The Sunless Citadel

14
336d8 + 6
+2(12)
30 ft.
MODSAVE
STR15+2+2
DEX14+2+2
CON13+1+1
MODSAVE
INT8-1-1
WIS11+0+0
CHA9-1-1

Skills Stealth +6, Survival +2

Gear Hide Armor, Light Hammers (3)

Senses Darkvision 60 ft., Passive Perception 10

Languages Common, Goblin

Traits


Abduct. The bugbear needn’t spend extra movement to move a creature it is grappling.

Actions


Grab. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12).

Light Hammer. Melee or Ranged Attack Roll: +4 (with Advantage if the target is Grappled by the bugbear), reach 10 ft. or range 20/60 ft. Hit: 9 (3d4 + 2) Bludgeoning damage.

13
112d8 + 2
+0(10)
30 ft.
MODSAVE
STR14+2+2
DEX10+0+0
CON12+1+1
MODSAVE
INT10+0+0
WIS14+2+2
CHA11+0+0

Skills Medicine +4, Religion +2

Senses Passive Perception 12

Languages Common, Draconic, Gnomish, Goblin

Traits


Channel Divinity: Turn Undead. As an action, Erky may present his holy symbol and speak a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from Erky as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Erky can use this feature once after each short or long rest.

Actions


Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage.

Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage.

Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:

At Will: Light, Thaumaturgy

15natural armor
308d10 + 40
30 ft.
MODSAVE
STR18+4+4
DEX13+1+1
CON20+5+5
MODSAVE
INT7-2-2
WIS9-1-1
CHA7-2-2

Skills Perception +2

Senses Darkvision 60 ft., Passive Perception 12

Languages Draconic, Elvish

Traits


Keen Smell. The Failed Dragonpriest has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The Failed Dragonpriest regains 5 hit points at the start of its turn. If the Failed Dragonpriest takes acid or fire damage, this trait doesn't function at the start of the Failed Dragonpriest's next turn. The Failed Dragonpriest dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions


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

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

13
72d6
+3(13)
30 ft.climb 30 ft.
MODSAVE
STR7-2-2
DEX16+3+5
CON11+0+0
MODSAVE
INT2-4-4
WIS10+0+0
CHA4-3-3

Skills Perception +2

Senses Darkvision 60 ft., Passive Perception 12

Languages --

Traits


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 the ally doesn’t have the Incapacitated condition.

Actions


Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 5 (1d4 + 3) Piercing damage.

15
103d6
+2(12)
30 ft.
MODSAVE
STR8-1-1
DEX15+2+2
CON10+0+0
MODSAVE
INT10+0+0
WIS8-1-1
CHA8-1-1

Skills Stealth +6

Gear Leather Armor, Scimitar, Shield, Shortbow

Senses Darkvision 60 ft., Passive Perception 9

Languages Common, Goblin

Actions


Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions


Nimble Escape. The goblin takes the Disengage or Hide action.

12
162d8
30 ft.
MODSAVE
STR7-2-2
DEX15+2+2
CON11+0+0
MODSAVE
INT2-4-4
WIS10+0+0
CHA4-3-3

Senses Darkvision 60 ft., Passive Perception 10

Languages -

Traits


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 the ally isn't incapacitated.

Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.

18
112d8 + 2
+3(13)
30 ft.
MODSAVE
STR13+1+1
DEX12+1+1
CON12+1+1
MODSAVE
INT10+0+0
WIS10+0+0
CHA9-1-1

Gear Half Plate Armor, Longbow, Longsword, Shield

Senses Darkvision 60 ft., Passive Perception 10

Languages Common, Goblin

Traits


Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions


Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.

Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.

11
216d6
+1(11)
30 ft.fly 30 ft.
MODSAVE
STR7-2-2
DEX13+1+1
CON10+0+0
MODSAVE
INT9-1-1
WIS11+0+0
CHA12+1+1

Skills Perception +2, Stealth +3

Vulnerabilities Fire

Immunities Cold, Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Languages Primordial (Aquan, Auran)

Traits


Death Burst. The mephit explodes when it dies. Constitution Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Cold damage. Success: Half damage.

Actions


Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 2 (1d4) Cold damage.

Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.

Frost Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4) Cold damage. Success: Half damage.

14
73d6 - 3
+2(12)
30 ft.
MODSAVE
STR7-2-2
DEX15+2+2
CON9-1-1
MODSAVE
INT8-1-1
WIS7-2-2
CHA8-1-1

Gear Daggers (3)

Senses Darkvision 60 ft., Passive Perception 8

Languages Common, Draconic

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 doesn’t have the Incapacitated condition.

Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.

Actions


Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

13
2510d4
+3(13)
40 ft.
MODSAVE
STR5-3-3
DEX17+3+3
CON10+0+0
MODSAVE
INT7-2-2
WIS10+0+0
CHA10+0+0

Skills Stealth +5

Resistances Cold, Fire, Lightning

Immunities Poison; Poisoned

Senses Darkvision 120 ft., Passive Perception 10

Languages Abyssal, Common

Traits


Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.

Actions


Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn.

Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.

14
132d8 + 4
+3(13)
30 ft.
MODSAVE
STR10+0+0
DEX16+3+3
CON15+2+2
MODSAVE
INT6-2-2
WIS8-1-1
CHA5-3-3

Vulnerabilities Bludgeoning

Immunities Poison; Exhaustion, Poisoned

Gear Shortbow, Shortsword

Senses Darkvision 60 ft., Passive Perception 9

Languages Understands Common plus one other language but can’t speak

Actions


Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

10
175d6
+0(10)
30 ft.fly 30 ft.
MODSAVE
STR5-3-3
DEX11+0+0
CON10+0+0
MODSAVE
INT11+0+0
WIS10+0+0
CHA12+1+1

Skills Stealth +2

Immunities Fire, Poison; Exhaustion, Poisoned

Senses Darkvision 60 ft., Passive Perception 10

Languages Primordial (Aquan, Ignan)

Traits


Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.

Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4) Fire damage. Success: Half damage.

Actions


Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Slashing damage plus 2 (1d4) Fire damage.

Steam Breath (Recharge 6). Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.

12
112d10
+2(12)
5 ft.fly 30 ft.
MODSAVE
STR5-3-3
DEX15+2+2
CON10+0+0
MODSAVE
INT2-4-4
WIS12+1+1
CHA4-3-3

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Blindsight 60 ft., Passive Perception 11

Languages --

Traits


Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions


Bites. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (2d4) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.

14
72d6
+2(12)
20 ft.
MODSAVE
STR6-2-2
DEX14+2+2
CON11+0+0
MODSAVE
INT4-3-3
WIS8-1-1
CHA3-4-4

Skills Stealth +4

Damage Vulnerabilities Fire

Condition Immunities Deafened

Senses Blindsight 60 ft., Passive Perception 9

Languages Understands Common but can’t speak

Traits


Pack Tactics. The blight has Advantage on an attack roll against a creature if at least one of the blight’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

Actions


Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.

Notes


Monster Loot. 1 Twig. Can be used as an arcane focus or a druidic focus.

16
325d8 + 10
+2(12)
30 ft.burrow 15 ft., fly 60 ft., swim 30 ft.
MODSAVE
STR14+2+2
DEX10+0+2
CON14+2+2
MODSAVE
INT5-3-3
WIS10+0+2
CHA11+0+0

Skills Perception +4, Stealth +2

Immunities Cold

Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages Draconic

Traits


Ice Walk. The dragon 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 movement.

Actions


Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage.