A monster manual · 52 creatures
Every creature the valley, the Old City and the dark under them can send. A module's own book prints only the ones it uses; this is the catalogue those books draw from.
39 from 5e SRD · 9 from Rivermark Chronicles · 4 from Rivermark
Ordered by challenge, which is how a referee looks a fight up, and again by kind, which is how a name is found when the number is not. Click a name to go to its block.
By challenge
Challenge 0
City Engineer
Challenge 1/8
Bandit · City Guard · Giant Rat · Kobold · Stirge
Challenge 1/4
Giant Centipede · Goblin · Sump Gremlin · Wolf
Challenge 1/2
Deep Gremlin · Gnoll · Grey Ooze · Peat Ooze · Worg
Challenge 1
Bog Crawler · Bugbear · Dire Wolf · Giant Spider · Giant Toad · Launder Crawler · Pit Warden · Thief Captain
Challenge 2
Carrion Crawler · Crust · Fen Howler · Ogre · The Drowned Clerk · Wererat
Challenge 3
Broodmother · Fen Horror · One of the Drowned · Serjeant of the Works · The Pit's Man · Wight
Challenge 5
The Growth
Challenge 6
Chimera
Challenge 7
Stone Giant
Challenge 8
Frost Giant
Challenge 9
Fire Giant
Challenge 10
Stone Golem · Young Red Dragon
Challenge 11
Roc
Challenge 12
Archmage
Challenge 13
Storm Giant
Challenge 14
Adult Black Dragon
Challenge 15
Purple Worm
Challenge 16
Iron Golem
Challenge 17
Adult Red Dragon
Challenge 19
Balor
Challenge 20
Ancient White Dragon
Challenge 21
Lich
By kind
Aberration
Launder Crawler (1) · Fen Horror (3) · The Growth (5)
Beast
Giant Rat (1/8) · Stirge (1/8) · Giant Centipede (1/4) · Wolf (1/4) · Bog Crawler (1) · Dire Wolf (1) · Giant Spider (1) · Giant Toad (1) · Fen Howler (2) · Broodmother (3)
Construct
Stone Golem (10) · Iron Golem (16)
Dragon
Young Red Dragon (10) · Adult Black Dragon (14) · Adult Red Dragon (17) · Ancient White Dragon (20)
Elemental
Crust (2)
Fiend
Balor (19)
Giant
Ogre (2) · Stone Giant (7) · Frost Giant (8) · Fire Giant (9) · Storm Giant (13)
Humanoid
City Engineer (0) · Bandit (1/8) · City Guard (1/8) · Kobold (1/8) · Goblin (1/4) · Gnoll (1/2) · Bugbear (1) · Pit Warden (1) · Thief Captain (1) · Wererat (2) · Serjeant of the Works (3) · The Pit's Man (3) · Archmage (12)
Monstrosity
Deep Gremlin (1/2) · Worg (1/2) · Carrion Crawler (2) · Chimera (6) · Roc (11) · Purple Worm (15)
Ooze
Grey Ooze (1/2) · Peat Ooze (1/2)
Undead
The Drowned Clerk (2) · One of the Drowned (3) · Wight (3) · Lich (21)
Medium humanoid (any race), neutral
Armour Class 10
Hit Points 4 (1d8)
Speed 30 ft.
Challenge 0 (10 XP)
Treasure 1d6 gp, Brass Plumb-Bob (35%)
Mattock. Melee attack, +2 to hit, reach 5 ft. Hit: 1d4 bludgeoning damage.
5e SRD
Medium humanoid (any race), any non-lawful alignment
Armour Class 12
Hit Points 11 (2d8+2)
Speed 30 ft.
Saving Throws Dex +1
Challenge 1/8 (25 XP)
Treasure 2d6 gp, Leather Armor (15%)
Scimitar. Melee attack, +3 to hit, reach 5 ft. Hit: 1d6+1 slashing damage.
Light Crossbow. Ranged attack, +3 to hit, range 80/320 ft. Hit: 1d8+1 piercing damage.
5e SRD
Medium humanoid (any race), lawful neutral
Armour Class 16
Hit Points 11 (2d8+2)
Speed 30 ft.
Challenge 1/8 (25 XP)
Treasure 2d6 gp, Dented Steel Helm (20%)
Spear. Melee attack, +3 to hit, reach 5 ft. Hit: 1d6+1 piercing damage.
Light Crossbow. Ranged attack, +3 to hit, range 80/320 ft. Hit: 1d8+1 piercing damage.
5e SRD
Small beast, unaligned
Armour Class 12
Hit Points 7 (2d6)
Speed 30 ft.
Saving Throws Dex +2
Challenge 1/8 (25 XP)
Treasure A Knotted Rag (20%)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and that ally isn't incapacitated.
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage.
5e SRD
Small humanoid (kobold), lawful evil
Armour Class 12
Hit Points 5 (2d6-2)
Speed 30 ft.
Saving Throws Dex +2
Challenge 1/8 (25 XP)
Treasure 1d4 gp (50%), Sling (15%)
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
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 that ally isn't incapacitated.
Dagger. Melee attack, +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage.
Sling. Ranged attack, +4 to hit, range 30/120 ft. Hit: 1d4+2 bludgeoning damage.
5e SRD
Tiny beast, unaligned
Armour Class 14
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
Saving Throws Dex +3
Challenge 1/8 (25 XP)
Treasure Antitoxin (15%)
Blood Drain. Melee attack, +5 to hit, reach 5 ft. Hit: 1d4+3 piercing damage. The stirge attaches to the target. While attached it does not attack; instead it drains 1d4+3 blood at the start of each of its turns.
5e SRD
Small beast, unaligned
Armour Class 13
Hit Points 9 (2d6+2)
Speed 30 ft., climb 30 ft.
Saving Throws Dex +4
Challenge 1/4 (50 XP)
Treasure Antitoxin (20%)
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage. The target must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failure, or half as much on a success.
5e SRD
Small humanoid (goblinoid), neutral evil
Armour Class 15
Hit Points 7 (2d6)
Speed 30 ft.
Saving Throws Dex +2
Challenge 1/4 (50 XP)
Treasure 1d6 gp (60%), Shortsword (15%)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Scimitar. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 slashing damage.
Shortbow. Ranged attack, +4 to hit, range 80/320 ft. Hit: 1d6+2 piercing damage.
5e SRD
Small fey, chaotic neutral
Armour Class 13
Hit Points 11 (3d6)
Speed 30 ft., climb 20 ft., swim 20 ft.
Saving Throws Dex +5
Challenge 1/4 (50 XP)
Treasure 1d4 gp (50%), Cracked Delving Lamp (25%)
Amphibious. The gremlin can breathe air and water.
Pack Tactics. The gremlin has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and that ally isn't incapacitated.
Thief of Small Things. Anything not fastened down and small enough to carry in two hands goes into the water within a round of the gremlin touching it, and is not seen again.
Hooked Pole. Melee attack, +5 to hit, reach 5 ft. Hit: 1d6+3 piercing damage. On a hit against a creature standing in water, the target must succeed on a DC 11 Strength saving throw or be pulled prone.
Thrown Brick. Ranged attack, +5 to hit, range 20/60 ft. Hit: 1d4+3 bludgeoning damage.
Rivermark Chronicles
Medium beast, unaligned
Armour Class 13
Hit Points 11 (2d8+2)
Speed 40 ft.
Saving Throws Dex +2
Challenge 1/4 (50 XP)
Treasure Dried Fen-Root (15%)
Keen Hearing and Smell. The wolf has advantage on Wisdom (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 that ally isn't incapacitated.
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
5e SRD
Small monstrosity, unaligned
Armour Class 13
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.
Saving Throws Dex +5
Challenge 1/2 (100 XP)
Treasure 2d4 gp (60%), Delver's Pick (25%)
Came Up the Hole. Gremlins do not den in the warren. Every one of them has come up from below in the last two years, and they come up in numbers when the cutting below is loud.
Sunlight Sensitivity. Disadvantage on attack rolls and on Perception checks relying on sight in sunlight.
Claws. Melee attack, +5 to hit, reach 5 ft. Hit: 1d6+3 slashing damage.
Thrown Stone. Ranged attack, +5 to hit, reach 5 ft. Hit: 1d4+3 bludgeoning damage.
Rivermark
Medium humanoid (gnoll), chaotic evil
Armour Class 15
Hit Points 22 (5d8)
Speed 30 ft.
Saving Throws Dex +1
Challenge 1/2 (100 XP)
Treasure 2d6 gp, Javelin (30%)
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage.
Spear. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 piercing damage. 1d8+2 when used with two hands.
Longbow. Ranged attack, +3 to hit, range 150/600 ft. Hit: 1d8+1 piercing damage.
5e SRD
Medium ooze, unaligned
Armour Class 8
Hit Points 22 (3d8+9)
Speed 10 ft., climb 10 ft.
Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Challenge 1/2 (100 XP)
Treasure 2d10 gp (60%), Shortsword (20%)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Pseudopod. Melee attack, +3 to hit, reach 5 ft. Hit: 1d6+1 bludgeoning damage. Plus 2d6 acid damage, and if the target is wearing nonmagical metal armour, its armour is partly corroded and takes a permanent and cumulative -1 penalty to AC.
5e SRD
Medium ooze, unaligned
Armour Class 8
Hit Points 22 (3d8+9)
Speed 10 ft., climb 10 ft.
Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Challenge 1/2 (100 XP)
Treasure 1d10 gp (60%), Thieves' Tools (20%)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While motionless, the ooze is indistinguishable from a peat-slick on wet stone.
Pseudopod. Melee attack, +3 to hit, reach 5 ft. Hit: 1d6+1 bludgeoning damage. Plus 2d6 acid damage, and any nonmagical metal armour worn by the target corrodes.
5e SRD
Large monstrosity, neutral evil
Armour Class 13
Hit Points 26 (4d10+4)
Speed 50 ft.
Saving Throws Str +5
Challenge 1/2 (100 XP)
Treasure Dried Fen-Root (25%)
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee attack, +5 to hit, reach 5 ft. Hit: 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
5e SRD
Medium beast, unaligned
Armour Class 13
Hit Points 22 (4d8+4)
Speed 20 ft., swim 30 ft.
Saving Throws Str +3
Resistances poison
Condition Immunities prone
Challenge 1 (200 XP)
Treasure Cut Fen-Root (30%)
Peat-Blind. The crawler hunts by pressure in the water and is not troubled by darkness or by mist.
Amphibious. It can breathe air and water.
Claws. Melee attack, +4 to hit, reach 5 ft. Hit: 1d8+2 slashing damage.
Drag Under. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 bludgeoning damage. On a hit against a target standing in water, the target must succeed on a DC 12 Strength save or be knocked prone.
Rivermark
Medium humanoid (goblinoid), chaotic evil
Armour Class 16
Hit Points 27 (5d8+5)
Speed 30 ft.
Saving Throws Dex +2
Challenge 1 (200 XP)
Treasure 3d6 gp, Oil of Embers (25%)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the attack deals an extra 2d6 damage.
Morningstar. Melee attack, +4 to hit, reach 5 ft. Hit: 2d8+2 piercing damage.
Javelin. Ranged attack, +4 to hit, range 30/120 ft. Hit: 1d6+2 piercing damage.
5e SRD
Large beast, unaligned
Armour Class 14
Hit Points 37 (5d10+10)
Speed 50 ft.
Saving Throws Dex +2
Challenge 1 (200 XP)
Treasure Dried Fen-Root (35%)
Keen Hearing and Smell. The wolf has advantage on Wisdom (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 that ally isn't incapacitated.
Bite. Melee attack, +5 to hit, reach 5 ft. Hit: 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
5e SRD
Large beast, unaligned
Armour Class 14
Hit Points 26 (4d10+4)
Speed 30 ft., climb 30 ft.
Saving Throws Dex +5
Challenge 1 (200 XP)
Treasure Antitoxin (35%)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee attack, +5 to hit, reach 5 ft. Hit: 1d8+3 piercing damage. The target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failure, or half as much on a success.
Web. Ranged attack, +5 to hit, range 30/60 ft. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success.
5e SRD
Large beast, unaligned
Armour Class 11
Hit Points 39 (6d10+6)
Speed 20 ft., swim 40 ft.
Saving Throws Str +4
Challenge 1 (200 XP)
Treasure Antitoxin (25%)
Amphibious. The toad can breathe air and water.
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 1d10+2 piercing damage. Plus 1d10 poison damage. The target is grappled (escape DC 13) and restrained, and the toad cannot bite another target while it holds one.
5e SRD
Medium aberration, unaligned
Armour Class 13
Hit Points 27 (5d8+5)
Speed 30 ft., climb 30 ft.
Vulnerabilities radiant
Condition Immunities blinded
Challenge 1 (200 XP)
Treasure Cut Fen-Root (30%)
Water-Born. Came up the launder with the pump water. Nobody has asked from where.
Claws. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 slashing damage.
Latch. Melee attack, +4 to hit, reach 5 ft. Hit: 1d8+2 piercing damage.
Rivermark Chronicles
Medium humanoid (human), lawful neutral
Armour Class 14
Hit Points 22 (4d8+4)
Speed 30 ft.
Challenge 1 (200 XP)
Treasure 3d6 gp, The Pit Belt (25%)
Paid Weekly. Wardens do not rout while a serjeant of the works is standing. It is in the terms.
Weighted Baton. Melee attack, +4 to hit, reach 5 ft. Hit: 1d8+2 bludgeoning damage.
Crossbow. Ranged attack, +4 to hit, range 80/320 ft. Hit: 1d8+1 piercing damage.
Rivermark Chronicles
Medium humanoid (any race), neutral
Armour Class 13
Hit Points 27 (6d8)
Speed 30 ft.
Saving Throws Dex +4
Challenge 1 (200 XP)
Treasure 4d10 gp, Warded Shield (50%)
Cutpurse's Opening. Once per turn, the captain deals an extra 2d6 damage to a target it hits with a weapon attack if another enemy of that target is in the front rank.
Shortsword. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 piercing damage.
Hand Crossbow. Ranged attack, +4 to hit, range 30/120 ft. Hit: 1d6+2 piercing damage.
5e SRD
Large monstrosity, unaligned
Armour Class 13
Hit Points 51 (6d10+18)
Speed 30 ft., climb 30 ft.
Challenge 2 (450 XP)
Treasure Antitoxin (40%)
Keen Smell. The crawler has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The crawler can climb difficult surfaces, including upside down on ceilings, without needing an ability check.
Tentacles. Melee attack, +8 to hit, reach 5 ft. Hit: 1d4+2 poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralysed.
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 2d4+2 piercing damage.
5e SRD
Medium elemental, unaligned
Armour Class 16
Hit Points 40 (6d8+12)
Speed 20 ft.
Saving Throws Con +4
Resistances piercing, slashing
Immunities poison
Vulnerabilities thunder
Condition Immunities poisoned, charmed, frightened
Challenge 2 (450 XP)
Treasure 2d10 gp, The Left Pauldron (30%)
Wrong Stone. The diggers' word for it, and the only word anybody down here uses. Takes half damage from picks, hammers and anything else the works issues.
Slam. Melee attack, +5 to hit, reach 5 ft. Hit: 2d6+3 bludgeoning damage.
Rivermark Chronicles
Large beast, unaligned
Armour Class 13
Hit Points 45 (6d10+12)
Speed 40 ft.
Saving Throws Con +4
Challenge 2 (450 XP)
Treasure Cut Fen-Root (40%)
Drives the Herd. Cattle and horses within sight of the howler will not stand. Herds bunch and face it, which is how drovers know it is there before they see it.
Keen Hearing. Advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee attack, +6 to hit, reach 5 ft. Hit: 2d8+4 piercing damage.
Call. Melee attack, +6 to hit, reach 5 ft. Hit: 1d6 thunder damage. A flat carrying note rather than a howl. Anything within earshot that is not the howler's own kind must succeed on a DC 12 Wisdom save or be frightened until the end of its next turn.
Rivermark
Large giant, chaotic evil
Armour Class 11
Hit Points 59 (7d10+21)
Speed 40 ft.
Saving Throws Str +6
Challenge 2 (450 XP)
Treasure 4d6 gp, Greataxe (30%)
Greatclub. Melee attack, +6 to hit, reach 5 ft. Hit: 2d8+4 bludgeoning damage.
Javelin. Ranged attack, +6 to hit, range 30/120 ft. Hit: 2d6+4 piercing damage.
5e SRD
Medium undead, neutral
Armour Class 12
Hit Points 45 (7d8+14)
Speed 20 ft., swim 30 ft.
Saving Throws Con +4
Resistances necrotic, bludgeoning, piercing and slashing from nonmagical attacks
Immunities poison
Condition Immunities exhaustion, frightened, poisoned
Challenge 2 (450 XP)
Treasure 2d8 gp, The Renegade's Purse (35%)
Will Not Leave the Room. The clerk does not pursue beyond the strongroom door. It has never once tried to.
Underwater Silence. The clerk makes no sound at all, in or out of the water. It did not make much when it was living either.
Keeps the Boxes. While any deposit box remains in the strongroom, the clerk has advantage on saving throws against being moved, charmed or frightened.
Drag Down. Melee attack, +4 to hit, reach 5 ft. Hit: 1d8+2 bludgeoning damage. If the target is standing in the flooded room it must succeed on a DC 13 Strength saving throw or be pulled under and begin to drown, taking 1d6 at the start of each of its turns until it or an ally spends an action to get it up.
Ledger Weight. Melee attack, +4 to hit, reach 5 ft. Hit: 2d6+2 bludgeoning damage. A brass-cornered ledger weight on a thong, still tied to its wrist.
Rivermark Chronicles
Medium humanoid (human, shapechanger), lawful evil
Armour Class 12
Hit Points 33 (6d8+6)
Speed 30 ft.
Saving Throws Dex +2
Immunities bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Challenge 2 (450 XP)
Treasure 2d8 gp, Potion of Healing (20%)
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics are the same in each form.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee attack, +4 to hit, reach 5 ft. Hit: 1d4+2 piercing damage. Rat or hybrid form only. If the target is humanoid it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 piercing damage. Humanoid or hybrid form only.
Hand Crossbow. Ranged attack, +4 to hit, range 30/120 ft. Hit: 1d6+2 piercing damage. Humanoid or hybrid form only.
5e SRD
Large beast, unaligned
Armour Class 15
Hit Points 58 (9d10+9)
Speed 30 ft., climb 30 ft.
Saving Throws Dex +6, Con +4
Challenge 3 (700 XP)
Treasure 2d10 gp, Cloak of the Marsh (50%)
Spider Climb. The broodmother can climb difficult surfaces, including upside down on ceilings, without needing an ability check.
Web Sense. While in contact with a web, she knows the exact location of any other creature in contact with the same web.
Web Walker. She ignores movement restrictions caused by webbing.
Drop From Above. She has advantage on attack rolls against any creature that has not yet acted this combat.
Bite. Melee attack, +6 to hit, reach 5 ft. Hit: 2d8+3 piercing damage. The target must make a DC 13 Constitution saving throw, taking 3d8 poison damage on a failure, or half as much on a success.
Web. Ranged attack, +6 to hit, range 30/60 ft. The target is wrapped and hauled toward the dark. As an action, the restrained target can make a DC 14 Strength check to tear free.
5e SRD
Large aberration, unaligned
Armour Class 14
Hit Points 60 (8d10+16)
Speed 10 ft., swim 40 ft.
Saving Throws Con +4
Resistances cold
Vulnerabilities fire
Condition Immunities prone
Challenge 3 (700 XP)
Treasure 3d8 gp, Amulet of Warding (40%)
Peat-Held. Peat water preserves what it takes. The horror has been in the black pools long enough to be part of them and does not leave the water willingly.
Hold Breath. It can hold its breath for an hour.
Tendril. Ranged attack, +5 to hit, reach 5 ft. Hit: 1d10+3 bludgeoning damage. Reach 15 ft. On a hit the target is grappled and pulled 10 feet toward the water.
Bite. Melee attack, +5 to hit, reach 5 ft. Hit: 2d8+3 piercing damage.
Rivermark
Medium undead, neutral evil
Armour Class 12
Hit Points 52 (8d8+16)
Speed 20 ft., swim 30 ft.
Saving Throws Con +4
Resistances necrotic
Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 3 (700 XP)
Treasure 3d8 gp, Silver Ring (30%)
Held by the Water. Peat water does not let go of what it takes. Away from the fen it fails inside a day; in it, it does not fail at all.
Undead Fortitude. If reduced to 0 hit points by damage other than radiant, it makes a DC 5 + damage Constitution save and drops to 1 hit point on a success.
Grasp. Melee attack, +5 to hit, reach 5 ft. Hit: 2d6+3 bludgeoning damage.
Pull Down. Melee attack, +5 to hit, reach 5 ft. Hit: 1d8+3 cold damage. On a hit in water the target must make a DC 13 Strength save or be grappled and dragged under.
Rivermark Chronicles
Medium humanoid (human), lawful neutral
Armour Class 16
Hit Points 45 (7d8+14)
Speed 30 ft.
Saving Throws Str +5, Con +4
Challenge 3 (700 XP)
Treasure 4d8 gp, Serviceable Mail (35%)
Counted Out. Names the party's numbers aloud before engaging, and does not stop naming them. Allies within earshot cannot be frightened.
Broadsword. Melee attack, +5 to hit, reach 5 ft. Hit: 1d10+3 slashing damage.
Second Cut. Melee attack, +5 to hit, reach 5 ft. Hit: 1d6+3 slashing damage.
Rivermark Chronicles
Medium humanoid (human), neutral
Armour Class 16
Hit Points 58 (9d8+18)
Speed 30 ft.
Saving Throws Str +5, Con +4
Challenge 3 (700 XP)
Treasure 3d8 gp, Greater Potion of Healing (30%)
Sand Sense. He has fought on this floor two hundred times and knows where the rake left it soft.
Does Not Finish. He has never killed anyone in the pit and the crowd has stopped finding that interesting.
Shortsword. Melee attack, +6 to hit, reach 5 ft. Hit: 1d6+3 piercing damage.
Shield Rush. Melee attack, +6 to hit, reach 5 ft. Hit: 1d4+3 bludgeoning damage. On a hit the target must succeed on a DC 14 Strength save or be knocked prone.
Rivermark Chronicles
Medium undead, neutral evil
Armour Class 14
Hit Points 45 (6d8+18)
Speed 30 ft.
Saving Throws Con +5
Resistances necrotic, bludgeoning, piercing, slashing
Immunities poison
Condition Immunities exhaustion, poisoned
Challenge 3 (700 XP)
Treasure 3d10 gp, Longsword +1 (35%)
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Life Drain. Melee attack, +4 to hit, reach 5 ft. Hit: 1d6+2 necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by the damage taken. This reduction lasts until the creature finishes a long rest.
Longsword. Melee attack, +4 to hit, reach 5 ft. Hit: 1d8+2 slashing damage.
Longbow. Ranged attack, +4 to hit, range 150/600 ft. Hit: 1d8+2 piercing damage.
5e SRD
Huge aberration, unaligned
Armour Class 15
Hit Points 132 (16d12+32)
Speed 0 ft.
Saving Throws Con +7
Resistances cold, necrotic
Immunities poison
Vulnerabilities fire
Condition Immunities blinded, charmed, frightened, prone
Challenge 5 (1800 XP)
Treasure 5d10 gp, Ring of Protection
Rooted. It does not move and it has never needed to. The face of the cut is what has been coming to it.
In the Stone. Damage that does not reach past the rock crust it has taken into itself is halved.
Runner. Melee attack, +7 to hit, reach 5 ft. Hit: 2d8+5 bludgeoning damage.
Sweep. Melee attack, +7 to hit, reach 5 ft. Hit: 2d6+5 slashing damage.
Spore Cast. Ranged attack, +6 to hit, range 40 ft. Hit: 3d6 poison damage.
Rivermark Chronicles
Large monstrosity, chaotic evil
Armour Class 14
Hit Points 114 (12d10+48)
Speed 30 ft., fly 60 ft.
Challenge 6 (2300 XP)
Fire Breath. The dragon head exhales fire in a 15-foot cone when it recharges.
Bite. Melee attack, +7 to hit, reach 5 ft. Hit: 2d6+4 piercing damage.
Horns. Melee attack, +7 to hit, reach 5 ft. Hit: 1d12+4 bludgeoning damage.
Fire Breath. Ranged attack, +0 to hit, reach 5 ft. Hit: 7d8 fire damage. A 15-foot cone of fire. DC 15 Dexterity save for half.
5e SRD
Huge giant, neutral
Armour Class 17
Hit Points 126 (11d12+55)
Speed 40 ft.
Saving Throws Dex +5, Con +8, Wis +4
Challenge 7 (2900 XP)
Stone Camouflage. The giant has advantage on Stealth checks made to hide in rocky terrain.
Greatclub. Melee attack, +9 to hit, reach 5 ft. Hit: 3d8+6 bludgeoning damage.
Rock. Ranged attack, +9 to hit, reach 5 ft. Hit: 4d10+6 bludgeoning damage. DC 17 Strength save or be knocked prone.
5e SRD
Huge giant, neutral evil
Armour Class 15
Hit Points 138 (12d12+60)
Speed 40 ft.
Saving Throws Con +8, Wis +3, Cha +5
Immunities cold
Challenge 8 (3900 XP)
Greataxe. Melee attack, +9 to hit, reach 5 ft. Hit: 3d12+6 slashing damage.
Rock. Ranged attack, +9 to hit, reach 5 ft. Hit: 4d10+6 bludgeoning damage.
5e SRD
Huge giant, lawful evil
Armour Class 18
Hit Points 162 (13d12+78)
Speed 30 ft.
Saving Throws Dex +3, Con +10, Cha +5
Immunities fire
Challenge 9 (5000 XP)
Greatsword. Melee attack, +11 to hit, reach 5 ft. Hit: 6d6+7 slashing damage.
Rock. Ranged attack, +11 to hit, reach 5 ft. Hit: 4d10+7 bludgeoning damage.
5e SRD
Large construct, unaligned
Armour Class 17
Hit Points 178 (17d10+85)
Speed 30 ft.
Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, poisoned
Challenge 10 (5900 XP)
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Immutable Form. Immune to any spell or effect that would alter its form.
Slam. Melee attack, +10 to hit, reach 5 ft. Hit: 3d8+6 bludgeoning damage.
Slow. Ranged attack, +0 to hit, reach 5 ft. Hit: 1d4 force damage. DC 17 Wisdom save or be slowed to a crawl.
5e SRD
Large dragon, chaotic evil
Armour Class 18
Hit Points 178 (17d10+85)
Speed 40 ft., climb 40 ft., fly 80 ft.
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Immunities fire
Challenge 10 (5900 XP)
Fire Breath. The dragon exhales fire in a 30-foot cone when it recharges.
Bite. Melee attack, +10 to hit, reach 5 ft. Hit: 2d10+6 piercing damage.
Claw. Melee attack, +10 to hit, reach 5 ft. Hit: 2d6+6 slashing damage.
Fire Breath. Ranged attack, +0 to hit, reach 5 ft. Hit: 16d6 fire damage. A 30-foot cone of fire. DC 17 Dexterity save for half.
5e SRD
Gargantuan monstrosity, unaligned
Armour Class 15
Hit Points 248 (16d20+80)
Speed 20 ft., fly 120 ft.
Saving Throws Dex +4, Con +9, Wis +4
Challenge 11 (7200 XP)
Keen Sight. Advantage on Perception checks that rely on sight.
Beak. Melee attack, +13 to hit, reach 5 ft. Hit: 4d8+9 piercing damage.
Talons. Melee attack, +13 to hit, reach 5 ft. Hit: 4d6+9 slashing damage. DC 19 Strength save or be grappled.
5e SRD
Medium humanoid, any alignment
Armour Class 15
Hit Points 99 (18d8+18)
Speed 30 ft.
Saving Throws Int +9, Wis +6
Challenge 12 (8400 XP)
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Fire Bolt. Ranged attack, +9 to hit, reach 5 ft. Hit: 4d10 fire damage.
Cone of Cold. Ranged attack, +0 to hit, reach 5 ft. Hit: 8d8 cold damage. A 60-foot cone. DC 17 Constitution save for half.
Dagger. Melee attack, +6 to hit, reach 5 ft. Hit: 1d4+2 piercing damage.
5e SRD
Huge giant, chaotic good
Armour Class 16
Hit Points 230 (20d12+100)
Speed 50 ft., swim 50 ft.
Saving Throws Str +14, Con +10, Wis +9, Cha +9
Resistances cold
Immunities lightning, thunder
Challenge 13 (10000 XP)
Amphibious. The giant can breathe air and water.
Greatsword. Melee attack, +14 to hit, reach 5 ft. Hit: 6d6+9 slashing damage.
Rock. Ranged attack, +14 to hit, reach 5 ft. Hit: 4d12+9 bludgeoning damage.
Lightning Strike. Ranged attack, +0 to hit, reach 5 ft. Hit: 12d8 lightning damage. A bolt of lightning. DC 17 Dexterity save for half.
5e SRD
Huge dragon, chaotic evil
Armour Class 19
Hit Points 195 (17d12+85)
Speed 40 ft., fly 80 ft., swim 40 ft.
Saving Throws Dex +7, Con +10, Wis +6, Cha +8
Immunities acid
Challenge 14 (11500 XP)
Amphibious. The dragon can breathe air and water.
Acid Breath. The dragon exhales acid in a 60-foot line when it recharges.
Bite. Melee attack, +11 to hit, reach 5 ft. Hit: 2d10+7 piercing damage.
Claw. Melee attack, +11 to hit, reach 5 ft. Hit: 2d6+7 slashing damage.
Acid Breath. Ranged attack, +0 to hit, reach 5 ft. Hit: 12d8 acid damage. A 60-foot line of acid. DC 18 Dexterity save for half.
5e SRD
Gargantuan monstrosity, unaligned
Armour Class 18
Hit Points 247 (15d20+90)
Speed 50 ft., burrow 30 ft.
Saving Throws Con +11, Wis +4
Challenge 15 (13000 XP)
Tunneler. The worm burrows through solid rock at half its burrow speed.
Bite. Melee attack, +14 to hit, reach 5 ft. Hit: 3d8+9 piercing damage. DC 19 Dexterity save or be swallowed whole.
Tail Stinger. Melee attack, +14 to hit, reach 5 ft. Hit: 3d6+9 piercing damage. DC 19 Constitution save against the venom.
5e SRD
Large construct, unaligned
Armour Class 20
Hit Points 210 (20d10+100)
Speed 30 ft.
Immunities fire, poison, psychic
Condition Immunities charmed, frightened, paralyzed, poisoned
Challenge 16 (15000 XP)
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Immutable Form. Immune to any spell or effect that would alter its form.
Fire Absorption. Damage from fire restores the golem instead of harming it.
Slam. Melee attack, +13 to hit, reach 5 ft. Hit: 3d8+7 bludgeoning damage.
Sword. Melee attack, +13 to hit, reach 5 ft. Hit: 3d10+7 slashing damage.
Poison Breath. Ranged attack, +0 to hit, reach 5 ft. Hit: 10d8 poison damage. A 15-foot cone of poison gas. DC 19 Constitution save for half.
5e SRD
Huge dragon, chaotic evil
Armour Class 19
Hit Points 256 (19d12+133)
Speed 40 ft., climb 40 ft., fly 80 ft.
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Immunities fire
Challenge 17 (18000 XP)
Fire Breath. The dragon exhales fire in a 60-foot cone when it recharges.
Frightful Presence. Each creature within 120 feet must succeed on a DC 19 Wisdom save or be frightened.
Bite. Melee attack, +14 to hit, reach 5 ft. Hit: 2d10+8 piercing damage.
Claw. Melee attack, +14 to hit, reach 5 ft. Hit: 2d6+8 slashing damage.
Fire Breath. Ranged attack, +0 to hit, reach 5 ft. Hit: 18d6 fire damage. A 60-foot cone of fire. DC 21 Dexterity save for half.
5e SRD
Huge fiend, chaotic evil
Armour Class 19
Hit Points 262 (21d12+126)
Speed 40 ft., fly 80 ft.
Saving Throws Str +14, Con +13, Wis +9, Cha +12
Resistances cold, lightning
Immunities fire, poison
Condition Immunities poisoned
Challenge 19 (22000 XP)
Fire Aura. A creature that hits the balor with a melee attack takes 3d6 fire damage.
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Longsword. Melee attack, +14 to hit, reach 5 ft. Hit: 3d8+8 slashing damage. The blade carries lightning as well as steel.
Whip. Melee attack, +14 to hit, reach 5 ft. Hit: 2d6+8 slashing damage. Reach 30 ft. DC 20 Strength save or be dragged off your feet.
5e SRD
Gargantuan dragon, chaotic evil
Armour Class 20
Hit Points 333 (18d20+144)
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
Saving Throws Dex +6, Con +14, Wis +8, Cha +11
Immunities cold
Challenge 20 (25000 XP)
Ice Walk. The dragon moves across icy surfaces without an ability check.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone when it recharges.
Frightful Presence. Each creature within 120 feet must succeed on a DC 19 Wisdom save or be frightened.
Bite. Melee attack, +14 to hit, reach 5 ft. Hit: 2d10+8 piercing damage. The cold comes off it with the teeth.
Claw. Melee attack, +14 to hit, reach 5 ft. Hit: 2d6+8 slashing damage.
Cold Breath. Ranged attack, +0 to hit, reach 5 ft. Hit: 16d8 cold damage. A 90-foot cone of frost. DC 22 Constitution save for half.
5e SRD
Medium undead, any evil alignment
Armour Class 17
Hit Points 135 (18d8+54)
Speed 30 ft.
Saving Throws Con +10, Int +12, Wis +9
Resistances cold, lightning, necrotic
Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Challenge 21 (33000 XP)
Magic Resistance. Advantage on saving throws against spells and other magical effects.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days.
Turn Resistance. Advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee attack, +12 to hit, reach 5 ft. Hit: 3d6 cold damage. DC 18 Constitution save or be paralysed.
Finger of Death. Ranged attack, +0 to hit, reach 5 ft. Hit: 7d8+30 necrotic damage. DC 18 Constitution save for half.
5e SRD
Printed from Rivermark Chronicles for the person running it. Uses only content from the 5e System Reference Document under OGL 1.0a / CC-BY 4.0, together with creatures written for this valley. Not affiliated with any trademark holders.