Appendix 2: Monster List
Goblin (CR 1/4)
- AC: 15 (Leather Armor, Shield)
- HP: 7 (2d6)
- Speed: 30 ft.
- Abilities: STR -1, DEX +2, CON 0, INT 0, WIS -1, CHA -1
- Skills: Stealth +6
-
Traits:
- Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action.
-
Actions:
- Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.
Orc (CR 1/2)
- AC: 13 (Hide Armor)
- HP: 15 (2d8 + 6)
- Speed: 30 ft.
- Abilities: STR +3, DEX +1, CON +3, INT -2, WIS +0, CHA -1
-
Traits:
- Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature it can see.
-
Actions:
- Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12 + 3 slashing damage.
- Javelin: Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6 + 3 piercing damage.
Skeleton (CR 1/4)
- AC: 13 (Natural Armor)
- HP: 13 (2d8 + 4)
- Speed: 30 ft.
- Abilities: STR +2, DEX +2, CON +2, INT -2, WIS +0, CHA -3
-
Traits:
- Undead Fortitude: If damage reduces the skeleton to 0 HP, it can make a Constitution saving throw (DC 5 + damage taken). On success, it drops to 1 HP instead.
-
Actions:
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.
Giant Spider (CR 1)
- AC: 14 (Natural Armor)
- HP: 26 (4d10 + 4)
- Speed: 30 ft., climb 30 ft.
- Abilities: STR +2, DEX +3, CON +1, INT -4, WIS +0, CHA -3
-
Traits:
- Web Sense: The spider knows the exact location of any creature touching its web.
- Web Walker: The spider ignores movement restrictions caused by webbing.
-
Actions:
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much on a success.
Ogre (CR 2)
- AC: 11 (Hide Armor)
- HP: 59 (7d10 + 21)
- Speed: 40 ft.
- Abilities: STR +4, DEX -1, CON +3, INT -3, WIS -1, CHA -2
-
Actions:
- Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
- Javelin: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 2d6 + 4 piercing damage.
Troll (CR 5)
- AC: 15 (Natural Armor)
- HP: 84 (8d10 + 40)
- Speed: 30 ft.
- Abilities: STR +4, DEX +1, CON +5, INT -2, WIS +0, CHA -2
-
Traits:
- Regeneration: The troll regains 10 HP at the start of its turn if it has at least 1 HP and isn’t affected by fire or acid damage.
-
Actions:
- Multiattack: The troll makes three attacks: one with its bite and two with its claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Black Dragon Wyrmling (CR 2)
- AC: 17 (Natural Armor)
- HP: 33 (6d8 + 6)
- Speed: 30 ft., fly 60 ft., swim 30 ft.
- Abilities: STR +2, DEX +2, CON +1, INT -2, WIS +0, CHA +2
-
Traits:
- Amphibious: The dragon can breathe air and water.
-
Actions:
- Acid Breath (Recharge 5–6): The dragon exhales acid in a 15-foot line. Each creature in the line must make a DC 11 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much on a success.
Vampire Spawn (CR 5)
- AC: 15 (Natural Armor)
- HP: 82 (11d8 + 33)
- Speed: 30 ft.
- Abilities: STR +3, DEX +3, CON +3, INT +1, WIS +0, CHA +2
-
Traits:
- Regeneration: Regains 10 HP at the start of its turn if it has at least 1 HP and isn’t in sunlight or running water.
- Spider Climb: Can climb difficult surfaces, including upside down, without a check.
-
Actions:
- Multiattack: The spawn makes two attacks, only one of which can be a bite.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d4 + 3 slashing damage.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage plus 2d6 necrotic damage.