pit Armor Class 18 (dancing scarves)
lord stomps the ground with a hoof, creating a Hit Points 78 (12d8 + 24)
shockwave. All creatures fifteen feet away from Mana Points 21 (18 + 2 + 1)
them must perform a Agility saving throw, DC 22 Speed 30 ft., fly 30 ft. (hover)
or be knocked prone, and take 10 (3d6) points of STR AGI STA INT SPI CHA
bludgeoning damage. 14 (+2) 18 (+4) 15 (+2) 16 (+3) 12 (+1) 18 (+4)
REACTIONS Skills Acrobatics +9, Stealth +5
Death Throes. When the pit lord dies, it explodes, Damage Vulnerabilities cold
and each creature within 30 feet of it must make Damage Resistances fire, poison, psychic
a DC 21 Agility saving throw, taking 70 (20d6) Senses darkvision 30 ft., passive Perception 11
fire damage on a failed save, or half as much Languages Shath‘yar

175
Challenge 5 (1,800 XP) Large aberration, chaotic evil
Traits Armor Class 15 (hard chitin)
Innate Spellcasting. The swarmguard is naturally Hit Points 78 (15d10 + 75)
attuned to the Void. The swarmguard‘s Speed 35 ft.
spellcasting ability is Charisma (spell save DC 14, STR AGI STA INT SPI CHA
+6 to spell attacks). The swarmguard can innately 19 (+4) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 8 (-1)
cast the following spells, requiring no material Saving Throws Str +6, Sta +8, Cha +2
components: Skills Athletics +6, Intimidation +6
1st level (5 mana): charm humanoid, disguise self Damage Vulnerabilities cold
2nd level (6 mana): dust devil Damage Resistances fire, poison, psychic
ACTIONS Senses darkvision 60 ft., passive Perception 11
Multiattack. The swarmguard can make two claw Languages Shath‘yar
attacks, or replace one claw attack with a bladed Challenge 5 (1,800 XP)
scarf attack. Traits
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., Intimidating Presence. The quiraji gladiator uses
one target. its Strength score instead of its Charisma for
Hit: 8 (1d6 + 4) slashing damage, plus 4 (1d8) Intimidation checks and Charisma saving throws.
poison damage. Pounce. If the gladiator moves at least 20 feet
Bladed Scarf. Melee Weapon Attack: +6 to hit, straight toward a creature and then hits it with a
reach 15 ft., one target. claw attack on the same turn, that target must
Hit: 7 (1d6 + 4) slashing damage, and the target succeed on a DC 14 Strength saving throw or be
must succeed on a DC 14 Strength saving throw knocked prone. If the target is prone, the
or be knocked prone. gladiator can make one claw attack against it as a
REACTIONS bonus action.
Dancing Scarves. The swarmguard adds 2 to her Dread Ambusher. The gladiator adds a bonus to
AC against one weapon attack that would hit her, their initiative rolls equal to +4. Also, the start of
if the attacker is within 15 feet. To do so, the their first turn of each combat encounter, their
swarmguard must see the attacker and be speed increases by 10 feet, which lasts until the
wielding a bladed scarf. If she spends 4 mana end of that turn.
points as part of the reaction, she can make a ACTIONS
bladed scarf attack against the target as part of the Multiattack. The gladiator can make two claw
same reaction. attacks, or replace one claw attack with a pincer
attack.
Qiraji battleguards (possibly also known as Claw. Melee Weapon Attack: +6 to hit, reach 10
swarmguards) are flying, feminine qiraji warriors ft., one target.
with long scythe-like claws hidden under their Hit: 11 (2d6 + 4) slashing damage, and the target
sleeves. They are very fast and agile, but also less is grappled (escape DC 14). The gladiator has two
armored than other types of qiraji. It seems to be claws, each of which can grapple only one target.
that the battleguards must constantly keep their Pincer. Melee Weapon Attack: +6 to hit, reach 10
face covered. They are apparently the female ft., one target.
counterpart to the qiraji gladiators, but how qiraji Hit: 11 (2d6 + 4) piercing damage. The target
actually reproduce is unknown. It is also must make a DC 14 Stamina saving throw, taking
unknown where their clothing ends and their 10 (3d6) poison damage on a failed save, or half
carapace begins, though their shoulder guards do as much damage on a successful one.
detach upon death.
Qiraji gladiators are walking, male qiraji warriors
Qiraji Gladiator with pincer-like claws led by General Rajaxx.
―Kneel before me, mortal!‖ They have human-like feet, and some of their

176
carapace seems to be armor. They are the most succeed on a DC 16 Spirit saving throw or be
common type of qiraji. They are apparently the Frightened. The target can repeat the saving
male counterpart to the qiraji battleguards, but throw against this condition at the end of its turn
how qiraji actually reproduce is unknown. every round.

Qiraji Prophet Veiled by a robe, qiraji prophets have eight visible


Medium aberration, chaotic evil legs and three elytra used as shoulder guards and
Armor Class 14 (mystic scales) a back-plate. They have long antennae and
Hit Points 78 (12d8 + 24) covered faces. Their robes feature sleeves, which
Mana Points 28 (22 + 3 + 3) is odd because they have no apparent arms in
Speed 30 ft. them. Their breastplate also seems to be the
STR AGI STA INT SPI CHA lower half of their head, or at least hangs from
14 (+2) 16 (+3) 16 (+3) 22 (+6) 16 (+3) 15 (+2) under it, and features what seems to be their
Saving Throws Int +9, Spi +6 arms and pincers.
Skills Arcana +9, Insight +6, Perception +6,
Religion +9 Quilboar Introduction
Damage Vulnerabilities cold Quilboar (also spelled quillboar) are a race of
Damage Resistances fire, poison humanoids native to the continent of Kalimdor.
Damage Immunities psychic They have long since battled for the rights of
Condition Immunities charmed their lands against the orcs since their
Senses darkvision 60 ft., passive Perception 16 immigration from the Eastern Kingdoms. Many
Languages Shath‘yar people simply call them "boar-men" or "pig-men".
Challenge 7 (2,900 XP) Quilboar are primitive, resilient, fearless creatures
Traits who inhabit the central Barrens of Kalimdor in
Dominate Mind (3/rest, 8 mana). The prophet the labyrinthine
casts the dominate humanoid spell.
Innate Spellcasting. The prophet is naturally Quilbeast
attuned to the Void. The prophet‘s spellcasting Medium beast, neutral
ability is Intelligence (spell save DC 16, +8 to Armor Class 14 (Natural Armor)
spell attacks). The prophet can innately cast the Hit Points 32 (5d8 + 10)
following spells, requiring no material
Speed 30 ft.
components:
STR AGI STA INT SPI CHA
1st level (4 mana): barrier ward, bless, shadow bolt 15 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 6 (-2)
2nd level (5 mana): denounce, shadow word pain, Skills Perception +3
shadow word death Senses passive Perception 13
3rd level (6 mana): avatar form (shadow priest), Languages –
fear, psychic horror Challenge 1 (200 XP)
ACTIONS Traits
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., Charge. If the quilboar moves at least 20 feet
one target. straight toward a target and then hits it with a
Hit: 6 (1d6 + 3) slashing damage, plus 4 (1d8) tusk attack on the same turn, the target takes an
poison damage. extra 3 (1d6) piercing damage. If the target is a
Psychic Blast. Ranged Spell Attack: +8 to hit, range creature, it must succeed on a DC 12 Strength
50 ft., one target. saving throw or be knocked prone.
Hit: 7 (3d4) psychic damage. This requires at least Relentless (1/rest). If the quilbeast drops to 0 hit
1 mana in reserve for each d4. points and doesn‘t die outright, they can make a
Mindslay (Recharge 5-6). The prophet makes two DC 10 Stamina saving throw. If they succeed,
Psychic Blast attacks. If both hit, the target must they drop to 1 hit point instead.

177
ACTIONS DC 10 Stamina saving throw. If they succeed,
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., they drop to 1 hit point instead.
one target. Spellcasting. The geomancer is a 1st level
Hit: 6 (1d6 + 2) piercing damage. spellcaster. Its spellcasting ability is Spirit (spell
Needles. Melee or Ranged Weapon Attack: +4 to save DC 12, +4 to hit with spell attacks). The
hit, reach 5 ft. or range 20/60 ft., one target. geomancer has the following spells (3) prepared
Hit: 7 (2d4 + 2) piercing damage. The needles can from the shaman spell list:
only be launched up to 5 times per long rest. Cantrips (1 mana): fire bolt, invoke elements
1st level (5 mana): conjure spirit (spirit boars),
Quilbeasts share a powerful affinity with healing ward, riptide
Quilboars, leading some quilboars to believe they ACTIONS
are infused with the rage and strength of the Waraxe. Melee Weapon Attack: +4 to hit, reach 5
boar-like demigod Agamaggan, while they are ft., one target.
infused with his wisdom and intellect. Hit: 6 (1d8 + 2) slashing damage.
Needles. Melee or Ranged Weapon Attack: +4 to
Quilboar Introduction hit, reach 5 ft. or range 10/30 ft., one target.
Quilboar (also spelled quillboar) are a race of Hit: 4 (1d4 + 2) piercing damage. The needles can
humanoids native to the continent of Kalimdor. only be launched up to 4 times per long rest.
They have long since battled for the rights of Boar Brothers (2/long rest). If the geomancer is
their lands against the orcs since their within 30 feet of a quilboar who died in the last
immigration from the Eastern Kingdoms. Many minute, it may invoke power to add its power to
people simply call them "boar-men" or "pig-men". its own. This restores mana to the geomancer as
Quilboar are primitive, resilient, fearless creatures if they rested for 1 hour. If used during a short
who inhabit the central Barrens of Kalimdor in rest, the communion of spirits allows the
the labyrinthine maze of thorns called Razorfen geomancer to regain mana as if they rested for 2
Downs. After the War of the Ancients and the hours instead.
subsequent Sundering of the world, the REACTIONS
quilboars' surroundings became increasingly Sharp Spines. When attacked by a target within 5
hostile. Forced to fight for food and precious feet of the quilboar, the quilboar may make a
land against both tauren and centaur, they needle attack against their attacker, but may not
developed into aggressive and efficient warriors add their ability modifier to damage.
over ten thousand years.
Quilboar Packmaster
Quilboar Geomancer Large monstrosity, neutral
Medium monstrosity, neutral Armor Class 16 (Natural Armor)
Armor Class 14 (Natural Armor) Hit Points 45 (7d10 + 7)
Hit Points 22 (4d8 + 4) Speed 30 ft.
Mana Points 17 (14 + 2 + 1) STR AGI STA INT SPI CHA
Speed 30 ft. 17 (+3) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 6 (-2)
STR AGI STA INT SPI CHA Senses passive Perception 10
11 (+0) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 6 (-2) Languages Common, Low Common
Senses passive Perception 9 Challenge 2 (450 XP)
Languages Common, Low Common Traits
Challenge 1 (200 XP) Blood of Agamaggan (2/long rest). The
Traits packmaster may cast the berserker rage spell on
Relentless (1/rest). If the quilboar drops to 0 hit himself as a bonus action. The packmaster does
points and doesn‘t die outright, they can make a not gain a level of exhaustion at the end. This
rage continues until the packmaster ends it with a

178
bonus action, or until the rage ends early (as
described in the spell). R
Relentless (2/rest). If the quilboar drops to 0 hit
points and doesn‘t die outright, they can make a Ravager
DC 10 Stamina saving throw. If they succeed, ―Ravagers reproduce quickly and eat anything. Like
they drop to 1 hit point instead. crickets. They're also homicidal and roughly the size of
ACTIONS horses. Not like crickets.‖
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., Medium aberration, unaligned
one target. Armor Class 13 (natural armor)
Hit: 10 (2d8 + 3) bludgeoning damage. Hit Points 39 (10d8 + 20)
Needles. Melee or Ranged Weapon Attack: +5 to Speed 30 ft., burrow 20 ft.
hit, reach 5 ft. or range 20/60 ft., one target. STR AGI STA INT SPI CHA
Hit: 8 (2d4 + 3) piercing damage. The needles can 15 (+2) 16 (+3) 15 (+2) 4 (-3) 6 (-2) 4 (-3)
only be launched up to 5 times per long rest. Saving Throws Agi +5
REACTIONS Skills Perception +2
Sharp Spines. When attacked by a target within 5 Senses darkvision 60 ft., passive Perception 12
feet of the quilboar, the quilboar may make a Challenge 2 (450 XP)
needle attack against their attacker, but may not Traits
add their ability modifier to damage. Ravage. If the ravager succeeds on both claw
attacks against the same target, it may attempt a
third claw attack as part of the same attack.
Quilboar Raider
ACTIONS
Medium monstrosity, neutral
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Armor Class 14 (Natural Armor)
one target.
Hit Points 16 (3d8 + 3)
Hit: 6 (1d6 + 3) piercing damage.
Speed 30 ft.
STR AGI STA INT SPI CHA
11 (+0) 14 (+2) 12 (+1) 7 (-2) 9 (-1) 6 (-2) Ravagers are voracious insectoid predators native
Senses passive Perception 9 to Draenor, now Outland. They first arrived on
Azeroth aboard the draenei's dimensional
Languages Common, Low Common
fortress, the Exodar.
Challenge 1/2 (100 XP)
The rock flayers seem to contain a gland that
Traits
allows them to control ravagers at least allow
Relentless (1/rest). If the raider drops to 0 hit
them to work together. It's possible the rock
points and doesn‘t die outright, they can make a
flayers could see them as pets, or share some kind
DC 10 Stamina saving throw. If they succeed, it
of other relationship with them.
drops to 1 hit point instead.
ACTIONS
Waraxe. Melee Weapon Attack: +4 to hit, reach 5 Revenant
ft., one target. Medium elemental, neutral
Hit: 6 (1d8 + 2) slashing damage. Armor Class 16 (scale armor)
Needles. Melee or Ranged Weapon Attack: +4 to Hit Points 109 (14d8 + 46)
hit, reach 5 ft. or range 20/60 ft., one target. Speed 0 ft., fly 30 ft. (hover, cannot rise more
Hit: 4 (1d4 + 2) piercing damage. The needles can than 5 feet from a solid surface)
only be launched up to 4 times per long rest. STR AGI STA INT SPI CHA
REACTIONS 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
Sharp Spines. When attacked by a target within 5 Saving Throws Str +7, Con +7, Wis +6, Cha +7
feet of the quilboar, the quilboar may make a Damage Resistances psychic
needle attack against their attacker, but may not Damage Immunities poison
add their ability modifier to damage.

179
Condition Immunities charmed, exhaustion, Cold Magic (1/rest). The revenant can cast the
frightened, paralyzed, poisoned, stunned one of the following spells. Once one of these
Senses darkvision 60 ft., passive Perception 13 spells is cast, it cannot cast it again until after a
Languages Common, Kalimag short rest. The spell levels are cast as if 3rd level.
Challenge 5 (1,800 XP)  Blizzard
Regeneration. The revenant regains 10 hit points  Elemental tongue (cold)
at the start of its turn. If the revenant takes ACTIONS
arcane damage, or damage that it is vulnerable to, Frozen Blows. The revenant deals 7 (2d6) extra
this trait doesn't function at the start of the points of cold damage with its melee attacks.
revenant's next turn. The revenant's body is
destroyed only if it starts its turn with 0 hit points ICE REVENANTS
and doesn't regenerate. Ice revenants live further in the north than cold
Turn Immunity. The revenant is immune to revenants. They are immune to cold damage
effects that turn undead. instead, but are also vulnerable to acid damage.
ACTIONS Replace blizzard under Cold Magic with frost
Multiattack. The revenant makes two fist attacks. nova
Heavy Mace. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. DEATH REVENANT
Hit: 11 (2d6 + 4) bludgeoning damage. Damage Vulnerabilities holy
Damage Resistances shadow
Seemingly humanoid, this creature is a suit of Traits
armor that rides on a ball of elemental energy Deathlike Presence. The death revenant is
rather than walking on two feet. The creature treated as if an undead for the purposes of
wears flowing robes under scale armor, and healing.
carries a heavy mace and large shield emblazoned Create Spawn. A humanoid slain by the revenant
with a single eyeball. The eye sockets of the and then buried in the ground where it haunts
creature's metallic helm shines with a menacing rises the following night as an undead (gaining
light. the skeletal or zombie template) under the
Revenants are usually independent, and dislike revenant's control.
being commanded. They often take up strange Death Magic (1/rest). The revenant can cast the
tasks, such as guarding old relics or questing for one of the following spells. Once one of these
strange unknowable reasons. spells is cast, it cannot cast it again until after a
short rest. The spell levels are cast as if 3rd level.
Variant Revenants  Conjure undead (skeletons)
Each revenant gains different powers depending  Death coil
on its motor elemental power. Cold revenants ACTIONS
shine blue, death revenants glow green, while fire Shadowy Blows. The revenant deals 7 (2d6) extra
and lightning glow red and yellow, respectively. points of shadow damage with its melee attacks.

COLD REVENANT FIRE REVENANT


Damage Vulnerabilities fire Damage Vulnerabilities cold
Damage Resistances cold Damage Resistances fire
Traits Traits
Cold Aura. At the start of each of the revenant‘s Fire Aura. At the start of each of the revenant‘s
turns, each creature within 5 feet of it takes 3 turns, each creature within 5 feet of it takes 3
(1d6) cold damage. A creature that touches the (1d6) fire damage. A creature that touches the
revenant or hits it with a melee attack while revenant or hits it with a melee attack while
within 5 feet of it takes 3 (1d6) cold damage. within 5 feet of it takes 3 (1d6) fire damage.

180
Fire Magic (1/rest). The revenant can cast the Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one of the following spells. Once one of these one target.
spells is cast, it cannot cast it again until after a Hit: 6 (1d6 + 3) slashing damage.
short rest. The spell levels are cast as if 3rd level.
 Elemental tongue (fire) Rock Flayers are one of Outland's indigenous
 Rain of fire species. Many careless wanderers have been killed
ACTIONS by the primitive humanoids who roam the slopes
Fiery Blows. The revenant deals 7 (2d6) extra and peaks of the Blade's Edge Mountains in
points of fire damage with its melee attacks. murderous packs.
Though they primarily hunt smaller mountain
LIGHTNING REVENANT animals, they are not afraid of stalking potential
Damage Vulnerabilities acid prey that is much bigger than they are. There are
Damage Resistances lightning, thunder accounts of packs of rock flayers taking down
Traits even mighty elekk that had wandered into the
Lightning Magic (1/rest). The revenant can cast rock flayers' territory. Their vicious blade scythes
the one of the following spells. Once one of these and climbing claws are so sharp they can even cut
spells is cast, it cannot cast it again until after a through sheer rock, enabling the rock flayers to
short rest. The spell levels are cast as if 3rd level. climb the most difficult overhangs with ease.
 Elemental shock (lightning) Even for a predatory species, they are extremely
 Elemental tongue (lightning) fast and very aggressive. In addition to their
 Lightning bolt homeland in Blade's Edge, rock flayers can be
ACTIONS found in Hellfire Peninsula, Netherstorm,
Shocking Blows. The revenant deals 7 (2d6) northern Terokkar Forest and Shadowmoon
extra points of lightning damage with its melee Valley.
attacks. The young are hatched from eggs, however, it's
unknown if only the matriarch lays the eggs or if
Rock Flayer any females are allowed.
The rock flayers seem to contain a gland that
―A brash fel orc once tried to enslave rockflayer
allows them to control ravagers at least allow
younglings as his personal soldiers. Pieces of him are
them to work together. It's possible the rock
still scattered across Outland.‖
Medium humanoid, neutral flayers could see them as pets, or share some kind
Armor Class 13 (natural armor) of other relationship with them.
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 20 ft., burrow 20 ft. Rip Tire
STR AGI STA INT SPI CHA Small construct, unaligned
14 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 6 (-2) Armor Class 14 (natural armor)
Skills Perception +3 Hit Points 9 (2d6 + 2)
Senses darkvision 60 ft., passive Perception 13 Speed 30 ft., climb 10 ft.
Languages rock flayer STR AGI STA INT SPI CHA
Challenge 2 (450 XP) 4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5)
Traits Damage Immunities Poison
Berserker Rage (2/long rest). The rock flayer Condition Immunities charmed, exhaustion,
casts the berserker rage spell on itself as a bonus frightened, paralyzed, petrified, poisoned
action. The rock flayer gains a level of exhaustion Senses darkvision 60 ft., passive Perception 10
from this spell. When affected by this spell, the Languages Understands the languages of its
rock flayer also gets an extra attack with its claws. creator but can't speak
ACTIONS Challenge 1/4 (50 XP)
Traits

181
Rip Tire. The tip tire can carry and use one materials. The engineering materials required is
explosive mounted on it. When the rip tire 125 gp to craft it with a competent craftsperson,
explodes (taking the explode action), it deals the who has a minimum Proficiency Bonus of +2 (as
explosive‘s damage as well. an Apprentice craftsperson).
Repairing the rip tire requires only one-quarter As a device, it has a malfunction rating of 1-2.
the cost and time to craft and restore to health.
Constructed Mind. Mechanized creatures do not S
have a true mind, but are instead programmed to
perform certain actions congruent with those of Saber Cat
similar natural creatures. Thus, instead of Animal Also known as Nightsabers or Frostsabers
Handling checks, a creature handling or riding a depending on their environment, these large
mechanized animal makes checks with engineer‘s panther-like cats are silent stalkers of the wilds.
tools. Its new form is immune to all living Raised by night elves to serve as mounts, saber
creature-specific effects. cats are vicious, capricious, and powerful beasts.
Fuel (1 combustion units/charge). The construct You may increase the adult saber cat‘s Challenge
consumes 1 unit for 1 charge (1 rarity, 0 size). As to 2 by increasing its hit dice by 2, and its
it runs on a combustion engine, this requires 1 Strength and Stamina by two points each.
pint of oil for 1 hour of operation. It has the The adolescent saber cat is a saber cat that has
capacity to hold up to 10 charges (or 10 pints of not yet been exposed to the great primal powers
oil, or 2 vials of phlogiston). of Azeroth‘s natural magics. Some saber cats are
ACTIONS bestowed great longevity when bonded to night
Razor Slam. Melee Weapon Attack: +5 to hit, elven riders, such as huntresses and priestesses of
reach 5 ft., one target. the moon, ultimately living for thousands of years
Hit: 5 (1d4 + 3) slashing damage. with their charges.
Explode. The rip tire explodes, dealing 7 (2d6)
concussive damage in a 10-foot-sphere, plus 1 Saber Cat, Adolescent
additional damage for each additional fuel charge Medium beast, unaligned
remaining in the device. If mounted with one Armor Class 14 (natural armor)
other explosive, it blows it up as well. Hit Points 19 (3d8 + 6)
Speed 50 ft.
Very likely a goblin invention, the rip tire is a STR AGI STA INT SPI CHA
device for absolute mayhem. Adopted by tinkers 15 (+2) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 8 (-2)
employed with goblin cartels to perform Senses passive Perception 11
spectacular assassinations and industrial sabotage, Languages —
the rip tire is a nightmare to those who are hiding Challenge 1/2 (100 XP)
under fortifications and hear its vicious engine Traits
running. Pounce. If the saber cat moves at least 20 feet
Rip tires require remotes to detonate at the straight toward a creature and then hits it with a
desired point, or otherwise need simple claw attack on the same turn, that target must
programming on where to head before exploding. succeed on a DC 12 Strength saving throw or be
After exploding, a rip tire ends with 0 hit points, knocked prone. If the target is prone, the saber
and can usually be restored to health as per other cat can make one bite attack against it as a bonus
constructs. action.
ACTIONS
Crafting Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
This construct can be crafted and has a rarity of one creature.
Common. As a creature of CR 1/4, it has a total Hit: 6 (1d8 + 2) piercing damage.
cost of 250 gp (20 gp base cost x 25 for creatures,
halved for lower range of CR) in engineering

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Saber Cat, Adult to life beneath the earth by evolving a number of
Large beast, unaligned natural defenses and abilities. They are not the
Armor Class 14 (natural armor) gentle beasts that the kodo are; instead, they are
Hit Points 37 (5d10 + 10) ferocious predators, hunting anything that enters
Speed 40 ft. their realm. Troggs and mites worship the
STR AGI STA INT SPI CHA massive reptiles.
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
Skills Perception +3, Stealth +6 Salamander, Adult
Senses passive Perception 13 Large beast, unaligned
Languages — Armor Class 11 (natural armor)
Challenge 1 (200 XP) Hit Points 45 (6d10 + 12)
Traits Speed 40 ft.
Silent Stalker. The saber cat has advantage on STR AGI STA INT SPI CHA
Spirit (Perception) checks that rely on smell, and 21 (+5) 8 (-1) 15 (+2) 2 (-4) 14 (+2) 6 (-2)
Agility (Stealth) checks in dim light or darkness. Senses passive Perception 12
Pounce. If the saber cat moves at least 20 feet Damage Resistances fire
straight toward a creature and then hits it with a Languages –
claw attack on the same turn, that target must Challenge 2 (450 XP)
succeed on a DC 12 Strength saving throw or be Traits
knocked prone. If the target is prone, the saber Trampling Charge. If the salamander moves at
cat can make one bite attack against it as a bonus least 20 feet straight toward a creature and then
action. gores them on the same turn, that target must
Favored Terrain. The saber cat gains the favored succeed on a DC 15 Strength saving throw or be
terrain talent, choosing to its natural knocked prone. If the target is prone, the
environment. salamander can make another gore attack or
ACTIONS mystic belch against it as a bonus action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., ACTIONS
one creature. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit: 8 (1d10 + 3) piercing damage. one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 14 (2d8 + 5) bludgeoning damage.
one target. Mystic Belch. Ranged Spell Attack: +4 to hit, range
Hit: 10 (2d6 + 3) slashing damage. 40 ft., one target.
Hit: 7 (2d6) fire damage.
Salamander
The salamander is a monstrous reptilian Salamander, Ancient
quadruped with a fiery breath weapon, reaching Huge beast, unaligned
about 40 feet long and weighing close to 4,000 Armor Class 14 (natural armor)
pounds. Salamanders are found nearly exclusively Hit Points 133 (14d12 + 42)
underground, where they make their lairs in vast Speed 40 ft.
caverns littered with the charred remains of their STR AGI STA INT SPI CHA
victims. They are omnivorous, and while they will 23 (+6) 8 (-1) 17 (+3) 5 (-3) 14 (+2) 6 (-2)
graze on mosses native to their caverns, they will Senses passive Perception 12
also happily eat anything they catch. They are Damage Resistances fire
only encountered in pairs during the mating Languages –
season, when, if anything, they are even more Challenge 6 (2,300 XP)
voracious hunters. Traits
These subterranean creatures share a common Trampling Charge. If the salamander moves at
ancestry with kodo beasts, yet they have adapted least 20 feet straight toward a creature and then

183
gores them on the same turn, that target must Jungle Stalker
succeed on a DC 17 Strength saving throw or be Jungle stalkers are variant sasquatches who live in
knocked prone. If the target is prone, the tropical jungles and forests instead of hilly and
salamander can make another gore attack or rocky regions. They are similar statistically, except
mystic belch against it as a bonus action. for the following: their resistance to cold is
ACTIONS resistance to lightning instead.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Yeti
Hit: 16 (3d8 + 6) bludgeoning damage. If the Yetis are variant sasquatches who live in fridged
salamander ancient uses a bonus action as part of regions. They are similar statistically, except for
a successful attack (as a strike effect), the damage the following: their AC is 2 points less (Armor
is doubled. Class 12), their resistance to cold is immunity
Mystic Belch. Ranged Spell Attack: +5 to hit, range instead, and they have the Fear of Fire trait and
90 ft., one target. the Chilling Gaze action, as described below.
Hit: 24 (7d6) fire damage. Fear of Fire. If the yeti takes fire damage, it has
disadvantage on attack rolls and ability checks
Lightning Lizard until the end of its next turn.
Lightning lizards are cousins to salamanders and Chilling Gaze. The yeti targets one creature it can
share similar powers, save that lightning lizards‘ see within 30 feet of it. If the target can see the
mystic belches deal lightning damage instead, and yeti, it must succeed on a DC 13 Stamina saving
they are resistant to lightning damage. throw against this magic or take 10 (3d6) cold
damage and then be paralyzed for 1 minute,
Sasquatch unless it is immune to cold damage. The target
Large giant, chaotic neutral can repeat the saving throw at the end of each of
Armor Class 14 (natural armor) its turns, ending the effect on itself on a success.
Hit Points 51 (6d10 + 18) If the target‘s saving throw is successful, or if the
Speed 40 ft., climb 20 ft. effect ends on it, the target is immune to the
STR AGI STA INT SPI CHA Chilling Gaze of all yetis (except greater yetis, or
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2) wendigo) for 1 hour.
Skills Perception +3, Stealth +3
Damage Resistances cold Wendigo (Greater Yeti)
Senses darkvision 60 ft., passive Perception 13 Huge monstrosity, chaotic evil
Languages Giant Armor Class 14 (natural armor)
Challenge 3 (700 XP) Hit Points 115 (10d12 + 50)
Traits Speed 40 ft., climb 20 ft.
Keen Smell. The sasquatch has advantage on STR AGI STA INT SPI CHA
Spirit (Perception) checks that rely on smell. 22 (+6) 13 (+1) 20 (+5) 8 (-1) 15 (+2) 7 (-2)
Hidden Giant. The sasquatch has advantage on Skills Perception +5, Stealth +3
Agility (Stealth) checks made to hide in hills, Damage Immunities cold
forests, and mountainous terrain, as well as Senses darkvision 60 ft., passive Perception 15
snowy terrain. Languages Giant
ACTIONS Challenge 7 (2,900 XP)
Multiattack. The sasquatch makes two claw Traits
attacks. Fear of Fire. If the wendigo takes fire damage, it
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., has disadvantage on attack rolls and ability checks
one target. until the end of its next turn.
Hit: 7 (1d6 + 4) slashing damage. Keen Smell. The wendigo has advantage on
Spirit (Perception) checks that rely on smell.

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Snow Camouflage. The wendigo has advantage affected by a character who casts the Bestow
on Agility (Stealth) checks made to hide in snowy Curse cast from a 7th or higher level slot from a
terrain, and can hide with a bonus action in this spellcaster who studied satyrs (or is one), the
terrain. creature suffers for 24 hours, before turning into
ACTIONS a satyr in a flash of fel light, unless the spell was
Multiattack. The wendigo can use its Chilling dispelled beforehand. The moment before
Gaze and makes two claw attacks. transformation allows another saving throw to
Claw. Melee Weapon Attack: +9 to hit, reach 10 avoid falling victim to the curse, which has no
ft., one target. known cure (other than divine intervention or an
Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) effect with similar power).
cold damage.
Chilling Gaze. The wendigo targets one creature Satyrs as Characters
it can see within 30 feet of it. If the target can see Satyrs are treated as an elven subrace.
the wendigo, it must succeed on a DC 16 Age. A Satyr‘s age is treated as a Night Elf‘s age.
Stamina saving throw against this magic or take Affiliation. Independent. Satyrs are hateful
24 (7d6) cold damage and then be paralyzed for 1 beings that serve the Burning Legion, and have
minute, unless it is immune to cold damage. The goals that revolve on causing immense pain to
target can repeat the saving throw at the end of the Night Elves and their allies to weaken them
each of its turns, ending the effect on itself on a for a Legion invasion.
success. If the target‘s saving throw is successful, Languages. Elven, Eredun
or if the effect ends on it, the target is immune to
the Chilling Gaze of all wendigo for 1 hour. Satyr Traits
Ability Score Increase. Your Charisma score
Satyr Introduction increases by 1.
In the War of the Ancients, the Burning Legion‘s Affiliation. Burning Legion or Independent. The
taint worked strangely on some night elves, satyrs are too far gone to belong to the Alliance,
corrupting them into satyrs. In the years since, as the Night Elves would often attack on sight,
other races have also joined their ranks. Satyrs and are most commonly aligned to the Burning
resemble the creatures they once were, but much Legion. In some rare cases, a satyr may be
of the resemblance ends at the physical level. independent.
Satyrs are bloodthirsty, depraved individuals who
enjoy slicing open their opponents with curved Agent of the Legion. You have proficiency with
blades and flinging entrails everywhere. Satyrs the Stealth and Sleight of Hand skills.
operate at a faster level than other creatures; Cunning. You gain the Cunning Action Rogue
whereas night elves (for example) are serene and talent
languid in their speed, satyrs move sharply and Shadowmeld. When you are in dim or dark light,
talk quickly. you gain advantage on Stealth checks.
They tend to function as if their heart rates and
metabolisms operate at two or three times normal Male Names. Zalan, Delmanis, Makron, Zevrim.
speed, which may be precisely the case. Though Female Names. Akhzor, Marigore, Nektis,
satyrs are immortal, rumors tell of certain satyrs Zydaxxis
that apparently ―burn out‖ and die at ages much Tribe Names. Banebreath, Darkthought,
younger than that of night elves. Satyrs usually Thornhoof, Vileclaw
ally with demons, and those who do can
understand (but typically don‘t speak) Eredun. Satyr Scout
Any creature can become a satyr, changing its Medium fiend, chaotic evil
racial abilities appropriately. The method of how Armor Class 12 (natural armor)
the satyr curse function is unknown, but once Hit Points 11 (2d8 + 2)

185
Speed 30 ft. Cunning. On each of its turns, the satyr can use
STR AGI STA INT SPI CHA a bonus action to take the Dash, Disengage, or
14 (+2) 15 (+2) 12 (+1) 12 (+1) 8 (-1) 14 (+2) Hide action.
Skills Deception +4, Perception +2, Sleight of Sneak Attack (1/Turn). The satyr deals an extra
Hand +4, Stealth +4, and +4 to all checks to 28 (8d6) damage when it hits a target with a
identify spells and magic lore weapon attack and has advantage on the attack
Senses darkvision 60 ft. passive Perception 16 roll, or when the target is within 5 feet of an ally
Languages Common, Elven of the satyr that isn‘t incapacitated and the satyr
Challenge 1/2 (100 XP) doesn‘t have disadvantage on the attack roll.
Traits Shadowmeld. When you are in dim or dark light,
Cunning. On each of its turns, the satyr can use you gain advantage on Stealth checks.
a bonus action to take the Dash, Disengage, or Spellcasting. The satyr is a 7th level spellcaster.
Hide action. Its spellcasting ability is Charisma (spell save DC
Sneak Attack (1/Turn). The satyr deals an extra 15, +7 to hit with spell attacks). The satyr has the
3 (1d6) damage when it hits a target with a following spells (11) prepared from the priest
weapon attack and has advantage on the attack spell list:
roll, or when the target is within 5 feet of an ally Cantrips (0 mana): thaumaturgy, toll the dead,
of the satyr that isn‘t incapacitated and the satyr vicious mockery
doesn‘t have disadvantage on the attack roll. 1st level (3 mana): conjure undead (zombies),
Shadowmeld. When you are in dim or dark light, death coil, mind blast
you gain advantage on Stealth checks. 2nd level (5 mana): aid, mana burn, shadow word
ACTIONS pain, unholy frenzy
Multiattack. The satyr makes two claw attacks or 3rd level (6 mana): enemies abound, mind flay,
one shortbow attack. power word shield
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 4th level (7 mana): drain life
one creature. ACTIONS
Hit: 4 (1d4 + 2) slashing damage. Multiattack. The satyr makes two weapon
Shortbow. Ranged Weapon Attack: +4 to hit, range attacks.
80/320 ft., one target. Claw. Melee Weapon Attack: +9 to hit, range 5 ft.,
Hit: 5 (1d6 + 2) piercing damage. one target.
Hit: 9 (1d6 + 6) slashing damage.
Satyr Dreadbringer Shadow Blast. Ranged Spell Attack: +7 to hit,
Medium fiend, chaotic evil range 30 ft., one target.
Armor Class 15 (natural armor) Hit: 20 (8d4) shadow damage.
Hit Points 112 (15d8 + 45)
Mana Points 26 (19 + 3 + 4) Scourge Arch-Lich
Speed 30 ft.
―For the Burning Legion!‖
STR AGI STA INT SPI CHA Medium undead, lawful evil
15 (+2) 21 (+6) 16 (+3) 13 (+1) 12 (+1) 19 (+4) Armor Class 17 (natural armor)
Skills Deception +7, Perception +4, Sleight of Hit Points 195 (30d6 + 90)
Hand +9, Stealth +9, and +6 to all checks to Mana Points 37 (22 + 6 + 9)
identify spells and magic lore Speed 30 ft.
Damage Resistances fel, shadow; bludgeoning, STR AGI STA INT SPI CHA
piercing, and slashing from nonmagical weapons 11 (+0) 18 (+4) 16 (+3) 22 (+6) 20 (+5) 15 (+2)
Senses darkvision 60 ft. passive Perception 14 Saving Throws Int +12, Spi +11
Languages Common, Elven Skills Arcana +12, History +12, Intimidation +8
Challenge 6 (2,300 XP) Damage Resistances cold, fel, shadow
Traits Damage Immunities poison

186
Condition Immunities exhaustion, poisoned Chains of the Undying Mage. Melee Weapon
Senses darkvision 60 ft., passive Perception 14 Attack: +12 to hit, reach 10 ft., one target.
Languages Common, Elven, Necril Hit: 8 (1d6 + 7) slashing damage.
Challenge 17 (18,000 XP) Frostbolt Volley (Recharge on 5-6). The lich can
Traits release five frost bolts up to five targets within
Cold Aura (6 mana). The lich can manifest an range of the cantrip, or focus them on one target.
aura of frost around him as an action. At the start Equipment. Chains of the Undying Mage
of each of the lich‘s turns, each creature within
10 feet of it takes 10 (3d6) cold damage. A Arch-Liches represent powerful and ancient
creature that touches the lich or hits it with a liches, such as Amal'thazad the Arch-Lich of
melee attack while within 5 feet of it takes 10 Acherus and other ancient and powerful lords of
(3d6) cold damage. This effect does not require frost and shadow.
concentration, and remains for 1 hour. When
this aura is active, it also reduces incoming fire
damage by the same amount.
Scourge Death Knight Hero
Rejuvenation. If it has a phylactery, a destroyed "Let terror reign!"
lich gains a new body in 1d10 days, regaining all Medium undead (human), lawful evil
its hit points and becoming active again. The new Armor Class 19 (plate)
body appears within 5 feet of the phylactery. Hit Points 82 (11d10 + 22)
Spellcasting. The lich is a 20th level spellcaster. Mana Points 21 (15 + 3 + 3)
His spellcasting ability is Intelligence (spell save Speed 30 ft.
DC 20, +12 to hit with spell attacks). The lich STR AGI STA INT SPI CHA
has the following spells (26) prepared from the 16 (+3) 11 (+0) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
mage spell list: Saving Throws Sta +6, Cha +5
Senses darkvision 60 ft., passive Perception 13
Cantrips (0 mana): mage hand, prestidigitation,
Languages Common, Necril
frostbite, frost bolt
Challenge 7 (2,900 XP)
1st level (0 mana): conjure undead (zombies),
Traits
arcane armor, elemental armor (frost), death pact,
Runic Strike. The death knight can expend
death coil
mana (equal to any spell he has access) to add
2nd level (1 mana): blink step
2d8 shadow damage to a successful attack. For
3rd level (2 mana): counterspell, fly, frost nova,
each spell level above 1, he adds 1d8. The
telekinesis
damage increases by 1d8 if the target is a celestial
4th level (3 mana): blight, teleport
or a follower of the Holy Light (or if not a
5th level (4 mana): death and decay, mind freeze follower, one who merely uses it).
6th level (5 mana): circle of death, possession, soul Corrupting Touch. As an action, the death
cage, wall of ice knight can cause unholy wounds. For every mana
7th level (7 mana): crown of stars, power word point the death knight spends, they heal 3 hit
pain, pryoblast points. Amount you heal is instead treated as
8th level (8 mana): antimagic field, horrid wilting, shadow damage for undead and fiends (in which
mind blank case, this requires a melee spell attack). Excess hit
9th level (9 mana): astral projection, gate points are lost. When performing Corrupting
ACTIONS Touch on himself, this is instead a bonus action.
Multiattack. The lich can make three chain Alternatively, the death knight can expend the
attacks. If the lich spends a bonus action as part mana to inflict one disease or one poison of your
of this multiattack, they can add their extra cold choice. Each disease or poison requires spending
damage from their Cold Aura ability to the mana points equal to one-quarter the saving
damage of each hit. throw DC of the poison or disease. The death
knight may inflict multiple diseases or poisons

187
this way. The death knight can choose be a must succeed on a DC 14 Strength saving throw
carrier to up to three separate poisons or diseases or be knocked prone. If the target is prone, the
on your person. The death knight needs previous skeletal horse can take a bonus action to make
exposure to a poison or disease to be a carrier. another attack with its hooves against the target.
This feature has no effect on constructs. The Undead Nature. An undead does not need to
death knight carries the blinding sickness, crypt eat, drink, sleep, or breathe.
fever, and the undead plague diseases. ACTIONS
Spellcasting. The death knight is a 5th level Hooves. Melee Weapon Attack: +4 to hit, reach 5
spellcaster. His spellcasting ability is Charisma ft., one target.
(spell save DC 12, +5 to hit with spell attacks). Hit: 11 (2d6 + 4) bludgeoning damage.
The death knight has the following spells (7)
prepared from the death knight spell list:
1st level (4 mana): conjure undead (skeletons),
Scourge Gargoyle
Medium monstrosity, lawful evil
death coil, death pact, abandonment aura (free)
Armor Class 15 (natural armor)
2nd level (5 mana): find steed, rune array
Hit Points 52 (7d8 + 21)
(vampiric), necrotic aura (free)
Speed 10 ft., fly 60 ft.
3rd level (6 mana): death grip (telekinesis), unholy
STR AGI STA INT SPI CHA
aura 15 (+2) 11 (+0) 16 (+3) 6 (- 2) 11 (+0) 7 (- 2)
ACTIONS Damage Resistances Fel, bludgeoning, piercing,
Multiattack. The death knight makes two melee and slashing from non-magical weapons that
attacks.
aren't adamantine
Runic Greatsword. Melee Weapon Attack: +8 to Damage Immunities poison
hit, reach 5 ft., one target. Condition Immunities exhaustion, petrified,
Hit: 12 (2d6 + 5) slashing damage. poisoned
Equipment. Runeblade (rare greater attunement Senses darkvision 60 ft., passive Perception 10
weapon, has +2 to attack and damage with the Languages –
magic weapon) Challenge 2 (450 XP)
Traits
> Skeletal Warhorse False Appearance. While the gargoyle remains
Large undead, lawful evil motionless, it is indistinguishable from an
Armor Class 12 (armor) inanimate statue.
Hit Points 37 (5d10 + 10) Spell Resistance. The gargoyle has advantage to
Speed 60 ft. any saving throw versus spells that targets it,
STR AGI STA INT SPI CHA except Flesh to Stone (which drops it from the
18 (+4) 12 (+1) 15 (+2) 6 (-2) 8 (-1) 5 (-3) sky if it is flying) and Stone to Flesh (which
Saving Throws Sta +4, Spi +3 suppresses its stone form ability, and prevents it
Damage Vulnerabilities bludgeoning from entering the state for 24 hours).
Damage Immunities poison Statue Form. The gargoyle may turn into a statue
Condition Immunities exhaustion, poisoned at will. During this form, the gargoyle cannot fly,
Senses darkvision 60 ft., passive Perception 9 and gains resistance to all energy damage. The
Languages — gargoyle may not fly, move, attack, or perform
Challenge 1 (200 XP) any action in statue form. While in this form, the
Traits gargoyle may rest, doubling its benefit from hit
Dark Bond. The skeletal horse is bound (as the dice. It takes one round to enter and leave Statue
Bind Undead spell) to the death knight. form.
Trampling Charge. If the skeletal horse moves at ACTIONS
least 20 feet straight toward a creature right Multiattack. The gargoyle makes two attacks: one
before hitting it with a hooves attack, the target with its bite and one with its claws.

188
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Speed 30 ft.
one creature. STR AGI STA INT SPI CHA
Hit: 5 (1d6 + 2) piercing damage. 14 (+2) 13 (+1) 10 (+0) 7 (-2) 10 (+0) 8 (-1)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Damage Resistances shadow
one target. Damage Immunities poison
Hit: 5 (1d6 + 2) slashing damage. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Gargoyles are among the most vicious and violent Languages Common
of creatures in all Azeroth. They are a Challenge 1/2 (100 XP)
bloodthirsty, sadistic, and frighteningly Traits
destructive race. Cannibalize. The ghoul can consume the corpse
Gargoyles aren‘t undead creatures, nor are they of any natural creature. Eating a creature takes a
necessarily allies of the Lich King. The Lich King, minute, allowing the ghoul to expend hit dice to
however, calls upon the many gargoyles of restore hit points. A natural creature may be
Northrend as his allies. cannibalized once before their corpse becomes
All gargoyles have rough crystalline hides that are unusable.
resistant to many attacks. Also, they can land ACTIONS
when needed and convert their hides into a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
stone-like substance. They cannot attack in this one target.
state, but they may heal more effectively during Hit: 5 (1d6 + 2) piercing damage. When the
this state. Despite their humanoid appearance, ghoul bites a living creature, the ghoul regains 1
gargoyles are not sentient. hit point. This cannot exceed its total hit points.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Scourge Ghoul Introduction one target.
Hit: 4 (1d4 + 2) slashing damage.
Ghouls act as the shock troops for the Scourge.
These lumbering, rotting corpses were once
innocent townsfolk who have made the final Ghoul, Blooded
transition into true undeath. Ghouls have great ―Must feed.‖
stamina and revel in combat with living beings. Medium undead, lawful evil
Ghouls are ravenous cannibals who can replenish Armor Class 15 (natural armor)
their health by devouring the flesh of fallen Hit Points 27 (6d8)
warriors, friend and foe alike. Speed 30 ft.
Ghouls are the main forces of the undead STR AGI STA INT SPI CHA
Scourge. They are vicious creatures, retaining 16 (+3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 8 (-1)
little of their humanity. The plague has torn away Damage Resistances shadow
most of their memories, leaving only hunger and Damage Immunities poison
basic survival instincts in their place. Ghouls are Condition Immunities exhaustion, poisoned
feral and animalistic and are often considered to Senses darkvision 60 ft., passive Perception 10
be the lowest form of undead. While generally Languages Common
humanoid in appearance, a ghoul is easy to Challenge 2 (450 XP)
recognize on the battlefield by its pallor, Traits
hunched-over posture, and feral face. Berserker Rage (2/long rest). The ghoul casts the
berserker rage spell on itself as a bonus action. The
Ghoul, Lesser ghoul does not gain a level of exhaustion from
this spell.
―No guts—no gory…‖
Medium undead, lawful evil Cannibalize. The ghoul can consume the corpse
Armor Class 13 (natural armor) of any natural creature. Eating a creature takes a
Hit Points 13 (3d8) minute, allowing the ghoul to expend hit dice to

189
restore hit points. A natural creature may be the following spells (14) prepared from the mage
cannibalized once before their corpse becomes spell list:
unusable. Cantrips (0 mana): mage hand, frost bolt, chill
ACTIONS touch
Multiattack. The ghoul may bite once, or attack 1st level (2 mana): conjure undead (zombies),
twice with its claws as an action. arcane armor, elemental armor (frost), death pact,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., death coil
one target. 2nd level (3 mana): blink step
Hit: 6 (1d6 + 3) piercing damage. When the 3rd level (5 mana): counterspell, fly, frost nova,
ghoul bites a living creature, it regains 1 hit telekinesis
point. This cannot exceed its total hit points. 4th level (6 mana): blight, teleport
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 5th level (7 mana): death and decay, mind freeze
one target. ACTIONS
Hit: 5 (1d4 + 3) slashing damage. Chains of the Undying Mage. Melee Weapon
Attack: +8 to hit, reach 10 ft., one target.
Scourge Lich Hero Hit: 8 (1d6 + 5) slashing damage.
―Dead man walking!‖ Frostbolt Volley (Recharge on 5-6). The lich can
Medium undead, lawful evil release three frost bolts at up to number of
Armor Class 14 (natural armor) enemies within range of the cantrip, or focus
Hit Points 55 (10d6 + 20) them on one target.
Mana Points 26 (18 + 3 + 5) Equipment. Chains of the Undying Mage
Speed 30 ft.
STR AGI STA INT SPI CHA Liches are among the most powerful spellcasters
11 (+0) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 11 (+0) and allies of the Scourge, serving their master
Saving Throws Int +7, Spi +5 with evil intent and great power. Often, they
Skills Arcana +7, History +7, Intimidation +4 command armies as generals, surrogates for the
Damage Resistances shadow Lich King himself. They are deeply entwined with
Damage Immunities poison the cold power of the grave. As a rule, these
Condition Immunities exhaustion, poisoned creatures are power-hungry, devious, and vicious.
Senses darkvision 60 ft., passive Perception 13 They utilize their great intellect and dark powers
Languages Common, Elven, Necril not only to serve the Lich King, but also to defeat
Challenge 7 (2,900 XP) each other in subtle political machinations,
Traits gaining strength and renown from each
Cold Aura (3 mana). The lich can manifest an opponent‘s death.
aura of frost around him as an action. At the start A lich resembles a skeleton with a chill blue glow
of each of the lich‘s turns, each creature within 5 emanating from within its bones. Liches often
feet of it takes 3 (1d6) cold damage. A creature dress in flowing robes. Instead of walking on the
that touches the lich or hits it with a melee attack ground as mortals do, liches float above it on
while within 5 feet of it takes 3 (1d6) cold frosty mist, which manifests when they fly and
damage. This effect does not require have their cold aura active.
concentration, and remains for 1 hour.
Rejuvenation. If it has a phylactery, a destroyed Scourge Necromancer
lich gains a new body in 1d10 days, regaining all ―The shadows beckon.‖
its hit points and becoming active again. The new Medium humanoid (human), lawful evil
body appears within 5 feet of the phylactery. Armor Class 10
Spellcasting. The lich is a 10th level spellcaster. Hit Points 27 (6d6 + 6)
His spellcasting ability is Intelligence (spell save Mana Points 23 (17 + 3 + 3)
DC 15, +7 to hit with spell attacks). The lich has Speed 30 ft.

190
STR AGI STA INT SPI CHA command various types of Undead and even
11 (+0) 11 (+0) 13 (+1) 17 (+3) 14 (+1) 14 (+2) spread the foul undead plague as well.
Skills Arcana +7, Deception +4, Religion +4
Senses passive Perception 14 Scourge Shade
Languages Common, any other of his choice
―All shall be revealed.‖
Challenge 3 (700 XP)
Medium undead, lawful evil
Traits
Armor Class 12
Grim Harvest. Once per turn when, when the
Hit Points 22 (5d8)
necromancer kill one or more creatures with a
Speed 0 ft., fly 40 ft. (hover)
spell of 1st level or higher, he regains hit points
STR AGI STA INT SPI CHA
equal to twice the spell‘s level, or three times its
7 (-2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
level if the spell belongs to the School of
Skills Stealth +4
Necromancy. The necromancer does not gain
Damage Vulnerabilities holy
this benefit for killing constructs or undead.
Damage Resistances acid, fire, lightning, shadow
Undead Thralls. When the necromancer casts
thunder; bludgeoning, piercing, and slashing
conjure undead, he can create one additional
from non magical weapons
creature of a lower CR than the one he
Damage Immunities cold, shadow, poison
summoned. The necromancer also adds +6 hit Condition Immunities exhaustion, frightened,
points to each undead he raises, and grants +3 to grappled, paralyzed, petrified, poisoned, prone,
all damage rolls they make. restrained
Spellcasting. The necromancer is a 6th level Senses darkvision 60 ft., passive Perception 11
spellcaster. His spellcasting ability is Intelligence Languages any languages it knew in life
(spell save DC 15, +5 to hit with spell attacks). Challenge 2 (450 XP)
The necromancer can prepare the following spells Traits
(9) prepared from the mage spell list. Incorporeal Movement. The shade can move
Cantrips (0 mana): chill touch, frostbolt through other creatures and objects as if they
1st level (4 mana): conjure undead (zombies) death were difficult terrain. It takes 5 (1d10) force
coil, false life, ray of sickness damage if it ends its turn in side an object.
2nd level (5 mana): bind undead, ray of Link to Conjurer. The shade is linked to
enfeeblement, unholy frenzy whoever conjured or bound it. If its master uses
3rd level (6 mana): slow an action, they can utilize the shade‘s senses so
ACTIONS long as either one of them is upon blighted
Quarterstaff. Melee Weapon Attack: +3 to hit, ground (even if the ground itself is unconnected
reach 5 ft., one target. to each end) or within 5 mile.
Hit: 3 (1d6) bludgeoning damage, plus 3 (1d6) Natural invisibility. The shade is naturally
shadow damage. invisible. If it uses its shadow touch ability on a
creature that is not incorporeal or otherwise
Although retaining their humanity after making a naturally invisible, its invisibility ends until it
pact with death, necromancers became the most spends 1 minute in focus. If it took holy damage,
terrifying agents of the Scourge. These dark, it cannot resume its invisibility until it completes
insidious men were once thought to be aspiring a short rest.
geniuses by the mageocracy of Dalaran. However, ACTIONS
their insatiable lust to delve into the secrets of the Shadow Touch. Melee Weapon Attack: +3 to hit,
dark arts drove them to forsake their very souls. reach 5 ft., one target.
Ner‘zhul, the Lich King, granted these malevolent Hit: 10 (2d6 + 3) shadow damage.
sorcerers true power over the dead in exchange
for unwavering loyalty and obedience. The A shade is born by casting the essence seal spell
shadowy necromancers have the power to (level 2) on acolyte willingly sacrificing himself in

191
Scourge‘s Pits of Sacrifice, and then casting the Hit: 6 (1d6 + 3) piercing damage. When the
bind spell (level 2) to maintain link to conjurer. shadowfiend bites a living creature, it regains 1
The one maintaining the connection is usually a hit point. This cannot exceed its total hit points.
necromancer of influence in the Scourge, as a Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Shade is an excellent scout, so long as they don‘t one target.
pass a hallowed area or get detected by an Alarm Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6)
spell. psychic damage.
Shadowcrawl. The shadowfiend can move up 80
Shadowfiend feet and make a single attack. If it moves at least
Medium aberration (void), neutral evil 20 feet and successfully hits a living target, they
Armor Class 16 (natural armor) must succeed on a DC 12 Spirit saving throw or
Hit Points 33 (6d8 + 6) have their speed reduced by half until the
Speed 40 ft. beginning of their turn in the next round.
STR AGI STA INT SPI CHA
16 (+3) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 14 (+2) Shadowfiends are semi-translucent aberrations
Skills Perception +3, Stealth +4 born from the void beyond creation. They haunt
Damage Resistances psychic, shadow dreams of those who tap into the power of the
Damage Immunities poison void, and if summoned or bound, are inclined to
Condition Immunities exhaustion, poisoned be loyal rather than treacherous.
Senses darkvision 60 ft., passive Perception 13
Languages Shath‘Yar Silithid Introduction
Challenge 2 (450 XP) The Silithid were created from the qiraji by the
Traits Old God C'Thun. The qiraji, in turn were an
Dark Stalker. The shadowfiend has advantage to evolution of the aqir race that had been spawned
Agility (Stealth) checks made in darkness or dim by the Old Gods in the days of the Black Empire
light. and then forced to hide in Ahn'Qiraj after the
Shadow Bond. If the shadowfiend is conjured or Aqir and Troll War.
bound to a creature, damage it deals is treated as Silithid can range in size from a normal insect to
if it was dealt by the creature that conjured or gigantic. Size seems to depend on how long the
bound it, but only once per round. If the creature Silithid are allowed to develop in their egg stage.
that conjured it was a shadow priest, therefore, It appears that size is also directly correlated with
the shadow priest gains one shadow orb per colony size.
round if the shadowfiend deals damage.
Shadow Well (1/rest). The shadowfiend can use In the wake of the Shattering, a submerged
an action to draw darkness closer to it. If it does colony of Silithid can be found at the Sunken
so, it can extend normal shadows up to 15 feet in Dig Site, suggesting they are capable of living
any direction, changing the light level to dim or underwater for long periods or indefinitely. In
dark (depending on the ambient light level). The addition, a silthid with a protruding brain-type
extended shadows remain pinned in place for feature, Hive Controller can be found here.
one minute. This cannot be used in an area of
bright light. Silithid are an unintelligent insectoid race that
ACTIONS have grown in strength and power in recent years.
Multiattack. The shadowfiend makes two claw They first appeared in the region called Silithus,
attacks. It can replace one claw attack with a bite but have since founded colonies in neighboring
attack. areas, usually far from native settlements. They
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., sometimes prove impartial to travelers, but
one target. defend their territory ferociously from invaders.
Scholars disagree on the origins of the Silithid.

192
Some believe they are an offshoot of the Speed 40 ft., burrow 20 ft.
arachnathid, an insect race that mostly dwells in STR AGI STA INT SPI CHA
the northern regions of Azeroth. Others believe 21 (+5) 15 (+2) 19 (+4) 12 (+1) 12 (+1) 16 (+3)
they are a new race heretofore unknown on Skills Athletics +8, Intimidation +6
Azeroth, possibly having arrived from another Senses blindsight 20 ft., passive Perception 11
world elsewhere in the Twisting Nether, much as Languages Common, Shath‘Yar
the orcs once did. Still others posit that they are Challenge 7 (2,900 XP)
servants of the qiraji, and that their presence in Traits
Southern Kalimdor is a harbinger of an Blessing of the Old One. A colossus scores a
impending qiraji invasion. critical hit on the result of a 19 or 20, and their
To humanoids‘ eyes, Silithid are enormous bugs, attacks are treated as magical.
most of man-size or larger, with powerful natural Dismember. The colossus starts hacking to
weapons at their disposal. They do not seem to dismember a limb. A successful critical hit made
use tools, although they do build structures out by the colossus inflicts a -1 penalty to all attack
of natural materials using their bodily secretions. and damage rolls of the target with attacks using
Silithid hives are immense, alien affairs with said limb. This penalty stacks. If the penalty
towering antenna-like spires jutting out of the reaches -5, the target must succeed on a DC 16
earth. In the maze of tunnels below, the creatures Stamina saving throw. If they fail, the body part is
raise their young, tend to their wounded, manage disabled and cannot be used (speed is reduced by
food storage, and fend off invaders. Most scholars half if a leg, arm cannot be used to attack, etc.). If
agree that a Silithid begins life by hatching from the saving throw failed by 5 or more points, the
an egg. At this point the young Silithid is a body part is dismembered, and the target suffers
broodling — a larva yet unspecialized for any role from 1d6 bleed damage until they receive at least
in the hive. 10 points of magical healing.
Eventually, the broodling encases itself in a The wound penalty decreases by 1 at the end of a
cocoon and changes into its new form — a wasp, long rest, or with every 10 points of magical
reaver, swarmer, or possibly some other as-yet healing. It can also decrease by 1 at the end of a
unknown type of Silithid. While Silithid haven‘t short rest with a successful Stamina saving throw.
been a visible part of the world long enough for Expending a use of a healer‘s kit gives advantage
anyone to accurately gauge their lifespans, some on the saving throw.
researchers think that after achieving its new Defensive Carapace. When the colossus is
form, a common Silithid can live for up to 5 damaged, he takes 3 less points of damage from
years, although queens can survive for decades. slashing and piercing weapons. The carapace also
Silithid are capable of communicating by returns 1 point of damage to any melee attacker
touching antennae to one another. They can also per every 3 points of damage taken if the attacker
send simple messages to larger groups by sending is within 5 feet, negated by an Agility save with a
out chemical signals in the air. Individual Silithid DC of 8 + proficiency + Strength.
possess a certain level of animal cunning, but are Relentless (3/rest). If the colossus drops to 0 hit
unintelligent. They exist to serve the hive, and are points and doesn‘t die outright, they can make a
specialized in their roles. Wasps attack, tunnelers DC 10 Stamina saving throw. If they succeed,
dig, reavers defend, colossi train, queens lay eggs, they drop to 1 hit point instead.
and so on. A Silithid instinctively gives its life for ACTIONS
the colony. Multiattack. The colossus makes three attacks,
only two of which can be a pincer attack.
Silithid Colossus Hero Pincer. Melee Weapon Attack: +8 to hit, reach 5
Huge aberration, unaligned ft., one target.
Armor Class 15 (natural armor) Hit: 15 (3d6 + 5) piercing damage. The target
Hit Points 104 (11d10 + 44) must make a DC 14 Stamina saving throw, taking

193
21 (6d6) poison damage on a failed save, or half Medium beast, unaligned
as much damage on a successful one. Armor Class 12
Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit Points 39 (6d8 + 12)
one target. Speed 5 ft., fly 30 ft. (hover)
Hit: 15 (3d6 + 5) piercing damage, and the target STR AGI STA INT SPI CHA
must make a DC 14 Strength saving throw. If 9 (-1) 16 (+3) 15 (+2) 2 (- 4) 8 (-1) 7 (-2)
they fail, they are pushed up to 15 feet. If the Senses darkvision 60 ft., passive Perception 9
colossus lands two horn attacks, the target is Challenge 2 (450 XP)
pushed back 30 feet instead at the end of the Traits
attack. If they come into impact with an object or Flyby. The giant wasp doesn't provoke an
creature, the two take 1d6 points of damage per opportunity attack when it flies out of an enemy's
every 10 feet of distance remaining. reach.
Creeping Plague (useable only when below 22 Suicide Sting. If d20 on roll is a result of a 15 to
hit points). The colossus releases an exhaust of 19, a wasp‘s sting can be turned into is a critical
poisonous breath in a 20-foot radius. Every hit. If the dice‘s roll was already a critical hit, the
creature in the area suffers 33 (6d10) poison damage is tripled instead. After using this ability,
damage and causes the creatures to suffer from the giant wasp is reduced to 0 hit points and is
blindness for 1 minute. A successful Stamina unconscious, and cannot stabilize unless the
saving throw against a DC of 13 halves the stinger is returned.
damage and negates the blindness. Any creature ACTIONS
that was in the area leaves a clear scent to Stinger. Melee Weapon Attack: +5 to hit, reach 5
Silithids, allowing them to be detected (as if using ft., one target.
blindsight) at a range of 30 feet. Silithids are Hit: 10 (2d6 + 3) piercing damage. The target
immune to the poison damage of this ability. must make a DC 13 Stamina saving throw, taking
10 (3d6) poison damage on a failed save, or half
With their four legs, two scythe-like arms, as much damage on a successful one.
gouging horns, and large two-part bodies, they
seem similar to the kunchong of the Mantid and Silithid wasps are the mobile attack force of a
the spiderlords of Azjol-Nerub, hinting at a hive, patrolling the territory‘s borders and
shared origin. Their massive thorax-heads seem to ruthlessly driving out intruders. They are fearless
contain a giant brain, which can become exposed. combatants who willingly sacrifice themselves to
bring down a foe. Wasps begin learning to fly
After The Scarab Gong was rung and the ancient from the moment they molt out of their
Gates of Ahn'Qiraj opened, the horrors of the broodling state, and use their mobility in combat
Silithid and their Qiraji masters were revealed. to great advantage.
Massive Qiraji resonating crystals broke through Although a wasp has legs for perching while the
the earthen crust of Kalimdor and the colossi of creature rests, they are useless for ambulation.
the hives in Silithus emerged from their cocoons Silithid wasps emit a telltale droning sound when
beneath the hives. They heard the call to battle flying or hovering. The sound increases
and rose to serve their masters. They cast their dramatically as more wasps add to the formation.
massive shadow upon the whole of Silithus and Silithid wasps are 7 to 8 feet long and weigh 150
marched into war. pounds.
The possibility that more of those beasts existed
deep within Ahn'Qiraj was confirmed when the Droning
instance was opened. Buru the Gorger, along The giant wasp‘s wings release a nerve-wracking
with the Silithid Royalty, are Silithid colossi. buzz. Spellcasters who hear this buzz and who are
not related to Silithids (such as Silithid
Silithid Giant Wasp spellcasters, Nerubeans, etc.) must succeed on a
concentration check to ritually cast any spell

194
within 100 feet of the giant wasp. A large Hive Command. The Silithid Queen maintains
squadron of Silithid wasps can be heard up to perfect telepathy with her offspring so long as
half a mile away, depending on ambient noise, they are within 5 miles. If her offspring are
and cause this effect to that radius. within the range of telepathy, she can, as an
action, see through her offspring‘s eyes and hear
Silithid Larva what they hear until the start of her next turn,
Tiny beast, unaligned gaining the benefits of any special senses the
Armor Class 5 offspring has. During this time, she is deaf and
Hit Points 3 (1d4 + 1) blind with regard to her own senses. She may also
Speed 0 ft., fly 5 ft. (hover) communicate through her offspring‘s mouth.
STR AGI STA INT SPI CHA Queenly Presence. The Silithid can use a bonus
3 (-4) 4 (-3) 12 (+1) 2 (-4) 7 (-2) 2 (-4) action and give a mental command to a Silithid
Challenge 0 (10 XP) or egg within 90 feet. The queen can choose to
ACTIONS manifest one of the following effects.
Slam. Melee Weapon Attack. -1 to hit, one target.  Mother’s Command. The chosen Silithid
Hit: 1 bludgeoning damage can make one weapon attack as a reaction
against a target of the queen‘s choice.
Depending on the time the larva has lived to  Mutate Spawn. The Silithid queen can
develop, it can turn into the following creatures. mutate any living Silithid egg or larva within
A common Silithid can live up to 5 years, but 90 feet with a mental command so long as it
colossi and queens can live up to decades. can see it. The Silithid must succeed on a
Stamina saving throw with a DC of 10. If it
Time Spent Creature fails the saving throw, it explodes (as Explode
30 days Scarab or Wasp Spawn above). If it succeeds, it mutates into a
1 year Reaver or Giant Wasp Silithid wasp or scarab with terrible rapidity
3 years Colossus (only if the larva is that draws its potential lifeforce inside out. If
male) turned into a wasp, it can live up to five
10 years Queen (only if larva is female) hours. If turned into a scarab, it can live up
to one. At the end of this duration, the
It is a 10% chance a given larva is female. mutated Silithid dies. After four hours, the
mutated Silithid dies from internal
complications.
Silithid Queen  Explode. This can only target a living egg. An
Huge aberration, unaligned
egg deals 20 damage to all targets within 10
Armor Class 8
feet of it. Half the damage is acid, and half is
Hit Points 104 (11d12 + 45)
shadow. A successful Agility saving throw
Speed 0 ft., fly 5 ft. (hover)
against a DC of 14 halves the damage. The
STR AGI STA INT SPI CHA
queen cannot be harmed by her own ability.
10 (+0) 8 (-1) 16 (+3) 16 (+3) 14 (+2) 17 (+3)
ACTIONS
Skills Intimidation +6, Perception +6, Persuasion
Sting. Melee Weapon Attack: +3 to hit, reach 10
+6
ft., one target.
Damage Resistances shadow
Hit: 10 (2d8 + 1) piercing damage, and the target
Senses blindsight 60 ft., passive Perception 12
must make on a DC 14 Stamina saving throw,
Languages Common, Shath‘Yar
taking 22 (4d10) poison damage on a failed save,
Challenge 5 (1,800 XP)
or half as much damage on a successful one.
Traits
REACTIONS
Devotion (3/rest). The Silithid Queen can cast
Matronly Grace. If successfully hit with an attack
the Devotion Aura or Abandonment Aura spells
(as 3rd level spells). roll, the Silithid queen can command any Silithid

195
within sight of her to move up to her and take a Speed 10 ft.
blow for her. If the Silithid ends adjacent to the STR AGI STA INT SPI CHA
queen, the Silithid takes the damage of the attack 2 (- 4) 11 (+0) 8 (-1) 1 (-5) 8 (- 1) 2 (-4)
or the spell instead, even if the Silithid would Senses blindsight 10 ft., passive Perception 9
have ignored the blow (such as from having Languages –
higher AC). Challenge 0 (10 XP)
If the Silithid dies from this attack, the Silithid ACTIONS
Queen may roll a d20. On the result of an 11 or Sting. Melee Weapon Attack: +2 to hit, reach 5 ft.,
higher, she can force the Silithid corpse to one creature.
explode (see queenly presence). Hit: 1 piercing damage, and the target must make
Inspiring Grace (3d6). The Silithid Queen can a DC 9 Stamina saving throw, taking 4 (1d8)
spend a d6, and add the result to any d20 roll poison damage on a failed save, or half as much
made by an ally within 30 feet. The dice damage on a successful one.
replenish after a long rest.
Silithid scarabs are part of a caste of the Silithid.
Silithid Reavers Often found in and outside the hives. Many of
Medium aberration, unaligned these Silithid are not aggressive unless they or
Armor Class 15 (natural armor) another nearby Silithid is attacked.
Hit Points 39 (6d8 + 12)
Speed 30 ft., burrow 5 ft. Silithid Wasp
STR AGI STA INT SPI CHA Tiny beast, unaligned
16 (+3) 8 (-1) 15 (+2) 2 (- 4) 8 (-1) 7 (-2) Armor Class 10
Senses darkvision 60 ft., passive Perception 9 Hit Points 1 (1d4 - 1)
Challenge 2 (450 XP) Speed 0 ft., fly 20 ft. (hover)
Traits STR AGI STA INT SPI CHA
Aggressive. The reaver can use a bonus action 2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Dash, but only to approach a hostile creature. Senses darkvision 30 ft., passive Perception 10
Relentless (1/rest). If the reaver drops to 0 hit Languages –
points and doesn‘t die outright, they can make a Challenge 0 (10 XP)
DC 10 Stamina saving throw. If they succeed, Traits
they drop to 1 hit point instead. ACTIONS
ACTIONS Sting. Melee Weapon Attack: +0 to hit, reach 5 ft.,
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
one target. Hit: 1 piercing damage, and the target must make
Hit: 10 (2d6 + 3) piercing damage, and the target on a DC 9 Stamina saving throw, taking 3 (1d6)
must make a DC 13 Strength saving throw. If poison damage on a failed save, or half as much
they fail, they are pushed up to 15 feet. damage on a successful one.

Silithid reavers, also called battle tanks, are the Silithid Wasp Swarm
main attack troops of the Silithid. They are very Tiny beast swarm, unaligned
aggressive. Reavers are morphologically similar to Armor Class 11
the Silithid wasp, except with underdeveloped Hit Points 27 (5d8 + 5)
vestigial wings. Speed 0 ft., fly 20 ft. (hover)
STR AGI STA INT SPI CHA
Silithid Scarab 2 (-4) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
Small beast, unaligned Senses darkvision 30 ft., passive Perception 10
Armor Class 11 (natural armor) Languages –
Hit Points 1 (1d4 - 1) Challenge 1/2 (100 XP)

196
Traits
Keen Smell. The rat swarm has advantage on Snap dragons are predators able to spit painful
Spirit (Perception) checks that rely on smell. acid. It is a long, wiry, lizardlike creature. It runs
ACTIONS with an undulating grace reminiscent of a snake.
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., Its head is also snakelike, and a red tongue darts
one target in the swarm‘s space. from its mouth. It is obviously amphibious, with
Hit: 11 (4d4 + 1) piercing damage, or 6 (2d4 + 1) a red, finlike ridge extending down its spine.
piercing damage if the swarm has less of half its Large fins flare from its head and tail. They
hit points or lower. The target must make a DC 9 appear as trained beasts in many naga armies. In
Stamina saving throw, taking 7 (2d6) poison the wild, snap dragons dwell along tropical
damage on a failed save, or half as much on a coasts, entering the water to lay in wait for prey.
successful one. When they sense it coming near, they rise and
spit acid until the prey falls. The snap dragon
then ambles over and feasts on the partially
Snap Dragon liquefied meal.
Large beast, unaligned
Many snap dragons exist in the South Seas,
Armor Class 13 (natural armor)
where they are a danger. All avoid them except
Hit Points 68 (8d10 + 24)
the naga, who train the beasts for war. Snap
Speed 30 ft., swim 50 ft.
dragons spend much of their time on land, where
STR AGI STA INT SPI CHA
their acidic spit is effective, but use the water to
18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 15 (+2)
surprise prey and to move quickly through their
Damage Resistances acid, poison
territory.
Condition Immunities poisoned
Snap dragons attack from ambush. They use
Skills Perception +4, Stealth +4
watery environments to conceal their presence,
Senses passive Perception 12
and to move to where they can attack prey from
Languages Understands Elven but can't speak
the most advantageous places. They spit at their
Challenge 3 (700 XP)
prey repeatedly and retreat from attackers, only to
Traits
circle around and try again. They bite only if
Amphibious. The snap dragon can breathe air
cornered or if underwater.
and water.
Dark Predator. When in dim or dark light, or
when hiding in swampy terrain or water, the snap Spirit Wolf
dragon has advantage to Agility (Stealth) checks. Large beast, unaligned
Natural Ambusher. The snap dragon adds +2 to Armor Class 14 (natural armor)
their initiative rolls, and has a +10 increase to Hit Points 37 (5d10 + 10)
speed in their first turn of a combat encounter. Speed 60 ft.
ACTIONS STR AGI STA INT SPI CHA
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 7 (-2)
one target. Saving Throws +4 to any save to resist
Hit: 11 (2d6 + 4) piercing damage. The target movement-restraining or slowing effects.
must make a DC 13 Stamina saving throw, taking Skills Perception +3, Stealth +4
7 (2d6) poison damage on a failed save, or half as Senses darkvision 60 ft., passive Perception 13
much damage on a successful one. Damage Immunities poisons
Acid Spit. Ranged Weapon Attack: +4 to hit, range Condition Immunities poisoned
30/60 ft., one target. Languages Kalimag. If conjured, the spirit
Hit: 7 (2d6) acid damage. The target must make a creature gains a telepathic bond with the
DC 13 Stamina saving throw, taking 3 (1d6) conjurer, regardless of distance, allowing them
poison damage on a failed save, or half as much communication.
damage on a successful one. Challenge 2 (450 XP)

197
Traits across. It is believed that the spore walkers
Spirit Nature. A spirit does not need to eat, evolved over time from the simple organisms that
drink, or sleep. dwell within the depths of Zangarmarsh into the
Spirit Sight. The spirit creature can see more efficient hunting, killing and eating
incorporeal or ethereal creatures and objects up machines that they are today.
to 60 feet away. Utilizing their environment, the spore walkers are
Keen Hearing and Smell. The spirit wolf has able to derive toxins from the spores and fungi of
advantage on Spirit (Perception) checks that rely the marsh, which they in turn use to stun or
on hearing or smell. immobilize their prey. When traveling through
Pack Tactics. The wolf has advantage on an the marsh, adventurers would be wise to steer
attack roll against a creature if at least one of the clear of these highly accomplished predators, who
wolf‘s allies is within 5 feet of the creature and descend quietly to strike enemies with tentacles
the ally isn‘t incapacitated. filled with paralytic poison, and finishing them
ACTIONS with a strange beam attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Scholars learned that spore walkers have a potent
one target. apparatus on their face that can fire a powerful
Hit: 10 (2d6 + 3) piercing damage. If the target is laser, out-doing even the best lasers of goblin
a creature, it must succeed on a DC 13 Strength design. It's unknown exactly how they work. Wild
saving throw or be knocked prone. The bite is marsh walkers are dangerously aggressive, but
treated as a magical weapon attack. they're loyal and affectionate if you manage to
tame them.
A spirit wolf is also sometimes known as a
shadow wolf. Spore Walker Cloud
Huge beast, unaligned
Sporeling Warrior Armor Class 15 (natural armor)
Small plant (sporeling), neutral good Hit Points 172 (14d12 + 70)
Armor Class 10 Speed 5 ft., fly 20 ft. (hover)
Hit Points 7 (2d6) STR AGI STA INT SPI CHA
Speed 25 ft. 18 (+4) 8 (-1) 20 (+5) 6 (-2) 15 (+2) 6 (-2)
STR AGI STA INT SPI CHA Saving Throws Str +7, Sta +8
7 (-2) 13 (+1) 12 (+1) 8 (-1) 15 (+2) 11 (+0) Skills Perception +5
Senses passive Perception 12 Damage Vulnerabilities arcane
Languages Common Senses darkvision 60 ft., passive Perception 14
Challenge 1/4 (25 XP) Languages –
ACTIONS Challenge 6 (2,300 XP)
Spear. Melee or Ranged Weapon Attack: +3 to hit, ACTIONS
reach 5 ft. or range 20/60 ft., one target Multiattack. The spore walker can make two
Hit: 1 (1d6 - 2) piercing damage attacks.
Clawed Tentacles. Melee Weapon Attack: +7 to
Sporelings a mostly-peaceful race of diminative hit, reach 15 ft., one target.
mushroom-men native to Draenor. Their capital, Hit: 14 (3d6 + 4) slashing damage, and the target
Sporeggar, is located in the southern bogs of must make a DC 16 Stamina saving throw, or be
Zangarmarsh. paralyzed for 1 minute. A creature can repeat the
saving throw at the end of each of its turns,
ending the effect on itself on a success. If a
Spore Walker Introduction creature's saving throw is successful or the effect
Also known as marsh walkers, The sporer walkers ends for it, the creature has advantage to the
of Outland are towering creatures that prowl the spore walker‘s poison for the next 24 hours.
wilds, feasting on any lesser creatures they come

198
Psybeam (Recharge 5-6). The spore walker Languages –
releases a beam of psionic power in a 30-foot-line Challenge 9 (5,000 XP)
that is 5 feet wide. Each creature in that line Traits
must make a DC 16 Agility saving throw, taking Innate Spellcasting. The black stalker is naturally
36 (8d8) psychic damage on a failed save, or half psionically endowed. The black stalker‘s
as much damage on a successful one. spellcasting ability is Spirit (spell save DC 17, +9
to spell attacks). The black stalker can innately
Spore walkers are ancient enemies of the cast the following spells, requiring no material
sporelings, whom they've put through components:
unspeakable pain over the centuries. Cantrips (0 mana): mind sliver
1st level (2 mana): mind blast
VARIANT: SPORE WALKERS AS INNATE 2nd level (3 mana): mana burn, mind spike
SPELLCASTERS 3rd level (5 mana): mind flay, telekinesis
Lady Vashj has empowered some fen striders 5th level (7 mana): detonate mana, mind bomb
with mind-bending powers, though it is unknown 6th level (8 mana): mental prison
how she has accomplished this. Even at an early ACTIONS
age these creatures show significant physic ability. Multiattack. The black stalker can make two
Such spore walkers lose their psybeam ability, but attacks.
focus the psionic potential into spellcasting Clawed Tentacles. Melee Weapon Attack: +9 to
instead. hit, reach 15 ft., one target.
Hit: 15 (3d6 + 5) slashing damage, and the target
Mana Points 23 (15 + 3 + 5) must make a DC 17 Stamina saving throw, or be
paralyzed for 1 minute. A creature can repeat the
Innate Spellcasting. The spore walker is saving throw at the end of each of its turns,
psionically attuned due to magical ending the effect on itself on a success. If a
experimentation. The spore walker‘s spellcasting creature's saving throw is successful or the effect
ability is Spirit (spell save DC 16, +8 to spell ends for it, the creature has advantage to the
attacks). The spore walker can innately cast the black stalker‘s poison for the next 24 hours.
following spells, requiring no material Psybeam (Recharge 5-6). The black stalker
components: releases a beam of psionic power in a 40-foot-line
Cantrips (0 mana): mind sliver that is 5 feet wide. Each creature in that line
1st level (2 mana): mind blast must make a DC 17 Agility saving throw, taking
2nd level (3 mana): mana burn, mind spike 54 (12d8) psychic damage on a failed save, or half
3rd level (5 mana): mind flay, telekinesis as much damage on a successful one.
5th level (7 mana): detonate mana
The marsh walkers of Outland are towering
Black Stalker creatures that prowl the wilds, feasting on any
Huge beast, unaligned lesser creatures they come across. The sporelings
Armor Class 15 (natural armor) of Zangarmarsh tell tales concerning one of these
Hit Points 195 (17d12 + 85) predators, a particularly ruthless beast known as
Mana Points 27 (17 + 4 + 6) the Black Stalker. Broodmother to all marsh
Speed 5 ft., fly 25 ft. (hover) walkers, it is said she emerges from her lair deep
STR AGI STA INT SPI CHA in the Underbog only to satisfy her hunger for
20 (+5) 8 (-1) 21 (+5) 6 (-2) 17 (+3) 6 (-2) delicious sporelings.
Saving Throws Str +9, Sta +9 There is only ever one great mother of the marsh
Skills Perception +7 walkers in Zangarmarsh. She is always known as
Damage Vulnerabilities arcane the Black Stalker, and she hatches from one of
Senses darkvision 60 ft., passive Perception 17 the eggs left behind when her mother dies.

199
Challenge 1 (200 XP)
Storm Crow Introduction Traits
Flyby. The stormcrow doesn't provoke
Their habits are much like that of their lesser
opportunity attacks when it flies out of an
brethren, but their size and speed earns them
enemy's reach.
special regard. Superstitions say that seeing a
Keen Hearing and Sight. The stormcrow has
solitary storm crow flying across the sky above the
advantage on Spirit (Perception) checks that rely
horizon means that a great storm is on its way.
on hearing or sight.
ACTIONS
Storm crows are most famous for the fact that
Multiattack. The stormcrow can make two
druids can take their shape. They are not brave,
attacks.
so any serious injury to a fellow crow causes them
Talons. Melee Weapon Attack: +5 to hit, reach 5
to break off. Storm crows are one of the animals
ft., one target.
that druids take as companions. Their call sounds
more like a loud crow than a raven. Crows in Hit: 6 (1d6 + 3) slashing damage.
temperate zones and raven in cold climes are
under some competition with storm crows, but T
are not completely shouldered out.
Strider Introduction
A tallstrider, plainstrider, or simply strider is a
Storm Crow Adolescent large flightless bird native to Kalimdor, though
Small beast, neutral they are also found in the Swamp of Sorrows, on
Armor Class 12 Darkmoon Island and in Terokkar Forest.
Hit Points 7 (2d6)
Speed 5 ft., fly 40 ft.
STR AGI STA INT SPI CHA
Tallstrider
Medium beast, unaligned
7 (-2) 15 (+2) 11 (+0) 3 (-4) 13 (+1) 10 (+0)
Armor Class 11
Skills Perception +3, Stealth +4
Hit Points 16 (3d8 + 3)
Senses passive Perception 13
Speed 50 ft.
Languages –
STR AGI STA INT SPI CHA
Challenge 1/4 (50 XP)
14 (+2) 12 (+1) 12 (+1) 3 (-4) 11 (+0) 1 (-5)
Traits
Senses passive Perception 10
Keen Hearing and Sight. The stormcrow has
Challenge 1/4 (50 XP)
advantage on Spirit (Perception) checks that rely
ACTIONS
on hearing or sight.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ACTIONS
one target.
Talons. Melee Weapon Attack: +4 to hit, reach 5
Hit: 5 (1d6 + 2) piercing damage.
ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
According to Halga Bloodeye, a caravan master
from the the Barrens, tallstriders are gamey,
Storm Crow Adult flightless birds with thick skulls.
Medium beast, neutral Their brains are no larger than an orc woman's
Armor Class 15 knuckle, and they are too dim to get out of the
Hit Points 16 (3d8 + 3) way of moving carts. She suspects that the
Speed 5 ft., fly 40 ft. quilboar of the Barrens often intentionally
STR AGI STA INT SPI CHA frighten flocks of them into the path of Horde
10 (+0) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 10 (+0) caravans just prior to an ambush. A tallstrider's
Skills Perception +3, Stealth +5 speed on open ground is unrivaled, so predators
Senses passive Perception 13
Languages –

200
rely on stealth and pack tactics when hunting Always the tauren strive to preserve the balance
them. of nature and heed the will of their goddess, the
Earth Mother. Many of the nomadic wandering
Hawkstrider tribes of tauren have gathered together under a
Large beast, unaligned single banner to settle in the fertile plains of
Armor Class 13 Mulgore. Were it not for the timely intervention
Hit Points 30 (4d10 + 8) of the orcs, the whole race may have been wiped
Speed 55 ft. out by marauding centaur. The tauren honor
STR AGI STA INT SPI CHA their blood-debt to this day, fighting alongside
16 (+3) 15 (+2) 14 (+2) 3 (-4) 13 (+1) 1 (-5) the Horde to protect their land.
Skills Perception +3
Senses passive Perception 13 Tauren as Characters
Challenge 1 (200 XP) See the core document.
Traits
Winged Leap. The hawkstrider‘s long jump is up Tauren Chieftain Hero
to 30 feet and its high jump is up to 6 feet, with "For my ancestors!"
or without a running start. Medium humanoid (tauren), neutral good
ACTIONS Armor Class 14 (natural armor)
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit Points 95 (10d8 + 40 + 10)
one target. Speed 30 ft.
Hit: 10 (2d6 + 3) piercing damage. STR AGI STA INT SPI CHA
21 (+5) 10 (+0) 19 (+4) 12 (+1) 16 (+3) 10 (+0)
The hawkstrider is a large flightless bird that is Saving Throws +8 Str, +7 Sta
the blood elves' racial mount. As their name Damage Resistances poison
implies, hawkstriders resemble the tallstrider Skills Intimidation +8, Perception +6, Herbalism
family, though their plumage is both larger and kit +6
more vibrant. They are also suspected to be Senses passive Perception 16
related to Dragonhawks, another creature closely Languages Common, Orcish, Taur-ahe
tied to the blood elven culture and military. Challenge 7 (2,900 XP)
They come in a variety of bright colors and have a Traits
thin, curved beak and burning orange eyes. The Ancestor on Earth (1/long rest). The tauren
hawkstrider's movements exhibit the same chieftain can cast the spiritual reincarnation and
rhythmic, back-and-forth motion which crusader aura spells, and can cast either of them
characterizes the other two-legged mounts. once before a long rest.
When Kael'thas led his followers to the ruined He does not need to have mana prepared to
world of Outland, the vibrant hawkstriders that revive himself with the spiritual reincarnation spell.
were brought with them proved to be welcome Furthermore, if he re-enters his body and he
reminders of the blood elves‘ beauteous home in didn‘t already use the Second Wind talent, he
Quel'Thalas. Valued for their trustworthiness and regains three times the normal amount of hit
speed, these colorful avian creatures embody the points restored by the talent.
inherent splendor of the forests within the blood Charge. If the chieftain moves at least 10 feet in a
elven kingdom. While tragedy has befallen straight line right before attacking a creature and
Quel‘Thalas in recent years, the hawkstriders he hits it with the attack, that target must succeed
remain an integral part of the elves‘ day-to-day on a Strength saving throw (DC 8 + your
lives. proficiency bonus + your Strength modifier) or be
knocked prone. He cannot make use of his
Tauren Introduction Multiattack feature if he uses this ability.

201
Mortal Strike [Strike]. When a creature is struck STR AGI STA INT SPI CHA
by the chieftain‘s Mortal Strike, they take 50% 15 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
less healing from all sources for one minute. This Damage Resistances poison
is a strike effect that costs a bonus action. A Skills Nature +3, Perception +3, Herbalism kit +3
creature cannot be affected by this ability more Senses passive Perception 13
than once in 24 hours. Languages Common, Taur-ahe
Sweeping Strikes [Strike]. When the chieftain Challenge 1/8 (25 XP)
successfully attacks and damages a creature with a Traits
melee attack, he may deal your Strength modifier Tauren Traits. The tauren has the following
in damage to any number of creatures he chooses racial traits
that are 5 feet away from it.  Endurance, Plainswalker, Powerful
Tauren Traits. The tauren has the following Build, Warrior Tradition: Tremor
racial traits ACTIONS
 Endurance, Plainswalker, Powerful Spear. Melee or Ranged Weapon Attack: +5 to hit,
Build, Warrior Tradition: Tremor reach 5 ft. or range 20/60 ft., one target.
Tauren Totem Master. When the chieftain Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
scores a critical hit with a melee weapon or piercing damage if used with two hands to make
reduces a creature to 0 hit points with one, he a melee attack.
can make one melee weapon attack as a bonus Handaxe. Melee or Ranged Weapon Attack +5 to
action. hit, reach 5 ft. or ranged 20/60 ft., one target.
Also, before making a melee attack with a heavy Hit: 6 (1d6 + 3) slashing damage.
weapon that he is proficient with, he can choose Light Crossbow. Ranged Weapon Attack: +3 to hit,
to take a - 5 penalty to the attack roll. If the attack range 80/320 ft., loading, one target.
hits, he adds +10 to the attack‘s damage. Hit: 5 (1d8 + 1) piercing damage.
Warrior Talent. The tauren has the following Gore. Melee Weapon Attack: +5 to hit, reach 5 ft.,
warrior talents. one target.
 Indominable (1/rest) Hit: 7 (1d8 + 3) piercing damage. If the tauren
 Second Wind (1/rest) chieftain used a dash action before attacking, the
 Shockwave (1/rest) enemy is also subject to the shove action as a
 Tremor (4/rest) strike effect.
ACTIONS
Multiattack. The chieftain can make three Possessing great strength, stamina, and ability to
attacks. dash across the plains by unstoppable
+1 Tauren Halberd. Melee Weapon Attack: +9 to momentum, tauren guards and recruits can
hit, reach 10 ft., one target. double as both shock troops as well as basic
Hit: 11 (1d10 + 6) slashing damage. infantrymen.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Tauren Spirit Walker
Hit: 9 (1d8 + 5) piercing damage. If the tauren Medium humanoid (tauren), neutral good
chieftain used a dash action before attacking, the Armor Class 13 (heavy leather)
enemy is also subject to the shove action as a Hit Points 37 (5d8 + 10 + 5)
strike effect. Mana Points 22 (17 + 2 + 3)
Speed 30 ft.
Tauren Guard/Recruit STR AGI STA INT SPI CHA
Medium humanoid (tauren), chaotic neutral 14 (+2) 8 (-1) 15 (+2) 13 (+1) 17 (+3) 13 (+1)
Armor Class 15 (Hide Armor, Shield) Damage Resistance poison
Hit Points 15 (2d8 + 4 + 2) Skills Medicine +5, Nature +4, Persuasion +3,
Speed 30 ft. Religion +4, Herbalism kit +5

202
Senses passive Perception 13 Hit Points 68 (8d8 + 24 + 8)
Languages Common, Kalimag, Orcish, Taur-ahe Speed 30 ft.
Challenge 3 (700 XP) STR AGI STA INT SPI CHA
Traits 19 (+4) 11 (+0) 16 (+3) 8 (-1) 16 (+3) 9 (-1)
Channel Elements (2/rest). The spirit walker can Saving Throws +6 Str, +5 Sta
channel the elements either by turning them, or Damage Resistances poison
by releasing them. Skills Perception +5, Herbalism kit +5
Tauren Traits. The tauren has the following Senses passive Perception 15
racial traits Languages Common, Orcish, Taur-ahe
 Endurance, Plainswalker, Powerful Challenge 4 (1,100 XP)
Build, Warrior Tradition: Tremor Traits
Shamanistic Art. The spirit walker adds +3 hit Tauren Traits. The tauren has the following
points to the total hit points healed by a single racial traits
healing spell. They can also use their reaction to  Endurance, Plainswalker, Powerful
move a cast totem half their own speed, giving Build, Warrior Tradition: Tremor
them +3 to AC, and have +5 hit points above Tauren Totem Master. When the tauren warrior
normal totems. scores a critical hit with a melee weapon or
Spellcasting. The spirit walker is a 5th level reduces a creature to 0 hit points with one, he
spellcaster. Its spellcasting ability is Spirit (spell can make one melee weapon attack as a bonus
save DC 13, +5 to hit with spell attacks). The action.
spirit walker has the following spells (8) prepared Also, before making a melee attack with a heavy
from the shaman spell list: weapon that he is proficient with, he can choose
Cantrips (0 mana): invoke elements, shocking bolt to take a - 5 penalty to the attack roll. If the attack
1st level (4 mana): protection from evil and good, hits, he adds +10 to the attack‘s damage.
healing ward, riptide, healing ward (free) Warrior Talent. The tauren has the following
2nd level (5 mana): conjure elemental (minor warrior talents.
water elemental), fury hex (berserker rage),  Execute (1/rest)
ancestral guardians (free)  Tremor (4/rest) due to tauren trait
3rd level (6 mana): healing stream, spirit link, ACTIONS
spirit infusion, revivify (free) Tauren Totem. Melee Weapon Attack: +6 to hit,
ACTIONS reach 5 ft., one target.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 11 (2d6 + 4) bludgeoning damage.
one target. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit: 5 (1d6 + 2) bludgeoning damage. one target.
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 8 (1d8 + 4) bludgeoning damage. If the
one target. tauren warrior used a dash action before
Hit: 6 (1d8 + 2) piercing damage. If the spirit attacking, the enemy is also subject to the shove
walker used a dash action before attacking, the action as a strike effect.
enemy is also subject to the shove action as a
strike effect. The mighty Tauren of the Kalimdor plains have
Spirit Blast. Ranged Spell Attack: +6 to hit, range pledged their allegiance to the new Horde out of
50 ft., one target. respect for their courage and honor. The bold
Hit: 7 (3d4) holy damage. This requires at least 1 Tauren seek only to safeguard their quiet culture
mana in reserve for each d4. from the deathly fires of the Burning Legion.
When roused, Tauren are fierce fighters and use
Tauren Warrior their weapons and horns alike to smash their
enemies.
Medium humanoid (tauren), neutral good
Armor Class 14 (natural armor)

203
Terrorguard Multiattack. The terrorguard makes three
attacks. Only one of these attacks can be a bite
Huge fiend, chaotic evil
attack.
Armor Class 19 (natural armor)
Bite. Melee Weapon Attack, +13 to hit, reach 5 ft.,
Hit Points 202 (15d12 + 105)
one target.
Speed 40 ft., fly 20 ft.
STR AGI STA INT SPI CHA Hit: 18 (3d6 + 8) piercing damage plus 7 (2d6) fel
27 (+8) 8 (-1) 25 (+7) 8 (-1) 12 (+1) 17 (+3) damage.
Saving Throws Agi +4, Sta +12, Cha +8 Claw. Melee Weapon Attack: +13 to hit, reach 10
Skills Intimidation +8, Perception +6 ft., one target.
Damage Immunities fel, fire Hit: 18 (3d6 + 8) slashing damage plus 3 (1d6) fel
Damage Resistances cold, poison; bludgeoning, damage.
piercing, and slashing from nonmagical weapons Soul Call (recharge on 5-6). The terrorguard
Condition Immunities frightened, poisoned opens its stomach maw and calls out for the spirit
Senses darkvision 120 ft., passive Perception 16 of a up to three targets within 30 ft. The targets
Languages Common, Eredun must succeed on a DC 18 Spirit saving throw or
Challenge 15 (13,000 XP) takes 45 (10d8) fel damage. Whenever subjected
Traits to this effect again in the same 24 hours, the
Devour. If the terrorguard bites a creature below damage increase by 2d8 (up to a maximum of
half hit points and at least one size category 20d8).
smaller than it, the terrorguard can swallow it If a target‘s hit points is reduced to 0 this way but
whole. The creature is trapped within the they are not dead within 1 hour, they suffer one
terrorguard (gaining full cover against attacks level of exhaustion. This feature has no effect on
from the outside), and takes damage from the constructs.
corrosive liquids and fel powers within the
demon; it takes 7 (2d6) damage per round. Half Terrorguards, also known as terrorfiends or
the damage is fel, and half is acid damage. fiends, are a powerful demonic race similar to
The creature may cut its way out by dealing one- ered'ruin. Powerfully built, these creatures have
quarter the terrorguard‘s hit points in slashing or wings and cloven feet. They also have spines
piercing damage (50 damage). Attacking the coming out of the back part of their hooves and
inside is done with disadvantage. hands.
Frightful Presence. Each creature of the This species has two "heads": a cylindrical one at
terrorguard‘s choice that is within 120 feet of the end of the neck and another that covers most
him and aware of him must succeed on a DC 18 of the torso. From the first elongated head, six
Spirit saving throw or become frightened for 1 twisted horns come out. A wide mouth full of
minute. A creature can repeat the saving throw at large jagged teeth almost completely circle this
the end of each of its turns, ending the effect on head; a small goatee hangs down from the chin.
itself on a success. If a creature's saving throw is On the forehead there's a diamond shaped crystal
successful or the effect ends for it, the creature is that stand out over the seemingly empty, death
immune to the terrorguard‘s Frightful Presence eyes.
for the next 24 hours. The second head, as mentioned before, cover
Magic Resistance. The terroguard has advantage most of the torso. It has ten sharp teeth and two
on saving throws against spells and other magical tusks protruding from the sides of the "upper lip".
effects. This does not apply against spells that There are two giant eyes of the same color of the
deal holy or shadow damage. crystal on the cylindrical forehead.
Magic Weapons. The terrorguard‘s weapon
attacks are magical.
ACTIONS Trogg
Medium humanoid, chaotic neutral or evil

204
Hit Points 15 (2d8 + 6) Once at home in the jungles of Stranglethorn
Armor Class 11 (natural armor) Vale, the fierce trolls of the Darkspear tribe were
Speed 30 ft. besieged on all sides by the warring factions. The
STR AGI STA INT SPI CHA orcish Horde came to their aid, convincing the
17 (+3) 8 (-1) 17 (+3) 6 (-2) 12 (+1) 4 (-3) Darkspear to sail across the Great Sea and settle
Senses passive Perception 11 in the untamed lands of Kalimdor. Though they
Languages Low Common cling to their shadowy heritage, the Darkspear
Challenge 1 (200 XP) remain vocal advocates of a united Horde,
Traits lending the strength of their arms and powerful
Berserker Rage (2/day). The trogg can rage as a tribal magics to the common cause.
1st level warrior with the talent of the same
name. Troll Guard/Recruit
ACTIONS Medium humanoid (troll), chaotic neutral
Bone Club. Melee Weapon Attack +5 to hit, reach Armor Class 16 (Hide Armor, Shield)
5 ft., one target. Hit Points 13 (2d8 + 4)
Hit 6 (1d6 + 3) bludgeoning damage. Speed 30 ft.
Slam. Melee Weapon Attack +5 to hit, reach 5 ft., STR AGI STA INT SPI CHA
one target. 13 (+1) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
Hit 5 (1d4 + 3) bludgeoning damage. Skills Intimidation +2, Perception +3, Stealth +4
REACTIONS Senses passive Perception 13
Stoneform (1/rest). When the trogg takes damage, Languages Common, Troll
they can roll 1d12 + 2, and can reduce the Challenge 1/8 (25 XP)
damage by that total. If the damage exceeds any Traits
ongoing bleed damage he takes, he ends the Troll Traits. The troll has the following racial
effect as well. traits
 Ancient Culture: Naturally-Attuned
Troggs have a distinctly Neanderthal look — low, (forests), Dark Promise (Intimidation and
sloping forehead; thick skin covered with bristly Stealth), Keen Nose, Rapid Regeneration
black hairs; and the long arms and bent spines of ACTIONS
an ape. They are dull-witted and savage, but Battleaxe. Melee or Ranged Weapon Attack: +5 to
possess a ferocious cunning that makes them hit, reach 5 ft. or range 20/60 ft., one target.
dangerous despite their lack of civilization. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
Troggs are related to dwarves, but if anything, the piercing damage if used with two hands to make
two races are distant cousins. a melee attack.
Some legends say that both dwarves and troggs Handaxe. Melee or Ranged Weapon Attack +5 to
descended from the original earthen race left hit, reach 5 ft. or ranged 20/60 ft., one target.
behind by the titans after the world was shaped Hit: 6 (1d6 + 3) slashing damage.
in ages past. While the dwarves evolved into the
stocky creatures known today, the troggs retained A capable forest warrior, tribesman, and city-
a stronger connection to the stone from which watcher, the troll guard is the spine of troll armed
they were made. For reasons not yet fully forces. They hold the line for their more capable
understood, the troggs‘ evolutionary path led troll headhunter allies to take down key
them to their present state — crude, stupid commanders, or give time for their shadow
creatures only barely above the level of beasts, but hunter or witch doctor social elite to weave their
quite capable in a contest of physical strength. enemies down with curses or powerful spells.

Troll Introduction Troll Headhunter


"You got it, boss."

205
Medium humanoid (forest troll), chaotic neutral Mana Points 21 (17 + 3 + 3)
Armor Class 13 (leather) Speed 30 ft.
Hit Points 32 (5d8 + 10) STR AGI STA INT SPI CHA
Speed 30 ft. 14 (+2) 20 (+5) 14 (+2) 11 (+0) 17 (+3) 14 (+2)
STR AGI STA INT SPI CHA Saving Throws Str +5, Agi +8
14 (+2) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 1 (-1) Skills Athletics +5, Acrobatics +8, Intimidation
Skills Intimidation +1, Perception +4, Stealth +3 +5, Stealth +8, Survival +6
Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 13
Languages Common, Troll Languages Common
Challenge 1 (200 XP) Challenge 7 (2,900 XP)
Traits Traits
Troll Traits. The troll has the following racial Dread Ambusher. The shadow hunter adds a
traits bonus to their initiative rolls equal to +3. Also,
 Ancient Culture: Berserker Warrior, the start of their first turn of each combat
Dark Promise (Intimidation and Stealth), encounter, their speed increases by 10 feet, which
Keen Nose, Rapid Regeneration lasts until the end of that turn.
Fighting Style (Archery). The headhunter has +2 Mask Magic (1/long rest per mask). The shadow
to attack with ranged weapons. hunter can spend a bonus action to wear one of
Natural Explorer. The headhunter is an expert the following masks, which grants them a special
on their local terrain (typically plains or sea). He benefit.
is not slowed by difficult terrain, can move  Legba Mask. The shadow hunter may cast
stealthily at normal pace, is always alert to danger, the Haste spell.
forages double as much food as normal, and  Lukou Mask. The shadow hunter adds +3
knows the exact number, sizes, and how long a to the final number of hit points healed
tracked quarry remained in an area. by hunter or shaman spells. This can be
Troll Spearman. The headhunter treats spears as added to the final damage to undead
finesse weapons. cured by said spells. This mask grants the
ACTIONS benefit for one hour.
Handaxe. Melee or Ranged Weapon Attack: +5 to  Shango Mask. The shadow hunter adds +3
hit (+7 if ranged), reach 5 ft. or ranged 20/60 ft., to the final number of damage points
one target. dealt by his hunter or shaman lightning
Hit: 5 (1d6 + 3) slashing damage. spells. This mask grants the benefit for
Spear. Melee or Ranged Weapon Attack: +5 to hit one hour.
(+7 if ranged), reach 5 ft. or ranged 20/60 ft., one  Bwonsamdi Mask. The shadow hunter
target. treats the Exorcism spell as a bonus
Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) if prepared spell (hunter spell list). He may
used with both hands. cast the spell normally or apply it as a
Longbow. Ranged Weapon Attack: +7 to hit, strike effect. This benefit remains for one
ranged 150/600 ft., one target. hour. This affects all undead except
Hit: 7 (1d8 + 3) piercing damage. undead shadows.
Equipment. A headhunter typically carries four  Ogoun and Dambala Masks. The shadow
handaxes and two spears. hunter casts the Polymorph spell for 5
mana points while the mask is active.
Troll Shadow Hunter Hero This is usually used to turn into a snake,
"Want to see somethin' real scary?" or turn an enemy into a frog or likewise
Medium humanoid (troll), chaotic neutral helpless critter.
Armor Class 17 (leather)
Hit Points 82 (11d10 + 22)

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 The Dark Mask. The shadow hunter casts Witch Blast. Ranged Spell Attack: +6 to hit, range
the Big Bad Voodoo spell. This mask also 50 ft., one target.
costs 6 mana points to use. Hit: 10 (3d6) lightning damage. This requires at
Natural Explorer. The shadow hunter is an least 1 mana in reserve for each d6.
expert on their local terrain (typically forest or Equipment. Voodoo doll
marshes). He is not slowed by difficult terrain,
can move stealthily at normal pace, is always alert These reclusive, wily jungle trolls are considered
to danger, forages double as much food as to be the highest authority within their respective
normal, and knows the exact number, sizes, and warbands. They are masters of strange voodoo
how long a tracked quarry remained in an area. magics who can use their spirit-powers to both
Troll Traits. The troll has the following racial heal their allies and place curses upon their
traits hapless enemies, while being an excellent scout
 Ancient Culture: Naturally-Attuned and combatant.
(forests), Dark Promise (Alchemy), Keen The Shadow Hunters walk the line between
Nose, Rapid Regeneration darkness and light in hopes of salvaging the
Voodoo Ritualist. The shadow hunter may triple future for their savage brethren.
the casting time of his hunter spells via a magical
(and often noisy) mask-dance to heighten it by Troll Witch Doctor
one spell level. This increase does not stack with "I hear de summons!"
itself, and can increase the spell level beyond your Medium humanoid (troll), chaotic neutral
normal maximum. Armor Class 13 (heavy leather)
Spellcasting. The shadow hunter is a 6th level Hit Points 32 (5d8 + 10)
spellcaster. Its spellcasting ability is Spirit (spell Mana Points 22 (17 + 2 + 3)
save DC 14, +6 to hit with spell attacks). The Speed 30 ft.
shadow hunter has the following spells (9) STR AGI STA INT SPI CHA
prepared from the hunter and shaman spell lists. 10 (+0) 12 (+1) 14 (+2) 13 (+1) 17 (+3) 14 (+2)
The shadow hunter can always see in the area of Languages Common, Kalimag, Troll
his own darkness spell. Challenge 3 (700 XP)
Cantrip (0 mana): vicious mockery Traits
1st level (4 mana): conjure undead (shadows), Troll Traits. The troll has the following racial
charm undead, riptide, stasis trap traits.
2nd level (5 mana): darkness, serpent ward  Blessed by Loa, Rapid Regeneration
3rd level (6 mana): healing stream, polymorph (or Voodoo Witchery (1/rest). The witch doctor can
hex), shot array (black) to re-awaken fading magics. This can extend
ACTIONS concentration spells one more round, and reset
Multiattack. The shadow hunter can make two the durations of a spell or potion whose duration
attacks. Only one can be a witch blast. If ended or were dispelled. If the duration ended
attacking with the warglaive, the shadow hunter normally, it regains half the duration it once had.
can make an extra attack with the warglaive as a This cannot affect instantaneous spells or spells
bonus action, and can add his ability modifier to with a duration more than 24 hours.
the damage of the attack. Spellcasting. The witch doctor is a 6th level
Warglaive. Melee Weapon Attack: +8 to hit, range spellcaster. His spellcasting ability is Spirit (spell
5 ft., one target. save DC 13, +5 to hit with spell attacks). The
Hit: 8 (1d6 + 5) slashing damage. witch doctor has the following spells (9) prepared
Longbow. Ranged Weapon Attack: +8 to hit, from the shaman spell list:
ranged 150/600 ft., one target. Cantrips (0 mana): invoke elements, shocking bolt,
Hit: 9 (1d8 + 5) piercing damage. vicious mockery

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1st level (4 mana): elemental armor (lightning), Senses passive Perception 10
healing ward, sentry ward, stasis trap, riptide Languages –
2nd level (5 mana): divine shield (bad voodoo), Challenge 1/2 (100 XP)
serpent ward Traits
3rd level (6 mana): chain lightning (lightning bolt) Quick Startup. The turbo-trike takes one round
or conjure undead (undead hexer spirit), to activate.
weakening hex (curse of weakness) or bloodlust Cinematic Leap. The turbo-trike can jump as a
ACTIONS normal creature, jumping twice the normal
Staff. Melee Weapon Attack: +2 to hit, 5 ft., one horizontal distance (28 feet instead of 14), but
target. the distance it can vertically jump is halved for its
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) if Strength (2 feet instead of 5). If in a circumstance
used with both hands. where the DM allows a Strength (Athletics) check
Witch Blast. Ranged Spell Attack: +5 to hit, 50 ft. to jump, the trike has a +4 bonus.
one target. Fuel (1 combustion unit/charge). The construct
Hit: 10 (3d6) lightning damage. This requires at consumes 1 unit for 1 charge (1 rarity, 0 size). As
least 1 mana in reserve for each d6. it runs on a combustion engine, this requires 1
Equipment. The witch doctor usually has two pint of oil for 1 hour of operation. It has the
potions of healing (holy light) and one potion of capacity to hold up to 10 charges (or 10 pints of
enlarge. oil, or 2 vials of phlogiston).
ACTIONS
Trolls are the ultimate witch doctors. It was the Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
trolls, so they say, who invented the art. Their one target.
pots ever bubble with strange concoctions, and Hit: 5 (1d6 + 2) bludgeoning damage.
they scatter protective and decorative totems
around their dwellings. They speak in tongues With the Bilgewater goblins now in the trenches
most can't understand, communing with the with the bigger brutes of the Horde, a significant
strange voodoo spirits from their tribal religion number of trampling deaths have been reported.
that grant them their power. Normally unconcerned with such matters, Trade
They decorate themselves with ritual tattoos and Prince Gallywix was alarmed to learn that the
designs, and shrunken heads dangle from their Forsaken‘s accountants refused to pay soldier
staves. The iconic troll witch doctor focuses on death benefits if the soldiers never got to the
helping his allies with his strange blend of science actual battle, and accidental stomps caused by
and faith. He plants magic totems to help his tauren maneuvers made it extremely difficult to
allies, which may start a bloodlust or an calculate how many goblins had made it to the
adrenaline rush in his body. A powerful witch battlefield before they were rendered flat.
doctor may even transform their foes into frogs. Gallywix offered a substantial cash reward for an
He's not a particularly skillful combatant, but invention that could both lift goblins out of hoof
when the Horde is in a scrape, somebody calls for traffic and speed them along at comparable
the doctor. velocities so that goblin soldiers could die in ―a
calculate-able and reimbursable fashion.‖
Hundreds of submissions were made. Most
Turbo-Trike exploded upon delivery. In the end, the clear
Medium construct (vehicle), unaligned (and relatively undamaged) winner was the sturdy
Armor Class 12 (plating) transport trike created by the remarkably aged
Hit Points 16 (3d8 + 3) Jibidiah ―No Fingers‖ Gragglefutz. Gragglefutz
Speed 50 ft. had been a street-side grenade salesman for
STR AGI STA INT SPI CHA decades, and years of product-related mishaps
14 (+2) 14 (+2) 12 (+1) 1 (-5) 3 (-4) 1 (-5) had borne fruit in this speedy, durable, and
Skills Athletics +4 mostly un-explodable vehicle. Jibidiah gained

208
some renown for his creation, and he now claims Traits
that Gallywix has him hard at work on a speedier Quick Startup. The automated flame turret takes
―turbo‖ version of the trike. Jibidiah's one one round to activate.
complaint is that the substantial cash reward for Mounted Turret. The automated flame turret
designing the trike has been stuck in a can carry, use, and reload any firearms mounted
particularly insidious mess of red tape and mail on it, and can be programmed to respond to
delivery issues. The trade prince apologizes for certain targeting parameters decreed by its user. If
this and promises to put his top goblins on it manipulated by using Thieves‘ Tools or
immediately. Engineer‘s Tools against a DC of 10 + user‘s
engineering bonus, it can be altered to target
Crafting different creatures.
This construct can be crafted and has a rarity of Fuel (2 combustion units/charge). The construct
Common. This construct can be crafted. As a consumes 2 units for 1 charge (2 rarity, 0 size). As
creature of CR 1/2, it has a total cost of 500 gp it runs on a combustion engine, this requires 2
(20 gp base cost x 25 for creatures) in engineering pints of oil for 1 hour of operation. It has the
materials. The engineering materials required is capacity to hold up to 10 charges (or 20 pints of
250 gp to craft it with a competent craftsperson, oil, or 4 vials of phlogiston).
who has a minimum Proficiency Bonus of +2 (as ACTIONS
an Apprentice craftsperson). Blunderbuss, Scattershot. Ranged Weapon Attack:
As a device, it has a malfunction rating of 1-2. +6 to hit (Malfunction 1-2), or a cone 20 feet
long (DC 12 halves damage), range 200/800;
Turret Introduction capacity 2 bullets, one target.
Disputed between being recognized as a dwarven Hit: 13 (2d8 + 4) piercing damage.
or gnomish invention (though likely gnomish), Flame Blast (1/rest). The automated flame turret
turrets remain as powerful and reliable defensive releases a blast of fire in a 15-foot cone. Each
constructs in Alliance territory. creature in the area must make a DC 14 Agility
Adopted by tinkers on the field and designed to saving throw, taking 18 (4d6) fire damage on a
carry up firearms and protect set locations, the failed save, or half as much damage on a
gnomish turret is often a term for a person who successful one. The automated flame turret may
can deal lots of damage at a distance, but cannot also use 2 combustion charges to use this ability.
take a hit.
More advanced turrets are equipped with armor Crafting
plating or are of higher Challenge ratings. This construct can be crafted and has a rarity of
Uncommon. As a creature of CR 2, it has a total
cost of 2,000 gp (80 gp base cost x 25 for
Automated Flame Turret creatures) in engineering materials. The
Small construct, unaligned engineering materials required is 1,000 gp to craft
Armor Class 14 (advanced armor plating) it with a competent craftsperson, who has a
Hit Points 27 (6d6 + 6) minimum Proficiency Bonus of +2 (as an
Speed 0 ft. Apprentice craftsperson).
STR AGI STA INT SPI CHA As a device, it has a malfunction rating of 1-2.
4 (-3) 18 (+4) 13 (+1) 3 (-4) 13 (+1) 1 (-5)
Damage Immunities poison Golem
Condition Immunities charmed, exhaustion, If made into a golem, the flame turret‘s cost
frightened, paralyzed, petrified, poisoned increases by an additional 500 gp, and requires
Senses darkvision 60 ft., passive Perception 11 an infusion matrix of Common rarity.
Languages Understands the languages of its Golems do not require fuel and can follow and
creator but can't speak understand instructions.
Challenge 2 (450 XP)

209
Gnomish Turret who has a minimum Proficiency Bonus of +2 (as
Small construct, unaligned an Apprentice craftsperson).
Armor Class 12 (armor plating) As a device, it has a malfunction rating of 1-2.
Hit Points 9 (2d6 + 2)
Speed 0 ft. Golem
STR AGI STA INT SPI CHA If made into a golem, the gnomish turret‘s cost
4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) increases by an additional 250 gp, and requires
Damage Immunities poison an infusion matrix of Common rarity.
Condition Immunities charmed, exhaustion, Golems do not require fuel and can follow and
frightened, paralyzed, petrified, poisoned understand instructions.
Senses darkvision 60 ft., passive Perception 10
Languages Understands the languages of its Tuskarr
creator but can't speak Medium humanoid (tuskarr), any alignment
Challenge 1/4 (50 XP) Armor Class 13 (natural armor)
Traits Hit Points 16 (3d8 + 3)
Quick Startup. The gnomish turret takes one Speed 20 ft., swim 20 ft.
round to activate. STR AGI STA INT SPI CHA
Mounted Turret. The gnomish turret can carry, 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
use, and reload any firearms mounted on it, and Skills Nature +3, Perception +3, Survival +3,
can be programmed to respond to certain Fishing Tools +2
targeting parameters decreed by its user. If Damage resistances cold
manipulated by using Thieves‘ Tools or Senses passive Perception 13
Engineer‘s Tools against a DC of 10 + user‘s Languages Common, Tuskarr
engineering bonus, it can be altered to target Challenge 1/2 (100 XP)
different creatures. Traits
Fuel (1 combustion units/charge). The construct Hold Breath. The tuskaar can hold its breath for
consumes 1 unit for 1 charge (1 rarity, 0 size). As 30 minutes.
it runs on a combustion engine, this requires 1 ACTIONS
pints of oil for 1 hour of operation. It has the Pickaxe. Melee Weapon Attack: +4 to hit, reach 5
capacity to hold up to 10 charges (or 10 pints of ft., one target.
oil, or 2 vials of phlogiston). Hit: 6 (1d8 + 2) piercing damage.
ACTIONS Spear. Melee or Ranged Weapon Attack: +4 to hit,
Blunderbuss, Scattershot. Ranged Weapon Attack: reach 5 ft. or range 20/60 ft., one target.
+6 to hit (Malfunction 1-2), or a cone 20 feet Hit: 5 (1d6 + 2) piercing damage.
long (DC 12 halves damage), range 200/800;
capacity 2 bullets, one target. The tuskarr (known as Kalu'ak in their own
Hit: 13 (2d8 + 4) piercing damage. language) are a peaceful humanoid walrus-like
people indigenous to the cold shores of
The boomstick is a common heavy firearm, and Northrend. They make their home along the
can be exchanged for more damage. southern coast of the continent having
settlements in Borean Tundra, Dragonblight and
Crafting Howling Fjord.
This construct can be crafted and has a rarity of
Common. As a creature of CR 1/4, it has a total
cost of 250 gp (20 gp base cost x 25 for creatures, U
halved for lower range of CR) in engineering Undead Hexer Spirit
materials. The engineering materials required is Medium undead, chaotic neutral
125 gp to craft it with a competent craftsperson, Armor Class 11

210
Hit Points 38 (7d8 + 7) circle, or alarm), hexers are useful allies when an
Speed 0 ft., fly 60 ft. (hover) enemy is unaware of their existence, acting as
STR AGI STA INT SPI CHA 'magical rogues' in a fashion.
7 (-2) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 17 (+3) Should the Scourge decimate the Ice trolls of
Damage Resistances acid, fire, cold, lightning, Zul'drak, it is likely that such spirits will fall
thunder; bludgeoning, piercing, and slashing under the dominion of the Lich King, adding yet
from nonmagical weapons another weapon to his arsenal.
Damage Immunities fel, poison Hexer spirits usually require sacrifices in return
Condition Immunities frightened, grappled, for their service—a significant amount or quality
paralyzed, petrified, poisoned, prone, restrained of sacrifices may grant the hexer spirit additional
Senses darkvision 60 ft., passive Perception 11 hit dice (as determined by the DM).
Languages Kalimag The trolls of the Darkspear Tribe suffered from
Challenge 3 (700 XP) issues with Hexer spirits once the Horde‘s
Traits leadership made it clear that sacrifices of
Ethereal Sight. The hexer can see 60 feet into the intelligent humanoids was not to be tolerated,
Ethereal Plane when it is on the Material Plane, and most Hexers that opted to remain with their
and vice versa. original witch doctors have grown used to animal
Voodoo Awareness. The hexer spirit can sense its sacrifices instead of that of humans, elves, or
quarry as if under the effects of a Locate Create orcs.
spell.
Incorporeal Movement. The hexer can move V
through other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) arcane Void Lord
damage if it ends its turn inside an object. "It is a facet of the naaru condition - without the void,
ACTIONS the Light cannot exist."
Withering Touch. Melee Weapon Attack: +5 to - D’ore
hit, reach 5 ft., one creature.
Hit: 17 (4d6 + 3) shadow damage. The void lords are monstrous entities composed
Etherealness. The hexer enters the Ethereal of pure shadow energy who dwell within the
Plane from the Material Plane, or vice versa. It is Void, outside the borders of reality. Merciless
visible on the Material Plane while it is in the and cruel beyond imagination, they seek only "to
Border Ethereal, and vice versa, yet it can‘t affect twist reality into a realm of eternal torment", and
or be affected by anything on the other plane. ultimately to devour all matter and energy and
Carry Voodoo (1/long rest). The hexer can hold the universe itself.
one spell from its master (up to a maximum spell However, only the most powerful of the void
level equal to its hit dice), and inflict it on a lords can actually manifest in the physical
target its master commands. universe, and only for limited amounts of time
Once the spell is discharged, the hexer spirit is for their energies quickly seep into nothingness.
free to perform any other duty. The hexer can They thus must consume untold amounts of
cast any spell on the target it has been tasked to matter and energy to maintain their presence.
carry, which requires the normal casting time of From the moment the physical universe was
such a spell. born, the void lords had been watching the titans
of the Pantheon. Envious of the titans' power, the
Hexers are chaotic spirit beings that prefer to void lords attempted to corrupt one of them, but
reside in small areas with lingering necromantic the titans remained impervious to their attempts.
power. They have served witch doctors for eons Instead, the void lords pooled their power and
as aides in magic. Although most spellcasters who hurled dark, parasitic horrors — later known as
are familiar with witch doctors ward their lands the Old Gods — out into the universe to find and
against hexers (often by a hallow spell, magic exert their influence over a titan in its most

211
vulnerable state: before it had awakened. The to the point of becoming Naaru-like beings, and
void lords did not know which planets contained (according to some) are void creatures that result
titan world-souls, and so simply hoped that at of a Naaru losing its light.
least some of their creations would smash into a They are evil creatures of the Void and capable of
planet that contained a nascent titan. destroying entire planets if left unchecked and to
fester. Several of the void gods that have so far
How powerful the void lords are in comparison been seen were created when the light of a naaru
to the titans is unknown. They were described as was forcibly drained from it, with the rest near
being envious of the titans' power. The only K'ara, so they may not be a natural occurrence. A
known direct interactions between the two void god can be turned back into a Naaru
resulted in the void lords' failure to corrupt through great effort, as seen with Saraka and
awakened titans. Instead, the void lords decided Saa'ra.
to go after them while they were in their most
vulnerable form, when they were still slumbering Void Lord Darkling
world-souls, in order to create a dark titan to act Large fiend (Shadow), Neutral Evil
as their agent due to their difficulty manifesting Armor Class 16 (crystalline coating)
in the physical universe. These indicate that they Hit Points 97 (13d10 + 26)
may be weaker than titans while in the physical Mana Points 30 (21 + 4 + 5)
plane. However, the Pantheon believed that Speed 0 ft., fly 40 ft. (hover)
Azeroth would be the only titan capable of STR AGI STA INT SPI CHA
defeating the void lords once and for all, 8 (-1) 16 (+3) 15 (+2) 16 (+3) 21 (+5) 17 (+3)
indicating that the void lords may be stronger Saving Throws Str +2, Spi +8, Cha +6
than the Pantheon while in the Void, though still Skills Arcana +6, Insight +8, Intimidation +6,
weaker than Azeroth alone. Perception +8, Religion +6
Damage Vulnerabilities holy, fel
Quest for World Souls Damage Resistances fire; bludgeoning, piercing,
Void lords may need world-souls for other and slashing from nonmagical weapons
reasons than creating a dark titan. World-souls Damage Immunities lightning, poison, psychic,
represent unimaginable sources of energy, which shadow
would likely counter the seeping out of a void Condition Immunities confusion, exhaustion,
lord's own energies into nothingness when they frightened, paralyzed, petrified, poisoned, prone,
manifest in the Great Dark. As such world-souls restrained
would serve as anchors to the physical universe Senses blindsight 30 ft., darkvision 120 ft.,
for them, being great sources of power to passive Perception 18
consume. Dimensius the All-Devouring was said Languages Shath‘yar, Telepathy 120 ft.
to be a void lord manifesting, but he was Challenge 8 (2,900 XP)
comparatively weak, with only a fraction of his Traits
power, and would've needed to consume matter Void-forge (1/Day). The Void Lord can touch a
and energy to grow in power. It took him years to creature, and suffuse them with the potential to
ravage the ethereal's homeworld of K'aresh. He gain the Void Beast template. The creature must
was also repelled by the sacrifice of a single naaru, complete a short rest, upon which it must
T'uure, while attempting to devour another contemplate dedicating its soul to the Void. If it
world. This gives some insight as to the is willing, it gains the template when its rest ends.
difficulties the void lords face when attempting to Void Resistance (3/Day). If the Void Lord fails a
manifest in the universe. saving throw, it can choose to succeed instead.
Dark Bindings. If the Void Lord makes a Void
Brightening of a Void Lord Blast against a creature grappled by its crystals
Some believe that Void Lords (and Void Gods)
can brighten and be suffused with the Holy Light

212
(see Crystalline Strike), the blast deals double Speed 0 ft., fly 100 ft. (hover)
damage. STR AGI STA INT SPI CHA
Magic Resistance. The Void Lord has advantage 10 (+0) 15 (+2) 17 (+3) 20 (+5) 23 (+6) 20 (+5)
on saving throws against spells and other magical Saving Throws Str +5, Spi +11, Cha +10
effects. This does not apply against spells that Skills Arcana +10, Insight +11, Perception +11,
deal fel or holy damage. Persuasion +10, Religion +10
Innate Spellcasting. The Void Lord is naturally Damage Vulnerabilities holy, fel
attuned to the Void. The Void Lord‘s spellcasting Damage Resistances cold; bludgeoning, piercing,
ability is Spirit (spell save DC 16, +8 to spell and slashing from nonmagical weapons
attacks). The Void Lord can innately cast the Damage Immunities lightning, poison, psychic,
following spells, requiring no material shadow
components: Condition Immunities confusion, exhaustion,
1st level (2 mana): conjure undead, bane, death frightened, paralyzed, petrified, poisoned, prone,
coil restrained
2nd level (3 mana): banishment, desecration Senses blindsight 60 ft., darkvision 120 ft.,
3rd level (5 mana): darkness, mind flay, telekinesis passive Perception 21
5th level (7 mana): void eruption Languages All non-restricted languages, and
ACTIONS Eredun, Telepathy 120 ft.
Multiattack. The Void Lord can make two Challenge 15 (13,000 XP)
crystalline shard attacks. Traits
Crystalline Strike. Melee or Ranged Weapon Folded into Shadow. Whenever the Void Lord
Attack: +6 to hit, reach 10 ft. or range 30/120 ft., deals shadow damage to a creature within 30 ft.,
one target. it is healed half the same amount.
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) Banisher of Light. The area within 120 ft. of the
shadow damage. If the target is Medium or Void Lord ancient cannot go above dim light.
smaller, it is grappled (escape DC 15) and must This acts as a darkness spell of 7th level.
succeed on a DC 15 Intelligence saving throw or Void Suffusion (3/Day). The Void Lord can
be stunned until this grapple ends. The target can touch a creature, and suffuse them with the
repeat their saving throw at the beginning of their potential to gain the Void Beast template. The
turn every round to end the stunned condition. creature must complete a short rest, upon which
The Void Lord regains any crystals it shoots. it must contemplate consigning its fate to the
Void Blast. Ranged Spell Attack: +8 to hit, range Void‘s silence. If it is willing, it gains the template
70 ft., one target. when its rest ends. The Void Lord can
Hit: 12 (5d4) shadow damage. This requires at communicate telepathically with a Void Beast it
least 1 mana in reserve for each d4. created so long as they are on the same plane of
Wracking Echo (3/rest). The Void Lord can send existence.
a resounding echo in a 30-foot radius, forcing all Creeping Void. The Void Lord does not suffer
its enemies to reroll a successful saving throw disadvantage against any creature that is not a
they made in the last round. If it holds its action fiend, construct, or fey.
to use this and uses it to counter an ability, the Dark Bindings. If the Void Lord makes a Void
targets effectively gain disadvantage to their Blast against a creature grappled by its crystals
saving throw against one ability. (see Crystalline Strike), the blast deals double
damage.
Void Resistance (3/Day). If the Void Lord fails a
Void Lord Ancient saving throw, it can choose to succeed instead.
Huge fiend (Shadow), Neutral Evil
Magic Resistance. The Void Lord has advantage
Armor Class 17 (void-suffused coating)
on saving throws against spells and other magical
Hit Points 308 (22d20 + 66)
effects. This does not apply against spells that
Mana Points 35 (23 + 5 + 7)
deal fel or holy damage.

213
Innate Spellcasting. The Void Lord is naturally they made in the last round. If it holds its action
attuned to the Void. The Void Lord‘s spellcasting to use this and uses it to counter an ability, the
ability is Spirit (spell save DC 19, +11 to spell targets effectively gain disadvantage to their
attacks). The Void Lord can innately cast the saving throw against one ability.
following spells, requiring no material Descent to Madness (3/day, 9 mana). The Void
components: Lord casts the maddening darkness spell, requiring
1st level (0 mana): bane, shadow blast, flash of no material components. Creatures ensnared by
shadow its crystalline strike attack have a -2 penalty to
2nd level (2 mana): mana burn, shadow word pain, their saving throws against the spell while they
shadow word death are stunned.
3rd level (3 mana): darkness, phantasmal killer, The void lords are monstrous entities composed
telekinesis of pure shadow energy who rule over the Void,
5th level (6 mana): cripple, mind bomb outside the borders of reality. Merciless and cruel
6th level (7 mana): harm, void crash beyond imagination, they seek only to twist
7th level (8 mana): power word pain reality into a realm of eternal torment, and
ACTIONS ultimately to devour all matter and energy and
Multiattack. The Void Lord can make three the universe itself.
crystalline shard attacks. However, only the most powerful of the void
Crystalline Strike. Melee or Ranged Weapon lords can actually manifest in the physical
Attack: +7 to hit, reach 15 ft. or range 30/120 ft., universe, weakened, and only for limited
one target. amounts of time, for their energies quickly seep
Hit: 12 (3d6 + 2) piercing damage plus 10 (3d6) into nothingness. They thus must consume
shadow damage. If the target is Medium or untold amounts of matter and energy to maintain
smaller, it is grappled (escape DC 15) and must their presence.
succeed on a DC 15 Intelligence saving throw or
be stunned until this grapple ends. The target can LEGENDARY ACTIONS
repeat their saving throw at the beginning of their The Void Lord Ancient can take 3 legendary
turn every round to end the stunned condition. actions, choosing from the options below. Only
The Void Lord regains any crystals it shoots. one legendary action option can be used at a time
Maddening Hail (Recharge 3-6). The void lord and only at the end of another creature's turn.
ancient makes four Shadow Blast attacks. The Void Lord ancient regains spent legendary
Shadow Blast. Ranged Spell Attack: +11 to hit, actions at the start of its turn.
range 90 ft., one target. Detect. The Void Lord makes a Spirit
Hit: 17 (7d4) shadow damage. This requires at (Perception) check.
least 1 mana in reserve for each d4. Crystalline Shard. The Void Lord Ancient makes
Shadow Pulse. The Void Lord can send a a crystalline shard attack. If it already has a
resounding pulse of void power in a 30-foot creature grappled by a shard, it can attempt to re-
radius. Each creature in the area takes 72 (16d8) stun the target by pulsing again.
shadow damage and be confused. A creature that Dark Release (Costs 3 actions). The naaru uses
succeeds on a DC 19 Spirit saving throw takes its Shadow Pulse action. If the Void Lord
half damage, and is not confused. A creature can Ancient also has uses of its Wracking Echo ability
repeat the saving throw at the end of each of its left, it can also apply it, and can choose which
turns, ending the confusion on itself on a success. creatures are affected by its Shadow Pulse ability.
Celestials and fiends have disadvantage to the
saving throw. Voidwalker
Wracking Echo (3/rest). The Void Lord can send Medium fiend (Shadow), evil
a resounding echo in a 30-foot radius, forcing all Armor Class 14 (natural deflection)
its enemies to reroll a successful saving throw Hit Points 45 (7d8 + 14)

214
Mana Points 16 (14 + 2) A voidwalker‘s sole purpose is to unconditionally
Speed 30 ft. serve a master. Thus, travelers rarely encounter
STR AGI STA INT SPI CHA them alone. The voidwalker is often a warlock‘s
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 14 (+2) choice fel companion for its ability to intercept a
Saving Throws Str +5, Sta +4 single foe and keep him or her occupied. Many
Damage Resistances cold; bludgeoning, piercing, warlocks also prefer to do without the
and slashing from non magical weapons that mischievousness of an imp or the jealousy of a
aren't silvered succubus, preferring instead the unwavering,
Damage Immunities poison, shadow silent loyalty of a voidwalker. Voidwalkers
Condition Immunities poisoned understand but do not speak Eredun until they
Senses darkvision 120 ft., passive Perception 10 have 10 hit dice--in which case they also develop
Languages Understands Shath‘yar but cannot speech.
speak it
Challenge 2 (450 XP) Vrykul Introduction
Traits
Vrykul (pronounced "VRYE-kool") are a race of
Shadow Sight. Magical darkness doesn't impede
fearsome half-giant warriors who are the result of
the voidwalker‘s darkvision.
the Curse of Flesh afflicting the iron vrykul. They
Consume Shadows (1/long rest). A voidwalker in
are the progenitors of the human race, which
total darkness can spend an action concentrating,
consists in the weak and deformed offsprings that
and heal itself as if it is resting (such as by
the vrykul produced when they were hit by the
spending as much hit dice to heal as it wishes,
Curse of Flesh. The vrykul live mostly in
despite it not actually resting or spending an
Northrend, and are led by King Ymiron from
hour). This acts as normal rest for all purposes
Utgarde Keep.
except for regaining uses of abilities. A
Thousands of years ago, a group of them
voidwalker may consume shadows in shadowy
migrated to the sacred region of Stormheim in
illumination but heals only half this amount.
search of their true gods. Being a seafaring race,
Magic Resistance. The voidwalker has advantage
some also took to the seas, with one such group
on saving throws against spells and other magical
settling on Kul Tiras, inhabiting the region of
effects.
Drustvar as the Drust.
Tormenting Strike. The voidwalker may, as a
bonus action, affect a creature struck by it with
the Compelled Duel spell, DC 14. The effect Vrykul Raider
ends if the voidwalker attacks another creature, Large giant (vrykul), lawful evil
has the strike on another target, if the targeted Hit Points 37 (5d10 + 15)
creature is attacked by an ally of the Voidwalker, Armor Class 14 (armor scraps)
or if the voidwalker ends its turn more than 30 ft. Speed 30 ft.
away from the targeted creature. STR AGI STA INT SPI CHA
ACTIONS 16 (+3) 14 (+2) 13 (+3) 10 (0) 11 (+0) 10 (0)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Saving throws Sta +5
one target. Skills Perception +2, Navigator‘s Tools +2
Hit: 6 (1d6 + 3) bludgeoning damage. Senses darkvision 60 ft., passive Perception 12
Languages Common, Vrykul
This hulking blue creature looks vaguely Challenge 1 (200 XP)
humanoid. It seems to appear from within a ACTIONS
black cloud as dark as the void. Voidwalkers are Battleaxe. Melee Weapon Attack +5 to hit, reach 5
demons created from the chaos of the Twisting ft., one target.
Nether. Their touch is misery, and it can Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 +
momentarily blind a creature to other threats. 3) slashing damage if used with both hands.

215
Javelin. Melee or Ranged Weapon Attack: +5 to hit, The vrykul is known as a dragon witch if female,
reach 5 ft. or range 30/120 ft., one target. and a mystic if a male.
Hit: 10 (2d6 + 3) piercing damage.
Vrykul, Iron
Vrykul raiders ride in parties of ten to twenty on Huge giant, neutral
longships, raiding the shores of Northrend or Armor Class 14 (natural armor)
southern isles. Hit Points 115 (10d12 + 50)
Speed 30 ft.
Vrykul Mystic STR AGI STA INT SPI CHA
Large giant (vrykul), lawful evil 22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)
Armor Class 13 (armor scraps) Damage Resistances cold, fel, shadow;
Hit Points 39 (6d10 + 6) bludgeoning, piercing, and slashing from
Mana points 22 (16 + 3 + 3) nonmagical weapons
Speed 30 ft. Damage Immunities lightning, poison, psychic
STR AGI STA INT SPI CHA Condition Immunities exhaustion, petrified,
14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1) poisoned
Saving throws Sta +3, Int +3 Senses darkvision 60 ft., passive Perception 8
Skills Medicine +7, Perception +5, Religion +4, Languages Giant
Persuasion +3 Challenge 6 (2,300 XP)
Senses darkvision 60 ft., passive Perception 15 Traits
Languages Common, Vrykul Lightning Affinity (1/rest). The iron vrykul can
Challenge 3 (700 XP) cast the one of the following spells. Once one of
Traits these spells is cast, it cannot cast it again until
Mistsight. The vrykul ignore concealment from after a short rest. The spell levels are cast as if 3rd
fog and mist. level.
Spellcasting. The vrykul is a 6th level spellcaster.  Elemental Armor spell (can only choose
Its spellcasting ability is Intelligence (spell save lightning)
DC 13, +5 to hit with spell attacks). The vrykul  Elemental Shock (can only choose lightning)
can prepare the following spells (9) from the  Elemental Tongue
mage spell list: ACTIONS
Cantrips (0 mana): chill touch, minor illusion, Multiattack. The iron vrykul makes two
frost bolt greatsword attacks.
1st level (4 mana): cause fear, fog cloud Greatsword. Melee Weapon Attack: +9 to hit,
2nd level (5 mana): berserker rage, blink step, reach 10 ft., one target.
phantasmal force, gust of wind Hit: 20 (4d6 + 6) slashing damage.
3rd level (6 mana): blizzard, gaseous form, Rock. Ranged Weapon Attack: +9 to hit, range
telekinesis 30/120 ft., one target.
ACTIONS Hit: 28 (4d10 + 6) bludgeoning damage.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Iron vrykul are the original form of the vrykul,
Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + before they were afflicted with the Curse of Flesh.
2) slashing damage if used with both hands. They were created by the titan Keepers from the
Misty Blast. Ranged Spell Attack: +5 to hit, range Forge of Wills, in the Halls of Lightning wing of
50 ft., one target. Ulduar, alongside many other titan-forged such
Hit: 10 (3d6) cold damage. This requires at least as the earthen.
1 mana in reserve for each d6. The vrykul were created by the Titans during the
ordering of Azeroth. After the defeat of the Old
Gods on Azeroth, the keepers crafted with the

216
help of the Forge of Wills a second generation of time. Like life, they shall be powerful. Like death, they
titan-forged, amongst them the iron-skinned shall be eternal.‖
vrykul. Their task was to safeguard the Keeper's — Odyn
holding alongside the chiseled tol'vir. The vrykul Large undead, unaligned
revered their creators and worshiped them as Armor Class 14 (radiant skin)
gods. They were aware to at least some extent of Hit Points 71 (11d8 + 22) + 12 temporary hit
the events which took place in that period, points
including Tyr's battle with the mighty Galakrond, Mana Points 27 (17 + 2 + 3 + 5)
and incorporated at least some of their exploits Speed 30 ft., fly 40 ft.
during that period into their legends and STR AGI STA INT SPI CHA
mythology. 14 (+2) 11 (+0) 14 (+2) 15 (+2) 17 (+3) 13 (+1)
Saving Throws Sta +5, Spi +6
Variant: Kvaldir Skills Arcana +5, History +6, Perception +6
―Beware the mist and fog, mortals; for with them comes Senses darkvision 120 ft., passive Perception 16
your end.‖ Languages Common, Eredun, Titan
— Windan of the Kvaldir Challenge 7 (2,900 XP)
The kvaldir also known as sea vrykul, are the Traits
spirits of fearsome vrykul warriors or seafaring Ascendant Daughters. When within 120 feet of
raiders who roam the seas raiding ships and Odyn or within his realm, the val‘kyr increase
coastal settlements. Working for Helya, the their maximum hit points by 20 and are under
kvaldir raid the coasts and pull souls to Helheim, the effects of a 5th-level inner fire spell.
thus robbing Odyn of potential champions. Planar Wanderer (1/long rest). The val‘kyr can
The spirits of those dishonorable warriors spend cast the plane shift spell, but only to enter or leave
eternity in Helheim locked in an endless futile the Shadowlands.
battle, always seeking glory but never able to Spirit Guide (1/long rest). The val‘kyr can cast
attain it. the raise dead and revivify spells without spending
The tuskarr call the kvaldir tuk-hariq, meaning material components. Once this ability is used,
"walkers of the fog" in their language. They also they cannot use it again until after a long rest.
refer to the kvaldir as sons of the mist. Also, unlike with normal raise dead, the val‘kyr
The Kvaldir ride on longships to attack waterside can restore lost body parts, including ones that
settlements under the cover of night, fog, and are required for survival.
mist, benefitting from their superior sight in True Healing. The val‘kyr‘s spells that heal the
these conditions. living on your spell list can heal undead and
constructs (such as holy light and heal). A given
Kvaldir use the statistics of Vrykul, except that creature must be studied for at least one hour
they are undead and not giants, and they have before she may adapt her power to heal them,
the following traits. however. For instance, studying a forsaken for
Mistsight. The Kvaldir ignore concealment from one hour allows her to heal all forsaken with the
fog and mist. holy light spell.
Undead Nature. Kvaldir do not need to eat, Spellcasting. The val‘kyr is an 10th level
drink, sleep, or breathe. spellcaster. Her spellcasting ability is Spirit (spell
save DC 16, +8 to hit with spell attacks). The
Variant: Val’kyr val‘kyr has the following spells (13) prepared
―I saw the answer. For in life, there exists death, and in from the priest spell list:
death, there can be life. But there are only beings of life Cantrips (0 mana): mending, toll the dead, word
and beings of death. My messengers must span both of radiance
realms. They will be formed from the vrykul, and their 1st level (2 mana): bless, holy light, inner fire,
bravery shall preserve their brethren as Valarjar for all renewing light

217
2nd level (3 mana): hold undead, holy fire Large giant (vrykul), lawful evil
3rd level (4 mana): holy nova, exorcism (6d10), Armor Class 13 (hide armor)
revivify Hit Points 13 (2d8 + 4)
4th level (6 mana): radiant skin (demon skin; 12 Speed 30 ft.
hp) STR AGI STA INT SPI CHA
5th level (7 mana): conjure undead (any CR 2), 14 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0)
flame strike, raise dead Skills Vehicles (Water) +2, Navigator‘s Tools +2
ACTIONS Senses darkvision 60 ft., passive Perception 10
Longsword. Melee Weapon Attack: +5 to hit, reach Languages Common, Vrykul
10 ft., one target. Challenge 1/2 (100 XP)
Hit: 8 (1d8 + 2) slashing damage. ACTIONS
Radiant Blast. Ranged Spell Attack: +8 to hit, Battleaxe. Melee Weapon Attack +4 to hit, reach 5
range 70 ft., one target. ft., one target.
Hit: 12 (5d4) holy damage. This requires at least Hit: 11 (2d8 + 2) slashing damage, or 14 (2d10 +
1 mana in reserve for each d4. 2) slashing damage if used with both hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
Val'kyr are a type of ascended female vrykul. The reach 5 ft. or range 30/120 ft., one target.
original Val'kyr are warriors of the Light created Hit: 9 (2d6 + 2) piercing damage.
to serve the Prime Designate Odyn by bringing
the spirits of the glorious dead to his Halls of W
Valor. The Val'kyr of the Scourge acted as the
Lich King 's agents in the spirit world and were Warframe Introduction
described by Thoralius the Wise as fearsome Warframes (sometimes called battlesuits) are
creatures made of pure nightmare. After the machines serving the Army of the Light. They are
defeat of the Lich King, several Val'kyr now serve truly fearsome instruments of war, capable of
the Forsaken under Sylvanas Windrunner. dealing and withstanding much damage. They are
The original Val'kyr are ascended vrykul warriors even capable of flight, although the Lightforged
of the Valkyra, who prove their worth to Eyir in try to keep a low profile to avoid attracting the
order to become Val'kyr. As Val'kyr, they take attention of the Legion.
worthy vrykul warriors who die with glory in
battle to the Halls of Valor, where they will feast Warframe Battlesuit
and battle for eternity as part of Odyn 's Valarjar. Large construct, lawful good
Val'kyr are considered "sunborne" when they are Armor Class 18 (armor plating)
honored in the presence of Odyn. Hit Points 60 (8d8 + 24)
From the vrykul in his service, the Lich King Speed 30 ft., fly 20 ft.
learned of the Val'kyr and their ability to corral STR AGI STA INT SPI CHA
spirits and even delve into the Shadowlands, the 16 (+3) 10 (+0) 17 (+3) 5 (-3) 8 (-1) 6 (-2)
realm of the death. The Lich King tried to create Saving Throws Sta +5, Cha +0
his own Val'kyr, but the task proved difficult even Skills Athletics +5
for him. After missteps, he finally succeeded and Damage Resistances cold, fire, fel, lightning
the Scourge Val'kyr were born. The Val'kyr Damage Immunities poison, psychic
greatly enhanced his ability to control the dark Condition Immunities blinded, deafened,
powers of undeath. exhaustion, paralyzed, petrified, poisoned
Spirit healers are Val'kyr who, siding with neither Senses blindsight 60 ft. (blind beyond this
Helya nor Odyn, chose to remain in the radius), passive Perception 9
Shadowlands to aid unfortunate adventurers. Languages understands Celestial but can't speak
Challenge 3 (700 XP)
Vrykul Crewman Traits

218
Laser Guidance (8 mana). The construct can craftsperson, who has a minimum Proficiency
spend a bonus action to gain a +10 bonus to Bonus of +3 (as a Journeyman craftsperson).
attack with its melee or ranged attacks. As a device, it has a malfunction rating of 1-3.
Vindication (2/short rest). The warframe spends
one hit dice to heal itself, and gains a +2 bonus to Golem
AC for until the end of its turn in the next If made into a golem, the warframe battlesuit‘s
round. cost increases by an additional 2,000 gp, and
Fuel (8 mana points/charge). The construct requires an infusion matrix of Uncommon rarity.
consumes 8 units for 1 charge (4 rarity, 4 size). As Golems do not require fuel and can follow and
it runs on a mana engine, this requires 8 mana understand instructions.
points for 1 hour. It has the capacity to hold up
to 10 charges (or 80 mp). Warframe Titan
ACTIONS Huge construct, lawful good
Multiattack. The warframe makes two attacks. Armor Class 18 (plating, shield)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit Points 123 (13d10 + 52)
one target. Speed 30 ft., fly 60 ft. (hover)
Hit: 10 (2d6 + 3) bludgeoning damage. STR AGI STA INT SPI CHA
Holy Gun. Ranged Weapon Attack (Malfunction 1- 21 (+5) 11 (+0) 18 (+4) 5 (-3) 11 (+0) 6 (-2)
3): +2 to hit, range 200/800; capacity 3 bullets, Saving Throws Sta +7, Cha +0
one target. Skills Athletics +7
Hit: 13 (3d8) piercing damage, plus 3 (1d6) holy Damage Resistances cold, fire, fel, holy, lightning
damage. Damage Immunities poison, psychic
Warframe Weapons (Recharge 5-6). The Condition Immunities blinded, deafened,
warframe uses one of the following attacks. exhaustion, paralyzed, petrified, poisoned
 Judgment Blast. The warframe releases holy Senses blindsight 60 ft., passive Perception 9
power in a 15-foot cone. Each creature in the Languages Celestial, Common
area must make a DC 13 Agility saving Challenge 6 (2,300 XP)
throw, taking 18 (4d8) holy damage on a Traits
failed save, or half as much damage on a Laser Guidance (8 mana points). The construct
successful one. can spend a bonus action to gain a +10 bonus to
 Purifying Flame. The warframe exhales fire in attack with its melee or ranged attacks.
a 15-foot cone. Each creature in the area Vindication (5/short rest). The warframe spends
must make a DC 13 Agility saving throw, one hit dice to heal itself, and gains a +2 bonus to
taking 22 (4d10) fire damage on a failed save, AC for until the end of its turn in the next
or half as much damage on a successful one. round.
Fuel (14 mana points/charge). The construct
The holy gun is an enchanted blunderbuss that consumes 14 units for 1 charge (8 rarity, 6 size).
deals extra holy damage, and has a mana engine As it runs on a mana engine, this requires 14
keyed to divine spellcasters. mana points for 1 hour. It has the capacity to
hold up to 10 charges (or 140 mp).
Crafting ACTIONS
This construct can be crafted, and has a rarity of Multiattack. The warframe makes two attacks.
Rare. As a creature of CR 3, it has a total cost of Slam. Melee Weapon Attack: +8 to hit, reach 10
4,000 gp (320 gp base cost x 25 for creatures, ft., one target.
halved for lower range of CR) in engineering Hit: 15 (3d6 + 5) bludgeoning damage.
materials. The engineering materials required is Holy Gun. Ranged Weapon Attack (Malfunction 1-
2,000 gp to craft it with a competent 3): +3 to hit, range 200/800; capacity 3 bullets,
one target.

219
Hit: 13 (4d8) piercing damage, plus 7 (2d6) holy Senses darkvision 60 ft., passive Perception 16
damage. Languages –
Warframe Weapons (Recharge 5-6). The Challenge 6 (2,300 XP)
warframe uses one of the following attacks. Traits
 Judgment Blast. The warframe releases holy Dread Ambusher. The warp stalker gains a +3
power in a 15-foot cone. Each creature in the bonus their initiative rolls. Also, the start of its
area must make a DC 13 Agility saving first turn of each combat encounter, its speed
throw, taking 36 (8d8) holy damage on a increases by 10 feet, which lasts until the end of
failed save, or half as much damage on a that turn.
successful one. Deadly Striker. On the first turn of combat, the
 Purifying Flame. The warframe exhales fire in warp stalker deals an additional 1d6 points of
a 15-foot cone. Each creature in the area damage with its attacks.
must make a DC 13 Agility saving throw, ACTIONS
taking 36 (4d10) fire damage on a failed save, Multiattack. The warp stalker makes two attacks:
or half as much damage on a successful one. one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
The holy gun is an enchanted blunderbuss that one target.
deals extra holy damage, and has a mana engine Hit: 12 (2d8 + 3) piercing damage, and the target
keyed to divine spellcasters. must make a DC 14 Stamina saving throw, or be
paralyzed for 1 minute. A creature can repeat the
Crafting saving throw at the end of each of its turns,
This construct can be crafted and has a rarity of ending the effect on itself on a success. If a
Epic. As a creature of CR 6, it has a total cost of creature's saving throw is successful or the effect
32,000 gp (1,280 gp base cost x 25 for creatures) ends for it, the creature has advantage to the
in engineering materials. The engineering warp stalker‘s poison for the next 24 hours.
materials required is 16,000 gp to craft it with a Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
competent craftsperson, who has a minimum one target.
Proficiency Bonus of +4 (as an Expert Hit: 10 (2d6 + 3) slashing damage, plus 4 (1d8)
craftsperson). poison damage.
As a device, it has a malfunction rating of 1-4. Phase Warp (6/rest). The warp stalker enters or
the Ethereal Plane from The Material Plane, or
Golem vice versa. It is visible on The Material Plane
If made into a golem, the warframe titan‘s cost while it is in the Border Ethereal (although it may
increases by an additional 8,000 gp, and requires still attempt to hide), and vice versa, yet it can't
an infusion matrix of Rare rarity. Golems do not affect or be affected by anything on the other
require fuel and can follow and understand plane. While in the Ethereal Plane, its speed is
instructions. doubled.

Warp Stalker Originally called stalkers or forest stalkers, these


Medium beast, unaligned predatory animals used skin with natural
Armor Class 14 (rippling scales) camouflage ability to strike, as well as to sneak in
Hit Points 84 (13d8 + 26) and steal the eggs of their prey.
Speed 30 ft. They were native to many areas of Draenor, and
STR AGI STA INT SPI CHA following the planet's destruction they became
16 (+3) 17 (+3) 15 (+2) 6 (-2) 16 (+3) 6 (-2) corrupted by the Burning Legion into warp
Saving Throws Str +6, Agi +6 stalkers and gained the ability to teleport by
Skills Perception +6 phasing in and out of the physical and astral
Damage Resistances poison dimensions at will. This ability disturbs magical

220
energy flows and causes spells to fizzle out Multiattack. The wildkin makes two attacks: one
wherever the creatures blink into existence, with its beak and one with its claws.
making them an annoyance to magic-users. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
There are reports that Legion officers use warp one target.
stalkers as mounts. After hatching, these twisted Hit: 8 (1d10 + 3) piercing damage.
reptiles devour the weaker members of their Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
clutches as an act of dominance. one target.
Hit: 12 (2d8 + 3) slashing damage.
Warp stalkers are mainly found in the Blade's
Edge Mountains, Terokkar Forest, and The wildkin, a beast half-bear/half-owl, acts as a
Netherstorm in Outland, as well as in Mac'Aree powerful force for good and a staunch ally of the
on Argus. There also seems to be a breed in night elves. While good-tempered and wise, the
Vashj'ir on Azeroth, though whether these are wildkin fights fiercely against evildoers, especially
true warp stalkers or not is unknown. undead and the forces of the Burning Legion.
Most wildkin treat peaceful travelers with respect,
Variant: Void Stalkers sometimes coming to their aid or assisting lost
Warp stalkers that have been corrupted by the visitors out of their forests. They ferociously
Void are known as voidstalkers. attack hostile creatures on sight. The wildkin
Instead of being resistant to poison damage and have long been considered a sacred animal by the
their claws dealing extra poison damage, they are night elves, and the tauren. The priests of Elune
resistant to shadow damage and their claws deal see the wildkin as imbued with the spirit and
extra shadow damage. strength of the Moon Goddess, and the druids
see them as guardians and protectors of nature.
Full-grown wildkin exceed 10 feet in height and
Wildkin weigh over 3,000 pounds. They prefer the
Large beast, unaligned
serenity of nature and stay away from populated
Armor Class 13 (natural armor)
areas, frequenting the Barrens or the glades of
Hit Points 52 (5d10 + 15)
Mount Hyjal. They are known to assist night
Speed 30 ft.
elves and ancients in guarding locations that
STR AGI STA INT SPI CHA
those races deem important. Heroes who
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 7 (-2)
encounter wildkin either come away speaking of
Skills Perception +3
their incredible gentleness or their tremendous
Senses darkvision 60 ft., passive Perception 13
ferocity.
Languages Understands Elven and Druidic, but
cannot speak it
Challenge 2 (450 XP) Wisp
Traits Small fey, neutral good
Keen Sight and Smell. The wildkin has Armor Class 11
advantage on Spirit (Perception) checks that rely Hit Points 9 (2d6 + 2)
on sight or smell. Speed fly 40 ft. (hover)
Strength of the Wilds (2/day). The wildkin can STR AGI STA INT SPI CHA
rage, gaining advantage to Strength checks and 12 (+1) 12 (+1) 13 (+1) 7 (-2) 13 (+1) 15 (+2)
Strength saving throws, +2 to damage rolls, and Skills Stealth +3
gains resistance to bludgeoning, piercing, and Senses passive Perception 11
slashing damage. This rage remains for one Languages Understands Elven, but cannot speak
minute, or until the wildkin does not hit or get it
hit for one round. Challenge 1/4 (50 XP)
ACTIONS Traits

221
Extract Wood. The wisp can extract wood by Savage and powerful beasts skilled in hunting
stimulating its growth and warping. This acts as and tracking, wolves‘ strength is in numbers and
normal harvesting, but takes three times as long, their coordinative tactics.
though it does not harm the tree.
ACTIONS Wolf Adult
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., Medium beast, unaligned
one target. Armor Class 13 (Natural Armor)
Hit: 1 arcane damage. Hit Points 11 (2d8 + 2)
Detonate. The wisp can cast the Detonate Mana Speed 40 ft.
spell at the cost of its life. STR AGI STA INT SPI CHA
Plant Ancient. The wisp can implant itself to 13 (+1) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 6 (-2)
create an ancient. This process creates an ancient Skills Perception +3, Stealth +4
which cannot move or act, but transforms over Senses passive Perception 13
the years into a powerful ally to the Night Elves. Languages —
 Treant (minor) takes 10 years Challenge 1/4 (50 XP)
 Ancient of Lore, War, and Wind takes 250 Traits
years Keen Hearing and Smell. The wolf has
 Tree of life takes 1,000 years advantage on Spirit (Perception) checks that rely
on hearing and smell.
Wisps are ancient spirits of nature that inhabit Pack Tactics. The wolf has advantage on an
the forestlands of Kalimdor. Legends say that attack roll against a creature if at least one of the
Wisps are actually the disembodied spirits of wolf‘s allies is within 5 feet of the creature and
deceased night elves, but these rumors have yet to the ally isn‘t incapacitated.
be proven. The wisps act in unison with the night ACTIONS
elves and serve to strengthen the demigod-like Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
trees known as the Ancients. Beckoned by the one target.
night elves, Wisps are capable of animating Hit: 4 (1d6 + 1) piercing damage. If the attack
various trees and expanding themselves into deals maximum damage, the wolf also knocks the
rough-hewn structures of living wood and stone. target prone.
Mysterious ―forest spirits‖ of unknown origin,
wisps are able to heal ancients and keep the forest Wolf, Frost
clean and pure.
Large beast, unaligned
They are dedicated to the well-being of night elf
Armor Class 14 (natural armor)
forests, and are connected to the forest on a
Hit Points 37 (5d10 + 10)
supernatural level rivaling that of Cenarius‘
Speed 50 ft.
children; indeed, many believe that wisps often
STR AGI STA INT SPI CHA
evolve into mighty ancient protectors and other
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
creatures. Wisps play a major role in night elf life
Skills Perception +3, Stealth +4
by creating and repairing their wooden
Damage Resistances cold
structures. In addition to healing living wood
Senses passive Perception 13
with their mere touch they can detonate
Languages —
themselves to banish or kill summoned monsters
Challenge 1 (200 XP)
(such as any fiend, elemental, or several kinds of
Traits
undead). Wisps show little intelligence, free will
Keen Hearing and Smell. The wolf has
or self-interest. They appear to exist purely to
advantage on Spirit (Perception) checks that rely
serve the will of the night elves.
on hearing or smell.
Pack Tactics. The wolf has advantage on an
Wolf Introduction attack roll against a creature if at least one of the

222
wolf‘s allies is within 5 feet of the creature and Led by their indomitable king, Genn Greymane,
the ally isn‘t incapacitated. the proud citizens of Gilneas once stood with the
ACTIONS Alliance against the vile orcish Horde that sought
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., to conquer all of Lordaeron. Gilneas survived
one target. but, in the years following the Second War, the
Hit: 10 (2d6 + 3) piercing damage. If the target is kingdom drew ever inward. Distrustful of their
a creature, it must succeed on a DC 13 Strength former allies, the Gilneans erected a mighty wall
saving throw or be knocked prone. at the borders of their land, closing off their
nation - and their hearts - from an ever-darkening
Wolf, Frost, Greater world. Now, many years later, as the seemingly
Large monstrosity, neutral unstoppable undead Scourge marches across
Armor Class 13 (natural armor) Lordaeron, human civilization once again teeters
Hit Points 75 (10d10 + 20) on the edge of destruction. As war and terror
Speed 50 ft. close in all around them, the citizens of Gilneas
STR AGI STA INT SPI CHA are faced with one, terrible truth: their mighty
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1) wall cannot hold back the dead for much longer
Skills Perception +5, Stealth +3 and, worse, rumors of a new threat have risen
Damage Immunities cold within the kingdom's borders of feral, nightmare
Senses passive Perception 15 creatures that walk upright as men but hunt and
Languages Understands Common and Orcish, howl as wolves.
but cannot speak them
Challenge 3 (700 XP) Worgen as Characters
Traits See the core document.
Keen Hearing and Smell. The wolf has
advantage on Spirit (Perception) checks that rely Worgen Ambusher
on hearing or smell. "Our curse grants us strength."
Pack Tactics. The wolf has advantage on an Medium humanoid (worgen), lawful neutral
attack roll against a creature if at least one of the Armor Class 13 (leather)
wolf‘s allies is within 5 feet of the creature and Hit Points 32 (5d8 + 10)
the ally isn‘t incapacitated. Speed 30 ft., 40 ft. in worgen form
Snow Camouflage. The wolf has advantage on STR AGI STA INT SPI CHA
Agility (Stealth) checks made to hide in snowy 12 (+1) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 9 (-1)
terrain. Damage Resistances poison
ACTIONS Skills Stealth +4, Perception +3
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Senses darkvision 60 ft., passive Perception 13
one creature. Languages Common, Elven
Hit: 11 (2d6 + 4) piercing damage. If the target is Challenge 2 (450 XP)
a creature, it must succeed on a DC 14 Strength Traits
saving throw or be knocked prone. Fighting Style (two-weapon fighting). When you
Cold Breath (Recharge 5–6). The wolf exhales a engage in two-weapon fighting, the worgen can
blast of freezing wind in a 15-foot cone. Each add his ability modifier to the damage of the
creature in that area must make a DC 12 Agility second attack.
saving throw, taking 18 (4d8) cold damage on a Hunter Talents. The worgen has the following
failed save, or half as much damage on a hunter talents.
successful one.  Dread Ambusher
Natural Explorer. The worgen is an expert on
Worgen Introduction their local terrain (typically forests). He is not
slowed by difficult terrain, can move stealthily at

223
normal pace, is always alert to danger, forages Hit Points 11 (2d8 + 2)
double as much food as normal, and knows the Speed 30 ft.
exact number, sizes, and how long a tracked STR AGI STA INT SPI CHA
quarry remained in an area. 14 (+2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Worgen Traits. The worgen has the following Skills Perception +2
racial traits. Senses darkvision 60 ft., passive Perception 12
 Aberration, Worgen Form (Embrace the Languages Common
Beast), Worgen Curse Challenge 1/8 (25 XP)
ACTIONS Traits
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Worgen Traits. The worgen has the following
reach 5 ft. or ranged 20/60 ft., one target. racial traits.
Hit: 4 (1d4 + 2) slashing or piercing damage.  Aberration, Worgen Form (Embrace the
Bite (Worgen Form only). Melee Weapon Attack: Beast), Worgen Curse
+4 to hit, reach 5 ft., one target. ACTIONS
Hit: 5 (1d6 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit,
Claw (Worgen Form only). Melee Weapon Attack: reach 5 ft. or range 20/60 ft., one target
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hit: 4 (1d4 + 2) slashing damage, and the target is Light Crossbow. Ranged Weapon Attack: +3 to hit,
grappled (Escape DC 11). range 80/320 ft., loading, one target.
Pistol, Iron. Ranged Weapon Attack (Malfunction Hit: 6 (1d8 + 2) piercing damage.
0): +4 to hit, range 100/400; capacity 2 bullets, Bite (Worgen Form only). Melee Weapon Attack:
one target. +4 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 2) piercing damage. Hit: 5 (1d6 + 2) piercing damage.
Worgen Form (Embrace the Beast). On his turn, Claw (Worgen Form only). Melee Weapon Attack:
the worgen can shift from human form to worgen +4 to hit, reach 5 ft., one target.
form as a bonus action. Shifting lasts until he Hit: 4 (1d4 + 2) slashing damage, and the target is
ends it on his turn as a bonus action. He also grappled (Escape DC 12).
gains the following features. Worgen Form (Embrace the Beast). On his turn,
 When he shifts into this form, he gains 7 the worgen can shift from human form to worgen
temporary Hit Points. He can only gain form as a bonus action. Shifting lasts until he
these temporary Hit Points once per long ends it on his turn as a bonus action. He also
rest. gains the following features.
 He can use the Dash action as a bonus  When he shifts into this form, he gains 4
action. temporary Hit Points. He can only gain
 Furthermore, when he uses the Attack these temporary Hit Points once per long
action with an unarmed strike with his rest.
natural weapon on his turn, he can make  He can use the Dash action as a bonus
another unarmed strike as a bonus action.
action.  Furthermore, when he uses the Attack
action with an unarmed strike with his
Worgen ambushers are hunters or nobility who natural weapon on his turn, he can make
chose to embrace the worgen curse, allowing another unarmed strike as a bonus
them to develop into terrifyingly capable skulkers action.
and elite combatants.
> Worgen War Dog
Worgen Guard/Recruit Medium beast, unaligned
Medium humanoid (worgen), lawful neutral Armor Class 12
Armor Class 17 (chain shirt, shield) Hit Points 5 (1d8 + 1)

224
Speed 40 ft. and flanking, as well as distinctive formations for
STR AGI STA INT SPI CHA different foes.
14 (+2) 14 (+2) 12 (+1) 3 (-4) 15 (+2) 7 (-2) Most wyrmkin fight in large units, they known
Skills Perception +4 for flanking their enemies or taking specific
Senses passive Perception 14 formations, but they rarely think of strategies on
Languages — their own. Their one critical flaw is a lack of
Challenge 1/8 (25 XP) initiative and creative, independent thinking.
Traits Despite this shortcoming, they are a feared battle
Keen Hearing and Smell. The war dog has unit, capable of wreaking much havoc.
advantage on Spirit (Perception) checks that rely Fortunately, most of these groups are led by
on hearing or smell. higher-ranking dragonspawn, to whom the
ACTIONS wyrmkin looks for orders. Wyrmkin are almost
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., always warriors, although some mages are found
one target. within their ranks, but very rarely — those who
Hit: 5 (1d6 + 2) piercing damage. If the target is a show such talent are promoted to the
creature, it must succeed on a DC 12 Strength flametongue legions.
saving throw or be knocked prone. Depending on the wrymkin‘s ancestry and
bloodline, the colors of their scales change,
Worgen mastiffs are slightly better-bred than altering the type of damage dealt by their breath
normal war-dogs, being bulkier and having 1 weapon and resisted.
extra point in Strength and Spirit. They cost the
same in as normal war-dogs Gilneas, but are 10% Wyrmkin Fighter
more expensive outside of the lands. Such war Medium dragon, neutral
dogs are surprisingly astute, and can sense Armor Class 17 (splint)
whenever an unfriendly observer compares their Hit Points 26 (4d8 + 8)
scent to that of their masters. Speed 30 ft.
It‘s rude. STR AGI STA INT SPI CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
Wyrmkin Introduction Saving Throws Str +5, Sta +4
Wyrmkin, also known as wyrm kin, form the Skills Athletics +5, Perception +4
bulk of dragonspawn forces. Wyrmkin are the Damage Resistances Resistance (see scales above)
most common and low-ranking of the spawn, but Senses blindsight 10 ft., darkvision 60 ft., passive
they are nonetheless fierce opponents in battle. Perception 14
They are tough and hardy, but not particularly Languages Common, Draconic
intelligent. Most lack self-motivation, requiring a Challenge 1 (200 XP)
leader to give them specific instructions and Traits
commands. Those who show ingenuity, superior ACTIONS
skill, or sorcererous talent are elevated to the Greatsword. Melee Weapon Attack: +5 to hit,
ranks of the flametongues or scalebanes. reach 5 ft., one target.
Wyrmkin usually carry shields and swords Hit: 10 (2d6 + 3) slashing damage.
(usually longsword) or spears provided by their Spear. Melee or Ranged Weapon Attack: +5 to hit,
patrons. Wyrmkin are clever warriors, well reach 5 ft. or ranged 20/60 ft., one target.
trained and organized. Wyrmkin are trained to Hit: 6 (1d6 + 3) piercing damage.
setup ambushes, use hit-and-run tactics, and Breath Weapon (1/long rest). The wyrmkin
generally do everything they can to gain the exhales an elementally-charged breath in a 15-foot
upper hand in a battle. They employ advanced cone. Each creature in the area must make a DC
battle strategies and capable of performing 13 Agility saving throw, taking 22 (4d8) damage
advanced maneuvers utilizing terrain, ambush, on a failed save, or half as much damage on a

225
successful one. The damage type depends on the new things in order to bring diversity to their
dragon‘s scales. command.

Wyrmkin Flametongue Wyrmkin Scalebane


Medium dragon, neutral Medium dragon, neutral
Armor Class 17 (splint) Armor Class 17 (splint)
Hit Points 60 (8d8 + 24) Hit Points 60 (8d8 + 24)
Speed 30 ft. Speed 30 ft.
STR AGI STA INT SPI CHA STR AGI STA INT SPI CHA
19 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 17 (+3) 13 (+1) 16 (+3) 17 (+3) 14 (+2) 12 (+1)
Saving Throws Str +7, Sta +6 Saving Throws Str +7, Sta +6
Skills Athletics +7, Perception +5 Skills Athletics +7, Perception +5
Damage Resistances Resistance (see scales above) Damage Resistances Resistance (see scales above)
Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 15 Perception 15
Languages Common, Draconic Languages Common, Draconic
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Traits Traits
Improved Critical. The wyrmkin flametongue‘s Draconic Casting. Whenever the wyrmkin scores
weapon attacks score a critical hit on a roll of 19 a critical hit or is hit by a critical hit, they can cast
or 20. the dragon‘s breath spell for no mana cost.
Commander’s Order (1/rest). The wyrmkin Spellcasting. The wyrmkin scalebane is a 4th
flametongue can command ally within 60 feet to level spellcaster. Their spellcasting ability is
attack as a reaction. Intelligence (DC 14, +6 to spell attacks). The
ACTIONS wyrmkin has the following spells (7) prepared
Multiattack. The wyrmkin can make two attacks. from the mage spell list.
Greatsword. Melee Weapon Attack: +7 to hit, Cantrips (1 mana): fire bolt, frost bolt
reach 5 ft., one target. 1st level (5 mana): detect magic, thunderstorm,
Hit: 11 (2d6 + 4) slashing damage. earth tremor, sleep
Spear. Melee or Ranged Weapon Attack: +7 to hit, 2nd level (6 mana): detect thoughts, dragon‘s
reach 5 ft. or ranged 20/60 ft., one target. breath, web
Hit: 7 (1d6 + 4) piercing damage. ACTIONS
Breath Weapon (1/rest). The wyrmkin exhales Greatsword. Melee Weapon Attack: +7 to hit,
an elementally-charged breath in a 15-foot cone. reach 5 ft., one target.
Each creature in the line must make a DC 14 Hit: 11 (2d6 + 4) slashing damage.
Agility saving throw, taking 36 (8d8) damage on a Spear. Melee or Ranged Weapon Attack: +6 to hit,
failed save, or half as much damage on a reach 5 ft. or ranged 20/60 ft., one target.
successful one. The damage type depends on the Hit: 6 (1d6 + 3) piercing damage.
dragon‘s scales. Breath Weapon (1/rest). The wyrmkin exhales
an elementally-charged breath in a 15-foot cone.
Flametongues are clever fighters, well-trained and Each creature in the area must make a DC 14
organized. They are officers, often leading squads Agility saving throw, taking 36 (8d8) damage on a
of other dragonspawn into battle. They know failed save, or half as much damage on a
how best to use their unit, and they know the successful one. The damage type depends on the
capacity of each individual in their armies. While dragon‘s scales.
not phenomenally intelligent, they can improvise Equipment. Magic uncommon-quality
and create new strategies as opportunities arise. greatsword (+1 to attack and damage rolls).
They are encouraged to branch out and learn

226
Scalebanes are the most elite and powerful of the average, and wear elaborate armor with dragon-
dragonspawn, and they represent a small fraction crested helms that stand out from the rest their
of dragonspawn society. These are the leaders, the unit. Many scalebanes may also carry banners or
most powerful spellcasters, and the elders of the other markings delineating their command.
dragonspawn race. While scalebanes were These banners represent their draconic patron or
wyrmkin earlier in life, scalebanes are technically matron, such as Azuregos the blue or Vaelastrasz
a different species, having been transformed by a the red.
complicated ritual similar to those undergone by Scalebanes spend most of their time in combat
dragons as they mature. Scalebanes are chosen commanding their units, but those with
from the best of the lesser ranks, those who spellcaster abilities pepper their enemies with
demonstrate exceptional leadership as well as spells from a distance. If pressed, they fight
combat or magical abilities. fearlessly, but avoid melee combat because they
While most scalebanes are intellectual, they still know they are most effective in command
have large builds, powerfully built for combat, positions.
standing seven feet tall or just little under on

Dragonflight Color Resistance/Breath Damage


Blue Resistance to cold damage, cold breath
Red Resistance to fire damage, fire breath
Green Resistance to acid damage, acid breath
Yellow Resistance to lightning damage, lightning breath
Black Resistance to fire damage, fire breath

227
Heroes, Villains, and Bosses
Aspects 26 (+8) 10 (+0) 25 (+7) 16 (+3) l3 (+1) 20 (+5)
Saving Throws Agi +6, Spi +7, Sta + 13, Cha +
The aspects of Azeroth are dragons bestowed
11
upon with the blessing of the god-like titans. Five
Skills Perception + l3, Stealth +6
aspects rule Azeroth‘s powers.
Damage Immunities fire
Before they were dragons, the Aspects were proto-
Damage Resistances acid, shadow
dragons. They stood united against a bloodthirsty
Condition Immunities burning
monster who threatened their race, the Father of
Senses blindsight 60 ft., darkvision 120 ft.,
Dragons known as Galakrond.
passive Perception 23
After the ordering of Azeroth, Keeper Tyr, the
Languages Common, Draconic, Dwarven, Elven,
greatest titan-forged warrior, stood against
Orcish, Troll
Galakrond and with the help of five powerful
Challenge 17 (18,000 XP)
and intelligent proto-dragons - Alexstrasza,
Traits
Malygos, Neltharion, Nozdormu and Ysera - that
Amphibious. Onyxia can breathe air and water.
held dominion over their brethren, they defeated
Legendary Resistance (3/Day). If Onyxia fails a
the massive Father of Dragons.
saving throw, she can choose to succeed instead.
Innate Spellcasting. Onyxia‘s innate spellcasting
Alexstrasza the Life-Binder – the red leviathan
ability is Charisma (spell save DC 19, +11 to spell
chosen by the titan Eonar to safeguard all living
attacks). Onyxia can innately cast the following
creatures on the world.
spells, requiring no material components:
Malygos the Spell-Weaver – the blue dragon
Cantrips (0 mana): fire bolt, produce flame
originally chosen by Norgannon as the guardian
of magic and hidden arcanum. 1st level (3 mana): charm humanoid
Neltharion the Earth Warder (now known as 2nd level (5 mana): detect thoughts, nondetection,
Deathwing the Destroyer) – the mighty black suggestion
wyrm chosen by Khaz'goroth and given dominion 3rd level (6 mana): fireball
over the earth and the deep places of the world. 4th level (7 mana): globe of invulnerability
He was driven mad by the whispers of the Old ACTIONS
Gods and managed to drive the blue dragonflight Multiattack. Onyxia can use her Frightful
to near extinction. Presence. She then makes three attacks: one with
Nozdormu the Timeless One – the massive her bite and two with her claws.
bronze dragon chosen by the titan Aman'Thul to Bite. Melee Weapon Attack: +14 to hit, reach 10
guard time itself and police the ever-spinning ft., one target.
pathways of fate and destiny. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6)
Ysera the Awakened, formerly the Dreamer – fire damage.
Alexstrasza's younger sister, chosen by the titan Claw. Melee Weapon Attack: + 14 to hit, reach 5
Eonar to watch over the growing wilds of the ft., one target.
world from her verdant realm, the Emerald Hit: 15 (2d6 + 8) slashing damage.
Dream. Tail. Melee Weapon Attack: +14 to hit, reach 15
ft., one target.
Onyxia, Spawn of Deathwing Hit: 17 (2d8 + 8) bludgeoning damage.
Huge dragon, chaotic evil Deep Breath. Onyxia can draw in her breath as
Armor Class 19 (natural armor) an action. This allows her to roll 3d6. On a roll
Hit Points 229 (17d12 + 119) of 5-6 with any of them, her Fire Breath ability is
Mana Points 30 (20 + 6 + 4) recharged.
Speed 40 ft., fly 80 ft., swim 40 ft. Change Shape. Onyxia magically polymorphs
STR AGI STA INT SPI CHA into a humanoid or beast that has a challenge

228
rating no higher than her own, or back into her without cracking the floor and revealing the lava
true form. She reverts to its true form if she dies. below.
Any equipment she is wearing or carrying is She has over one hundred eggs in her clutch, but
absorbed or borne by the new form (her choice). her mate is unknown. If an egg is ready to hatch,
In a new form, Onyxia retains her alignment, hit it spawns a black dragon wyrmling (who can
points, Hit Dice, ability to speak, proficiencies, breathe fire instead of acid).
Legendary Resistance, lair actions, and Onyxia‘s lair is also protected by black
Intelligence, Spirit, and Charisma scores, as well dragonflight wyrmkin.
as this action. Her statistics and capabilities are
otherwise replaced by those of the new form, LAIR ACTIONS
except any class features or legendary actions of On initiative count 20 (losing initiative ties),
that form. Onyxia takes a lair action to cause one of the
Frightful Presence. Each creature of Onyxia's following effects; Onyxia can't use the same effect
choice that is within 120 feet of her and aware of two rounds in a row:
her must succeed on a DC 19 Spirit saving throw  Magma erupts from a point on the ground
or become frightened for 1 minute. A creature Onyxia can see within 120 feet of it, creating
can repeat the saving throw at the end of each of a 20-foot-high, 5-foot-radius geyser. Each
its turns, ending the effect on itself on a success. creature in the geyser's area must make a DC
If a creature's saving throw is successful or the 15 Agility saving throw, taking 21 (6d6) fire
effect ends for it, the creature is immune to damage on a failed save, or half as much
Onyxia‘s Frightful Presence for the next 24 damage on a successful one.
hours.  A tremor shakes the lair in a 60-foot radius
Fire Breath (Recharge 5-6). Onyxia exhales fire around Onyxia. Each creature other than
in a 60-foot cone. Each creature in that area must Onyxia on the ground in that area must
make a DC 21 Agility saving throw, taking 63 succeed on a DC 15 Agility saving throw or
(18d6) fire damage on a failed save, or half as be knocked prone.
much damage on a successful one.  Volcanic gases form a cloud in a 20-foot-
radius sphere centered on a point Onyxia can
LEGENDARY ACTIONS see within 120 feet of her. The sphere
Onyxia can take 3 legendary actions, choosing spreads around corners, and its area is lightly
from the options below. Only one legendary obscured. It lasts until initiative count 20 on
action option can be used at a time and only at the next round. Each creature that starts its
the end of another creature's turn. Onyxia turn in the cloud must succeed on a DC 13
regains spent legendary actions at the start of her Stamina saving throw or be poisoned until
turn. the end of its turn. While poisoned in this
Attack. Onyxia makes a single attack. way, a creature is incapacitated.
Detect. Onyxia makes a Spirit (Perception) check.
Wing Attack (Costs 2 Actions). Onyxia beats her REGIONAL EFFECTS
wings. Each creature within 10 feet of Onyxia The region in Dustwallow Marsh where Onyxia
must succeed on a DC 22 Agility saving throw or has her lair is warped by her magic, which creates
take 15 (2d6 + 8) bludgeoning damage and be the following effects:
knocked prone. Onyxia can then fly up to half  The land within 6 miles of the lair takes
her flying speed. twice as long as normal to traverse, since the
plants grow thick and twisted, and the
ONYXIA’S LAIR swamps are thick with reeking mud.
Onyxia's lair is in a volcanic cave in Dustwallow  Water sources within 1 mile of the lair are
Marsh. The floor of the main cavern is just solid supernaturally fouled. Enemies of Onyxia
enough that Onyxia can sit on it normally that drink such water regurgitate it within
minutes.

229
 Fog lightly obscures the land within 6 miles black dragon, she delights in corrupting the
of the lair. mortal races by meddling in their political affairs.
If Onyxia dies, vegetation remains as it has To this end, she takes on various humanoid
grown, but other effects fade over 1d10 days. forms and uses her charm and power to influence
delicate matters between the different races.
Onyxia is the daughter of Deathwing and his Onyxia has even assumed an alias once used by
Prime Consort Sintharia and the temporary her father: the title of the royal House Prestor.
broodmother of the black dragonflight on Though Onyxia is relatively small for a black
Azeroth. dragon of her age, she shares the same powers
Long ago, Onyxia drove the Stonemaul ogres and abilities as the rest of her terrible flight. Her
from the caves in Dragonmurk, not with any searing breath weapon can melt both stone and
specific ill will, but merely for a place to raise her iron. Her physical attacks, whether bites, scrapes
numerous children, who would then leave to or tail lashes, are lightning quick and nearly
infest the Wyrmbog. She and her children unstoppable. When cornered, Onyxia is fond of
became known for terrorizing any travelers who taking flight and blasting her troublesome prey
strayed too close to her home. from above.
Though Onyxia has been sighted traveling to and
from Blackrock Mountain in Eastern Kingdoms, Ozumat
her main lair is located in a fiery cave below the
Gargantuan monstrosity (titan), chaotic evil
Dragonmurk in Kalimdor, a dismal swamp
Armor Class 18 (natural armor)
located within Dustwallow Marsh. She is guarded
Hit Points 472 (27d20 + 189)
there by her kin, the remaining members of the
Speed 20 ft., swim 60 ft.
insidious black dragonflight. There also her
STR AGI STA INT SPI CHA
brood of new eggs is hidden, awaiting
30 (+10)11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)
maturation. Should anyone ever threaten Onyxia
Saving Throws Str +18, Agi +8, Sta +15, Int +14,
within her lair — within distance of her precious
Spi +12
eggs — her wrath would be terrible beyond
Damage Resistances psychic, shadow
comprehension.
Damage Immunities lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Plans
Condition Immunities frightened, paralyzed
After carefully calculating her plans for many
Senses truesight 120 ft., passive Perception 14
years, she entered into a pact with her elder
Languages understands Shath‘Yar and Kalimag
brother, Nefarian, to take over for their missing
but can't speak, telepathy 120 ft.
father and gain control of the entire flight. To
Challenge 23 (50,000 XP)
this end, she had begun manipulating many
Amphibious. Ozumat can breathe air and water.
mortals and dragons alike to her own ends and
Freedom of Movement. Ozumat ignores difficult
wielded considerable political power over many
terrain, and magical effects can't reduce its speed
groups.
or cause it to be restrained. It can spend 5 feet of
Since Deathwing's departure, his eldest children
movement to escape from nonmagical restraints
have risen to lead their brethren and recoup their
or being grappled.
failing numbers. Deathwing's eldest son, the
Siege Monster. Ozumat deals double damage to
malicious and cunning Nefarian, has claimed the
objects and structures.
burning fortress of Blackrock Spire as his aerie.
ACTIONS
There, aided by his loyal dragonspawn, he
Multiattack. Ozumat makes three tentacle
subverted the remaining Blackrock Clan and
attacks, each of which it can replace with one use
ensnared the black dragons not already under his
of Fling.
control.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft.,
One of Nefarian's mightiest supporters is his
one target.
younger sister, Onyxia. A clever, highly intelligent

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Hit: 23 (3d8 + 10) piercing damage. If the target Tentacle Attack or Fling. Ozumat makes one
is a Large or smaller creature grappled by tentacle attack or uses its Fling.
Ozumat, that creature is swallowed, and the Lightning Storm (Costs 2 Actions). Ozumat uses
grapple ends. While swallowed, the creature is Lightning Storm.
blinded and restrained, it has total cover against Ink Cloud (Costs 3 Actions). While underwater,
attacks and other effects outside Ozumat, and it Ozumat expels an ink cloud in a 60-foot radius.
takes 42 (12d6) acid damage at the start of each The cloud spreads around corners, and that area
of Ozumat‘s turns. is heavily obscured to creatures other than
If Ozumat takes 50 damage or more on a single Ozumat. Each creature other than Ozumat that
turn from a creature inside it, he must succeed ends its turn there must succeed on a DC 23
on a DC 25 Stamina saving throw at the end of Stamina saving throw, taking 16 (3d10) poison
that turn or regurgitate all swallowed creatures, damage on a failed save, or half as much damage
which fall prone in a space within 10 feet of on a successful one. A strong current disperses
Ozumat. If Ozumat dies, a swallowed creature is the cloud, which otherwise disappears at the end
no longer restrained by it and can escape from of Ozumat‘s next turn.
the corpse using 15 feet of movement, exiting
prone. Ozumat’s Lair
Tentacle. Melee Weapon Attack: +18 to hit, reach Ozumat, as all his offspring, lives in dark depths,
30 ft., one target. usually a sunken rift or a cavern filled with
Hit: 20 (3d6 + 10) bludgeoning damage, and the detritus, treasure, and wrecked ships.
target is grappled (escape DC 18). Until this
grapple ends, the target is restrained. Ozumat has Lair Actions
ten tentacles, each of which can grapple one On initiative count 20 (losing initiative ties),
target. Ozumat takes a lair action to cause one of the
Fling. One Large or smaller object held or following magical effects:
creature grappled by Ozumat is thrown up to 60
feet in a random direction and knocked prone. If  A strong current runs through Ozumat‘s
a thrown target strikes a solid surface, the target lair. Each creature within 60 feet of him
takes 3 (1d6) bludgeoning damage for every 10 must succeed on a DC 23 Strength
feet it was thrown. If the target is thrown at saving throw or be pushed up to 60 feet
another creature, that creature must succeed on a away. On a success, the creature is
DC 18 Agility saving throw or take the same pushed 10 feet away from Ozumat.
damage and be knocked prone.  Creatures in the water within 60 feet of
Lightning Storm. Ozumat magically creates three Ozumat have vulnerability to lightning
bolts of lightning, each of which can strike a damage until initiative count 20 on the
target Ozumat can see within 120 feet of it. A next round.
target must make a DC 23 Agility saving throw,  The water in Ozumat‘s lair becomes
taking 22 (4d10) lightning damage on a failed electrically charged. All creatures within
save, or half as much damage on a successful one. 120 feet of the kraken must succeed on a
DC 23 Stamina saving throw, taking 10
LEGENDARY ACTIONS (3d6) lightning damage on a failed save,
Ozumat can take 3 legendary actions, choosing or half as much damage on a successful
from the options below. Only one legendary one.
action option can be used at a time and only at
the end of another creature's turn. Ozumat Regional Effects
regains spent legendary actions at the start of its The region containing Ozumat‘s lair is warped by
turn. the creature's blasphemous presence, creating the
following magical effects:

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 Ozumat can alter the weather at will in a or lower are charmed by Ozumat and
6-mile radius centered on its lair. The aggressive toward intruders in the area.
effect is identical to the control weather When Ozumat dies, all of these regional effects
spell. fade immediately.
 Water elementals coalesce within 6 miles
of the lair. These elementals can't leave Tales of the monstrous kraken that terrorize
the water and have Intelligence and Azeroth's high seas were once relegated to myths
Charisma scores of 1 (-5). of superstitious Kul‘tiran sailors... but no longer.
 Aquatic creatures within 6 miles of the By some ill means, the naga have bent Ozumat -
lair that have an Intelligence score of 2 the patriarch of all kraken - to their will and
unleashed him against Neptulon and his
followers.

Altering Challenge Rating


Often times, a DM or player needs to alter a creature‘s Challenge Rating. This includes quickly adjusting a
creature for an encounter, accounting for a creature‘s growth (such as a very long-lived ghoul that ate
hundreds of spellcasters), or even merely accommodating spellcasters, alchemists, and tinkers who want to
increase the strength of their current bound creatures (conjured creatures for spellcasters, golems and
homunculi for alchemists, and constructs for tinkers) instead of finding new ones.
The following rules can assist DMs and players in altering the Challenge Rating of creatures in a
streamlined and internally-consistent way.

Each point in CR performs the following modifications:


Hit Points (Hit Dice). Adds 2 hit dice (increasing hit points appropriately).
Armor Class. The creature gains +1 to its Armor Class every three Challenge Rating steps
Ability Scores. The creature gains +2 ability score points
Proficiency. When reaching Challenge 5, 9, 13, and 17, increase the proficiency bonus by +1, increasing
attack accuracy, mana pool, mana regeneration, skill bonuses, and other variables dependent on proficiency
Traits. The DM can add new abilities for different creature forms, which can be used to increase damage to
stay in line with the expectations per Challenge (see below), add more combat and skill options such as
increased mobility (burrow, climb, fly, or swim speed), or even empowering spellcasting (see below). Adding
new traits is in the purview of the DM and their approval is required for any special additions.
Spellcasting. If the creature‘s spellcasting is based on a class (such as the Scourge Necromancer being based
on the Mage class), then increasing Hit Dice counts as levels for the purpose of spellcasting. If it is innate
spellcasting, the maximum spell level should not exceed half the creature‘s Hit Dice (round down). If so, it
should be a separate trait that can be used once/long rest (as the Kobold Geomancer‘s Slow ability).
Damage. The creature deals an average of 5 extra damage per round. If the creature‘s Challenge is below 1,
it deals 2 damage per point. If above Challenge 20, the creature deals 10 extra damage per point. This can
be represented by an addition of an ability, an extra damage type, or by focusing ability score increases on
Strength or Agility.

Altering sizes can also be done to increase the hit dice of the creature (d8 on Medium, d10 on Large, d12
on Huge, etc.) and add one dice of damage to the creature‘s weapon attacks. This allows a creature to have
more hit points and damage without having to add more hit dice (representing freaks or unusual variants of
the type). The reverse happens when shrinking a creature, with its hit points and damage decreasing, but
usually with other bonuses as determined by the DM (such as gaining special traits).

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For instance, a wildkin that is particularly ancient can have its Challenge increased by 3 points, resulting in
the following.

Wildkin Ancient
Large monstrosity, unaligned
Armor Class 14 (natural armor); increased armor class by +1
Hit Points 93 (11d10 + 33); increased hit points by adding 6 hit dice
Speed 30 ft.
STR AGI STA INT SPI CHA; +6 ability score points; +4 Str, +2 Int, +2 Spi
18 (+4) 12 (+1) 16 (+3) 5 (-3) 14 (+2) 7 (-2)
Skills Perception +5; increased Proficiency results in a bonus to skills
Senses darkvision 60 ft., passive Perception 15
Languages Understands Elven and Druidic, but cannot speak it
Challenge 5 (1,800 XP); Challenge increased by +3 points results in higher XP potential
Traits
Keen Sight and Smell. The wildkin has advantage on Spirit (Perception) checks that rely on sight or smell.
Strength of the Wilds (3/day). The wildkin can rage, gaining advantage to Strength checks and Strength
saving throws, +3 to damage rolls, and gains resistance to bludgeoning, piercing, and slashing damage. This
rage remains for one minute, or until the wildkin does not hit or get hit for one round. Abilities based on
Proficiency Bonus (such as Berserker Rage) increase in strength, as well as DCs.
ACTIONS
Multiattack. The wildkin makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 17 (3d8 + 4) slashing damage.
A normal Wildkin‘s average damage is 18 with its bite and 24 with its claws. To account for the 15 extra
points of damage, we can add two extra attacks (total of 4 attacks with multiattack) or add one dice to each
melee attack. Since the Wildkin isn‘t well-known for a very rapid attack style, it is more appropriate to
increase the damage dice. This makes the average damage 30 with its bite and 34 with its claws. As the
numbers are a range of suggestions, this is appropriate enough for a Challenge 5 creature.

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Elite Template
An elite creature is an alternative to regular combat rules. An elite has the hit point pools of several
creatures similar to it, with the thresholds between each hit point pool counted as a ‗phase‘. Elites
sometimes have special abilities that only unlock in certain phase. Elites usually have two hit point pools (or
elite), but some have three (elite+), and four (elite++).
Armor Class. +1 to Armor Class.
Attribute scores. Unchanged.
Hit Points. The elite‘s hit points are split for each step (or plus).
Challenge. Increased by 2 per step.
REACTIONS
Renewal. When an elite‘s current hit point pool is reduced to 0, it can reroll on any negative effects it
suffered as a lack of a failed saving throw. Any carryover damage is halved before being applied to the next
pool.
LEGENDARY ACTIONS
Elites gain 1 legendary action. Only one legendary action option can be used at a time and only at the end
of another creature's turn. Elites regain spent legendary actions at the start of their turn. By default, an elite
can spend a legendary action on an attack action only. Some creatures have special legendary actions (such
as casting spells or using other actions).
An elite can forgo using a legendary action, and it can't use them while Incapacitated or otherwise unable to
take actions. If surprised, it can't use them until after its first turn in the combat.
If the creature has a single attack, it can use the attack as a legendary action.

Boss Mode. If the elite is being fought by multiple creatures, it gains 1 additional legendary action for every
two creatures attacking it (for a maximum of 3 legendary actions when fought by four creatures).

Heartrazor (Elite Wyvern)


Large beast, unaligned
Armor Class 14 (13 normal)
Hit Points 59/59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR AGI STA INT SPI CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 13 (+1) 8 (-1)
Skills Perception +5
Senses passive Perception 15
Languages –
Challenge 4 (1,100 XP); 2 (450 XP) normally
ACTIONS
Multiattack. The wyvern makes two attacks, one with its bite and one with its talons.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 4) piercing damage.
Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Stamina saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on a successful one.
REACTIONS

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Renewal. When one of Heartrazor‘s hit point pool is reduced to 0, it can reroll on any negative effects it
suffered as a lack of a failed saving throw. Any carryover damage is halved before being applied to the next
pool. This does not occur if Heartrazor is at it‘s last hit point pool.
LEGENDARY ACTIONS
Heartrazor has 1 legendary action, plus 1 per two creatures attacking him (maximum 3 legendary actions).
Only one legendary action option can be used at a time and only at the end of another creature's turn.
Elites regain spent legendary actions at the start of their turn. Heartrazor can use the following legendary
actions.
Attack. Heartrazor makes a single melee attack that is not a stinger attack.
Detect. Heartrazor makes a Spirit (Perception) check.
An elite can forgo using a legendary action, and it can't use them while Incapacitated or otherwise unable to
take actions. If surprised, it can't use them until after its first turn in the combat.

Heartrazor is the patriarch of a wyvern wing located on the upper level of Highperch in Thousand Needles.

Hogger, Lord of the Riverpaw Tribe


Medium humanoid (gnoll), chaotic evil
Armor Class 16 (chain shirt; 15 normal)
Hit Points 49/49 (9d8 + 9)
Speed 35 ft.
STR AGI STA INT SPI CHA
16 (+3) 14 (+2) 13 (+1) 8 (- 1) 11 (+0) 9 (-1)
Senses darkvision 60 ft., passive Perception 10
Languages Gnoll
Challenge 4 (1,100 XP); 2 (450 XP) normally
Powerful Leap. Hogger can spend an action as part of jumping to double his leaping distance.
Rampage. When Hogger reduces a creature to 0 hit points with a melee attack on his turn, the gnoll can
take a bonus action to move up to half its speed and make a bite attack.
ACTIONS
Multiattack. Hogger makes two attacks, either with his battleaxe or its longbow, and uses his Incite
Rampage if he can.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used with both hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to
make a melee attack if it can hear the gnoll and has the Rampage trait.
REACTIONS
Renewal. When Hogger‘s hit point pool is reduced to 0, it can reroll on any negative effects it suffered as a
lack of a failed saving throw. Any carryover damage is halved before being applied to the next pool. This
does not occur if Hogger is at it‘s last hit point pool.
LEGENDARY ACTIONS
Hogger has 1 legendary action, plus 1 per two creatures attacking him (maximum 3 legendary actions). Only
one legendary action option can be used at a time and only at the end of another creature's turn. Elites
regain spent legendary actions at the start of their turn. Hogger can use the following legendary actions.
 Attack. Hogger makes a single melee attack.

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 Detect. Hogger makes a Spirit (Perception) check.
 Shove. Hogger makes a Shove attempt.
An elite can forgo using a legendary action, and it can't use them while Incapacitated or otherwise unable to
take actions. If surprised, it can't use them until after its first turn in the combat.

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Templates A creature that is made by engineering (or is
made into a construct) uses its original statistics,
Ancient, Corrupted except where altered by the following template.
An ancient that is corrupted uses the original Attribute scores Strength unchanged, Agility,
statistics, except where altered by the following and Stamina unchanged; Intelligence 3, Spirit 11,
template. and Charisma 1.
Damage Immunities poison Damage Immunities poison, psychic
Condition Immunities poisoned Condition Immunities exhaustion, frightened,
Challenge. Unchanged. paralyzed, petrified, poisoned
Traits. Corrupted ancients can choose to deal Languages Understands its creator‘s language (if
slashing or bludgeoning damage (chosen during it can speak, it may also speak it)
each attack), and have the poison claws and Challenge Unchanged.
breath abilities (see below). Traits Any physical (non-cognitive) ability its
Poison Claws. With each claw attack, the ancient original form possesses, Fuel, and Constructed
can choose to apply poison through its claws. Mind.
This deals deal 7 (2d6) extra poison damage. Constructed Mind Mechanized creatures do not
Poison Breath (Recharge 5-6). The corrupted have a true mind, but are instead programmed to
ancient exhales poisonous gas in a 60-foot cone. perform certain actions congruent with those of
Each creature in that area must make a DC 15 similar natural creatures. Thus, instead of Animal
Stamina saving throw, taking 13 (3d8) poison Handling checks, a creature handling or riding a
damage on a failed save, or half as much damage mechanized animal makes checks with engineer‘s
on a successful one. tools. Its new form is immune to all living
creature-specific effects.
Demonic Malfunction. The mechanized creature has a
A creature that is descended into a demonic malfunction rating appropriate to its challenge
fiend is altered by the following template. rating. For instance, a Challenge 4 creature
Demons are always treated as if their mana is (Rare) has a malfunction rating of 1-3.
active for the purposes of stealing or Fuel. The construct consumes fuel charges for 1
manipulating mana, though draining demonic hour of use dependent on rarity and size. Choose
mana might have an unforeseen negative effect the engine, which determines how the construct
(up to the DM). can be charged. It has the capacity to hold up to
Alignment. Always chaotic evil 10 charges.
Damage Resistances cold, fire, lightning ACTIONS Any melee/ranged or natural attacks
Damage Immunities poison its original form possesses.
Condition Immunities poisoned
Saving Throws. Any two A mechanized creature can be made into a golem,
Senses. Darkvision 120 ft. in which case it no longer requires fuel, and can
Languages. Understands Eredun (if it can speak, follow instructions.
it may also speak it)
Challenge. Unchanged. Homunculus
Traits. Any physical (non-cognitive) ability it A creature that is made by alchemy uses its
possessed previously. original statistics, except where altered by the
Actions. Any melee/ranged or natural attacks it following template.
possessed in a previous life. Attribute scores Strength unchanged, Agility,
and Stamina unchanged; Intelligence 6, Spirit 11,
Mechanized and Charisma 5.
Damage Resistances poison, psychic
Condition Immunities confusion

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Languages Understands its creator‘s language (if fire, and becomes more dedicated to the cause of
it can speak, it may also speak it) the Holy Light.
Challenge Unchanged. Lightforged creatures may be sensed with a DC
Traits Any physical (non-cognitive) ability its 10 Spirit roll, or Intelligence (if possessing mana
original form possesses, and Synthesized Mind. or innate spellcasting) check on sight, revealing
Actions Any melee/ranged or natural attacks its that the creature is suffused with power.
original form possesses. Those who exceed the DC by 5 points can also
Synthesized Mind. Homunculi are creates specifically sense holy magic bolstering the
synthesized and formed from creatures with true creature.
minds. Therefore, a homunculus has a shadow of Alignment. Always lawful good
the original creature‘s thoughts (usually speaking Attribute Scores. +1 to Strength or +1 to Spirit
or expressing itself), and performs actions (choose one).
congruent with those of similar natural creatures. Age. Lightforged grow as normal, but never die
Thus, instead of Animal Handling checks, a of old age, and remain in good physical
creature handling or riding a homunculus makes condition.
checks with alchemy supplies. A homunculus is Senses darkvision 120 ft.
treated as if a beast for the purposes of the Challenge. Unchanged.
awaken spell. Traits. Any abilities it possessed previously, as
well as Chaos Weapons and Fel Enslavement.
A homunculus can be designed to mimic living Limited Telepathy. Using telepathy, the
creatures (in which case it eats, drinks, breathes, Lightforged can magically communicate with any
and sleeps) or closer to a construct (in which case Naaru or other Lightforged (or creature who can
it requires none of the above). If designed to be cast the holy light spell) within 60 feet of it.
construct-like, the homunculus also requires an Blessed Weapons. The creature‘s weapon attacks
engine and fuel (as if a normal construct). are treated always as magical for the purpose of
Some creatures that are unnaturally born from overcoming damage resistances.
magic used to be homunculi. Light Bond. The creature suffers disadvantage to
In some cases, a DM may allow a homunculus‘s saving throws against being compelled to harm or
mind to awaken, in which case it regains its full deal violence to creatures who oppose or are
mental ability scores (or retains the current ones, neutral to the Holy Light (including its allies). If
whichever is higher) and changes its creature type the Lightforged creature is immune to being
to a monstrosity. Homunculi affected by the charmed, it loses the immunity for this specific
awaken spell are more likely to gain this spark and purpose. Furthermore, if the Lightforged‘s patron
become independent creatures, soon becoming to celestial is killed, this template is removed.
procreate with similar animals of its type (if
possible). Skeletal
A creature that is turned into a skeleton is altered
Lightforged by the following template.
A creature that has is blessed or has their soul Alignment. Always Lawful Evil
augmented by a CR 8 or higher Celestial being of Armor Class. -2 Natural armor or scraps
the Light may become Lighrforged. This is a Attribute scores. Strength and Agility
template that alters the creature in the following unchanged; Stamina 15, Intelligence 6, Spirit 8,
ways. and Charisma 5.
A Light forged creature often changes color Damage Vulnerabilities bludgeoning
(typically whiter or more golden, though other Damage Immunities poison
colors are not unheard of), and shows signs of Condition Immunities exhaustion, poisoned
purification (such as glowing tattoos, grace in Senses darkvision 60 ft.
movement, etc.), as well as eyes burning with holy

238
Languages. Understands the languages in life,
but cannot speak Tainted/Fel
Challenge. Unchanged.
A creature that has is cursed or has drunk
Traits. Any physical (non-cognitive) ability it
demon-blood given by a CR 10 or higher demon
possessed in life, as well as undead nature.
may become tainted. This is a template that alters
Actions. Any melee/ranged or natural attacks it
the creature in the following ways.
possessed in life.
A tainted creature often changes color (typically
Undead Nature. An undead does not need to
red, though other colors are not unheard of), and
eat, drink, sleep, or breathe.
shows signs of corruption (such as sharper teeth,
unnatural bone protrusions, etc.), as well as eyes
Spirit burning with fel-fire, and becomes more violent
Spirit creatures are any beast that originates from and prone to anger and rage.
the two spirit planes near the material (the Tainted creatures may be sensed with a DC 10
Emerald Dream, Shadowlands, etc.). Spirit Spirit roll, or Intelligence (if possessing mana or
creatures are flickering, translucent pale blue innate spellcasting) check on sight, revealing that
beasts that emit a faint glow. According to orc something is off.
shamans, spirit wolves (the most common spirit Those who exceed the DC by 5 points can also
creatures known to spellcasters) prowl the spirit specifically sense fel magic reeking in the
realms, always hunting and killing. creature.
Spirit creatures can be summoned by shamans, Alignment. Always chaotic evil
and the template applies always to natural Attribute Scores. +1 to Strength or +1 to
creatures such as beasts. A shaman who casts Charisma (choose one).
Polymorph can also turn into a spirit creature Senses darkvision 120 ft.
(commonly a ghost wolf for orc shamans, but Languages. Understands Eredun (if it can speak,
often the spirit animal of the shaman‘s race). it may also speak it)
Spirit Nature. A spirit does not need to eat, Challenge. Unchanged.
drink, or sleep. Traits. Any abilities it possessed previously, as
Attribute scores. Strength and Agility well as Chaos Weapons and Fel Enslavement.
unchanged; Intelligence 6, and Spirit 12 (unless Chaos Weapons. The creature‘s weapon attacks
existing attribute scores are higher). are treated always as magical for the purpose of
Damage Immunities poisons (from natural overcoming damage resistances.
poisons) Fel Enslavement. The creature suffers
Condition Immunities poisoned (from natural disadvantage to saving throws against being
poisons) compelled to harm, betray, or deal violence to
Senses darkvision 60 ft. creatures (including its allies, but not itself). If the
Spirit Sight. The spirit creature can see fel creature is immune to being charmed, it loses
incorporeal or ethereal creatures and objects up the immunity for this specific purpose.
to 60 feet away.
Challenge increases by 1. Void Beast
Traits. Weapon attacks are treated as magical.
Void beings are treated as fiend (shadow)
Swift Movement. The spirit creature gains a +10
regardless of their original creature type.
bonus to their base speed, and +4 to any saving
throw to resist movement-restraining or slowing
Void beings are any beast that originates from the
effects.
Shadowlands or one that is sufficiently suffused
Languages. Kalimag. If conjured, the spirit
with void or shadow magic. Void beasts creatures
creature gains a telepathic bond with the
are flickering, violet beasts that emit a faint glow.
conjurer, regardless of distance, allowing them
Void beasts can appear as the reflection of any
communication.
being, with the most common void creature

239
being hounds or wraiths, with a few others being Attribute scores Strength unchanged; Agility 8,
in the shape of wolves or oozes. Stamina 16, Intelligence 3, Spirit 6, and
Void beasts can be conjured by priests (nearly Charisma 5.
always shadow priests). Saving Throws Spirit
Damage Immunities poison
Fiendish Nature. The void beast is a fiend Condition Immunities poisoned, exhaustion
(shadow). Void beasts do not need to eat, drink, Senses darkvision 60 ft.
sleep, or breathe. Languages Understands the languages in life, but
Attribute scores. Strength and Agility cannot speak them
unchanged; Intelligence 6, and Spirit 12 (unless Challenge unchanged
existing attribute scores are higher). Traits. Any physical (non-cognitive) ability it
Damage Resistances psychic, shadow possessed in life, as well as Undead Fortitude and
Damage Immunities poison Undead Nature.
Condition Immunities confusion, poisoned Actions. Any melee/ranged or natural attacks it
Senses darkvision 60 ft. possessed in life. Proficient with melee Slam
Languages Understands Shath‘yar, but cannot attack has a reach of normal for its size, and deals
speak it 1d6 if medium, 2d6 if large, 3d6 if huge, etc. plus
Challenge unchanged Strength.
Traits. Undead Fortitude If damage reduces the zombie
Shadow Sight. Magical darkness doesn't impede to 0 hitpoints, it can make a Stamina saving
the void beast‘s darkvision. throw with a DC of 5 + the damage taken, unless
Might of the Void. Weapon attacks are treated as the damage is holy or from a critical hit. On a
magical. success, the zombie drops to 1 hit point instead.
Undead Nature. An undead does not need to
Zombie eat, drink, sleep, or breathe.
A creature that is turned into a zombie is altered
by the following template.
Armor Class -3 to any natural armor or alter due
to Agility penalty.

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Factions
The Undead Scourge
The Scourge focuses its arcane power on necromancy. Its members‘ goals are to use their necromancy and
their plagues to swell their armies of undead and retake Azeroth for their Lich King, a vile and unholy
spiritual union between the might of the fallen Paladin Arthas, heir to Lordaeron of the Alliance, and the
traitor shaman Ner‘Zhul of the Horde.
Undead fiends and similar creatures still haunt pockets of Kalimdor. Ghosts seek the embrace of the living,
only to kill those with whom they seek solace; abominations look for bodies to add to their monstrous
corpses. Other creatures simply seek living flesh to consume. Gargoyle wings creak in the night.
Unlike the demons of the Burning Legion, the Scourge has little organization on Kalimdor. The undead are
focused on survival instead of conquest, and attack the weak and the solitary. If the undead are lucky
enough to find a necromancer, they flock to her like sheep, begging for direction. They were created to
serve a more powerful being, and without that being they are no better than directionless killing machines.
If their necromancer is slain, the undead become uncontrolled, wandering aimlessly and slaying the living
until another necromancer calms them or a hero destroys them.
The Scourge in Lordaeron exists in a different situation than on Kalimdor. The Lich King remains in far-off
Northrend; but his general, Kel‘Thuzad, rules from Stratholme. The Scourge controls a huge swath of
Lordaeron and therefore has access to the cemeteries in the destroyed towns. They work to eliminate the
small Alliance population still residing in the ravaged countryside and attempt to bring the rebel Forsaken
back into the fold, before consuming all the Eastern Kingdoms, and then moving west--to Kalimdor.
Known to be a hated enemy and rival of the Burning Legion, the Lich King waits atop his Frozen Throne,
plotting and amassing his strength--so that the mortal world will once see the full extend of his wrath and
hatred.

The Alliance
The Alliance (AKA the Grand Alliance) is one of two major political factions of the mortal races in
Azeroth, its counterpart being the Horde. The Alliance consists of powerful cultures and groups bound not
by desperation or necessity, but by their deep commitments to abstract concepts like nobility and honor.
The Alliance was once also known as the Alliance of Lordaeron when its leadership was centered in
Lordaeron. However, the Alliance was forced to move the bulk of its forces to Kalimdor and to the
southern Eastern Kingdoms continents of Khaz Modan and Azeroth after the plague of undeath ravaged
the Kingdom of Lordaeron several years ago.
Although the remaining living nations of Lordaeron are not as strong as they once were, they have pledged
their loyalty to the Grand Alliance with the hopes of becoming strong once again. Over the course of the
years new members and races have joined the Alliance furthering its united strength.
The Sentinels used to be an independent faction, but have chosen to join forces with the Alliance.

The Horde
The Horde is one of the two major political factions of the mortal races in Azeroth, its counterpart being
the Alliance. The Horde, a faction founded by Orcish immigrants from Draenor, have survived in the
hostile world of Azeroth by forging alliances (some trusting, some less so) with local races such as the
Tauren people and the Trolls.
Although its ideals, policies, and beliefs have been revised and membership has changed over time, it is the
same Horde inherited by Thrall of the Frostwolf Clan (son of Chieftain Durotan) through Warchief
Orgrim Doomhammer.

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Changelog
March (3.1)
Massive update.
Renamed document to Monster Guide (per conventions and to avoid IP).
Added over 84 new stats (bloodpedals, various oozes, cloud serpents, carrion grub, night elf units, orc units,
mounts, turbo-trikes, kvaldir, nerubean workers, mana wyrms, wyrmscale details, Silithids, 8 new dinosaurs,
5 treants, core hounds, constructs, giant Scorpid, more kobolds, Makrura, Mur‘gul, orc raider, pit lord hero
(challenge 7), quilbeast, more quilboars, rip tire, storm crows, lesser infernals (more easily conjured), among
dozens of others)
Simplified several abilities and unified languages
Added purchase and crafting prices for constructs (latter is 1/3), and added malfunction rating for devices.
These are base prices, that can be further lowered by levels in the tinker class or other abilities.
Added equipment to hero units (1 rare item) if they didn‘t already start with one
Modified templates and clarified them (and added void beast)
Overhaul of monster organization to be alphabetical and not divided by origin (outlands, Azeroth, scourge,
etc.)
Rebalancing
Doomguard lowered to challenge 7 to be summoned at warlock level 13 (or 11 with cabal casting). Ancient
of Life lowered to challenge 17 to conform to spellcasting expectations and to prevent power creep (in
preparation for Shadows and Light). Lowered Avatar of Vengeance to challenge 3 (level 6) to be conjured by
conjure fiend.
Bosses
Added the first boss monster—Onyxia of the Black Dragonflight.

June 23 (3.2: Whispers of the Old Ones)


Added and integrated variant troop/swarm rules (spider swarm and humanoid guard as a start).
Added homunculus template to replicate all transitional creatures (framework for future vrykul-to-human,
earthen-to-dwarf, and baseline concept for most unnatural creatures made by magic that eventually gain
their independence/sapience by DM‘s discretion).
 Added. Beastmen, dark ranger, C‘thrax, faceless ones (n‘raqi; added 3), saytr dreadbringer, frost giant(s)
and elder, fel imps, K‘thir, naga sea witch (renamed current to siren as Warcraft 3 conventions), and
naga anomaly to round up the Whispers of the Old Ones patch
 Changed. Renamed greater yeti to wendigo, reorganized sasquatch variants (jungle stalker, yeti,
wendigo)
 Fixed. Wisp (hit points and hit dice), mana wyrm wording clarified, several incorrect instances of
modifiers shown, corrected some creatures‘ lack of XP or incorrect XP value, as well as some modifier
issues, added AC for scourge lich
 Some creatures‘ Challenge changed to provide a more even CR slope
Added the second and third boss monsters to go with the Old God theme; the Forgotten One and Ozumat
(the kraken).

October 16 (July 21) (3.3: Call of the Legion)


Correction to various abilities or descriptions.
 Added. Firelord hero and lava spawn summon, NELF demon hunter and NELF priestess of the moon,
gnolls (to round most warcraft 3 units), arch-lich, shivarra, fel bats, fel bat swarm, fel bat matron,
stronger avatars of vengeance, drivers for goblin shredders, Ethereals (and Void Ethereals), Val‘kyr, orc
farseer, and tauren chieftain, warframes (2), owlcats, mistlurkers, terrorguards, and added 1 Naaru and
1 Void Lord creature (minor; symbols and darklings appropriately).

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 Added Lightforged template, and modified similar templates (fel/void beasts)
 Changed Challenge Rating rules introduced, including wildkin ancient and hogger as example. Murloc
proficiencies corrected to spear and net and shortsword instead of pike.
 Updated Statistics block to reflect change to mystic blast (range 20 ft + max spell level)
Updated text on crafting constructs to reflect changes in the main file.
Fix archmage‘s spells to be arcane

August 8, 2020 (3.4: Assemblers Assemble)


Heavy focus on reworking constructs for tinkers and modified homunculi for alchemists.
Fixed construct prices and reflected with the new core book, several constructs have new uses for excess
fuel,
 Added worgen troops, arcane elementals as well as others (such as Legion Mo‘arg), hell hound elders
and ancients, a dreadlord hero (to join the noble), fire bats, frost wyrm ancient, maiden of pain (thanks
Wintersend!), lesser ghoul as a first pick for unholy death knights and a low-level undead summon,
added new turrets, fal‘dorei reaver, molten giant, nightborne troops (spearman and construct),
explosive sheep, blade barrels, sporelings, harvest golems (and reaper), ogre warlord to add more CR 6
enemies, and fixed various templates
Also yoinked (thanks Bee and Alandra!) the epoch hunter, ancient bronze dragon , frost whelp, super
shredder (in a way, turned into unstable shredder), naga brute (turned into hero), phoenix egg concept,
ethereals, qiraji (3), warp stalkers, ancient naaru (and void lord ancient rivals), ettin stoneflinger, spore
walkers, ravagers and rockflayers, and many more to come!
 Changed imp mother gained new action (havoc) and gained immunity to fire damage and increased
darkvision, all racial units from warcraft 3 have a new trait 'racial traits' that cuts down on space and
refers to their abilities. Creatures with talents have them listed to save time. The human paladin's lay on
hands now reflects changes, typo with naga anomaly fixed, changed some creatures from one type to
another (greater frost wolf, wildkin, satyr, owlcats, and others)
 Removed sylvan from languages, replaced with either druidic or removed entirely
 Updated Mana wyrm Challenge determined as 1/8, Fixed multiple inconsistencies (night elf
resistances, children of Cenarius renaming, vrykul darkvision, etc.), updated constructs with crafting
prices according to 3.4 crafting changes, same with crafting (larger firearms/crossbows) reflected in
monster guide
Reorganized racial entries

August 10, 2020 (3.4.1: AA patch)


 Added furbolg brutes, gnomish combat armor mk 2, crowd disruptor, grand alliance gyrocopters, siege
engines, and submarines, as well as guard/infantry units for all races.
 Updated Very Rare rarities to Epic, fixed several typos, added needle cannon to submarines (weak
underwater firearm). Corrected several racial features.
Dozens of minor fixes

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