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Scales of War Bestiary Volume 1

Not for resale. Permission granted to print or photocopy this document for personal use only 1

Introduction : Converting the Scales of War Adventure Path to 5 th Edition required numerous monsters not available in the MonsterManual. These are my conversions for monsters from the first 10

adventures.

Monsters and NPCs for Adventures up to Level 11

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IntroductionThe world has never been a safe place. Bastions of civilization populate a dark, menacing world —islands of order and reasonexist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. Asdeadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale.

—David Noonan, Rescue at Rivenroar, Dungeon Magazine #156

BackgroundThe Scales of War Adventure path was published in Dungeon Magazine for 4 th Edition Dungeons & Dragons. I never got tocomplete running the campaign in that edition and when 5th Edition was released I decided to try running it there. Much of theadventure translated fairly easily, but there were gaps that required the creation/conversion of custom monsters.

I have been blogging the conversion process and the monsters presented here have all been appeared there along with mythoughts and reasoning behind their design and use. This collection is arranged in the same style as the Monster Manual andthe monsters are generalized for use in any 5 th Edition campaign.

My blog can be viewed at https://5escalesofwar.wordpress.com/

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Table of ContentsIntroduction .................................................................................2 Table of Contents .......................................................................3

Animated Objects ......................................................................4

Iron Cobra ................................................................................4 Marching Hammers .............................................................5

Treasure Golem .....................................................................5

Behir ................................................................................................6

Juvenile Behir .........................................................................6

Dark Creeper ...............................................................................7

Dark Creeper ..........................................................................7

Dragon ............................................................................................8

Adult Two-Headed White Dragon .................................8

Elementals ....................................................................................9 Scion of Chaos ........................................................................9

Stonewalker Spirit ............. ............................................... 10

Large Possessed Statue ................................................... 10

Medium Possessed Statue ............................................. 10

Firbolg ......................................................................................... 11

Firbolg .................................................................................... 11

Gargoyle ...................................................................................... 12

Ice Gargoyle........................... ............................................... 12

Ice Gargoyle Reaver .......................................................... 12 Giants ........................................................................................... 13

Frost Giant Iceshaper ....................................................... 13

Githyanki .................................................................................... 14

Githyanki Assassin .................................... ........................ 14

Githyanki Lancer ................................................................ 15

Githyanki Mindslicer ........................................................ 15

Githyanki Possessed Citizen ......................................... 15

Gnolls ........................................................................................... 16

Disciple of Yeenoghu ........................................................ 16

Priest of Yeenoghu ............................................................ 17

Wicked Fang Gnoll ............................................................ 17

Wicked Fang Rider ............................................................ 18

Wicked Fang Warmaster ................................................ 18

Goblins ......................................... ............................................... 19

Goblin Wizard...................................................................... 19

Shadowgoblin ...................................................................... 19

Hobgoblins ................................................................................. 20

Hobgoblin Acolyte .................... ......................................... 20 Orcs ............................................................................................... 20

Orc Witch Doctor ............................................................... 20

Quickling ..................................................................................... 21

Quickling ................................................................................ 21

Sahuagin ................................................................... .................. 22

Arctic Sahuagin ................................................................... 22

Arctic Sahuagin Priestess ............................................... 23

Arctic Sahuagin Baron ..................................................... 23

Shadar-Kai ................................................................ ................. 24 Shadar-Kai Chaos Mage................................................... 24

Shadar-Kai Warlock .......................................................... 25

Shadar-kai Witch ............................................................... 25

Shadar-kai Warrior ........................................................... 26

Slystone Dwarf ......................................................................... 27

Slystone Dwarf Veteran .................................................. 27

Will- o’ -Wisp ................................................................ .............. 28

Greater Will- o’ -Wisp ............... ......................................... 28

Zombies ....................................................................................... 29 Red Dragon Zombie .......................................................... 29

Miscellaneous Creatures ..................................................... 30

Death Boar ..... ....................................................................... 30

Shadow Hound .................................................................... 30

Shadowhunter Bat ............................................................. 30

Umbral Panther .................................................................. 31

Nonplayer Characters ........................................................... 32

Dwarf Bolter.. ....................................................................... 32

Dwarven Hammerer ......................................................... 32

Expert Bounty Hunter ..................................................... 33

Street Sorcerer .................................................................... 34

Street Mage ........................................................................... 34

Streetwise Thug......................... ......................................... 34

Monsters by Challenge Rating .......................................... 35

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Animated ObjectsIron cobras are frequently used as guardians much like other constructs, since they require no food or drink. Their poisonmakes them useful for kidnappers and press gangs who seek to incapacitate their victims before taking them away.

Marching hammers are a pair of fighting mauls bound together by magic that move together in lockstep. Dwarven magesprefer axes and hammers to swords and often fashion marching hammers in preference to flying swords.

A treasure golem is created from a large hoard of treasure. In this case, the treasure itself becomes its own guardian. Thesecrets to creating a treasure golem are occasionally granted to those who worship the Tiamat or Tymora. Wizards and otherarcanists have also devised similar techniques, based on the religious techniques. Proper rites make a hoard of treasure into itsown guardian. The magic also makes the treasure useless for spending until the monster it comprises is slain.

Iron CobraSmall construct, unaligned

Armor Class 17 (natural armor)Hit Points 49 (9d6+18)Speed 40 ft.Str 13, Dex 16, Con 15, Int 5, Wis 13, Cha 12Damage Immunities poisonCondition Immunities charmed, poisonedSenses darkvision 60 ft., passive Percpetion 11Languages understands the languages of its

creator but can’t speak Challenge 2 (450 xp)Slithering Escape. The Iron Cobra can withdraw

as a bonus action.

ActionsBite. Melee Weapon Attack: +5 to hit, reach 5 ft.,one creature. Hit: 5 (1d4+3) piercing damage plus4 (1d8) poison damage, and the target mustsucceed on a DC 13 Constitution saving throw orbe poisoned for 1 minute. If the saving throw failsby 5 or more, the target is instead poisoned for 5(1d10) minutes and unconscious while poisoned inthis way.

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Marching HammersSmall construct, unaligned

Armor Class 17 (natural armor)Hit Points 45 (10d6+10)Speed 30 ft.

Str 16, Dex 14, Con 13, Int 1, Wis 5, Cha 1Saving Throws Dex +4Damage Immunities poison, psionicCondition Immunities blinded, charmed,

deafened, frightened, paralyzed, petrified,poisoned

Senses blindsight 60ft. (blind beyond this radius),passive Perception 7

Languages – Challenge 2 (450)Anti-magic Susceptibility. The hammers are

incapacitated while in the area of an anti-magicfield. If targeted by dispel magic, the sword mustsucceed on a Constitution saving throw against thecaster’s spell save DC or fall unconscious for 1minute.False Appearance. While the hammers remainmotionless, they are indistinguishable from normaldwarven mauls.

ActionsMultiattack. The hammers make two Maulattacks.Maul. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 10 (2d6+3) bludgeoning damage.

Treasure GolemLarge construct, unaligned

Armor Class 18 (natural armor)Hit Points 187 (15d10+105)Speed 30 ft.

Str 22, Dex 10, Con 25, Int 3, Wis 8, Cha 3Damage Immunities fire, poison; bludgeoning,

piercing, and slashing from nonmagical weaponsthat aren’t adamantine

Condition Immunities charmed, exhaustion,frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 10Languages understands the languages of its

creator but can’t speak Challenge 14 (11500)Weight of Greed (3/day). The golem can castDominate Person 3 times per day as an innatespellcasting ability. DC 18 Wisdom saving throwImmutable Form. The golem is immune to anyspell or effect that would alter its form.Magic Resistance. The golem has advantage onsaving throws against spells and other magicaleffects.Magic Weapons. The golem’s weapon attacks aremagical.

ActionsMultiattack. The golem makes two melee attacks.Slam. Melee Weapon Attack: +11 to hit, reach 5

ft., one target. Hit: 20 (3d8 + 7) bludgeoningdamage.Hoard Blast (Recharge 6). The golem explodespropelling coins and items out hitting all creatureswithin 5 ft. Each creature must make a DC 18Dexterity saving throw, taking 45 (10d8)bludgeoning damage on a failed save, or half asmuch damage on a successful one.

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BehirThe behir is a multi-legged serpentine horror known for its fearsome lightning-spitting attack. Despite its bestial nature, a behiris surprisingly intelligent. Behirs are sought out by creatures looking to entice them into service, but negotiations can end badlyif the behir’s terms are not met.

Juvenile Behir cannot swallow creatures easily and rely on their other abilities to kill their prey before eating it.

Juvenile BehirLarge monstrosity, neutral evil

Armor Class 17 (natural armor)Hit Points 95 (10d10+40)Speed 40 ft., climb 30 ft.Str 19, Dex 14, Con 18, Int 7, Wis 14, Cha 12Skills Perception +5, Stealth +5

Damage Immunities lightningSenses darkvision 90 ft., passive Perception 16Languages DraconicChallenge 5 (1800 xp)

ActionsMultiattack. The behir makes two attacks: onewith its bite and one to constrict.Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,one target. Hit: 15 (2d10 + 4) piercing damage.Constrict. Melee Weapon Attack: +7 to hit, reach5 ft., one Medium or smaller creature. Hit: 11 (2d6

+ 4) bludgeoning damage plus 11 (2d6 + 4)slashing damage. The target is grappled (escapeDC 15) if the behir isn’t already constricting acreature, and the target is restrained until thisgrapple ends.Lightning Breath (Recharge 5-6). The behirexhales a line of lightning that is 20 feet long and 5feet wide. Each creature in that line must make aDC 15 Dexterity saving throw, taking 36 (8d8)lightning damage on a failed save, or half as muchdamage on a successful one.

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Dark CreeperDark creepers, or dark ones as they are sometimes known are native to the shadowfell. Lurking in shadows, they areconsummate spies and assassins. Often hired for these talents, they are only reliable as long as the coin continues to flow theirway.

Dark ones live among the shadar-kai, much as halflings find their place among human populations. Dark ones prefer to live inhomes that are at least partially underground.

Dark CreeperSmall humanoid (shadow), neutral evil

Armor Class 15Hit Points 27 (5d8+5)Speed 30 ft.Str 13, Dex 20, Con 12, Int 14, Wis 15, Cha 14Skills Stealth +10; Intimidation +5; Deception +5

Senses darkvision 60 ft., passive Perception 12Languages CommonChallenge 1 (200 xp)Shadow Step . Dark creepers have the ability tostep from one shadow into another. When a darkcreeper is in dim light or darkness, as a bonusaction they can teleport up to 60 feet to anunoccupied space you can see that is also in dimlight or darkness. They then have advantage onthe first melee attack made before the end of theirturn.Sneak Attack (1/Turn) . The dark creeper deals anextra 10 (3d6) damage when it hits a target with a

weapon attack and has advantage on the attackroll, or when the target is within 5 feet of an ally ofthe dark creeper that isn’t incapacitated and thedark creeper doesn’t have disadvantage on theattack roll.

ActionsDagger. Melee or Ranged Weapon Attack: +8 tohit, reach 5 ft. or range 20/60 ft., one target. Hit: 7

(1d4 + 5) piercing damage.

ReactionsDarkness (on death) When a dark creeper is killedit disperses into shadow, creating a 20 ft radiussphere of magical darkness for one minute. Thedarkness spreads around corners. A creature withdarkvision can’t see through this darkness, andnonmagical light can’t illuminate it. If any of this spell’s area overlaps with an area oflight created by a spell of 2nd level or lower, thespell that created the light is dispelled.

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DragonTwo-headed dragons are rare and there are claims that only those dragons most blessed by Tiamat can spawn them.Regardless of how they are created, two-headed dragons are more formidable than their single-headed relatives.

Two-Headed Dragon TemplateTwo-headed dragons retain the statistics of a standarddragon of their type and age, including lair actions. Inaddition, they gain several benefits from their secondhead.The challenge rating of a two-headed dragon is onehigher than the challenge of a standard dragon of its type.Two-Headed. The dragon has advantage on Wisdom(Perception) checks and on saving throws against beingblinded, charmed, deafened, frightened, stunned, orknocked unconscious.Reactive Heads. The dragon gets an extra reaction thatcan be used only for opportunity attacks.New Action: Multiattack. The dragon’s regularmultiattack is augmented with a second bite attack

Adult Two-Headed White DragonHuge dragon, chaotic evil

Armor Class 18 (natural armor)Hit Points 200Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.Str 22, Dex 10, Con 22, Int 8, Wis 12, Cha 12Saving Throws Dex +5, Con +11, Wis +6, Cha +6Skills Perception +11, Stealth +5Damage Immunities coldSenses blindsight 60 ft., darkvision 120 ft., passivePerception 21Languages Common, DraconicChallenge 14 (11500)Ice Walk. The dragon can move across and climbicy surfaces without needing to make an abilitycheck. Additionally, difficult terrain composed ofice or snow doesn’t cost it extra moment. Legendary Resistance (3/day). If the dragon failsa saving throw, it can choose to succeed instead.Two-Headed. The dragon has advantage onWisdom (Perception) checks and on saving throwsagainst being blinded, charmed, deafened,frightened, stunned, or knocked unconscious.Reactive Heads. The dragon gets an extrareaction that can be used only for opportunityattacks.

ActionsMultiattack. The dragon can use its FrightfulPresence. It then makes four attacks: two with itsbite and two with its claws.Bite. Melee Weapon Attack: +11 to hit, reach 10ft.,one target. Hit: 17 (2d10 + 6) piercing damageplus 4 (1d8) cold damage.Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) slashing damage.Tail. Melee Weapon Attack: +11 to hit, reach 15ft.,one target. Hit: 15 (2d8 + 6) bludgeoning damage.Frightful Presence. Each creature of the dragon’schoice that is within 120 feet of the dragon andaware of it must succeed on a DC 14 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature’s saving throw is successfulor the effect ends for it, the creature is immune tothe dragon’s Frightful Presence for the next 24hours.Cold Breath (Recharge 5-6). The dragon exhalesan icy blast in a 60-foot cone. Each creature in thatarea must make a DC 19 Constitution savingthrow, taking 54 (12d8) cold damage on a failedsave, or half as much damage on a successfulone.

Legendary ActionsThe dragon can take 3 legendary actions,choosing from the options below. Only onelegendary action option can be used at a time andonly at the end of another creature’s turn. Thedragon regains spent legendary actions at the startof its turn.Detect. The dragon makes a Wisdom (Perception)check.

Tail Attack. The dragon makes a tail attack.Wing Attack (Costs 2 Actions). The dragonbeats its wings. Each creature within 10 feet of thedragon must succeed on a DC 19 Dexterity savingthrow or take 13 (2d6 + 6) bludgeoning damageand be knocked prone. The dragon can then fly upto half its flying speed.

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ElementalsScions of Chaos are creatures of chaos and entropy, and lurk near sources of elemental chaos, striking out at any whoventure too close. Scions of chaos spawn when an area where the blood of sentient creatures fuse with elemental chaos.When such creatures die, a small part of their being infuses the blood chaos. Scions of chaos are intelligent, bloodthirsty foesdriven by their desire to grow their numbers by consuming intelligent prey. These malignant creatures appear as undulating orbof melted and mottled flesh writhing upon a bed of small, muscular tentacles.

Stonewalker spirits are conjured from the plane of earth, and are incorporeal in their natural form. Little more than anelemental consciousness, a stonewalker spirit can pass into earth or rock to create a body for itself. Statues are the favoredbodies of stonewalker spirits. Examples are given for medium and large humanoid statues, other forms can also be animated.

Scion of ChaosLarge elemental, chaotic neutral

Armor Class 14Hit Points 63 (6d10+30)Speed 20 ft., swim 40 ft.Str 17, Dex 19, Con 21, Int 16, Wis 19, Cha 12Damage Resistances bludgeoning, piercing, and

slashing from nonmagical weaponsDamage Immunities acid, fireCondition Immunities prone, restrainedSenses darkvision 60 ft., passive Perception 14Languages IgnanChallenge 4 (1100)Liquid Body. The scion of chaos is perfectlyadapted to living in the elemental chaos. It canmove through liquids including lava or acid usingits swim speed.Coils of Immobility. Creatures grappled by thescion take 8 (1d10+3) fire damage and can bepulled adjacent the scion unless they succeed aDC 14 Strength saving throw. The scion can grownew pseudopods at will and can have any numberof creatures grappled at once.

ActionsPseudopod Strike. Melee Weapon Attack: +6 tohit, reach 15 ft., one target. Hit: 8 (1d10+3)bludgeoning damage plus 8 (1d10+3) fire damage.

The target must make a DC 14 Dexterity savingthrow or become grappled and restrained (seeCoils of Immobility above). Escaping from thegrapple also ends the restrained effect.

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Stonewalker SpiritMedium elemental, chaotic evil

Armor Class 11Hit Points 45 (10d8)Speed 0 ft., fly 40 ft.

Str 7, Dex 13, Con 10, Int 10, Wis 12, Cha 17Damage Resistances acid, fire, lightning, thunder;bludgeoning, piercing, and slashing fromnonmagical weaponsDamage Immunities cold, necrotic, poisonCondition Immunities charmed, exhaustion,frightened, grappled, paralyzed, petrified,poisoned, prone, restrainedSenses darkvision 60ft., passive Perception 11Languages IgnanChallenge 4 (1100)

Ethereal Sight. The spirit can see 60 feet into theEthereal Plane when it is on the Material Plane,and vice versa.Incorporeal Movement. The spirit can movethrough other creatures and objects as if they weredifficult terrain. It takes 5 (1d10) force damage if itends its turn in side an object that it is notpossessing.

ActionsPetrifying Touch. Melee Weapon Attack: +5 tohit, reach 5 ft., one target. Hit: 17 (4d6 + 3)necrotic damage and the target must succeed on aDC 13 Constitution saving throw against beingmagically petrified. On a failed save, the creaturebegins to turn to stone and is restrained. It mustrepeat the saving throw at the end of its next turn.On a success, the effect ends. On a failure, thecreature is petrified for 24 hours.Etherealness. The spirit enters the Ethereal Planefrom the Material Plane, or vice versa. It is visibleon the Material Plane while it is in the BorderEthereal, and vice versa, yet it can’t affect or beaffected by anything on the other plane.Possess Statue. The stonewalker spirit takescontrol of a statue and animates it to life. Whilepossessing the statue, the stonewalker spirit can’tbe targeted by any attack, spell, or other effect,and it retains its alignment, Intelligence, Wisdom,Charisma, and immunity to being charmed andfrightened. The p ossession lasts until the statue’s

hit points drops to 0 hit points, the stonewalkerspirit ends it as a bonus action, or the spirit isforced out by an effect like the dispel evil and goodspell. Use the form of the Possessed Statue until itis destroyed. When the possessed statue isreduced to 0 hit points, the stonewalker spiritappears in one of the spaces that the statuepreviously occupied.

Large Possessed StatueLarge construct, chaotic evil

Armor Class 17 (natural armor)Hit Points 42 (4d10+20)Speed 30 ft.Str 17, Dex 8, Con 20, Int 10, Wis 12, Cha 17Damage Immunities poison, psychic;

bludgeoning, piercing, and slashing fromnonmagical weapons that aren’t adamantine

Condition Immunities charmed, exhaustion,frightened, paralyzed, petrified, poisoned

Senses darkvision 60ft., passive Perception 11Languages Ignan

ActionsSlam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 23 (4d8 + 5) bludgeoningdamage.

Medium Possessed StatueMedium construct, chaotic evilArmor Class 17 (natural armor)Hit Points 38 (4d8+20)Speed 30 ft.Str 17, Dex 8, Con 20, Int 10, Wis 12, Cha 17Damage Immunities poison, psychic;

bludgeoning, piercing, and slashing fromnonmagical weapons that aren’t adamantine

Condition Immunities charmed, exhaustion,frightened, paralyzed, petrified, poisoned

Senses darkvision 60ft., passive Perception 11

Languages Ignan

ActionsSlam. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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FirbolgThese giant huntsmen of the feywild live for hunting and combat. They are famous for their wild hunts in which they chase theirquarry wherever it flees, sometimes even crossing into the mortal realm. Mortals who join the wild hunt sometimes discover thatthey have crossed into the feywild with no way home.

Firbolg society is made up of clans led by the mightiest warriors, usually masters of the Wild Hunt. Clan and family ties arestrong among firbolgs.

Although they value independence, they also value their word more than wealth. Firbolgs call a hunt to pursue oath breakers.

Firbolgs respect strength, forthrightness, endurance and skill. Numerous firbolgs serve other fey and mighty nonfey. They alsoallow others to join in Wild Hunts, creating fearsome bands of fey led by a master of the Wild Hunt.

FirbolgHuge fey, neutral

Armor Class 16 (scale armor)Hit Points 105 (10d12+40)Speed 40 ft.Str 21, Dex 15, Con 19, Int 11, Wis 13, Cha 12Skills Athletics +8, Perception +4, Stealth +5,

Survival +4Senses darkvision 60 ft., passive Perception 14Languages Common, ElvishChallenge 5 (1800)

Pack Tactics. The firbolg has advantage on anattack roll against a creature if at least one of thewarrior’s allies is within 5 feet of the creature andthe ally isn’t incapacitated.

ActionsMultiattack. The firbolg makes two spear attacks.Spear. Melee or Ranged Weapon Attack: +8 to hit,reach 10 ft. or range 20 ft./60 ft., one target. Hit: 15(3d6 + 5) piercing damage or 18 (3d8 + 5) piercingdamage if used with two hands to make a meleeattack.

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GargoyleFormed from ice rather than stone these creatures from the plane of ice and they inhabit the bitterly cold places of the worldand other planes. When encountered, they most commonly appear to be vague forms encased in steaming ice. They hold greatanimosity towards their stony cousins.

Ice GargoyleMedium elemental, chaotic evil

Armor Class 15 (natural armor)Hit Points 52 (7d8+21)Speed 30 ft., fly 60 ft.Str 15, Dex 11, Con 16, Int 6, Wis 11, Cha 7Damage Vulnerabilities fireDamage Resistance cold, bludgeoning, piercing,

and slashing from nonmagical weapons thataren’t adamantine

Damage Immunities poisonCondition Immunities exhaustion, petrified,

poisonedSenses darkvision 60 ft., passive Perception 10Languages AquanChallenge 2 (450)False Appearance. While the gargoyle remainsmotionless, it is indistinguishable from aninanimate statue.Ice Walk. The gargoyle can move across andclimb icy surfaces without needing to make anability check. Additionally, difficult terraincomposed of ice or snow doe sn’t cost it extramoment.

ActionsMultiattack. The gargoyle makes two attacks: onewith its bite and one with its claws.Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,one target. Hit: 5 (1d6 + 2) piercing damage.Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Ice Gargoyle ReaverLarge elemental, chaotic evil

Armor Class 17 (natural armor)Hit Points 94 (9d10+45)Speed 30 ft., fly 60 ft.Str 19, Dex 14, Con 20, Int 6, Wis 16, Cha 7Damage Vulnerabilities fireDamage Resistance cold, bludgeoning, piercing,

and slashing from nonmagical weapons thataren’t adamantine

Damage Immunities poisonCondition Immunities exhaustion, petrified,

poisonedSenses darkvision 60 ft., passive Perception 13Languages AquanChallenge 6 (2300)False Appearance. While the gargoyle remainsmotionless, it is indistinguishable from aninanimate statue.Ice Walk. The gargoyle can move across andclimb icy surfaces without needing to make anability check. Additionally, difficult terraincomposed of ice or snow doesn’t cost it extramoment.

ActionsMultiattack. The gargoyle makes three attacks:one with its bite and two with its claws.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: 11 (2d6 + 4) piercing damage plus7 (2d6) cold damage.Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damageplus 3 (1d6) cold damage.Frost Breath (Recharge 6). The gargoyle exhalesan icy blast in a 30-foot cone. Each creature in thatarea must make a DC 15 Constitution savingthrow, taking 21 (6d6) cold damage on a failedsave, or half as much damage on a successfulone.

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GiantsIceshapers possess an innate magical talent to bend ice and cold to their will. They frequently rise to positions of leadershipwithin frost giant clans

Frost Giant IceshaperHuge giant, neutral evil

Armor Class 15 (patchwork armor)Hit Points 115 (10d12+50)Speed 40 ft.Str 21, Dex 9, Con 21, Int 9, Wis 18, Cha 12Saving Throws Con +8, Wis +7, Cha +4Skills Athletics +9, Perception +7Damage Resistance coldSenses passive Perception 17

Languages GiantChallenge 8 (3900)Innate Spellcasting. The iceshaper’s innatespellcasting ability is Wisdom (spell save DC 15,+7 to hit). It can innately cast the following spellsrequiring no material components:1/day each: Cone of Cold, Ice Storm

ActionsMultiattack. The iceshaper makes two flailattacks.Flail. Melee Weapon Attack: +9 to hit, reach 10ft.,

one target. Hit: 25 (3d1 2 + 6) bludgeoningdamage.Ray of Frost. Ranged Spell Attack: +7 to hit,range 60 ft., one target. Hit: 13 (3d8) cold damageand the target’s speed is reduced by 10 feet untilthe start of her next turn.

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GithyankiGithyanki assassins continue to be effective even against magical scrying thanks to their innate ability to avoid detection bymagical means.

Githyanki lancers are specially trained warriors who ride red dragons into combat. Each forms a special telekinetic link withtheir specific mount. This allows them to regain their saddle should they be dismounted in combat.

Githyanki mindslicers build on their races natural psionic talent with formal study of magic. These mages specialize intelekinetic and mind-influencing magic.

Githyanki possessed citizens are people whose minds have been possessed by githyanki psionic masters. These githyankipossess the bodies of others in an attempt to infiltrate an enemy before launching an attack. The githyanki has no access to thevictim’s memories and the victim has no memory of what took place during the possession, if they are released alive.

Githyanki AssassinMedium humanoid (gith), lawful evil

Armor Class 15 (studded leather)Hit Points 78 (12d8+24)Speed 30 ft.Str 11, Dex 16, Con 14, Int 13, Wis 11, Cha 10Saving Throws Dex +7, Con +6, lnt +5, Wis +4Skills Acrobatics +7, Deception +4, Perception +4,

Stealth + 11Damage Resistance poisonSenses passive Perception 14Languages Common, Gith, Thieves’ cant Challenge 8 (3900)

Assassinate. During its first turn, the assassin hasadvantage on attack rolls against any creature thathasn’t taken a turn. Any hit the assassin scoresagainst a surprised creature is a critical hit.Evasion. If the assassin is subjected to an effectthat allows it to make a Dexterity saving throw totake only half damage, the assassin instead takesno damage if it succeeds on the saving throw, andonly half damage if it fails.Sneak Attack (1/Turn). The assassin deals anextra 13 (4d6) damage when it hits a target with aweapon attack and has advantage on the attackroll, or when the target is within 5 feet of an ally ofthe assassin that isn’t incapacitated and theassassin doesn’t have disadvantage on the attackroll.

Innate Spellcasting (Psionics). The githyanki’sinnate spellcasting ability is Intelligence. It caninnately cast the following spells, requiring no

components: At will: mage hand (the hand is invisible)3/day each: jump, misty step, nondetection (selfonly)

ActionsMulitattack. The assassin makes two shortswordattacks.Shortsword. Melee Weapon Attack: +7 to hit,reach 5 ft., one target. Hit: 6 (1d6 + 3) piercingdamage, and the target must make a DC 15Constitution saving throw, taking 24 (7d6) poison

damage on a failed save, or half as much damageon a successful one.Light Crossbow. Ranged Weapon Attack: +7 tohit, range 80/320 ft., one target. Hit: 7 (1d8 + 3)piercing damage, and the target must make a DC15 Constitution saving throw, taking 24 (7d6)poison damage on a failed save, or half as muchdamage on a successful one.

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Githyanki LancerMedium humanoid (gith), lawful evil

Armor Class 19 (Half Plate and Shield)Hit Points 49 (9d8+9)Speed 30 ft.

Str 15, Dex 14, Con 12, Int 13, Wis 13, Cha 10Saving Throws Con +3, Int +3, Wis +3Senses passive Perception 11Languages GithChallenge 3 (700)Innate Spellcasting (Psionics). The githyanki’sinnate spellcasting ability is Intelligence. It caninnately cast the following spells, requiring nocomponents:

At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self

only)

ActionsMultiattack. The githyanki makes two longswordattacks.Longsword. Melee Weapon Attack: +4 to hit,reach 5 ft., one target. Hit: 6 (1d8 + 2) slashingdamage plus 7 (2d6) psychic damage.Lance. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 8 (1d12 + 2) piercing damageplus 7 (2d6) psychic damage. If the Lancer ismounted and his mount moves at least 10 ft.before he makes his attack, the attack deals anextra 5 damage.

ReactionsTelekinetic Tether (1/Turn). When the githyankilancer is falling, he can fly up to 50 ft., either backto his mount’s saddle or any other location, withouttaking falling damage.

Githyanki MindslicerMedium humanoid (gith), lawful evil

Armor Class 12 (15 with mage armor)

Hit Points 40 (9d8)Speed 30ft.Str 9, Dex 14, Con 11, Int 17, Wis 12, Cha 11Saving Throws lnt +6, Wis +4Skills Arcana +6, History +6Senses passive Perception 11

Languages Gith, CommonChallenge 6 (2,300 XP)Spellcasting. The mage is a 9th-level spellcaster.Its spellcasting ability is Intelligence (spell save DC14, +6 to hit with spell attacks). The mage has thefollowing wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation1st level (4 slots): detect magic, mage armor,magic missile, shield2nd level (3 slots): misty step, suggestion3rd level (3 slots): counterspell, fly, hypnotic

pattern4th level (3 slots): confusion, greater invisibility 5th level (1 slot): telekinesis

Githyanki Possessed Citizen

Medium humanoid (any), lawful evilArmor Class 13 (leather armor)Hit Points 49 (9d8+9)Speed 30 ft.Str 15, Dex 14, Con 12, Int 13, Wis 14, Cha 10Saving Throws Con +3, Int +3, Wis +3Senses passive Perception 11Languages Gith, CommonChallenge 2 (450)Innate Spellcasting (Psionics). The githyanki’sinnate spellcasting ability is Intelligence. It caninnately cast the following spells, requiring nocomponents:

At will: mage hand (the hand is invisible)3/day each: jump, misty step, nondetection (selfonly)

ActionsMultiattack. The githyanki makes two greatswordattacks.Greatsword. Melee Weapon Attack: +4 to hit,reach 5 ft ., one target. Hit: 9 (2d6 + 2) slashingdamage plus 7 (2d6) psychic damage.

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GnollsThe Wicked Fang are an exceptionally vicious tribe of gnolls. They are armed with jagged edged weapons and have specialtraining to use them. Raw recruits are no stronger than any other gnoll, but by the time they earn the right to call themselvesWicked Fangs they have become formidable warriors. The Wicked Fang tribe is especially dedicated to Yeenoghu and theirpriests and shaman are highly regarded within the tribe.

Disciples of Yeenoghu are life-long servants of the demon lord, serving gnoll cults as sages and scholars. A disciple ofYeenoghu collects the darkest, vilest lore surrounding the Rul er of Ruin, acting as a servant of the cult’s leaders and whippinggnoll packs into a frenzy in the service of the demon lord.

Priests of Yeenoghu are the most devout followers of Yeenoghu within the pack and are often elevated to leadershippositions.

Wicked Fang Riders sit atop giant hyenas and charge fearlessly into battle, striking with the lances or fighting side-by-sidewith their loyal mounts.

Wicked Fang Warmasters are fearless leaders and commanders. When they are able to forge larger armies, they can alsocommand groups of other gnolls as well as their own Wicked Fang elite fighters.

Disciple of YeenoghuMedium humanoid (gnoll), chaotic evil

Armor Class 11 (16 with barkskin)Hit Points 27 (5d8+5)Speed 30 ft.Str 12, Dex 12, Con 13, Int 10, Wis 15, Cha 11Skills Medicine +4, Nature +3, Perception +4Senses darkvision 60 ft., passive Perception 14Language Gnoll, Abyssal

Challenge 2 (450)Rampage. When the gnoll reduces a creature to 0hit points with a melee attack on its turn, the gnollcan take a bonus action to move up to half itsspeed and make a bite attack.Spellcasting. The disciple is a 4th-levelspellcaster. Its spellcasting ability is Wisdom (spellsave DC 12, +4 to hit with spell attacks). It has thefollowing druid spells prepared:Cantrips (at will): poison spray, produce flame,thorn whip1st level (4 slots): cure wounds, thunderwave

2nd level (3 slots): spike growth, barkskin ActionsQuarterstaff. Melee Weapon Attack: +3 to hit,reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoningdamage, or 5 (1d8+1) bludgeoning damage ifwielded with two hands.

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Priest of YeenoghuMedium humanoid (gnoll) chaotic evil

Armor Class 17 (chain shirt and shield)Hit Points 52Speed 30 ft.

Str 16, Dex 14, Con 15, Int 10, Wis 16, Cha 7Saving Throws Wis +6, Cha +1Skills Religion +3Senses darkvision 60 ft., passive Perception 13Languages Gnoll, AbyssalChallenge 4 (1100)Rampage. When the gnoll reduces a creature to 0hit points with a melee attack on its turn, the gnollcan take a bonus action to move up to half itsspeed and make a bite attack.Spellcasting. The priest is an 8th-level spell

caster. His spellcasting ability is Wisdom (spellsave DC 14, +6 to hit with spell attacks). He hasthe following cleric spells prepared:Cantrips: (at will): chill touch*, mending, sacredflame, thaumaturgy1st level (4 slots): cure wounds, inflect wounds,shield of faith, ray of sickness 2nd level (3 slots): hold person, spiritual weapon3rd level (3 slots): dispel magic, mass healing,spirit guardians4th level (2 slots): banishment, freedom ofmovement

*as a death domain cleric, the priest can target twoopponents with chill touch instead of just one

ActionsBite. Melee Weapon Attack: +6 to hit, reach 5 ft .,one creature. Hit: 5 (1d4 + 3) piercing damage.Flail. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: 7 (1d8+3) bludgeoning damageplus 4 (1d8) necrotic damage.Touch of Death (2/rest, recharges on a short orlong rest). Melee touch attack +6 to hit, reach 5ft., on a hit it does 21 necrotic damage to the

target.

Wicked Fang GnollMedium humanoid (gnoll), chaotic evil

Armor Class 14 (hide armor)Hit Points 44 (8d8+8)Speed 30 ft.

Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 7Senses darkvision 60ft., passive Perception 10Languages GnollChallenge 2 (450)Rampage. When the gnoll reduces a creature to 0hit points with a melee attack on its turn, the gnollcan take a bonus action to move up to half itsspeed and make a bite attack.

ActionsMultiattack. The gnoll makes two attacks with itslongbow, or two attacks with its greatsword and abite attack.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,one creature. Hit: 5 (1d4 + 3) piercing damage.Greatsword. Melee Weapon Attack: +6 to hit,reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashingdamage.Longbow. Ranged Weapon Attack: +5 to hit,range 150/600 ft., one target. Hit: 6 (1d8 + 2)piercing damage.

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Wicked Fang RiderMedium humanoid (gnoll), chaotic evil

Armor Class 16 (hide armor and shield)Hit Points 44 (8d8+8)Speed 30 ft.

Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 7Senses darkvision 60ft., passive Perception 10Languages GnollChallenge 2 (450)Rampage. When the gnoll reduces a creature to 0hit points with a melee attack on its turn, the gnollcan take a bonus action to move up to half itsspeed and make a bite attack.

ActionsMultiattack. The gnoll makes two attacks with itslance, or if dismounted it makes two attacks withits longsword and a bite attack.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,one creature. Hit: 5 (1d4 + 3) piercing damage.Lance. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit: 9 (1d12 + 3) piercingdamage.Longsword. Melee Weapon Attack: +6 to hit,reach 5 ft., one creature. Hit: 8 (1d8 + 3) slashingdamage.

Wicked Fang WarmasterMedium humanoid (gnoll), chaotic evil

Armor Class 17 (chain shirt and shield)Hit Points 49 (9d8+9)Speed 30 ft.

Str 16, Dex 14, Con 13, Int 10, Wis 11, Cha 9Senses darkvision 60ft., passive Perception 10Languages GnollChallenge 3 (700)Rampage. When the gnoll reduces a creature to 0hit points with a melee attack on its turn, the gnollcan take a bonus action to move up to half itsspeed and make a bite attack.

ActionsMultiattack. The warmaster makes two attacks,either with its sword or its longbow, and uses itsIncite Rampage if it can.Bite. Melee Weapon Attack: +6 to hit, reach 5 ft .,one creature. Hit: 5 (1d4 + 3) piercing damage.Longsword. Melee Weapon Attack: +6 to hit,reach 5 ft., one target. Hit: 6 (1d8 + 3) slashingdamage.Longbow. Ranged Weapon Attack: +5 to hit,range 150/600 ft., one target. Hit: 6 (1d8 + 2)piercing damage.Incite Rampage (Recharge 5-6). One creaturethe warmaster can see within 30 feet of it can useits reaction to make a melee attack if it can hearthe warmaster and has the Rampage trait.

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GoblinsGoblins are as diverse as any other humanoid race and some employ unusual tactics and some are even adept at magic.

Goblin Wizards are rare, as few goblins are disciplined enough to study magic. Those who master the art of spellcasting favordestructive magic that mirrors their own nature.

Shadowgoblins are native to the shadowfell, and are cousins to goblins of the prime material plane. They are constantlyshrouded in shadow and have learned to use this trait to their advantage.

Variant: Goblin Firestarter A goblin Firestarter is just a regular goblin armed withseveral bitumen torches and tasked with setting fire tothe location the goblins are raiding. Use the statistics fora normal goblin, but add the ability:

B i t u men To r ch . Ranged Weapon Attack: +4 to hit,range 20/60 ft., one target. Hit 2 (1d4) fire damage.Starts a fire in that square whether it hits or misses.

Each Firestarter typically carries three torches; one littorch and an additional two.

Goblin WizardSmall humanoid (goblinoid), Neutral Evil

Armor Class 12 (15 with mage armor)Hit Points 7 (2d6)Speed 30 ft.Str 8, Dex 14, Con 10, Int 14, Wis 8, Cha 8Skills Stealth +6

Languages Common, GoblinChallenge 1/2 (100 xp)Nimble Escape. The goblin can take theDisengage or Hide action as a bonus action oneach of its turns.Spellcast ing. The goblin wizard is a 2nd-levelspellcaster. Its spellcasting ability is Intelligence(spell save DC 12, +4 to hit with spell attacks). Thegoblin wizard has the following wizard spellsprepared:Cantrips (at will): Blade Ward, Poison Spray, FireBolt

1st Level (3 slots): Fog Cloud, Mage Armor, Ray ofSickness, Shield

ActionsDagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4+2) slashing damage.

ShadowgoblinSmall humanoid (goblinoid, shadow), Neutral Evil

Armor Class 15 (leather armor, shield)Hit Points 27 (5d6+12)Speed 30 ft.Str 14, Dex 16, Con 15, Int 11, Wis 14, Cha 10Skills Stealth +7Senses darkvision 60 ft., passive Perception 9Languages Common, GoblinChallenge 1/2 (100 xp)Nimble Escape. The goblin can take theDisengage or Hide action as a bonus action oneach of its turns.Shadow Sold ier. The shadowgoblin is lightlyobscured while at least one other shadowgoblinally is adjacent to it.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.Shor tbow. Ranged Weapon Attack: +5 to hit,range 80/320 ft., one target. Hit: 6 (1d6+3) piercingdamage.

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HobgoblinsHobgoblins are known to worship dark deities. Those whofollow these gods fervently enough can become acolytes.

Hobgoblin AcolyteMedium humanoid (goblinoid), Lawful Evil

Armor Class 12 (leather armor)Hit Points 33 (6d8+6)Speed 30 ft.Str 13, Dex 12, Con 12, Int 10, Wis 13, Cha 14Skills Deception +4, Persuasion +4, Religion +2Senses darkvision 60 ft., passive Perception 10Languages Common, GoblinChallenge 2 (450 xp)

Martial Adv antage. Once per turn, the hobgoblincan deal an extra 7 (2d6) damage to a creature ithits with a weapon attack if that creature is within 5feet of an ally of the hobgoblin that isn’tincapacitated.Dark Devotion . The acolyte has advantage onsaving throws against being charmed orfrightened.Spellcasting. The acolyte is a 4th-levelspellcaster. Its spell casting ability is Wisdom (spellsave DC 11, +3 to hit with spell attacks). Theacolyte has the following cleric spells prepared:Cantrips (at will): light, sacred flame, thaumaturgy1st level (4 slots): command, inflict wounds, shieldof faith 2nd level (3 slots): hold person, spiritual weapon

ActionsMultiat tack. The acolyte makes two meleeattacks.Dagger. Melee or Ranged Weapon Attack: +4 tohit, reach 5 ft. or range 20/60 ft., one creature. Hit:4 (1d4 + 2) piercing damage.

OrcsOrcs’ spiritual needs are met by their witch doctors whochannel the dark forces of the natural world.

Orc Witch DoctorMedium humanoid (orc), chaotic evil

Armor Class 11 (16 with barkskin)Hit Points 37 (5d8+15)Speed 30 ft.Str 16, Dex 12, Con 16 , Int 10 , Wis 14, Cha 10Skills Medicine +4, Nature +3, Perception +4Senses darkvision 60 ft., passive Perception 14Challenge 2 (450)Spellcast ing. The witch doctor is a 4th-levelspellcaster. Its spellcasting ability is Wisdom (spellsave DC 12, +4 to hit with spell attacks). It has thefollowing druid spells prepared:Cantrips (at will): poison spray, produce flame,thorn whip1st level (4 slots): fog cloud, jump, thunderwave2nd level (3 slots): beast sense, barkskinAggress ive . As a bonus action, the orc can moveup to its speed toward a hostile creature that it cansee.

Actions

Quarterstaff . Melee Weapon Attack: +5 to hit,reach 5 ft ., one target. Hit: 6 (1d6+3) bludgeoningdamage, or 7 (1d8+3) bludgeoning damage ifwielded with two hands.

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QuicklingQuicklings are swift, wicked fey that kill other creatures for food, treasure or sport. They like to set ambushes and outwitenemies, and frequently ally with other creatures who share their desires. If their escapades enrage and enemy too strong toovercome, they have no problem fleeing in a chorus of nerve-grating laughter, leaving their so-called allies to fend forthemselves.

Although quicklings are native to the feywild, they also stray into the natural world to keep an eye out for interesting events andexploitable situations.

Quicklings rely on their speed and wits to overcome foes and elude their enemies. Devious and cruel, they delight in trappingand tormenting other creatures. They generally focus their attacks on weaker-looking creatures while dodging tougheradversaries.

QuicklingSmall fey, chaotic evil

Armor Class 17

Hit Points 21 (6d6)Speed 60 ft.Str 9, Dex 26, Con 10, Int 12, Wis 13, Cha 10Skills Stealth +10Senses darkvision 60 ft., passive Perception 11Languages SylvanChallenge 2 (450)Moveby. The quickling doesn’t provokeopportunity attacks when it moves out of anenemies reach.

ActionsMulitattack. The quickling makes two shortswordattacks at any time during its turn.Shortsword . Melee Weapon Attack: +10 to hit,reach 5 ft., one target. Hit: 11 (1d6+8) piercingdamage.

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SahuaginArctic Sahuagin are a subspecies of sahuagin adapted to living in icy climates. They make their homes in great cavernscarved directly into the ice. The harsh climate has made them hardier than their warm-water cousins.

Arctic Sahuagin Priests favor magic that allows them to manipulate both ice and water.

Arctic Sahuagin Barons are often the biggest and strongest of the tribe and earn their position in violet tests of combat.

Arctic SahuaginMedium humanoid (sahuagin), lawful evil

Armor Class 14 (natural armor)Hit Points 65 (10d8+20)Speed 30 ft., swim 40 ft.Str 19, Dex 14, Con 16, Int 12, Wis 13, Cha 9Skills Perception +5Damage Resistance coldSenses darkvision 120 ft., passive Perception 15Languages SahuaginChallenge 3 (700)Blood Frenzy. The sahuagin has advantage onmelee attack rolls against any creature that doesn’thave all its hit points.Limited Amphibiousness . The sahuagin canbreathe air and water, but it needs to besubmerged at least once every 4 hours to avoidsuffocating.Shark Telepathy. The sahuagin can magicallycommand any shark within 120 feet of it, using alimited telepathy.Ice Walk. The sahuagin can move across icysurfaces without needing to make an ability check.

Additionally, difficult terrain composed of ice orsnow doesn’t cost it extra moment.

ActionsMultiattack. The sahuagin makes three meleeattacks: one with its bite and two with its claws orspear.Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 9 (2d4 + 4) piercing damage.Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage.Spear. Melee or Ranged Weapon Attack: +7 to hit,reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+ 4) piercing damage, or 8 (1d8 + 4) piercingdamage if used with two hands to make a meleeattack.

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Arctic Sahuagin PriestessMedium humanoid (sahuagin), lawful evil

Armor Class 14 (natural armor)Hit Points 78 (12d8+24)Speed 30 ft., swim 40 ft.

Str 19, Dex 14, Con 16, Int 12, Wis 17, Cha 9Skills Perception +8, Religion +4Damage Resistance coldSenses darkvision 120 ft., passive Perception 15Languages SahuaginChallenge 6 (2300)Blood Frenzy. The sahuagin has advantage onmelee attack rolls against any creatur e that doesn’thave all its hit points.Limited Amphibiousness. The sahuagin canbreathe air and water, but it needs to be

submerged at least once every 4 hours to avoidsuffocating.Shark Telepathy. The sahuagin can magicallycommand any shark within 120 feet of it, using alimited telepathy.Ice Walk. The sahuagin can move across icysurfaces without needing to make an ability check.

Additionally, difficult terrain composed of ice orsnow doesn’t cost it extra moment. Spellcasting. The sahuagin is a 12th levelspellcaster. Her spellcasting ability is Wisdom(spell save 14, +6 to hit with spell attacks). Shehas the following spells prepared:Cantrips (at will): guidance, thaumaturgy, ray offrost1st (4 slots): bless, detect magic, guiding bolt 2nd (3 slots): gust of wind, hold person, spiritualweapon (trident)3rd (3 slots): mass healing word, sleet storm,tongues4th (3 slots): control water, ice storm5th (2 slots): cone of cold, mass cure wounds6th (1 slot): wall of ice

ActionsMultiattack. The sahuagin makes three meleeattacks: one with its bite and two with her claws.Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 9 (2d4 + 4) piercing damage.Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Arctic Sahuagin BaronLarge humanoid (sahuagin), lawful evil

Armor Class 18 (breastplate)Hit Points 127 (15d8+60)Speed 30 ft., swim 40 ft.

Str 23, Dex 17, Con 19, Int 14, Wis 13, Cha 17Saving Throws Dex +7, Con +8, Int +6, Wis +5Skills Perception +7Damage Resistance coldSenses darkvision 120 ft., passive Perception 17Languages SahuaginChallenge 8 (3900)Blood Frenzy. The sahuagin has advantage onmelee attack rolls against any creature that doesn’thave all its hit points.Limited Amphibiousness. The sahuagin canbreathe air and water, but it needs to besubmerged at least once every 4 hours to avoidsuffocating.Shark Telepathy. The sahuagin can magicallycommand any shark within 120 feet of it, using alimited telepathy.Ice Walk. The sahuagin can move across icysurfaces without needing to make an ability check.

Additionally, difficult terrain composed of ice orsnow doesn’t cost it extra moment.

Actions

Multiattack. The sahuagin makes three meleeattacks: one with its bite and two with its claws orspear.Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,one target. Hit: 13 (2d6 + 6) piercing damage.Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) slashing damage.Spear. Melee or Ranged Weapon Attack: +10 tohit, reach 5 ft. or range 20/60 ft., one target. Hit: 13(2d6 + 6) piercing damage, or 15 (2d8 + 6)piercing damage if used with two hands to make amelee attack.

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Shadar-KaiShardar-Kai are human-like residents of the shadowfell. Their skin is g rey and their eyes as black as a raven’s. They are fondof tattoos and scars. They do not fear death, regarding it as a continuation of their shadowy journey.

A Shadar-Kai Chaos Mage is one who has studied the elemental chaos and fused his body with raw elemental chaos. Assuch their bodies are unstable as the chaos corrupts them from within.

Shadar-Kai Warlocks usually make pacts with evil forces.

Shadar-Kai Warriors infuse their attacks with shadow energy, blinding their opponents, leaving the vulnerable.

Shadar-Kai Witches are actually those who have learned how to directly manipulate the energy of the shadowfell to theiradvantage.

Shadar-Kai Chaos MageMedium humanoid (shadar-kai), neutral evil

Armor Class 16 (studded leather)Hit Points 144 (17d8+68)Speed 30 ft.Str 15, Dex 18, Con 19, Int 14, Wis 15, Cha 17Saving Throws Con +8, Wis +6, Cha +7Skills Arcana +6, Persuasion +7Senses darkvision 60 ft., passive Perception 12Languages Abysall, Common, Elven, Ignan,

UndercommonChallenge 9 (5000)

Shadow Jaunt (1/Day). The chaos mage teleports30 ft. as a bonus action.Blood Chaos. When a creature within 5 ft. of thechaos mage damages him with a weapon attack,they must make a DC 14 dexterity saving throw ortake 3 (1d6) acid damage plus 3 (1d6) fire damagefrom the spray of blood chaos erupting from hisskin.

ActionsMultiattack. The chaos mage makes three attackswith his katar and one attack with Blood ChaosFlare.

Katar. Melee Weapon Attack: +8 to hit, reach 5 ft.,one target. Hit: 7 (1d6+4) slashing damage plus 3(1d6) acid damage.

Shadow Attack (Recharge 5 or 6). The chaosmage teleports 30 ft., makes three attacks with his

Katar and then teleports an additional 30 ft.. Hisform remains shadowy, causing attacks rollsagainst him to be have disadvantage until the startof his next turn unless the attacker has truesight.Blood Chaos Flare. The chaos mage throws ablob of blood chaos at a target within 60 ft.. Thetargeted creature must make a DC 16 Constitutionsaving throw, taking 6 (1d6+3) acid damage plus 6(1d6+3) fire damage on a failed save, or half asmuch damage on a successful save. In addition, acreature that fails its saving throw suffers 6(1d6+3) acid damage plus 6 (1d6+3) fire damageat the start of their turn until the effect ends. They

may attempt another saving throw at the end oftheir turn to end the effect. A creature reduced to 0hit points by this damage is transformed into amass of slime and requires a Greater Restorationspell to reverse the effect.Chaos Nova (Recharge 6). The chaos magemakes blood chaos flare attacks against allcreatures in a 30 ft. cone.

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Shadar-Kai WarlockMedium humanoid (shadar-kai), neutral evil

Armor Class 13 (leather armor)Hit Points 33 (6d8+6)Speed 30 ft.

Str 10, Dex 14, Con 13, Int 16, Wis 11 , Cha 16Skills Acrobatics +5; Deception +6; Insight +3;

Intimidation +6; Stealth +5Senses darkvision 60 ft., passive Perception 10Languages CommonChallenge 1/2 (100 xp)Spellcasting. The warlock is a 6th-levelspellcaster. Her spellcasting ability is Charisma(spell save DC 13, +5 to hit with spell attacks). Shehas the following warlock spells prepared:Cantrips (at will): Eldrich Blast, Chill Touch, BladeWard1st level (0 slots): Armor of Agathys, Witch Bolt2nd level (0 slots): Mirror Image, Hold Person 3rd level (2 slots per rest): Fear, Vampiric Touch Shadow Jaunt (1/Day). The warlock teleports 30ft. as a bonus action.Dark One’s Blessing. When the warlock reducesa hostile creature to 0 hit points, she gainstemporary hit points equal to 8.

ActionsDagger Melee or Ranged Weapon Attack: +5 to

hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4(1d4 + 2) piercing damage.

Shadar-kai WitchMedium humanoid (shadar-kai, shadow), any

Armor Class 13Hit Points 50 (10d8+10)Speed 30 ft.

Str 13, Dex 16, Con 13, Int 19, Wis 12, Cha 17Skills Arcana +7, Stealth +6Senses darkvision 60 ft., passive Perception 11Languages CommonChallenge 2 (450 xp)Innate Spellcasting. The Shadar- kai witch’sinnate spellcasting ability is Intelligence (spell saveDC 15). She can cast the following spells withoutthe need for material components.3/day: Blindness, BlurShadow Jaunt (1/Day). The witch teleports 30 ft.

as a bonus action.

ActionsBlackfire Touch. Melee Spell Attack +7 to hit,reach 5 ft., on creature. Hit: 2d8 +4 necroticdamage plus 2d6 fire damage.

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Shadar-kai WarriorMedium humanoid (shadar-kai, shadow), any

Armor Class 16 (studded leather)Hit Points 26 (4d8+8)Speed 30 ft.

Str 17, Dex 18, Con 14, Int 12, Wis 14, Cha 11Senses darkvision 60 ft., passive Perception 12Languages CommonChallenge 1 (200 xp)Shadow Jaunt (1/Day). The shadar kai teleports30 ft. as a bonus action.Gloomstrike (1/Turn). A creature struck with amelee attack by the shadar kai must make a DC12 Constitution saving throw. If it fails, the target isblinded for one round.

ActionsMultiattack. The shadar kai makes two dagger ortwo shortsword attacks.Dagger . Melee or Ranged Weapon Attack: +6 tohit, reach 5 ft., one target. Hit: 6 (1d4+4) piercingdamage.Shortsword. Melee Weapon Attack: +6 to hit,reach 5 ft., one target. Hit: 7 (1d6+4) piercingdamage.

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Slystone DwarfCrafty, ill-tempered and violent, slystone dwarves are fey cousins of gnomes, with whom they share little in common, thoughthey more closely resemble squat, scruffy dwarves. Slystone dwarves were misnamed by the first humans to encounter them.They take pleasure in the pain of others, and grow murderous at the slightest insult.

Some slystone dwarves serve fomorian kings, or other evil fey. They’r e mercenary and are happy working for anyone whooffers them the opportunity for violence.

Slystone Dwarf VeteranSmall fey (gnome), neutral evil

Armor Class 17 (splint)Hit Points 67 (9d8+27)Speed 25 ft.Str 16, Dex 13, Con 16, Int 12, Wis 11, Cha 10Skills Athletics +5, Perception +2Senses darkvision 60 ft., passiver Perception 12Languages Gnomish, UndercommonChallenge 3 (700)Gnome Cunning . The slystone veteran hasadvantage on all Intelligence, Wisdom, andCharisma saving throws against magic.

ActionsMultiattack. The slystone veteran makes two warpick attacks. If it has a handaxe drawn, it can alsomake a handaxe attack.

War Pick. Melee Weapon Attack: +5 to hit, reach5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.Handaxe. Melee or Ranged Weapon Attack: +5 tohit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashingdamage.

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Will-o’-WispEspecially evil and powerful souls that become wisps sometimes grow more powerful, gaining energy and ability as theirmalevolence grows.

Greater Will- o’ -WispSmall undead, chaotic evil

Armor Class 19Hit Points 40 (9d8)Speed 0 ft., fly 50 ft. (hover)Str 1, Dex 28, Con 12, Int 13, Wis 15, Cha 12Damage Resistances acid, cold, fire, necrotic,

thunder; bludgeoning, piercing, and slashingfrom nonmagical weapons

Damage Immunities lightning, poisonCondition Immunities exhaustion, grappled,

paralyzed, poisoned, prone, restrained,unconscious

Senses darkvision 120 ft., passive Perception 12Languages The languages it knew in lifeChallenge 3 (700)Consume Life. As a bonus action, the will- o’-wispcan target one creature it can see within 5 feet of itthat has 0 hit points and is still alive. The targetmust succeed on a DC 10 Constitution savingthrow against this magic or die. If the target dies,the will- o’-wisp regains 10 (3d6) hit points.Ephemeral. The will- o’-wisp can’t wear or carryanything.Incorporeal Movement. The will- o’-wisp canmove through other creatures and object s as ifthey were difficult terrain. It takes 5 (1d10) forcedamage if it ends its turn inside an object.Variable Illumination. The will- o’-wisp shedsbright light in a 5- to 20-foot radius and dim light foran additional number of feet equal to the chosenradius. The will- o’-wisp can alter the radius as abonus action.

Actions

Shock. All creatures within 10 ft. of the wisp mustsucceed a DC 16 Dexterity saving throw, taking 16(4d8) lightning damage on a failed save, or half asmuch damage on a successful one.Invisibility. The will - o’-wisp and its light magicallybecome invisible until it attacks or uses its LifeDrain, or until its concentration ends (as ifconcentrating on a spell).

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ZombiesNearly any creature can be raised up as a zombie, but the magic required to create a dragon zombie is immense and onlyattainable by the strongest of necromancers.

Red Dragon ZombieHuge undead dragon, chaotic evil

Armor Class 15 (natural armor)Hit Points 137 (11d12+6)Speed 40 ft., fly 80 ft.Str 22, Dex 9, Con 23, Int 1, Wis 13, Cha 3Saving Throws Con +13Damage Immunities fire, poisonCondition Immunities charmed, frightened,

paralyzed, poisonedSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 11Languages can’t speak, but understands Draconic

and CommonChallenge 8 (3900)

ActionsMulitattack. The dragon zombie makes two Clawattacks.Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 13 (2d6 + 6) slashing damage.

Breath of the Grave (Recharge 5-6). The dragonzombie exhales deathly poison in a 60-foot cone.Each creature in that area must make a DC 16Constitution saving throw, taking 21 (6d6) poisondamage plus 21 (6d6) necrotic damage on a failedsave, or half as much damage on a successfulone.

ReactionsTail. If an enemy ends its turn within 15 ft of thedragon zombie, he can lash at them with his tail.Melee Weapon Attack: +7 to hit, reach 15ft., onetarget. Hit: 12 (1d8 + 8) bludgeoning damage.

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Miscellaneous Creatures

Death Boar

Large monstrosity, neutral evilArmor Class 13 (natural armor)Hit Points 51 (6d10+18)Speed 40 ft.Skills Perception +1Senses darkvision 120 ft., passive Perception 11Challenge 2 (450 xp)Two-Headed. The boar has advantage onWisdom (Perception) checks and on saving throwsagainst being blinded, charmed, deafened,frightened, stunned, or knocked unconscious.

Charge. If the boar moves at least 20 feet straighttoward a target and then hits it with a tusk attackon the same turn, the target takes an extra 7 (2d6)slashing damage. If the target is a creature, it mustsucceed on a DC 14 Strength saving throw or beknocked prone.Relentless (Recharges after a Short or LongRest). If the boar takes 15 damage or less thatwould reduce it to 0 hit points, it is reduced to 1 hitpoint instead.

ActionsMultiattack. The boar makes two tusk attacks.Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft .,one target. Hit: 10 (2d6 + 3) slashing damage.Created by evil wizards and trained for war, thistwo-headed giant boar is released at an enemy tobreak up their lines and sow confusion.

Shadow HoundMedium beast (shadow), neutral evil

Armor Class 13Hit Points 4d8+4Speed 40 ft.Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 11Skills Perception +3, Stealth +5Senses darkvision 60 ft., passive Perception 13Challenge 1/4 (50 xp)

Keen Hearing and Smell . The hound has

advantage on Wisdom (Perception) checks thatrely on hearing or smell.Shroud of Darkness. An arua of darknesssurrounds the hound, within 5 ft of the hound,bright light is reduced to dim light and dim light isreduced to darkness.

ActionsBite. Melee Weapon Attack: +3 to hit, reach 5 ft.,one target. Hit: 4 (1d6 + 1) piercing damage.Teleport (Recharge 4-6). The hound magicallyteleports, along with any equipment it is wearing orcarrying, up to 40 feet to an unoccupied space itcan see. Before or after teleporting, the hound canmake one bite attack.Creatures of the shadowfell, these hounds areinfused with shadow and strike without mercy.

Shadowhunter BatMedium beast (shadow), unaligned

Armor Class 13Hit Points 39 (6d8+12)Speed 10 ft., fly 60 ft.Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6Skills Stealth +5Senses blindsight 60 ft., passive Perception 11Challenge 1 (200 xp)Echolocation. The bat can’t use blindsight whendeafened.Keen Hearing. The bat has advantage on Wisdom(Perception) checks that rely on hearing.Flyby. The bat doesn’t provoke an opportunityattack when it flies out of an enemy’s reach.

Actions

Tail Slash. Melee Weapon Attack: +4 to hit, reach5 ft., one creature. Hit: 11 (2d8 + 2) slashingdamage.These large bats will eat anything they can kill andare equipped with a blade-like tail that they use toslash their prey as they fly past.

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Umbral PantherMedium beast (shadow), unaligned

Armor Class 16 (natural armor)Hit Points 45 (6d8+18)Speed 50 ft., climb 50 ft.

Str 15, Dex 21, Con 16, Int 3, Wis 13, Cha 12Skills Perception +4, Stealth +8Senses passive Perception 14Challenge 2 (450 xp)Keen Smell. The panther has advantage onWisdom (Perception) checks that rely on smell.Pounce. If the panther moves at least 20 feetstraight toward a creature and then hits it with aclaw attack on the same turn, that target mustsucceed on a DC 13 Strength saving throw or beknocked prone. If the target is prone, the panthercan make one bite attack against it as a bonusaction.Shadow Stealth . While in dim light or darkness,the panther can take the Hide action as a bonusaction.

ActionsMultiattack. If the panther does not move during aturn, it makes two claw attacks and one bite attack.Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,one target. Hit: 5 (1d6 + 2) piercing damage.Claw. Melee Weapon Attack: +7 to hit, reach 5 ft .,one target. Hit: 4 (1d4 + 2) slashing damage.These denizens of the shadowfell are consummatestalkers, striking from the shadows then meltingback into them.

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Nonplayer Characters

Dwarf BolterMedium humanoid (dwarf), any alignment

Armor Class 13 (leather armor)Hit Points 19 (3d8+6)Speed 25 ft.Str 11, Dex 14, Con 14, Int 11, Wis 15, Cha 11Skills Nature +4, Perception +6, Stealth +6,

Survival +5Damage Resistances poison

Senses darkvision 60 ft., passive Perception 16Languages Common, DwarvishChallenge 1/2 (100 xp)Keen Hearing and Sight. The bolter hasadvantage on Wisdom (Perception) checks thatrely on hearing or sight.Dwarven Resilience. The Dwarf has advantageon saving throws against poison and hasresistance against poison damage.Crossbow Expert. Dwarf bolters ignore theloading quality of crossbows and being within 5feet of a hostile creature doesn’t imposedisadvantage on his ranged attack roll.

ActionsMultiattack. The bolter makes two melee attacksor two ranged attacks.Shortsword. Melee Weapon Attack: +4 to hit,reach 5 ft., one target. Hit: 5 (1d6 + 2) piercingdamage.Heavy Crossbow. Ranged Weapon Attack: +4 tohit, ranged 150/600 ft., one target. Hit: 7 (1d10 + 2)piercing damage.

Dwarven HammererMedium humanoid (dwarf), any alignment

Armor Class 16 (plate)Hit Points 60 (8d8+24)Speed 25 ft.Str 18, Dex 11, Con 16, Int 11, Wis 11, Cha 15Saving Throws Con +4, Wis +2Damage Resistances poisonSenses darkvision 60 ft., passive Perception 16Languages Common, DwarvishChallenge 3 (700 xp)Brave. The hammerer has advantage on savingthrows against being frightened.Dwarven Resilience . The Dwarf has advantageon saving throws against poison and hasresistance against poison damage.

ActionsMultiattack. The hammerer makes two meleeattacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: 11 (2d6 + 4) bludgeoning damage.Heavy Crossbow. Melee Weapon Attack: +6 tohit, reach 5 ft., one target. Hit: 11 (2d6 + 4)bludgeoning damage.Leadership (Recharges after a Short or LongRest). For 1 minute, the hammerer can utter aspecial command or warning whenever a non-hostile creature that it can see within 30 feet of itmakes an attack roll or a saving throw. Thecreature can add a d4 to its roll provided it canhear and understand the hammerer. A creaturecan benefit from only one Leadership die at a time.

This effect ends if the hammerer is incapacitated.

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Expert Bounty HunterMedium humanoid (Elf)

Armor Class 16 (studded leather)Hit Points 103Speed 35

Str 10, Dex 18, Con 14, Int 8, Wis 14, Cha 14Saving Throws Str +4, Con +6, Wis +6Skills Acrobatics +8, Athletics +8, Perception +6,Stealth +12, Survival +6Senses Darkvision 60 ft., passive Perception 16Languages Common, Elvish, Dwarvish, Thieves’CantCR 8 (3900 xp)Fey Ancestry. The bounty hunter has advantageon saving throws against being charmed and isimmune to magical sleep.

Mask of the Wild. The bounty hunter can attemptto hide even when only lightly obscured by foliage,heavy rain, falling snow, mist and other naturalphenomena.Sneak Attack (1/Turn). Adds an extra 7 (2d6)damage to attacks on an enemy that he hasadvantage against or who is within 5 ft of an ally ofhis that isn’t inca pacitated provided that the bountyhunter does not have disadvantage on the attack.Assassinate. The bounty hunter gains advantageon attack rolls against any creature that hasn’ttaken a turn in combat yet. In addition, any hitscored against a creature that is surprised is a

critical hit.Action Surge (recharges on short or long rest). The bounty hunter takes an additional action.Combat Superiority (recharges on a short orlong rest). The bounty hunter has 5 superiority die(d8’s) to use with combat mane uvers.Evasive Footwork. When the bounty huntermoves he can expend one superiority die andgains a 1d8 bonus to ACDisarming Attack. When the bounty hunter hitswith a weapon attack he can expend onesuperiority die and attempt to disarm his opponent.

He adds and extra 5 (1d8) damage to the hit andthe target must make a DC 16 Strength savingthrow or drop one object of the bounty hunter ’schoice that his opponent is holding. The objectlands at his opponent’s feet.

Trip Attack. When the bounty hunter hits with aweapon attack he can expend one superiority dieand attempt to trip his opponent. He adds andextra 5 (1d8) damage to the hit and, if the target isLarge or smaller, it must make a DC 16 Strengthsaving throw or be knocked prone.

Sharpshooter. Before making a ranged weaponattack, the bounty hunter can choose to take a -5penalty to the attack roll. If the attack hits he addsan extra 10 damage.

ActionsMultiattack. The bounty hunter takes two attackswith his hand crossbow or rapier.Hand Crossbow. Ranged Weapon Attack: +10 tohit, range 120 (no penalty for long range), onetarget. Hit 8 (1d6+4) piercing damage. Attacksmade with the hand crossbow in melee do notsuffer disadvantage. The bounty hunter ignoreshalf and 3/4 cover on enemies as well as theloading property of crossbows.Rapier. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8+4) piercing damage.Off Hand Attack. As a bonus action the bountyhunter makes one attack with his hand crossbow.Second Wind (recharges on a short or longrest). As a bonus action the bounty hunter drawson his well of stamina to regain 1d10+8 hit points.Cunning Action. As a bonus action the bountyhunter can take the Dash, Disengage or Hideaction.

Feinting Attack. As a bonus action the bountyhunter expends one superiority die and choosesone opponent within 5 ft. The bounty hunter hasadvantage on the next roll against that creature. Ifthe attack hits, he adds an extra 5 (1d8) damageto the attack’s damage roll.

ReactionsRiposte. When a creature misses a melee attackagainst the bounty hunter, he can use his reactionand expend a superiority die to make a meleeweapon attack against the creature. If the attackhits he adds an extra 5 (1d8) damage to theattack’s damage roll.

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Street SorcererMedium humanoid (any), any non-good alignment

Armor Class 11 (14 with mage armor)Hit Points 18 (4d6+4)Speed 30 ft.

Str 10, Dex 13, Con 13, Int 10, Wis 10, Cha 16Senses passive Perception 10Languages any twoChallenge 1/4 (50 xp)Spellcasting. The sorcerer is a 4th-levelspellcaster. Its spellcasting ability is Charisma(spell save DC 13, +5 to hit with spell attacks). Themage has the following sorcerer spells prepared :Cantrips (at will): Fire Bolt, Friends, Minor Illusion,Poison Spray1st level (4 slots): Charm Person, Disguise Self,Mage Armor, Shield 2nd level (3 slots): Scorching RayWild Magic. The sorcerer’s spellcasting canunleash surges of untamed magic. Immediatelyafter casting a sorcerer spell, roll at d20. On a rollof 1, roll on the Wild Magic Surge table to create arandom magical effect.

ActionsDagger. Melee or Ranged Weapon Attack: +3 tohit, reach 5 ft. or range 20/60 ft., one target. Hit: 3(1d4 + 1) piercing damage.Street sorcerers are magic users who use theirmagical talents and natural charisma to takeleadership positions in street gangs.

Street MageMedium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)Hit Points 27 (6d8)Speed 30 ft.Str 9, Dex 14, Con 11, Int 17, Wis 12, Cha 11Saving Throws Int +6, Wis +4

Skills Arcana +6, History +6Senses passive Perception 11Languages any four languagesChallenge 3 (700 xp)Spellcasting. The mage is a 6th-level spellcaster.Its spellcasting ability is Intelligence (spell save DC

13, +5 to hit with spell attacks). The mage has thefollowing wizard spells prepared:Cantrips (at will): fire bolt, light, mage hand,

prestidigitation1st level (4 slots): detect magic, mage armor,magic missile, shield

2nd level (3 slots): misty step, suggestion3rd level (3 slots): counterspell,fireball,fly

ActionsDagger. Melee or Ranged Weapon Attack: +4 tohit, reach 5 ft. or range 20f60 ft., one target. Hit: 4(1d4 + 2) piercing damage.Street mages are wizards who have turned theirmagical talents to crime. Sometimes they leadgangs of thugs or hire themselves out asmercenaries. They normally travel with severalbodyguards.

Streetwise ThugMedium humanoid (any race), any non-good

Armor Class 13 (leather armor)Hit Points 52 (7d8+21)Speed 30 ft.Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 11Skills Intimidation +2Senses passive Perception 10Languages any one language (usually Common)

Challenge 1 (200)Pack Tactics . The thug has advantage on anattack roll against a creature if at least one of thethug’s allies is within 5 feet of the creature and theally isn’t incapacitated.

ActionsMultiattack. The thug makes two melee attacks.Longsword Melee Weapon Attack: +5 to hit, reach5 ft., one creature. Hit: 7 (1d8 + 3) slashingdamageHeavy Crossbow. Ranged Weapon Attack: +4 tohit, range 100/400 ft., one target. Hit: 7 (1d10+2)piercing damage.Streetwise thugs are veterans of the streets.They’ve survived long enough to prove theirtoughness and savvy.

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Monsters by Challenge Rating

Challenge 1/4Shadow HoundStreet Sorcerer

Challenge 1/2Dwarf BolterGoblin Wizard Shadar-Kai WarlockShadowgoblin

Challenge 1Dark CreeperShadar-kai WarriorShadowhunter Bat Streetwise Thug

Challenge 2Death BoarDisciple of Yeenoghu

Githyanki Possessed CitizenHobgoblin AcolyteIce Gargoyle Iron Cobra Marching HammersOrc Witch DoctorQuicklingShadar-kai WitchUmbral PantherWicked Fang GnollWicked Fang Rider

Challenge 3 Arctic SahuaginDwarven Hammerer Githyanki LancerGreater Will- o’-Wisp Slystone Dwarf VeteranStreet Mage Wicked Fang Warmaster

Challenge 4Priest of Yeenoghu Scion of Chaos Stonewalker Spirit

Challenge 5Firbolg Juvenile Behir

Challenge 6 Arctic Sahuagin Priestess Githyanki Mindslicer Ice Gargoyle Reaver

Challenge 8 Arctic Sahuagin BaronExpert Bounty Hunter Frost Giant IceshaperGithyanki Assassin Red Dragon Zombie

Challenge 9Shadar-Kai Chaos Mage

Challenge 14Treasure Golem

Adult Two-Headed WhiteDragon