World of Warcraft 5e Monster Guide 3.2

5E RPG CONVERSION Monster Guide Version 3.2 ―See your world through my eyes. A universe so vast as to be immesurable –

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5E RPG CONVERSION

Monster Guide Version 3.2 ―See your world through my eyes. A universe so vast as to be immesurable – incomprehensable even to your greatest minds.‖ - Alagon the Observer 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 5TH EDITION CORE RULES WARCRAFT INSPIRATION AND SETTING CONTRIBUTORS

Djmove, Arrius Nideal Wizards of the Coast (a subsidiary of Hasbro) Blizzard Entertainment Inc. 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 noncommercial in purpose, and appeal to the ‗Fair Use‘ intent of copyright infringement laws.

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Contents

5E RPG CONVERSION ..1 Credits ...........................1 Introduction ..........................5 A ............................................9 Abomination .....................9 Acolyte ...............................9 Ancients Introduction ... 10 Ancient ....................... 10 Ancient, Tree of Life.. 11 Treant, Minor ............ 12 Treant, Lesser ............. 13 Treant, Moderate (Ancient Protector) .... 13 Treant, Greater (Ancient Defender) ................... 13 Treant, Major (Ancient Guardian) ................... 14 Avatar of Vengeance ...... 14 Spirit of Vengeance.... 15 B .......................................... 16 Beastmen ........................ 16 Beastman Thrall ......... 17 Beastman Butcher ...... 17 Banshee .......................... 17 Basilisk ............................ 18 Battle Chicken ............... 19 Black Ooze ..................... 19 Bloodpedals Introduction ........................................ 20 Bloodpedal Trapper ... 20 Bloodpedal Lasher ..... 21 Bog Beast ........................ 21 Broken Stalker................ 22 C ......................................... 22 Carrion Grub ................. 22 Cenarion (Children of Cenarius) Introduction .. 23 Children of Cenarius. 23 Centaur ...................... 23 Dryad .......................... 24 Grovekeeper ............... 25 Chimaera ........................ 26 Clockwork Creations ..... 26 Clockwork Goblin ..... 26 Clockwork Pest .......... 27 Cloud Serpent Introduction ................... 27

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Cloud Serpent Adolescent .................. 29 Cloud Serpent Adult.. 29 Cloud Serpent Ancient .................................... 29 Couatl Introduction ....... 30 Couatl Adolescent ...... 30 Couatl Adult .............. 30 Couatl Ancient ........... 30 Combat Armor, Gnomish ........................................ 31 Core Hound Introduction ........................................ 31 Core Hound Ancient . 32 Core Hound, Two headed ........................ 32 Core Hound ............... 33 Crowd Pummeler 9-60 ... 33 C'Thrax ........................... 34 D.......................................... 35 Dinosaurs........................ 35 Devilsaur ..................... 35 Devilsaur King ............ 36 Diemetradon .............. 36 Pterrordax ................... 37 Raptor ......................... 37 Ravasaur ..................... 37 Stegodon ..................... 38 Threshadon ................ 39 Dragons........................... 39 Aspects ........................ 39 Dreadlord (Nathrezim) ... 42 Dwarven Driver .............. 43 Gyrocopter.................. 43 Siege Engine ............... 44 Submarine .................. 44 Dwarven Gryphon Rider 45 Gryphon ..................... 45 Dwarven Mountain King Hero ................................ 46 Dwarven Mortar Engineer ........................................ 47 Dwarven Rifleman ......... 47 E .......................................... 48 Elemental Introduction.. 48 General Elemental (Base) .................................... 48 Air ............................... 48

Fire .............................. 51 Water .......................... 55 Earth............................ 58 Elven Dragonhawk Rider60 Dragonhawk................ 60 Elven Blood Mage Hero . 61 Elven Priest ..................... 62 Elven Sorceress ............... 62 Elven Spell Breaker ......... 63 Eredar Warlock ............... 64 F ........................................... 65 Faceless Ones (N‘raqi) .... 65 Faceless Trickster ........ 65 Faceless Terror ............ 65 Faceless General ......... 66 Faerie Dragon ................. 67 Felguard........................... 67 Felguard Trooper ........ 68 Felguard Elite .............. 68 Fel Hound ....................... 68 Felsteed ........................... 69 Forgotten One ................ 70 Forsaken Apothecary ...... 71 Forsaken Dark Ranger Hero ................................ 72 Frost Wyrm ..................... 73 Furbolg Introduction ...... 74 Furbolgs as Characters74 Furbolg Tribesman ..... 75 Furbolg, Corrupted .... 75 G .......................................... 75 Giant Bat......................... 75 Bat Rider ..................... 76 Giant, Frost ..................... 76 Frost Giant, Elder ....... 76 Giant, Mountain............. 77 Giant, Sea........................ 78 Giant Scorpid ................. 78 Goblin Shredder ............. 79 Golem, Stone .................. 80 Guardian of Ancient Kings ......................................... 81 H .......................................... 81 Harpy............................... 81 Hippogryph ..................... 82 Hippogryph Rider....... 83 Human Archmage Hero . 83 Archmage‘s Warhorse 83

Human Footman ........... 84 Human Guard................ 84 Human Peasant .............. 84 Human Knight ............... 85 Knight‘s Warhorse ..... 86 Human Paladin Hero .... 86 I ........................................... 87 Imp Introduction ........... 87 Imp ............................. 87 Imp, Fel ...................... 87 Infernal Introduction..... 88 Infernal, Lesser........... 88 Infernal, Greater ........ 89 K.......................................... 90 Kobold Introduction...... 90 Kobold Geomancer ... 90 Kobold Laborer .......... 91 Kobold Taskmaster .... 91 Kodo Beast ..................... 91 Kodo Rider................. 92 K'thir............................... 92 K'thir Deeplord .......... 92 K‘thir Spawn .............. 93 L .......................................... 93 Legion Doomguard Introduction ................... 93 Doomguard Warrior.. 94 Doomguard Champion .................................... 94 Doomguard Elder ...... 95 Legion Succubus/Incubus ........................................ 95 M ......................................... 96 Magnataur ...................... 96 Makrura Prawn .............. 97 Mana Surge .................... 98 Mana Wyrm Introduction ........................................ 98 Mana Wyrm Adult..... 98 Mana Wyrm Ancient . 99 Meat Wagon ................. 100 Mechanostrider ............ 101 Murloc Introduction .... 101 Murloc as Characters 102 Murloc Nightcrawler 102 Murloc Stalker ......... 102 Mur‘gul ......................... 103 Mur‘gul Deep Mage . 103 N ....................................... 103 3

Naga Introduction ........ 103 Naga as Characters ... 104 Naga Anomaly Hero 104 Naga Myrmidon ....... 105 Naga Sea Witch Hero .................................. 105 Naga Siren ................ 106 Naga Tube Worm......... 107 Nerubean ...................... 107 Nerubean Carrion Beetle .................................. 107 Nerubean Crypt Fiend .................................. 108 Nerubean Crypt Lord Hero .......................... 108 Nerubean Seer .......... 109 Nerubean Spiderling Swarm ....................... 110 Nerubean Worker .... 110 Night Elf Archer ........... 111 Night Elf Druid ............ 111 Night Elf Glaive Thrower ...................................... 112 Night Elf Huntress ....... 113 Huntress‘s Nightsaber .................................. 113 Night Elf Warden Hero114 O ....................................... 115 Obsidian Destroyer ...... 115 Obsidian Statue ............ 116 Ogres ............................. 116 Ogres as Characters .. 116 Ogre Tribesman ....... 117 Ogre Mage ................ 117 Orc Blademaster Hero . 118 Orc Demolisher ............ 118 Orc Grunt ..................... 119 Orc Kodo Rider ............ 119 Orc Peon....................... 119 Orc Raider .................... 120 Raider‘s Dire Wolf ... 120 Orc Shaman.................. 121 Ozumat ......................... 121 P ........................................ 123 Pit Lord (Annihilan) Introduction ................. 123 Pit Lord Hero ........... 123 Pit Lord Primordial .. 124 Q ....................................... 125

Quilbeast .......................125 Quilboar Introduction..125 Quilboar Geomancer126 Quilboar Packmaster 126 Quilboar Raider ........126 R ........................................127 Revenant .......................127 Rip Tire .........................128 S .........................................129 Saber Cat.......................129 Saber Cat, Adolescent ...................................129 Saber Cat, Adult .......129 Salamander ...................130 Salamander, Adult ....130 Salamander, Ancient 130 Lightning Lizard .......130 Sasquatch ......................130 Jungle Stalker ............131 Yeti ............................131 Wendigo (Greater Yeti) ...................................131 Satyr Introduction ........131 Satyrs as Characters ..132 Satyr Scout ................132 Satyr Dreadbringer ...133 Scourge Death Knight Hero ..............................133 Death Knight‘s Warhorse ..................134 Scourge Gargoyle ..........134 Scourge Ghoul ..............135 Scourge Lich Hero ........135 Scourge Necromancer...136 Scourge Shade ...............137 Shadowfiend .................137 Silithid Introduction ....138 Silithid Colossus Hero ...................................139 Silithid Giant Wasp..140 Silithid Larva.............140 Silithid Queen ..........140 Silithid Reavers .........141 Silithid Scarab...........142 Silithid Wasp ............142 Silithid Wasp Swarm 142 Snap Dragon .................142 Spirit Wolf ....................143

Storm Crow Introduction ...................................... 143 Storm Crow Adolescent .................................. 143 Storm Crow Adult ... 144 T ........................................ 144 Tallstrider ..................... 144 Hawkstrider .............. 144 Tauren Spirit Walker ... 144 Tauren Warrior ............ 145 Tuskarr ......................... 145 Trogg ............................ 146 Troll Headhunter ......... 146 Troll Shadow Hunter Hero ...................................... 147 Troll Witch Doctor ...... 148 Turbo-Trike .................. 149 Turret, Gnomish .......... 150 U ....................................... 150

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Undead Hexer Spirit .... 150 V ........................................ 151 Voidwalker.................... 151 Vrykul Introduction ..... 152 Vrykul Crewman ...... 152 Vrykul Raider ........... 152 Vrykul Mystic ........... 153 Iron Vrykul ............... 153 W....................................... 154 Wildkin ......................... 154 Wisp .............................. 154 Wolf .............................. 155 Wolf, Frost ............... 155 Wolf, Frost, Greater . 155 Wyrmkin Introduction 156 Wyrmkin Fighter ...... 156 Wyrmkin Flametongue .................................. 157 Wyrmkin Scalebane . 157

Wyvern ..........................158 Orc Wind Rider .......158 Templates ..........................160 Ancient, Corrupted ......160 Demonic........................160 Skeletal ..........................160 Mechanized ...................160 Homunculus .................161 Spirit ..............................161 Tainted/Fel ...................161 Void Beast .....................162 Zombie ..........................162 Factions .............................164 The Undead Scourge ....164 The Alliance ..................164 The Horde.....................164 Changelog .........................165

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.

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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 Person 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 Medium humanoid (any race), any alignment Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages Any one language (usually Common) Challenge 1/8 (25 XP) ACTIONS Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target Hit: 4 (1d6 + 1) piercing damage When at least ten guards gather into a troop, they form a guard troop, as the following.

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Guard Troop (10 unit squad) Medium humanoid troop (any race), any alignment Armor Class 14 (chain shirt, shield); 16 each Hit Points 55 (10d8 + 10); 11 (2d8 + 2) each Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages Any one language (usually Common) Challenge 3 (700 XP); 1/8 (25 XP) each Traits 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, the troop is instead immune to it. If the effect targets 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.

Troop Accuracy Accuracy to AC Equal to or greater than AC by less than 5 points Equal to or greater than AC by more than 5 points1 Equal to or less than AC by less than 5 points2

Effect Deals weapon damage Deals weapon damage plus half (150%) 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 E‘ Dragonhawk Rider Treant (minor or lesser) Copse of Treants Creature Spirit of Vengeance Legion of Spirits Elven Priest Dryad Squad of Dryads Elven Sorceress Core Hounds Core Hound Pack Faerie Dragon Raptors Band of Raptors Felguard Dwarven Driver Forsaken Apothecary Frost Wyrm  Gyrocopter Copter Wing Furbolg  Siege Engine Tank Brigade Giant Bat  Submarine Subron Giant D‘ Mortar Engineer Mortar Threat  Mountain Dwarven Riflemen Gunner Squad  Sea Elemental (air) Storm of Elementals Scorpid Elemental (fire) Blaze of Elementals Stone Golem Elemental (water) Tide of Elementals Guardian of A‘ Kings Elemental (earth) Quake of Elementals 7

Dragonhawk Flight Name Holy Band High Convocation Fade of Faerie Dragons Devastation of Felguards Council of Apothecaries Blizzard of Wyrms Sleuth of Furbolgs Cloud of Bats Summit of Giants Wave of Giants Nest of Scorpid Mountain of Golems Host of Guardians

Harpy Shrill of Harpies Hippogryph Wing of Hippogryphs Human Footmen Squad of Footmen Human Guard Squad of Guards Human Peasant Town Militia Human Knight March of Knights Imp Conflagration of Imps Kobold (all) Nest of Kobolds Kodo Beast Herd of Kodo Doomguard (champion) Legion of Doom Succubus/Incubus Harem (both ways) Makrura Prawn Cackle of Makrura Mana Surge Mana Storm Mana Wyrm Cluster of Wyrms Murloc Pod of Murlocs Naga Host of Naga Nerubean Web of Nerubians Night Elf Archer Squad of Archers Night Elf Druid Circle of Druids Night Elf Huntress Skulk of Huntresses Ogres Torment of Ogres Orc Grunt Horde of Grunts Orc Peon Orc Burrowers Orc Raider Pack of Raiders Orc Shaman Spirit-Council

Quilbeast Quilboar Revenant Satyr Gargoyle Ghoul Necromancer Shade Silithid (wasp, scarab) Storm Crow Tallstrider Tauren Spirit Walker Tauren Warrior Tuskarr Trogg Troll Headhunter Troll Witch Doctor Undead Hexer Spirit Voidwalker Vrykul Wildkin Wisp Wolf Wyvern

Parcel of Quilbeasts Sonder of Quilboars As elementals Skulk of Satyr Wing of Gargoyles Scourge of Ghouls Dark Council Whisper of Shades Swarm of Silithid Murder of Crows Pride of Tallstriders Congress of Seers Rumble of Warriors Huddle of Tuskarr Horde of Troggs Band of Headhunters Pondering of Voodoo Voodoo Messengers March of Voidwalkers Band of Vrykul Circle of Wildkin Glimmer of Wisps Pack of Wolves Wing of Wyverns

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

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A Abomination ―Us hear and obey.‖ Large undead, lawful evil Armor Class 12 (Natural Armor) Hit Points 105 (10d10 + 50) Speed 20 ft. STR AGI STA INT SPI CHA 17 (+3) 6 (-2) 20 (+5) 3 (-4) 6 (-2) 5 (-3) Saving Throws Str +5, Spi +3 Skills Perception +0 Damage Resistances bludgeoning, piercing Damage Immunities cold, fel, poison Condition Immunities poisoned, exhaustion Senses darkvision 60 ft., passive Perception 10 Languages Common, Necril, Low Common (understands but doesn‘t speak so much) Challenge 4 (1,100 XP) Traits Cannibalize. The abomination can consume the corpse of any natural creature. Eating a creature takes a minute, allowing the abomination to expend hit dice to restore hit points. A natural creature may be cannibalized once before their corpse becomes unusable. Hook Handler. The abomination can use the spiked chain weapon in one hand without penalties. Undead Fortitude. If damage reduces the abomination to 0 hit points, it can make a Stamina saving throw with a DC of 5 + the damage taken, unless the damage is holy or from a critical hit. On a success, the abomination drops to 1 hit point instead. Plagued Air. The abomination emits an airborne cloud of the Undead Plague in a 5-foot radius, centered on him. Creatures that breathe the air directly must make a saving throw as if infected or risk acquiring the disease. Covering the nose and mouth and skin grants characters advantage on this check. The DC is 5 points lower than normal. ACTIONS Multiattack. The abomination makes two attacks, and can exchange any one of the two attacks with a spiked chain attack. Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one target 9

Hit 12 (2d8 + 3) slashing damage. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 10 (2d6 + 3) bludgeoning damage, and the creature is exposed to the Undead Plague disease. Spiked Chain. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit 8 (1d8 + 3) slashing damage, and the target must succeed on a DC 15 Strength check or else be pulled 10 feet toward to the abomination. Abominations are undead monstrosities created by combining many different corpses. They are slow of body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain horribly alive. Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken use them to guard Undercity, and the Scourge employs them in a similar role. While not speedy, they are excellent at staying in one area and pounding anyone who gets close, or keeping quick creatures pinned down.

Acolyte ―I wish only to serve.‖ Medium humanoid (human), lawful evil Armor Class 10 Hit Points 7 (2d8 - 2) Mana Points 17 (14 + 2 + 1) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 11 (+0) 9 (-1) 13 (+1) 15 (+2) 12 (+1) Skills Medicine +4, Religion +3 Senses passive Perception 10 Languages Common, Necril Challenge 1/4 (50 XP) Traits Death Can Wait. The acolyte has advantage on all death saving throws. Spellcasting. The acolyte is a 1st level spellcaster. Its spellcasting ability is Spirit (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following spells (2) prepared from the priest spell list: Cantrips (1 mana): light, smite

1st level (5 mana): bane, death coil ACTIONS Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Unarmed Strike. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Acolytes are human beings who have given themselves over to the power of Ner‘Zhul and the Scourge. These bitter, fanatical men and women will stop at nothing to promote the Lich King‘s will and maintain the secrecy and dominance of the Cult of the Damned. They view their own deaths and the possibility of becoming undead as their ultimate rewards for their service to Ner‘Zhul. An acolyte can be cast into a Scourge sacrificial pit to become a shade, so long as it is blessed by the Lich King. A shade is born by casting the essence seal spell (heightened to level 2) on acolyte willingly sacrificing himself in the Sacrificial Pit, and then casting the Bind spell (level 2) to maintain link to conjurer. The statistics of the Scourge Shade is below. The one maintaining the connection is usually a necromancer of influence in the Scourge, as a Shade is an excellent scout, so long as they don‘t pass a hallowed area or get detected by an Alarm spell. This ritual cannot be undone or reversed by anything short of a wish spell or divine intervention (or similar abilities).

Ancients Introduction Ancients are some of the most important creatures in night elf society. They resemble sentient trees, but their wisdom and insight are almost unparalleled. Many of them are thousands of years old. They assist their night elf allies with guidance, education (particularly in the druidic arts), and protection — they are large and powerful, and are protectors of the forest. They are large enough to carry night elves, and some are so enormous that night elves make their homes in them.

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Trees of Life are so ancient in age, that many of them were present in the War of the Ancients. Having been instrumental in supporting the forces of life against the Burning Legion, they serve as advisors when demon lore is involved. Treants. Treants are powerful, ancient trees and more primitive forms of the wise ancients that served under Cenarius in ages past. Treants resemble large moving trees with faces. Over time, treants also grow to be ancient protectors. Ancient protectors, given time, morph into full ancients. They are closely affiliated with druids, and are often seen accompanying powerful druids and keepers of the grove. Many treants were driven mad during the Third War. The destruction of the forests, as well as demonic corruption, has driven them to lash out at anyone that approaches. Pandaren brewers have, on rare occasions, infused their drinks with core-wood, which adds a breezy autumn flavor to their brews. Treants are often summoned when a druid prepares Conjure Plants (called in that case the Force of Nature spell), animating temporary treants from normal trees. Depending on the focus of the Conjure spell, the treant looks different; treants formed out ashwood trees are differently colored than treants conjured from pine or oak. A treant summon that is made permanent by the Bind spell usually has their form changing with the seasons, leaves coloring red in fall, and budding in spring. This often has a minor influence on the treant‘s disposition.

Ancient Gargantuan plant, neutral good Armor Class 11 (natural armor) Hit Points 201 (13d20 + 65) Speed 10 ft. STR AGI STA INT SPI CHA 23 (+6) 6 (-2) 21 (+5) 15 (+2) 16 (+3) 15 (+2) Damage Vulnerabilities fire Damage Resistances bludgeoning, psychic, poison, piercing, lightning Condition Immunities blinded, deafened, exhaustion, petrified

Senses blindsight 60 ft., passive Perception 13 Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven (very) slowly. Challenge 11 (7,200 XP) Traits Ancient’s Ability. The ancient gains a different ability according to its focus (Lore, War, and Wind).  Ancient of Lore. Ancients of Lore have the spellcasting ability of a Druid equal to its hit dice (caster level 13). The DC of its spells and abilities is equal to 15. They have 20 mana points, and use druidic spellcasting.  Ancient of War. Ancients of War have the protective fighting style of the Warrior class, as well as the following benefits from the Champion martial archetype: Improved Critical 19-20, and Defense for +1 to armor.  Ancient of Wind. Ancients of Lore have the spellcasting ability of a priest equal to its level (13). The DC of its spells is equal to 15. They have 20 mana points, and use priestly spellcasting. Siege Monster. The ancient deals double damage to objects and structures. Consume Tree. The ancient may consume a tree within reach that is smaller than it as a fullminute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. Root. The ancient can root itself in soil or ground that allow its roots to spread as an action. While rooted, the ancient protector‘s speed is 0, gains a +2 bonus to AC, advantage to any saving throw versus an effect that would move it from its position and can detect how deep water is and how healthy the nature is in a distance of 100 feet. While rooted and throwing a rock, it adds one dice of extra damage. ACTIONS Multiattack. The ancient makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

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Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Animate Trees (3/Day). The ancient magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a lesser treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the ancient. The tree remains animate for 1 day or until it dies; until the ancient dies or is more than 120 feet from the tree; or until the ancient takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Ancient, Tree of Life Gargantuan plant, neutral good Armor Class 12 (natural armor) Hit Points 314 (17d20 + 136) Mana Points 40 (25 + 6 + 9) Speed 10 ft. STR AGI STA INT SPI CHA 26 (+8) 6 (-2) 26 (+8) 18 (+4) 25 (+7) 19 (+4) Saving Throws Str +14, Sta +14, Spi +13 Skills Nature +11 Damage Vulnerabilities fel, fire Damage Resistances bludgeoning, piercing Condition Immunities blinded, deafened, exhaustion, petrified Senses blindsight 60 ft., passive Perception 17 Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven (very) slowly. Challenge 17 (18,000 XP) Traits Consume Tree. The ancient may consume a tree within reach that is smaller than it as a fullminute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. Legendary Resistance (3/rest). If the tree of life fails a saving throw, it can choose to succeed instead. Magic Resistance. The tree of life has advantage on saving throws against spells and other magical effects. This does not apply against fire or fel damage.

Siege Monster. The tree of life deals double damage to objects and structures. Root. The ancient of life can root itself in soil or ground that allow its roots to spread as an action. While rooted, the ancient protector‘s speed is 0, gains a +2 bonus to AC, advantage to any saving throw versus an effect that would move it from its position and can detect how deep water is and how healthy the nature is in a distance of 100 feet. Spellcasting. The Tree of Life is a 17th level spellcaster. Their spellcasting ability is Spirit (spell save DC 21, +13 to hit with spell attacks). The tree of life has the following spells (24) prepared from the druid spell list: Cantrips (0 mana): druidcraft, frostbite, guidance, gust, thorn whip, wrath 1st level (0 mana): absorb elements, conjure fey, create or destroy water, entangling roots, mark of the wild (or inner fire), rejuvenation (1 mana) 2nd level (1 mana): animate plants (treants), aura of thorns (retribution aura), barkskin, beast sense, warding wind 3rd level (2 mana): wind wall, cyclone, slumber 4th level (3 mana): detonate mana 5th level (4 mana): teleportation circle, tranquility, geas 6th level (5 mana): heroes‘ feast, wall of thorns 7th level (7 mana): regenerate 8th level (8 mana): mirage arcana, sunburst 9th level (9 mana): foresight ACTIONS Multiattack. The ancient makes two slam attacks. Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Animate Trees (3/Day). The ancient magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a lesser treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the ancient. The tree remains animate for 1 day or until it dies; until the ancient dies or is more than 120 feet from the tree; or until the ancient takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. 12

LEGENDARY ACTIONS The tree of life can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature‘s turn. The tree of life regains spent legendary actions at the start of its turn. Detect. The tree of life makes a Spirit (Perception) check. Slam Attack. The tree of life makes a slam attack. Nature's Blessing (Costs 2 Actions and 4 mana points). Each living creature within 90 feet of the tree of life magically regains 20 (3d8 + 7) hit points (including the tree of life).

Treant, Minor Medium plant, unaligned Armor Class 14 (natural armor) Hit Points 22 (3d8 + 9) Speed 20 ft. STR AGI STA INT SPI CHA 16 (+3) 10 (+0) 16 (+3) 8 (-1) 13 (+1) 9 (-1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities blinded, deafened, exhaustion, petrified Senses passive Perception 11 Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven (very) slowly. Challenge 1 (200 XP) Traits Consume Tree. The treant may consume a tree within reach that is smaller than it as a fullminute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. Meld into Woods. The treant may use 10 feet of movement to meld into a tree that is at least one size category larger than it. While melded, the treant seems as part of the tree, and is indistinguishable. It can leave the tree with 10 feet of movement. ACTIONS Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Treant, Lesser Medium plant, unaligned Armor Class 14 (natural armor) Hit Points 60 (8d8 + 24) Speed 20 ft. STR AGI STA INT SPI CHA 18 (+4) 10 (+0) 17 (+3) 8 (-1) 13 (+1) 9 (-1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities blinded, deafened, exhaustion, petrified Senses passive Perception 11 Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven (very) slowly. Challenge 3 (700 XP) Traits Consume Tree. The treant may consume a tree within reach that is smaller than it as a fullminute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. False Appearance. While the treant remains motionless, it is indistinguishable from an inanimate tree. ACTIONS Multiattack. The treant makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Treant, Moderate (Ancient Protector) Large plant, unaligned Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 15 ft. STR AGI STA INT SPI CHA 20 (+5) 9 (-1) 17 (+3) 9 (-1) 14 (+2) 10 (+0) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities blinded, deafened, exhaustion, petrified Senses passive Perception 12 Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven (very) slowly. Challenge 5 (1,800 XP) 13

Traits False Appearance. While the ancient protector remains motionless, it is indistinguishable from an inanimate tree. Consume Tree. The ancient protector may consume a tree within reach that is smaller than it as a full-minute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. Root. The ancient protector can root itself in soil or ground that allow its roots to spread as an action. While rooted, the ancient protector‘s speed is 0, gains a +2 bonus to AC, and advantage to any saving throw versus an effect that would move it from its position. While rooted and throwing a rock, it adds one dice of extra damage, and can detect how deep water is and how healthy the nature is in a distance of 100 feet. ACTIONS Multiattack. The treant makes two claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target Hit: 12 (2d6 + 5) slashing damage. Rock. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target Hit: 16 (2d10 + 5) bludgeoning damage. The treant must be rooted to use this ability. Ancient protectors guard night elven villages.

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

Siege Monster. The ancient deals double damage to objects and structures. Consume Tree. The treant may consume a tree within reach that is smaller than it as a fullminute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. Root. The ancient defender can root itself in soil or ground that allow its roots to spread as an action. While rooted, the ancient defender‘s speed is 0, gains a +2 bonus to AC, advantage to any saving throw versus an effect that would move it from its position and can detect how deep water is and how healthy the nature is in a distance of 100 feet. While rooted and throwing a rock, it adds one dice of extra damage. ACTIONS Multiattack. The treant makes two attacks. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target Hit: 13 (2d6 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target Hit: 17 (2d10 + 6) bludgeoning damage. Ancient defenders guard night elven military installations near critical positions, such as the World Tree.

Treant, Major (Ancient Guardian) Huge plant, unaligned Armor Class 16 (natural armor) Hit Points 154 (13d12 + 70) Speed 10 ft. STR AGI STA INT SPI CHA 24 (+7) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities blinded, deafened, exhaustion, petrified Senses blindsight 30 ft., passive Perception 13 Languages Understands Common, Druidic, and Elven, but can only speak Druidic and Elven (very) slowly. Challenge 9 (5,000 XP) Traits Siege Monster. The ancient deals double damage to objects and structures. 14

Consume Tree. The ancient guardian may consume a tree within reach that is smaller than it as a full-minute action, regaining regeneration of 5 hit points per round for one minute, up to its maximum hit points. Root. The ancient guardian can root itself in soil or ground that allow its roots to spread as an action. While rooted, the ancient guardian‘s speed is 0, gains a +2 bonus to AC, advantage to any saving throw versus an effect that would move it from its position and can detect how deep water is and how healthy the nature is in a distance of 100 feet. While rooted and throwing a rock, it adds one dice of extra damage. ACTIONS Multiattack. The treant makes two attacks. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target Hit: 17 (3d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target Hit: 23 (3d10 + 7) bludgeoning damage. There are few ancient guardians in the world, and they often spend few years before becoming full-blown ancients.

Avatar of Vengeance Medium fiend (shadow), lawful evil Armor Class 13 Hit Points 55 (10d8 + 10) Speed 0 ft., fly 40 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 17 (+3) 13 (+1) 12 (+1) 15 (+2) 17 (+3) Saving Throws Spi +4, Cha +4 Skills Intimidate +6, Stealth +5, Perception +5 Damage Vulnerabilities holy Damage Resistances fel, cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Understands the languages in life, but speaks it in reverse (DC 15 Intelligence or Spirit saving throw understands) Challenge 3 (700 XP) Traits

Awaken Vengeful. By touching a corpse, the avatar of vengeance can create a spirit of vengeance that joins it on its quest for righting wrongs for up to 24 hours, or until the task is complete (whichever comes sooner). This can be done at will, but an avatar of vengeance cannot have more than twenty active spirits of vengeance. Only one spirit of vengeance can be created from a single corpse, which must have died either betrayed, in battle, or any situation where the DM decides it may have lingering desire for vengeance. The statistics of the spirit of vengeance are described below. Incorporeal Movement. The avatar of vengeance can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) arcane damage if it ends its turn inside an object. Limited Telepathy. The avatar of vengeance can magically transmit simple messages and images to any creature within 120 feet of it, so long as the creature is its conjurer, quarry, or one of the allies of both parties. This ability is usually used to intimidate its quarry or remind them of an evil deed it has committed. This form of telepathy doesn‘t allow the receiving creature to telepathically respond. Unrelenting Hunter. The avatar can use a bonus action to Dash, but only to approach its quarry or travel towards it. It also has advantage on any Spirit (Perception) checks against its quarry. Vengeful Tracker. The avatar knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. If conjured by conjure fiend, it can track the target of its caster, but only up to 10 miles. Otherwise, she knows only its general direction. ACTIONS Multiattack. The avatar of vengeance makes two melee attacks. Moonglaive. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) shadow damage. If the target is a creature against which the avatar has designated as its quarry, the target takes an extra 14 (4d6) damage. 15

Avatars of vengeance seek to slay all living creatures that harmed it in an effort somehow to bring peace to itself. It bears no feelings of guilt or remorse or pity, and its task very seriously, treating all beings with equal disregard and sparing none that get in its way. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks. No one knows exactly how Avatars of Vengeance form. Some claim that when a person with a great need for vengeance dies, their spirit becomes an avatar of vengeance. This story cannot be true, though, as avatars of vengeance are not undead creatures. Rather, they are beings composed of the raw energy of vengeance and vendetta; they are revenge given physical form from the Void, summoned up by negative emotions. Avatars of vengeance are rarely encountered naturally. They are born of a terrible wrong or bitter emotional state, and are sometimes summoned when a hurt victim receives (or sends out) a Call for vengeance. When an individual seeks vengeance with all of their will, they may inadvertently bring to life an avatar of vengeance. The spirit has a will of its own — even if the individual who created it remits their hate. The spirit does not stop until it claims vengeance upon the perpetrator of the act that caused its creation.

Spirit of Vengeance Medium fiend (shadow), lawful evil Armor Class 12 Hit Points 16 (3d8 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 14 (+2) 12 (+1) 9 (-1) 9 (-1) 11 (+0) Skills Intimidation +2, Stealth +3 Damage Vulnerabilities holy Damage Resistances fel, cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons Senses passive Perception 9 Languages Understands the languages in life, but speaks it in reverse (DC 15 Intelligence or Spirit saving throw understands). Challenge 1/2 (100 XP)

ACTIONS Multiattack. The vengeful makes two melee attacks. Moonglaive. Melee Weapon Attack: +4 to Hit, reach 5 ft., one target Hit: 5 (1d6 + 2) piercing damage. If the target is a creature against which the spirit has designated as its quarry, the target takes an extra 7 (2d6) damage. Spirits of Vengeance are creatures that form when an avatar of vengeance slays a humanoid. In some ways, spirits of vengeance are like lesser versions of avatars of vengeance — they are fixated on one thought: revenge. Unlike avatars, a spirit of vengeance contains bits of humanoid soul mingled with the dark energies that animate it. The avatar of vengeance that created the spirit is treated as if it charmed the spirit. Spirits of vengeance do not speak, but they do utter things that seem like words, reverberated and spoken in reverse. Spirits of vengeance possess little of the cunning of the avatar that created them. When uncontrolled, they move toward living creatures and hack them apart. Some spirits target specific creatures particularly deserving of vengeful judgment, ignoring innocents. The weapon of a spirit of vengeance is a shadowy extension of itself. Their weapons can take many forms; most resemble either the weapon of the avatar that created them or the weapons of the living creatures from which they were summoned. The above statistics block assumes a Moonglaive (shortsword).

B Beastmen Beastmen are grotesque beings found in Drustvar that resemble humanoid/beast hybrids. They appear to be stitched together out of corpses of humans and animals. Their origin is unknown, but some theorize to be mutants or homunculi who achieved an independent presence. Beastmen can have weapons grafted onto them. One of their arms can be grafted with any melee one-handed or light weapon with a successful DC 10 Spirit (Medicine) check. 16

Variant Beastmen Each beastman gains different powers depending on its type. With the Beastman Butcher, the ability DCs and attack rolls increase by 2 points each, and the beak and gore attacks add another dice of damage. PIG Charge. If the beastman moves at least 20 ft. straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 3 (1d6) damage of the same weapon type. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. REACTIONS Relentless. This acts as the relentless warrior talent of the same name. RAVEN Dread Ambusher. The beastman gains a bonus their initiative rolls equal to its Spirit modifier. Also, the start of its first turn of each combat encounter, its speed increases by 10 feet, which lasts until the end of that turn. Mimicry. The beastman can mimic any sounds it heard, including voices. This talent extends to handwriting (if the beastman learned how to read and write). A creature that hears the beastman‘s imitation or sees a forgery can tell they are imitations with a successful Spirit (Insight) check or Intelligence (Investigation) check, respectively against a DC of 13. ACTIONS Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. STAG Horned Charge. If the beastman moves at least 20 ft. straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 3 (1d6) damage of the same weapon type. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 10 feet and fall prone. ACTIONS

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Beastman Thrall Medium humanoid (homunculus), chaotic neutral Armor Class 13 (Natural Armor) Hit Points 65 (10d8 + 20) Speed 30 ft. STR AGI STA INT SPI CHA 18 (+4) 10 (+0) 15 (+2) 8 (-1) 17 (+3) 10 (+0) Senses passive Perception 13 Languages — Challenge 4 (1,100 XP) Traits Limited Regeneration. The beastman regains 5 Hit Points at the start of its turn if its hit points are below half maximum hit points, and above 1 hit point, but only up to half the creature‘s maximum hit points (or 32 hit points). Rend and Tear. If the beastman succeeds on two weapon attacks succeed against the same target, it may also attempt a third slam attack. ACTIONS Multiattack. The beastman makes two weapon attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Beastman Butcher Large humanoid (homunculus), chaotic neutral Armor Class 14 (Natural Armor) Hit Points 102 (12d10 + 36) Speed 40 ft. STR AGI STA INT SPI CHA 21 (+5) 8 (+0) 17 (+3) 7 (-2) 15 (+2) 10 (+0) Senses passive Perception 12 Languages — Challenge 6 (2,300 XP) Traits Limited Regeneration. The beastman regains 10 Hit Points at the start of its turn if its hit points are below half maximum hit points, and above 1 17

hit point, but only up to half the creature‘s maximum hit points (or 51 hit points). Rend and Tear. If the beastman succeeds on two weapon attacks succeed against the same target, it may also attempt a third slam attack. ACTIONS Multiattack. The beastman makes two weapon attacks. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Banshee ―Let my cries chill the living…‖ Medium undead, chaotic evil Armor Class 12 Hit Points 49 (11d8) Mana Points 25 (17 + 2 + 6) Speed 0 ft., fly 40 ft. (hover) STR AGI STA INT SPI CHA 5 (-3) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) Saving Throws Spi +2, Cha +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, shadow, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages Common, Elven, Necril Challenge 4 (1,100 XP) Traits Incorporeal Movement The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) arcane damage if she ends her turn inside an object. Banshee Magic. The banshee may cast possession without a container. The soul and body of the banshee effectively occupy the targeted creature. The banshee may leave the body, materializing its own after one round of leaving. The banshee may also cast the Globe of Invulnerability spell and target any creature within 30 ft. to gain the benefits of the same

spell. If this effect targets an enemy, they may make a Spirit saving throw to negate this effect. Innate Spellcasting. The banshee is naturally magical. The banhsee‘s spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). The banshee can innately cast the following spells, requiring no material components: 3rd level (4 mana): banshee‘s curse 4th level (5 mana): drain mana 6th level (8 mana): antimagic shell (globe of invulnerability), drain mana ACTIONS Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Spirit saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target‘s saving throw is successful or the effect ends for it, the target is immune to the banshee‘s Horrifying Visage for the next 24 hours. Shrill Shriek. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 12 (5d4) thunder damage. This requires at least 1 mana in reserve for each d4. Banshees were once elf women, returned to a horrible, spectral existence. Their intangible forms make them difficult to destroy, and they have numerous spell-like abilities to cripple their foes and protect their allies. Their most feared ability is that they can possess a living being, taking over its body. When the Burning Legion and the Kaldorei clashed in the War of the Ancients, 10,000 years ago, many night elf women fell. Their brutal murders returned them as banshees, and for millennia they wandered the world in lamentation, losing ever more of their dwindling sanity. Eventually, the Lich King, Ner‘zhul, learned of their existence and recruited them into the Scourge. Banshees fought in the Third War alongside other undead, and when Arthas attacked Quel‘Thalas, he found that he could make banshees of high elves as well. The

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banshee‘s shrill shrieks can be heard as far as a mile.

Basilisk Medium monstrosity, unaligned Armor Class 15 (natural Armor) Hit Points 52 (8d8 + 16) Speed 20 ft. STR AGI STA INT SPI CHA 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2) Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Traits Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can attempt to petrify the target, forcing the creature to make a DC 12 Stamina saving throw. This does not require an action, but does require the basilisk be able to use actions (cannot be used while incapacitated, stunned, etc. or if blinded). This can be done once per round, and may maintain this state for one minute before requiring 1d4 minutes to recover. On a failed save, the target creature is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this effect must make another Stamina saving throw at the end of each of its turns. If it successfully saves three times, the effect ends, and the creature is immune to the current effect for the 1d4 minutes it takes for the Basilisk to recover. If it fails three times, the creature is turned to stone and is petrified until freed by the greater restoration spell or other magic. A creature that isn‘t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can‘t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. This otherwise acts as the Flesh to Stone spell. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. Basilisks are heavily-armored, six-legged lizards which are related to the crocolisk. Basilisk stomachs are capable of dissolving nearly anything. Because of this, basilisks have a fondness for eating crystals and rocks from the area they inhabit. This not only makes their hides extremely hard, but gives them a unique power. They're best known for their ability to petrify a person with their stare. Due to this, basilisk parts are often sought by mages and alchemists for study. These powerful, enchanted creatures are something of an anomaly throughout the land of Azeroth.

Battle Chicken Tiny construct, unaligned Armor Class 15 Hit Points 65 (10d4 + 40) Speed 20 ft. STR AGI STA INT SPI CHA 5 (-3) 21 (+5) 18 (+4) 3 (-4) 11 (+0) 1 (-5) Skills Intimidation -3, Perception +3 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands the languages of its creator but can't speak Challenge 4 (1,100 XP) Traits Battle Squawk (1/long rest). The chicken casts the Abandonment Aura spell. Chicken Frenzy. The chicken has advantage on melee attack rolls whenever it is reduced to 10 hit 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, with or without a running start. Fuel (8 max). The battle chicken starts out with eight fuel charges, and runs on a clockwork or mechanical engine. It can be active for eight hours until it needs to be recharged. Ten minutes of winding the mechanism's interior provide one charge for it. ACTIONS 19

Multiattack. The battle chicken can make two drill peck attacks. Drill Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. The target must then succeed on a DC 14 Stamina saving throw or bleed for 1 minute, losing 1 hit point per round. A bleeding creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. The target automatically ends the condition if they receive at least 1 hit point of magical healing. Also known as the gnomish battle chicken, this tiny construct The gnomish battle chicken is an oversized mechanical chicken. It may look silly, but it is one tough customer. Starting an inert battle chicken involves cranking cranks, pushing buttons, turning little knobs, and speaking into flared tubes. Once started the chicken obeys the voice commands of the individual who started it, attacking his enemies and doing anything else he asks. The chicken only understands simple commands. A battle chicken costs 1,280 crafting points (engineering) as a tiny construct of challenge 4 (or 32,000 gp). It has a malfunction rating of 1-5. It costs 426 crafting points (10,650 gp) to craft.

Black Ooze Huge ooze, unaligned Armor Class 5 Hit Points 136 (13d12 + 52) Speed 20 ft., climb 20 ft. STR AGI STA INT SPI CHA 19 (+4) 3 (-4) 18 (+4) 1 (-5) 6 (-2) 1 (-5) Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages – Challenge 8 (3,900 XP) Traits Amorphous. The black ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the black ooze or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon made of metal or wood that hits the black ooze corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal or wood that hits the black ooze is destroyed after dealing damage. The black ooze can eat through 4-inchthick, non magical wood or metal in 1 round. Spider Climb. The black ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The black ooze makes two pseudopod attacks. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 22 (5d8) acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. REACTIONS Split. When a black ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new black oozes if it has at least 20 hit points. Each new black ooze has hit points equal to half the original black ooze's, rounded down. New black oozes are one size smaller than the original black ooze. Black oozes form in the foul slag pits of mining operations, given animation by mystic forces and freed to roam and consume. Black oozes possess a corrosive touch that metal; while their anatomy remains a mystery, they clearly seek to consume flesh as well. Some theorize that angry natural forces inhabited the original black oozes, animating the contaminated waste of mining operations and using it to enact vengeance on the miners. Others postulate that some miners, working far too deep in the ground, inadvertently operated in areas of powerful buried magic. Mystic energy penetrated the miners‘ slag pits and 20

animated the sludgy runoff there. Whatever their origins, black oozes now exist as monsters in their own right, requiring no outside influence to live and reproduce (which they do by means of asexual splitting). Black oozes prefer to remain underground, though a few venture out onto surrounding mountainsides. They do not appear to have any sort of sentience, society, or ambition beyond engulfing whatever they encounter.

Bloodpedals Introduction Bloodpetals are ambulatory plants that dwell in the steamy jungles of the Un‘Goro Crater. They are covered in nasty thorns that exude a crippling toxin; although not terribly dangerous alone, they tend to use swarm tactics. Otherwise, not much is known about these curious creatures, although the Explorers‘ League produces a few reports. Colonies of bloodpetals, apparently always less than 30 in number, stake out a territory typically in some remote area where threats are at a minimum. They defend this area carefully while new bloodpetal sprouts grow. A sprout remains immobile for several months before its legs fully develop. Once a bloodpetal patch grows too large for nearby resources to support it, the creatures send out scouts. These scouts range far and wide, and thus are usually the first bloodpetals a visitor to Un‘Goro encounters; interestingly, a scout avoids conflict and fights only to defend itself, giving the illusion that bloodpetals aren‘t terribly aggressive, a fact that leads many explorers into trouble when they encounter an actual patch and have their escape route cut off by the suddenly-animate flora. Bloodpetals typically stand about 5 feet high and weigh about 100 pounds. They speak no languages as far as anyone knows, although they do seem capable of communicating with each other in some unknown manner.

Bloodpedal Trapper Medium plant, unaligned Armor Class 12 (natural armor) Hit Points 37 (5d8 + 15) Speed 10 ft., climb 10 ft.

STR AGI STA INT SPI CHA 16 (+3) 14 (+2) 17 (+3) 2 (-4) 10 (+0) 10 (+0) Damage Vulnerabilities fire Condition Immunities blinded, deafened, exhaustion, petrified Senses passive Perception 11 Challenge 2 (450 XP) Traits False Appearance. While the bloodpedal trapper remains motionless, it is indistinguishable from an inanimate plant. ACTIONS Thorn. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 6 (1d6 + 3) 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.

Bloodpedal Lasher Large plant, unaligned Armor Class 13 (natural armor) Hit Points 66 (7d10 + 28) Speed 15 ft., climb 15 ft. STR AGI STA INT SPI CHA 19 (+4) 15 (+2) 18 (+4) 2 (-4) 12 (+1) 10 (+0) Damage Vulnerabilities fire Condition Immunities blinded, deafened, exhaustion, petrified Senses passive Perception 11 Challenge 4 (1,100 XP) Traits False Appearance. While the bloodpedal lasher remains motionless, it is indistinguishable from an inanimate plant. Serrated Thorns. A bloodpetal lasher‘s thorn attacks are particularly vicious, dealing three times normal damage on a critical hit. ACTIONS Thorn. Melee Weapon Attack: +6 to hit, 10 ft., one target. Hit: 11 (1d8 + 4) piercing damage. The target must make a DC 14 Stamina saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.

Bog Beast Large plant, unaligned 21

Armor Class 16 (Natural Armor) Hit Points 90 (12d8 + 48) Speed 25 ft. STR AGI STA INT SPI CHA 22 (+6) 15 (+2) 18 (+4) 4 (-3) 10 (+0) 7 (-2) Skills Perception +3, Stealth +5 Damage Vulnerabilities fire Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages – Challenge 5 (1,800 XP) Traits Swamp Lord. The bog beast has advantage on Agility (Stealth) checks to move silently and hide within swamps, can ignore the movement penalty from swamp difficult terrain, and can see through bog mists without disadvantage. Hold Breath. The bog beast can hold its breath for 30 minutes. ACTIONS Multiattack. The bog beast attacks twice with its claws Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage. If the target is Medium or smaller, it is either grappled (escape DC 17) and restrained until the grapple ends or pushed 10 feet away from the bog beast. Bog beasts are large plant-like creatures, often found in temperate marshes of Azeroth. These massive plants may be mistaken for a thick clump of vegetation… if not for their vaguely humanoid shapes and surprising mobility. As the name suggests, bog-beasts are massive, shambling monsters that are half plant and half beast. Not much is known about these secretive lords of the swamp, except that they are territorial and rather aggressive. Explorers have recorded stories of their immense strength and resilience to harm. Bog-beasts are known to wander the Dustwallow Marsh, south of the Barrens. Bog-beasts use their strength to slam into their enemies, crushing opponents' defenses with their fists and whatever large objects they can throw at them.

Broken Stalker ―We will share our ways…‖ Medium humanoid (broken draenei), chaotic Armor Class 13 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0) Skills Perception +3, Stealth +4 Damage Resistances fel Senses darkvision 60 ft., passive Perception 13 Languages Eredun (uncorrupted) Traits Sneak Attack (1/round). Whenever making a successful melee or ranged attack roll when having advantage, or when an allied unit is adjacent to the enemy, the broken draenei adds 3 (1d6) extra damage to the roll. Adapter. Can always act in a surprise round, and has advantage versus weather effects. Challenge 1/8 (25 XP) ACTIONS Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., loading, one target. Hit: 6 (1d8 + 2) piercing damage.

C Carrion Grub Huge beast, unaligned Armor Class 7 Hit Points 126 (12d12 + 48) Speed 20 ft., burrow 5 ft. STR AGI STA INT SPI CHA 21 (+5) 3 (-4) 18 (+4) 1 (-5) 4 (-3) 1 (-5) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages – Challenge 8 (3,900 XP) Traits Corrosive Form. A creature that touches the carrion grub or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any 22

nonmagical weapon made of metal or wood that hits the carrion grub corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal or wood that hits the carrion grub is destroyed after dealing damage. The carrion grub can eat through 4-inchthick, non magical wood or metal in 1 round. ACTIONS Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 22 (5d8) acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Acid Spit. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 12 (2d6 + 5) acid damage. This attack also corrodes as the Corrosive Form ability. Acid Breath (Recharge 5-6). The carrion grub exhales acid gas in a 60-foot cone. Each creature in that area must make a DC 15 Stamina saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one. This attack also corrodes away 4 inches thick of wood or metal. REACTIONS Death Throes. When the carrion grub dies, it explodes, and each creature within 15 feet of it must make a DC 15 Stamina saving throw, taking 6d6 acid damage on a failed save, or half as much damage on a successful one. Carrion grubs are disgusting worms that roam the Plaguelands searching for corpses to consume. They devour prey by gripping it in acidcoated mandibles, dissolving it, and sucking it up through their relatively tiny mouths. If they cannot find dead or dying creatures to feed upon, any living flesh will do. Carrion grubs prefer mammals, but will dine on reptiles or fish — they are voracious eaters that can consume close to half their body weight in a day. They cannot digest vegetable matter.

Carrion grubs roam only, and have appeared the Plaguelands there only in recent years. It is unclear if they are the result of horrible experiments by overzealous necromancers, or simply a mutation created by the Scourge. Since they pursue undead flesh as readily as the living, it seems unlikely anyone created them on purpose. Carrion grubs move about haphazardly, constantly seeking food. If they detect suitable prey with their blindsense, they move to investigate, attacking rapaciously if the prey proves edible. If the food source moves out of blindsense range, the grub continues moving in the same direction until it catches up, comes to an obstacle, or detects another food source. Although grubs are stupid, their blindsense is quite acute and they will not, for example, pursue prey over the edge of a cliff. If confronted by a foe that cannot be attacked, such as flying archers, the grub escapes by burrowing. A carrion grub can wriggle its way only into soft earth, sand, or materials of a similar consistency. Most carrion grubs are 6 to 8 feet long and weigh 300 to 500 pounds, although much larger specimens exist.

Cenarion (Children of Cenarius) Introduction Children of Cenarius The Children of Cenarius are the offspring of the demigod Cenarius, the child of the moongoddess Elune. His children either share in night elven culture, or (in the case of centaurs) profusely refuse the culture and wish to tear it down. Traits Ability Score Increase. Your Agility score increases by 1. Type. All offspring of Cenarius are fey creatures, not humanoids. They are immune to effects that specify humanoids. Age. Offspring of Cenarius typically reach adulthood around a hundred to two hundred years old, and some (such as the Grovekeepers) are immortal. 23

Speed. Your base walking speed is 40 feet, and you are a quadruped. You have disadvantage on climbing checks. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can‘t discern color in darkness, only shades of gray. Divine Blood. You gain proficiency with Perception and Athletics, and while you are wearing medium, light or no armor, you gain +1 to Armor Class. Herb-lore. You have proficiency with the Alchemy skill, though you use herbs to create mixtures. You can create herbal mixtures as if a 1st level alchemist. You have to store alchemical formula in a formula book, which you may start out with at 1st level. If you later gain Alchemy, you gain expertise in the skill instead. Languages. You can speak, read, and write Common and Druidic. Subrace. Three main subraces claim descent from the demigod Cenarius: dryads, his favored daughters; grovekeepers, his favored sons; and centaurs, his bastard offspring.

Centaur Centaurs are treated as a subrace of the Children of Cenarius (see below). Affiliation. Independent. The centaurs hate to their dryad and grovekeeper kin, as well as the night elves, their allies, the tauren (and their allies). Even the demonic Legion cannot tame the furious and empty spirit of the Centaurs. Size. Centaurs range between 7 to 8 feet tall and average between 700 pounds to 1 ton. Your size is Large. Ability Score Increase. Your Strength score increases by 2. Charge. If moving at least 30 feet straight toward a target, the next hit deals extra damage equal to 1d6 per two Hit Dice. Natural Weapons. You can treat your hooves as natural weapons. They deal 2d4 bludgeoning damage. Night elves claim that centaur are the bastard children of the demigod Cenarius. Despite their

origins, these primitive, barbaric horsemen are the embodiment of savagery. Centaur tribes terrorize the Barrens of Kalimdor and ransack the indigenous peoples‘ villages and cities. They have an especially violent hatred of tauren, who return the racial animosity with fervor. Centaur have little in common with their cousins, dryads and keepers of the grove. While it is unknown how these creatures came to be, centaur prove to be a thorn in both night elf and tauren sides.

Cenarion Centaur Outrunner ―To battle!‖ Large monstrosity (centaur), lawful evil Armor Class. 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 50 ft. STR AGI STA INT SPI CHA 18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) Skills Athletics +6, Perception +3, Survival +3 Senses passive Perception 13 Languages Elven, Low Common, Sylvan Challenge 2 (450 XP) Traits Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a battleaxe or hoof attack on the same turn, the target takes an extra 7 (2d6) damage of the same damage type. ACTIONS Multiattack. The centaur makes two attacks: one with its battleaxe and one with its hooves or two with its longbow. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Dryad Affiliation. Independent or Alliance. The dryads aid the night elves so long as it is in the best interests of the lands. When their brothers, the 24

grovekeepers go to war, many dryads tag along for the ride. Size. Dryads range between 6 to 7 feet tall and average between 300 to 500 pounds. Your size is Medium. Ability Score Increase. Your Charisma score increases by 2. Abolish Magic. You may touch a target as a melee spell attack and replicate the effects of Dispel Magic, with an effective spell level equal to half your hit dice. This may be used once per day per point of Charisma modifier (minimum 1). Spell Resistance. You are exceptionally resistant to spells and spell-like abilities, and have advantage versus all spells that allow for spell resistance.

Cenarion Dryad Fawn ―For the trees!‖ Medium fey (dryad), chaotic good Armor Class 15 (natural armor) Hit Points 33 (6d8 + 6) Speed 40 ft. STR AGI STA INT SPI CHA 11 (+0) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 18 (+4) Skills. Perception +3, Survival +3, Persuasion +6 Senses Passive Perception 13 Languages Common, Elven, Sylvan Challenge 2 (200 XP) Traits Spell Resistance. The dryad has advantage on all saving throws against spells that allow for spell resistance. She is immune to spells of level 2 or lower. ACTIONS Abolish Magic (4/rest). The dryad may touch a target as a melee spell attack and replicate the effects of Dispel Magic, with an effective spell level equal to 3. If the spell‘s level is higher than 3, roll d20 check with +4, against a DC of 10 + spell level to dispel the effect. The dryad could spend two uses instead of one to make the ability at a range of 30 feet. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target Hit: 5 (1d6 + 2) piercing damage, plus 1d6 poison damage. The target must succeed against a DC 13

Stamina saving throw or be poisoned for one minute. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Dryads are daughters of the demigod Cenarius. They monitor the health of Kalimdor‘s forests, ever watchful against the depredations of evil magic. Acting as teachers, healers, and playmates to the Kaldorei, dryads rally to fight those who encroach upon their forests, and serve the wilds with unwavering faith and a joyous smile.

Grovekeeper The enchanted keepers of the grove are the favored sons of Cenarius. Like their dryad sisters, the keepers protect the woodlands from harm. Though they typically remain within the sacred Moonglade of Mount Hyjal, the keepers have been seen in other forests throughout Kalimdor. They are quick to heed the call to arms whenever there is a threat to the natural order. Affiliation. Independent or Alliance. The grovekeepers staunchly aid the night elves and preserve the forests, rivers, and wild lands of Kalimdor. When the demons‘ taint spreads in the world, grove-keepers awaken, rouse their night elven druid students, and hurry to repel the invaders before they can do too much harm. Size. Grove-keepers range between 7 to 8 feet tall and average between 800 pounds to 1 ton. Your size is Large. Ability Score Increase. Your Spirit score increases by 2. Barbed Whip. You gain the Thorn Whip cantrip if you don‘t already have it, and always have it prepared if you do, with the following differences: Casting it never costs mana; its reach improves to 50 feet, and it can pull or push a creature up to 15 feet from you. It also deals an extra 1d6 damage. Land, Lord, and Master. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In 25

addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. If you ever take enough levels in druid to gain Land‘s Stride, you may grant this bonus as a 30-foot aura to your allies. Nature Resistance. You have advantage on saving throws against poison, and you have resistance against poison and lightning damage.

Cenarion Keeper of the Grove Hero ―Who threatens the wilds?‖ Large fey (grovekeeper), lawful neutral Armor Class 15 (natural armor) Hit Points 71 (11d8 + 22) Mana Points 27 (19 + 3 + 5) Speed 40 ft. STR AGI STA INT SPI CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 19 (+4) 14 (+2) Damage Resistances lightning, poison Skills. Perception +8, Survival +8, Persuasion +7 Senses Passive Perception 18 Languages Common, Elven, Sylvan Challenge 7 (2,600 XP) Traits Land, Lord, and Master. With an action, the keeper of the grove may emit a 20-foot aura that allows for all allies to move without penalty in natural nonmagical difficult terrain. They also take no damage from thorns, spines, or similar hazards, and have advantage against spells that replicate such effects. Healing Lore. With a bonus action, the keeper of the grove may alter the target of an active sigil spell. The spell‘s effects take place at the new target‘s turn as usual. Extended Growth. The maximum duration of healing sigil spells is doubled, and he gains advantage on the roll to maintain a sigil spell. Seed of Life. The keeper of the grove may cast any druidic spell as a seed, keeping the spell‘s effects latent until discharged with a mental command (costs no action). Until the spell is discharged, the keeper can sense the relative health of the target of this ability. This can be used at will, but a single given creature can benefit only once every 24 hours.

Spellcasting. The keeper of the grove is an 11th level spellcaster. His spellcasting ability is Spirit (spell save DC 16, +6 to hit with spell attacks). The keeper of the grove has the following spells (14) prepared from the druid spell list: Cantrips (0 mana): move earth, druidcraft, guidance, thorn whip (free) 1st level (2 mana): entangling roots, rejuvenation, faerie fire, speak with animals 2nd level (3 mana): gust of wind, moonbeam, thorns aura (retribution aura), barkskin (free) 3rd level (4 mana): speak with plants, plant growth (free) 4th level (6 mana): dominate beast, grasping vine, divination 5th level (7 mana): tranquility, commune with nature, dream (free) 6th level (8 mana): heal ACTIONS Barbed Whip (0 mana). Ranged Spell Attack: +6 to hit, reach 50 feet, one target. Hit: 14 (4d6) piercing damage, and the creature is pulled or pushed 15 feet in any direction. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Wisp Amulet. The wearer of this amulet may transform into a wisp for up to 1 minute. This is a polymorph effect. This property of the amulet can‘t be used again until the next sundown. The DM has the wisp‘s statistics. Equipment. Wisp amulet

Chimaera Large dragon, unaligned Armor Class 14 (natural Armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 60 ft. STR AGI STA INT SPI CHA 19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) Skills Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages Draconic, and understands Elven but cannot speak it Challenge 6 (2,300 XP) Traits Two-Headed. The Chimaera has advantage on Spirit (Perception) checks and on saving throws 26

against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ACTIONS Multiattack. The Chimaera makes two attacks: one with its bite on each head, or with its claws. When its magic breath is available, it can use the breath in place a bite. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Magic Breath (Recharge 5–6). The Chimaera spits a torrent of corrosive acid or fire in a 15-foot cone. Each creature in that area must make a DC 15 Agility saving throw, taking 31 (7d8) acid or fire damage on a failed save, or half as much damage on a successful one. This huge creature has two reptilian heads that operate independently. Its forelimbs unfold into a pair of mighty wings, and it clutches at rocky outcrops and great trees with its powerful hind legs. Its deep purple scales gleam in the moonlight. Chimaera are strong allies of the night elves, protecting the forests and the great tree Nordrassil from danger. They are highly reclusive, sentient creatures, but do not possess the ability to speak. They strive foremost to protect the balance of nature. Chimaera hate seeing any natural races or creatures being harmed or oppressed. Those who victimize such creatures under the chimaera‘s protection will soon find a chimaera‘s wrath to be very formidable.

Clockwork Creations Clockwork Goblin Small construct, unaligned Armor Class 14 (armor plating) Hit Points 13 (2d8 + 4) Speed 25 ft. STR AGI STA INT SPI CHA 10 (+0) 16 (+3) 14 (+2) 3 (-4) 11 (+0) 1 (-5) Challenge 1/2 (100 XP) Traits

Constructed Mind. Mechanized creatures do not have a true mind, but are instead programmed to perform certain actions congruent with those of similar natural creatures. Thus, instead of Animal Handling checks, a creature handling or riding a mechanized animal makes checks with engineer‘s tools. Its new form is immune to all living creature-specific effects. It also consumes 1 charge (energy type determined by the creator) every hour of activity. It may remain latent, and activate on a trigger to save charges. Fuel (8 max). The clockwork goblin starts out with eight fuel charges, and runs on a combustion engine, consuming one vial of phlogiston per hour. The hull‘s capacity is equal to 8 vials of phlogiston. ACTIONS Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Explode. The clockwork goblin explodes, dealing 9 (2d8) concussive damage in a 10-foot-sphere. This destroys the clockwork goblin. ACTION Death Throes. When reduced to 0 hit points or dying, the clockwork goblin may attempt a Strength saving throw against a DC of 10. If it succeeds, it explodes. If the goblin used the explode action already, it may roll the saving throw with disadvantage, but deals double damage on a success. If it fails the saving throw, it loses the reaction. A clockwork goblin costs 20 crafting points (engineering) as a construct of challenge 1/2 (or 500 gp). It has a malfunction rating of 1-2. It costs 6 crafting points (150 gp) to craft.

Clockwork Pest Tiny construct, unaligned Armor Class 14 (natural armor) Hit Points 7 (2d4 + 2) Speed 0 ft., fly 40 ft. STR AGI STA INT SPI CHA 4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned 27

Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 1/4 (50 XP) Traits Potent Injection (1/long rest). If the pest hits a creature with its stinger, it can inject a larger dose of poison. The target must succeed on a DC 12 Stamina saving throw or become poisoned for 1 hour. It can use better-grade poisons than normal if the user provides it (requires an action per poison to set up). Fuel (8 max). The clockwork pest starts out with eight fuel charges, and runs on a clockwork or mechanical engine. It can be active for eight hours until it needs to be recharged. Ten minutes of winding the mechanism's interior provide one charge for it. ACTIONS Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Stamina saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. A clockwork pest costs 20 crafting points (engineering) as a construct of challenge 1/2 (or 500 gp). It has a malfunction rating of 1-2. It costs 6 crafting points (150 gp) to craft.

Cloud Serpent Introduction The origin of the cloud serpents are unknown. They are, however, not part of the "whole Aspects scene" and are not really related to the classic Azerothian dragonflights. According to Loh-Ki, an otherworldly storm was summoned by Lei Shen, the Thunder King, in his final moments, and blanketed the Vale of Eternal Blossoms with rainfall and struck jagged spears of lightning into the hills. With its final breath, the storm struck the center of the lake, igniting the very water itself. The lake burned with a crimson hue for many days. When the blaze subsided, a cloud serpent hatchling could be seen flying around the center of the lake. Its scales sparked with storm and fire, and where it flew, great clouds formed

in the sky. The pandaren named it Alani, the Stormborn. One of Jiang's cloud serpent riders battling a Zandalari on a dinosaur. Thousands of years ago, the cloud serpents were feared as monsters and wild animals, both cunning and dangerous. During the Zandalari Troll Wars, a century after the founding of the Pandaren Empire, a young girl named Jiang took a small cloud serpent named Lo into her care. The Zandalari numbers were vast, and their bat riders fought in such a way the pandaren had no counter to. Jiang and her cloud serpent friend however swooped in, plucking the Zandalari from the bridge and striking down their bat riders. The war would still take many months to win, but this was the turning point. Soon Ji was training other pandaren how to ride as she did, upon the backs of other serpents. From that day forward, the serpent became a symbol of hope to the pandaren people, and the Order of the Cloud Serpent was founded. Cloud serpents are wild and tempestuous by nature and, if mistreated, may still grow to be that way as adults. But a cloud serpent is not bound by its nature, no more than any of the sapient races. Cloud serpent eggs are rare and look like jewels, and were once worth their weight in solid gold. The serpents are known to lay their eggs in nests at only two places in Pandaria: on the beach of Shan'ze Dao off the coast of Townlong Steppes, where the local wood sprites are known to steal them whenever they can, and on Windward Isle, off the east coast of the Jade Forest. Cloud serpent eggs sell for 25,000 gp. Hatched cloud serpents usually have aversion to the idea of being sold, bonding with whoever they hatched to or take a liking to.

throw or ability check. Fortune points are restored to full after a long rest. The cloud dragon can allow a number of creatures equal to its Spirit modifier access to this feature, although they all spend from the same pool. The cloud dragon can deny good fortune to save it to whoever it wishes, and knows who requests it and their degree of need.

Variant Cloud Serpents Each cloud serpent gains different powers depending on its ancestry.

ONYX. Descent of Night. The cloud dragon may cast the Berserker Rage spell on itself as a bonus action. The cloud dragon does not gain a level of exhaustion at the end. This rage continues until the cloud dragon ends it with a bonus action, or until the rage ends early (as described in the spell). This can be done a number of times equal to the cloud dragon‘s proficiency bonus. If the cloud dragon can cast spells, they may attempt a

AZURE SCALE Good Fortune. The cloud serpent may bless a creature with good fortune. It has a pool of fortune points equal to its Charisma bonus. Each point can reroll one d20 check that is a saving 28

CRIMSON Sensitivity to Nature (1/long rest). The crimson cloud serpent can cast the Commune with Nature spell. Strange Journey. The cloud serpent may designate a willing mortal creature to serve as its ward, so long as the two are within 1 mile of one another. Until the quest is done, the cloud serpent always knows the location of its ward, so long as they are both on the same plane. The cloud serpent can have only one ward active at any given time. This is usually used to find aid to resolve quests the cloud serpent finds when communing with nature. GOLDEN Grace of Heaven. The cloud serpent may use their bonus action to Dash. While doing dashing, they have advantage on Agility saving throws, and add +1 bonus to their AC for until the start of its turn in the next round. JADE Jade Flash. When the cloud dragon makes a melee attack against a creature, it doesn‘t provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not. Furthermore, they may use a bonus action to perform the Bite attack.

Spirit saving throw against a DC of 20. If they succeed, they can cast spells for that round as normal.

Cloud Serpent Adolescent Large dragon, neutral good Armor Class 15 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft., burrow 15 ft., fly 60 ft. (hover) STR AGI STA INT SPI CHA 15 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) Damage Resistances thunder, lightning Saving Throws Agi +2, Sta +3, Spi +2, Cha +3 Skills Perception +3, Stealth +2 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 1 (200 XP) ACTION Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Storm Breath (Recharge 5-6). The cloud dragon exhales lightning in a 20-foot-line that is 5 feet wide. Each creature in that line must make a DC 12 Agility saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Cloud Serpent Adult Large dragon, neutral good Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft., fly 60 ft. (hover) STR AGI STA INT SPI CHA 17 (+3) 12 (+1) 15 (+2) 11 (+0) 14 (+2) 14 (+2) Damage Resistances thunder, lightning Saving Throws Agi +4, Sta +5, Spi +5, Cha +5 Skills Perception +5, Stealth +4 Senses blindsight 30 ft., darkvision 90 ft., passive Perception 15 Languages Draconic Challenge 5 (1,800 XP) Traits

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Heavenly Resistance (1/Day). If the cloud dragon fails a saving throw, it can choose to succeed instead. ACTION Multiattack. The cloud dragon makes two attacks. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Storm Breath (Recharge 5-6). The cloud dragon exhales lightning in a 40-foot-line that is 5 feet wide. Each creature in that line must make a DC 13 Agility saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.

Cloud Serpent Ancient Huge dragon, neutral good Armor Class 15 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft., fly 80 ft. (hover) STR AGI STA INT SPI CHA 21 (+5) 14 (+2) 19 (+4) 13 (+1) 16 (+3) 17 (+3) Damage Immunities thunder, lightning Damage Resistances acid, fire, cold Saving Throws Agi +5, Sta +7, Spi +6, Cha +6 Skills Perception +6, Stealth +5 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Draconic Challenge 8 (3,900 XP) Traits Heavenly Resistance (3/Day). If the cloud dragon fails a saving throw, it can choose to succeed instead. ACTION Multiattack. The cloud dragon makes one attack with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Storm Breath (Recharge 5-6). The cloud dragon exhales lightning in a 60-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Agility saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Couatl Introduction Couatl nest in trees and crags dotting the coasts of Azeroth. Some are venomous, some are magical, some are both, and some are neither. Couatl occasionally disrupt magic, which makes some people think that they have an understanding or intelligence of it. This idea is incorrect — couatl are nonsentient animals— except for Couatl Ancients, which are alienminded beings. Recently, naga have returned to the surface of Azeroth and domesticated couatl. The naga breed these tamed couatl in order to optimize the lethality of their venom and train them to be fiercely loyal to their naga masters.

Couatl Adolescent Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 27 (5d8 + 5) Speed 5 ft., fly 30 ft. (hover) STR AGI STA INT SPI CHA 15 (+2) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 6 (-3) Damage Resistances poison Skills Perception +3 Senses passive Perception 13 Challenge 2 (450 XP) ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The target must make a DC 11 Stamina saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Poison Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d6) poison damage. Dispelling Touch (1/rest). The Couatl can touch an ongoing spell effect. Roll a d20. On a result of 11 or higher, this Couatl can cast Dispel Magic. 30

Once it successfully works, it cannot be used again until after a rest.

Couatl Adult Large beast, unaligned Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 5 ft., fly 40 ft. (hover), Swim 10 ft. STR AGI STA INT SPI CHA 15 (+2) 17 (+3) 14 (+2) 7 (-2) 17 (+3) 6 (-3) Damage Resistances acid Damage Immunities poison Condition Immunities poisoned Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Challenge 5 (1,800 XP) Traits Flyby. The Couatl doesn't provoke an opportunity attack when it flies out of an enemy's reach. Magic Resistance. The Couatl has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The Couatl can make a bite attack and a poison spit. It can exchange any of the attacks for a dispelling touch. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target must make a DC 13 Stamina saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Poison Spit. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 14 (4d6) poison damage. Dispelling Touch (3/rest). The Couatl can touch an ongoing spell effect, casting the Dispel Magic spell.

Couatl Ancient Huge beast, chaotic Armor Class 17 (natural armor) Hit Points 95 (10d12 + 30) Speed 5 ft., fly 60 ft. (hover), Swim 30 ft. STR AGI STA INT SPI CHA 17 (+3) 20 (+5) 17 (+3) 10 (+0) 18 (+4) 10 (+0)

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Challenge 7 (2,900 XP) Traits Flyby. The Couatl doesn't provoke an opportunity attack when it flies out of an enemy's reach. Innate Magic. The Couatl‘s weapon attacks are magical. Magic Resistance. The Couatl has advantage on saving throws against spells and other magical effects. Limited Telepathy. Using telepathy, the Couatl can magically communicate with any other Couatl or naga (or creature of elven descent) within 60 feet of it. ACTIONS Multiattack. The Couatl can make two attacks. It can exchange any of the attacks for a dispelling touch. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage. The target must make a DC 14 Stamina saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If a target‘s hit points is reduced to 0 this way, they are unconscious but stable for 24 hours. Poison Spit. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 21 (6d6) poison damage. Dispelling Touch (3/rest). The Couatl can touch an ongoing spell effect, casting the Dispel Magic spell.

Combat Armor, Gnomish Medium construct (mecha), unaligned Armor Class 18 (natural Armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR AGI STA INT SPI CHA 14 (+2) 11 (+0) 13 (+1) 3 (-4) 11 (+0) 1 (-5) Skills -4 Perception Damage Immunities poison, psychic 31

Condition Immunities blinded, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 6 Languages — Challenge 1 (200 XP) Traits Mecha. This construct may be controlled by sitting in the compartment, but only if the user is of Small or smaller size. When in the compartment, the user may use their action to access the construct‘s attack (or multiattack), and move with the construct‘s speed. Any damage taken by the construct is divided between the user and the construct itself. Fuel (8 max). The combat armor starts out with eight fuel charges, and runs on a steam engine, consuming four pounds of coal per hour. The hull‘s capacity is equal to thirty-two pounds of coal. ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Customization. The crafter may choose one of the below two features for free to customize the armor.  Multiattack. The armor makes two melee attacks.  Quick Startup. The combat armor takes one round to activate. This combat armor may be commanded as a suit if the creature is of medium size, or a mecha if small size or smaller. The combat armor is fueled by a tank of oil or a battery compartment (eight charges, regardless), and it consumes one charge every hour. A combat armor costs 80 crafting points (engineering) to construct as a construct of challenge 1 (or 2,000 gp). It costs 26 crafting points (650 gp) to craft.

Core Hound Introduction Core hounds use simple tactics, attacking the most obviously threatening target first. They will typically attempt an improved grab or bull rush to

push their target into nearby lava. A core hound with flaming breath takes hold of a victim before using its flaming breath, thus preventing the victim from escaping the effect. Core hounds grow and gain power throughout their lives. They come in two varieties, the much more common, and larger, two-headed variant, and the smaller one-headed variant. The latter are used by the Dark Iron dwarves as racial mounts. When harvested, core hound leather is usually used to make infusions focused on fire. It provides 20% extra value of materials for leatherworked materials.

Core Hound Ancient Huge elemental, unaligned Armor Class 16 Hit Points 190 (20d10 + 80) Speed 40 ft. STR AGI STA INT SPI CHA 22 (+6) 10 (+0) 18 (+4) 3 (-4) 16 (+3) 6 (-2) Skills Perception +8 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities burning Senses darkvision 120 ft., passive Perception 18 Languages Kalimag Challenge 13 (10,000 XP) Traits Fire Aura. A creature that touches the core hound ancient or hits it with a melee attack while within 10 feet of takes fire damage equal the core hound‘s bite damage (minus its Strength or Agility). Two-Headed. The core hound has advantage on Spirit (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ACTIONS Multiattack. The core hound makes two bite attacks, one with each head. The core hound can replace either attacks with a Hysteric Howl attack. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage, plus 10 (3d6) fire damage and the target is grappled (escape DC 19). Until this grapple ends, the target is 32

restrained. The core hound ancient has two heads, each of which can hold one creature. Hysteric Howl. Each creature of the core hound‘s choice that is within 60 feet of it and able to hear it must succeed on a DC 11 Spirit saving throw or become frightened 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 creature's saving throw is successful or the effect ends for it, the creature is immune to the core hound‘s Hysteric Howl for the next 24 hours. Lava Breath (Recharge 5-6). The core hound ancient regurgitates a torrent of lava in a 30-foot cone. Each creature in that area must make a DC 17 Agility saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. A creature restrained by the core hound ancient has disadvantage to their saving throw against this ability. The lava that affects the area deals half as much damage at the beginning of the core hound‘s turn in the round (halved with a successful Stamina saving throw with the same DC), and then rapidly cools, becoming part of the terrain. Ancient core hounds are of the first generation sired of Magmadar, the sire of the race. Magmadar himself is has a Strength score of 25 and a Charisma score of 15 (adjust attack, damage, and DC for grappling appropriately, and the DC for Hysteric Howl becomes 15 instead of 11).

Core Hound, Two headed Large elemental, unaligned Armor Class 14 Hit Points 60 (8d8 + 24) Speed 40 ft. STR AGI STA INT SPI CHA 19 (+4) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 6 (-2) Skills Perception +5 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities burning Senses darkvision 120 ft., passive Perception 15 Languages Kalimag Challenge 3 (200 XP)

Traits Fire Aura. A creature that touches the core hound or hits it with a melee attack while within 5 feet of takes fire damage equal the core hound‘s bite damage (minus its Strength or Agility). Two-Headed. The core hound has advantage on Spirit (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. ACTIONS Multiattack. The core hound makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 7 (2d6) fire damage.

Core Hound Medium elemental, unaligned Armor Class 12 Hit Points 39 (6d8 + 12) Speed 40 ft. STR AGI STA INT SPI CHA 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) Skills Perception +5, Stealth +4 Damage Resistances fire Condition Immunities burning Senses darkvision 120 ft., passive Perception 15 Languages Kalimag Challenge 1 (200 XP) ACTIONS Multiattack. The core hound makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 3 (1d6) fire damage.

Crowd Pummeler 9-60 ―Curfew instituted in this sector. Citizens, return to your homes.‖ Huge construct, unaligned Armor Class 12 Hit Points 76 (8d12 + 24) Mana Pool 0 (maximum 8, consumes 1 mana point per hour of activation) Speed 40 ft. STR AGI STA INT SPI CHA 33

22 (+6) 9 (-1) 17 (+3) 3 (-4) 13 (+1) 6 (-2) Skills Perception +3, Insight +3 Senses passive Perception 10 Languages Common, plus any languages its creator knows Challenge 4 (1,100 XP) Traits Attuned Core. The crowd pummeler‘s slam attacks are treated as magical. Crowd Control. If the crowd pummeler moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the crowd pummeler can make one slam attack against it as a bonus action. Fuel (8 max). The crowd pummeler starts out with eight arcane charges, and runs on an arcane engine. It can be active for eight hours until it needs to be recharged. Flash Bombs. The crowd pummeler can hold up to eight flash bombs, and suffers no chance of malfunction when using them. ACTIONS Multiattack. Can make two slam attacks. It can't make both attacks against the same target. The crowd pummeler may throw a flash bomb in place of an attack. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. REACTIONS Crowd Tactics. If the crowd pummeler is struck by a creature within reach that the pummeler didn‘t attack on its previous round, the pummeler can make a single slam attack against them. Crowd Pummelers (Model 9–60) are cheap and easy to maintain constructs made for sentry duty. Patrolling the streets of Gnomeregan, Crowd Pummelers bash anything they notice that violates the laws programmed into them. Since Gnomeregan‘s fall, most are programmed to attack anything that is not a leper gnome. Crowd Pummelers recognize and speak Common, but answer to only to the correct technological codes.

Before Gnomeregan‘s fall, crowd pummelers warned violators and protestors aloud, giving them a short time to halt their offences, and kept their targets stable after a beating, but now all they shout is ―Intruder!‖ or ―Stop resisting!‖ before charging and pummeling the unfortunate victim to death. A crowd pummeler 9-60 costs 2,560 crafting points (engineering) as a huge construct of challenge 4 (or 64,000 gp). It has a malfunction rating of 1-5. It costs 853 crafting points (21,325 gp) to craft.

C'Thrax Huge aberration (void), neutral evil Armor Class 19 (natural armor) Hit Points 250 (20d12 + 120) Speed 50 ft. STR AGI STA INT SPI CHA 25 (+7) 8 (-1) 23 (+6) 16 (+3) 18 (+4) 15 (+2) Saving Throws Str +12, Sta +11, Spi +9, Cha +7 Skills Intimidation +7, Insight +9, Persuasion +7 Damage Resistances cold, fel, fire, psychic Damage Immunities poison, shadow Condition Immunities confusion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Shath‘yar, telepathy 120 ft. Challenge 16 (15,000 XP) Traits Aggressive. The C‘thrax use a bonus action Dash, but only to approach a hostile creature. Corrupt Life. The C‘thrax can corrupt living beings into becoming void creatures. This requires killing a target and 1 minute of contact with its corpse. The target is allowed a DC 17 Spirit saving throw to avoid this fate. If they fail two saving throws out of three, they are returned to life at 1 hit point, and gain the Void Beast template or become a homunculus (DM‘s discretion). Once done, this ritual cannot be undone or reversed by anything short of a wish spell or divine intervention (or similar abilities). Magic Resistance. The C‘thrax has advantage on saving throws against spells and other magical effects. Might of the Void. Weapon attacks are treated as magical.

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Limited Immortality. If reduced to 0 hit points, the C‘thrax must succeed on a DC 21 Stamina saving throw. If it succeeds, it falls into a catatonic state for 30 days instead of dying. After the 30th day passes, it regains 1 hit point and awakens. If buried in a place without air (but not underwater), it does not awaken until exposed to air or water. If it fails the saving throw, it dies. Regeneration. The C‘thrax regains 10 Hit Points at the start of its turn if it has at least 1 hit point. Shadow Sight. Magical darkness doesn't impede the void beast‘s darkvision. ACTIONS Multiattack. The C‘thrax makes four weapon attacks. The C‘thrax can exchange any one weapon attack in the round with a Shadow Blast. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage. If the target is Large or smaller, the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. The C‘thrax has two claws, each two of which can grapple one target. Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the C‘thrax spends a bonus action as part of a successful attack, the target must succeed on a Strength saving throw against a DC of 21 or else be knocked back 10 feet. This is a strike effect. Shadow Blast. Ranged Spell Attack: +9 to hit, range 40 ft., one target. Hit: 20 (8d4) shadow damage. This does not require mana in reserve. Shadow Volley (Recharge on 5-6). The C‘thrax can release five Shadow Blasts at any number of enemies within range of the ability, or focus them on one target. This attack cannot deal increased damage on a target affected by Binding Shadows. Binding Shadows (Recharge on 3-6). Ranged Spell Attack: +9 ro hit, range 40 ft., one target. Hit: 77 (14d10) shadow damage, and the target‘s speed is reduced to 0 for 1 minute. The target can spend an action to free itself. So long as a creature‘s speed is 0, the C‘thrax‘s Shadow Blast deals triple damage against them. If the C‘thrax misses with this attack, it can spend a hit dice to heal itself.

Charm. The C‘thrax targets one humanoid it can see within 30 feet of it. If the target can see the C‘thrax,, it must succeed on a DC 17 Spirit saving throw against this magic or be charmed by the C‘thrax. The charmed target regards the C‘thrax as a trusted friend to be heeded and protected. Although the target isn't under the C‘thrax‘s control, it takes its requests or actions in the most favorable way it can. Each time the C‘thrax or the C‘thrax's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the C‘thrax is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. REACTIONS Darkness Falls. The C‘thrax can use Binding Shadows as a reaction against any creature that successfully deals damage to it. C'Thraxxi (singular C'Thrax) are monstrous warbringers far larger and more resilient than other lesser n'raqi. They seem to usually serve as protectors within places of great importance to the Old Gods, and as commanders and generals of the Old Gods' forces. The C'Thrax Warlord Zon'ozz was one of the two faceless generals that led the assault on Wyrmrest Temple during the final battle against Deathwing. C'Thraxxi possess arthropod-like features, along with great strength and brutal intellect. They are capable of warping mind and body, turning creatures into corrupted versions of themselves by suffusing them with void magic, or by fleshwarping them into unthought-of creatures. Even after what mortals might consider death, C'Thraxxi can still slowly regain their energy and return to life through external help. The Twilight's Hammer made one such attempt to awaken Zakajz, and trolls have in the past succeeded to do so via blood rituals such as those that awakened Kith'ix and Mythrax.

D Dinosaurs Dinosaurs exist in Azeroth either in ancient primeval forests and jungles, such as on the 35

isolated rainforests in the great sea, or in lands where trolls are found. Trolls have a special kinship with dinosaurs, and although it does not as close as the ties that bind gryphon and wildhammer dwarf, they remain close to one another.

Devilsaur Huge beast, unaligned Armor Class 13 (Natural Armor) Hit Points 105 (10d12 + 40) Speed 50 ft. STR AGI STA INT SPI CHA 25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) Skills Perception +4 Senses passive Perception 14 Challenge 8 (3,900 XP) Traits Fearsome Charge. When the devilsaur uses its action to Dash, they can use a bonus action to make one bite attack at the end of it. If it moves at least 10 feet in a straight line immediately before taking this bonus action, they gain a +5 bonus to the attack‘s damage roll. ACTIONS Multiattack. The devilsaur makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the devilsaur can't bite another target Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. This giant lizard walks on two powerfully muscled hind legs. Two stunted, taloned forelimbs stretch out before it, and rows of bloodstained teeth fill its maw. The devilsaur takes its name from its vicious, relentless attacks, during which it utterly savages its victims to death. The devilsaur uses its bite to assault its prey, and its powerful hind legs and sheer size allow it to chase down almost any chosen prey.

Despite the ferocity of this ill-tempered beast, hunters prize its tough but supple hide and often seek it out. Devilsaurs can grow to heights exceeding thirty feet and can weigh almost sixteen tons. Females tend to be smaller and lighter than males, but are even more aggressive. In a reversal of most creatures‘ natural gender roles, a female devilsaur abandons her eggs as soon as she lays them; male devilsaurs can identify a clutch of eggs they've fathered by scent, and will protect that clutch until the eggs hatch. The devilsaur uses its intimidating speed to charge prey as soon as they are within range. It typically targets the smallest creatures in a pack first, closing its powerful jaws over them and lifting them off the ground. The devilsaur mauls its prey, biting and shaking until it or the enemy stops moving, swallows, and then moves on to the next target. Badly wounded devilsaurs have been known to flee, sometimes carrying opponents with them.

Devilsaur King Huge beast, unaligned Armor Class 13 (Natural Armor) Hit Points 172 (15d12 + 75) Speed 50 ft. STR AGI STA INT SPI CHA 27 (+8) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 9 (-1) Skills Perception +4 Senses passive Perception 14 Challenge 9 (5,000 XP) Fearsome Charge. When the devilsaur king uses its action to Dash, it can use a bonus action to make one bite attack at the end of it. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he gains a +5 bonus to the attack‘s damage roll. ACTIONS Multiattack. The devilsaur king makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the

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target is restrained, and the devilsaur king can't bite another target Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. This terrifying specimen includes devilsaurs as King Mosh or King Krush, and other terrors.

Diemetradon Huge beast, unaligned Armor Class 14 (natural armor) Hit Points 85 (9d12 + 27) Speed 30 ft., swim 30 ft. STR AGI STA INT SPI CHA 21 (+S) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (- 2) Skills Stealth +5, Perception +3 Senses passive Perception 13 Languages – Challenge 5 (1,800 XP) Traits Hold Breath. The Diemetradon can hold its breath for 30 minutes. Razor Crest. The razor-sharp crests along a diemetradon‘s back prove a good defense against those who get too close. Anyone grappling a diemetradon takes 2d6 points of slashing damage per round. Stability. The diemetradon‘s powerful legs and low body make it exceptionally stable. It has advantage on saving throws and checks rolled against being tripped, pushed, or moved against its will. ACTIONS Multiattack. The Diemetradon makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Diemetradon can't bite another target. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the Diemetradon. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

The diemetradon — one of the strongest predators in the Un‘Goro Crater — stalks its prey and rips it apart without mercy. This creature uses both its squat, strong legs tipped with sharp claws and its wickedly fanged mouth to great advantage, tearing apart its prey without a second thought.

Pterrordax Large beast, unaligned Armor Class 16 (natural armor) Hit Points 59 (7d10 + 21) Speed 10 ft., fly 90 ft. STR AGI STA INT SPI CHA 16 (+3) 20 (+5) 17 (+3) 2 (-4) 16 (+3) 7 (-2) Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages – Challenge 4 (1,100 XP) Traits Keen Sight. The pterrordax has advantage on Spirit (Perception) checks that rely on sight. ACTIONS Multiattack. The pterrordax can make two attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. Pterrordax soar through the air, using their keen predator‘s senses to satisfy their taste for fresh meat. These fierce creatures stand as tall as a horse and weigh up to 1,500 pounds. Their pigmentation ranges from moss green to deep emerald. While weaker than other dinosaurs, pterrordax possess great agility. Pterrordax prefer to hunt alone; normally, adventurers encounter them in pairs only during mating season, a two-week period in the springtime. Pterrordax may form flights when their breeding grounds are threatened by a strong foe, but disband once they eliminate the threat.

Raptor Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft. 37

STR AGI STA INT SPI CHA 15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+l) 6 (-2) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Traits Pounce. If the raptor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the raptor can make one bite attack against it as a bonus action. Rend and Tear. If the raptor succeeds on a bite attack, it may attempt a claw attack as part of the same attack. If the claw attack succeeds, it may also attempt a third claw attack. It cannot make more than 3 total attacks per round, including the bite from the Pounce feature. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (ld8 + 2) slashing damage. The raptor can be used as a mount for medium creatures, and is the favored racial mounts of trolls.

Ravasaur Large beast, unaligned Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 40 ft. STR AGI STA INT SPI CHA 17 (+3) 14 (+2) 15 (+2) 4 (-3) 14 (+2) 6 (-2) Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages – Challenge 3 (700 XP) Pounce. If the ravasaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the

ravasaur can make one bite attack against it as a bonus action. ACTIONS Multiattack. The ravasaur can make two attacks, only one of which can be a bite. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The ravasaurs of Un'Goro are large, raptor-like dinosaurs who're highly intelligent, volatile, and have a sense or code of conduct. Lar'korwi is the most dangerous. In Taur-ahe, its name means "Sharp Claw," but that does not do him justice. The ravasaurs of Zandalar are more distinct from raptors than the Un'Goro breed are, with crests of feathers on their heads and tails. Ravasaurs may be common throughout other lands than just Un'Goro, as they are common troll companions alongside raptors. The females produce an awful smell from a gland in their heads that allow males to know they are ready to breed.

Venomhide The venomhide ravasaurs are extremely deadly, with poisonous blood, poisonous spit and even poisonous skin. Attempting to mount one without first building up a resistance to their toxins will result in death only a few hours later. Venomhide ravasaurs are cousins to normal ravasaurs. They act identical except for the following. Damage Resistances poison Traits Venomous Hide. The hide of this ravasaur carries a contact poison, in which case bare skin contact with it deals 1d6 points of poison damage once touched, and again for every hour of contact until washed off. ACTIONS Multiattack. The ravasaur can make two attacks, only one of which can be a bite.

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Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. The target must make a DC 12 Stamina saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target must make a DC 12 Stamina saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Stegodon Huge beast, unaligned Armor Class 17 (natural armor) Hit Points 114 (13d12 + 39) Speed 20 ft. STR AGI STA INT SPI CHA 22 (+6) 9 (- 1) 17 (+3) 2 (-4) 11 (+0) 5 (-3) Senses passive Perception 10 Languages – Challenge 7 (2,900 XP) Traits Trampling Charge. If the Stegodon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Stegodon can make one stomp attack against it as a bonus action. ACTIONS Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. REACTIONS Tail Slap. If the Stegodon is attacked by a creature it didn‘t attack during the last round, it can make one tail attack against it. Stegodons are short-tempered, aggressive, but herbivorous dinosaurs. Easily irritated, they

attack trespassers on sight, but rarely venture from their territories. They consume vast quantities of plant matter and grow angry when logging, mining, and other such activities disturb their food sources.

Threshadon Large beast, unaligned Armor Class 16 (natural armor) Hit Points 76 (9d10 + 27) Speed 20 ft., swim 50 ft. STR AGI STA INT SPI CHA 19 (+4) 15 (+2) 16 (+3) 4 (-3) 13 (+1) 4 (-3) Skills Perception +3, Stealth +5 Senses darkvision 120 ft., passive Perception 17 Languages – Challenge 5 (1,800 XP) Traits Blood Frenzy. The threshadon has advantage on melee attack rolls against any creature that doesn't have all its hit points, so long as the creature is in water. Hold Breath. The threshadon can hold its breath for 4 hours. ACTIONS Multiattack. The threshadon makes two attacks, but only one bite per round. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Though it resides primarily in the water, a threshadon breathes only air. A threshadon has a total length of some 15 feet, including a tail about half as long as the main portion of its body, and weighs about 1,000 pounds. Observers who see only its head or tail might easily mistake it for a massive serpent. A threshadon is aggressive and attacks virtually anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.

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Dragons Aspects The aspects of Azeroth are dragons bestowed upon with the blessing of the god-like titans. Five aspects rule Azeroth‘s powers. Before they were dragons, the Aspects were protodragons. They stood united against a bloodthirsty monster who threatened their race, the Father of Dragons known as Galakrond. After the ordering of Azeroth, Keeper Tyr, the greatest titan-forged warrior, stood against Galakrond and with the help of five powerful and intelligent proto-dragons - Alexstrasza, Malygos, Neltharion, Nozdormu and Ysera - that held dominion over their brethren, they defeated the massive Father of Dragons. Alexstrasza the Life-Binder – the red leviathan chosen by the titan Eonar to safeguard all living creatures on the world. Nozdormu the Timeless One – the massive bronze dragon chosen by the titan Aman'Thul to guard time itself and police the ever-spinning pathways of fate and destiny. Ysera the Awakened, formerly the Dreamer – Alexstrasza's younger sister, chosen by the titan Eonar to watch over the growing wilds of the world from her verdant realm, the Emerald Dream. Malygos the Spell-Weaver – the blue dragon originally chosen by Norgannon as the guardian of magic and hidden arcanum. Neltharion the Earth Warder (now known as Deathwing the Destroyer) – the mighty black wyrm chosen by Khaz'goroth and given dominion over the earth and the deep places of the world. He was driven mad by the whispers of the Old Gods and managed to drive the blue dragonflight to near extinction.

Onyxia, Spawn of Deathwing Huge dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 229 (17d12 + 119) Mana Points 30 (20 + 6 + 4) Speed 40 ft., fly 80 ft., swim 40 ft. STR AGI STA INT SPI CHA 26 (+8) 10 (+0) 25 (+7) 16 (+3) l3 (+1) 20 (+5)

Saving Throws Agi +6, Spi +7, Sta + 13, Cha + 11 Skills Perception + l3, Stealth +6 Damage Immunities fire Damage Resistances acid, shadow Condition Immunities burning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic, Dwarven, Elven, Orcish, Troll Challenge 17 (18,000 XP) Traits Amphibious. Onyxia can breathe air and water. Deep Breath. Onyxia can draw in her breath as an action. This allows her to roll 3d6. On a roll of 5-6 with any of them, her Fire Breath ability is recharged. Legendary Resistance (3/Day). If Onyxia fails a saving throw, she can choose to succeed instead. Innate Spellcasting. Onyxia‘s innate spellcasting ability is Charisma (spell save DC 19, +11 to spell attacks). Onyxia can innately cast the following spells, requiring no material components: Cantrips (0 mana): fire bolt, produce flame 1st level (3 mana): charm person 2nd level (5 mana): detect thoughts, nondetection, suggestion 3rd level (6 mana): fireball 4th level (7 mana): globe of invulnerability ACTIONS Multiattack. Onyxia can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Claw. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Change Shape. Onyxia magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to its true form if she dies. Any equipment she is wearing or carrying is 40

absorbed or borne by the new form (her choice). In a new form, Onyxia retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Spirit, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Frightful Presence. Each creature of Onyxia's choice that is within 120 feet of her and aware of her must succeed on a DC 19 Spirit saving throw or become frightened 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 creature's saving throw is successful or the effect ends for it, the creature is immune to Onyxia‘s Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6). Onyxia exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Agility saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Onyxia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Onyxia regains spent legendary actions at the start of her turn. Detect. Onyxia makes a Spirit (Perception) check. Tail Attack. Onyxia makes a tail attack. Wing Attack (Costs 2 Actions). Onyxia beats her wings. Each creature within 10 feet of Onyxia must succeed on a DC 22 Agility saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Onyxia can then fly up to half her flying speed. ONYXIA’S LAIR Onyxia's lair is in a volcanic cave in Dustwallow Marsh. The floor of the main cavern is just solid enough that Onyxia can sit on it normally without cracking the floor and revealing the lava below. She has over one hundred eggs in her clutch, but her mate is unknown. If an egg is ready to hatch,

it spawns a black dragon wyrmling (who can breathe fire instead of acid). Onyxia‘s lair is also protected by black dragonflight wyrmkin. LAIR ACTIONS On initiative count 20 (losing initiative ties), Onyxia takes a lair action to cause one of the following effects; Onyxia can't use the same effect two rounds in a row:  Magma erupts from a point on the ground Onyxia can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Agility saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.  A tremor shakes the lair in a 60-foot radius around Onyxia. Each creature other than Onyxia on the ground in that area must succeed on a DC 15 Agility saving throw or be knocked prone.  Volcanic gases form a cloud in a 20-footradius sphere centered on a point Onyxia can see within 120 feet of her. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Stamina saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. REGIONAL EFFECTS The region in Dustwallow Marsh where Onyxia has her lair is warped by her magic, which creates the following effects:  The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.  Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Onyxia that drink such water regurgitate it within minutes.  Fog lightly obscures the land within 6 miles of the lair. If Onyxia dies, vegetation remains as it has grown, but other effects fade over 1d10 days. 41

Onyxia is the daughter of Deathwing and his Prime Consort Sintharia and the temporary broodmother of the black dragonflight on Azeroth. Long ago, Onyxia drove the Stonemaul ogres from the caves in Dragonmurk, not with any specific ill will, but merely for a place to raise her numerous children, who would then leave to infest the Wyrmbog. She and her children became known for terrorizing any travelers who strayed too close to her home. Though Onyxia has been sighted traveling to and from Blackrock Mountain in Eastern Kingdoms, her main lair is located in a fiery cave below the Dragonmurk in Kalimdor, a dismal swamp located within Dustwallow Marsh. She is guarded there by her kin, the remaining members of the insidious black dragonflight. There also her brood of new eggs is hidden, awaiting maturation. Should anyone ever threaten Onyxia within her lair — within distance of her precious eggs — her wrath would be terrible beyond comprehension. Plans After carefully calculating her plans for many years, she entered into a pact with her elder brother, Nefarian, to take over for their missing father and gain control of the entire flight. To this end, she had begun manipulating many mortals and dragons alike to her own ends and wielded considerable political power over many groups. Since Deathwing's departure, his eldest children have risen to lead their brethren and recoup their failing numbers. Deathwing's eldest son, the malicious and cunning Nefarian, has claimed the burning fortress of Blackrock Spire as his aerie. There, aided by his loyal dragonspawn, he subverted the remaining Blackrock Clan and ensnared the black dragons not already under his control. One of Nefarian's mightiest supporters is his younger sister, Onyxia. A clever, highly intelligent black dragon, she delights in corrupting the mortal races by meddling in their political affairs. To this end, she takes on various humanoid forms and uses her charm and power to influence

delicate matters between the different races. Onyxia has even assumed an alias once used by her father: the title of the royal House Prestor. Though Onyxia is relatively small for a black dragon of her age, she shares the same powers and abilities as the rest of her terrible flight. Her searing breath weapon can melt both stone and iron. Her physical attacks, whether bites, scrapes or tail lashes, are lightning quick and nearly unstoppable. When cornered, Onyxia is fond of taking flight and blasting her troublesome prey from above.

Dreadlord (Nathrezim) Large fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Mana Points 28 (18 + 5 + 5) Speed 30 ft., Fly 60 ft. (hover) STR AGI STA INT SPI CHA 18 (+4) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 18 (+4) Saving Throws Agi +9, Spi +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances fel; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 17 Languages All non-restricted languages, and Eredun. Challenge 13 (10,000 XP) Traits Spellcasting. The dreadlord is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The dreadlord has the following spells (13) prepared from the warlock spell list: Cantrips (0 mana): friends, prestidigitation, fire bolt, minor illusion 1st level (2 mana): animate undead, conjure fiend, false life 2nd level (3 mana): detect thoughts, invisibility 3rd level (5 mana): gaseous form, sleep (9d8), major image 4th level (6 mana): polymorph, drain life 5th level (7 mana): conjure fiend (lesser infernal), carrion swarm, vampiric aura, teleportation circle ACTIONS Multiattack. The dreadlord makes two claw attacks. 42

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Instead of dealing damage, the dreadlord can grapple the target (escape DC 18). Charm. The dreadlord targets one humanoid it can see within 30 feet of it. If the target can see the dreadlord, it must succeed on a DC 15 Spirit saving throw against this magic or be charmed by the dreadlord. The charmed target regards the dreadlord as a trusted friend to be heeded and protected. Although the target isn't under the dreadlord's control, it takes the dreadlord's requests or actions in the most favorable way it can. Each time the dreadlord or the dreadlord's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dreadlord is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Dreadlords, masters of trickery, deceit, and guile, take pride in the fiendish destruction they have wrought on Azeroth. Affiliated with the Burning Legion for centuries, the dreadlords — also termed Nathrezim — acted as commanders of undead legions during the Burning Legion‘s second invasion, slaughtering thousands with their unnatural hordes. The dreadlords lost much power when several of their most influential members fell to the Forsaken armies under Sylvanas Windrunner‘s banner. Now the dreadlords seem almost a myth, a story told to frighten children. People feel safer when they think the dreadlords a remote tale; some instead comfort themselves with the lie that the great Varimathras is the only surviving dreadlord. More practical sorts know that evil never truly dies and that just because they cannot see something does not mean it is not there. Dreadlords invariably stay behind the scenes and effect change through proxies. Adventurers might go their whole lives and never realize a dreadlord has acted against them in countless, seemingly unrelated ways. Only after much exertion and investigation do the heroes uncover the dreadlord behind a plot. Even then, the task of

tracking and slaying a dreadlord can overwhelm the most competent hunter of evil. Dreadlords live in heavily fortified lairs or march at the center of an army.

Dwarven Driver ―They’ll never hear me coming!‖ (Clunk, clunk) Medium humanoid (bronzebeard dwarf), lawful good Armor Class 13 (chain shirt) Hit Points 19 (3d8 + 6) Speed 25 ft. STR AGI STA INT SPI CHA 12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (-1) Skills engineer‘s tools +5, stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarven Challenge 1 (200 XP) Traits Cunning Action (Driver). The driver may, as a bonus action, hide, dash, disengage, or make an attack with his Gyrocopter. ACTIONS Heavy Wrench. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Heavy Grenade. Ranged Weapon Attack: Agility save 12 halves, malfunction 1-3, 30/60 ft., 10-foot radius sphere. Hit: 10 (3d6) concussive damage. REACTIONS Stoneform (1/rest). When the dwarf takes damage, they can roll 1d12 + 2, and can reduce the damage by that total. If the damage exceeds any ongoing bleed damage he takes, he ends the effect as well. The ingenious dwarven engineers, taking a nod from their inventive gnomish cousins, construct, and drive the powerful war machines of the Alliance of all types, covering air (gyrocopters), land (siege engines), and sea (submarines).

Gyrocopter Large construct (vehicle), unaligned Armor Class 14 (light armor plating) 43

Hit Points 26 (4d8 + 8) Speed 0 ft., fly 60 ft. STR AGI STA INT SPI CHA 14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages – Challenge 1 (200 XP) Traits Anti-Earth Capacity. As a bonus action, the gyrocopter driver may launch land-to-earth rockets stored in the vehicle. The attack roll is instead equal to the cannon‘s own, though may only target an earthbound creature. By default, it has 3 default rockets. Each deals 7 (2d6) damage concussive in a 10-foot-sphere on point of impact, with an Agility save to half damage, with a range of 120/360 feet. It can use better-grade rockets than normal if the driver provides it (requires an action per rocket to set up). Burst of Speed. As a bonus action, the gyrocopter can move again. Fuel (8 max). The gyrocopter starts out with eight fuel charges, and runs on a gas engine, consuming one pint of gas per hour. The hull‘s capacity is equal to eight pints of gas. ACTIONS Ram. Melee Weapon Attack: +4 to hit, range 5 ft., one creature, object, or structure. Hit: The target takes 9 (2d6 + 2) bludgeoning damage. Flak Cannon. Ranged Weapon Attack (Malfunction 1-3): +6 to hit, range 200/800 ft., one creature, object, or 10-foot-area. Hit: 15 (2d8 + 6) piercing damage. The gyrocopter is the ultimate airborne scout vehicle. The gyrocopters are small but versatile flying machines that can cover great distances at speed and evade enemy ground forces. Though the contraptions are somewhat rickety, they are armed with mounted cannons and bombs, and piloted by the daring – if not insane – dwarven drivers.

A gyrocopter costs 120 crafting points (engineering) as a large construct of challenge 1 (or 3,000 gp), and may carry up to two mediumsized units. It has a malfunction rating of 1-2. It costs 40 crafting points (1,000 gp) to craft. The flak cannon is a common heavy firearm, and can be exchanged for more damage.

Siege Engine Huge construct (vehicle), unaligned Armor Class 18 (plate armor plating) Hit Points 76 (8d12 + 24) Speed 25 ft. STR AGI STA INT SPI CHA 19 (+4) 14 (+2) 16 (+3) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages – Challenge 4 (1,100 XP) Traits Anti-Air Capacity. As a bonus action, the siege engine driver may launch land-to-air rockets stored in the vehicle. The attack roll is instead equal to the cannon‘s own, though may only target a flying or airborne creature. By default, it has 3 default rockets. Each deals 7 (2d6) damage concussive in a 10-foot-sphere on point of impact, with an Agility save to half damage, with a range of 120/360 feet. It can use better-grade rockets than normal if the driver provides it (requires an action per rocket to set up). Charge. If the siege engine moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. The siege engine may count a previous round‘s movement as if it contributed to the total movement, so long as it remains on a single direction. Explosive Shells. The siege engine can use its cannon to throw explosives that have the solid coating modification. Upon impact, the explosives blow up, adding to the damage of the cannon. Fuel (8 max). The siege engine starts out with eight fuel charges, and runs on a steam engine, consuming four pounds of coal per hour. The 44

hull‘s capacity is equal to thirty-two pounds of coal. Siege Weapon. The siege engine deals double damage to structures, but half to creatures with its ram and cannon attacks. ACTIONS Ram. Melee Weapon Attack: +6 to hit, range 5 ft., one creature, object, or structure. Hit: The target takes 13 (2d8 + 4) bludgeoning siege damage. Cannon. Ranged Weapon Attack, Malfunction 1: +4 to hit, range 200/800 ft., one creature, object, or structure Hit: The target takes 22 (4d8 + 4) bludgeoning damage. The sturdy Dwarven siege engines (otherwise known as steam tanks) are recent additions to the Alliance forces. The stalwart dwarven drivers have been known to ram enemy structures at high speeds, and reduce whole fortifications to dust under the siege engine‘s wheels. The massive cannon is nothing to scoff at, either, and its cloud of steam before going into a destructive charge is well-remembered in the nightmares of military commanders. With the siege engine‘s thick hull, damage resistances, and anti-airborne capabilities, these steel vehicles have been the bane of many who called the Alliance foes. A siege engine costs 2,560 crafting points (engineering) to construct as a huge construct of challenge 4 (or 64,000 gp), and may carry up to four medium-sized creatures within it. It has a malfunction rating of 1-5. It costs 853 crafting points (21,325 gp) to craft. The cannon is an uncommon heavy firearm modified for reliability, and can be exchanged for the below rare firearm. Field Cannon (Malfunction 1-2). Ranged Weapon Attack: +4 to hit, range 200/800 ft., one creature, object, or structure. Hit: The target takes 31 (6d8 + 4) bludgeoning damage.

Submarine Large construct (vehicle), unaligned

Armor Class 14 (light armor plating) Hit Points 26 (4d8 + 8) Speed 0 ft., swim 60 ft. STR AGI STA INT SPI CHA 14 (+2) 18 (+4) 14 (+2) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages – Challenge 1 (200 XP) Traits Underwater Capacity. As a bonus action, the submarine driver may launch torpedoes stored in the vehicle. This can only target underwater creatures. By default, it has 3 torpedoes. Each deals 7 (2d6) damage concussive in a 10-footsphere on point of impact, with an Agility save to half damage, with a range of 120/360 feet. It can use better-grade torpedoes than normal if the driver provides it (requires an action per rocket to set up). Fuel (8 max). The submarine starts out with eight fuel charges, and runs on a gas engine, consuming one pint of gas per hour. The hull‘s capacity is equal to eight pints of gas. ACTIONS Ram. Melee Weapon Attack: +4 to hit, range 5 ft., one creature, object, or structure. Hit: The target takes 9 (2d6 + 2) bludgeoning damage.

―Death comes for ye!‖ Medium humanoid (wildhammer dwarf), chaotic good Armor Class 13 (Studded Leather) Hit Points 28 (5d8 + 6) Speed 25 ft. STR AGI STA INT SPI CHA 16 (+3) 12 (+1) 16 (+3) 7 (-2) 14 (+2) 10 (+0) Skills Intimidation +2, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarven, Troll Challenge 2 (450 XP) Traits Favored Enemy (troll and orc). The dwarf gains +2 to damage rolls against trolls and orcs, and has advantage to checks against them. Brave. This unit has advantage against fear effects. ACTIONS Storm Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 feet, one target Hit: 7 (1d8 + 3) bludgeoning damage, plus 2 thunder damage. The hammer returns to the gryphon rider after being used. REACTIONS Stoneform (1/rest). When the dwarf takes damage, they can roll 1d12 + 3, and can reduce the damage by that total. If the damage exceeds any ongoing bleed damage he takes, he ends the effect as well. Equipment. Storm Hammer

The submarine is a small but versatile underwater vehicle that can bypass sieges, outmaneuver ships, and fight underwater dangers. Though the contraptions are somewhat rickety, they are armed with waterproof rockets and deep sea mines, and piloted by the audacious – if not senseless – dwarven drivers. A submarine costs 150 (crafting points (engineering) to construct as a large construct of challenge 1 (120 base, 30 for air supply, or 3,750 gp), and may carry up to two medium-sized units, and enough air to sustain them for four hours. It has a malfunction rating of 1-2. It costs 50 crafting points (1,250 gp) to craft.

Brave, serious, and quite vicious, the Wildhammer clan‘s Gryphon Riders serve the Alliance are advanced scouts and lightningpowered aerial powerhouses. Armed with mystical storm hammers, they take to the skies on the backs of their steadfast gryphons to fight the threats that plague the banner of the Alliance of Lordaeron. All gryphon riders carry Storm Hammers. See equipment for more details.

Dwarven Gryphon Rider 45

Gryphon Large beast, true neutral Armor Class 13 Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft.

STR AGI STA INT SPI CHA 18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 2 (450 XP) Traits Keen Sight. The gryphon has advantage on Spirit (Perception) checks that rely on sight. ACTIONS Multiattack. The gryphon makes two attacks, one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Dwarven Mountain King Hero ―For Khaz Modan!‖ Medium humanoid (bronzebeard dwarf), lawful good Armor Class 18 (plate) Hit Points 93 (11d10 + 33) Mana Points 20 (14 + 3 + 3) Speed 25 ft. STR AGI STA INT SPI CHA 19 (+4) 11 (+1) 16 (+3) 14 (+2) 11 (+0) 10 (+0) Saving Throws Str +7, Sta +6 Damage Resistance poison Skills athletics +7, mason‘s tools +5, smithing tools +5 Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 7 (2,900 XP) Traits Fighting Style (Two-Weapon Fighting). When the mountain king engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack. Warrior Talent. The mountain king has the following warrior talents. The DC for the talents is 15.  Thunderclap, Heroic Throw Stance of the Mountain. The mountain king may enter a stance with a bonus action. So long as the stance was in effect, he reduces the physical 46

damage he takes by 3 points, and gains 2 extra reactions. The stance ends if he chooses to end it or if he moves more than half your normal speed. When executing a melee attack of opportunity while under the effects of this stance, he pushes the target 10 feet on a successful attack roll. Titanic Spark. The mountain king is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mountain king has the following spells (7) prepared from the mage spell list. He does not need to concentrate on the Stoneskin spell. Cantrips (0 mana): blade ward, mending, true strike 1st level (4 mana): feather fall, shield, thunderwave 2nd level (5 mana): arcane lock, enlarge/reduce, shatter 3rd level (6 mana): glyph of warding, stoneskin ACTIONS Multiattack. The mountain king makes three melee attacks. When landing a critical hit with a slashing weapon, the target's speed is reduced to half for 1 hour or until the damage dealt is fully healed. If made with a bludgeoning weapon, the target must succeed on a Strength saving throw (DC 15). On a failed saving throw, they are stunned for 1 round. Arcanite Reaper. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. This weapon deals double damage to objects. Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. REACTIONS Stoneform (1/rest). When the dwarf takes damage, they can roll 1d12 + 3, and can reduce the damage by that total. If the damage exceeds any ongoing bleed damage he takes, he ends the effect as well. Equipment. Arcanite Reaper The mountain kings, or thanes as they are known in Khaz Modan, are the mightiest dwarven warriors under the mountain. Wielding both enchanted warhammers and battleaxes, these fierce fighters live to test themselves against worthy opponents.

Unconcerned with their race's preoccupation with mechanical devices and mining precious minerals, Mountain Kings live only for battle. Dedicated to safeguarding the Alliance which saved their kingdom during the Second War, the mountain Kings can be counted upon to rally behind any banner that stands between freedom and the ever looming shadow of evil. If the threat is dangerous enough, they invoke their titanic spark to become an avatar of battle (by casting the enlarge and stoneskin spells) and wade into battle, shouting battle cries. He usually carries enough material components for three castings of Stoneskin.

Dwarven Mortar Engineer ―Mortar combat!‖ Medium humanoid (bronzebeard dwarf), lawful good Armor Class 14 (studded leather) Hit Points 32 (5d8 + 10) Speed 25 ft. STR AGI STA INT SPI CHA 12 (+1) 14 (+2) 14 (+2) 13 (+1) 13 (+1) 9 (-1) Skills engineer‘s tools +5, stealth +5 Damage Resistances poison Senses darkvision 60 ft. passive Perception 13 Languages Common, Dwarven Challenge 2 (450 XP) Traits Cunning Action (tinker). The mortar engineer may, as a bonus action, hide, dash, disengage, make a sleight of hand check, disarm a trap or open a lock with thieves‘ tools, or make use of any object. ACTIONS Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60, one target. Hit: 4 (1d6 + 1) slashing damage. Heavy Grenade. Ranged Weapon Attack: Agility save 12 halves, malfunction 1-3, 30/60 ft., 10-foot radius sphere. Hit: 10 (3d6) concussive damage. Mortar. Gadget, Malfunction 1-3. Use: The engineer may make use of his mortar to add 90 feet to the range of any explosive, with an arc 30 feet high. Each use of the mortar device

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requires it to cool down for one round, and consumes one cylinder or vial of gas. Heavy Grenade. Ranged Weapon Attack: Agility save 12 halves, malfunction 1-3, 30/60 ft., 10-foot radius sphere. Hit: 10 (3d6) concussive damage. This damage is doubled for structures and objects, and halved for creatures. REACTIONS Stoneform (1/rest). When the dwarf takes damage, they can roll 1d12 + 2, and can reduce the damage by that total. If the damage exceeds any ongoing bleed damage he takes, he ends the effect as well. Equipment. The mortar team typically has a cache of six mortar shells, twelve cylinders of oil, and two heavy grenades that may be turned into mines. This red-bearded and nearly bald dwarf has a waterproof pack of explosives at his back, and hauls with him a curious-looking bronze telescope. Typically accompanied by another who aids him in combat and carrying items, the mortar engineer is armed with a mortar device that helps him throw bombs from an improved range. Carrying mortar shells to blast apart enemy structures, anti-personnel grenades that target clusters of troops, and the ability to turn both explosives into mines, this tinker is a very effective support unit.

Dwarven Rifleman ―Shoot ta’ kill!‖ Medium humanoid (bronzebeard dwarf), lawful good Armor Class 15 (chain shirt) Hit Points 26 (4d8 + 8) Mana Points 15 (12 + 2 + 1) Speed 25 ft. STR AGI STA INT SPI CHA 11 (+0) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 9 (-1) Skills engineer‘s tools +5, stealth +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarven Challenge 1 (200 XP)

Traits Natural Explorer. The rifleman is an expert on their local terrain (typically arctic or mountain). He is not slowed by difficult terrain, can move stealthily at normal pace, is always alert to danger, forages double as much food as normal, and knows the exact number, sizes, and how long a tracked quarry remained in an area. ACTIONS Boomstick. Ranged Weapon Attack (Malfunction 13): +6 to hit, range 200/800; capacity 2 bullets, one target. Hit: 11 (2d8 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60, one creature. Hit: 4 (1d6 + 1) slashing target. REACTIONS Stoneform (1/rest). When the dwarf takes damage, they can roll 1d12 + 2, and can reduce the damage by that total. If the damage exceeds any ongoing bleed damage he takes, he ends the effect as well. Equipment. Besides his normal equipment, a rifleman typically carries one horn of powder and two bullet pouches This dwarf has a long white beard and wears a blue, hooded cloak. He carries a long rifle against his shoulder and a scowl on his face. A rifleman‘s tactics are fairly basic; find a nice corner into which he can survey as much of the surrounding area without being spotted as possible, plot an escape route, and wait for his target to walk into his sights. The dwarven rifleman is a native of the Ironforge clans who specializes in use of the long rifle. Typically climbing their way into a good vantage point, then rain death upon their enemy from above.

E Elemental Introduction Elementals have many types. Each type has different bonuses that are applied to the above template. Elementals gain special powers depending on their origins. Increasing the elemental‘s CR and attributes increases the strength of said powers. 48

Each point in CR performs the following:  Increases the elemental‘s hit dice by 2 (increasing hit points appropriately).  Grants the elemental +2 attribute points.  At CR 5, 10, 15, and 20, the elemental can increase their size category  At CR 3, the elemental gains Multiattack Bracers. Elementals and a few rare creatures (like voidwalkers) gain bracers when bound with the Bind spell. Without these bracers, the creature is compelled to return to its plane of origin as the Banish spell (unless the realm they are in is closely attuned to their plane of origin). The Banish spell‘s DC is 20. If the elemental succeeds on the saving throw three times, it is acclimated to the realm, and can remain as it is. Bracers possess hit points equal to a quarter of the maximum hit points the creature has. Destroying a single bracer has no effect on a creature.

General Elemental (Base) Medium elemental, neutral Armor Class 12 Hit Points 9 (2d8) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities Poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 1 (200 XP) ACTIONS Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.

Air Gains the following traits Speed 0 ft., fly 90 ft. (hover) Attributes +2 STR, +4 AGI, +2 STA

Damage Resistances thunder, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Traits Air Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving throw (DC 8 + proficiency + Agility or Strength). On a failure, a target takes bludgeoning damage as if the elemental struck them with two slam attacks, and is flung up a number of feet away from the elemental in a random direction equal to 5 feet per hit dice and knocked prone. If the creature is larger than the elemental, they are not moved, but are still knocked prone if they fail their saving throw. If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes damage as if hit by only one slam, damage and isn‘t flung away or knocked prone.

Air Elemental, Minor Medium elemental, neutral Armor Class 14 Hit Points 11 (2d8 + 2) Speed 0 ft., fly 90 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 7 (-2) Damage Resistances thunder, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 1 (200 XP) Traits

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Air Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving throw (DC 12). On a failure, a target takes 13 bludgeoning damage, and is flung up 10 feet away from the elemental in a random direction and knocked prone. If the creature is larger than the elemental, they are not moved, but are still knocked prone if they fail their saving throw. If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target only takes 6 (1d8 + 2) damage, and isn‘t flung away or knocked prone.

Air Elemental, Lesser Medium elemental, neutral Armor Class 15 Hit Points 35 (6d8 + 8) Speed 0 ft., fly 90 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Damage Resistances thunder, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 3 (700 XP) Traits Air Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS

Multiattack. The elemental makes two slam attacks Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving throw (DC 13). On a failure, a target takes 15 (2d8 + 6) bludgeoning damage, and is flung up to 30 feet away from the elemental in a random direction and knocked prone. If the creature is larger than the elemental, they are not moved, but are still knocked prone if they fail their saving throw. If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target only takes 7 (1d8 + 3) damage and isn‘t flung away or knocked prone.

Air Elemental, Moderate Large elemental, neutral Armor Class 17 Hit Points 71 (10d10 + 16) Speed 0 ft., fly 90 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Damage Resistances thunder, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 5 (1,800 XP) Traits Air Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The elemental makes two slam attacks. 50

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving throw (DC 16). On a failure, a target takes 28 (4d8 + 10) bludgeoning damage, and is flung up to 50 feet away from the elemental in a random direction and knocked prone. If the creature is larger than the elemental, they are not moved, but are still knocked prone if they fail their saving throw. If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target only takes 14 (2d8 + 5) damage and isn‘t flung away or knocked prone.

Air Elemental, Greater Large elemental, neutral Armor Class 18 Hit Points 119 (14d10 + 42) Speed 0 ft., fly 90 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 22 (+6) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances thunder, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 7 (2,900 XP) Traits Air Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 15 (2d8 + 6) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving throw (DC 17). On a failure, a target takes 30 (4d8 + 12) bludgeoning damage, and is flung up to 70 feet away from the elemental in a random direction and knocked prone. If the creature is larger than the elemental, they are not moved, but are still knocked prone if they fail their saving throw. If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target only takes 15 (2d8 + 5) damage and isn‘t flung away or knocked prone.

Air Elemental, Major Huge elemental, neutral Armor Class 19 Hit Points 210 (20d12 + 80) Speed 0 ft., fly 110 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 24 (+7) 18 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Resistances thunder, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 11 (7,200 XP) Traits Air Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

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Whirlwind (Recharge 4–6). Each creature in the elemental‘s space must make a Strength saving throw (DC 19). On a failure, a target takes 41 (6d8 + 14) bludgeoning damage, and is flung up to 100 feet away from the elemental in a random direction and knocked prone. If the creature is larger than the elemental, they are not moved, but are still knocked prone if they fail their saving throw. If a thrown target strikes an object, such as a wall or floor, they take damage as if falling. If the target is thrown at another creature, that creature must succeed on a DC 10 Agility saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target only takes 20 (3d8 + 7) damage and isn‘t flung away or knocked prone.

Fire Gains the following traits. Speed 50 ft. Attributes +5 AGI, +4 STA Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities burning, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Traits Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it, they take fire damage equal the elemental‘s slam damage (minus its Strength or Agility). If the elemental spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified damage every round until put out. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature‘s space and stop there. This ignites the target as if the elemental used its fire touch ability. Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS The elemental‘s slam attack deals fire damage, not bludgeoning damage.

Fire Elemental, Minor Medium elemental, neutral Armor Class 14 Hit Points 13 (2d8 + 4) Speed 50 ft. STR AGI STA INT SPI CHA 10 (+0) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities burning, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 1 (200 XP) Traits Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it, they take 1d8 fire damage. If the elemental spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified damage every round until put out. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature‘s space and stop there. This ignites the target as if the elemental used its fire touch ability. Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) fire damage plus ignite (if using a bonus action).

Fire Elemental, Lesser Medium elemental, neutral 52

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

Fire Elemental, Moderate Large elemental, neutral Armor Class 17 Hit Points 85 (10d10 + 30) Speed 50 ft. STR AGI STA INT 10 (+0) 20 (+5) 17 (+3) 6 (-2)

SPI CHA 10 (+0) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities burning, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 5 (1,800 XP) Traits Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it, they take 2d8 fire damage. If the elemental spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified damage every round until put out. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature‘s space and stop there. This ignites the target as if the elemental used its fire touch ability. Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) fire damage plus ignite.

Fire Elemental, Greater Large elemental, neutral Armor Class 18 Hit Points 133 (14d10 + 56) Speed 50 ft. STR AGI STA INT SPI CHA 10 (+0) 22 (+6) 19 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison

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Condition Immunities burning, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 7 (2,900 XP) Traits Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it, they take 2d8 fire damage. If the elemental spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified damage every round until put out. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature‘s space and stop there. This ignites the target as if the elemental used its fire touch ability. Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) fire damage.

Fire Elemental, Major Huge elemental, neutral Armor Class 20 Hit Points 230 (20d12 + 100) Speed 70 ft. STR AGI STA INT SPI CHA 12 (+1) 25 (+7) 20 (+5) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities burning, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag

Challenge 11 (7,200 XP) Traits Fire Touch. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it, they take 3d8 fire damage. If the elemental spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified damage every round until put out. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature‘s space and stop there. This ignites the target as if the elemental used its fire touch ability. Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) fire damage.

Phoenix Large elemental, neutral Armor Class 17 Hit Points 85 (10d10 + 30) Mana Points 13 (10 + 3) Speed 0 ft., fly 110 (hover) STR AGI STA INT SPI CHA 10 (+0) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities burning, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Kalimag Challenge 5 (1,800 XP) Traits Fire Touch. A creature that touches the elemental or hits it with a melee attack while 54

within 5 feet of it, they take 2d8 fire damage. If the phoenix spends a bonus action as part of attacking, they can ignite the target. A burning target takes the specified damage every round until put out. Pure Flame. The fire damage dealt by the phoenix treats fire immunity as fire resistance, and fire resistance as no resistance. The phoenix's fire touch also harms itself, usually burning up the phoenix in 9 rounds. Revivification. When reduced to 0 hit points, the phoenix is not considered dead or unsummoned (if it is conjured). It falls to the ground and creates a bed of ash, where a glimmer reveals the phoenix egg. After three rounds, the phoenix egg hatches, restoring the phoenix to full hit points and dispelling all negative effects they suffered. When in egg form, the phoenix has only one-eighth its maximum hit points (10 hit points), and its AC is 10. The egg retains any the Fire Touch ability. Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the phoenix moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. ACTIONS Multiattack. The phoenix makes two attacks, either with the slam or the feathers, or both. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) fire damage plus ignite. Burning Feathers. Ranged Weapon Attack: area (5foot-radius sphere), range 30/60 ft. Hit: 9 (2d8) fire damage. An Agility saving throw of 16 halves the damage. If attacking beyond normal range, the saving throw is done with advantage. A mystical being summoned from the fire-plane, phoenixes are fire-birds that burn with such intensity that they burn even themselves. Shedding burning feathers and searing all that they hate, phoenixes are remarkably resilient despite this, and when presumed killed, return to life from the ashes.

Water Gains the following traits. Speed 20 ft., swim 90 ft. Armor Class +2 (natural armor) Attributes +2 STR, +2 AGI, +4 STA Damage Resistances acid; bludgeoning, piercing, and slashing from non-magical weapons Senses darkvision 60 ft., Tremorsense 60 ft. (only in water) Traits Water Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If it enters an ally‘s space and stops there, it grants the ally three-quarters cover, but inflicts concealment on the ally. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ACTIONS Whelm (Recharge 4–6). Each creature in the elemental‘s space must make Strength saving throw (DC 8 + proficiency + Agility or Strength) as the elemental attempts to engulf them. On a failure, a target takes bludgeoning damage as if the elemental struck them with two slam attacks, and is also grappled (only if the creature‘s size is equal to or smaller than the elemental). Until this grapple ends, the target is restrained and trapped inside the elemental (and thus has no air). If the saving throw is successful, the target is pushed out of the elemental‘s space, and takes damage as if hit by only one slam attack. The elemental can grapple one Medium creature or up to two Small or smaller creatures at one time. At the start of each of the elemental‘s turns, each target grappled by it takes damage as if struck with a slam attack. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make grapple check against the elemental and succeeding.

Water Elemental, Minor Medium elemental, neutral Armor Class 15 Hit Points 11 (2d8 + 4) Speed 20 ft., swim 90 ft. STR AGI STA INT 55

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

Water Elemental, Lesser SPI

CHA

Medium elemental, neutral

Armor Class 15 Hit Points 35 (6d8 + 8) Speed 20 ft., swim 90 ft. STR AGI STA INT SPI CHA 14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances acid; bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 60 ft. (only in water), passive perception 10 Languages Kalimag Challenge 3 (700 XP) Traits Water Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If it enters an ally‘s space and stops there, it grants the ally three-quarters cover, but inflicts concealment on the ally. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Whelm (Recharge 4–6). Each creature in the elemental‘s space must make Strength saving throw (DC 12) as the elemental attempts to engulf them. On a failure, a target takes 15 (2d8 + 6) bludgeoning damage, and is also grappled (only if the creature‘s size is equal to or smaller than the elemental). Until this grapple ends, the target is restrained and trapped inside the elemental (and thus has no air). If the saving throw is successful, the target is pushed out of the elemental‘s space, and takes only 7 (1d8 + 3) damage. The elemental can grapple one Medium creature or up to two Small or smaller creatures at one time. At the start of each of the elemental‘s turns, each target grappled by it takes 7 (1d8 + 3) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of 56

it by taking an action to make grapple check against the elemental and succeeding.

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

The elemental can grapple one Medium creature or up to two Small or smaller creatures at one time. At the start of each of the elemental‘s turns, each target grappled by it takes 13 (1d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make grapple check against the elemental and succeeding.

Water Elemental, Greater Large elemental, neutral Armor Class 16 Hit Points 133 (14d10 + 56) STR AGI STA INT SPI CHA 20 (+5) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Resistances acid; bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 60 ft. (only in water), passive perception 10 Languages Kalimag Challenge 7 (2,900 XP) Traits Water Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If it enters an ally‘s space and stops there, it grants the ally three-quarters cover, but inflicts concealment on the ally. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whelm (Recharge 4–6). Each creature in the elemental‘s space must make Strength saving throw (DC 16) as the elemental attempts to engulf them. On a failure, a target takes 24 (4d8 + 10) bludgeoning damage, and is also grappled (only if the creature‘s size is equal to or smaller than the elemental). Until this grapple ends, the 57

target is restrained and trapped inside the elemental (and thus has no air). If the saving throw is successful, the target is pushed out of the elemental‘s space, and takes only 14 (1d8 + 5) damage. The elemental can grapple one Medium creature or up to two Small or smaller creatures at one time. At the start of each of the elemental‘s turns, each target grappled by it takes 14 (1d8 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make grapple check against the elemental and succeeding.

Water Elemental, Major Huge elemental, neutral Armor Class 16 Hit Points 210 (20d12 + 100) Speed 40 ft., swim 110 ft. STR AGI STA INT SPI CHA 22 (+6) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 7 (-2) Damage Resistances Acid; bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities Poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 60 ft. (only in water), passive perception 10 Languages Kalimag Challenge 11 (7,200 XP) Traits Water Form. The elemental can enter a hostile creature‘s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. If it enters an ally‘s space and stops there, it grants the ally three-quarters cover, but inflicts concealment on the ally. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Whelm (Recharge 4–6). Each creature in the elemental‘s space must make Strength saving throw (DC 18) as the elemental attempts to engulf them. On a failure, a target takes 39 (6d8 + 12) bludgeoning damage, and is also grappled (only if the creature‘s size is equal to or smaller than the elemental). Until this grapple ends, the target is restrained and trapped inside the elemental (and thus has no air). If the saving throw is successful, the target is pushed out of the elemental‘s space, and takes only 19 (3d8 + 6) damage. The elemental can grapple one Medium creature or up to two Small or smaller creatures at one time. At the start of each of the elemental‘s turns, each target grappled by it takes 19 (3d8 + 6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make grapple check against the elemental and succeeding.

Earth Gains the following traits. Speed 30 ft., burrow 30 ft. Armor Class +4 (natural armor) Attributes +4 Strength, +4 Stamina Damage Resistances thunder; bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities acid, poison Senses darkvision 60 ft., tremorsense 30 ft. Traits Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn‘t disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. ACTIONS Slam deals extra 1d6 acid, plus an additional 1d6 per every 5 hit dice.

Earth Elemental, Minor Medium elemental, neutral Armor Class 14 Hit Points 13 (2d8 + 4) Speed 30 ft., burrow 30 ft. STR AGI STA INT 14 (+2) 10 (+0) 14 (+2) 6 (-2) 58

SPI CHA 10 (+0) 7 (-2)

Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 30 ft. Languages Kalimag Challenge 1 (200 XP) Traits Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn‘t disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Earth Elemental, Lesser Medium elemental, neutral Armor Class 14 Hit Points 45 (6d8 + 12) Speed 30 ft., burrow 30 ft. STR AGI STA INT SPI CHA 16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 30 ft. Languages Kalimag Challenge 3 (700 XP) Traits Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn‘t disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. ACTIONS

Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage.

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

Earth Elemental, Greater Large elemental, neutral Armor Class 18 Hit Points 161 (14d10 + 84) Speed 30 ft., burrow 30 ft. STR AGI STA INT SPI CHA 18 (+4) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 7 (-2) Damage Vulnerabilities thunder

59

Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 30 ft. Languages Kalimag Challenge 7 (2,900 XP) Traits Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn‘t disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage.

Earth Elemental, Major Huge elemental, neutral Armor Class 20 Hit Points 250 (20d12 + 120) Speed 50 ft., burrow 50 ft. STR AGI STA INT SPI CHA 22 (+6) 25 (+7) 22 (+6) 6 (-2) 10 (+0) 7 (-2) Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses Darkvision 60 ft., tremorsense 30 ft. Languages Kalimag Challenge 11 (7,200 XP) Traits Earth Glide. The elemental can burrow through non-magical, unworked earth and stone. While doing so, the elemental doesn‘t disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures.

ACTIONS Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 19 (3d8 + 6) bludgeoning damage plus 14 (4d6) acid damage.

Elven Dragonhawk Rider ―Clear the skies!‖ Medium humanoid (high elf), neutral good Armor Class 14 (chain shirt) Hit Points 55 (10d10) Mana Points 22 (15 + 2 + 2 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 12 (+1) 16 (+3) 10 (+0) 15 (+2) 14 (+2) 9 (-1) Skills Perception +4 Senses darkvision 60 ft. passive Perception 14 Languages Common, Dwarven, Elven Challenge 2 (450 XP) Traits Finesse Pike. The dragonhawk rider can treat his pike as a finesse weapon. Second Wind (1/rest). The dragonhawk rider may use his bonus action to regain 1d10 + 3 hit points. Aerial Shackles. The dragonhawk rider can cast telekinesis and fog cloud as evocation spells. ACTIONS War Magic. Whenever the dragonhawk rider casts a cantrip, he may also make one weapon attack as a bonus action. Spellcasting. The dragonhawk rider is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The dragonhawk rider has the following spells (7) prepared from the mage spell list: Cantrips (0 mana): fire bolt, gust, prestidigitation (free) 1st level (5 mana): arcane missile, fog cloud, detect magic (free) 2nd level (6 mana): mana burn, gust of wind, mute (free) 3rd level (7 mana): blizzard, counterspell, telekinesis ACTIONS

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Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. This high elf is resplendent in golden and blue armor, the helm worked in stylized wings above each ear. He bears a specially-made pike, and pats his majestic dragonhawk mount in preparation for battle. Dragonhawk riders are elite aerial warriors. As warrior-magi, dragonhawk riders tend to stay above the battle, using their spells to befuddle enemies and disable potentially dangerous foes. A favorite tactic of dragonhawk riders is to cast fog cloud over enemy battlements, rendering their ranged attacks useless. Dragonhawk riders also channel telekinesis to disable and bring down flying opponents to their allies on the ground, charge in mid-air for great effect, and make use of their support spells to aid ground units.

Dragonhawk Large beast, true neutral Armor Class 15 (natural armor) Hit Points 39 (6d10 + 6) Speed 10 ft., fly 80 ft. STR AGI STA INT SPI CHA 18 (+4) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0) Skills Perception +4 Senses passive Perception 14 Languages Understands Common and Elven but doesn't speak them Challenge 2 (450 XP) Traits Keen Sight. The dragonhawk has advantage on Spirit (Perception) checks that rely on sight. ACTIONS Multiattack. The dragonhawk makes two attacks, one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage. This large, hawk-like creature is impressive. Its feathers show brilliant streaks of blue and red on

its wings and tail, but its most remarkable feature is its head, which seems like a combination of eagle and dragon. Straight, colored horns that match its plumage sprout from the beast‘s head. Dragonhawks are vicious flying predators. They are swift and deft., able to crack bones and pierce hides with their mighty beaks. They can be trained as aerial mounts, and seem to have a particular affinity with high elves. Majestic and magnificent creatures, dragonhawks and their elf riders, resplendent in lacquered dragonhide armor, make an impressive sight. Very intelligent for beasts, dragonhawks are wise enough to retreat if their rider is ever rendered incapacitated, taking them wherever they believe they can be safe. Dragonhawk eggs sell for 800 gp, and young Dragonhawks sell for about 1,600 gp. An adult and fully trained dragonhawk sells for twice the price of a youngling.

Elven Blood Mage Hero "Burning to avenge..." Medium humanoid (blood elf), chaotic neutral Armor Class 14 (demon skin) Hit Points 60 (11d6 + 22) + 12 temporary hit points Mana Points 27 (17 + 2 + 3 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 17 (+3) Saving Throws Sta +5, Cha +6 Skills Arcana +6, Deception +6, History +6, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 7 (2,900 XP) Traits Warlock Focus (Fiendish Power). The Blood Mage has +2 Soul Shards above their maximum. Soul Shards (max. 12). The Blood Mage can use a soul shard to use Cabal Casting, Enhanced Conjuring, Enhanced Concentration, Soul Magic, or Havoc abilities. Demonic Studies (Destruction). Any fire or fel spell the Blood Mage uses that deals damage also deals an additional 1d6 points of the other type (fire deals extra 1d6 fel, or vice versa). Spells that 61

deal both fire and fel damage gain an additional 1d10 damage from either types (the Blood Mage‘s choice). Searing Magics (1/rest). The Blood Mage may target a creature with an action to make it more susceptible to his fire and fel magical damage. If the target is immune to fire, it becomes resistant to the damage. If it is resistant, it loses the resistance. If it has no resistance, it becomes vulnerable. If it was previously vulnerable, it takes triple damage. Spellcasting. The blood mage is an 11th level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The blood mage has the following spells (14) prepared from the warlock spell list: Cantrips (0 mana): mage hand, firebolt, light, prestidigitation (free) 1st level (2 mana): arcane armor, chaos bolt, detect magic (free) 2nd level (3 mana): curse of agony, hold fiend, life tap (13 hit points for 6 mp), mute (free) 3rd level (4 mana): dispel magic, exorcism (6d10) 4th level (6 mana): demon skin (12 hp), banishment, elemental bane (curse of the elements), mana drain 5th level (7 mana): conjure elemental (phoenix), flame strike (or flame crash) 6th level (8 mana): arcane gate ACTIONS Sageblade (Longsword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. The Blood Mage can use the blade‘s Spellstrike feature as a bonus action up to 3 times, add his Fel Blast damage to the longsword attack. Fel Blast. Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 12 (5d4) fel damage. This requires at least 1 mana in reserve for each d4. Mystical heroes, blood mages (aka bloodmages, sometimes blood magi or bloodmagi, and blood wizards) are in majority blood elves adept at controlling magic and ranged assault. While they were still members of the Alliance, the blood elves began to turn to the darkest parts of magic, abandoning the water and frost spells of the Kirin

Tor for the fire and heat of what some people fear to be demonic magic. Though they used to be mages, many turned to become warlocks focused on the destructive power of the fel, using fire to fight fire. The most famous and the first of the blood mages was Kael'thas Sunstrider, the Prince of Quel'Thalas. He commanded the blood elves after the death of his father Anasterian, leading them out of the Alliance and into Illidan's service.

Elven Priest ―What ails you?‖ Medium humanoid (high elf), lawful good Armor Class 13 (studded leather) Hit Points 33 (6d8 + 6) Mana points 24 (16 + 2 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) Saving throws +3 Stamina, +5 Spirit, +3 Charisma Skills Medicine +7, Persuasion +3, Perception +5, Religion +4 Senses darkvision 60 ft., passive Perception 15 Languages Common, Dwarven, Elven Challenge 3 (700 XP) Traits Light’s Insight. Whenever the priest casts a healing spell from the priest spell list and the dice shows the maximum possible result (such as a 6 on a d6), he may roll the maximized dice again and add the amount healed to the total. This applies to healing spells that deal damage to undead. Spellcasting. The priest is a 6th level spellcaster. Its spellcasting ability is Spirit (spell save DC 15, +7 to hit with spell attacks). The priest can prepare the following spells (9) from the priest spell list: Cantrips (0 mana): light, smite, prestidigitation (free) 1st level (4 mana): holy light, inner fire, shield of faith, detect magic (free), bless (free) 2nd level (5 mana): power word fortitude (or aid), exorcism, lesser restoration, mute (free), lesser restoration (free) 62

3rd level (6 mana): dispel magic, power word shield, beacon of hope, revivify (free) ACTIONS Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Divine Blast. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 7 (3d4) holy damage. This requires at least 1 mana in reserve for each d4. A holy field medic, these padres roam the battlefield curing the wounds of their fallen comrades. Clad in robes but protected by a suit of studded leather, this priest of the Holy Light appears tailored to look like the bastion of his faith. He fingers a holy symbol around his neck, and occasionally bows his head to say a brief prayer (or in silent, reverent, contemplation). As a priest of the Holy Light dedicated to the aspect of protection, this acolyte prefers not to wade into battle, but to serve in the middle ranks of a group of allies and support them with petitions, prayers and spells. His staff is reserved for use only when a gap in his protection is breached.

Elven Sorceress ―The flows of magic are whimsical today.‖ Medium humanoid (high elf), neutral good Armor Class 10 Hit Points 21 (6d6) Mana points 25 (17 + 2 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 12 (+1) 12 (+1) 17 (+3) 13 (+1) 14 (+2) Skills Arcana +7, Perception +3, Persuasion +4 Senses darkvision 60 ft., Passive Perception 13, Languages Common, Elven, Troll Challenge 3 (700 XP) Traits Spellcasting. The elven sorceress is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The sorceress can prepare the following spells (9) from the mage spell list: Cantrips (0 mana): light, fire bolt, prestidigitation (free)

1st level (4 mana): arcane missile, sleep, elemental armor (frost), detect magic (free) 2nd level (5 mana): blink step, suggestion, invisibility, mute (free) 3rd level (6 mana): blizzard, fly, slow ACTIONS Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) piercing damage. Arcane Blast. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 7 (3d4) arcane damage. This requires at least 1 mana in reserve for each d4. REACTIONS Instinctive Charm (once per short or long rest). The sorceress, when targeted by a humanoid within 30 ft. with an attack roll, may use her reaction to divert the attack. On a failed save, the attacker must instead attack anything that is closest to itself, not including itself or the sorceress. If multiple creatures are present, the attacker chooses who to target. The Spirit DC to negate this ability is 15. This is a charm effect. Clad in revealing robes, this elven sorceress is distinctive—perhaps for wearing far too much eye shadow. High elves are renowned for their magic, and on the battlefield, elven sorcerers often accompany Alliance troops into the thick of the fray. Although not physically powerful, the skill and bravery of these elves is beyond dispute. The elven sorcerer prefers to serve as part of a group, preferably in the rear with a few people to guard her. Mana shield is deployed to provide additional protection, while spells like slow and invisibility support their allies.

Elven Spell Breaker ―Be quick—time is mana.‖ Medium humanoid (high elf), lawful neutral Armor Class 14 (Scale) Hit Points 58 (9d8 + 18) Mana points 21 (14 + 2 + 3 + 2) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0) Skills Athletics +5, Perception +4 63

Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarven, Elven Challenge 3 (700 XP) Traits Magic Resistance. The spellbreaker has advantage on saving throws against spells and other magical effects. If the spellbreaker succeeds in saving against a spell it is targeted with the original saving throw and the one granted by advantage, he may use a reaction to absorb its magic, gaining mana points equal to the spell‘s level. Abjuring Knight. The spellbreaker may, with an action, dispel with a touch any positive or negative spell equal to or less than 4th level. If higher, he must make spell attack against a DC of 10 + spell level. The spellbreaker may also throw his two-bladed sword, treating it as a thrown weapon with a range of 10/30 feet. This may deliver melee strikes at range, and the two-bladed sword returns after the attack roll is resolved, but allowing for only one melee strike every round. Spell Strike. The spellbreaker may, with a bonus action as part of an attack, cast one spell on his spell list that targets the opponent, or use his Abjuring Knight ability. Spellcasting. The spellbreaker is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spellbreaker has the following spells (6) prepared from the mage spell list: Cantrips (0 mana): light, fire bolt, prestidigitation (free) 1st level (4 mana): arcane missile, explosion, expeditious retreat, shield, detect magic (free) 2nd level (5 mana): magic weapon, mana burn, scorcher, mute (free) ACTIONS Multiattack. The spellbreaker makes two twobladed sword attacks, or can throw it once (see Abjuring Knight). Two-Bladed Sword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. An elven warrior focused on disrupting magic, hunting spellcasters, and wading through an

arcane battlefield. Clad in golden scale mail, a red coat and leggings, and armor with phoenix 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 displays a cunning grin. As a spell breaker of the alliance, this warrior heads into battle accompanying magi, or is deployed against spellcasting opponents. With his ability to dispel the beneficial spells of the enemy as

Eredar Warlock Large fiend (demon), chaotic evil Armor Class 14 (natural armor) Hit Points 135 (18d8 + 54) Mana Points 37 (22 + 6 + 9) Speed 30 ft. STR AGI STA INT SPI CHA 20 (+5) 10 (+0) 17 (+3) 21 (+5) 14 (+2) 22 (+6) Saving Throws Sta +10, lnt +12, Spi +9 Skills Arcana +12, History +12, Insight +9, Perception +9, Intimidation +12 Damage Resistances cold, fire, fel; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 19 Languages Common, Eredun plus up to four other languages of its choice Challenge 20 (25,000 XP) Traits Chaos Weapons. The Eredar warlock‘s weapon attacks are magical. Magic Resistance. The eredar warlock has advantage on saving throws against spells and other magical effects. Nether Magic. The Eredar warlock may, as a bonus action while casting a spell, remove one spellcasting component, and does not need to exercise it to cast a spell. The warlock may not remove a material component. Spellcasting. The Eredar warlock is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Eredar warlock has the following spells (24) prepared from the warlock spell list: 64

Cantrips (0 mana): mage hand, prestidigitation, firebolt (4d10) 1st level (0 mana): animate undead, conjure fiend, detect magic, magic missile, mana shield, shield 2nd level (1 mana): detect thoughts, invisibility, shadow word pain, mirror image 3rd level (2 mana): sleep (9d8), dispel magic, fireball 4th level (3 mana): blight, dimension door, teleport 5th level (4 mana): cloudkill, scrying 6th level (5 mana): disintegrate, drain life (15/round) 7th level (7 mana): finger of death 8th level (8 mana): dominate, power word stun 9th level (9 mana): demonic doom ACTIONS Multiattack. The Eredar warlock can make two attacks. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target Hit: 8 (1d6 + 5) slashing damage. Fel Blast. Ranged Spell Attack: +11 to hit, range 30 ft., one target. Hit: 22 (9d4) fel damage. This requires at least 1 mana in reserve for each d4. REACTIONS Consume Power (6/long rest). If the Eredar succeeds in saving against a spell it is targeted with, it may use a reaction to make the save again. If it is successful again, it regains mana points equal to the spell‘s level. It may not use this ability against a divine spell, or a spell that deals holy or arcane damage. The Eredar are a class of supremely talented magic-wielders who arose on the planet Argus countless millennia ago. They built a vast civilization of wondrous cities and upheld a peaceful way of life. Twenty-five thousand years ago, however, the tranquility of Argus was shattered, and the Eredar separated into two groups: the Draenei and the Man'ari. The Man'ari are the demon-corrupted Eredar who now lead the Burning Legion, but they are commonly referred to as the Eredar regardless. This could be due to the fact that, other than the Draenei and Man'ari, there is no evidence of

other species of Eredar left in existence. These Eredar are the first among the demons of the Burning Legion. Pre-eminence in Eredar warlock society depends almost entirely upon magical power. Those who command the greatest selection of paramount spells — and thus in theory the greatest magical arsenal — rise to higher ranks.

F Faceless Ones (N’raqi) ―Shur'nab... shur'nab... Yogg-Saron‖ The n'raqi, commonly known as the faceless ones or the faceless, are a monstrous race of aberrations that arose from the organic matter that seeped from the Old Gods' blighted forms during the primordial era of Azeroth. Cunning and intelligent, they serve their eldritch masters with fanatical loyalty and are known to be virtually unstoppable juggernauts. Vaguely humanoid creatures as the name implies, Faceless Ones have no discernible faces insofar as other races recognize them. One arm is much larger than the other, grotesque and misshapen, while the other is little more than a prehensile tentacle. Faceless ones have low intellects, but have a strong heritage in necromantic and illusion magic.

Faceless Trickster Medium aberration (void), neutral evil Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Mana Points 19 (14 + 2 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 15 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1) Damage Resistances psychic, shadow Damage Immunities poison Condition Immunities blinded, confusion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Shath‘yar Challenge 3 (700 XP) Traits

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Amphibious. The faceless one can breathe air and water. Might of the Void. The faceless one‘s attacks are treated as magical. Shadow Sight. Magical darkness doesn't impede the faceless one‘s darkvision. Suction Grip. When a creature manages to escape a faceless one‘s restraining tentacles or grapple, they suffer half the damage dealt by the tentacle attack. A successful Stamina saving throw against the grapple DC halves the damage. Void Influence. The faceless one acts as a void creature for the purposes of spells that conjure or bind it, but is an aberration for all other purposes. Innate Spellcasting. The faceless one is naturally magical. The faceless one‘s spellcasting ability is Spirit (spell save DC 12, +4 to spell attacks). The faceless one can innately cast the following spells, requiring no material components: 3rd level (7 mana): banshee‘s curse, dispel magic ACTIONS Multiattack. The faceless one makes two attacks, and can exchange any one of the two attacks with a tentacle attack. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, plus 7 (2d6) psychic damage. Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained.

Faceless Terror Medium aberration (void), neutral evil Armor Class 15 (natural armor) Hit Points 98 (12d8 + 44) Mana Points 22 (16 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 17 (+3) 10 (+0) 18 (+4) 6 (-2) 16 (+3) 14 (+2) Skills Intimidation +5, Perception +6, Stealth +3 Damage Resistances fel, psychic, shadow Damage Immunities poison Condition Immunities blinded, confusion, poisoned

Senses darkvision 60 ft., passive Perception 16 Languages Shath‘yar Challenge 6 (2,300 XP) Traits Amphibious. The faceless one can breathe air and water. Might of the Void. Weapon attacks are treated as magical. Shadow Sight. Magical darkness doesn't impede the faceless one‘s darkvision. Suction Grip. When a creature manages to escape a faceless one‘s restraining tentacles or grapple, they suffer half the damage dealt by the tentacle attack. A successful Stamina saving throw against the grapple DC halves the damage. Void Influence. The faceless one acts as a void creature for the purposes of spells that conjure or bind it, but is an aberration for all other purposes. Innate Spellcasting. The faceless one is naturally magical. The faceless one‘s spellcasting ability is Spirit (spell save DC 14, +6 to spell attacks). The faceless one can innately cast the following spells, requiring no material components: 1st level (4 mana): animate undead (skeletons), death coil, sleep, mind blast 2nd level (5 mana): mute, shadow word pain 3rd level (6 mana): psychic horror ACTIONS Multiattack. The faceless one makes two attacks, and can exchange any one of the two attacks with a tentacle attack. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, plus 10 (3d6) psychic damage. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained. The faceless one has two tentacles, and can hold one creature in each tentacle. If the faceless one targets the restrained creature with an effect that deals psychic damage or causes fear, they suffer disadvantage on their saving throw against the effect (or the faceless one has advantage to the attack roll). 66

Faceless General Large aberration (void), neutral evil Armor Class 15 (natural armor) Hit Points 189 (18d10 + 90) Mana Points 26 (19 + 4 + 3) Speed 35 ft. STR AGI STA INT SPI CHA 22 (+6) 8 (-1) 20 (+5) 10 (+0) 19 (+4) 16 (+3) Skills Intimidation +7, Perception +8, Stealth +3 Damage Resistances fel, shadow Damage Immunities poison, psychic Condition Immunities blinded, confusion, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Shath‘yar Challenge 12 (8,400 XP) Traits Amphibious. The faceless one can breathe air and water. Might of the Void. Weapon attacks are treated as magical. Shadow of Madness. All psychic damage dealt by the faceless one (by spell or ability) can be changed to shadow damage at the faceless one‘s will. Shadow Sight. Magical darkness doesn't impede the faceless one‘s darkvision. Suction Grip. When a creature manages to escape a faceless one‘s restraining tentacles or grapple, they suffer half the damage dealt by the tentacle attack. A successful Stamina saving throw against the grapple DC halves the damage. Void Influence. The faceless one acts as a void creature for the purposes of spells that conjure or bind it, but is an aberration for all other purposes. Innate Spellcasting. The faceless one is naturally magical. The faceless one‘s spellcasting ability is Spirit (spell save DC 16, +8 to spell attacks). The faceless one can innately cast the following spells, requiring no material components: 1st level (3 mana): animate undead (skeletons), death coil, sleep, mind blast 2nd level (4 mana): mute, shadow word pain 3rd level (5 mana): psychic horror 4th level (6 mana): detonate mana, mind vision ACTIONS

Multiattack. The faceless soldier makes two attacks, and can exchange any one of the two attacks with a tentacle attack. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, plus 17 (5d6) psychic damage. Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The faceless one has two tentacles, and can hold one creature in each tentacle. If the faceless one targets the restrained creature with an effect that deals psychic damage or causes fear, they suffer disadvantage on their saving throw against the effect (or the faceless one has advantage to the attack roll). Variant Faceless Ones. Some faceless ones are born with claws and pincers instead of hand-like appendages. In this case, the slam deals slashing or piercing damage instead of bludgeoning damage.

Faerie Dragon Small fey, unaligned Armor Class 13 (natural armor) Hit Points 27 (5d6 + 10) Mana Points 14 (12 + 2) Speed 5 ft., fly 40 ft. (hover) STR AGI STA INT SPI CHA 10 (+0) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 10 (+0) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Traits Magic Resistance. The faerie dragon has advantage on saving throws against spells and other magical effects. Channel Mana. The faerie dragon can enter a stance with a bonus action which draws from its inner reserves of power. When in this stance, the faerie dragon‘s AC becomes 16, and it radiates blue light as the Light cantrip. When in this

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stance, the faerie dragon can use its mana flare ability (see reactions). ACTIONS Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Fey Blast. Ranged Spell Attack: +3 to hit, range 30 ft., one target. Hit: 2 (1d4) arcane damage. This requires at least 1 mana in reserve. REACTIONS Phase Shift (4 mana). The faerie dragon, when targeted by an effect that would deal damage to it or whenever it wishes, may use its reaction to divert the attack. When this ability is used, the faerie dragon may roll a d20. On a roll of 5 or higher, the faerie dragon phases into a corresponding location in the Emerald Dream, returning after the attack is resolved. While in this phase, the faerie dragon cannot move, attack, or perform any action. If the damage is arcane or fel, the faerie dragon has to roll an 11 or higher to phase shift to avoid the attack. This cannot be used while channeling mana. Mana Flare (4 mana). The faerie dragon can cast counterspell as a reaction. Whenever it successfully counters a spell, it may cause the wasted spell energies to explode into a bright flare of mana. The flare is a 10-foot sphere centered on the target of the counterspelled target, and all creatures in the area lose 1d4 + 1 mana points, taking 2 points of arcane damage for each mana point lost. If a creature loses more than 3 mana points, it is also subject to a dispel magic effect (spell level equal to 2). This can only be used when channeling mana.

Felguard Felguard are the savage foot soldiers of the Burning Legion. While most other demons rely to some extent on magic and trickery, felguard eschew these subtleties, instead relying on sheer strength to overwhelm their foes. While under the command of a higher-ranking demon or a warlock, a felguard makes the perfect soldier. Each is a disciplined follower outside of combat, calm and patient. When commanded to fight, however, they become wild and merciless;

an army of raging felguard is a terrifying sight. Felguard skin color varies; red, blue, yellow, and black are common. A felguard is about 7-1/2 feet tall and weighs 350 pounds.

Felguard Trooper Medium fiend (demon), chaotic evil Armor Class 15 (armor, breastplate) Hit Points 45 (6d8 +18) Mana Points 13 (10 + 2 + 1) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0) Saving Throws Sta +5, Spi +4 Skills Insight +4, Perception +4 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Eredun Challenge 3 (750 XP) Traits Demon Sight. Magical darkness doesn't impede the demon‘s darkvision. Demonic Rage (2/long rest). The demon can rage as having the rage warrior talent of a level 1 warrior. Innate Spellcasting. The felguard is a 2nd level spellcaster. The felguard‘s spellcasting ability is Charisma (spell save DC 10, +2 to spell attacks). The felguard can innately cast the following warlock spells, requiring no material components: 1st level (5 mana): detect magic, detect evil and good ACTIONS Multiattack. The demon makes two melee attacks with its greatsword. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Felguard Elite Large fiend (demon), chaotic evil Armor Class 15 (armor, breastplate) Hit Points 95 (10d10 +40) Mana Points 19 (14 + 3 + 2) 68

Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Saving Throws Str +6, Sta +7, Spi +5, Cha +5 Skills Deception +5, Insight +5, Perception +8 Damage Resistances fire; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 18 Languages Eredun Challenge 5 (1,800 XP) Traits Demon Sight. Magical darkness doesn't impede the demon‘s darkvision. Demonic Rage (2/long rest). The demon can rage as having the rage warrior talent of a level 1 warrior. Innate Spellcasting. The felguard is a 5th level spellcaster. The felguard‘s spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). The felguard can innately cast the following warlock spells, requiring no material components: 1st level (4 mana): detect magic, detect evil and good 2nd-level (5 mana): dragon breath ACTIONS Multiattack. The demon makes three melee attacks with its greatsword. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Fel Hound Medium fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Mana Points 0 (maximum 19 (13 + 2 + 4), see Magic Devourer) Speed 50 ft. STR AGI STA INT SPI CHA 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) Skills Perception +5, Survival +3 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren‘t silvered

Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages understands Eredun but can‘t speak it Challenge 3 (700 XP) Traits Magic Resistance. The fel hound has advantage on saving throws against spells and other magical effects. Demonic Sense. The fel hound has disadvantage to Spirit (Perception) checks with sight, but have the effects of the Detect Magic spell constantly active, within a range of 60 ft. They do not need to spend an action to sense the aura of the magic spell and its school. Magic Devourer. The felhound can, when 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 mana burnt (whichever is higher), up to a maximum of 19 mana points. Mana burn and Dispel Magic do not cost mana for the felhound. The felhound does not regain mana over time. Innate Spellcasting. The fel hound is a 7th level spellcaster. The fel hound‘s spellcasting ability is Spirit (spell save DC 11, +3 to hit with spell attacks). The fel hound can innately cast the following spells, requiring no material components: 3rd level (6 mana): mana burn (0 mana), dispel magic (0 mana) 4th level (7 mana): orb of annihilation ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage, and the target must make on a DC 12 Stamina saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. Fel Hounds are demonic hounds that feed on magic; they can sense the presence of nearby magic and hunt spellcasters unerringly. Their powerful jaws are huge and filled with slender teeth. Their eyes are weak; to get around, fel 69

hounds rely on their upon their ability to sense magic. This sense is also how they track their pray. Fel hounds are pit lords‘ personal hunting hounds, starved for both blood and arcane energy. Pit lords grow fel hounds somewhere in the Twisting Nether. Fel hounds do not speak, though they understand Eredun. Fel hounds treat spellcasters, particularly arcane spellcasters, as layered desserts with meat on the outside and magic on the inside. Less magical characters are worth notice only if they have damaged a fel hound in the past round.

Felsteed Large fiend (demon), chaotic evil Armor Class 11 Hit Points 19 (3d10 + 3) Mana Points 14 (12 + 2) Speed 60 ft. STR AGI STA INT SPI CHA 18 (+4) 12 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2) Damage Resistances fire Damage Immunities poison Condition Immunities burning, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands Common and Eredun but cannot speak it Challenge 1/2 (100 XP) Traits Trampling Charge. If the felsteed moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target. ACTIONS Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Felsteeds are the fiery equine servants of the Burning Legion. At one time, they were common horses that became enslaved and fell to the Burning Legion‘s sinister influence. Now corrupted and evil, they feel both intense loyalty and burning hatred toward their demon masters.

Many warlocks choose a felsteed as a fel companion for the practical convenience of travel on demand. To the felsteed, there is no difference between a mortal master and a demon — both deserve its contempt and obedience. A felsteed is about the size of a warhorse, and uses the same statistics (except that it also has the demonic template).

Forgotten One Gargantuan aberration (void), neutral evil Armor Class 15 (old blessings) Hit Points 216 (16d20 + 48) Mana Points 32 (21 + 5 + 6) Speed 5 ft. STR AGI STA INT SPI CHA 23 (+6) 6 (-2) 17 (+3) 14 (+2) 21 (+5) 22 (+6) Saving Throws Str +11, Sta +8, Spi +10, Cha +11 Skills Arcana +7, Insight +10, Intimidation +11, Perception +10 Damage Resistances shadow, fel Damage Immunities poison, psychic Condition Immunities blinded, deafened, confusion, exhaustion, poisoned, prone Senses truesight 120 ft., passive Perception 20 Languages Shath‘Yar, telepathy 60 ft. Challenge 14 (11,500 XP) Traits Consume. If the forgotten one bites a creature below half hit points and two size categories smaller than it, it can swallow it whole, ending the grapple. The creature is trapped within the forgotten one (gaining full cover against attacks from the outside), and takes 14 (4d6) damage per round at the beginning of its turn until freed. Half the damage is acid, and half is psychic damage. The creature may cut its way out by dealing onequarter the forgotten one‘s hit points in slashing or piercing damage (54 damage). Attacking the inside is done with disadvantage. If a creature dies from being consumed, the forgotten one regains 20 hit points and 4 mana points, and learns one important fact or secret of its history (DM‘s discretion). Immune to Magic. The forgotten is immune to any spell or effect that is based on a spell that is

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below 5th level. It has advantage to saving throws against spells that are higher level. Might of the Void. The forgotten one‘s weapon attacks are treated as magical. Innate Spellcasting. The forgotten one is a 12th level spellcaster. The forgotten one‘s spellcasting ability is Spirit (spell save DC 18, +10 to spell attacks). The forgotten one can innately cast the following spells, requiring no material components: 1st level (2 mana): burning hands, sleep 2nd level (3 mana): suggestion, shadow word death, shadow word pain 5th level (7 mana): cripple, dominate humanoid, flame strike, modify memory, void eruption 6th level (8 mana): mental prison ACTIONS Multiattack. The forgotten one makes three attacks. Instead of an attack, it may spawn a tentacle or use its psychic blast attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 7 (2d6) psychic damage. The forgotten one has advantage to bite any creature grappled by a tentacle. Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. The forgotten one has four tentacles, each of which can grapple one target. Spawn Tentacle (maximum 4). The forgotten one can create one an independent tentacle within range of 40 feet. The independent tentacle can be used to attack as if a one of the forgotten one‘s tentacles (using the forgotten one‘s multiattack), and rises to 20 feet in length, and each tentacle can grapple a target. A spawned tentacle can be attacked (treat as a construct with an armor class of 14 and 30 hit points). Drain Sanity. As an action, the forgotten one can drain the sanity from any creature it is consuming. This action deals 42 (12d6) damage instead of the damage the creature would normally when being consumed. While using this ability, the forgotten one can spend up to half its hit dice to heal. If the forgotten one has no hit

dice remaining, it can instead inflict one level of madness (Spirit or Charisma saving throw DC of 19). If the creature becomes fully mad, it always suffers from disadvantage towards any saving throw against the forgotten one. Psychic Blast. Ranged Spell Attack: +10 to hit, range 30 ft., one target. Hit: 15 (6d4) psychic damage. This requires at least 1 mana in reserve for each d4. LAIR ACTIONS On initiative count 20 (losing initiative ties), the forgotten one takes a lair action to cause one of the following effects; the forgotten one can't use the same effect two rounds in a row:  A tremor shakes the lair in a 60-foot radius around the forgotten one. Each creature other than forgotten one on the ground in that area must succeed on a DC 15 Agility saving throw or be knocked prone.  The forgotten one releases a Psychic Blast attack at any creature it chooses within range and that it can see. The attack can originate from a spawned tentacle instead of the forgotten one‘s space itself.  A mind-fog forms in a cloud in a 20-footradius sphere centered on a point the forgotten one can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Any creature that starts its turn in the cloud that is not a construct, undead, elemental, or void creature must succeed on a DC 15 Stamina saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Forgotten Ones are a term to describe massive entities related to the Old Gods. The only known was encountered and killed by Arthas Menethil and Anub'arak in the Inner Kingdom of AzjolNerub shortly after the Third War. It commanded the n'raqi Faceless Ones. It was described as "an unfathomable horror of a longforgotten time" and had been released from the dark below by the earthquakes that were being caused by Illidan Stormrage's sorcery in his attempt to destroy the Frozen Throne. They are 71

believed in circles of old god worshippers to be fallen old ones, ones that barely survived annihilation, or beings that will ascend to the ranks of the Great Five. Forgotten ones are usually aided by faceless ones, but are able to hold their own owing to their powers of manipulation and spellcasting. Because of their limited ability to move, they usually only reside in small caverns and halls where they can reach or spawn tentacles within the limitations of the space they‘re in. A forgotten one usually attacks and restrains their enemies with their tentacles first, and then strikes the targets with area spells or brings them to be consumed, using the spellcasting capabilities only when the opposition is sufficiently powerful.

Forsaken Apothecary Medium undead, neutral evil Hit Points 27 (5d8 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 8 (-1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 10 (+0) Skills Alchemist‘s Supplies +7, Healer‘s Kit +3, Investigation +5, Perception +3, Medicine +3 Damage Resistance shadow Senses darkvision 60 ft., passive Perception 13 Languages Common, Orcish, Gutterspeech Challenge 3 (700 XP) Traits Alchemy (Uncommon Quality). The apothecary is a 5th level alchemist. Her relevant ability score is Intelligence (spell save DC 13, +5 to hit with alchemical attacks). She can prepare up to 3rd level spells as potions. The alchemist can prepare potions of formulae she has in her formula book or ones she memorized. She has the following alchemist spells memorized. Cantrips (3): light, minor alchemy, noxious fumes (poison spray) Level 1 (3): explosion, animate undead, curse of agony Level 2 (2): rune array (vampiric), ray of enfeeblement Cannibalize. The apothecary can consume the corpse of any natural creature. Eating a creature takes a minute, allowing the apothecary to

expend hit dice to restore hit points. A natural creature may be cannibalized once before their corpse becomes unusable. Quick Alchemy. The apothecary can creates potions at one-eighth the base cost, and crafting them is one step of complexity faster. This does not reduce the cost of spell material components. Quick Potions (2/rest). The apothecary can create a potion with an action (or the casting time of the spell, whichever takes longer). The potion‘s spell level cannot exceed 3rd level. The apothecary can regain expended uses after she completes a short or long rest, so long as she has alchemist‘s supplies. She can have one active potion through this feature at any given time. Quick potions do not cost money or mana, except if the spell has material components (which must be provided as normal). A quick potion has a 50% failure chance when used by another character. Repair Flesh. The apothecary‘s alchemist spells that heal the living on her spell list can heal the undead and constructs (such as rejuvenation and heal). Will of the Forsaken. The apothecary has advantage against Fear effects. Weird Science: Explosives (2/rest). Can create and throw potions of the Explosion spell. The apothecary can regain expended uses after she completes a short or long rest, so long as she has alchemist‘s supplies. ACTIONS Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120, loading, one creature. Hit: 5 (1d6 + 2) piercing damage. Equipment. The apothecary has the following potions: rejuvenation (x2), invigorating vapors (inner fire; x1), truth serum (zone of truth, x1), blinding gas (blindness/deafness, x1), plague bomb (stinking cloud; x1), and 6 noxious gas bombs (poison spray) Formula Known

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1st level (8): endure elements, faerie fire, feather fall, heroism, invigorating vapors (inner fire), grease, rejuvenation, sleep 2nd level (4): increase toughness (aid), blinding gas (blindness/deafness), sedative gas (calm emotions), zone of truth (truth serum) 3rd level (2): stinking cloud, revivify

Forsaken Dark Ranger Hero Medium undead (forsaken), neutral evil Armor Class 16 (leather) Hit Points 60 (10d8 + 20) Mana Points 22 (16 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 12 (+1) 18 (+4) 15 (+2) 12 (+1) 16 (+3) 12 (+1) Saving Throws Str +4, Agi +8 Skills Perception +6, Nature +4, Stealth +7, Survival +6, Poisoner‘s Kit +4 Damage Resistances shadow Senses darkvision 90 ft., passive Perception 16 Languages Common, Dwarven, Elven, Necril Challenge 7 (2,900 XP) Traits Cannibalize. The dark ranger can consume the corpse of any natural creature. Eating a creature takes a minute, allowing the dark ranger to expend hit dice to restore hit points. A natural creature may be cannibalized once before their corpse becomes unusable. Dark Ranger. The dark ranger adds the following spells to their hunter spell list: banshee‘s curse, death coil, death pact, drain life, death ward, and silence. They may also add undead to the list of creatures they can bind and conjure (allowing them to also charm and dominate undead). Fighting Style (Archery). The dark ranger has +2 to attack with ranged weapons. Favored Enemy (humans, dwarves, and undead). The dark ranger has advantage on opposed checks against her favored enemies, as well as on Intelligence checks to recall information about them, and when making an attack against them, she deals 2 extra points of damage. Instead of humans and dwarves, the dark ranger can choose the Scarlet Crusade organization as a favored enemy.

Hide in Plain Sight. The dark ranger can spend 1 minute creating camouflage from fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create her camouflage. Once camouflaged this way, she can hide by herself yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as she is. She gains a +10 bonus to Agility (Stealth) checks as long as she remain there without moving or taking actions. Once she moves or take an action or a reaction, she must camouflage herself again with an action so long as she remains in the same general terrain type. If in a different terrain, she must spend another minute. Hunter Talents. The dark ranger has the following hunter talents. The DC for the talents is 15.  Essence Touch. Whenever the dark ranger touchs a creature with innate special abilities (such as innate spellcasting), she can gain one use of their innate special abilities, usable only once before the essence fades away. This costs no mana, but she cannot steal an ability that is also a spell unless she had the level to cast it normally.  Natural Explorer (forest and grasslands). The dark ranger is an expert on her local terrain (typically forest or grasslands). She is not slowed by difficult terrain, can move stealthily at normal pace, is always alert to danger, forages double as much food as normal, and knows the exact number, sizes, and how long a tracked quarry remained in an area.  Slayer’s Prey. The dark ranger can focus her ire on one foe, increasing the harm she inflicts on it. As a bonus action, she designates one creature she can see within 60 feet of her. The first time each turn that she hits that target with a weapon attack, it takes an extra 1d6 damage from the weapon. Once the creature is defeated, she can choose another target.  Suffused Arrows. The dark ranger mastered the art of spell-casting through arrows or infusing them. She is proficient in the infusion kit, but can only infuse ranged weapons or arrows. 73



Tempered Hunter. The dark ranger has advantage versus divine spells cast by her favored enemies and advantage to all checks to avoid being subject to the scry spell, or being detected, or identified by similar magic. Magics of such type also cannot be used to put her to sleep or to read her mind.  Umbral Sight. The dark ranger‘s darkvision range increases by 30 feet. While in darkness, she can hide in plain sight against any creature that relies on darkvision to see her in that darkness. Spellcasting. The dark ranger is a 6th level spellcaster. The dark ranger‘s spellcasting ability is Spirit (spell save DC 13, +5 to spell attacks). The dark ranger has the following spells (8) prepared from the hunter spell list: 1st level (4 mana): counter shot, shot array (frozen), trueshot aura 2nd level (5 mana): banshee‘s curse, silence 3rd level (6 mana): shot array (black), charm (undead, humanoids, beasts), banshee‘s curse Will of the Forsaken. The dark ranger has advantage against fear effects. ACTIONS Multiattack. The dark ranger makes two weapon attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. +1 Longbow. Ranged Weapon Attack: +10 to hit, range 100/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Life Siphon (7 mana, 1/rest). The dark ranger casts the drain life spell. Once used, this cannot be used again until after a short or long rest. Equipment. Uncommon +1 Longbow (suffused by the dark ranger), 3 dark arrows (suffused with the black arrow shot spell), 2 silencing daggers (daggers suffused with silence spell).

Frost Wyrm Large undead (dracolich), lawful evil Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56)

Speed 40 ft., burrow 20 ft., fly 80 ft. STR AGI STA INT SPI CHA 18 (+4) 10 (+0) 18 (+4) 6 (- 2) 11 (+0) 12 (+1) Saving Throws Agi +3, Sta +7, Spi +3, Cha +4 Skills Perception +6, Stealth +3 Damage Vulnerabilities fire Damage Resistances shadow Damage Immunities cold, poison Condition Immunities exhaustion, frightened, poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 6 (2,300 XP) Traits Ice Walk. The frost wyrm can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. ACTIONS Multiattack. The frost wyrm makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Stamina saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. In ages past, the ancient Dragons who were near death flew to the land of Northrend to die. To this day there are entire Dragon graveyards that are littered with massive petrified bones and skulls. When Ner'zhul the Lich King took control of Northrend, he used his powerful magics to raise the ancient Dragon skeletons from the dead. Now the skeletal Dragons radiate cold power and think of nothing other than serving their dark master. Frost Wyrms have a cold-based breath weapon that can deal shattering damage to enemies both on the ground and in the air, and 74

are usually used to strike a stronghold to freeze its inhabitants from within or otherwise cripple it.

Furbolg Introduction Furbolgs are a hulking, ancient race of bear-men who live in northern Kalimdor and in Northrend. Though they have no special love for war or murder, their tribes have become increasingly hostile as of late due to the corruption of the Burning Legion and the Undead Scourge in and after the Third War. The night elves, concerned by the once peaceful race's condition, have attempted to help the furbolgs settle their tensions. But the mighty bearmen retreat ever further into their territories and fall deeper into the rage that is overtaking their race. They have traditionally shared the forests of eternal night with the elves. These simple and peaceful creatures lived in harmony with the forests for generations. They were great friends and allies of the night elves, providing their Sentinels with information about the comings and goings of the forests, and warning them of potential danger.

Furbolgs as Characters Furbolg Traits

Ability Score Increase. Your Strength increases by 2 and your Spirit by 1. Age. A Furbolg typically claims adulthood around the age of 50 and can live to be 150 years old. Affiliation. Alliance or independent. Furbolgs are mostly peace-loving creatures, but their relations with the night elves goes far indeed, and may entrench them with the Alliance against the Horde. Size. Furbolgs are much larger than other races. Males average 7 1/2 feet tall and 400 pounds, while females are usually a bit shorter and lighter. They have thick, powerful physiques and brawny frames most suitable for combat. They are medium sized. Speed. You have a base walking speed of 30 feet. Natural Weapons. You can use an attack action to make a bite attack with your fangs. It is a melee natural attack that deals 1d8 piercing

damage plus your Strength modifier. Your unarmed strike is a dangerous claw attack which deals 1d4 slashing damage plus your Strength modifier. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can‘t discern color in darkness, only shades of gray. Natural Armor. Your thick fur is as hardened leather in toughness. When you aren't wearing armor, your AC is 12 + your Agility modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Strong Grip. You count as a large creature when calculating your carrying capacity. Whenever you make an unarmed attack claw or bite attack, you can use a bonus action to make an attempt to grapple the target, which is a [Strike] effect. Languages. Elven and Ursine.

Furbolg Tribesman Medium Humanoid (furbolg), Unaligned Armor Class 13 (Natural Armor) Hit Points 19 (3d8 + 6) Speed 30 ft. STR AGI STA INT SPI CH 18 (+4) 12 (+1) 15 (+2) 9 (-1) 12 (+1) 7 (-2) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Elven, Ursine Challenge 1 (200 XP) Traits Strong Grip. The furbolg counts as a large creature when calculating your carrying capacity. Whenever they make an unarmed attack claw or bite attack, they can use a bonus action to make an attempt to grapple the target, which is a [Strike] effect. ACTIONS Multiattack. The furbolg makes two attacks, one with its bite and one with its claws. The furbolg can use a bonus action to grapple any target of its attacks as a [strike] effect. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 75

Hit: 9 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage, and the target is grappled (escape DC 14) and restrained.

Furbolg, Corrupted Medium Humanoid (furbolg), chaotic evil Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) Speed 40 ft. STR AGI STA INT SPI CH 18 (+4) 12 (+1) 13 (+1) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Understands Elven and Ursine but can‘t speak them Challenge 1 (200 XP) Traits Rage (2/long rest). The furbolg can rage as having the rage warrior talent of a level 1 warrior. Strong Grip. The furbolg counts as a large creature when calculating your carrying capacity. Whenever they make an unarmed attack claw or bite attack, they can use a bonus action to make an attempt to grapple the target, which is a [Strike] effect. ACTIONS Multiattack. The furbolg makes two attacks, one with its bite and one with its claws. The furbolg can use a bonus action to grapple any target of its attacks as a [Strike] effect. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.

G Giant Bat Large beast, unaligned Armor Class 13 Hit Points 37 (5d10 + 10) Speed 10 ft., fly 60 ft. STR AGI STA INT 15 (+2) 17 (+3) 15 (+2) 2 (-4)

SPI CHA 12 (+1) 6 (-2)

Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages – Challenge 2 (450 XP) Traits Echolocation. The bat can‘t use its blindsight while deafened. Keen Hearing. The bat has advantage on Spirit (Perception) checks that rely on hearing. ACTIONS Multiattack. The bat can make two attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.

Bat Rider Giant bats are often used as mounts for troll headhunters. Such headhunters toss explosive potions instead of javelins, gaining the following attack. Fire Explosive Potion. Ranged Weapon Attack: Agility save 15 halves, range 30/60 ft., 10-foot sphere. Hit: 7 (2d6) fire damage. The explosion also deals 2 points of damage 5 feet away from the blast. A successful Agility saving throw against this effect negates the extra damage entirely. Troll bat riders usually have at least ten explosive potions. They can also activate all at the same time on its space, stacking the damage up to 35 (10d6) and 10 splash damage. The troll (and the bat) have disadvantage to Agility saving throws versus this damage.

Giant, Frost Huge giant, neutral Armor Class 15 Hit Points 138 (12d12 + 60) Speed 40 ft. STR AGI STA INT SPI CHA 23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (0) 12 (+1) Saving Throws Sta +8, Spi +3, Cha +4 Skills Athletics +9, Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Giant Challenge 8 (3,900 XP) 76

ACTIONS Multiattack. The giant makes two attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Freezing Breath (Recharge 5-6). The frost giant exhales a gale of cold wind in a 30-foot cone. Each creature in that area must make a DC 16 Stamina saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. This attack acts as if a strong wind. Stomp (3/short rest). The frost giant can cause a small localized tremor that deals 16 (3d8 + 6), in a 10-foot radius sphere centered on him as a bonus action. The damage is halved on an Agility save. Those who fail the saving throw are also knocked prone. Frost giants (also referred as ice giants) primarily belong to the faction known as the Sons of Hodir. They are the once-allies of the Titanic Watcher Loken, and are ruled by King Jokkum. They are mostly neutral to outsiders, but will readily ally with a force that could help them survive the unnatural forces rising in Northrend.

Frost Giant, Elder Huge giant, neutral Armor Class 15 Hit Points 187 (15d12 + 90) Speed 40 ft. STR AGI STA INT SPI CHA 25 (+7) 9 (-1) 23 (+6) 12 (+1) 13 (+1) 12 (+1) Saving Throws Sta +11, Spi +6, Cha +6 Skills Athletics +12, Perception +6 Damage Immunities cold Senses passive Perception 16 Languages Giant Challenge 13 (10,000 XP) Traits

Frightful Presence. The elder frost giant can release an echoing roar as an action. Each creature of the elder giant‘s choice that is within 60 feet of it and aware of it must succeed on a DC 14 Spirit saving throw or become frightened 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 creature's saving throw is successful or the effect ends for it, the creature is immune to the giant‘s frightful presence for the next 24 hours. ACTIONS Multiattack. The elder frost giant makes two attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. Freezing Breath (Recharge 5-6). The elder frost giant exhales a gale of cold wind in a 40-foot cone. Each creature in that area must make a DC 16 Stamina saving throw, taking 52 (15d6) cold damage on a failed save, or half as much damage on a successful one. This attack acts as if a strong wind. Stomp (5/short rest). The elder frost giant can cause a small localized tremor that deals 17 (3d8 + 7), in a 10-foot radius sphere centered on him as a bonus action. The damage is halved on an Agility save. Those who fail the saving throw are also knocked prone. Stronger frost giants include the ruler of the race, King Jokkum, as well as his retired father, Arngrim the Insatiable.

Giant, Mountain Huge giant, neutral Armor Class 17 (natural armor) Hit Points 126 (11d12 + 55) Speed 25 ft. STR AGI STA INT SPI CHA 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1) 77

Saving Throws Agi +5, Sta +8, Spi +4 Damage Resistances fire, acid; slashing and piercing from nonmagical weapons Skills Athletics +12, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Giant, and understands Elven (but can‘t speak it) Challenge 7 (2,900 XP) Traits Colossal Blow. The giant can use a bonus action to knock any creature it deals damage to prone, so long as the creature is smaller than it. The creature must succeed on a DC 17 Strength saving throw or be knocked prone. This is a [strike] effect. Stone Camouflage. The giant has advantage on Agility (Stealth) checks made to hide in rocky terrain. Uproot. If the mountain giant is adjacent to a tree that is equal to or smaller than the giant‘s size, they may uproot it with an action, treating it as a greatclub. ACTIONS Multiattack. The giant makes two attacks, such as two slams, greatclubs, or rock throws. Slam. Melee weapon attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. This deals full damage to objects and structures. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. REACTIONS Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Agility saving throw, catch the missile and take no bludgeoning damage from it. These monstrous creatures, crafted by the Titans when the world was young, are composed of living stone and stout flora. Benevolent and solitary by nature, the mountain giants have awakened to find that the tranquil world they once helped to shape has become a hectic battlefield of fire and sorrow.

Now the mountain giants have pledged their courage and strength to the night elves' cause -and stand ready to banish the last remnants of the Burning Legion from the world. These massive melee units that can take incredible amounts of punishment from attackers. Mountain giants sometimes tear trees off the ground, using their great strength and size to wield them as weapons (treating them as greatclubs). These

Giant, Sea Huge giant, chaotic neutral Armor Class 15 (patchwork Armor) Hit Points 138 (12d12 + 60) Mana Points 21 (14 + 3 + 4) Speed 40 ft., Swim 60 ft. STR AGI STA INT SPI CHA 23 (+6) 9 (-1) 21 (+5) 9 (-1) 14 (+2) 12 (+1) Saving Throws Sta +8, Spi +5, Cha +4 Skills Athletics +9, Perception +5 Damage Resistances cold, acid; bludgeoning and slashing from non-magical weapons Senses passive Perception 15 Languages Giant Challenge 8 (3,900 XP) Traits Innate Spellcasting. The sea giant is a 12th-level spellcaster. The sea giant‘s spellcasting ability is Spirit (spell save DC 13, +4 to hit with spell attacks). It requires no material components to cast its spells. The sea giant can innately cast the following druid spells: Cantrips (1 mana): shape water 3rd level (5 mana): tidal wave 4th level (6 mana): control water ACTIONS Multiattack. The giant makes two attacks, such as two slams, heavy pick attacks, or rock throws. Slam. Melee weapon attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Heavy Pick. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/160 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 78

Titans created the sea giants to dredge the oceans and to serve as guardians of Azeroth‘s coastlines and oceans, and the fierce giants act as protectors of the waters even now. They keep a wary eye on ships and upon those who make their living on the ocean, such as fishermen. While not evil creatures, sea giants care nothing for the laws of land dwellers or the lives of the small beings that trespass in the waves. They tolerate no opposition — on the rare occasion when a sea giant issues a warning, he does so only once. Sea giants rarely interact with other races save to drive off trespassers or punish those who befoul the oceans, using sunken ships‘ anchors as weapons (treating them as heavy picks). They live underwater but rise regularly to patrol their coastlines. Ancient and wise, sea giants nonetheless display a chaotic nature as unpredictable as the sea itself. Still, adventurers who tread carefully and speak convincingly may find a sea giant willing to trade information or secure safe passage in exchange for treasure or knowledge. Sea giants sometimes build underground settlements of coral and stone, though they rarely put much effort into such constructions. As guardians of the waves, they prefer to be able to pick up and leave at a moment‘s notice to chase rumors of defilers. Sea giants are tasked to keep the oceans clean and safe. They seldom make their way to the surface world, instead preferring the isolation of the ocean bottom. They enjoy the worship of murlocs, but are the constant enemy of the naga. Of late, sea giants have taken to hunting out these corrupters, which has brought the sea giants closer and closer to the surface world. They stand around 18 feet tall and weigh about 10,000 pounds. Nomadic creatures, sea giants do not maintain lairs like others of their kind. Instead, they drag their belongings and wealth along with them in huge sacks crafted from the sails of sunken ships. Their watery home does not allow them to keep many goods, so they favor metals that will survive the ocean depths.

Giant Scorpid Large beast, unaligned

Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 30 ft., burrow 20 ft. STR AGI STA INT SPI CHA 15 (+2) 13 (+1) 15 (+2) 1 (-5) 13 (+1) 3 (-4) Skills Stealth +3 Senses blindsight 60 ft., passive Perception 11 Languages – Challenge 3 (700 XP) Traits Natural Ambusher. The giant scorpid adds +1 to their initiative rolls, and has a +10 increase to speed in their first turn of a combat encounter. ACTIONS Multiattack. The Scorpid makes two attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, and the target is grappled (escape DC 12). The Scorpid has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Stamina saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. If a target‘s hit points is reduced to 0 this way, they are unconscious but stable for 24 hours. Giant Scorpids roam the deserts of Kalimdor, hiding in shifting sands and then burrowing out of the ground to sting or grab a hapless victim. The Scorpid‘s poison stings when near death but keeps the victim alive, so that it may drag it down to its burrow.

Goblin Shredder Medium construct (mecha), unaligned Armor Class 18 (natural Armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR AGI STA INT SPI CHA 17 (+3) 11 (+0) 15 (+2) 3 (-4) 6 (-2) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses Passive Perception 6 79

Skills Lumberjacking +8 Languages — Challenge 2 (200 XP) Traits Mecha. This construct may be controlled by sitting in the compartment, but only if the user is of Small or smaller size (otherwise it is a suit). When in the compartment, the user may use their action to access the construct‘s attack (or multiattack), and move with the construct‘s speed. Any damage taken by the construct is divided between the user and the construct itself. Alternate Skill. The user may use the shredder‘s lumberjacking bonus (1d20+8) instead of their own to gather lumber. Fuel (8 max). The combat armor starts out with eight fuel charges, and runs on a steam engine, consuming four pounds of oil per hour. The hull‘s capacity is equal to thirty-two pounds of coal. ACTIONS Multiattack. The Armor makes two melee attacks. Steam Saw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage. This shredder may be commanded as a suit if the creature is of medium size, or a mecha if small size or smaller. The shredder is fueled by a tank of oil (eight charges, regardless), and it consumes one pint of oil every hour. A user may use the shredder‘s bonus to lumberjacking instead of his own. The shredder is an impressive goblin mechanical creature which is usually piloted by a goblin. Shredders are used for lumbering, but they can serve in war because of the solid metal construction of the machine and the great saws they wield. The first machine designed to mimic the humanoid form, goblin shredders use the steam saws attached to their arms to cut down lumber at an incredible rate that is unmatched by peasant work crews. A goblin shredder costs 80 crafting points (engineering) to construct as a construct of challenge 2 (or 2,000 gp), and may host a medium-sized creature within it as a suit, or a

small-sized creature as a mech. It has a malfunction rating of 1-3. It costs 26 crafting points (650 gp) to craft.

Golem, Stone Large construct, unaligned Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft. STR AGI STA INT SPI CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can't speak them Challenge 10 (5900 XP) Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Fuel (8 max). The stone golem starts out with eight mechanical charges, and runs on a clockwork or mechanical engine. It can be active for eight hours until it needs to be recharged. Ten minutes of winding the mechanism's interior provide one charge for it. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Spirit saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving 80

throw at the end of each of its turns, ending the effect on itself on a success. Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. ALTERNATE POWER GOLEMS Golems can be constructed with different mechanisms that alter their abilities. Depending on the energy source powering it, the golem gains different abilities. EARTH ELEMENTAL GOLEMS By using an elemental engine and earth crystals, the earth-engine golem loses the Slow Action and gains the ability to create a tremor. This costs an action to manifest, dealing 4d8 bludgeoning damage in a 20-foot radius sphere, and requiring all affected creatures to pass a DC 20 Strength or Agility saving throw or else fall prone. This can also turn into a 40-foot radius line instead. FIRE ELEMENTAL GOLEMS By using an elemental engine and fire crystals, the fire-engine golem loses the Slow Action and gains the ability to cast Fire Nova (centered on itself), recharges on a 5-6 on a d6. It also deals 2d8 + 6 damage with its slams, but deals an extra 2d6 fire damage. The fire-engine is usually centered in the golem's stomach, releasing heat from the elemental furnace. It is also resistant to fire damage. STEAM GOLEMS By using a steam engine and coal, the steamengine golem loses the Slow Action and gains the ability to exhale a burst of boiling steam. This deals 3d6 fire damage on a 15-foot cone, and the effect recharges on a 3-6 on a d6 (or a 3-4 on a d4). GOLEM, ARCANE NULLIFIER By using an arcane engine and mana crystals, the arcane-engine golem loses the Slow Action. It gains the two below abilities instead. Disruptive Slam [Strike] (Recharge 5-6). The arcane nullifier can affect any single creature it

strikes with one of the following spells as a strike effect: mana burn or dispel magic. Spell Absorption. If the Arcane Nullifier successfully makes a saving throw against a spell, it regains 1d6 hit points per spell level. This is calculated after counting damage (if any). If the spell is a dispel effect (such as dispel magic) or antimagic effect (such as mana burn or detonate mana), the arcane nullifier cannot absorb the spell, and instead takes 1d10 points of arcane damage per spell level on a failed saving throw or successful attack.

Guardian of Ancient Kings Medium Celestial, lawful good Armor Class 20 (plate, shield) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 30 ft. STR AGI STA INT SPI CHA 18 (+4) 13 (+1) 16 (+3) 10 (+0) 17 (+3) 10 (+0) Skills Perception +7 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren‘t adamantine Condition Immunities frightened, petrified, poisoned Senses blindsight 60 ft., passive Perception 17 Languages Understands the languages of its summoner but can‘t speak Challenge 4 (1,100 XP) Traits Divine Blade. The guardian deals 1d8 extra holy damage with all its attack rolls (included below). If the target is a fiend or an undead, they deal +5 extra damage (not included). Kings-guard. The Guardian starts out with one of the three below abilities (chosen by its summoner once summoned). The benefits of each ability lasts for 1 turn, and recharge on a 5-6 on a d6.  Holy: If the summoner of the guardian heals a creature within 60 feet of the guardian, the Guardian can (as a reaction) heal another creature within 30 feet of the target by half the hit points restored. This can deal damage if the original spell was used to harm undead.

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Protection: The guardian can use an action to grant their summoner resistance to all bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine.  Retribution: The guardian has the Aura of Might paladin ability of the same name. ACTIONS Multiattack. The guardian of ancient kings makes two longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) holy damage, or 9 (1d10 + 4) slashing damage plus 4 (1d8) holy damage if used with two hands.

H Harpy Medium monstrosity, chaotic evil Armor Class 11 Hit Points 16 (3d8 + 3) Speed 20 ft., fly 30 ft. STR AGI STA INT SPI CHA 12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) Damage Resistances poison Senses passive Perception 10 Languages Elven, Low Common Challenge 1 (200 XP) Traits Luring Song. The harpy sings a magical melody. Every humanoid and giant within 30 feet of the harpy that can hear the song must succeed on a DC 11 Spirit saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target is compelled to take the Dash action on its turn to move toward the harpy by the most direct route. It doesn‘t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other

than the harpy (such as from an opportunity attack), a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature‘s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy‘s song for the next 24 hours. Filth Familiarity. Harpies have advantage to saving throws against diseases and resistance to poison damage. ACTIONS Multiattack. The harpy makes two attacks: one with its claws and one with its club. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Poisoned Kiss. The harpy kisses a creature charmed by it or a willing creature. The target must make a DC 11 Stamina saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. This does not by itself end the effect of an ongoing luring song. Sonic Blast. Ranged Spell Attack: +3 to hit, range 10/40 ft., one target. Hit: 2 (1d4) thunder damage, and the target must succeed on a DC 11 Strength saving throw or be pushed 10 feet. Harpies resemble a cross between a night elf female and a hunting bird, with long talons for feet and large graceful wings for arms. Harpies originally hail from the Stonetalon Mountains, but have since spread out across Kalimdor and Northrend. Legends about harpies claim that they descend from a group of female night elves who betrayed Queen Azshara, and were cursed as punishment. No males have been reported, so (rumor has it) harpies breed with captive males of many species, though they prefer elves, humans or orcs to either smaller or larger species. The males of another species fills the role for a time, after which they become food for the nest. In lean times, harpies can lay unfertilized eggs that become female copies of the mother. 82

Vicious and predatory by nature, harpies are the bane of all other life in the areas where they take root. They have been raiding tauren settlements since time out of mind, and it can only be assumed that they are as much a plague on the quilboars and others. The only race rumored to have any peaceful relationship with the harpies are kobolds, who trade scavenged tools and weapons for information and protection. Harpies are an extremely unclean race. Their nests are obvious by the stench on the wind. They are immune to infection and other diseases that stem from rot or contamination. This immunity does not extend to the toxins of plants, animals, or any magical effects.

Hippogryph Large beast, true neutral Armor Class 14 (natural armor) Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft. STR AGI STA INT SPI CHA 18 (+4) 17 (+3) 16 (+3) 2 (-4) 14 (+2) 8 (-1) Skills Perception +6 Senses passive Perception 16 Languages – Challenge 2 (450 XP) Traits Keen Sight. The hippogryph has advantage on Spirit (Perception) checks that rely on sight. ACTIONS Multiattack. The hippogryph makes two attacks, one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Hippogryphs are ancient flying magical beasts whose bodies resemble both stags and ravens. They patrol the skies above Kalimdor and viciously attack any enemies of the wilds that they encounter. The intelligent Hippogryphs have given their allegiance to the Night Elves in honor of Cenarius, the Night Elves' god, who stands as the protector of nature and all its creatures.

Hippogryph Rider Hippogryphs are often used as mounts for night elven archers.

Human Archmage Hero ―You’d best steer clear of me, or I’ll turn you into a mindless sheep!‖ Medium humanoid (human), neutral good Armor Class 13 (mage armor) Hit Points 55 (10d6 + 20) Mana Points 26 (18 + 3 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 11 (+0) Saving Throws Int +7, Spi +5 Skills Arcana +7, History +7 Senses passive Perception 12 Languages Common Challenge 7 (2,900 XP) Traits Arcane Spheres (max. 6 spheres). The archmage gains 1 sphere whenever he deals arcane damage to an enemy through a spell or ability. Arcane spheres can be used for the following:  Adds +1 damage/sphere to all arcane damage dealt  Reduces MP cost of spells cast by 1/sphere (consumes the sphere) Abjuration Mastery: Whenever dispelling an ongoing spell from a target, can deal 1d4 arcane damage per spell level dispelled. Spells with ‗mana‘ in their name cost 1 less mana point. Spellcasting. The archmage is a 10th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The archmage has the following spells (14) prepared from the mage spell list: Cantrips (0 mana): mage hand, frost bolt, prestidigitation 1st level (2 mana): arcane armor, elemental armor (frost), mage armor 2nd level (3 mana): blink step, invisibility 3rd level (5 mana): blizzard, conjure elemental (moderate water elemental), telekinesis 4th level (6 mana): polymorph, brilliance aura, teleport 83

5th level (7 mana): amplify magic, arcane orb, teleportation circle ACTIONS Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Arcane Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 10 (4d4) arcane damage. This requires at least 1 mana in reserve for each d4. Hailing from the magical kingdom of Dalaran, the Archmagi represent the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril.

Archmage’s Warhorse Large beast, unaligned Armor Class 14 (armor) Hit Points 30 (4d10 + 8) Speed 60 ft. STR AGI STA INT SPI CHA 18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 7 (-2) Saving Throws Spi +3, Sta +4 Senses passive Perception 11 Languages — Challenge 1 (200 XP) Traits Battle Trained. The warhorse does not easily flinch or escape from loud noises in battle, unlike normal horses. When subject to an effect that would cause a normal horse to be startled, the warhorse has advantage to their Spirit saving throw. Furthermore, the warhorse is a loyal companion, and would disengage and retreat with its rider if they fall unconscious, likely saving their life. Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed

on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target. ACTIONS Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Human Footman ―Grab your sword and fight the Horde!‖ Medium humanoid (human), lawful neutral Hit Points 32 (5d10 + 5) Armor Class 19 (splint and shield) Speed 30 ft. STR AGI STA INT SPI CHA 15 (+2) 14 (+2) 13 (+1) 10 (0) 11 (+0) 10 (0) Saving throws Str +4, Agi +3 (+5 if targeting only the footman) Skills Perception +2, Survival +2 Senses passive Perception 12 Languages Common Challenge 1 (200 XP) Traits Shield Training. When the footman is targeted with an effect that allows for an Agility saving throw for half damage, the footman may spend a reaction to negate by blocking the effect entirely with their shield they succeed on the saving throw. ACTIONS Longsword. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., loading, one target. Hit: 6 (1d8 + 2) piercing damage. REACTIONS Projectile Shield. The footman can automatically block the first projectile attack that targets them, reducing the damage they take by 7 (1d10 + 2) points, but must declare use of this ability before the attack‘s success is determined, and must be aware of it. Footmen are grizzled veterans trained to travel in small groups and form organized ranks. They are adept in fighting within formations, and 84

coordinate their attacks and actions, defending one another in combat, and maintaining a solid shield wall.

Human Guard Medium humanoid (human), lawful good Hit Points 13 (2d10 + 2) Armor Class 19 (splint and shield) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (-+0) Saving throws Str +5, Agi +3 (+5 if targeting only the footman) Senses passive Perception 13 Languages Common Challenge 1/2 (100 XP) ACTIONS Longsword. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) slashing damage Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., loading, one target. Hit: 5 (1d8 + 1) piercing damage. REACTIONS Projectile Shield. The guard can automatically block the first projectile attack that targets them, reducing the damage they take by 7 (1d10 + 2) points, but must declare use of this ability before the attack‘s success is determined, and must be aware of it. Human guards or soldiers that have not yet experienced the grit of true battle are common in Alliance villages and armies that have not yet gone to war.

Human Peasant ―More work?‖ Medium Humanoid (human), neutral good Armor Class 10 Hit Points 9 (2d8) Speed 30 ft. STR AGI STA INT SPI CHA 13 (+1) 11 (+0) 11 (+0) 10 (+0) 13 (+1) 11 (+0) Senses passive Perception 11 Languages Common Skills Mining tools +3 (or any other gathering tool)

Challenge 1/4 (25 XP) ACTIONS Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Mining Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. The man standing before you is clearly a peasant, dressed in nothing more than dirty, torn shirt and ragged pants. He wears black boots and his head is bare, though he does have a threadbare cloak to ward off the night chill. He carries a mining pick over one shoulder and a burlap sack over the other. Peasants have no desire to fight, and only attack when forced or when terrified. In battle they forget all discipline and simply charge, waving their picks and shouting incoherently. Peasants sometimes receive rudimentary military training, and with some armor over their bodies and a weapon in their hands, some of them even remember it. Militiamen still charge but stop a pace or two away in order to attack. Most of them realize just how little their armor truly protects them and still run away when faced with a clearly superior foe. Upon hearing the call to arms, the peasant is equipped (typically by armor stored in the nearest Town Hall) with a suit of chainmail, a shield, and a short-sword. The peasant‘s AC (if granted the equipment) increases by 6 points, and they fight while aiding one another, usually under the command of a knight, lord, or paladin.

Human Knight ―For honor! For freedom!‖ Medium humanoid (human), lawful good Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Sta +4, Spi +2 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Traits 85

Brave. The knight has advantage on saving throws against being frightened. Mounted Combat. The knight is a dangerous foe to face while mounted. While the knight is mounted and is not incapacitated, he has advantage on any melee attack roll versus an unmounted creature that is medium or smaller. He can also force an attack targeting his mount to target him instead, and when his mount is subjected to an effect that requires an Agility saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ACTIONS Multiattack. The knight makes two melee attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., loading, one target. Hit: 5 (1d10) piercing damage. REACTIONS Parry. The knight adds 2 to his AC against one melee attack that would hit him. To do so, the knight must see the attacker and be wielding a melee weapon. This proud young man carries himself as if he were the lord of the battlefield. Resplendent in his (probably hereditary) armor, he spends much of his time testing the balance of his lance and speaking with his horse. Armed with his longsword in one hand and his lance at the other, he spurs his mount to battle, shouting battle cries. Knights line up for a coordinated charge, using their mounts‘ mobility to give them an advantage, and using the advantage of their warhorses‘ Tramping Charge ability. Aside from champions, the knight is the elite warrior of the Alliance, the best of the normal troops. They typically form ranks and charge to devastating effect on the battlefield.

Knight’s Warhorse Large beast, unaligned Armor Class 14 (armor) Hit Points 30 (4d10 + 8) Speed 60 ft. STR AGI STA INT SPI CHA 18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 7 (-2) Saving Throws Sta +4, Spi +3 Senses passive Perception 11 Languages — Challenge 1 (200 XP) Battle Trained. The warhorse does not easily flinch or escape from loud noises in battle, unlike normal horses. When subject to an effect that would cause a normal horse to be startled, the warhorse has advantage to their Spirit saving throw. Furthermore, the warhorse is a loyal companion, and would disengage and retreat with its rider if they fall unconscious, likely saving their life. Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target. ACTIONS Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Human Paladin Hero ―It’s hammer time!‖ Medium humanoid (human), lawful good Armor Class 19 (plate) Hit Points 75 (10d10 + 20) Mana Points 21 (15 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Sta +6, Cha +5 Damage Resistances poison Senses passive Perception 13 Languages Common Challenge 7 (2,900 XP) Traits

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Crusader's Strike. The paladin can expend mana (equal to any spell he has access) to add 2d8 holy damage to a successful attack. For each spell level above 1, he adds 1d8. If the enemy is a fiend or undead, he adds another 5 extra damage. Divine Health. The paladin is immune to diseases has advantage against poison. Lay on Hands. As an action, the paladin can lay on hands. For every mana point the paladin spends, they heal 3 hit points. Amount you heal is instead treated as holy damage for undead and fiends (in which case, this requires a melee spell attack). Excess hit points are lost. When performing Lay on Hands on himself, this is instead a bonus action. Alternatively, this can be expended to cure one disease or one poison of your choice. Each disease or poison requires spending mana points equal to one-quarter the saving throw DC of the poison or disease. Multiple diseases or poisons can be cured this way. This feature has no effect on constructs. Spellcasting. The paladin is a 6th level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +5 to hit with spell attacks). The paladin has the following spells (8) prepared from the paladin spell list: 1st level (4 mana): holy light, renewing light, seal array (righteousness), devotion aura (free) 2nd level (5 mana): divine shield, exorcism, hold (or repentance), retribution aura (free) 3rd level (6 mana): holy nova, revivify (or redemption), crusader aura (free) ACTIONS Multiattack. The paladin makes two melee attacks. Light’s Vengeance (Greathammer). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, plus 4 (1d8) holy damage. Whenever Light‘s Vengeance is used for a Crusader's Strike, the paladin gains resistance to any one damage type for until the end of their turn in the next round. Loved and revered by his people and held to high standards, this Paladin is a noble Knight of the Silver Hand who works selflessly to defend the

world of Azeroth from the threat of the demonic Burning Legion and the dreaded Scourge. Empowered by the Light, this Paladin brandishes both greathammer and holy flame to battle against all who will to trample the meek and innocent. The paladin often has a pouch of materials for the redemption (or revivify) spell (two castings, or 600 gp worth of diamonds).

I Imp Introduction Imps are small demons that hold limited arcane power. They often serve more powerful beings, usually demons or warlocks; though its natural deference to a master makes it a prized servant, an imp‘s impetuous and destructive tendencies can manifest at the worst possible times. Imps love fire. If left unchecked, they tend to ignite whatever flammable material they come across. Most imps that make their home on Azeroth dwell in the Burning Steppes or inside Blackrock Mountain. An imp found elsewhere is likely a warlock‘s fel companion, or else it has come directly from the Twisting Nether. In rare cases, imps can fly, but most of such breed of imp are used as messengers, and do not typically follow and mentor Warlocks. An imp has a 5% chance of having been born with wings. Such imps have flight speed equal to their walking speed.

Imp Tiny fiend (demon), chaotic evil Armor Class 13 Hit Points 10 (3d4 + 3) Mana Points 16 (14 + 2) Speed 20 ft. STR AGI STA INT SPI CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Vulnerabilities holy Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren‘t silvered 87

Damage Immunities poison Condition Immunities burning, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common, Eredun Challenge 1 (200 XP) Traits Demon Sight. Magical darkness doesn‘t impede the demon‘s darkvision. Innate Spellcasting. The imp is a 1st level spellcaster. The imp‘s spellcasting ability is Charisma (spell save DC 12, +4 to spell attacks). The imp can innately cast the following spells, requiring no material components: Cantrips (3 mana): firebolt Limited Power. Cantrips cost 3 mana for the imp. ACTIONS Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Imp, Fel Small fiend (demon), chaotic evil Armor Class 13 Hit Points 38 (7d6 + 14) Mana Points 20 (16 + 2 + 3) Speed 25 ft. STR AGI STA INT SPI CHA 11 (+0) 19 (+4) 15 (+2) 13 (+1) 12 (+1) 16 (+3) Skills Deception +5, Insight +3, Persuasion +5, Stealth +6 Damage Resistances fel; bludgeoning, piercing, and slashing from nonmagical weapons that aren‘t silvered Damage Immunities fire, poison Condition Immunities burning, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common, Eredun Challenge 4 (1,100 XP) Traits Arson. If the fel imp has any other imp within 10 feet of it, both imps deal double fire damage with their innate spells and their fire claw attacks. This does not stack when more there are more imps nearby. Demon Sight. Magical darkness doesn‘t impede the demon‘s darkvision.

Innate Spellcasting. The imp is a 3rd level spellcaster. The imp‘s spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). The imp can innately cast the following spells, requiring no material components: Cantrips (1 mana): firebolt 1st level (4 mana): chaos bolt, hideous laughter 2nd level (5 mana): curse of agony, immolation aura, shadow word pain ACTIONS Multiattack. The fel imp can make two attacks. It can change any of the attacks to a firebolt. Fiery Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) fire damage. Fel imps are more suffused with the dark power of the fel. Fel imps usually travel together in packs of 10 to 20, branching out in groups of five to set the world on fire with their abilities.

Infernal Introduction Infernals are hulking brutes engulfed in fel fire, entropic manifestations that warlocks conjure forth from the Nether. Infernals burst through the planar veil to strike like entropic meteorites, devastating everything in their impact radius. The Infernals then rise to smash any and all targets in the area. Ripped from the void and cut off from the sustaining energies of the Twisting Nether, Infernals endure for hours, perhaps days at most before being summoned. Still, they can wreak tremendous havoc in that time, acting as engines of pure destruction. An infernal always appears in the air when summoned (usually several hundred feet above the ground), and falls to earth with meteoric impact (see below). It then stands and attacks as directed by its summoner. An infernal is not terrifically bright, however, and can obey only the simplest of tactical orders. Even then, it often resorts to the mindless tactic of attacking the nearest enemy (as defined by its orders) each round. Due to a strange secret in design, infernals never malfunction or require fuel. 88

Infernal, Lesser Large construct (tainted, demon), chaotic evil Armor Class 14 (natural armor) Hit Points 85 (9d10 + 36) Speed 30 ft. STR AGI STA INT SPI CHA 20 (+5) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5) Damage Vulnerabilities holy Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren‘t silvered Damage Immunities poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Eredun but can‘t speak it Challenge 5 (1,800 XP) Traits Chaos Weapons. The infernal‘s weapon attacks are magical. Immolation. The infernal sheds fel-fire in a radius of 5 ft. around it. Any creature within that radius and any creature that strikes the Infernal with a melee weapon takes 3 (1d6) fire damage. The infernal adds half its aura damage to any melee attack it makes if it also uses a bonus action. This aura is always active. Meteoric Impact. The infernal, when summoned or conjured, may manifest as a massive meteor falling from the sky: in the area where it is designated to appear, it falls from the sky (damaging any units and objects in its fall), and explodes into a 20-foot-radius sphere on point of impact. Anything in this area of effect takes 7 (2d6) concussive damage, and 10 (3d6) fire damage in the area of effect. This otherwise acts like Rain of Fire. The infernal is not damaged by the fall, and rises up from the crater (if the terrain gives in), fully prepared for combat. If not summoned, the infernal can choose to fall from orbit if hovering over it (such as if shipped by a legion vehicle), in which case it falls over the course of 3 rounds at any position it wishes. Once designated at the beginning of the three rounds, the infernal cannot steer itself into another direction.

Spell Resistance. The infernal has advantage to all saving throws against spells that allow for spell resistance. ACTIONS Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 14 (2d8 + 5) bludgeoning damage (plus more if spending bonus action, see Immolation).

Infernal, Greater Large construct (tainted, demon), chaotic evil Armor Class 15 (natural armor) Hit Points 168 (16d10 + 85) Speed 30 ft. STR AGI STA INT SPI CHA 22 (+6) 9 (-1) 20 (+5) 6 (-2) 11 (+0) 1 (-5) Damage Vulnerabilities holy Damage Resistances fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren‘t adamantine Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Eredun but can‘t speak it Challenge 9 (5,000 XP) Traits Chaos Weapons. The infernal‘s weapon attacks are magical. Immune to Magic. The infernal is immune to any spell or effect that is based on a spell that is below 5th level. It has advantage to saving throws against spells that are higher level. Immolation. The infernal sheds fel-fire in a radius of 5 ft. around it. Any creature within that radius and any creature that strikes the Infernal with a melee weapon takes 7 (2d6) fire damage. The infernal adds half its aura damage to any melee attack it makes if it also uses a bonus action. This aura is always active. Meteoric Impact. The infernal, when summoned or conjured, may manifest as a massive meteor falling from the sky: in the area where it is designated to appear, it falls from the sky (damaging any units and objects in its fall), and explodes into a 20-foot-radius sphere on point of impact. Anything in this area of effect takes 14 (4d6) concussive damage, and 17 (5d6) fire 89

damage in the area of effect. This otherwise acts like Rain of Fire. The infernal is not damaged by the fall, and rises up from the crater (if the terrain gives in), fully prepared for combat. If not summoned, the infernal can choose to fall from orbit if hovering over it (such as if shipped by a legion vehicle), in which case it falls over the course of 3 rounds at any position it wishes. Once designated at the beginning of the three rounds, the infernal cannot steer itself into another direction. ACTIONS Multiattack The infernal makes three slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 19 (3d8 + 6) bludgeoning damage (plus more if spending bonus action, see Immolation). The greater infernal usually sports red fires instead of the normal green, or has jagging green crystals. The Deathforge in Shadowmoon Valley provides some details on how infernals are made.  Legion warlocks ritualistically summon Fire Elementals into pools of fouled water or lava, corrupting them until they turn into demonic "infernal souls"  These infernal souls are then fused together with a collection of fel rocks by mo'arg and gan'arg engineers (known in the Deathforge as Deathforge Smiths and Deathforge Tinkerers).  When this process is complete, the end result is a newly-crafted infernal. A lesser infernal costs 10,240 crafting points to construct as a large construct of challenge 5 (or 256,000 gp). It costs 3,413 crafting points (85,325 gp) to craft. A greater infernal is a construct made by extensive and difficult collaboration. It requires at least 13 individuals, between demon smiths, fiendish tinkers, and legion warlocks led by an Eredar Warlock to accomplish the dark deed, which costs nearly 1,024,000 gp worth in rare fel stones, sacrifices, and infusion materials.

K Kobold Introduction ―You no take candle!‖ This small, rat-like humanoid has a long snout. White hair pokes from beneath a ragged cap, on which perches a dribbling white candle. It hoists a leather pack over its left shoulder and a mining pick over its right. Its eyes glitter with wariness. Kobolds are cowardly and flee from most combats. However, they are tenacious and fierce when cornered, so when their lairs are threatened, they attack with abandon. They are not particularly intelligent and their tactics leave much to be desired. Though they are naturally stealthy, they use this ability for escape more often than ambush; when fighting opponents, they attempt to overwhelm them with large numbers. Kobolds trade the gold and other minerals they unearth to goblins and other patrons for all the goods they need to survive; occasionally they purchase protection as well. As they can‘t see Roll 1 2 3 4 5 6

Variant Rule: Candle Morale Due to old legends and certain dangers in the deep places where kobolds mine, their culture has great emphasis over carrying light—the most mobile and efficient means for them being a candle stuck on their heads or helmets. Not all kobolds are as fearing of the dark, but many are. These candle-loving and superstitious (or wise) kobolds take heart when their allies are nearby and shed in candle-light. If a kobold‘s candle is lit and it is within 10 feet of two more lit candles, it gains +2 to damage rolls and saving throws against fear. If the candle is extinguished and the kobold is not in a lit area, roll a d6 for reaction on the following table:

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

Kobold Geomancer Small humanoid (kobold), neutral Armor Class 12 Hit Points 10 (3d6) Mana Points 17 (14 + 2 + 1) Speed 25 ft. STR AGI STA INT SPI CHA 9 (-1) 15 (+2) 10 (+0) 8 (-1) 14 (+2) 10 (+0) Skills Perception +4, Religion +1 Senses passive Perception 14 Languages Draconic, Kalimag, Low Common Challenge 1/2 (100 XP) Traits Pack Tactics. The geomancer has advantage on an attack roll against a creature if at least one of 90

perfectly well in the dark, kobolds have a great affinity for candles. Occasionally, adventurers find kobolds so cowardly that they refuse to help their friends when they fall under attack nearby; these craven creatures prefer to simply go about their business (sweating in fear all the while) and hope that the troublesome adventurers leave them alone.

the geomancer's allies is within 5 feet of the creature and the ally isn't incapacitated. Slow (1/long rest). The geomancer can cast the slow spell, but can only affect a single target. Spellcasting. The geomancer is a 1st level spellcaster. Its spellcasting ability is Spirit (spell save DC 12, +4 to hit with spell attacks). The geomancer has the following spells (3) prepared from the shaman spell list: Cantrips (1 mana): fire bolt, invoke elements 1st level (5 mana): elemental shock, entangle, slumber hex (sleep) ACTIONS Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d6 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kobold Laborer Small humanoid (kobold), neutral Armor Class 12 Hit Points 5 (2d6 - 2) Speed 25 ft. STR AGI STA INT SPI CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) Senses passive Perception 8 Languages Draconic, Low Common Challenge 1/8 (25 XP) Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kobold Taskmaster Small humanoid (kobold), neutral Armor Class 12 Hit Points 22 (5d6 + 5) Speed 25 ft. STR AGI STA INT SPI CHA 12 (+1) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1) Senses passive Perception 10 Languages Draconic, Low Common Challenge 1 (200 XP) Traits Bashing Critical. Upon a critical hit, the taskmaster can stun their target for until the end of the taskmaster‘s next round. This can be negated with a DC 10 Stamina saving throw. Command Aura (1/rest). The taskmaster can cast the Abandonment Aura spell once per rest. Pack Tactics. The taskmaster has advantage on an attack roll against a creature if at least one of

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the taskmaster's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Battleaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) if used with both hands. Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120, one target. Hit: 5 (1d6 + 1) piercing damage, plus 1d6 poison damage. The target must succeed against a DC 13 Stamina saving throw or be poisoned for one minute.

Kodo Beast Large beast, unaligned Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft. STR AGI STA INT SPI CHA 21 (+5) 8 (-1) 17 (+3) 2 (-4) 12 (+1) 6 (-2) Senses passive Perception 11 Languages – Challenge 2 (450 XP) Traits Devour. If the kodo beast bites a creature below half hit points and one size category smaller than it, the kodo beast can swallow it whole. The creature is trapped within the kodo beast (gaining full cover against attacks from the outside), and takes acid damage from the corrosive liquids within the kodo beast; it takes 1 acid damage per round. The creature may cut its way out by dealing onequarter the kodo beasts‘s hit points in slashing or piercing damage (7 damage). Attacking the inside is done with disadvantage. Charge. If the kodo beast moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. ACTIONS

Bite. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Gore. Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Large grey reptilian quadrupeds, kodo beasts wander the plains in thunderous herds. They graze primarily on quick-growing grasses, but will eat the leaves of shrubs and trees they encounter. Like many herd animals, kodo beast groups are composed of mothers and young, led by a single powerful male or female. A few younger males may be present, but they are eventually driven out to establish their own herds. Though terrifyingly large and powerful, kodo beasts are by nature quiet, lumbering animals. They are content simply to wander away from potential threats. One notable exception is when they are protecting eggs or yearlings, which are small enough to be threatened by most predators. Kodo beasts form rings around the young, barring attack with simple mass. Sufficiently annoying opponents are charged and swallowed whole. More significant threats, particularly those too large to swallow, are run down. Kodo beasts are key to tauren culture. Tauren hunt and use every part of kodos for their equipment, clothing, and food. They can be trained and are used as beasts of burden by the tauren and as mounts for orcs. The tauren hold them in high esteem, and breed them as mounts. They are also used extensively as pack animals by both the goblins and Horde. During the Third War, the orcs received a pack of tamed kodo beasts as a gift from Cairne in return for Thrall's generosity.

Kodo Rider The orcs used the kodo beasts to carry their drummers, who played their giant war drums to boost morale and provide rough war-orders during combat. These kodo beasts were also taught to devour their enemies whole in the middle of a battle (reflected above). Plains kodo do not have this ability. 92

K'thir The k'thir are creatures coming from the darkest reaches beneath the tides. Most thought them mere legend, stories used to warn of the dangers of peering too deep into the waters with tidesage magic, but they now walk among the inhabitants of Stormsong Valley. They look human, as their true appearance only shows upon death or when they want it. Hiding among the populace, they sowed the seeds of their dark masters and took control of the docks at Port Fogtide. They forcefully corrupted humans into k'thir, while other fanatic followers of Lord Stormsong willingly went through rituals to be transformed. The followers found at the inner quarters of the Shrine of the Storm have all become k'thir, with Stormsong himself having become one as well. A humanoid can be cast into a sacrificial pit to become a K‘thir, so long as it is witnessed by a Void Lord. A K‘thir is born by casting the essence seal spell (heightened to level 2) on humanoid sacrificing itself in the sacrificial pit, and then casting the bind spell (level 2) to maintain link to conjurer by a being that can conjure aberrations. This ritual cannot be undone or reversed by anything short of a wish spell or divine intervention (or similar abilities).

K'thir Deeplord Medium aberration, neutral evil Armor Class 15 (breastplate) Hit Points 71 (13d8 + 13) Mana Points 28 (19 + 4 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) Saving Throws lnt +7, Spi +6, Cha +6 Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 Damage Resistances psychic, shadow Condition Immunities confusion Senses darkvision 120 ft., passive Perception 16 Languages Elven, Common, Nerglish, Shath‘yar, telepathy 120 ft. Challenge 7 (2,900 XP) Traits

Magic Resistance. The K‘thir has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The K‘thir is naturally attuned to the void. The K‘thir‘s spellcasting ability is Intelligence (spell save DC 15, +7 to spell attacks). The K‘thir can innately cast the following spells, requiring no material components: 2nd level (3 mana): detect thoughts, levitate 3rd level (5 mana): mind flay, telekinesis 5th level (7 mana): dominate (humanoids), teleportation circle Mind Scream. If the K‘thir makes a Void Blast against a creature grappled by its tentacles, the blast deals double damage, with the extra damage as psychic damage. ACTIONS Change Shape. The K‘thir magically polymorphs into a Small or Medium humanoid or back into its true form. Other than its size, its statistics are the same in each form. If the K‘thir dies, it reverts to its true form. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. The target can repeat their saving throw at the beginning of their turn every round to end the stunned condition. Mind Blast (Recharge 5-6). The K‘thir magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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. Void Blast. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 12 (5d4) shadow damage. This requires at least 1 mana in reserve for each d4.

K’thir Spawn Medium aberration, neutral evil Armor Class 13 93

Hit Points 38 (7d8 + 7) Speed 30 ft., fly 80 ft. STR AGI STA INT SPI CHA 11 (+0) 12 (+1) 12 (+1) 15 (+2) 15 (+2) 15 (+2) Skills Perception +4 Damage Resistances psychic, shadow Condition Immunities confusion Senses darkvision 120 ft., passive Perception 14 Languages Elven, Common, Nerglish, Shath‘yar, telepathy 120 ft. Challenge 2 (450 XP) Traits Innate Spellcasting. The K‘thir is naturally attuned to the void. The K‘thir‘s spellcasting ability is Intelligence (spell save DC 12, +4 to spell attacks). The K‘thir can innately cast the following spells, requiring no material components: 2nd level (3 mana): detect thoughts, levitate Mind Scream. If the K‘thir makes a Void Blast against a creature grappled by its tentacles, the blast deals double damage, with the extra damage as psychic damage. ACTIONS Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC 12 Intelligence saving throw or be stunned until this grapple ends. The target can repeat their saving throw at the beginning of their turn every round to end the stunned condition. Change Shape. The K‘thir magically polymorphs into a Small or Medium humanoid or back into its true form. Other than its size, its statistics are the same in each form. If the K‘thir dies, it reverts to its true form. Void Blast. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (2d4) shadow damage. This requires at least 1 mana in reserve for each d4.

L Legion Doomguard Introduction When mortals recall the brutal terror of the Burning Legion's armies, they would likely think first of the doomguard. These ironfisted demons

serve as the Burning Legion's captains and generals. A doomguard's prowess at commanding large-scale battles does not reduce the demon's hunger for personal combat. In any conflict, a doomguard brings their powerful demonic abilities to where they can do the most damage, viciously slaughtering enemy troops. While most doomguard remain unquestioning and loyal servants to the lords of the Burning Legion (Nathrezim and pit lords, among others), some ascend to this tier of command themselves and are among the most powerful demons in the Legion. In fact, most demons that remain in Azeroth after the failure of the second invasion are now under the control of various doomguard lords, ruling from such places as Jaedenar, Mannoroc Coven, and the Tainted Scar. The massive, muscular being stands over 12 feet tall and has red scaly flesh and small dark wings. It wears a breastplate emblazoned with a bizarre symbol and wields a mighty scimitar in one hand. The fearsome doomguards once served as Archimonde's personal escorts. Although they were often called upon to perform a number of duties for the Legion, their loyalties lay with him alone. The doomguard were left to their own devices after Archimonde's defeat at the World Tree on Mount Hyjal. They now roam the universe serving as mercenaries for whoever will have them.

Doomguard Warrior Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Mana Points 20 (14 + 3 + 3) Speed 25 ft. STR AGI STA INT SPI CHA 19 (+4) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2) Saving Throws Str +7, Cha +4 Damage Resistances fel, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Eredun 94

Challenge 5 (1,800 XP) Traits Demon Sight. Magical darkness doesn't impede the demon‘s darkvision. Fel Might. The doomguard‘s attacks are treated as if magical. Innate Spellcasting. The doomguard is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). The doomguard can innately cast the following spells, requiring no material components: Cantrips (0 mana): fire bolt 1st level (4 mana): charm fiend, charm undead 3rd level (6 mana): rain of fire, slow ACTIONS Multiattack. The doomguard makes two melee attacks. As a bonus action, it can use its Doom Stomp ability or attack with its scimitar. Scimitar. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Doom Stomp (3/long rest). As a bonus action, the doomguard stomps the ground with a hoof, creating a shockwave. All creatures ten feet away from them must perform an Agility saving throw, DC 15 or be knocked prone, taking damage as if hit with a slam attack.

Doomguard Champion Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 105 (12d10 + 50) Mana Points 22 (15 + 4 + 3) Speed 20 ft., fly 5 ft. STR AGI STA INT SPI CHA 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 15 (+2) Saving Throws Str +10, Agi +7, Spi +7, Cha +5 Damage Resistances fel; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison Condition Immunities burning, poisoned Senses darkvision 120 ft., passive Perception 13 Languages Common, Eredun Challenge 8 (3,900 XP)

Traits Demon Sight. Magical darkness doesn't impede the demon‘s darkvision. Fel Might. The doomguard‘s attacks are treated as if magical. Mortal Strike. The doomguard has the Mortal Strike ability, as 10th level warrior. Innate Spellcasting. The doomguard is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to spell attacks). The doomguard can innately cast the following spells, requiring no material components: Cantrips (0 mana): fire bolt 1st level (4 mana): charm fiend, charm undead 3rd level (6 mana): dispel magic, rain of fire, slow ACTIONS Multiattack. The doomguard makes two melee attacks. As a bonus action, it can use its Doom Stomp ability, attack with its scimitar, or apply its mortal strike ability. Scimitar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage. Doom Stomp (3/long rest). As a bonus action, the demon stomps the ground with a hoof, creating a shockwave. All creatures ten feet away from them must perform an Agility saving throw, DC 17 or be knocked prone, taking damage as if hit with a slam attack.

Doomguard Elder Huge fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 175 (14d12 + 84) Mana Points 24 (15 + 4 + 5) Speed 20 ft., fly 5 ft. STR AGI STA INT SPI CHA 25 (+7) 15 (+2) 23 (+6) 14 (+2) 16 (+3) 15 (+2) Saving Throws Str +11, Agi +6, Spi +7, Cha +7 Damage Vulnerabilities holy Damage Resistances fel; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities fire, poison Condition Immunities burning, poisoned 95

Senses darkvision 120 ft., passive Perception 13 Languages Common, Eredun Challenge 12 (8,400 XP) Traits Demon Sight. Magical darkness doesn't impede the demon‘s darkvision. Fel Might. The doomguard‘s attacks are treated as if magical. Howl of Terror. As an action, the doomguard elder may howl, forcing any creature within 30 ft. to make a DC 15 Spirit saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doomguard elder‘s howl for the next 24 hours. Mortal Strike. The doomguard has the Mortal Strike ability, as 10th level warrior. Innate Spellcasting. The doomguard is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to spell attacks). The doomguard can innately cast the following spells, requiring no material components: Cantrips (0 mana): fire bolt 1st level (2 mana): charm fiend, charm undead 3rd level (5 mana): dispel magic, rain of fire, slow 4th level (6 mana): inferno blast, wall of fire ACTIONS Multiattack. The doomguard makes three melee attacks. As a bonus action, it can use its Doom Stomp ability, attack with its scimitar, or apply its mortal strike ability. Scimitar. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 3 (1d6) fel damage. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) bludgeoning damage. Doom Stomp (4/long rest). As a bonus action, the demon stomps the ground with a hoof, creating a shockwave. All creatures ten feet away from them must perform an Agility saving throw, DC 18 or be knocked prone, taking damage as if hit with a slam attack.

Legion Succubus/Incubus Medium fiend (demon), chaotic evil Armor Class 15 (natural armor)

Hit Points 66 (12d8 + 12) Mana Points 28 (20 + 2 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 15 Languages Common, Eredun Challenge 4 (1,100 XP) Traits Sensual Pain. The succubus may affect any creature it strikes with its whip with one of its innate spellcasting abilities. Casting a spell or using an ability this way costs a bonus action, and is treated as a [strike] effect. Despite dealing damage, the succubus is not counted as if she damaged the target for the purposes of enchantment spells. Innate Spellcasting. The succubus is a 12th level spellcaster. The succubus spellcasting ability is Charisma (spell save DC 17, +9 to spell attacks). The succubus can innately cast the following spells, requiring no material components: 1st level (2 mana): sleep 2nd level (3 mana): alter self, suggestion, shadow word pain, dream eating hex 5th level (7 mana): dominate humanoid, modify memory ACTIONS Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Whip. Melee Weapon Attack: +6 to hit, reach 15 ft., one target Hit: 4 (1d2 + 3) slashing damage. Charm (at will). One humanoid the fiend can see within 30 feet of it must succeed on a DC 17 Spirit saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is 96

immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. A succubus is pleasure and pain rolled into one deadly package. Like all demons, she enjoys bringing death and misery to the mortal races — but that doesn‘t mean she can‘t have fun with them first. Male succubi are called incubi, and act identical in all respects, except in some personality traits. Many warlocks choose a succubus as a fel companion for their ability to manipulate those weak of will. It is not uncommon for a succubus or incubus in a mortal‘s servitude to fall uncontrollably in love with them; this occurrence is not always to the master‘s advantage, though, for a devoted demon can be prone to fits of extreme jealousy, especially when their master deals with those of the opposite sex. Succubi speak Eredun, and most also speak Common.

M Magnataur Huge giant, neutral evil Armor Class 16 (heavy fur) Hit Points 187 (15d12 + 90) Speed 40 ft. STR AGI STA INT SPI CHA 25 (+7) 10 (+0) 23 (+6) 11 (+0) 14 (+2) 16 (+3) Saving Throws Sta +10, Spi +6, Cha +7 Skills Athletics +11, Perception +6 Damage Immunities cold Senses passive Perception 16 Languages Giant Challenge 11 (7,200) Traits Legendary Resistance (3/day). If the Magnataur fails a saving throw, can choose to succeed instead. Flash Freeze (Recharge 5-6). The Magnataur stomps the ground, creating a wave of intense cold in a sphere centered on the Magnataur, with a radius of 30 feet. Each creature in that sphere must make a DC 15 Agility saving throw, taking

45 (10d8) cold damage on a failed save, or half as much damage on a successful one. If a target fails the saving throw, it becomes restrained by ice. As an action, the restrained target can make a DC 15 Strength check, breaking free of the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to poison and psychic damage). ACTIONS Multiattack. The Magnataur makes two attacks with its greataxe slash or slam (or any combination of the two). Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) cold damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Slam. Melee weapon attack: +11 to hit, reach 10 ft., one target Hit: 17 (3d6 + 7) bludgeoning damage plus 4 (1d8) cold damage, and target must make a DC 17 Strength check or be pushed 10 feet.

immediately use its reaction to make one weapon attack.

LEGENDARY ACTIONS The Magnataur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Magnataur regains spent legendary actions at the start of its turn. Terrorizing Shout. The Magnataur gives a terrible battle-cry, provoking any creature in a 30foot cone to succeed on a Spirit saving throw or drop what it is holding and become frightened for one minute. This otherwise acts as the Fear spell. A creature who succeeds against this ability is immune to it for the next 24 hours. Trample. The Magnataur moves up to its speed. It can move into the space of any creature of size Medium or smaller, and deal its Slam damage to it automatically (Agility halves, DC 17). Movement provokes reactions as normal. Battle Order. The Magnataur directs an allied creature to strike, so long as the creature can see or hear the Magnataur. That creature can

Large monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 20 ft., swim 40 ft. STR AGI STA INT SPI CHA 20 (+5) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 7 (-2) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 2 (450 XP) ACTIONS Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). The Makrura has two claws, each of which can grapple only one target.

97

Magnataur have the torso of a giant attached to the body of a mammoth. This peculiar appearance has sparked speculation that their race might be related to centaur or even Keepers of the Grove. Many wonder if these races share a common ancestor, and some have even suggested Cenarius himself. The notoriously long-lived Magnataur are rumored to engage in cannibalism during times when food is scarce. Single males are known to control giant herds and produce sizable litters, but in the frigid, perilous wastes at the roof of the world, only the strongest and meanest survive. Despite their hostility to most races, the Magnataur have become tolerant of the arctic kobolds, who follow the herds for safety and mutual benefit during long hunts. Although the redoubtable Magnataur lead solitary lives, adventurers who cross paths with them quickly learn that it would have been wiser to stay at a safe distance.

Makrura Prawn

Makrura are large crustaceans that harass coastal regions. They are carnivores that seem to prefer the taste of the flesh of beings that walk over beings that swim.

Mana Surge Small elemental, unaligned Armor Class 14 Hit Points 33 (6d6 + 12) Mana Points 14 (12 + 2) Speed 0 ft. Fly 40 ft. (Hover) STR AGI STA INT SPI CHA 2 (-4) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 5 (-3) Damage Resistances Arcane Senses passive Perception 13 Languages — Challenge 2 (450 XP) Traits Caster's Blight. If the Mana Surge is within 30 feet of a spellcaster, they must succeed on an Spell Attack against a DC of 13. On a failed saving throw, the mana cost of their spell is doubled, and the mana surge gains 1 hit point per spell level (applied before the spell is cast). Furthermore, the mana surge can copy-cast the spell at any time within 1 hour. This costs mana equal to the spell‘s original mana cost, and is done randomly (and not entirely to the mana surge‘s benefit). A newer spell can remove an older held spell on the result of a 4 on a d4. Mana Sense. The Mana Surge has the effects of the Detect Magic spell constantly active, within a range of 60 ft. They do not need to spend an action to sense the aura of the magic spell and its school. Spell Resistance. The Mana Surge has advantage to all saving throws against spells that allow for spell resistance. ACTIONS Mana Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d2 + 4) arcane damage, plus 1 point of mana burn (see the mana burn spell). Mana surges (also called mana elementals) are a magic-based elemental, and a sub-type of air elemental. Mana surges are approximately 1 foot in diameter and weigh almost nothing, although their relative size fluctuates depending on how much magic they have drained recently. Most are found in areas of high magical discharges.

Mana Wyrm Introduction 98

Mana wyrms are simple, glowing critters that float around feeding off of stray pockets of arcane energy, clustering around places of power such as mana fountains. They can be familiars of spellcasters, but demand more upkeep magicallyspeaking (in terms of feeding them mana). More worms than wyrms, they are found in the blood elven lands and some Outland zones such as Netherstorm. More recently, mana wyrms have been found on the Broken Isles, predominantly in Suramar. They even live on Argus, having thrived there many millennia ago. Rarely does the sight of a mana wyrm cause a seasoned adventurer concern. A wyrmling's temperament hinges primarily on how long it's been since it's fed on mana. The extremely rare shimmering wyrmling species is prized for its unique coloration and even temperament. A mana wyrm can be fed by a spellcaster by willingly being subject to its mana siphon ability, or allowing it to mana siphon its master (which feeds it much more). Mana wyrms are usually translucently blue in color, but their color can change depending on the mana they drain. Class Death Knight Druid Mage Paladin Priest  Death  Discipline  Light  Moon  Shadow Shaman Warlock

Color Red Dark green Blue White or pink Black Gray Pearly white Grayish white Purple Yellow Pale green

Mana Wyrm Adult Tiny elemental, neutral Armor Class 13 Hit Points 2 (1d4) Mana Points 0 (Special, maximum 16 (14 + 2); see Mana Devourer) Speed 0 ft., fly 30 ft. (hover) STR AGI STA INT SPI CHA

2 (-4) 16 (+3) 10 (0) 5 (-3) 14 (+2) 3 (-4) Damage Resistances arcane, psychic Traits Bioluminescent. A mana wyrm is natural luminescent, and sheds dim light out to 5 feet. The more mana the mana wyrm has stored, the brighter it lights (up to 1 foot per mana point, minimum 5 feet as described above). Magic Devourer. The mana wyrm can, when using its mana siphon ability, drain mana from a target. It does not regain mana normally, and must feed on sources of mana. Mana Cells. Mana wyrms feed on magic. They consume 2 mana points every day to avoid starvation. Because of this state of magical reliance, it is susceptible to mana siphoning more than other creatures. A spellcasting creature can attempt a mana siphon on the mana wyrm as if it is willing regardless of whether it actually wills to be drained. The spellcasting creature must succeed on a spell attack roll to drain mana, which also deals 1d4 points of damage to the mana wyrm. The mana the creature regains is equal to one-half the current mana the wyrm has (not quarter as usual for mana siphon). ACTIONS Bite. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1 piercing damage. Mana Siphon. Melee Spell Attack: +4 to hit, 5 ft., one creature that has mana. Hit: 1 arcane damage, and the mana wyrm drains 1 point of mana. Each mana point drained from a creature is added to the mana wyrm's mana pool. Recovery (5 mana). The mana wyrm can cast the rejuvenation spell.

Mana Wyrm Ancient Large elemental, neutral Armor Class 16 (natural armor) Hit Points 110 (13d10 + 39) Mana Points 0 (Special, maximum 23 (18 + 2 + 3); see Mana Devourer) Speed 0 ft., fly 90 ft. (hover) STR AGI STA INT SPI CHA 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) Saving Throws Sta +5, Spi +7, Cha +6 99

Damage Resistances arcane, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Senses truesight 120 ft., passive Perception 15 Languages all, telepathy 120 ft. to those with mana Challenge 5 (1,100 XP) Traits Bioluminescent. A mana wyrm ancient is natural luminescent, and sheds normal light out to 10 feet. The more mana the mana wyrm has stored, the brighter it lights (up to 5 feet per mana point, minimum 5 feet as described above). Magic Devourer. The mana wyrm ancient can, when using its mana siphon ability, drain mana from a target. It does not regain mana normally, and must feed on sources of mana. Mana Cells. Mana wyrms feed on magic. They consume 4 mana points per day to avoid starvation. Because of this state of magical reliance, it is susceptible to mana siphoning more than other creatures. A spellcasting creature can attempt a mana siphon on the mana wyrm as if it is willing regardless of whether it actually wills to be drained. The spellcasting creature must succeed on a spell attack roll to drain mana, which also deals 1d10 + 3 points of damage to the mana wyrm. The mana the creature regains is equal to one-half the current mana the wyrm has (not quarter as usual for mana siphon). Innate Spellcasting. The mana wyrm ancient is a 6th level spellcaster. The mana wyrm ancient‘s spellcasting ability is Intelligence (spell save DC 15, +7 to spell attacks). It can innately cast the following spells, requiring only verbal components: Cantrips (0 mana): light, mage hand, minor illusion 1st level (4 mana): arcane missile, bless, detect magic, rejuvenation 2nd level (5 mana): magic weapon, mana burn, mute 3rd level (6 mana): bestow curse, dispel magic, nondetection, revivify Magic Weapons. The mana wyrm ancient‘s weapon attacks are magical. ACTIONS

Bite. Melee Weapon Attack: +8 to hit, 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Mana Siphon. Melee Spell Attack: +7 to hit, 5 ft., one creature that has mana. Hit: 5 (2d4) arcane damage, and the mana wyrm drains the damage dealt from the target‘s mana as well. Half of the mana points drained from the creature is added to the mana wyrm ancient's mana pool. REACTIONS Mana Curse (6 mana or 0). When reduced to 0 hit points or killed outright, the mana wyrm ancient can cast the bestow curse spell on its attacker as a reaction. The spell‘s range becomes 30 ft., and the duration becomes 8 hours and does not require concentration. Variant: Mana Curse Some mana wyrm ancients bestow curses that cripple spellcasters or that bleed arcane power from them, but it usually only uses it against creatures who harm it or its offspring. Mana Curse. While cursed, the target has to succeed on a Spirit saving throw whenever attempting to cast or benefit from a spell. If the saving throw fails, the action and resources spent on the spell is lost. If cursing a creature with spellcasting powers (such as any creature with racial access to a cantrip or a spellcasting class), they may strike them with Arcane Withdrawal for 7 days instead. This is still a curse effect.

Meat Wagon Large construct (vehicle), unaligned Armor Class 12 Hit Points 33 (6d10) Speed 10 ft. STR AGI STA INT SPI CHA 17 (+3) 14 (+2) 10 (+0) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages — Challenge 2 (450 XP) 100

Traits Storage. The meat wagon may store up to eight medium-sized creatures in its cramped hull. When within the meat wagon, corpses are under the effect of a gentle repose spell, and cannot decay normally while within. Instead of a medium-sized creature, the wagon may hold up to two small-sized creatures, one-half a large creature, or any collection of body parts not exceeding the rough capacity. The wagon has an AC of 8 from the inside. Diseased Corpses. A 10-foot-sphere cloud of airborne poison appears on the area of a flung corpse. The area is infected with the Exhumed Corpse Fumes poison (see actions). The cloud remains for up to ten minutes (or can dissipate sooner with stronger winds). Unwieldy Ammunition. The meat wagon throws corpses. Despite the benefits of delivering diseases and poisons, the ammunition is difficult to use. The meat wagon suffers -2 to all DCs and attack rolls to fling corpses. Siege Weapon. The meat wagon deals double damage to structures, but half to creatures with all its attacks. Fuel (8 max). The meat wagon starts out with eight necromantic charges, and regains 1 charge for every CR (minimum 1). It may consume a charge from the creatures within its hull (unless they are already dead). ACTIONS Ram. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (2d8 + 3) slashing and bludgeoning damage, plus 7 (2d6) poison damage. Diseased Corpse. Ranged Siege Attack: +3 to hit, range 100/600 ft., 10-foot-square. Hit: The area takes 17 (4d6 + 3) bludgeoning damage. A successful agility check (DC 13) halves the damage. A diseased cloud appears in a 10-foot square on the area of impact, dealing 7 (2d6) poison damage to any creature in range for one hour, with a DC 13 Stamina check to half damage. Grim Reap. The driver may deal 7 (1d8 + 3) bludgeoning and slashing damage to a creature trapped in the meat wagon‘s hull. If the creature

dies, the wagon gains necromantic charges as normal for an engine of its type. One of the strangest and direst tools constructed by the Undead Scourge, the Meat Wagon is a rickety catapult/mobile refrigerator. It is used by the armies of the Lich King to store (and sometimes, fling) corpses collected from the field of battle. At any time, the meat wagon may collect or discharge corpses for the army‘s needs (such as for cannibalism, animating dead, etc.). A meat wagon costs 120 crafting points (engineering) to construct as a large construct of challenge 2 (or 3,000 gp), and may carry up to two medium-sized creatures within it (not counting the storage feature). It has a malfunction rating of 1-3. It costs 40 crafting points (1,000 gp) to craft.

Mechanostrider Medium construct (mechanized), unaligned Armor Class 11 Hit Points 16 (3d8 + 3) Speed 50 ft. STR AGI STA INT SPI CHA 14 (+2) 12 (+1) 12 (+1) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned Senses passive Perception 10 Languages. Understands its creator‘s language (if it can speak, it may also speak it) Challenge 1/4 (50 XP) Traits. Constructed Mind. Mechanized creatures do not have a true mind, but are instead programmed to perform certain actions congruent with those of similar natural creatures. Thus, instead of Animal Handling checks, a creature handling or riding a mechanized animal makes checks with engineer‘s tools. Its new form is immune to all living creature-specific effects. It also consumes 1 charge (energy type determined by the creator) every hour of activity. It may remain latent, and activate on a trigger to save charges. Fuel (8 max). The mechanostrider starts out with eight fuel charges, and runs on a steam engine, 101

consuming four pounds of coal per hour. The hull‘s capacity is equal to thirty-two pounds of coal. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. When gnomes set out to explore the world once again after their city‘s fall, they soon realized that they needed reliable mechanical mounts. One ingenious gnome spied a flock of tallstriders and remarked upon their grace and strength. Soon after was born the mechanostrider, which quickly became a favorite mount of all gnomekind. While these constructs are as dumb as a brick (and even some bricks are smarter, it is said…), they are reliable mounts and, when handled by the best mechanoriders, better than live mounts. A mechanostrider costs 20 crafting points (engineering) to construct as a construct of challenge 1/2 (or 500 gp). It has a malfunction rating of 1-2. It costs 6 crafting points (150 gp) to craft.

Murloc Introduction ―RwlRwlRwlRwl.‖ Murlocs are a bipedal, amphibious, semiintelligent, aggressive race residing along coastlines, lakeshores, and riverbeds. They possess bulbous bodies, large mouths lined with rows of sharp fangs, and slime-coated skin. Individuals range in coloration from turquoise to darkish grey, while their heights vary from 3‘5 to 6 feet for rare specimens. Depending on the variety, murlocs may lean towards a closer resemblance to frogs or to fish; the iconic green murloc, for example, has coloration similar to the red-eyed tree frog. Though murlocs are relatively new to the Eastern Kingdoms, it is increasingly believed that they are actually a very ancient race of Azeroth. These creatures have been moving in-land steadily from their oceanic dwelling places and inhabiting more areas of Lordaeron. Murlocs tend to dwell in amply-populated coastal settlements, and it is unusual to find individuals wandering too far from their compatriots.

Adventurers looking to engage murlocs should be wary of their surroundings; the creatures often lurk out of sight beneath the surface of the water, and have backup close at hand, leading to surprisingly deadly skirmishes.

Murloc as Characters Murloc Traits

Ability Score Increase. Your Agility increases by 2, and your Stamina increases by 1. Age. Murlocs typically reach adulthood around 10 years old, and live to be 50 years old. Affiliation. Independent. Murlocs are independent or serve unknown elder gods. Size. Murloc range from between 3 to 4 feet tall and average around 35 pounds. Your size is Small. Speed. You have a base walking speed of 30 feet, and a base swim speed of 30 feet. Amphibious. You can breathe air and water. Natural Weapons. You can use an attack action to make a bite attack. A bite is treated as a light natural attack, and deals piercing damage as a dagger of the target‘s size (1d3 for small creatures, or 1d4 for medium creatures). Speak with Fish. You can communicate simple concepts to fish and marine creatures when you speak in Nerglish. Sleek. You are proficient with the Stealth skill. You also ignore difficult terrain stemming from watery surfaces (such as mud, slime, or swampy ground). Watery Camouflage You have advantage on Agility (Stealth) checks made to hide in swampy terrain or in water. Murloc Combat Training. You have proficiency with nets and pike. Languages. You can speak, read, and write in Nerglish. Nerglish is a bubbly-sounding language that sounds similar to Kalimag.

Murloc Nightcrawler Small humanoid (murloc), neutral evil Armor Class 13 (natural armor) Hit Points 22 (5d6 + 5) Speed 20 ft., swim 35 ft. STR AGI STA INT SPI CHA 12 (+1) 15 (+2) 13 (+1) 8 (-2) 10 (+0) 7 (-2) 102

Skills Perception +2, Stealth +4 Senses passive Perception 12 Languages Nerglish Challenge 1 (200 XP) Traits Amphibious. The murloc can breathe air and water. Sleek. The murloc ignores difficult terrain stemming from watery surfaces (such as mud, slime, or swampy ground). Nightcrawler. When in dim or dark light, or when hiding in swampy terrain or water, the nightcrawler has advantage to Agility (Stealth) checks. Speak with Fish. The murloc can communicate simple concepts to fish and marine creatures when it speaks in Nerglish. ACTIONS Multiattack. The murloc makes two attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Stamina saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Murloc Stalker Small humanoid (murloc), neutral evil Armor Class 13 (natural armor) Hit Points 9 (2d6 + 2) Speed 20 ft., swim 35 ft. STR AGI STA INT SPI CHA 12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2) Skills Stealth +3 Senses passive Perception 10 Languages Nerglish Challenge 1/4 (50 XP) Traits Amphibious. The murloc can breathe air and water.

Sleek. The murloc ignores difficult terrain stemming from watery surfaces (such as mud, slime, or swampy ground). Watery Camouflage The murloc has advantage on Agility (Stealth) checks made to hide in swampy terrain or in water. Speak with Fish. The murloc can communicate simple concepts to fish and marine creatures when it speaks in Nerglish. ACTIONS Multiattack. The murloc makes one melee bite attack and one net attack. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1d3 + 1) piercing damage. Net. Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 5/15 ft., one target. Hit: Target is restrained if Medium or smaller. DC 10 Strength check to break. Breaks automatically if it takes 5 slashing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage, or 4 (1d6 + 1) piercing damage if used with two hands to make a melee attack.

Mur’gul Mur‘gul are murloc-like creatures. Mur‘gul warriors act statistically identical to murlocs, but are monstrosities, and not humanoids.

Mur’gul Deep Mage Small monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 39 (6d6 + 21) Speed 20 ft., swim 35 ft. STR AGI STA INT SPI CHA 10 (+0) 15 (+2) 16 (+3) 14 (+2) 9 (-1) 7 (-2) Skills Perception +1, Stealth +4 Senses passive Perception 11 Languages Common, Nerglish, Shath‘Yar Challenge 3 (700 XP) Traits Amphibious. The Mur‘gul can breathe air and water. Sleek. The Mur‘gul ignores difficult terrain stemming from watery surfaces (such as mud, slime, or swampy ground). 103

Speak with Fish. The Mur‘gul can communicate simple concepts to fish and marine creatures when it speaks in Nerglish. Spellcasting. The deep made is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The deep mage has the following spells (8) prepared from the mage spell list: Cantrips (0 mana): frostbite, frostbolt, minor illusion 1st level (4 mana): elemental armor (frost), ice knife, icy touch, sleep 2nd level (5 mana): acid arrow, blindness/deafness 3rd level (6 mana): fear, tidal wave ACTIONS Multiattack. The murloc makes two attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Stamina saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

N Naga Introduction The serpentine naga (sometimes pluralized nagas) are some of the most formidable villains of Azeroth. Masters of sorcery, the naga were formerly night elves, members of Queen Azshara's court in the War of the Ancients. They were transformed into naga by the Old Gods, and now haunt the seas of Azeroth building a great civilization on the ocean floor. While the naga were created near the end of the War of the Ancients, they stayed out of major world affairs for over 10,000 years. Some of them were first called to the surface by Illidan Stormrage after the Battle of Mount Hyjal where they swore fealty to the Betrayer, forming a part of the Illidari. Many other naga clans rose up to

the surface in the following years, almost always with nefarious plans in mind. They continue to serve and revere their mad queen after all these centuries.

Naga as Characters Naga Traits

Ability Score Increase. Your Spirit increases by 1, and your Strength increases by 2 (if you are a male), or your Intelligence increases by 2 (if you are a female). Age. A Naga‘s age is treated as a Night Elf‘s age. Affiliation. Independent. Nagas are hateful beings that serve Queen Azshara in the depths of the ocean, and have goals that mostly revolve in pitting the surface races against one another (even supporting one side when it is convenient) to weaken them for a surface invasion. Size. Nagas are much larger than other races. Males average 7 1/2 feet tall and 400 pounds, while females are usually a bit shorter and lighter. They have scaly skin and haunting voices, and long, powerful tails and webbed hands, but are not very quick on land. They are medium sized. Speed. You have a base walking speed of 20 feet, and a base swim speed of 40 feet. Natural Weapons. You can use an attack action to make a constrict attack. It is a melee natural attack that deals 1d8 bludgeoning damage plus your Strength modifier. If the target is struck, they are also grappled. Amphibious. You can breathe air and water. Natural Armor. Your smooth scales deflect oncoming blows. When you aren't wearing armor, your AC is 12 + your Agility modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Languages. Elven (specifically the Nazja dialect)

Naga Anomaly Hero "Our tide is rising..." Large humanoid (naga, homunculus), neutral evil Armor Class 17 (crusted armor) Hit Points 104 (11d10 + 44) Speed 25 ft., swim 40 ft. STR AGI STA INT SPI CHA 104

21 (+5) 9 (-1) 18 (+4) 9 (-1) 8 (-1) 9 (-1) Saving Throws Str +8, Sta +7 Damage Resistance cold Senses darkvision 60 ft., passive Perception 9 Languages Common, Elven (Nazja dialect) Challenge 7 (2,900 XP) Traits Amphibious. The naga anomaly can breathe air and water. Adhesive. The naga gains advantage to grapple checks and checks related to climbing or holding. Fighting Style (Two-Weapon Fighting). When the naga anomaly engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack. Overpower (4/rest). The anomaly may attack again if he misses an attack. This does not require a separate action from the one used to make the attack. This extra attack does not count for the Strike the Wound ability unless it successfully hits the target. Resistant Skin. The naga reduces damage taken from one damage type of the naga‘s choice by 3 points (minimum 0 damage). The naga must make this decision with an action, and it can change only once every 10 minutes. Strike the Wound. Whenever the naga anomaly hits the same enemy more than once in the same round, his weapon attacks score a critical hit on a roll one point lower (from 20 to 19-20), for a minimum roll result of 15. This does not necessarily have to hit the enemy. Warrior Talent. The mountain king has the following warrior talents. The DC for the talents is 15.  Heroic Leap, Stunning Slam ACTIONS Multiattack. The naga anomaly makes three melee attacks. When landing a critical hit, the target must succeed on a Stamina saving throw (DC 16) or be stunned until the beginning of their turn in the next round. A creature cannot be stunned multiple times in the same 24-hour period. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Mutated Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Mutated Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack. Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and target is grappled (escape DC 16). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target. Naga anomalies (sometimes called naga lords) are large male naga warriors with shells and other sea creatures fused to their bodies. Sometimes, naga anomalies also manifest various extra mutations besides the ones they bear already, such as losing their eyes and sensing an enemy‘s presence by blindsight, awakening to their once-lost sanities, or mutating their lower bodies to that of octopi instead of serpents. Choose one of the below mutations to add to the naga anomaly. Various mutations can be added up. Arcane Skill. The naga gains innate spellcasting. Their mana pool is based on their Intelligence, and can innately cast the following spells, requiring no material components: 0 level (0 mana): frostbolt 3rd level (6 mana): conjure (lesser water elemental) tidal wave Deep Sight. The naga gains blindsight 30 ft., but is blind beyond this radius. Expanded Mind. The naga increases one of their mental ability scores by 2 points (maximum 15 to a possible ability score). Faded Recollections. The naga gains proficiency in up to two skills of their choice. This can be taken up to three times. Ink Cloud (Action). As an action, the naga can expel a 20-foot-radius cloud of ink all around it if 105

it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the naga can use the Dash action as a bonus action. This can be taken once. Tentacles (Attack Action). The naga gains two tentacles. A tentacle is a melee weapon attack that deals 2d6 points of damage (plus the naga‘s Strength or Agility modifier as normal). Upon a hit, the target is grappled (as constrict). Each two tentacles can grapple one target. This can be taken up to four times for up to 8 tentacles.

Naga Myrmidon ―Beware, surface-dweller…‖ Medium humanoid (naga), neutral evil Armor Class 15 (Natural scales) Hit Points 45 (6d8 + 18) Speed 20 ft., swim 40 ft. STR AGI STA INT SPI CHA 17 (+3) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0) Skills Perception +3 Senses passive Perception 13 Languages Common, Elven Challenge 1 (200 XP) Traits Amphibious. The naga can breathe air and water. ACTIONS Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Net. Ranged Weapon Attack: +5 to hit, range 5/15., one target of Large or smaller. Hit: Target is restrained unless freed (DC 10 Strength check). Dealing 5 slashing damage to the net destroys it, freeing the creature. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and target is grappled (escape DC 13). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target.

Naga Sea Witch Hero

―We are the highborne—and we retake our rightful place in the world…‖ Medium humanoid (naga), lawful evil Armor Class 14 (natural armor) Hit Points 62 (10d6 + 1d10 + 22) Mana Points 26 (18 + 3 + 5) Speed 20 ft., swim 40 ft. STR AGI STA INT SPI CHA 14 (+2) 17 (+3) 14 (+2) 18 (+4) 14 (+2) 15 (+2) Saving Throws Int +7, Spi +5 Skills Arcana +7, History +7, Perception +5 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Elven, Nerglish Challenge 7 (2,900 XP) Traits Amphibious. The naga sea witch can breathe air and water. Fighting Style (Archery). The sea witch has +2 to attack with ranged weapons. Naga Magic. The sea witch adds the cyclone and shot array spells to her spell list. Second Wind (1/rest). The sea witch may use her bonus action to regain 1d10 + 1 hit points. Siren. The naga sea witch‘s range with her siren blast ability is tripled underwater. Spellcasting. The naga seawitch is a 10th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The seawitch has the following spells (14) prepared from the mage spell list: Cantrips (0 mana): mage hand, frost bolt, prestidigitation 1st level (2 mana): bind elemental, conjure elemental (minor water elemental), mana shield, shot array (frozen) 2nd level (3 mana): freezing sphere, parasite 3rd level (5 mana): blizzard, counterspell, cyclone, frost nova, lightning bolt (chain lightning) 4th level (6 mana): detonate mana, ice block 5th level (7 mana): arcane orb ACTIONS Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target.

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Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and target is grappled (escape DC 13). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target. Siren Blast. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 12 (5d4) thunder damage. This requires at least 1 mana in reserve for each d4. Song of the Deep (Recharge 5-6). The naga sea witch makes two Siren Blast attacks.

Naga Siren ―My song echoes from the deeps.‖ Medium humanoid (naga), neutral evil Armor Class 16 (Natural scales) Hit Points 44 (8d8 + 8) Mana Points 22 (17 + 2 + 3) Speed 20 ft., swim 40 ft. STR AGI STA INT SPI CHA 14 (+2) 15 (+2) 12 (+1) 17 (+3) 12 (+1) 15 (+2) Skills Perception +3 Senses passive Perception 13 Languages Common, Elven Challenge 3 (700 XP) Traits Amphibious. The naga can breathe air and water. Siren. The naga siren‘s range with her Siren Blast ability is tripled underwater. Spellcasting. The naga siren is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). The naga siren has the following spells (7) prepared from the mage spell list: Cantrips (0 mana): frostbolt, mage hand, prestidigitation 1st level (4 mana): bind elemental, conjure elemental (minor water elemental), elemental armor (frost), mana shield 2nd level (5 mana): freezing sphere, parasite 3rd level (6 mana): blizzard ACTIONS

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and target is grappled (escape DC 12). Until the grapple ends, the creature is restrained, and the naga cannot constrict another target. Siren Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 7 (3d4) thunder damage. This requires at least 1 mana in reserve for each d4. Song of the Deep (Recharge 5-6). The naga siren makes two siren blast attacks.

Naga Tube Worm Huge beast, unaligned Armor Class 10 Hit Points 105 (10d12 + 40) Speed 0 ft., swim 30 ft. STR AGI STA INT SPI CHA 19 (+4) 8 (-1) 18 (+4) 1 (-5) 8 (-1) 6 (-2) Damage Vulnerabilities lightning Damage Resistances fire, cold Damage Immunities acid Senses passive Perception 8 Languages Can understand Elven (Nazja dialect), but cannot speak it Challenge 7 (2,900 XP) ACTIONS Multiattack. The tube worm can make two attacks, but only one spit attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 7 (2d6) poison damage. Acid Spit. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 9 (2d4 + 4) acid damage, plus 7 (2d6) poison damage. Tube wyrm are Morey eel-like creatures that live on the ocean floor. Occasionally, naga capture and train tube wyrm to serve them as defenders (particularly in Nazjatar), though this strategy is 107

not widespread. Naga refer to these tamed tube wyrm as tidal guardians. Tube wyrm thrive in heated, sulfur-rich, acidic waters. Heated gas emerges from thermal vents in some areas, and tube wyrm consume this gas and convert it into nutrients. One such area is the Pillar Deep, in the Eye. On first sighting this area, an undersea explorer sees enormous pillars rising from the ocean floor. Closer inspection, however, reveals that these ―pillars‖ are tube wyrm, grown to enormous size in these rich waters.

Nerubean Nerubeans are large, mummified creatures that look like a cross between humans and spiders. The cunning Nerubeans were once the lords of the ancient spider kingdom of Azjol-Nerub that spanned the entirety of Northrend in ancient times, before their eventual defeat at the hands of the Lich King. They serve their master Ner‘Zhul unquestionably, and are able to summon swarms of vile insects and projecting web-like strands to incapacitate and harm their enemies.

Nerubean Carrion Beetle Small Beast, Unaligned Armor Class 11 (Natural Armor) Hit Points 16 (3d6 + 6) Speed 40 ft., burrow 20 ft. STR AGI STA INT SPI CHA 17 (+3) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 1/2 (100 XP) Traits Burrow. The carrion beetle may burrow underground as an action. While underground, it may rest or lie in waiting near the surface, and it has ¾ cover. It may leave its newfound lair (size large enough to accommodate the carrion beetle) as part of its move that costs half normal movement. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Nerubean Crypt Fiend ―The sleeper awakes.‖ Large undead, lawful evil Armor Class 13 (natural armor) Hit Points 32 (5d10 + 5) Speed 40 ft., burrow 20 ft. climb 40 ft. STR AGI STA INT SPI CHA 15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10 Languages Common, Nerubean Challenge 2 (450 XP) Traits Burrow. The crypt fiend may burrow underground as an action. While underground, it may rest or lie in waiting near the surface, and it has ¾ cover. It may leave its newfound lair (size large enough to accommodate the crypt fiend) as part of its move that costs half normal movement. It has movement underground equal to 20 feet, but the ground cannot be harder than stone. Spider Climb. The crypt fiend can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and ignores movement restrictions caused by webbing. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Stamina saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Insectoid Blast. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (2d6) piercing damage. Web (Recharge 3-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target.

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Hit: The target is restrained by webbing. It falls to the ground if it is flying and cannot hover. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning; poison; and psychic damage). The crypt fiend may discharge a web on a 5-foot-square, and hide it (using its bonus to Stealth). This ability is typically used in conjunction with the crypt fiend‘s burrow ability, so that it may lay a webbed ambush.

Nerubean Crypt Lord Hero "My might cannot be matched." Large undead, lawful evil Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Mana Points 22 (16 + 3 + 3) Speed 40 ft., burrow 20 ft. climb 40 ft., fly 5 ft. STR AGI STA INT SPI CHA 21 (+5) 15 (+2) 19 (+4) 16 (+3) 12 (+1) 17 (+3) Saving Throws Str +8, Sta +7 Skills Athletics +8, Intimidation +6, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Nerubean Challenge 7 (2,900 XP) Traits Beetle's Flight. The crypt lord does not take any fall damage from intentional falls, and can glide 10 feet for every 1 foot of fallen distance. When it reaches the ground, it may attack with advantage any creature on the ground with its claws, knocking it prone on a successful attack roll. Burrow. The crypt lord may burrow underground as an action. While underground, it may rest or lie in waiting near the surface, and it has ¾ cover. It may leave its newfound lair (size large enough to accommodate the crypt lord) as part of its move that costs half normal movement. It has movement underground equal to 20 feet, but the ground cannot be harder than stone. Defensive Carapace. When the crypt lord is damaged, he takes 3 less points of damage from slashing and piercing weapons. The carapace also returns 1 point of damage to any melee attacker

per every 3 points of damage taken if the attacker is within 5 feet, negated by an Agility save with a DC of 18. Spider Climb. The crypt lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and can ignore movement restrictions caused by webbing. Spellcasting. The crypt lord is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +4 to hit with spell attacks). The crypt lord has the following spells (8) prepared from the mage spell list. Cantrips (0 mana): chill touch, frostbolt, true strike 1st level (4 mana): animate undead, charm undead, parasite (nerubean crypt fiend), shield 2nd level (5 mana): web, mana burn, ray of enfeeblement 3rd level (6 mana): carrion swarm ACTIONS Multiattack. The crypt lord can make three attacks, only one of which can be an insectoid blast. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit 12 (2d6 + 5) piercing damage, and the target must make a DC 14 Stamina saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. Insectoid Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 14 (4d6) piercing damage. Shockwave (1/rest). The crypt lord emits a shockwave by slamming his claws into the ground. This deals 34 (3d8 + 5 + 16) slashing damage, and affects a 5-foot thick line 30 feet long to all creatures in the area of effect in contact with the ground or within 5 feet of it. Targets in this line that succeed on an Agility saving throw take half damage. The terrain 109

damaged becomes difficult terrain (such as rubble) if applicable. Web (Recharge 3-6). Ranged Weapon Attack: +5 to hit, range 30 /60 ft., one target. Hit: The target is restrained by webbing. It falls to the ground if it is flying and cannot hover. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning; poison; and psychic damage). The crypt lord may discharge a web on a 5-foot-square, and hide it (using its bonus to Stealth). This ability is typically used in conjunction with the seer‘s burrow ability, so that it may lay a webbed ambush.

Nerubean Seer ―Spider sense…tingling…‖ Large undead, lawful evil Armor Class 13 (natural armor) Hit Points 32 (5d10 + 5) Mana Points 18 (13 + 2 + 3) Speed 40 ft., burrow 20 ft. climb 40 ft. STR AGI STA INT SPI CHA 15 (+2) 15 (+2) 12 (+1) 6 (-2) 13 (+1) 6 (-2) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Nerubean Challenge 2 (450 XP) Traits Burrow. The seer may burrow underground as an action. While underground, it may rest or lie in waiting near the surface, and it has ¾ cover. It may leave its newfound lair (size large enough to accommodate the crypt fiend) as part of its move that costs half normal movement. It has movement underground equal to 20 feet, but the ground cannot be harder than stone. Spider Climb. The seer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and can ignore movement restrictions caused by webbing. Spellcasting. The seer is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). The seer has

the following spells (6) prepared from the mage spell list. Cantrips (0 mana): frostbolt, true strike 1st level (4 mana): animate undead, false life, charm undead 2nd level (5 mana): web, ray of enfeeblement 3rd level (6 mana): clairvoyance ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Stamina saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Insectoid Blast. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Usable at will. Hit 7 (2d6) piercing damage. Web (Recharge 3-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit The target is restrained by webbing. It falls to the ground if it is flying and cannot hover. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning; poison; and psychic damage). The seer may discharge a web on a 5-foot-square, and hide it (using its bonus to Stealth). This ability is typically used in conjunction with the seer‘s burrow ability, so that it may lay a webbed ambush.

Nerubean Spiderling Swarm Medium swarm of Tiny beasts, unaligned Armor Class 12 (natural armor) Hit Points 27 (5d8 + 5) Speed 20 ft., climb 20 ft. STR AGI STA INT SPI CHA 3 (-4) 13 (+1) 12 (+1) 1 (-5) 7 (-2) 1 (-5) Senses blindsight 10 ft., passive Perception 8 Languages – Challenge 1/2 (100 XP) Traits

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Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. A swarm takes half damage from any effect that does not target at least half the component creatures. If the effect does not deal damage, the swarm is instead immune to it. If the effect targets an area, the swarm 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. Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker. The swarm ignores movement restrictions caused by webbing. ACTIONS Bite. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (4d4) piercing damage. Bite Swarm Attack. Melee Weapon Attack: Accuracy 11, reach 0 ft. Hit: 10 (4d4) piercing damage. Spiderlings are young and voracious nerubians. While not nearly as intelligent as adult nerubians, spiderlings are still dangerous; in fact, when they gather in swarms (which they often do), they are more dangerous than nerubian workers.

Nerubean Worker Medium undead, lawful evil Armor Class 10 (natural armor) Hit Points 22 (5d8) Speed 30 ft., burrow 20 ft. climb 40 ft. STR AGI STA INT SPI CHA 13 (+1) 10 (+0) 11 (+0) 6 (-2) 12 (+1) 6 (-2) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Common, Nerubean Challenge 1/2 (100 XP) Traits Spider Climb. The worker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and

ignores movement restrictions caused by webbing. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit 4 (1d6 + 1) piercing damage, and the target must make a DC 10 Stamina saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 4-6). Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit The target is restrained by webbing. It falls to the ground if it is flying and cannot hover. As an action, the restrained target can make a DC 10 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning; poison; and psychic damage). The worker may discharge a web on a 5-foot-square, and hide it (using its bonus to Stealth). This ability is typically used in conjunction with the worker‘s burrow ability, so that it may lay a webbed ambush.

Night Elf Archer ―One shot, one kill.‖ Medium humanoid (night elf), lawful neutral Armor Class 13 (leather) Hit Points 32 (5d8 + 10) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 9 (-1) Damage Resistances lightning, poison Skills Stealth +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elven Challenge 2 (450 XP) Traits Fighting Style (Archery). The hunter has +2 to attack with ranged weapons. Mask of the Wild. The archer can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. 111

Natural Explorer. The archer is an expert on their local terrain (typically forests). She is not slowed by difficult terrain, can move stealthily at normal pace, is always alert to danger, forages double as much food as normal, and knows the exact number, sizes, and how long a tracked quarry remained in an area. Shadowmeld. When in dim or dark light, the archer gains advantage on Stealth checks. Hunter Talents. The archer has the following hunter talents.  Farsight ACTIONS Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing or piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 225/900 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Night Elf Druid ―Anu’dora.‖ Medium humanoid (night elf), lawful neutral Armor Class 14 (heavy leather) Hit Points 32 (5d8 + 10) Mana Points 22 (17 + 2 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 14 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1) Skills Medicine +7, Religion +4, Perception +5, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Druidic, Elven, Common, Sylvan Challenge 3 (700 XP) Traits Druid Circle (Feral). The druid can use wild shape as a bonus action or reaction instead of an action. Additionally, transformed by Wild Shape, the druid can use a bonus action to expend one spell to regain 1d8 hit points per level of the spell expended. Wild Shape (2/rest). The druid can wild shape into a beast of Challenge 1 for up to 2 hours. This acts as the normal druid ability of the same name. The beast is limited by the Druidic Idol trait below. Druidic Idol. The night elven druid belongs to one of several organizations that aid them in

channeling magic. Choose one of the following organizations. This determines the creature the druid can transform into, and gives them access to the Blessed Beast feature.  Druid of the Claw. This druid can wild shape into bears only, but they have the Roaring Beast druid feature.  Druid of the Antler. This druid can wild shape into stags only, but they have the Holy Beast feature.  Druid of the Fang. This druid can wild shape into snakes only, but they have the Raking Beast feature.  Druid of the Moon (or Druid of the Scythe). This druid can wild shape into wolves only, but they have the Prowling Beast feature.  Druid of the Talon. This druid can wild shape into stormcrows only, but they have the Magical Beast feature (usually choosing faerie fire and cyclone). Spellcasting. The night elf druid is a 5th level spellcaster. His spellcasting ability is Spirit (spell save DC 13, +5 to hit with spell attacks). The druid has the following spells (8) prepared from the druid spell list: Cantrips (3 mana): druidcraft, wrath 1st level (4 mana): entangling roots, faerie fire, primal roar (abandonment aura), rejuvenation 2nd level (5 mana): barkskin 3rd level (6 mana): cyclone, plant growth, shooting star ACTIONS Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) if used with both hands. Mystic Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 10 (3d4) holy damage. This requires at least 1 mana in reserve for each d4. Night elf druids are ancient beings who wander the woods of Kalimdor or the world to answer nature‘s summons and defend their societies from external threats. Depending on the idol they are best attuned to, druids can belong to separate organizations, such as being a Druid of the Claw (fond of assuming the form of a bear), 112

Druid of the Antler (a stag), Druid of the Fang (a snake), Druid of the Moon (a wolf), or Druid of the Talon (a stormcrow). Night elven druids display remarkable wisdom and far-sightedness, but even they have little tolerance to demonic forces who seek to corrupt their woods and upset the balance of nature. Their magical spells augment their allies' fighting skills and bravery as well. Customization The mystic blast can either be holy (if the druid is associated more with the moon), or arcane (if associated more with the sun).

Night Elf Glaive Thrower Large construct (vehicle), unaligned Armor Class 12 Hit Points 51 (6d10 + 18) Speed 10 ft. STR AGI STA INT SPI CHA 17 (+3) 14 (+2) 16 (+3) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages — Challenge 3 (700 XP) Traits Siege Weapon. The glaive thrower deals double damage to structures, but half to creatures with all its attacks. Fuel (8 max). The glaive thrower starts out with eight mechanical charges, and runs on a clockwork or mechanical engine. It can be active for eight hours until it needs to be recharged. Ten minutes of winding the mechanism's interior provide one charge for it. ACTIONS Ram. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (2d8 + 3) bludgeoning damage. Ballista Bolt. Ranged Siege Attack: +3 to hit, range 100/600 ft., one target. Hit: 16 (2d12 + 3) piercing damage. A target hit by the ballista bolt must make an Agility saving throw or else be pushed 5 feet back.

A glaive thrower costs 120 crafting points (engineering) to construct as a large construct of challenge 2 (or 3,000 gp), and may carry up to two medium-sized creatures within it (not counting the storage feature). It has a malfunction rating of 1-3. It costs 40 crafting points (1,000 gp) to craft. The ballista bolt is a common heavy crossbow, and can be exchanged (or upgraded) for more damage.

Night Elf Huntress ―As the goddess wills.‖ Medium humanoid (night elf), lawful neutral Armor Class 15 (leather) Hit Points 45 (5d10 + 10) Mana Points 18 (15 + 2 + 1) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 16 (+3) 13 (+1) 10 (+0) 15 (+2) 10 (+0) Skills Perception +4, Insight +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Damage Resistances lightning, poison Languages Elven, Common, Sylvan Challenge 2 (450 XP) Traits Mask of the Wild. The huntress can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Nature Resistance. The huntress has advantage to saving throws against natural poisons. Ricochet Weapon (Moonglaive, 1/round). This weapon can ricochet off one target and hit another. This costs an attack action (or bonus action). The Moonglaive can ricochet one time. The Moonglaive returns to the huntress‘s hand after the attack is resolved, regardless of range. Shadowmeld. When you are in dim or dark light, the huntress gains advantage on Stealth checks. Favored by Elune. The huntress adds the Find Familiar spell to her spell list, but may only choose an owl. Furthermore, her link to her owl familiar is 250 feet, instead of the normal 100 feet. If standing in moonlight, the link becomes 500 feet instead. Spellcasting The huntress is a 1st level spellcaster. Her spellcasting ability is Spirit (spell save DC 12, 113

+4 to hit with spell attacks). The huntress has the following spells (3) prepared from the hunter spell list: 1st level (5 mana): find familiar, fade, speak with animals ACTIONS Moonglaive. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The huntress may use a bonus action to hit another target within the weapon‘s range from the first. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Huntresses are the elite cadre of the Sentinel army. Drawing their strength from the moon goddess, Elune, these warrior women ride the feral Nightsabre panthers into battle. Huntresses are strong, swift, and merciless to those who would defile the sanctity of Ashenvale Forest.

Huntress’s Nightsaber Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 40 ft. STR AGI STA INT SPI CHA 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses Passive Perception 13 Languages — Challenge 1 (200 XP) Traits Silent Stalker. The saber cat has advantage on Spirit (Perception) checks that rely on smell, and Agility (Stealth) checks in dim light or darkness. Pounce. If the saber cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the saber cat can make one bite attack against it as a bonus action. Favored Terrain. The saber cat gains the favored terrain ability, as a 1st level Hunter to its natural environment. ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Night Elf Warden Hero ―Moonlight shines on the guilty and the innocent alike.‖ Medium humanoid (night elf), lawful Armor Class 17 (studded leather, warden‘s cloak) Hit Points 71 (11d8 + 22) Mana Points 21 (15 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 10 (+0) Saving Throws Agi +7, Int +5 Damage Resistances lightning, poison Skills Acrobatics +7, Perception +4, Insight +7, Sleight of Hand +7, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Elven, Common, Sylvan, Thieves‘ Cant Challenge 7 (2,600 XP) Traits Mask of the Wild. The warden can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Shadowmeld. The warden gains advantage on Stealth checks when in dim or dark light. Premeditation. The warden may use 3 rounds (counted as 3 actions) to study an enemy. If she does, she may always apply her sneak attack damage against them (even without advantage or an ally nearby) for one minute, unless the target moves more than full speed in one round. In addition, any hit the warden scores against a creature that is surprised is a critical hit. Fading Shadow (1/short rest). The warden may cast the Blink Step spell. After being used, this cannot be used again until after a short rest. Evasion. If the warden is subjected to an effect that allows it to make an Agility saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 114

Sneak Attack (1/Turn). The warden deals an extra 21 (6d6) 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 of an ally of the warden that isn‘t incapacitated and the warden doesn‘t have disadvantage on the attack roll. Spellcasting. The warden is a 5th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The warden has the following spells (7) prepared from the mage spell list: Cantrips (0 mana): friends, mage hand, minor illusion 1st level (4 mana): disguise self, silent image, sleep 2nd level (5 mana): blink step, invisibility, shadow strike (shadow word pain) 3rd level (6 mana): conjure fiend (avatar of vengeance) ACTIONS Multiattack. The warden makes two warglaive attacks, or throws four daggers. Warglaive. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Fan of Knives (Area Attack). The Warden sends a storm of daggers in a 20 foot sphere, a 15-foot cone (a quarter-circle), or a line 30 feet long, 5 feet wide. Each creature in the area must make a DC 15 Agility saving throw, taking 20 (3d4 + 9 + 4) piercing damage on a failed saving throw, or half as much damage on a successful save. This takes 3 daggers, or 1 dagger if using the blades in her warden‘s cloak. Equipment. Warden armor (studded leather), warglaive, warden‘s cloak, 10 daggers. The mysterious wardens serve as the night elves' special police force in Kalimdor. They are elite members of the Watchers, the jailors and marshals of night elf society, and the highest rank that can be bestowed on a Watcher. Maiev Shadowsong was first to be given the rank of warden, which she later awarded to a select few

who had proven their exceptional fighting abilities, tracking skills, and tenacity. Set apart from the militant Sentinels, wardens are usually employed as jailors, assassins, and bounty hunters. When loosed upon escaped criminals, wardens employ a number of supernatural powers that enable them to recapture their prey and mete out the night elves' justice. Wardens can teleport by using their spellcasting capabilities or even with the Fading Shadow Rogue Ability, which they can use to outmaneuver even the quickest of foes. They notably wield umbra crescents (special Moonglaives) and typical glaives. They also use owls for recon (treat as a trained hawk).

O Obsidian Destroyer Large construct, unaligned Armor Class 12 Hit Points 39 (6d10 + 6) Mana Points 0 (Special, maximum 19 (15 + 2 + 2), see Magic Devourer) Speed 15 ft. Fly 60 ft. (hover) STR AGI STA INT SPI CHA 17 (+3) 14 (+2) 13 (+1) 3 (-4) 15 (+2) 12 (+1) Damage Resistances thunder, cold, fire, acid, fel, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 14 Languages — Challenge 3 (700 XP) Traits False Appearance. While the obsidian destroyer remains motionless, it is indistinguishable from an inanimate statue. Magic Devourer. The obsidian destroyer can, when 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 mana burnt (whichever is higher), up to a maximum of 19 mana points. Mana burn and Dispel Magic do not cost mana for the obsidian destroyer. The obsidian destroyer does not regain mana over time. If transforming from an 115

obsidian statue and having mana remaining, it can keep the mana it has. Magic Resistance. The obsidian destroyer has advantage on saving throws against spells and other magical effects. Thunderous Blows. The obsidian destroyer may deal 2d4 extra thunder damage when striking with melee weapon attacks. This is a [strike] effect. Innate Spellcasting. The obsidian destroyer is a 3rd level spellcaster. The obsidian destroyer‘s spellcasting ability is Charisma (spell save DC 11). The destroyer can innately cast the following spells, requiring no material components: 1st level (5 mana): detect magic 2nd level (6 mana): dispel magic (0 mana), mana burn (0 mana), orb of annihilation ACTIONS Mace. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, plus 5 (2d4) thunder damage. Necromantic Blast. Ranged Spell Attack: +3 to hit, range 30 ft., one target. Hit: 5 (2d4) shadow damage. This does not require mana in reserve. This creature is made of obsidian. It has a lower body resembling a powerfully built panther with a pair of great black wings protruding from its back. Almost 20 feet wide, these latter appendages seem carved from old, porous stone. The creature‘s upper body is humanoid. A pair of dazzling emerald eyes set within deep, cavernous sockets stand out in the midst of the creature‘s shriveled, skeletal face. Born from the mystical transformation of an obsidian statue (see above), this strange magical beast is drawn to mana. Because of its appearance, an unmoving obsidian destroyer can easily pass itself off as a statue as long as it keeps its eyes closed. It can thus fool people into believing it is nothing more than a harmless piece of decoration. Most obsidian destroyers enjoy wearing crowns and other ostentatious headdresses that make them appear regal. Typically, obsidian destroyers deploy during the presence of enemy magic-users,

and use their powers to gain temporary mana, and discharge it instantaneously on a hapless wizard or priest with an orb of annihilation spell.

Obsidian Statue Large construct, unaligned Armor Class 12 Hit Points 39 (6d10 + 6) Mana Points 17 (15 + 2) Speed 0 ft. Fly 10 ft. (hover) STR AGI STA INT SPI CHA 17 (+3) 14 (+2) 13 (+1) 3 (-4) 15 (+2) 12 (+1) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 14 Languages — Challenge 2 (450 XP) Traits False Appearance. While the obsidian statue remains motionless, it is indistinguishable from an inanimate statue. ACTIONS Necromantic Blast. Ranged Spell Attack: +3 to hit, range 30 ft., one target. Hit: 5 (2d4) shadow damage. This requires at least 1 mana in reserve for each d4. Essence of Blight (4 mana). The obsidian statue radiates a powerful pulse of death energy. This acts like a Death Coil spell, restoring 6 (1d8 + 2) hit points to any undead creature within 30 ft. If the undead creature is unwilling, this requires a ranged spell attack. This requires an action. Essence of Spirit (4 mana). The obsidian statue radiates a powerful pulse of raw mana. To any spellcasting creature within 30 ft., this restores mana as if they rested for 1 hour. As all manarestoring abilities, a creature cannot benefit from this more than once every hour. If the targeted creature is unwilling, they may make a Spirit save to negate the benefit and cool-down of mana restoration. This requires an action. Morph into Destroyer. Through a strange magic process, an obsidian statue can transform itself into an obsidian destroyer (see below). The transformation takes (2) 1d4 rounds to complete. 116

During this time, the creature remains inanimate, but begins shaking and cracking. The obsidian statue then breaks apart with a spray of fine dust, and from the black rubble emerges an obsidian destroyer. Once the transformation is complete, the destroyer cannot change back to a statue unless it allows a character to reconstruct the wards binding it, which is a crafting task of moderate complexity (DC 15). Shaped like a humanoid torso atop the lower body of a winged, powerfully-built panther, this large construct seems an impressively realistic likeness. Carved out of the dark stone from which it takes its name, an obsidian statue has eerie, green eyes that shine brightly within deep sockets. Undead armies use obsidian statues as figureheads, placing them at the forefront of battle or near strategically important locales, such as armories or headquarters. They inspire awe in the hearts of their enemies, but more importantly they provide useful support to their undead masters. Obsidian statues fight without thought or tactic, using their mystic blasts to pummel those foes close to them. They hate living beings and strike at any living creature that comes within range. Obsidian statues never engage undead in battle unless they are directly threatened by them. Obsidian statues do not speak.

Ogres Ogres as Characters Ogre Traits

Ability Score Increase. Your Strength increases by 2, but your Intelligence decreases by 2. Age. An ogre typically claims adulthood around the age of 35 and can live to be 100 years old. Affiliation. Horde or independent. Ogres are violent and peace-hating creatures, and they usually strive to gain dominion over the lands they live in, or questionably serve those who do rule over the lands. Size. Ogres are much larger than other races. Males average 7 feet tall and 500 pounds, while females are usually a bit shorter and lighter. They

have thick, powerful physiques and brawny frames most suitable for combat. They are large sized. Speed. You have a base walking speed of 40 feet. Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can‘t discern color in darkness, only shades of gray. Natural Armor. Your thick skin deflects oncoming blows. When you aren't wearing armor, your AC is 12 + your Agility modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Languages. You can read and write in Giant and one of the following: Orcish or Low Common.

Subrace. Ogres are either one-headed or twoheaded.

One-Headed Ability Score Increase. Your Strength increases by 1, and your Stamina increases by 2.

Two-Headed Two-headed ogres are markedly more intelligent than their one-headed brothers (though that isn‘t saying much in comparison to other races). Ability Score Increase. You remove the ogre‘s penalty to Intelligence, and you furthermore increase your Intelligence by 1 (total of +1 to your starting Intelligence). Mystic Aptitude. Having two heads has an advantage when studying magic. Due to sharing memories and techniques between two heads, you gain the Mystic Blast feat for free whenever you gain at least one caster level. Two Heads. The ogre has advantage on Spirit (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Ogre Tribesman Large giant, chaotic evil Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) 117

Speed 40 ft. STR AGI STA INT SPI CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) Senses passive Perception 8 Languages Giant, Orcish Challenge 2 (450 XP) ACTIONS Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ogre Mage Large giant, chaotic evil Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Mana Points 20 (15 + 2 + 3) Speed 40 ft. STR AGI STA INT SPI CHA 19 (+4) 8 (-1) 16 (+3) 15 (+2) 11 (+0) 7 (-2) Skills +5 Arcana, +5 Religion Senses Passive Perception 10 Languages Giant, Orcish Challenge 3 (700 XP) Traits Two Heads. The ogre has advantage on Spirit (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Spellcasting. The ogre magi is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ogre magus has the following spells (7) prepared from the mage spell list: Cantrips (0 mana): fire bolt (2d10), create bonfire, mold earth 1st level (4 mana): Burning hands, elemental armor (fire), explosion 2nd level (5 mana): enlarge/reduce, ray of enfeeblement 3rd level (6 mana): haste, glyph of warding ACTIONS Multiattack. The ogre magi can attack twice with any combination of a greatclub attack or a Mystic Blast attack.

Greatclub. Melee Weapon Attack: +6 to Hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Mystic Blast. Ranged Spell Attack: +6 to Hit, range 30/120 ft., one target. Hit: 10 (3d6) fire damage. This requires at least 1 mana in reserve for each d6. Ogre mage (aka ogre-magi or ogre magus) are smarter, spellcasting versions of ogres. Ogre magi came into existence in the Second War, when the orc warlock Gul'dan carved up the elven Runestone at Caer Darrow and used its mystic powers to imbue Ogre enforcers with the ability and intelligence to cast spells. Following the Second War Ogre magi have become alot more common. It is speculated that they can breed to produce their own kind (confirmed by Torkus and his many sons), while others think that some ogre magi — or darker forces — have developed a way to create more of them. Whatever the case, though ogre magi don‘t appear in the numbers they did in the Second War, they are still a part of Azeroth. Because of their intelligence, and the fact that they often desire to search for arcane knowledge to enhance their spellcasting abilities, ogre magi are more likely to adventure than other ogres. Many remain with their own kind and have become advisors to the chieftains of their tribes or leaders in their own right. Their spells, combined with their physical might, make them self-sufficient. Adventuring ogre magi are uncommon, and meet with stares or violence in civilized towns, but they possess the smarts necessary to talk their way out of many volatile situations. Ogre magi allied with the Stonemaul clan are welcome in any Horde settlement, but the Alliance views all ogres as savages and enemies.

Orc Blademaster Hero "I hear and obey!" Medium humanoid (orc), chaotic neutral Armor Class 17 (unarmored plus bracers) Hit Points 82 (11d10 + 22) Speed 30 ft. STR AGI STA INT SPI CHA 118

19 (+4) 16 (+3) 15 (+2) 13 (+1) 11 (+0) 10 (+0) Saving Throws Str +7, Sta +5 Skills Athletics +7, Intimidation +3, Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Orcish Challenge 7 (2,900 XP) Traits Warrior Talents. The blademaster has the following warrior talents.  Bladestorm  Rage  Wind Walk  Brutal Critical Second Wind (1/rest). Can spend a bonus action to regain 1d10 + 11 hit points. ACTIONS Multiattack. The blademaster makes three greatsword attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage (rerolls the dice if it results with a natural 1 or 2). REACTIONS Relentless. This acts as the relentless warrior talent of the same name. Equipment. Bracers of defense.

Orc Demolisher Large construct (vehicle), unaligned Armor Class 9 Hit Points 51 (6d10 + 18) Speed 10 ft. STR AGI STA INT SPI CHA 19 (+4) 8 (-1) 17 (+3) 1 (-5) 3 (-4) 1 (-5) Damage Immunities poison, psychic Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned Senses passive Perception 6 Languages — Challenge 3 (700 XP) Traits Siege Weapon. The demolisher deals double damage to structures, but half to creatures with all its attacks. Fuel (8 max). The demolisher starts out with eight fuel charges, and runs on a clockwork or mechanical engine. It can be active for eight

hours until it needs to be recharged. Ten minutes of winding the mechanism's interior provide one charge for it. ACTIONS Ram. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 8 (2d8 + 4) bludgeoning damage. Catapult. Ranged Siege Attack: +2 to hit, range 100/600 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage. All targets within 5 feet of the initial target take 6 points of bludgeoning damage from impact. This damage is halved on a successful Agility saving throw, DC 14.

Orc Grunt ―Time to die!‖ Medium humanoid (orc), chaotic neutral Hit Points 37 (5d10 + 10) Armor Class 16 (breastplate) Speed 30 ft. STR AGI STA INT SPI CHA 17 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0) Saving throws Str +5, Sta +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Orcish Challenge 2 (450 XP) Traits Warrior Talents. The orc grunt has the following warrior talents.  Aggressive  Shout (battle) ACTIONS Battleaxe. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) if used with both hands. Handaxe. Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. REACTIONS Relentless. This acts as the relentless warrior talent of the same name. Those orcs who distinguish themselves enough in the arts of war to be trained as grunts epitomize the merciless spirit of the Horde. Equipped with 119

mighty axes and battle-worn armor, they are prepared to fight to the death. Devoted to the Horde and to their clans, the grunt lusts for battle — wanting nothing more than to wade into the field of carnage and die a bloody death surrounded by the bodies of his fallen enemies.

Orc Kodo Rider ―Here comes the beast again…‖ Medium humanoid (orc), chaotic neutral Armor Class 14 (heavy leather) Hit Points 45 (6d10 + 12) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) Senses darkvision 60 ft., passive Perception 10 Languages Orcish, Low Common Challenge 2 (450 XP) Traits Drums (2/rest). The kodo rider can cast the abandonment aura spell (as a 2nd level spell). ACTIONS Drum-Axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. REACTIONS Relentless. This acts as the relentless warrior talent of the same name. Kodo riders ride on the backs of great kodo beasts, using their drums to empower their allies. The colossal kodo beasts of the Kalimdor plains proved to be valued allies of the Orcish Horde. The mighty beasts were charged with carrying the Orcs' pounding war drums into battle. The huge kodos, serving as symbols of Orcish might and valor, also use their enormous size and strength to aid the Orcs in battle.

Orc Peon ―Okie dokie.‖ Medium humanoid (orc), chaotic neutral Armor Class 10 Hit Points 11 (2d8 + 2) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

Senses darkvision 60 ft., passive Perception 11 Languages Common, Orcish Skills Mining tools +3 (or any other gathering tool) Challenge 1/4 (25 XP) ACTIONS Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) if used with both hands. Mining Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. REACTIONS Relentless. This acts as the relentless warrior talent of the same name. The label of peon denotes the lowest station amongst those in the Orcish Horde. Inferior in all skills of worth, these dogs are relegated to menial tasks such as harvesting lumber and mining gold. Peons are permanently bent from years of labor. These expressionless orcs trudge in their duty, a large sack slouched over malformed shoulders that are broader than any soldier's. Commonly treated with contempt, the wise Horde chief knows that without these sturdy little guys, the Horde war machine would grind to a halt. They are nearly worthless in combat, which is why they prefer to hide in burrows and throw spears out the windows, if it comes to that. Downtrodden, the orc peons slave thanklessly to please their overseers. While it is rare, it is possible for a peon of certain clans to rise from the dregs to attain a new rank, like that of Overseer.

Orc Raider ―Ready for battle!‖ Armor Class 14 (heavy leather) Hit Points 45 (6d10 + 12) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) Senses darkvision 60 ft., passive Perception 10 Languages Orcish, Low Common Challenge 2 (450 XP) 120

Traits Net Expert. The raider‘s range with a net becomes 20/60, and can use Strength to determine attack bonus as a thrown weapon. The DC to escape the net is 15 instead of 10, and the hit points it take to cut off the net is 20 instead of 5. ACTIONS Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Net. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: Target is restrained, DC 15 to escape. REACTIONS Relentless. This acts as the relentless warrior talent of the same name. Raiders (or wolf riders) are traditionally wolfriding warriors of the Horde and the orcish clans. Some orc raiders are capable of fighting on foot as well, supported by their wolf companions. Many other races and organizations raid for plunder but are not to be considered in the same way than in orcish culture. The orc raider usually has six nets.

Raider’s Dire Wolf Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (Sd10 + 10) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Traits Keen Hearing and Smell. The wolf has advantage on Spirit (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. A rider counts as an ally for this purpose. ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Hit: 10 (3d6) fire damage. This requires at least 1 mana in reserve for each d6. REACTIONS Relentless. This acts as the relentless warrior talent of the same name.

Orc Shaman

Ozumat

―Storm, earth, and fire – heed my call!‖ Medium humanoid (orc), chaotic neutral Armor Class 13 (heavy leather) Hit Points 32 (5d8 + 10) Mana Points 22 (17 + 2 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 13 (+1) 8 (-1) 14 (+2) 13 (+1) 17 (+3) 13 (+1) Skills Medicine +7, Intimidation +3, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Kalimag, Orcish Challenge 3 (700 XP) Traits Shamanistic Art (Elemental). The shaman can change any elemental damage from and to the following from its original type (cold, lightning, fire, thunder). Furthermore, the shaman is immune to the hostile effects of weather, and can predict it with 50% accuracy with an action. Channel Elements (2/rest). The shaman can channel the elements either by turning them, releasing them, or can spend one use to deal maximum energy damage instead. Spellcasting. The shaman is a 6th level spellcaster. Its spellcasting ability is Spirit (spell save DC 13, +5 to hit with spell attacks). The orc shaman has the following spells (9) prepared from the shaman spell list: Cantrips (0 mana): invoke elements, shocking bolt 1st level (4 mana): conjure elemental (minor fire), lightning orb, elemental shock, fog cloud 2nd level (5 mana): totemic recall, earth shield, gust of wind 3rd level (6 mana): bloodlust, chain lightning (lightning bolt) ACTIONS Orc Battle Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Mystic Blast. Ranged Spell Attack: +5 to hit, range 30 ft., one target.

Gargantuan monstrosity (titan), chaotic evil Armor Class 18 (natural armor) Hit Points 472 (27d20 + 189) Speed 20 ft., swim 60 ft. STR AGI STA INT SPI CHA 30 (+10)11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5) Saving Throws Str +18, Agi +8, Sta +15, Int +14, Spi +12 Damage Resistances psychic, shadow Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened, paralyzed Senses truesight 120 ft., passive Perception 14 Languages understands Shath‘Yar and Kalimag but can't speak, telepathy 120 ft. Challenge 23 (50,000 XP) Amphibious. Ozumat can breathe air and water. Freedom of Movement. Ozumat ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. Ozumat deals double damage to objects and structures. ACTIONS Multiattack. Ozumat makes three tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Ozumat, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Ozumat, and it takes 42 (12d6) acid damage at the start of each of Ozumat‘s turns. If Ozumat takes 50 damage or more on a single turn from a creature inside it, he must succeed on a DC 25 Stamina saving throw at the end of

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that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ozumat. If Ozumat dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Ozumat has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by Ozumat is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Agility saving throw or take the same damage and be knocked prone. Lightning Storm. Ozumat magically creates three bolts of lightning, each of which can strike a target Ozumat can see within 120 feet of it. A target must make a DC 23 Agility saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Ozumat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ozumat regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. Ozumat makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). Ozumat uses Lightning Storm. Ink Cloud (Costs 3 Actions). While underwater, Ozumat expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Ozumat. Each creature other than Ozumat that ends its turn there must succeed on a DC 23 Stamina saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses 122

the cloud, which otherwise disappears at the end of Ozumat‘s next turn. Ozumat’s Lair Ozumat, as all his offspring, lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. Lair Actions On initiative count 20 (losing initiative ties), Ozumat takes a lair action to cause one of the following magical effects: 





A strong current runs through Ozumat‘s lair. Each creature within 60 feet of him must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away. On a success, the creature is pushed 10 feet away from Ozumat. Creatures in the water within 60 feet of Ozumat have vulnerability to lightning damage until initiative count 20 on the next round. The water in Ozumat‘s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Stamina saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Regional Effects The region containing Ozumat‘s lair is warped by the creature's blasphemous presence, creating the following magical effects: 





Ozumat can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5). Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Ozumat and aggressive toward intruders in the area.

When Ozumat dies, all of these regional effects fade immediately. Tales of the monstrous kraken that terrorize Azeroth's high seas were once relegated to myths of superstitious Kul‘tiran sailors... but no longer. By some ill means, the naga have bent Ozumat the patriarch of all kraken - to their will and unleashed him against Neptulon and his followers.

P Pit Lord (Annihilan) Introduction The pit lords are usually nothing more than butchers: brutal killers, occasional torturers, and hunters that prefer intelligent prey. They are engines of hate and flame, bred for only one purpose: to destroy everything in their path. Occasionally, one rises above all others and becomes a leader of the Legion's armies. When reproached by mortal paladins or hacked at by heroes defending their towns, the pit lords smile ever more widely. Gore, screams, and suffering prove to them their victory, and the horror and anger of those mortals capable of opposing them serve as the Pit lords have a humanoid head, arms, and torso, although the head has far too many teeth. (More grow continuously, forming a forest of ivory needles in the pit lord's mouth.) Their waist attaches seamlessly to a headless equine body plated with a flexible, multipart carapace, typically with four to six trunk-thick lizard legs in a deep purple body. Born from sheer hatred of the Nether, the Annihilan are a powerful species of demons recruited by Archimonde the Defiler to serve the Burning Legion. Their leader was Mannoroth the 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 sprouting from their backs. Their mouths are filled with rows of teeth, their eyes light with felfire, and their tongues are studded with fangs. 123

Although their massive girth makes them look sedentary, they move at relatively high speed despite their massive stature. Born from sheer hatred of the Nether, the Annihilan are a powerful species of demons recruited by Archimonde the Defiler to serve the Burning Legion. Their leader was Mannoroth the 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 sprouting from their backs. Their mouths are filled with rows of teeth, their eyes light with felfire, and their tongues are studded with fangs. Although their massive girth makes them look sedentary, they move at relatively high speed despite their massive stature.

Pit Lord Hero Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 126 (12d10 + 60) Mana Points 26 (18 + 3 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 22 (+6) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) Saving Throws Agi +4, Sta +8, Spi + 5 Damage Resistances cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., truesight 30 ft., passive Perception 12 Languages Eredun, telepathy 30 ft. Challenge 7 (2,900 XP) Traits Howl of Terror. As an action, the pit lord may howl, forcing any creature within 30 ft. to make a DC 15 Spirit saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit lord‘s howl for the next 24 hours. Chaos Weapons. The pit lord‘s weapon attacks are magical.

Demonic Doom. Roll as intervention, roll 1d20. 11 or higher casts demonic doom. Innate Spellcasting. The pit fiend is an 18th level spellcaster. The pit fiend's spellcasting ability is Charisma (spell save DC 15, +7 to spell attacks). The pit fiend can innately cast the following spells, requiring no material components: 1st level: detect magic 3rd level: dispel magic, rain of fire 5th level: conjure fiend (felguard) ACTIONS Multiattack. The pit fiend makes two attacks with its two-bladed sword. With a bonus action, it may attack again with its two-bladed sword, or use its Doom Stomp ability. Alternatively, it may cleave with its two-bladed sword, dealing damage to a 15-foot-radius halfcircle (180-degree sphere), in the direction of its choice to sweep. Creatures in the area take damage as if hit with the two-bladed sword, with a DC 17 Agility check to half. This costs two attacks. Fel Blade (Two-Bladed Sword). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) damage. Half the damage is fire, and the other half is fel. Doom Stomp (3/rest). As a bonus action, the pit lord stomps the ground with a hoof, creating a shockwave. All creatures fifteen feet away from them must perform a Agility saving throw with a DC of 17 or be knocked prone, and take 10 (3d6) points of bludgeoning damage. REACTIONS Death Throes. When the pit lord dies, it explodes, and each creature within 30 feet of it must make a DC 16 Agility saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the pit lord's weapons. Equipment. Great fel blade The pit lords are usually nothing more than butchers: brutal killers, occasional torturers, and hunters that prefer intelligent prey. They are engines of hate and flame, bred for only one 124

purpose: to destroy everything in their path. Occasionally, one rises above all others and becomes a leader of the Legion's armies. When reproached by mortal paladins or hacked at by heroes defending their towns, the pit lords smile ever more widely. Gore, screams, and suffering prove to them their victory, and the horror and anger of those mortals capable of opposing them serve as the Pit lords have a humanoid head, arms, and torso, although the head has far too many teeth. (More grow continuously, forming a forest of ivory needles in the pit lord's mouth.) Their waist attaches seamlessly to a headless equine body plated with a flexible, multipart carapace, typically with four to six trunk-thick lizard legs in a deep purple body.

Pit Lord Primordial Huge fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 324 (24d12 + 168) Mana Points 35 (20 + 6 + 9) Speed 30 ft. STR AGI STA INT SPI CHA 26 (+8) 14 (+2) 24 (+7) 20 (+5) 18 (+4) 20 (+6) Saving Throws Agi +8, Sta +13, Spi +10 Damage Resistances cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft. truesight 120 ft., passive Perception 14 Languages Eredun, telepathy 120 ft. Challenge 20 (25,000 XP) Traits Howl of Terror. As an action, the primordial may howl, forcing any creature within 30 ft. to make a DC 20 Spirit saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit lord‘s howl for the next 24 hours. Chaos Weapons. The primordial‘s weapon attacks are magical. Innate Spellcasting. The primordial is an 18th level spellcaster. The primordial‘s spellcasting ability is Charisma (spell save DC 20). The

primordial can innately cast the following spells, requiring no material components: 1st level (0 mana): detect magic 3rd level (2 mana): dispel magic, rain of fire 7th level (7 mana): conjure fiend (felguards) 9th level (9 mana): demonic doom, gate ACTIONS Multiattack. The primordial makes two attacks with its two-bladed sword. With a bonus action, it may attack again with its two-bladed sword, or use its Doom Stomp ability. Alternatively, it may cleave with its two-bladed sword, dealing damage to a 15-foot-radius halfcircle (180-degree sphere), in the direction of its choice to sweep. Creatures in the area take damage as if hit with the two-bladed sword, with a DC 22 Agility check to half. This costs two attacks. Two-Bladed Sword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 7 (2d6) damage. Half the damage is fire, and the other half is fel. Doom Stomp (6/rest). As a bonus action, the pit lord stomps the ground with a hoof, creating a shockwave. All creatures fifteen feet away from them must perform a Agility saving throw, DC 22 or be knocked prone, and take 10 (3d6) points of bludgeoning damage. REACTIONS Death Throes. When the pit lord dies, it explodes, and each creature within 30 feet of it must make a DC 21 Agility saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the pit lord's weapons. The primordial pit lord represents powerful and ancient Annihilan such as Mannoroth, Demon King of Pit Lords, or Lord Magtheridon and others of Mannoroth‘s lieutenants.

Q Quilbeast Medium beast, neutral 125

Armor Class 14 (Natural Armor) Hit Points 32 (5d8 + 10) Speed 30 ft. STR AGI STA INT SPI CHA 15 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Traits Charge. If the quilboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Relentless (1/rest). If the quilbeast drops to 0 hit points and doesn‘t die outright, they can make a DC 10 Stamina saving throw. If they succeed, they drop to 1 hit point instead. ACTIONS Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage. Needles. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (2d4 + 2) piercing damage. The needles can only be launched up to 5 times per long rest. Quilbeasts share a powerful affinity with Quilboars, leading some quilboars to believe they are infused with the rage and strength of the boar-like demigod Agamaggan, while they are infused with his wisdom and intellect.

Quilboar Introduction Quilboar (also spelled quillboar) are a race of humanoids native to the continent of Kalimdor. They have long since battled for the rights of their lands against the orcs since their immigration from the Eastern Kingdoms. Many people simply call them "boar-men" or "pig-men". Quilboar are primitive, resilient, fearless creatures who inhabit the central Barrens of Kalimdor in the labyrinthine maze of thorns called Razorfen Downs. After the War of the Ancients and the subsequent Sundering of the world, the quilboars' surroundings became increasingly

hostile. Forced to fight for food and precious land against both tauren and centaur, they developed into aggressive and efficient warriors over ten thousand years.

Quilboar Geomancer Medium monstrosity, neutral Armor Class 14 (Natural Armor) Hit Points 22 (4d8 + 4) Mana Points 17 (14 + 2 + 1) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 6 (-2) Senses passive Perception 9 Languages Common, Low Common Challenge 1 (200 XP) Traits Boar Brothers (2/long rest). If the geomancer is within 30 feet of a quilboar who died in the last minute, it may invoke power to add its power to its own. This costs an action or bonus action, and restores mana to the geomancer as if they rested for 1 hour. If used during a short rest, the communion of spirits allows the geomancer to regain mana as if they rested for 2 hours instead. Relentless (1/rest). If the quilboar drops to 0 hit points and doesn‘t die outright, they can make a DC 10 Stamina saving throw. If they succeed, they drop to 1 hit point instead. Spellcasting. The geomancer is a 1st level spellcaster. Its spellcasting ability is Spirit (spell save DC 12, +4 to hit with spell attacks). The geomancer has the following spells (3) prepared from the shaman spell list: Cantrips (1 mana): fire bolt, invoke elements 1st level (5 mana): conjure spirit (spirit boars), healing ward, riptide ACTIONS Waraxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Needles. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The needles can only be launched up to 4 times per long rest. REACTIONS Sharp Spines. When attacked by a target within 5 feet of the quilboar, the quilboar may make a 126

needle attack against their attacker, but may not add their ability modifier to damage.

Quilboar Packmaster Large monstrosity, neutral Armor Class 16 (Natural Armor) Hit Points 45 (7d10 + 7) Speed 30 ft. STR AGI STA INT SPI CHA 17 (+3) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 6 (-2) Senses passive Perception 10 Languages Common, Low Common Challenge 2 (450 XP) Traits Blood of Agamaggan (2/proficiency, long rest). The packmaster may cast the Berserker Rage spell on himself as a bonus action. The packmaster does not gain a level of exhaustion at the end. This rage continues until the packmaster ends it with a bonus action, or until the rage ends early (as described in the spell). Relentless (2/rest). If the quilboar drops to 0 hit points and doesn‘t die outright, they can make a DC 10 Stamina saving throw. If they succeed, they drop to 1 hit point instead. ACTIONS Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) bludgeoning damage. Needles. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage. The needles can only be launched up to 5 times per long rest. REACTIONS Sharp Spines. When attacked by a target within 5 feet of the quilboar, the quilboar may make a needle attack against their attacker, but may not add their ability modifier to damage.

Quilboar Raider Medium monstrosity, neutral Armor Class 14 (Natural Armor) Hit Points 16 (3d8 + 3) Speed 30 ft. STR AGI STA INT SPI 11 (+0) 14 (+2) 12 (+1) 7 (-2) 9 (-1) Senses passive Perception 9 Languages Common, Low Common

CHA 6 (-2)

Challenge 1/2 (100 XP) Traits Relentless (1/rest). If the raider drops to 0 hit points and doesn‘t die outright, they can make a DC 10 Stamina saving throw. If they succeed, it drops to 1 hit point instead. ACTIONS Waraxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Needles. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The needles can only be launched up to 4 times per long rest. REACTIONS Sharp Spines. When attacked by a target within 5 feet of the quilboar, the quilboar may make a needle attack against their attacker, but may not add their ability modifier to damage.

R Revenant Medium elemental, neutral Armor Class 16 (scale armor) Hit Points 109 (14d8 + 46) Speed 0 ft., fly 30 ft. (hover, cannot rise more than 5 feet from a solid surface) STR AGI STA INT SPI CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4) Saving Throws Str +7, Con +7, Wis +6, Cha +7 Damage Resistances psychic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 13 Languages Common, Kalimag Challenge 5 (1,800 XP) Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes arcane damage, or damage that it is vulnerable to, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Turn Immunity. The revenant is immune to effects that turn undead. ACTIONS 127

Multiattack. The revenant makes two fist attacks. Heavy Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Seemingly humanoid, this creature is a suit of armor that rides on a ball of elemental energy rather than walking on two feet. The creature wears flowing robes under scale armor, and carries a heavy mace and large shield emblazoned with a single eyeball. The eye sockets of the creature's metallic helm shines with a menacing light. Revenants are usually independent, and dislike being commanded. They often take up strange tasks, such as guarding old relics or questing for strange unknowable reasons. Variant Revenants Each revenant gains different powers depending on its motor elemental power. Cold revenants shine blue, death revenants glow green, while fire and lightning glow red and yellow, respectively. COLD REVENANT Damage Vulnerabilities fire Damage Resistances cold Traits Cold Aura. At the start of each of the revenant‘s turns, each creature within 5 feet of it takes 3 (1d6) cold damage. A creature that touches the revenant or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. Cold Magic (1/rest). The revenant can cast the one of the following spells. Once one of these spells is cast, it cannot cast it again until after a short rest. The spell levels are cast as if 3rd level.  Blizzard  Elemental tongue (cold) ACTIONS Frozen Blows. The revenant deals 7 (2d6) extra points of cold damage with its melee attacks. ICE REVENANTS Ice revenants live further in the north than cold revenants. They are immune to cold damage instead, but are also vulnerable to acid damage. Replace blizzard under Cold Magic with frost nova

DEATH REVENANT Damage Vulnerabilities holy Damage Resistances shadow Traits Deathlike Presence. The death revenant is treated as if an undead for the purposes of healing. Create Spawn. A humanoid slain by the revenant and then buried in the ground where it haunts rises the following night as an undead (gaining the skeletal or zombie template) under the revenant's control. Death Magic (1/rest). The revenant can cast the one of the following spells. Once one of these spells is cast, it cannot cast it again until after a short rest. The spell levels are cast as if 3rd level.  Animate undead (skeletons)  Death coil ACTIONS Shadowy Blows. The revenant deals 7 (2d6) extra points of shadow damage with its melee attacks. FIRE REVENANT Damage Vulnerabilities cold Damage Resistances fire Traits Fire Aura. At the start of each of the revenant‘s turns, each creature within 5 feet of it takes 3 (1d6) fire damage. A creature that touches the revenant or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Fire Magic (1/rest). The revenant can cast the one of the following spells. Once one of these spells is cast, it cannot cast it again until after a short rest. The spell levels are cast as if 3rd level.  Elemental tongue (fire)  Rain of fire ACTIONS Fiery Blows. The revenant deals 7 (2d6) extra points of fire damage with its melee attacks. LIGHTNING REVENANT Damage Vulnerabilities acid Damage Resistances lightning, thunder Traits Lightning Magic (1/rest). The revenant can cast the one of the following spells. Once one of these 128

spells is cast, it cannot cast it again until after a short rest. The spell levels are cast as if 3rd level.  Elemental shock (lightning)  Elemental tongue (lightning)  Lightning bolt ACTIONS Shocking Blows. The revenant deals 7 (2d6) extra points of lightning damage with its melee attacks.

Rip Tire Small construct, unaligned Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft., climb 10 ft. STR AGI STA INT SPI CHA 4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) Damage Immunities Poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 1/4 (50 XP) Traits Rip Tire. The tip tire can carry and use one explosive mounted on it. When the rip tire explodes (taking the explode action), it deals the explosive‘s damage as well. Repairing the rip tire requires only one-quarter the cost and time to craft and restore to health. Constructed Mind. Mechanized creatures do not have a true mind, but are instead programmed to perform certain actions congruent with those of similar natural creatures. Thus, instead of Animal Handling checks, a creature handling or riding a mechanized animal makes checks with engineer‘s tools. Its new form is immune to all living creature-specific effects. It also consumes 1 charge (energy type determined by the creator) every hour of activity. It may remain latent, and activate on a trigger to save charges. Fuel (8 max). The rip tire starts out with eight fuel charges, and runs on a combustion engine, consuming one vial of phlogiston per hour. ACTIONS Razor Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) slashing damage. Explode. The rip tire explodes, dealing 7 (2d6) concussive damage in a 10-foot-sphere. If mounted with one other explosive, it blows it up as well. Very likely a goblin invention, the rip tire is a device for absolute mayhem. Adopted by tinkers employed with goblin cartels to perform spectacular assassinations and industrial sabotage, the rip tire is a nightmare to those who are hiding under fortifications and hear its vicious engine running. Rip tires require remotes to detonate at the desired point, or otherwise need simple programming on where to head before exploding. After exploding, a rip tire ends with 0 hit points, and can usually be restored to health as per other constructs. A rip tire costs 20 crafting points (engineering) to construct as a construct of challenge 1/2 (or 500 gp). It has a malfunction rating of 1-2. It costs 6 crafting points (150 gp) to craft.

S Saber Cat Also known as Nightsabers or Frostsabers depending on their environment, these large panther-like cats are silent stalkers of the wilds. Raised by night elves to serve as mounts, saber cats are vicious, capricious, and powerful beasts. You may increase the adult saber cat‘s Challenge to 2 by increasing its hit dice by 2, and its Strength and Stamina by two points each. The adolescent saber cat is a saber cat that has not yet been exposed to the great primal powers of Azeroth‘s natural magics. Some saber cats are bestowed great longevity when bonded to night elven riders, such as huntresses and priestesses of the moon, ultimately living for thousands of years with their charges.

Saber Cat, Adolescent Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 19 (3d8 + 6) Speed 50 ft. 129

STR AGI STA INT SPI CHA 15 (+2) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 8 (-2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Traits Pounce. If the saber cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the saber cat can make one bite attack against it as a bonus action. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

Saber Cat, Adult Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 40 ft. STR AGI STA INT SPI CHA 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses Passive Perception 13 Languages — Challenge 1 (200 XP) Traits Silent Stalker. The saber cat has advantage on Spirit (Perception) checks that rely on smell, and Agility (Stealth) checks in dim light or darkness. Pounce. If the saber cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the saber cat can make one bite attack against it as a bonus action. Favored Terrain. The saber cat gains the favored terrain ability, as a 1st level Hunter to its natural environment. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Salamander The salamander is a monstrous reptilian quadruped with a fiery breath weapon, reaching about 40 feet long and weighing close to 4,000 pounds. Salamanders are found nearly exclusively underground, where they make their lairs in vast caverns littered with the charred remains of their victims. They are omnivorous, and while they will graze on mosses native to their caverns, they will also happily eat anything they catch. They are only encountered in pairs during the mating season, when, if anything, they are even more voracious hunters. These subterranean creatures share a common ancestry with kodo beasts, yet they have adapted to life beneath the earth by evolving a number of natural defenses and abilities. They are not the gentle beasts that the kodo are; instead, they are ferocious predators, hunting anything that enters their realm. Troggs and mites worship the massive reptiles.

Salamander, Adult Large beast, unaligned Armor Class 11 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft. STR AGI STA INT SPI CHA 21 (+5) 8 (-1) 15 (+2) 2 (-4) 14 (+2) 6 (-2) Senses passive Perception 12 Damage Resistances fire Languages – Challenge 2 (450 XP) Traits Trampling Charge. If the salamander moves at least 20 feet straight toward a creature and then gores them on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the salamander can make another gore attack or mystic belch against it as a bonus action. ACTIONS Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 130

Hit: 14 (2d8 + 5) bludgeoning damage. Mystic Belch. Ranged Spell Attack: +4 to hit, range 15/60 ft., one target. Hit: 7 (2d6) fire damage. This does not require mana in reserve.

Salamander, Ancient Huge beast, unaligned Armor Class 14 (natural armor) Hit Points 133 (14d12 + 42) Speed 40 ft. STR AGI STA INT SPI CHA 23 (+6) 8 (-1) 17 (+3) 5 (-3) 14 (+2) 6 (-2) Senses passive Perception 12 Damage Resistances fire Languages – Challenge 6 (2,300 XP) Traits Trampling Charge. If the salamander moves at least 20 feet straight toward a creature and then gores them on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the salamander can make another gore attack or mystic belch against it as a bonus action. ACTIONS Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 6) bludgeoning damage. If the salamander ancient uses a bonus action as part of a successful attack (as a strike effect), the damage is doubled. Mystic Belch. Ranged Spell Attack: +5 to hit, range 15/60 ft., one target. Hit: 24 (7d6) fire damage. This does not require mana in reserve.

Lightning Lizard Lightning lizards are cousins to salamanders and share similar powers, save that lightning lizards‘ mystic belches deal lightning damage instead, and they are resistant to lightning damage.

Sasquatch Large giant, chaotic neutral Armor Class 14 (natural armor) Hit Points 51 (6d10 + 18)

Speed 40 ft., climb 20 ft. STR AGI STA INT SPI CHA 18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2) Skills Perception +3, Stealth +3 Damage Resistances cold Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 3 (700 XP) Traits Keen Smell. The sasquatch has advantage on Spirit (Perception) checks that rely on smell. Hidden Giant. The sasquatch has advantage on Agility (Stealth) checks made to hide in hills, forests, and mountainous terrain, as well as snowy terrain. ACTIONS Multiattack. The sasquatch makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Jungle Stalker Jungle stalkers are variant sasquatches who live in tropical jungles and forests instead of hilly and rocky regions. They are similar statistically, except for the following: their resistance to cold is resistance to lightning instead.

Yeti Yetis are variant sasquatches who live in fridged regions. They are similar statistically, except for the following: their AC is 2 points less (Armor Class 12), their resistance to cold is immunity instead, and they have the Fear of Fire trait and the Chilling Gaze action, as described below. Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, it must succeed on a DC 13 Stamina saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target‘s saving throw is successful, or if the 131

effect ends on it, the target is immune to the Chilling Gaze of all yetis (except greater yetis, or wendigo) for 1 hour.

Wendigo (Greater Yeti) Huge monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 115 (10d12 + 50) Speed 40 ft., climb 20 ft. STR AGI STA INT SPI CHA 22 (+6) 13 (+1) 20 (+5) 8 (-1) 15 (+2) 7 (-2) Skills Perception +5, Stealth +3 Damage Immunities cold Senses darkvision 60 ft., passive Perception 15 Languages Giant Challenge 7 (2,900 XP) Traits Fear of Fire. If the wendigo takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell. The wendigo has advantage on Spirit (Perception) checks that rely on smell. Snow Camouflage. The wendigo has advantage on Agility (Stealth) checks made to hide in snowy terrain, and can hide with a bonus action in this terrain. ACTIONS Multiattack. The wendigo can use its Chilling Gaze and makes two claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) cold damage. Chilling Gaze. The wendigo targets one creature it can see within 30 feet of it. If the target can see the wendigo, it must succeed on a DC 16 Stamina saving throw against this magic or take 24 (7d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target‘s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all wendigo for 1 hour.

Satyr Introduction In the War of the Ancients, the Burning Legion‘s taint worked strangely on some night elves,

corrupting them into satyrs. In the years since, other races have also joined their ranks. Satyrs resemble the creatures they once were, but much of the resemblance ends at the physical level. Satyrs are bloodthirsty, depraved individuals who enjoy slicing open their opponents with curved blades and flinging entrails everywhere. Satyrs operate at a faster level than other creatures; whereas night elves (for example) are serene and languid in their speed, satyrs move sharply and talk quickly. They tend to function as if their heart rates and metabolisms operate at two or three times normal speed, which may be precisely the case. Though satyrs are immortal, rumors tell of certain satyrs that apparently ―burn out‖ and die at ages much younger than that of night elves. Satyrs usually ally with demons, and those who do can understand (but typically don‘t speak) Eredun. Any creature can become a satyr, changing its racial abilities appropriately. The method of how the satyr curse function is unknown, but once affected by a character who casts the Bestow Curse cast from a 7th or higher level slot from a spellcaster who studied satyrs (or is one), the creature suffers for 24 hours, before turning into a satyr in a flash of fel light, unless the spell was dispelled beforehand. The moment before transformation allows another saving throw to avoid falling victim to the curse, which has no known cure (other than divine intervention or an effect with similar power).

Satyrs as Characters Satyrs are treated as an elven subrace. Age. A Satyr‘s age is treated as a Night Elf‘s age. Affiliation. Independent. Satyrs are hateful beings that serve the Burning Legion, and have goals that revolve on causing immense pain to the Night Elves and their allies to weaken them for a Legion invasion. Languages. Elven, Eredun Satyr Traits

Ability Score Increase. Your Charisma score increases by 1. Affiliation. Burning Legion or Independent. The satyrs are too far gone to belong to the Alliance, 132

as the Night Elves would often attack on sight, and are most commonly aligned to the Burning Legion. In some rare cases, a satyr may be independent.

Agent of the Legion. You have proficiency with the Stealth and Sleight of Hand skills. Cunning. You gain the Cunning Action Rogue talent Shadowmeld. When you are in dim or dark light, you gain advantage on Stealth checks. Male Names. Zalan, Delmanis, Makron, Zevrim. Female Names. Akhzor, Marigore, Nektis, Zydaxxis Tribe Names. Banebreath, Darkthought, Thornhoof, Vileclaw

Satyr Scout Medium monstrosity, chaotic evil Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 15 (+2) 12 (+1) 12 (+1) 8 (-1) 14 (+2) Skills Deception +4, Perception +2, Sleight of Hand +4, Stealth +4, and +4 to all checks to identify spells and magic lore Senses darkvision 60 ft. passive Perception 16 Languages Common, Elven Challenge 1/2 (100 XP) Traits Cunning. On each of its turns, the satyr can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The satyr deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the satyr that isn‘t incapacitated and the satyr doesn‘t have disadvantage on the attack roll. Shadowmeld. When you are in dim or dark light, you gain advantage on Stealth checks. ACTIONS Multiattack. The satyr makes two claw attacks or one shortbow attack. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 4 (1d4 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Satyr Dreadbringer Medium monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Mana Points 26 (19 + 3 + 4) Speed 30 ft. STR AGI STA INT SPI CHA 15 (+2) 21 (+6) 16 (+3) 13 (+1) 12 (+1) 19 (+4) Skills Deception +7, Perception +4, Sleight of Hand +9, Stealth +9, and +6 to all checks to identify spells and magic lore Damage Resistances fel, shadow; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft. passive Perception 14 Languages Common, Elven Challenge 6 (2,300 XP) Traits Cunning. On each of its turns, the satyr can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The satyr deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the satyr that isn‘t incapacitated and the satyr doesn‘t have disadvantage on the attack roll. Shadowmeld. When you are in dim or dark light, you gain advantage on Stealth checks. Spellcasting. The satyr is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The satyr has the following spells (11) prepared from the priest spell list: Cantrips (0 mana): thaumaturgy, toll the dead, vicious mockery 1st level (3 mana): animate undead (zombies), death coil, mind blast 2nd level (5 mana): aid, mana burn, shadow word pain, unholy frenzy 3rd level (6 mana): enemies abound, mind flay, power word shield 4th level (7 mana): drain life ACTIONS 133

Multiattack. The satyr makes two weapon attacks. Claw. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. Shadow Blast. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 20 (8d4) shadow damage.

Scourge Death Knight Hero "Let terror reign!" Medium undead (human), lawful evil Armor Class 19 (plate) Hit Points 82 (11d10 + 22) Mana Points 21 (15 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 11 (+0) 15 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Sta +6, Cha +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Necril Challenge 7 (2,900 XP) Traits Runic Strike. The death knight can expend mana (equal to any spell he has access) to add 2d8 shadow damage to a successful attack. For each spell level above 1, he adds 1d8. The damage increases by 1d8 if the target is a celestial or a follower of the Holy Light (or if not a follower, one who merely uses it). Corrupting Touch. As an action, the death knight can cause unholy wounds. For every mana point the death knight spends, they heal 3 hit points. Amount you heal is instead treated as shadow damage for undead and fiends (in which case, this requires a melee spell attack). Excess hit points are lost. When performing Corrupting Touch on himself, this is instead a bonus action. Alternatively, the death knight can expend the mana to inflict one disease or one poison of your choice. Each disease or poison requires spending mana points equal to one-quarter the saving throw DC of the poison or disease. The death knight may inflict multiple diseases or poisons this way. The death knight can choose be a carrier to up to three separate poisons or diseases on your person. The death knight needs previous exposure to a poison or disease to be a carrier.

This feature has no effect on constructs. The death knight carries the blinding sickness, crypt fever, and the undead plague diseases. Spellcasting. The death knight is a 5th level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +5 to hit with spell attacks). The death knight has the following spells (7) prepared from the death knight spell list: 1st level (4 mana): animate undead (skeletons), death coil, death pact, abandonment aura (free) 2nd level (5 mana): find steed, rune array (vampiric), necrotic aura (free) 3rd level (6 mana): death grip (telekinesis), unholy aura ACTIONS Multiattack. The death knight makes two melee attacks. Runic Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Equipment. Runeblade (rare greater attunement weapon, has +2 to attack and damage with the magic weapon)

Death Knight’s Warhorse Large undead, lawful evil Armor Class 12 (armor) Hit Points 30 (4d10 + 8) Speed 60 ft. STR AGI STA INT SPI CHA 18 (+4) 12 (+1) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Saving Throws Sta +4, Spi +3 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1 (200 XP) Traits Dark Bond. The skeletal horse is bound (as the Bind Undead spell) to the death knight. Trampling Charge. If the skeletal horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the skeletal horse can take a bonus action to make another attack with its hooves against the target. 134

Undead Nature. An undead does not need to eat, drink, sleep, or breathe. ACTIONS Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Scourge Gargoyle Medium monstrosity, lawful evil Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 10 ft., fly 60 ft. STR AGI STA INT SPI CHA 15 (+2) 11 (+0) 16 (+3) 6 (- 2) 11 (+0) 7 (- 2) Damage Resistances Fel, bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages – Challenge 2 (450 XP) Traits False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Spell Resistance. The gargoyle has advantage to any saving throw versus spells that targets it, except Flesh to Stone (which drops it from the sky if it is flying) and Stone to Flesh (which suppresses its stone form ability, and prevents it from entering the state for 24 hours). Statue Form. The gargoyle may turn into a statue at will. During this form, the gargoyle cannot fly, and gains resistance to all energy damage. The gargoyle may not fly, move, attack, or perform any action in statue form. While in this form, the gargoyle may rest, doubling its benefit from hit dice. It takes one round to enter and leave Statue form. ACTIONS Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Gargoyles are among the most vicious and violent of creatures in all Azeroth. They are a bloodthirsty, sadistic, and frighteningly destructive race. Gargoyles aren‘t undead creatures, nor are they necessarily allies of the Lich King. The Lich King, however, calls upon the many gargoyles of Northrend as his allies. All gargoyles have rough crystalline hides that are resistant to many attacks. Also, they can land when needed and convert their hides into a stone-like substance. They cannot attack in this state, but they may heal more effectively during this state. Despite their humanoid appearance, gargoyles are not sentient.

Scourge Ghoul ―Must feed.‖ Medium undead, lawful evil Armor Class 15 (natural armor) Hit Points 27 (6d8) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 8 (-1) Damage Resistances shadow Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP) Traits Berserker Rage (2/long rest). The ghoul can rage as a 1st warrior with the talent of the same name. Cannibalize. The ghoul can consume the corpse of any natural creature. Eating a creature takes a minute, allowing the ghoul to expend hit dice to restore hit points. A natural creature may be cannibalized once before their corpse becomes unusable. ACTIONS Multiattack. The ghoul may bite once, or attack twice with its claws as an action. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 135

Hit: 6 (1d6 + 3) piercing damage. When the ghoul bites a living creature, it regains 1 hit point. This cannot exceed its total hit points. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Ghouls act as the shock troops for the Scourge. These lumbering, rotting corpses were once innocent townsfolk who have made the final transition into true undeath. Ghouls have great stamina and revel in combat with living beings. Ghouls are ravenous cannibals who can replenish their health by devouring the flesh of fallen warriors, friend and foe alike. Ghouls are the main forces of the undead Scourge. They are vicious creatures, retaining little of their humanity. The plague has torn away most of their memories, leaving only hunger and basic survival instincts in their place. Ghouls are feral and animalistic and are often considered to be the lowest form of undead. While generally humanoid in appearance, a ghoul is easy to recognize on the battlefield by its pallor, hunched-over posture, and feral face.

Scourge Lich Hero ―Dead man walking!‖ Medium undead, lawful evil Armor Class 14 (natural armor) Hit Points 55 (10d6 + 20) Mana Points 26 (18 + 3 + 5) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 11 (+0) 14 (+2) 18 (+4) 15 (+2) 11 (+0) Saving Throws Int +7, Spi +5 Skills Arcana +7, History +7, Intimidation +4 Damage Resistances shadow Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Elven, Necril Challenge 7 (2,900 XP) Traits Cold Aura (3 mana). The lich can manifest an aura of frost around him as an action. At the start of each of the lich‘s turns, each creature within 5 feet of it takes 3 (1d6) cold damage. A creature

that touches the lich or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. This effect does not require concentration, and remains for 1 hour. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting. The lich is a 10th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lich has the following spells (14) prepared from the mage spell list: Cantrips (0 mana): mage hand, frost bolt, chill touch 1st level (2 mana): animate undead (zombies), arcane armor, elemental armor (frost), death pact, death coil 2nd level (3 mana): blink step 3rd level (5 mana): counterspell, fly, frost nova, telekinesis 4th level (6 mana): blight, teleport 5th level (7 mana): death and decay, mind freeze ACTIONS Chains of the Undying Mage. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Frostbolt Volley (Recharge on 5-6). The lich can release three frost bolts at any number of enemies within range of the cantrip, or focus them on one target. Equipment. Chains of the Undying Mage Liches are among the most powerful spellcasters and allies of the Scourge, serving their master with evil intent and great power. Often, they command armies as generals, surrogates for the Lich King himself. They are deeply entwined with the cold power of the grave. As a rule, these creatures are power-hungry, devious, and vicious. They utilize their great intellect and dark powers not only to serve the Lich King, but also to defeat each other in subtle political machinations, gaining strength and renown from each opponent‘s death. A lich resembles a skeleton with a chill blue glow emanating from within its bones. Liches often dress in flowing robes. Instead of walking on the 136

ground as mortals do, liches float above it on frosty mist, which manifests when they fly and have their cold aura active.

Scourge Necromancer ―The shadows beckon.‖ Medium humanoid (human), lawful evil Armor Class 10 Hit Points 27 (6d6 + 6) Mana Points 23 (17 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 11 (+0) 11 (+0) 13 (+1) 17 (+3) 14 (+1) 14 (+2) Skills Arcana +7, Deception +4, Religion +4 Senses passive Perception 14 Languages Common, any other of his choice Challenge 3 (700 XP) Traits Grim Harvest. Once per turn when, when the necromancer kill one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell‘s level, or three times its level if the spell belongs to the School of Necromancy. The necromancer does not gain this benefit for killing constructs or undead. Undead Thralls. When the necromancer casts animate undead, he can create one additional creature of a lower CR than the one he summoned. The necromancer also adds +6 hit points to each undead he raises, and grants +3 to all damage rolls they make. Spellcasting. The necromancer is a 6th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). The necromancer can prepare the following spells (9) prepared from the mage spell list. Cantrips (0 mana): chill touch, frostbolt 1st level (4 mana): animate undead (zombies) death coil, false life, ray of sickness 2nd level (5 mana): bind undead, ray of enfeeblement, unholy frenzy 3rd level (6 mana): slow ACTIONS Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, plus 3 (1d6) shadow damage.

Although retaining their humanity after making a pact with death, necromancers became the most terrifying agents of the Scourge. These dark, insidious men were once thought to be aspiring geniuses by the mageocracy of Dalaran. However, their insatiable lust to delve into the secrets of the dark arts drove them to forsake their very souls. Ner‘zhul, the Lich King, granted these malevolent sorcerers true power over the dead in exchange for unwavering loyalty and obedience. The shadowy necromancers have the power to command various types of Undead and even spread the foul undead plague as well.

Scourge Shade ―All shall be revealed.‖ Medium undead, lawful evil Armor Class 10 Hit Points 22 (5d8) Speed 0 ft., fly 40 ft. (hover) STR AGI STA INT SPI CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Skills Stealth +3 Damage Vulnerabilities holy Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons Damage Immunities cold, shadow, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 2 (450 XP) Traits Incorporeal Movement. The shade can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn in side an object. Link to Conjurer. The shade is linked to whoever conjured or bound it. If its master uses an action, they can utilize the shade‘s senses so long as they are both upon blighted ground (even if the ground itself is unconnected to each end) or within 1 mile. Natural invisibility. The shade is naturally invisible. If it uses its shadow touch ability on a creature that is not incorporeal or otherwise 137

naturally invisible, its invisibility ends until it spends 1 minute in focus. If it took holy damage, it cannot resume its invisibility until it completes a short rest. ACTIONS Shadow Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) shadow damage. Born by casting the essence seal spell (level 2) on acolyte willingly sacrificing himself in the Pit of Sacrifice, and then casting the bind spell (level 2) to maintain link to conjurer. The one maintaining the connection is usually a necromancer of influence in the Scourge, as a Shade is an excellent scout, so long as they don‘t pass a hallowed area or get detected by an Alarm spell.

Shadowfiend Medium aberration (void), neutral evil Armor Class 16 (natural armor) Hit Points 33 (6d8+6) Speed 40 ft. STR AGI STA INT SPI CHA 16 (+3) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 14 (+2) Skills Perception +3, Stealth +4 Damage Resistances psychic, shadow Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages Shath‘Yar Challenge 2 (450 XP) Traits Dark Stalker. The shadowfiend has advantage to Agility (Stealth) checks made in darkness or dim light. Shadow Bond. If the shadowfiend is conjured or bound to a creature, damage it deals is treated as if it was dealt by the creature that conjured or bound it, but only once per round. If the creature that conjured it was a shadow priest, therefore, the shadow priest gains one shadow orb per round if the shadowfiend deals damage. Shadow Well (1/rest). The shadowfiend can use an action to draw darkness closer to it. If it does so, it can extend normal shadows up to 15 feet in any direction, changing the light level to dim or

dark (depending on the ambient light level). The extended shadows remain pinned in place for one minute. This cannot be used in an area of bright light. ACTIONS Multiattack. The shadowfiend makes two claw attacks. It can replace one claw attack with a bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. When the shadowfiend bites a living creature, it regains 1 hit point. This cannot exceed its total hit points. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) psychic damage. Shadowcrawl. The shadowfiend can move up 80 feet and make a single attack. If it moves at least 20 feet and successfully hits a living target, they must succeed on a DC 12 Spirit saving throw or have their speed reduced by half until the beginning of their turn in the next round.

Silithid Introduction The Silithid were created from the qiraji by the Old God C'Thun. The qiraji, in turn were an evolution of the aqir race that had been spawned by the Old Gods in the days of the Black Empire and then forced to hide in Ahn'Qiraj after the Aqir and Troll War. Silithid can range in size from a normal insect to gigantic. Size seems to depend on how long the Silithid are allowed to develop in their egg stage. It appears that size is also directly correlated with colony size. In the wake of the Shattering, a submerged colony of Silithid can be found at the Sunken Dig Site, suggesting they are capable of living underwater for long periods or indefinitely. In addition, a silthid with a protruding brain-type feature, Hive Controller can be found here. Silithid are an unintelligent insectoid race that have grown in strength and power in recent years. They first appeared in the region called Silithus, but have since founded colonies in neighboring 138

areas, usually far from native settlements. They sometimes prove impartial to travelers, but defend their territory ferociously from invaders. Scholars disagree on the origins of the Silithid. Some believe they are an offshoot of the arachnathid, an insect race that mostly dwells in the northern regions of Azeroth. Others believe they are a new race heretofore unknown on Azeroth, possibly having arrived from another world elsewhere in the Twisting Nether, much as the orcs once did. Still others posit that they are servants of the qiraji, and that their presence in Southern Kalimdor is a harbinger of an impending qiraji invasion. To humanoids‘ eyes, Silithid are enormous bugs, most of man-size or larger, with powerful natural weapons at their disposal. They do not seem to use tools, although they do build structures out of natural materials using their bodily secretions. Silithid hives are immense, alien affairs with towering antenna-like spires jutting out of the earth. In the maze of tunnels below, the creatures raise their young, tend to their wounded, manage food storage, and fend off invaders. Most scholars agree that a Silithid begins life by hatching from an egg. At this point the young Silithid is a broodling — a larva yet unspecialized for any role in the hive. Eventually, the broodling encases itself in a cocoon and changes into its new form — a wasp, reaver, swarmer, or possibly some other as-yet unknown type of Silithid. While Silithid haven‘t been a visible part of the world long enough for anyone to accurately gauge their lifespans, some researchers think that after achieving its new form, a common Silithid can live for up to 5 years, although queens can survive for decades. Silithid are capable of communicating by touching antennae to one another. They can also send simple messages to larger groups by sending out chemical signals in the air. Individual Silithid possess a certain level of animal cunning, but are unintelligent. They exist to serve the hive, and are specialized in their roles. Wasps attack, tunnelers dig, reavers defend, colossi train, queens lay eggs, and so on. A Silithid instinctively gives its life for the colony.

Silithid Colossus Hero Huge beast, unaligned Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft., burrow 20 ft. STR AGI STA INT SPI CHA 21 (+5) 15 (+2) 19 (+4) 12 (+1) 12 (+1) 16 (+3) Skills Athletics +8, Intimidation +6 Senses blindsight 20 ft., passive Perception 11 Languages Common, Shath‘Yar Challenge 7 (2,900 XP) Traits Blessing of the Old One. A colossus scores a critical hit on the result of a 19 or 20, and their attacks are treated as magical. Dismember. The colossus starts hacking to dismember a limb. A successful critical hit made by the colossus inflicts a -1 penalty to all attack and damage rolls of the target with attacks using said limb. This penalty stacks. If the penalty reaches -5, the target must succeed on a DC 16 Stamina saving throw. If they fail, the body part is disabled and cannot be used (speed is reduced by half if a leg, arm cannot be used to attack, etc.). If the saving throw failed by 5 or more points, the body part is dismembered, and the target suffers from 1d6 bleed damage until they receive at least 10 points of magical healing. The wound penalty decreases by 1 at the end of a long rest, or with every 10 points of magical healing. It can also decrease by 1 at the end of a short rest with a successful Stamina saving throw. Expending a use of a healer‘s kit gives advantage on the saving throw. Defensive Carapace. When the colossus is damaged, he takes 3 less points of damage from slashing and piercing weapons. The carapace also returns 1 point of damage to any melee attacker per every 3 points of damage taken if the attacker is within 5 feet, negated by an Agility save with a DC of 8 + proficiency + Strength. Relentless (3/rest). If the colossus drops to 0 hit points and doesn‘t die outright, they can make a DC 10 Stamina saving throw. If they succeed, they drop to 1 hit point instead. ACTIONS Multiattack. The colossus makes three attacks, only two of which can be a pincer attack. 139

Pincer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. The target must make a DC 14 Stamina saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target must make a DC 14 Strength saving throw. If they fail, they are pushed up to 15 feet. If the colossus lands two horn attacks, the target is pushed back 30 feet instead at the end of the attack. If they come into impact with an object or creature, the two take 1d6 points of damage per every 10 feet of distance remaining. Creeping Plague (useable only when below 22 hit points). The colossus releases an exhaust of poisonous breath in a 20-foot radius. Every creature in the area suffers 33 (6d10) poison damage and causes the creatures to suffer from blindness for 1 minute. A successful Stamina saving throw against a DC of 13 halves the damage and negates the blindness. Any creature that was in the area leaves a clear scent to Silithids, allowing them to be detected (as if using blindsight) at a range of 30 feet. Silithids are immune to the poison damage of this ability. With their four legs, two scythe-like arms, gouging horns, and large two-part bodies, they seem similar to the kunchong of the Mantid and the spiderlords of Azjol-Nerub, hinting at a shared origin. Their massive thorax-heads seem to contain a giant brain, which can become exposed. After The Scarab Gong was rung and the ancient Gates of Ahn'Qiraj opened, the horrors of the Silithid and their Qiraji masters were revealed. Massive Qiraji resonating crystals broke through the earthen crust of Kalimdor and the colossi of the hives in Silithus emerged from their cocoons beneath the hives. They heard the call to battle and rose to serve their masters. They cast their massive shadow upon the whole of Silithus and marched into war. The possibility that more of those beasts existed deep within Ahn'Qiraj was confirmed when the

instance was opened. Buru the Gorger, along with the Silithid Royalty, are Silithid colossi.

Silithid Giant Wasp Medium beast, unaligned Armor Class 12 Hit Points 39 (6d8 + 12) Speed 5 ft., fly 30 ft. (hover) STR AGI STA INT SPI CHA 9 (-1) 16 (+3) 15 (+2) 2 (- 4) 8 (-1) 7 (-2) Senses darkvision 60 ft., passive Perception 9 Challenge 2 (450 XP) Traits Flyby. The giant wasp doesn't provoke an opportunity attack when it flies out of an enemy's reach. Suicide Sting. If d20 on roll is a result of a 15 to 19, a wasp‘s sting can be turned into is a critical hit. If the dice‘s roll was already a critical hit, the damage is tripled instead. After using this ability, the giant wasp is reduced to 0 hit points and is unconscious, and cannot stabilize unless the stinger is returned. ACTIONS Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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. Silithid wasps are the mobile attack force of a hive, patrolling the territory‘s borders and ruthlessly driving out intruders. They are fearless combatants who willingly sacrifice themselves to bring down a foe. Wasps begin learning to fly from the moment they molt out of their broodling state, and use their mobility in combat to great advantage. Although a wasp has legs for perching while the creature rests, they are useless for ambulation. Silithid wasps emit a telltale droning sound when flying or hovering. The sound increases dramatically as more wasps add to the formation. Silithid wasps are 7 to 8 feet long and weigh 150 pounds. Droning 140

The giant wasp‘s wings release a nerve-wracking buzz. Spellcasters who hear this buzz and who are not related to Silithids (such as Silithid spellcasters, Nerubeans, etc.) must succeed on a concentration check to ritually cast any spell within 100 feet of the giant wasp. A large squadron of Silithid wasps can be heard up to half a mile away, depending on ambient noise, and cause this effect to that radius.

Silithid Larva Tiny beast, unaligned Armor Class 5 Hit Points 3 (1d4 + 1) Speed 0 ft., fly 5 ft. (hover) STR AGI STA INT SPI CHA 3 (-4) 4 (-3) 12 (+1) 2 (-4) 7 (-2) 2 (-4) Challenge 0 (10 XP) ACTIONS Slam. Melee Weapon Attack. -1 to hit, one target. Hit: 1 bludgeoning damage Depending on the time the larva has lived to develop, it can turn into the following creatures. A common Silithid can live up to 5 years, but colossi and queens can live up to decades. Time Spent 30 days 1 year 3 years male) 10 years

Creature Scarab or Wasp Reaver or Giant Wasp Colossus (only if the larva is Queen (only if larva is female)

It is a 10% chance a given larva is female.

Silithid Queen Huge beast, unaligned Armor Class 8 Hit Points 104 (11d12 + 45) Speed 0 ft., fly 5 ft. (hover) STR AGI STA INT SPI CHA 10 (+0) 8 (-1) 16 (+3) 16 (+3) 14 (+2) 17 (+3) Skills Intimidation +6, Perception +6, Persuasion +6 Damage Resistances shadow Senses blindsight 60 ft., passive Perception 12 Languages Common, Shath‘Yar

Challenge 5 (1,800 XP) Traits Devotion (3/rest). The Silithid Queen can cast the Devotion Aura or Abandonment Aura spells (as 3rd level spells). Hive Command. The Silithid Queen maintains perfect telepathy with her offspring so long as they are within 5 miles. If her offspring are within the range of telepathy, she can, as an action, see through her offspring‘s eyes and hear what they hear until the start of her next turn, gaining the benefits of any special senses the offspring has. During this time, she is deaf and blind with regard to her own senses. She may also communicate through her offspring‘s mouth. Queenly Presence. The Silithid can use a bonus action and give a mental command to a Silithid or egg within 90 feet. The queen can choose to manifest one of the following effects.  Mother’s Command. The chosen Silithid can make one weapon attack as a reaction against a target of the queen‘s choice.  Mutate Spawn. The Silithid queen can mutate any living Silithid egg or larva within 90 feet with a mental command so long as it can see it. The Silithid must succeed on a Stamina saving throw with a DC of 10. If it fails the saving throw, it explodes (as Explode Spawn above). If it succeeds, it mutates into a Silithid wasp or scarab with terrible rapidity that draws its potential lifeforce inside out. If turned into a wasp, it can live up to five hours. If turned into a scarab, it can live up to one. At the end of this duration, the mutated Silithid dies. After four hours, the mutated Silithid dies from internal complications.  Explode. This can only target a living egg. An egg deals 20 damage to all targets within 10 feet of it. Half the damage is acid, and half is shadow. A successful Agility saving throw against a DC of 14 halves the damage. The queen cannot be harmed by her own ability. ACTIONS Sting. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make on a DC 14 Stamina saving throw, 141

taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. REACTIONS Matronly Grace. If successfully hit with an attack roll, the Silithid queen can command any Silithid within sight of her to move up to her and take a blow for her. If the Silithid ends adjacent to the queen, the Silithid takes the damage of the attack or the spell instead, even if the Silithid would have ignored the blow (such as from having higher AC). If the Silithid dies from this attack, the Silithid Queen may roll a d20. On the result of an 11 or higher, she can force the Silithid corpse to explode (see queenly presence). Inspiring Grace (3d6). The Silithid Queen can spend a d6, and add the result to any d20 roll made by an ally within 30 feet. The dice replenish after a long rest.

Silithid Reavers Medium beast, unaligned Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., burrow 5 ft. STR AGI STA INT SPI CHA 16 (+3) 8 (-1) 15 (+2) 2 (- 4) 8 (-1) 7 (-2) Senses darkvision 60 ft., passive Perception 9 Challenge 2 (450 XP) Traits Aggressive. The reaver use a bonus action Dash, but only to approach a hostile creature. Relentless (1/rest). If the reaver drops to 0 hit points and doesn‘t die outright, they can make a DC 10 Stamina saving throw. If they succeed, they drop to 1 hit point instead. ACTIONS Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 13 Strength saving throw. If they fail, they are pushed up to 15 feet. Silithid reavers, also called battle tanks, are the main attack troops of the Silithid. They are very aggressive. Reavers are morphologically similar to the Silithid wasp, except with underdeveloped vestigial wings.

Silithid Scarab Small beast, unaligned Armor Class 11 (natural armor) Hit Points 1 (1d4 - 1) Speed 10 ft. STR AGI STA INT SPI CHA 2 (- 4) 11 (+0) 8 (-1) 1 (-5) 8 (- 1) 2 (-4) Senses blind sight 10 ft., passive Perception 9 Languages – Challenge 0 (10 XP) ACTIONS Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Stamina saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Silithid scarabs are part of a caste of the Silithid. Often found in and outside the hives. Many of these Silithid are not aggressive unless they or another nearby Silithid is attacked.

Silithid Wasp Tiny beast, unaligned Armor Class 10 Hit Points 1 (1d4 - 1) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4) Senses darkvision 30 ft., passive Perception 10 Languages – Challenge 0 (10 XP) Traits ACTIONS Sting. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make on a DC 9 Stamina saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Silithid Wasp Swarm Tiny beast swarm, unaligned Armor Class 11 Hit Points 27 (5d8 + 5) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT 142

WIS

CHA

2 (-4) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 3 (-4) Senses darkvision 30 ft., passive Perception 10 Languages – Challenge 1/2 (100 XP) Traits Keen Smell. The rat swarm has advantage on Spirit (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm‘s space. Hit: 11 (4d4 + 1) piercing damage, or 6 (2d4 + 1) piercing damage if the swarm has less of half its hit points or lower. The target must make a DC 9 Stamina saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one.

Snap Dragon Large beast, unaligned Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., swim 50 ft. STR AGI STA INT SPI CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 15 (+2) Damage Resistances acid, poison Condition Immunities poisoned Skills Perception +4, Stealth +4 Senses passive Perception 12 Languages understands Elven but can't speak Challenge 3 (700 XP) Traits Amphibious. The snap dragon can breathe air and water. Dark Predator. When in dim or dark light, or when hiding in swampy terrain or water, the snap dragon has advantage to Agility (Stealth) checks. Natural Ambusher. The snap dragon adds +2 to their initiative rolls, and has a +10 increase to speed in their first turn of a combat encounter. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Stamina saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Acid Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target.

Hit: 7 (2d6) acid damage. The target must make a DC 13 Stamina saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. Snap dragons are predators able to spit painful acid. It is a long, wiry, lizardlike creature. It runs with an undulating grace reminiscent of a snake. Its head is also snakelike, and a red tongue darts from its mouth. It is obviously amphibious, with a red, finlike ridge extending down its spine. Large fins flare from its head and tail. They appear as trained beasts in many naga armies. In the wild, snap dragons dwell along tropical coasts, entering the water to lay in wait for prey. 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 liquefied meal. Many snap dragons exist in the South Seas, where they are a danger. All avoid them except the naga, who train the beasts for war. Snap dragons spend much of their time on land, where their acidic spit is effective, but use the water to surprise prey and to move quickly through their territory. Snap dragons attack from ambush. They use watery environments to conceal their presence, and to move to where they can attack prey from the most advantageous places. They spit at their prey repeatedly and retreat from attackers, only to circle around and try again. They bite only if cornered or if underwater.

Spirit Wolf Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 60 ft. STR AGI STA INT SPI CHA 17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 7 (-2) Saving Throws +4 to any save to resist movement-restraining or slowing effects. Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Damage Immunities poisons Condition Immunities poisoned

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Languages Kalimag. If conjured, the spirit creature gains a telepathic bond with the conjurer, regardless of distance, allowing them communication. Challenge 2 (450 XP) Traits Spirit Nature. A spirit does not need to eat, drink, or sleep. Spirit Sight. The spirit creature can see incorporeal or ethereal creatures and objects up to 60 feet away. Keen Hearing and Smell. The spirit wolf has advantage on Spirit (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf‘s allies is within 5 feet of the creature and the ally isn‘t incapacitated. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. The bite is treated as a magical weapon attack. A spirit wolf is also sometimes known as a shadow wolf.

Storm Crow Introduction Storm Crow Adolescent Small beast, neutral Armor Class 12 Hit Points 7 (2d6) Speed 5 ft., fly 40 ft. STR AGI STA INT CHA SPI 7 (-2) 15 (+2) 11 (+0) 3 (-4) 13 (+1) 10 (+0) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages – Challenge 1/4 (50 XP) Traits Keen Hearing and Sight. The stormcrow has advantage on Wisdom (Perception) checks that rely on hearing or sight. ACTIONS Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 4 (1d4 + 2) slashing damage.

Storm Crow Adult Medium beast, neutral Armor Class 15 Hit Points 16 (3d8 + 3) Speed 5 ft., fly 40 ft. STR AGI STA INT CHA SPI 10 (+0) 16 (+3) 13 (+1) 5 (-3) 13 (+1) 10 (+0) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Traits Flyby. The stormcrow doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The stormcrow has advantage on Wisdom (Perception) checks that rely on hearing or sight. ACTIONS Multiattack. The stormcrow can make two attacks. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

T Tallstrider Medium beast, unaligned Armor Class 11 Hit Points 16 (3d8 + 3) Speed 50 ft. STR AGI STA INT SPI CHA 14 (+2) 12 (+1) 12 (+1) 3 (-2) 11 (+0) 1 (-5) Senses passive Perception 10 Challenge 1/4 (50 XP) ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hawkstrider Large beast, unaligned Armor Class 13 Hit Points 30 (4d10 + 8) Speed 55 ft. 144

STR AGI STA INT SPI CHA 16 (+3) 15 (+2) 14 (+2) 3 (-2) 13 (+1) 1 (-5) Skills Perception +3 Senses passive Perception 13 Challenge 1 (200 XP) ACTIONS Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The hawkstrider is a large flightless bird that is the blood elves' racial mount. As their name implies, hawkstriders resemble the tallstrider family, though their plumage is both larger and more vibrant. They are also suspected to be related to Dragonhawks, another creature closely tied to the blood elven culture and military. They come in a variety of bright colors and have a thin, curved beak and burning orange eyes. The hawkstrider's movements exhibit the same rhythmic, back-and-forth motion which characterizes the other two-legged mounts. When Kael'thas led his followers to the ruined world of Outland, the vibrant hawkstriders that were brought with them proved to be welcome reminders of the blood elves‘ beauteous home in Quel'Thalas. Valued for their trustworthiness and speed, these colorful avian creatures embody the inherent splendor of the forests within the blood elven kingdom. While tragedy has befallen Quel‘Thalas in recent years, the hawkstriders remain an integral part of the elves‘ day-to-day lives.

Tauren Spirit Walker Medium humanoid (tauren), neutral good Armor Class 13 (heavy leather) Hit Points 37 (5d8 + 10 + 5) Mana Points 22 (17 + 2 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 8 (-1) 14 (+2) 13 (+1) 17 (+3) 13 (+1) Damage Resistance poison Skills Medicine +5, Nature +4, Persuasion +3, Religion +4, Herbalism kit +5 Senses passive Perception 13 Languages Common, Kalimag, Orcish, Taur-ahe Challenge 3 (700 XP)

Traits Shamanistic Art. The spirit walker adds +3 hit points to the total hit points healed by a single healing spell. They can also use their reaction to move a cast totem half their own speed, giving them +3 to AC, and have +5 hit points above normal totems. Channel Elements (2/rest). The spirit walker can channel the elements either by turning them, or by releasing them. Spellcasting. The spirit walker is a 5th level spellcaster. Its spellcasting ability is Spirit (spell save DC 13, +5 to hit with spell attacks). The spirit walker has the following spells (8) prepared from the shaman spell list: Cantrips (0 mana): invoke elements, shocking bolt 1st level (4 mana): protection from evil and good, healing ward, riptide, healing ward (free) 2nd level (5 mana): conjure elemental (minor water elemental), fury hex (berserker rage), ancestral guardians (free) 3rd level (6 mana): healing stream, spirit link, spirit infusion, revivify (free) ACTIONS Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the spirit walker used a dash action before attacking, the enemy is also subject to the shove action as a strike effect. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Mystic Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. This requires at least 1 mana in reserve for each d6.

Senses passive Perception 15 Languages Common, Orcish, Taur-ahe Challenge 4 (1,100 XP) Traits Tauren Totem Master. When the tauren warrior scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action. Also, before making a melee attack with a heavy weapon that he is proficient with, he can choose to take a - 5 penalty to the attack roll. If the attack hits, he adds +10 to the attack‘s damage. Warrior Talent. The tauren has the following warrior talents.  Execute (1/rest)  Tremor (4/rest) ACTIONS Tauren Totem. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the tauren warrior used a dash action before attacking, the enemy is also subject to the shove action as a strike effect.

Tauren Warrior

Medium humanoid (tuskarr), any alignment Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) Speed 20 ft., swim 20 ft. STR AGI STA INT SPI CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Skills Nature +3, Perception +3, Survival +3, Fishing Tools +2 Damage resistances cold Senses passive Perception 15

Medium humanoid (tauren), neutral good Armor Class 14 (natural armor) Hit Points 68 (8d8 + 24 + 8) Speed 30 ft. STR AGI STA INT SPI CHA 19 (+4) 11 (+0) 16 (+3) 8 (-1) 16 (+3) 9 (-1) Saving Throws +6 Str, +5 Sta Damage Resistances poison Skills Perception +5, Herbalism kit +5 145

The mighty Tauren of the Kalimdor plains have pledged their allegiance to the new Horde out of respect for their courage and honor. The bold Tauren seek only to safeguard their quiet culture from the deathly fires of the Burning Legion. When roused, Tauren are fierce fighters and use their weapons and horns alike to smash their enemies.

Tuskarr

Languages Common, Tuskarr Challenge 1/2 (100 XP) Traits ACTIONS Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The tuskarr (known as Kalu'ak in their own language) are a peaceful humanoid walrus-like people indigenous to the cold shores of Northrend. They make their home along the southern coast of the continent having settlements in Borean Tundra, Dragonblight and Howling Fjord.

Trogg Medium humanoid, chaotic neutral or evil Hit Points 15 (2d8 + 6) Armor Class 11 (natural armor) Speed 30 ft. STR AGI STA INT SPI CHA 17 (+3) 8 (-1) 17 (+3) 6 (-2) 12 (+1) 4 (-3) Senses passive Perception 11 Languages Low Common Challenge 1 (200 XP) Traits Berserker Rage (2/day). The trogg can rage as a 1st level warrior with the talent of the same name. ACTIONS Bone Club. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) bludgeoning damage. Slam. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 5 (1d4 + 3) bludgeoning damage. REACTIONS Stoneform (1/rest). When the trogg takes damage, they can roll 1d12 + 2, and can reduce the damage by that total. If the damage exceeds any ongoing bleed damage he takes, he ends the effect as well.

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Troggs have a distinctly Neanderthal look — low, sloping forehead; thick skin covered with bristly black hairs; and the long arms and bent spines of an ape. They are dull-witted and savage, but possess a ferocious cunning that makes them dangerous despite their lack of civilization. Troggs are related to dwarves, but if anything, the two races are distant cousins. Some legends say that both dwarves and troggs descended from the original earthen race left behind by the titans after the world was shaped in ages past. While the dwarves evolved into the stocky creatures known today, the troggs retained a stronger connection to the stone from which they were made. For reasons not yet fully understood, the troggs‘ evolutionary path led them to their present state — crude, stupid creatures only barely above the level of beasts, but quite capable in a contest of physical strength.

Troll Headhunter "You got it, boss." Medium humanoid (forest troll), chaotic neutral Armor Class 13 (leather) Hit Points 32 (5d8 + 10) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 16 (+3) 14 (+2) 11 (+0) 13 (+1) 9 (-1) Skills Intimidation +1, Perception +3, Stealth +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Troll Challenge 1 (200 XP) Traits Berzerking (2/long rest). The headhunter can rage as having the rage warrior talent of a level 1 warrior. Fighting Style (Archery). The headhunter has +2 to attack with ranged weapons. Natural Explorer. The headhunter is an expert on their local terrain (typically plains or sea). He is not slowed by difficult terrain, can move stealthily at normal pace, is always alert to danger, forages double as much food as normal, and knows the exact number, sizes, and how long a tracked quarry remained in an area. Rapid Regeneration. Whenever the troll rests or is subject to healing, they can roll twice and take the higher result of any roll to grant them hit

points. If this dice has a special effect on a certain result (such as of the holy priest and paladins‘ Light‘s Insight ability), they may either choose to roll the healing twice or roll maximized dice, not both. They can also regrow a lost limb after a week of losing them, unless the limb was lost through their own will or through magic, so long as they have adequate rest and satiation. Troll Spearman. The headhunter treats spears as finesse weapons. ACTIONS Handaxe. Melee or Ranged Weapon Attack: +5 to hit (+7 if ranged), reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d6 + 3) slashing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit (+7 if ranged), reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) if used with both hands. Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Equipment. A headhunter typically carries four handaxes and two spears.

Troll Shadow Hunter Hero "Want to see somethin' real scary?" Medium humanoid (troll), chaotic neutral Armor Class 16 (leather) Hit Points 82 (11d10 + 22) Mana Points 21 (17 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 19 (+4) 14 (+2) 11 (+0) 17 (+3) 14 (+2) Saving Throws Str +5, Agi +7 Skills Athletics +5, Acrobatics +7, Intimidation +5, Stealth +7, Survival +6 Senses passive Perception 13 Languages Common Challenge 7 (2,900 XP) Traits Dread Ambusher. The shadow hunter adds a bonus to their initiative rolls equal to +3. Also, the start of their first turn of each combat encounter, their speed increases by 10 feet, which lasts until the end of that turn. 147

Mask Magic (1/long rest per mask). The shadow hunter can spend a bonus action to wear one of the following masks, which grants them a special benefit.  Legba Mask. The shadow hunter may cast the Haste spell.  Lukou Mask. The shadow hunter adds +3 to the final number of hit points healed by hunter or shaman spells. This can be added to the final damage to undead cured by said spells. This mask grants the benefit for one hour.  Shango Mask. The shadow hunter adds +3 to the final number of damage points dealt by his hunter or shaman lightning spells. This mask grants the benefit for one hour.  Bwonsamdi Mask. The shadow hunter treats the Exorcism spell as a bonus prepared spell (hunter spell list). He may cast the spell normally or apply it as a strike effect. This benefit remains for one hour. This affects all undead except undead shadows.  Ogoun and Dambala Masks. The shadow hunter casts the Polymorph spell for 5 mana points while the mask is active. This is usually used to turn into a snake, or turn an enemy into a frog or likewise helpless critter.  The Dark Mask. The shadow hunter casts the Big Bad Voodoo spell. This mask also costs 6 mana points to use. Natural Explorer. The shadow hunter is an expert on their local terrain (typically forest or marshes). He is not slowed by difficult terrain, can move stealthily at normal pace, is always alert to danger, forages double as much food as normal, and knows the exact number, sizes, and how long a tracked quarry remained in an area. Rapid Regeneration. Whenever the troll rests or is subject to healing, they can roll twice and take the higher result of any roll to grant them hit points. If this dice has a special effect on a certain result (such as of the holy priest and paladins‘ Light‘s Insight ability), they may either choose to roll the healing twice or roll maximized dice, not both.

They can also regrow a lost limb after a week of losing them, unless the limb was lost through their own will or through magic, so long as they have adequate rest and satiation. Voodoo Ritualist. The shadow hunter may triple the casting time of his hunter spells via a magical (and often noisy) mask-dance to heighten it by one spell level. This increase does not stack with itself, and can increase the spell level beyond your normal maximum. Spellcasting. The shadow hunter is a 6th level spellcaster. Its spellcasting ability is Spirit (spell save DC 14, +6 to hit with spell attacks). The shadow hunter has the following spells (9) prepared from the hunter and shaman spell lists. The shadow hunter can always see in the area of his own darkness spell. 1st level (4 mana): animate undead (shadows), charm undead, riptide, stasis trap 2nd level (5 mana): darkness, serpent ward 3rd level (6 mana): healing stream, polymorph (or hex), shot array (black) ACTIONS Multiattack. The shadow hunter can make two attacks. Only one can be a witch blast. If attacking with the warglaive, the shadow hunter can make an extra attack with the warglaive as a bonus action, and can add his ability modifier to the damage of the attack. Warglaive. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Witch Blast. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 10 (3d6) lightning damage. This requires at least 1 mana in reserve for each d6. Equipment. Voodoo doll These reclusive, wily jungle trolls are considered to be the highest authority within their respective warbands. They are masters of strange voodoo magics who can use their spirit-powers to both heal their allies and place curses upon their hapless enemies, while being an excellent scout and combatant. 148

The Shadow Hunters walk the line between darkness and light in hopes of salvaging the future for their savage brethren.

Troll Witch Doctor "I hear de summons!" Medium humanoid (troll), chaotic neutral Armor Class 13 (heavy leather) Hit Points 32 (5d8 + 10) Mana Points 22 (17 + 2 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 10 (+0) 12 (+1) 14 (+2) 13 (+1) 17 (+3) 14 (+2) Languages Common, Kalimag, Troll Challenge 3 (700 XP) Traits Rapid Regeneration. Whenever the troll rests or is subject to healing, they can roll twice and take the higher result of any roll to grant them hit points. If this dice has a special effect on a certain result (such as of the holy priest and paladins‘ Light‘s Insight ability), they may either choose to roll the healing twice or roll maximized dice, not both. They can also regrow a lost limb after a week of losing them, unless the limb was lost through their own will or through magic, so long as they have adequate rest and satiation. Voodoo Witchery (1/rest). The witch doctor can to re-awaken fading magics. This can extend concentration spells one more round, and reset the durations of a spell or potion whose duration ended or were dispelled. If the duration ended normally, it regains half the duration it once had. This cannot affect instantaneous spells or spells with a duration more than 24 hours. Spellcasting. The witch doctor is a 6th level spellcaster. His spellcasting ability is Spirit (spell save DC 13, +5 to hit with spell attacks). The witch doctor has the following spells (9) prepared from the shaman spell list: Cantrips (0 mana): invoke elements, shocking bolt, vicious mockery 1st level (4 mana): elemental armor (lightning), healing ward, sentry ward, stasis trap, riptide 2nd level (5 mana): divine shield (bad voodoo), serpent ward

3rd level (6 mana): chain lightning (lightning bolt), weakening hex (curse of weakness) or bloodlust ACTIONS Staff. Melee Weapon Attack: +2 to hit, 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) if used with both hands. Witch Blast. Ranged Spell Attack: +5 to hit, 30 ft. one target. Hit: 10 (3d6) lightning damage. This requires at least 1 mana in reserve for each d6. Equipment. The witch doctor usually has two potions of healing (holy light) and one potion of enlarge. Trolls are the ultimate witch doctors. It was the trolls, so they say, who invented the art. Their pots ever bubble with strange concoctions, and they scatter protective and decorative totems around their dwellings. They speak in tongues most can't understand, communing with the strange voodoo spirits from their tribal religion that grant them their power. They decorate themselves with ritual tattoos and designs, and shrunken heads dangle from their staves. The iconic troll witch doctor focuses on helping his allies with his strange blend of science and faith. He plants magic totems to help his allies, which may start a bloodlust or an adrenaline rush in his body. A powerful witch doctor may even transform their foes into frogs. He's not a particularly skillful combatant, but when the Horde is in a scrape, somebody calls for the doctor.

Turbo-Trike Medium construct (vehicle), unaligned Armor Class 12 (plating) Hit Points 16 (3d8 + 3) Speed 50 ft. STR AGI STA INT SPI 14 (+2) 14 (+2) 12 (+1) 1 (-5) 3 (-4) Skills Athletics +4 Senses passive Perception 10 Languages – Challenge 1/2 (100 XP) Traits

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CHA 1 (-5)

Quick Startup. The turbo-trike takes one round to activate. Cinematic Leap. The turbo-trike can jump as a normal creature, jumping twice the normal horizontal distance (10 feet instead of 5), but the distance it can vertically jump is halved for its Strength (1 foot instead of 2). If in circumstances where the DM allows an Athletics check to jump, the trike has a +4 bonus. Fuel (8 max). The turbo-trike starts out with eight fuel charges, and runs on a gas engine, consuming one pint of gas per hour. The hull‘s capacity is equal to eight pints of gas. ACTIONS Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. With the Bilgewater goblins now in the trenches with the bigger brutes of the Horde, a significant number of trampling deaths have been reported. Normally unconcerned with such matters, Trade Prince Gallywix was alarmed to learn that the Forsaken‘s accountants refused to pay soldier death benefits if the soldiers never got to the actual battle, and accidental stomps caused by tauren maneuvers made it extremely difficult to calculate how many goblins had made it to the battlefield before they were rendered flat. Gallywix offered a substantial cash reward for an invention that could both lift goblins out of hoof traffic and speed them along at comparable velocities so that goblin soldiers could die in ―a calculate-able and reimbursable fashion.‖ Hundreds of submissions were made. Most exploded upon delivery. In the end, the clear (and relatively undamaged) winner was the sturdy transport trike created by the remarkably aged Jibidiah ―No Fingers‖ Gragglefutz. Gragglefutz had been a street-side grenade salesman for decades, and years of product-related mishaps had borne fruit in this speedy, durable, and mostly un-explodable vehicle. Jibidiah gained some renown for his creation, and he now claims that Gallywix has him hard at work on a speedier ―turbo‖ version of the trike. Jibidiah's one complaint is that the substantial cash reward for designing the trike has been stuck in a particularly insidious mess of red tape and mail

delivery issues. The trade prince apologizes for this and promises to put his top goblins on it immediately. A turbo trike costs 80 crafting points (engineering) to construct as a construct of challenge 1 (or 2,000 gp). It has a malfunction rating of 1-2. It costs 26 crafting points (650 gp) to craft.

Turret, Gnomish Small construct, unaligned Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 0 ft. STR AGI STA INT SPI CHA 4 (-3) 16 (+3) 12 (+1) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 1/4 (50 XP) Traits Quick Startup. The gnomish turret takes one round to activate. Mounted Turret. The gnomish turret can carry, use, and reload any firearms mounted on it, and can be programmed to respond to certain targeting parameters decreed by its user. If manipulated by using Thieves‘ Tools or Engineer‘s Tools against a DC of 10 + user‘s engineering bonus, it can be altered to target different creatures. Fuel (8 max). The gnomish turret starts out with eight fuel charges, and runs on a steam engine, consuming four pounds of coal per hour. The hull‘s capacity is equal to thirty-two pounds of coal. ACTIONS Boomstick. Ranged Weapon Attack (Malfunction 13): +5 to hit, range 200/800; capacity 2 bullets, one target. Hit: 12 (2d8 + 3) piercing damage. The boomstick is a common heavy firearm, and can be exchanged for more damage.

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Disputed between being recognized as a dwarven or gnomish invention (though likely gnomish), turrets remain as powerful and reliable defensive constructs in Alliance territory. Adopted by tinkers on the field and designed to carry up firearms and protect set locations, the gnomish turret is often a term for a person who can deal lots of damage at a distance, but cannot take a hit. A gnomish turret costs 20 crafting points (engineering) as a construct of challenge 1/2 (or 500 gp). It has a malfunction rating of 1-2. It costs 6 crafting points (150 gp) to craft.

U Undead Hexer Spirit Medium undead, chaotic neutral Armor Class 11 Hit Points 38 (7d8 + 7) Speed 0 ft., fly 60 ft. STR AGI STA INT SPI CHA 7 (-2) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 17 (+3) Damage Resistances acid, fire, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages Kalimag Challenge 3 (700 XP) Traits Ethereal Sight. The hexer can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Voodoo Awareness. The hexer spirit can sense its quarry as if under the effects of a Locate Create spell. Incorporeal Movement. The hexer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) arcane damage if it ends its turn inside an object. ACTIONS Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) shadow damage.

Etherealness. The hexer enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can‘t affect or be affected by anything on the other plane. Carry Voodoo (1/long rest). The hexer can hold one spell from its master (up to a maximum spell level equal to its hit dice), and inflict it on a target its master commands. Once the spell is discharged, the hexer spirit is free to perform any other duty. The hexer can cast any spell on the target it has been tasked to carry, which requires the normal casting time of such a spell. Hexers are chaotic spirit beings that prefer to reside in small areas with lingering necromantic power. They have served witch doctors for eons as aides in magic. Although most spellcasters who are familiar with witch doctors ward their lands against hexers (often by a hallow spell, magic circle, or alarm), hexers are useful allies when an enemy is unaware of their existence, acting as 'magical rogues' in a fashion. Should the Scourge decimate the Ice trolls of Zul'drak, it is likely that such spirits will fall under the dominion of the Lich King, adding yet another weapon to his arsenal. Hexer spirits usually require sacrifices in return for their service—a significant amount or quality of sacrifices may grant the hexer spirit additional hit dice (as determined by the DM). The trolls of the Darkspear Tribe suffered from issues with Hexer spirits once the Horde‘s leadership made it clear that sacrifices of intelligent humanoids was not to be tolerated, and most Hexers that opted to remain with their original witch doctors have grown used to animal sacrifices instead of that of humans, elves, or orcs.

V Voidwalker Medium fiend (shadow), evil Armor Class 14 (natural deflection) Hit Points 45 (7d8 + 14) Mana Points 16 (14 + 2) Speed 30 ft. 151

STR AGI STA INT SPI CHA 16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 14 (+2) Saving Throws Str +5, Sta +4 Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons that aren't silvered Damage Immunities poison, shadow Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Shath‘yar but cannot speak it Challenge 2 (450 XP) Traits Shadow Sight. Magical darkness doesn't impede the voidwalker‘s darkvision. Consume Shadows (1/long rest). A voidwalker in total darkness can spend an action concentrating, and heal itself as if it is resting (such as by spending as much hit dice to heal as it wishes, despite it not actually resting or spending an hour). This acts as normal rest for all purposes except for regaining uses of abilities. A voidwalker may consume shadows in shadowy illumination but heals only half this amount. Magic Resistance. The voidwalker has advantage on saving throws against spells and other magical effects. Tormenting Strike. The voidwalker may, as a bonus action, affect a creature struck by it with the Compelled Duel spell, DC 14. The effect ends if the voidwalker attacks another creature, has the strike on another target, if the targeted creature is attacked by an ally of the Voidwalker, or if the voidwalker ends its turn more than 30 ft. away from the targeted creature. ACTIONS Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. This hulking blue creature looks vaguely humanoid. It seems to appear from within a black cloud as dark as the void. Voidwalkers are demons created from the chaos of the Twisting Nether. Their touch is misery, and it can momentarily blind a creature to other threats. A voidwalker‘s sole purpose is to unconditionally serve a master. Thus, travelers rarely encounter them alone. The voidwalker is often a warlock‘s

choice fel companion for its ability to intercept a single foe and keep him or her occupied. Many warlocks also prefer to do without the mischievousness of an imp or the jealousy of a succubus, preferring instead the unwavering, silent loyalty of a voidwalker. Voidwalkers understand but do not speak Eredun until they have 10 hit dice--in which case they also develop speech.

Vrykul Introduction Vrykul (pronounced "VRYE-kool") are a race of fearsome half-giant warriors who are the result of the Curse of Flesh afflicting the iron vrykul. They are the progenitors of the human race, which consists in the weak and deformed offsprings that the vrykul produced when they were hit by the Curse of Flesh. The vrykul live mostly in Northrend, and are led by King Ymiron from Utgarde Keep. Thousands of years ago, a group of them migrated to the sacred region of Stormheim in search of their true gods. Being a seafaring race, some also took to the seas, with one such group settling on Kul Tiras, inhabiting the region of Drustvar as the Drust. Kvaldir Undead Vrykul ―Beware the mist and fog, mortals; for with them comes your end.‖ — Windan of the Kvaldir The kvaldir also known as sea vrykul, are the spirits of fearsome vrykul warriors or seafaring raiders who roam the seas raiding ships and coastal settlements. Working for Helya, the kvaldir raid the coasts and pull souls to Helheim, thus robbing Odyn of potential champions. The spirits of those dishonorable warriors spend eternity in Helheim locked in an endless futile battle, always seeking glory but never able to attain it. The tuskarr call the kvaldir tuk-hariq, meaning "walkers of the fog" in their language. They also refer to the kvaldir as sons of the mist. The Kvaldir ride on longships to attack waterside settlements under the cover of night, fog, and

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mist, benefitting from their superior sight in these conditions. Kvaldir use the statistics of Vrykul, except that they are undead and not giants, and they have the following traits. Mistsight. The Kvaldir ignore concealment from fog and mist. Undead Nature. Kvaldir do not need to eat, drink, sleep, or breathe.

Vrykul Crewman Large giant (vrykul), lawful evil Armor Class 13 (hide armor) Hit Points 13 (2d8 + 4) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 10 (+0) Skills Vehicles (Water) +2, Navigator‘s Tools +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Vrykul Challenge 1/2 (100 XP) ACTIONS Battleaxe. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 14 (2d10 + 2) slashing damage if used with both hands. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Vrykul Raider Large giant (vrykul), lawful evil Hit Points 37 (5d10 + 15) Armor Class 14 (armor scraps) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 14 (+2) 13 (+3) 10 (0) 11 (+0) 10 (0) Saving throws Sta +5 Skills Perception +2, Navigator‘s Tools +2 Senses passive Perception 12 Languages Common, Vrykul Challenge 1 (200 XP) ACTIONS Battleaxe. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with both hands.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Vrykul raiders ride in parties of ten to twenty on longships, raiding the shores of Northrend or southern isles.

Vrykul Mystic Large giant (vrykul), lawful evil Armor Class 13 (armor scraps) Hit Points 39 (6d10 + 6) Mana points 22 (16 + 3 + 3) Speed 30 ft. STR AGI STA INT SPI CHA 14 (+2) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 12 (+1) Saving throws Sta +3, Int +3 Skills Medicine +7, Perception +5, Religion +4, Persuasion +3 Senses darkvision 60 ft., passive Perception 15 Languages Common, Vrykul Challenge 3 (700 XP) Traits Mistsight. The vrykul ignore concealment from fog and mist. Spellcasting. The vrykul is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The vrykul can prepare the following spells (9) from the mage spell list: Cantrips (0 mana): chill touch, minor illusion, frost bolt 1st level (4 mana): cause fear, fog cloud 2nd level (5 mana): berserker rage, blink step, phantasmal force, gust of wind 3rd level (6 mana): blizzard, gaseous form, telekinesis ACTIONS Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used with both hands. Misty Blast. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) cold damage. This requires at least 1 mana in reserve for each d6.

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The vrykul is known as a dragon witch if female, and a mystic if a male.

Iron Vrykul Huge giant, neutral Armor Class 14 (natural armor) Hit Points 115 (10d12 + 50) Speed 30 ft. STR AGI STA INT SPI CHA 22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0) Damage Resistances cold, fel, shadow; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities lightning, poison, psychic Condition Immunities exhaustion, petrified, poisoned Senses passive Perception 8 Languages Giant Challenge 6 (2,300 XP) Traits Lightning Affinity (1/rest). The iron vrykul can cast the one of the following spells. Once one of these spells is cast, it cannot cast it again until after a short rest. The spell levels are cast as if 3rd level.  Elemental Armor spell (can only choose lightning)  Elemental Shock (can only choose lightning)  Elemental Tongue ACTIONS Multiattack. The iron vrykul makes two greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Iron vrykul are the original form of the vrykul, before they were afflicted with the Curse of Flesh. They were created by the titan Keepers from the Forge of Wills, in the Halls of Lightning wing of Ulduar, alongside many other titan-forged such as the earthen. 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

help of the Forge of Wills a second generation of titan-forged, amongst them the iron-skinned vrykul. Their task was to safeguard the Keeper's holding alongside the chiseled tol'vir. The vrykul revered their creators and worshiped them as gods. They were aware to at least some extent of the events which took place in that period, including Tyr's battle with the mighty Galakrond, and incorporated at least some of their exploits during that period into their legends and mythology.

W Wildkin Large monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 52 (5d10 + 15) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Understands Elven and Druidic, but cannot speak it Challenge 2 (450 XP) Traits Keen Sight and Smell. The wildkin has advantage on Spirit (Perception) checks that rely on sight or smell. Strength of the Wilds (2/day). The wildkin can rage, gaining advantage to Strength checks and Strength saving throws, +2 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. ACTIONS Multiattack. The wildkin makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. The wildkin, a beast half-bear/half-owl, acts as a powerful force for good and a staunch ally of the 154

night elves. While good-tempered and wise, the wildkin fights fiercely against evildoers, especially undead and the forces of the Burning Legion. Most wildkin treat peaceful travelers with respect, sometimes coming to their aid or assisting lost visitors out of their forests. They ferociously attack hostile creatures on sight. The wildkin have long been considered a sacred animal by the night elves, and the tauren. The priests of Elune see the wildkin as imbued with the spirit and 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 weigh over 3,000 pounds. They prefer the serenity of nature and stay away from populated areas, frequenting the Barrens or the glades of Mount Hyjal. They are known to assist night elves and ancients in guarding locations that those races deem important. Heroes who encounter wildkin either come away speaking of their incredible gentleness or their tremendous ferocity.

Wisp Small fey, neutral good Armor Class 11 Hit Points 9 (2d6 + 2) Speed fly 40 ft. (hover) STR AGI STA INT SPI CHA 12 (+1) 12 (+1) 13 (+1) 7 (-2) 13 (+1) 15 (+2) Skills Stealth +3 Senses passive Perception 11 Languages Understands Elven, but cannot speak it Challenge 1/4 (50 XP) Traits Extract Wood. The wisp can extract wood by stimulating its growth and warping. This acts as normal harvesting, but takes three times as long, though it does not harm the tree. ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 arcane damage. Detonate. The wisp can cast the Detonate Mana spell at the cost of its life. Plant Ancient. The wisp can implant itself to create an ancient. This process creates an ancient

which cannot move or act, but transforms over the years into a powerful ally to the Night Elves.  Treant (minor) takes 10 years  Ancient of Lore, War, and Wind takes 250 years  Tree of life takes 1,000 years Wisps are ancient spirits of nature that inhabit the forestlands of Kalimdor. Legends say that Wisps are actually the disembodied spirits of deceased night elves, but these rumors have yet to be proven. The wisps act in unison with the night elves and serve to strengthen the demigod-like trees known as the Ancients. Beckoned by the night elves, Wisps are capable of animating various trees and expanding themselves into rough-hewn structures of living wood and stone. Mysterious ―forest spirits‖ of unknown origin, wisps are able to heal ancients and keep the forest clean and pure. They are dedicated to the well-being of night elf forests, and are connected to the forest on a supernatural level rivaling that of Cenarius‘ children; indeed, many believe that wisps often evolve into mighty ancient protectors and other creatures. Wisps play a major role in night elf life by creating and repairing their wooden structures. In addition to healing living wood with their mere touch they can detonate themselves to banish or kill summoned monsters (such as any fiend, elemental, or several kinds of undead). Wisps show little intelligence, free will or self-interest. They appear to exist purely to serve the will of the night elves.

Wolf Medium beast, unaligned Armor Class 13 (Natural Armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR AGI STA INT SPI CHA 13 (+1) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Traits

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Keen Hearing and Smell. The wolf has advantage on Spirit (Perception) checks that rely on hearing and smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf‘s allies is within 5 feet of the creature and the ally isn‘t incapacitated. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the attack deals maximum damage, the wolf also knocks the target prone.

Wolf, Frost Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR AGI STA INT SPI CHA 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Damage Resistances cold Senses passive Perception 13 Languages — Challenge 1 (200 XP) Traits Keen Hearing and Smell. The wolf has advantage on Spirit (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf‘s allies is within 5 feet of the creature and the ally isn‘t incapacitated. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Wolf, Frost, Greater Large monstrosity, neutral Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 50 ft. STR AGI STA INT SPI CHA 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +3 Damage Immunities cold Senses passive Perception 15 Languages Understands Common and Orcish, but cannot speak them Challenge 3 (700 XP) Traits Keen Hearing and Smell. The wolf has advantage on Spirit (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf‘s allies is within 5 feet of the creature and the ally isn‘t incapacitated. Snow Camouflage. The wolf has advantage on Agility (Stealth) checks made to hide in snowy terrain. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Agility saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Wyrmkin Introduction Wyrmkin, also known as wyrm kin, form the bulk of dragonspawn forces. Wyrmkin are the most common and low-ranking of the spawn, but they are nonetheless fierce opponents in battle. They are tough and hardy, but not particularly intelligent. Most lack self-motivation, requiring a leader to give them specific instructions and commands. Those who show ingenuity, superior skill, or sorcererous talent are elevated to the ranks of the flametongues or scalebanes. Wyrmkin usually carry shields and swords (usually longsword) or spears provided by their patrons. Wyrmkin are clever warriors, well trained and organized. Wyrmkin are trained to setup ambushes, use hit-and-run tactics, and generally do everything they can to gain the upper hand in a battle. They employ advanced 156

battle strategies and capable of performing advanced maneuvers utilizing terrain, ambush, and flanking, as well as distinctive formations for different foes. Most wyrmkin fight in large units, they known for flanking their enemies or taking specific formations, but they rarely think of strategies on their own. Their one critical flaw is a lack of initiative and creative, independent thinking. Despite this shortcoming, they are a feared battle unit, capable of wreaking much havoc. Fortunately, most of these groups are led by higher-ranking dragonspawn, to whom the wyrmkin looks for orders. Wyrmkin are almost always warriors, although some mages are found within their ranks, but very rarely — those who show such talent are promoted to the flametongue legions. Depending on the wrymkin‘s ancestry and bloodline, the colors of their scales change, altering the type of damage dealt by their breath weapon and resisted.

Wyrmkin Fighter Medium dragon, neutral Armor Class 17 (splint) Hit Points 26 (4d8 + 8) Speed 30 ft. STR AGI STA INT SPI CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) Saving Throws Str +5, Sta +4 Skills Athletics +5, Perception +4 Damage Resistances Resistance (see scales above) Senses Blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 1 (200 XP) Traits ACTIONS Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Breath Weapon (1/long rest). The wyrmkin exhales an elementally-charged breath in a 15-foot cone. Each creature in the line must make a DC

13 Agility saving throw, taking 22 (4d8) damage on a failed save, or half as much damage on a successful one. The damage type depends on the dragon‘s scales.

and create new strategies as opportunities arise. They are encouraged to branch out and learn new things in order to bring diversity to their command.

Wyrmkin Flametongue

Wyrmkin Scalebane

Medium dragon, neutral Armor Class 17 (splint) Hit Points 60 (8d8 + 24) Speed 30 ft. STR AGI STA INT SPI CHA 19 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) Saving Throws Str +7, Sta +6 Skills Athletics +7, Perception +5 Damage Resistances Resistance (see scales above) Senses Blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages Common, Draconic Challenge 5 (1,800 XP) Traits Improved Critical. The wyrmkin flametongue‘s weapon attacks score a critical hit on a roll of 19 or 20. Commander’s Order (1/rest). The wyrmkin flametongue can command ally within 60 feet to attack as a reaction. ACTIONS Multiattack. The wyrmkin can make two attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Breath Weapon (1/rest). The wyrmkin exhales an elementally-charged breath in a 15-foot cone. Each creature in the line must make a DC 14 Agility saving throw, taking 36 (8d8) damage on a failed save, or half as much damage on a successful one. The damage type depends on the dragon‘s scales.

Medium dragon, neutral Armor Class 17 (splint) Hit Points 60 (8d8 + 24) Speed 30 ft. STR AGI STA INT SPI CHA 17 (+3) 13 (+1) 16 (+3) 17 (+3) 14 (+2) 12 (+1) Saving Throws Str +7, Sta +6 Skills Athletics +7, Perception +5 Damage Resistances Resistance (see scales above) Senses Blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages Common, Draconic Challenge 5 (1,800 XP) Traits Draconic Casting. Whenever the wyrmkin scores a critical hit or is hit by a critical hit, they can cast the dragon‘s breath spell for no mana cost. Spellcasting. The wyrmkin scalebane is a 4th level spellcaster. Their spellcasting ability is Intelligence (DC 14, +6 to spell attacks). The wyrmkin has the following spells (7) prepared from the mage spell list. Cantrips (1 mana): fire bolt, frost bolt 1st level (5 mana): detect magic, thunderstorm, earth tremor, sleep 2nd level (6 mana): detect thoughts, dragon‘s breath, web ACTIONS Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Breath Weapon (1/rest). The wyrmkin exhales an elementally-charged breath in a 15-foot cone. Each creature in the line must make a DC 14 Agility saving throw, taking 36 (8d8) damage on a failed save, or half as much damage on a successful one. The damage type depends on the dragon‘s scales.

Flametongues are clever fighters, well-trained and organized. They are officers, often leading squads of other dragonspawn into battle. They know how best to use their unit, and they know the capacity of each individual in their armies. While not phenomenally intelligent, they can improvise 157

Equipment. Magic uncommon-quality greatsword (+1 to attack and damage rolls). Scalebanes are the most elite and powerful of the dragonspawn, and they represent a small fraction of dragonspawn society. These are the leaders, the most powerful spellcasters, and the elders of the dragonspawn race. While scalebanes were wyrmkin earlier in life, scalebanes are technically a different species, having been transformed by a complicated ritual similar to those undergone by dragons as they mature. Scalebanes are chosen from the best of the lesser ranks, those who demonstrate exceptional leadership as well as combat or magical abilities.

Dragonflight Color Blue Red Green Yellow Black

Resistance/Breath Damage Resistance to cold damage, cold breath Resistance to fire damage, fire breath Resistance to acid damage, acid breath Resistance to lightning damage, lightning breath Resistance to fire damage, fire breath

Wyvern Large beast, unaligned Armor Class 13 Hit Points 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 2 (450 XP) 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.

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While most scalebanes are intellectual, they still have large builds, powerfully built for combat, standing seven feet tall or just little under on average, and wear elaborate armor with dragoncrested helms that stand out from the rest their unit. Many scalebanes may also carry banners or other markings delineating their command. These banners represent their draconic patron or matron, such as Azuregos the blue or Vaelastrasz the red. Scalebanes spend most of their time in combat commanding their units, but those with spellcaster abilities pepper their enemies with spells from a distance. If pressed, they fight fearlessly, but avoid melee combat because they know they are most effective in command positions.

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. The creature looks much like a lion with great leathery wings that flare out from its forelimbs. It has strong hind legs and a scorpion-like tail. Wyverns have slowly become the iconic flying beasts of the Horde. They are much more intelligent than regular beasts, and are nearly sentient.

Orc Wind Rider Wyverns are often used as mounts for orc raiders. Such raiders employ javelins instead of greatswords and nets, gaining the following attack. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 30/120, one target. Hit: 6 (1d6 + 3) piercing damage.

Raiders usually have at least ten javelins, with two

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poisoned by the wyvern‘s sting.

Templates Ancient, Corrupted An ancient that is corrupted uses the original statistics, except where altered by the following template. Damage Immunities poison Condition Immunities poisoned Challenge. Unchanged. Traits. Corrupted ancients can choose to deal slashing or bludgeoning damage (chosen during each attack), and have the poison claws and breath abilities (see below). Poison Claws. With each claw attack, the ancient can choose to apply poison through its claws. This deals deal 7 (2d6) extra poison damage. Poison Breath (Recharge 5-6). The corrupted ancient exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 15 Stamina saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one.

Demonic A creature that is descended into a demonic fiend is altered by the following template. Demons are always treated as if their mana is active for the purposes of stealing or manipulating mana, though draining demonic mana might have an unforeseen negative effect (up to the DM). Alignment. Always chaotic evil Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Saving Throws. Any two Senses. Darkvision 120 ft. Languages. Understands Eredun (if it can speak, it may also speak it) Challenge. Unchanged. Traits. Any physical (non-cognitive) ability it possessed previously. Actions. Any melee/ranged or natural attacks it possessed in a previous life.

Skeletal A creature that is turned into a skeleton is altered by the following template. 160

Alignment. Always Lawful Evil Armor Class. -2 Natural armor or scraps Attribute scores. Strength and Agility unchanged; Stamina 15, Intelligence 6, Spirit 8, and Charisma 5. Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft. Languages. Understands the languages in life, but cannot speak Challenge. Unchanged. Traits. Any physical (non-cognitive) ability it possessed in life, as well as undead nature. Actions. Any melee/ranged or natural attacks it possessed in life. Undead Nature. An undead does not need to eat, drink, sleep, or breathe.

Mechanized A creature that is made by engineering (or is made into a construct) uses its original statistics, except where altered by the following template. Attribute scores Strength unchanged, Agility, and Stamina unchanged; Intelligence 3, Spirit 11, and Charisma 1. Damage Immunities poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned Languages Understands its creator‘s language (if it can speak, it may also speak it) Challenge Unchanged. Traits Any physical (non-cognitive) ability its original form possesses, and Constructed Mind. Actions Any melee/ranged or natural attacks its original form possesses. Constructed Mind Mechanized creatures do not have a true mind, but are instead programmed to perform certain actions congruent with those of similar natural creatures. Thus, instead of Animal Handling checks, a creature handling or riding a mechanized animal makes checks with engineer‘s tools. Its new form is immune to all living creature-specific effects. It also consumes 1 charge (energy type determined by the creator) every hour of activity. It may remain latent, and activate on a trigger to save charges.

Malfunction. The mechanized creature has a malfunction rating of 1 to its challenge rating. For instance, a Challenge 4 creature has a malfunction rating of 1-5.

Homunculus A creature that is made by alchemy uses its original statistics, except where altered by the following template. Attribute scores Strength unchanged, Agility, and Stamina unchanged; Intelligence 6, Spirit 11, and Charisma 5. Damage Resistances poison, psychic Condition Immunities confusion Languages Understands its creator‘s language (if it can speak, it may also speak it) Challenge Unchanged. Traits Any physical (non-cognitive) ability its original form possesses, and Synthesized Mind. Actions Any melee/ranged or natural attacks its original form possesses. Synthesized Mind. Homunculi are creates synthesized and formed from creatures with true minds. Therefore, a homunculus has a shadow of the original creature‘s thoughts (usually speaking or expressing itself), and performs actions congruent with those of similar natural creatures. Thus, instead of Animal Handling checks, a creature handling or riding a homunculus makes checks with alchemy supplies. A homunculus is treated as if a beast for the purposes of the awaken spell. A homunculus can be designed to mimic living creatures (in which case it eats, drinks, breathes, and sleeps) or closer to a construct (in which case it requires none of the above). If designed to be construct-like, the homunculus also requires an engine and fuel (as if a normal construct). Some creatures that are unnaturally born from magic used to be homunculi. In some cases, a DM may allow a homunculus‘s mind to awaken, in which case it regains its full mental ability scores (or retains the current ones, whichever is higher) and changes its creature type to a monstrosity. Homunculi affected by the awaken spell are more likely to gain this spark and become independent creatures, soon becoming to 161

procreate with similar animals of its type (if possible).

Spirit Spirit creatures are any beast that originates from the two spirit planes near the material (the Emerald Dream, Shadowlands, etc.). Spirit creatures are flickering, translucent pale blue beasts that emit a faint glow. According to orc shamans, spirit wolves (the most common spirit creatures known to spellcasters) prowl the spirit realms, always hunting and killing. Spirit creatures can be summoned by shamans, and the template applies always to natural creatures such as beasts. A shaman who casts Polymorph can also turn into a spirit creature (commonly a ghost wolf for orc shamans, but often the spirit animal of the shaman‘s race). Spirit Nature. A spirit does not need to eat, drink, or sleep. Attribute scores. Strength and Agility unchanged; Intelligence 6, and Spirit 12 (unless existing attribute scores are higher). Damage Immunities poisons (from natural poisons) Condition Immunities poisoned (from natural poisons) Senses darkvision 60 ft. Spirit Sight. The spirit creature can see incorporeal or ethereal creatures and objects up to 60 feet away. Challenge increases by 1. Traits. Weapon attacks are treated as magical. Swift Movement. The spirit creature gains a +10 bonus to their base speed, and +4 to any saving throw to resist movement-restraining or slowing effects. Languages. Kalimag. If conjured, the spirit creature gains a telepathic bond with the conjurer, regardless of distance, allowing them communication.

Tainted/Fel A creature that has is cursed or has drunk demon-blood given by a CR 10 or higher demon may become tainted. This is a template that alters the creature in the following ways.

A tainted creature often changes color (typically red, though other colors are not unheard of), and shows signs of corruption (such as sharper teeth, unnatural bone protrusions, etc.), as well as eyes burning with fel-fire, and becomes more violent and prone to anger and rage. Tainted creatures may be sensed with a DC 10 Spirit on sight or Intelligence (if possessing mana or innate spellcasting) check on sight, revealing that something is off. Those who exceed the DC by 5 points can also specifically sense fel magic reeking in the creature. Alignment. Always chaotic evil Attribute Scores. +1 to Strength or +1 to Charisma (choose one). Senses darkvision 120 ft. Languages. Understands Eredun (if it can speak, it may also speak it) Challenge. Unchanged. Traits. Any abilities it possessed previously, as well as Chaos Weapons and Fel Enslavement. Chaos Weapons. The creature‘s weapon attacks are treated always as magical for the purpose of overcoming damage resistances. Fel Enslavement. The creature suffers disadvantage to saving throws against being compelled to harm, betray, or deal violence to creatures (including its allies, but not itself). If the fel creature is immune to being charmed, it loses the immunity for this specific purpose.

Void Beast Void beings are treated as fiend (shadow) regardless of their original creature type. Void beings are any beast that originates from the Shadowlands or one that is sufficiently suffused with void or shadow magic. Void beasts creatures are flickering, violet beasts that emit a faint glow. Void beasts can appear as the reflection of any being, with the most common void creature being hounds or wraiths, with a few others being in the shape of wolves or oozes. Void beasts can be conjured by priests (nearly always shadow priests).

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Fiendish Nature. The void beast is a fiend (shadow). Void beasts do not need to eat, drink, sleep, or breathe. Attribute scores. Strength and Agility unchanged; Intelligence 6, and Spirit 12 (unless existing attribute scores are higher). Damage Resistances psychic, shadow Damage Immunities poison Condition Immunities confusion, poisoned Senses darkvision 60 ft. Languages Understands Shath‘yar, but cannot speak it Challenge unchanged Traits. Shadow Sight. Magical darkness doesn't impede the void beast‘s darkvision. Might of the Void. Weapon attacks are treated as magical.

Zombie 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. Attribute scores Strength unchanged; Agility 8, Stamina 16, Intelligence 3, Spirit 6, and Charisma 5. Saving Throws Spirit Damage Immunities poison Condition Immunities poisoned, exhaustion Senses darkvision 60 ft. Languages understands the languages in life, but cannot speak them Challenge unchanged Traits. Any physical (non-cognitive) ability it possessed in life, as well as Undead Fortitude and Undead Nature. Actions. Any melee/ranged or natural attacks it possessed in life. Proficient with melee Slam attack has a reach of normal for its size, and deals 1d6 if medium, 2d6 if large, 3d6 if huge, etc. plus Strength. Undead Fortitude If damage reduces the zombie to 0 hitpoints, it can make a Stamina saving throw with a DC of 5 + the damage taken, unless the damage is holy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Undead Nature. An undead does not need to eat, drink, sleep, or breathe.

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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).

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