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Amidor The Dandelion Pollenella The Honeybee
Amidor The Dandelion Pollenella The Honeybee
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
Senses passive Perception 8 Skills Stealth +6
Languages Giant Senses darkvision 60 ft., passive Perception 9
Challenge 6 (2,300 XP) Proficiency Bonus +3 Languages Common, Goblin
Challenge 1/4 (50 XP) Proficiency Bonus +2
Poor Depth Perception. The cyclops has disadvantage
on any attack roll against a target more than 30 feet Nimble Escape. The goblin can take the Disengage or
away. Hide action as a bonus action on each of its turns.
Actions Actions
Multiattack. The cyclops makes two Greatclub attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
one target. Hit: 19 (3d8 + 6) bludgeoning damage. Shortbow. Ranged Weapon Attack: +4 to hit, range
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Goblin Shadows
Swarm of Insects (Wasps) Goblin's Shadow
Medium Swarm of Tiny beasts, Unaligned Medium Fey, Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
.
2 | CYCLOPS BEEKEEPER
Lockbury Henge Brigganock Mine
Korred Flameskull
Small Fey, Typically Chaotic Neutral Tiny Undead, Neutral Evil
Armor Class 17 (natural armor) Armor Class 13
Hit Points 93 (11d6 + 55) Hit Points 40 (9d4 + 18)
Speed 30 ft., burrow 30 ft. Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 20 (+5) 10 (+0) 15 (+2) 9 (-1) 1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Skills Athletics +9, Perception +5, Stealth +5 Skills Arcana +5, Perception +2
Damage Resistances bludgeoning, piercing, and Damage Resistances lightning, necrotic, piercing
slashing from nonmagical attacks Damage Immunities cold, fire, poison
Senses darkvision 120 ft., tremorsense 120 ft., passive Condition Immunities charmed, frightened, paralyzed,
Perception 15 poisoned, prone
Languages Dwarvish, Gnomish, Sylvan, Terran, Senses darkvision 60 ft., passive Perception 12
Undercommon Languages Elvish, Sylvan
Challenge 7 (2,900 XP) Proficiency Bonus +3 Challenge 4 (1,100 XP) Proficiency Bonus +2
Stone Camouflage. The korred has advantage on Illumination. The flameskull sheds either dim light in a
Dexterity (Stealth) checks made to hide in rocky terrain. 15-foot radius, or bright light in a 15-foot radius and dim
Actions light for an additional 15 feet. It can switch as an action.
Magic Resistance. The flameskull has advantage on
Multiattack. The korred makes two Greatclub or Rock
saving throws against spells and other magical effects.
attacks.
Rejuvenation. If destroyed, the flameskull regains all
Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft.,
hit points in 1 hour unless holy water is sprinkled on its
one target. Hit: 10 (1d8 + 6) bludgeoning damage, or
remains or dispel magic or remove curse is cast on it.
19 (3d8 + 6) bludgeoning damage if the korred is on the
ground. Spellcasting. The flameskull is a 5th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 13,
Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft.,
+5 to hit with spell attacks). It requires no somatic or
one target. Hit: 10 (1d8 + 6) bludgeoning damage, or
material components to cast its spells. The flameskull
19 (3d8 + 6) bludgeoning damage if the korred is on the
has the following wizard spells prepared:
ground.
Spellcasting. The korred casts one of the following Cantrip (at will): mage hand
spells, requiring no spell components and using 1st level (3 slots): magic missile, shield
Wisdom as the spellcasting ability (spell save DC 13): 2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball
At will: commune with nature (as an action), meld into
stone, stone shape Actions
1/day: Otto’s irresistible dance Multiattack. The flameskull uses Fire Ray twice.
Bonus Actions Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one
target. Hit: 10 (3d6) fire damage.
Command Hair. The korred has at least one 50-foot-
long rope woven out of its hair. The korred commands Keg (Pony)
one such rope within 30 feet of it to move up to 20 feet
Medium Beast, Unaligned
and entangle a Large or smaller creature that the korred
can see. The target must succeed on a DC 13 Dexterity Armor Class 10
saving throw or become grappled by the rope (escape Hit Points 11 (2d8 + 2)
DC 13). Until this grapple ends, the target is restrained. Speed 40 ft.
The korred can use a bonus action to release the
target, which is also freed if the korred dies or becomes STR DEX CON INT WIS CHA
incapacitated. A rope of korred hair has AC 20 and 20 hit 15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)
points. It regains 1 hit point at the start of each of the Senses passive Perception 10
korred’s turns while the rope has at least 1 hit point and Challenge 1/8 (25 XP) Proficiency Bonus +2
the korred is alive. If the rope drops to 0 hit points, it is
destroyed. Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) bludgeoning damage.
Brigganock
The Wild Beyond the Witchlight, pg. 230
Molliver
The Wild Beyond the Witchlight, pg. 226
LOCKBURY HENGE | 3
Fey Beacons Peryton
Medium Monstrosity, Chaotic Evil
Alagarthas
Armor Class 13 (natural armor)
Medium Humanoid (Elf), Chaotic Good
Hit Points 33 (6d8 + 6)
Armor Class 10 (unarmored) Speed 20 ft., fly 60 ft.
Hit Points 52 (8d8 + 16)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)
STR DEX CON INT WIS CHA
Skills Perception +5
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Damage Resistances bludgeoning, piercing, and
Saving Throws Con +4, Wis +2 slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10 Senses passive Perception 15
Languages Common, Elvish Languages Common, Elvish understands but can’t
Challenge 3 (700 XP) Proficiency Bonus +2 speak
Brave. Alagarthas has advantage on saving throws Challenge 2 (450 XP) Proficiency Bonus +2
against being frightened. Dive Attack. If the peryton is flying and dives at least
Fey Ancestry. Alagarthas has advantage on saving 30 feet straight toward a target and then hits it with a
throws against being charmed, and magic can’t put him melee weapon attack, the attack deals an extra 9 (2d8)
to sleep. damage to the target.
Actions Flyby. The peryton doesn’t provoke an opportunity
attack when it flies out of an enemy’s reach.
Multiattack. Alagarthas makes two melee attacks.
Keen Sight and Smell. The peryton has advantage on
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5
Wisdom (Perception) checks that rely on sight or smell.
ft., one target. Hit: 4 bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For Actions
1 minute, Alagarthas can utter a special command or Multiattack. The peryton makes one Gore attack and
warning whenever a nonhostile creature that it can one Talon attack.
see within 30 feet of it makes an attack roll or a saving Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
throw. The creature can add a d4 to its roll provided it target. Hit: 7 (1d8 + 3) piercing damage.
can hear and understand him. A creature can benefit Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
from only one Leadership die at a time. This effect ends target. Hit: 8 (2d4 + 3) piercing damage.from only one
if Alagarthas is incapacitated. Leadership die at a time. This effect ends if Alagarthas is
incapacitated.
4 | FEY BEACONS
Motherhorn Endelyn Moongrave (enhanced)
Medium Fey (Hag), Neutral Evil
Armor Class 17 (natural armor)
Endelyn Moongrave Hit Points 114 (12d8 + 60)
The Wild Beyond the Witchlight, pg. 217
Speed 30 ft., climb 30 ft.
MOTHERHORN | 5
M2. A mphitheater M5. Dressing Room
Actor (Commoner) Hurly (Bugbear)
Medium Humanoid (Any), Neutral Medium Humanoid (Goblinoid), Chaotic Good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
6 | M2. AMPHITHEATER
M7 & M8 M10. Shadow Theater
Darkling Elder Shadow
Medium Fey, Typically Chaotic Neutral Medium Fey, Chaotic Evil
Armor Class 15 (studded leather armor) Armor Class 12
Hit Points 27 (5d8 + 5) Hit Points 16 (3d8 + 3)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Skills Acrobatics +5, Deception +3, Perception +6, Skills Stealth +4
Stealth +7 Damage Vulnerabilities radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Damage Resistances acid, cold, fire, lightning, thunder;
Perception 16 bludgeoning, piercing, and slashing from nonmagical
Languages Elvish, Sylvan attacks
Challenge 2 (450 XP) Proficiency Bonus +2 Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled,
Death Burn. When the darkling elder dies, magical light
paralyzed, petrified, poisoned, prone, restrained
flashes out from it in a 10-foot radius as its body and
Senses darkvision 60 ft., passive Perception 10
possessions, other than metal or magic objects, burn
Challenge 1/2 (100 XP) Proficiency Bonus +2
to ash. Any creature in that area must make a DC 11
Constitution saving throw. On a failed save, the creature Amorphous. The shadow can move through a space as
takes 7 (2d6) radiant damage and is blinded until the narrow as 1 inch wide without squeezing.
end of its next turn. On a successful save, the creature Shadow Stealth. While in dim light or darkness, the
takes half as much damage and isn’t blinded. shadow can take the Hide action as a bonus action.
Actions Sunlight Weakness. While in sunlight, the shadow has
Multiattack. The darkling elder makes two Scimitar disadvantage on attack rolls, ability checks, and saving
attacks. throws.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) Strength Drain. Melee Weapon Attack: +4 to hit, reach
necrotic damage. 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage,
Darkness (Recharges after a Short or Long Rest). and the target’s Strength score is reduced by 1d4. The
The darkling elder casts darkness, requiring no spell target falls unconscious if this reduces its Strength to 0.
components and using Wisdom as the spellcasting Otherwise, the reduction lasts until the target finishes a
ability. short or long rest.
Vig (Goblin)
Small Humanoid (Goblinoid), Neutral .
M7 & M8 | 7
M11. Stage Workshop M16. Darkling Balloon Dock
Skylla Charm (Darkling Elder)
The Wild Beyond the Witchlight, pg. 220 Medium Fey, Chaotic Neutral
STR DEX CON INT WIS CHA M20. Paper Birds and Hidden
9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5,
Belfry
Stealth +7 Paper Bird
Senses blindsight 30 ft., darkvision 120 ft., passive
Tiny Construct, Unaligned
Perception 15
Languages Elvish, Sylvan Armor Class 13
Challenge 1/2 (100 XP) Proficiency Bonus +2 Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 60 ft.
Death Flash. When the darkling dies, nonmagical light
flashes out from it in a 10-foot radius as its body and STR DEX CON INT WIS CHA
possessions, other than metal or magic objects, burn to 15 (+2) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
ash. Any creature in that area and able to see the bright
light must succeed on a DC 10 Constitution saving Skills Perception +4
throw or be blinded until the end of the creature’s next Damage Immunities poison, psychic
turn. Condition Immunities charmed, exhaustion, frightened,
poisoned
Light Sensitivity. While in bright light, the darkling has
Senses passive Perception 14
disadvantage on attack rolls, as well as on Wisdom
Languages –
(Perception) checks that rely on sight.
Challenge 0 (10 XP) Proficiency Bonus +2
Actions
Keen Sight. The hawk has advantage on Wisdom
Dagger. Melee or Ranged Weapon Attack: +5 to hit, (Perception) checks that rely on sight.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage plus 7 (2d6) necrotic damage. Actions
Sharp Edges. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Charm's Shadow one target. Hit: 1 slashing damage.
Medium Fey, Chaotic Evil
Armor Class 12 Giant Crane
Hit Points 16 (3d8 + 3) Medium Beast, Typically Unaligned
Speed 40 ft.
Armor Class 13 (natural armor)
STR DEX CON INT WIS CHA Hit Points 13 (3d8)
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) Speed 10 ft., fly 60 ft.
Skills Stealth +4
Damage Vulnerabilities radiant STR DEX CON INT WIS CHA
Damage Resistances acid, cold, fire, lightning, thunder; 12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)
bludgeoning, piercing, and slashing from nonmagical Skills Perception +1
attacks
Senses passive Perception 11
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, Languages –
paralyzed, petrified, poisoned, prone, restrained Challenge 1/4 (50 XP) Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10 Flyby. The pteranodon doesn’t provoke an opportunity
Challenge 1/2 (100 XP) Proficiency Bonus +2 attack when it flies out of an enemy’s reach.
Amorphous. The shadow can move through a space as Actions
narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
shadow can take the Hide action as a bonus action. target. Hit: 6 (2d4 + 1) piercing damage.
Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saving
throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage,
and the target’s Strength score is reduced by 1d4. The
target falls unconscious if this reduces its Strength to 0.
Otherwise, the reduction lasts until the target finishes a
short or long rest.
M17. PRISON | 9