Hither Encounter Sheets
Hither Encounter Sheets
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to
hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, 4 (1d8) bludgeoning damage if
wielded with two hands, or 6 (1d8 + 2) bludgeoning
damage with shillelagh.
ARRIVAL IN HITHER | 1
Mud Mephits Waterlogged Battlefield
Mud Mephit Animated Armor
Small elemental, neutral evil Medium construct, typically unaligned
Armor Class 11 Armor Class 18 (natural armor)
Hit Points 27 (6d6 + 6) Hit Points 33 (6d8 + 6)
Speed 20 ft., fly 20 ft., swim 20 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2) 14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Skills Stealth +3 Damage Immunities poison, psychic
Damage Immunities poison Condition Immunities blinded, charmed, deafened,
Condition Immunities poisoned exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses Blindsight 60 ft. (blind beyond this radius),
Languages Aquan, Terran passive Perception 6
Challenge 1/4 (50 XP) Proficiency Bonus +2 Languages –
Death Burst. When the mephit dies, it explodes in a Challenge 1 (700 XP) Proficiency Bonus +2
burst of sticky mud. Each Medium or smaller creature Antimagic Susceptibility. The armor is incapacitated
within 5 feet of it must succeed on a DC 11 Dexterity while in the area of an antimagic field. If targeted by
saving throw or be restrained until the end of the dispel magic, the armor must succeed on a Constitution
creature’s next turn. saving throw against the caster’s spell save DC or fall
False Appearance. While the mephit remains unconscious for 1 minute.
motionless, it is indistinguishable from an ordinary False Appearance. While the armor remains motionless,
mound of mud. it is indistinguishable from a normal suit of armor.
Actions Inanimate. A suit becomes inanimate and collapses in
a heap if its helmet is removed, if it is reduced to 0 hit
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one
points, or if the characters leave the area. Removing
creature. Hit: 4 (1d6 + 1) bludgeoning damage.
a suit’s helmet while the armor is animated requires
Mud Breath (Recharge 6). The mephit belches viscid an action and a successful DC 10 Dexterity (Sleight of
mud onto one creature within 5 feet of it. If the target Hand) check.
is Medium or smaller, it must succeed on a DC 11
Dexterity saving throw or be restrained for 1 minute. A Actions
creature can repeat the saving throw at the end of each Multiattack. The armor makes two melee attacks.
of its turns, ending the effect on itself on a success. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
2 | MUD MEPHITS
Stilt Walkers
Hobgoblin Hobgoblin Stiltwalker
Medium humanoid (goblinoid), lawful neutral Medium humanoid (goblinoid), lawful neutral
Armor Class 12 (rags and furs) Armor Class 12 (rags and furs)
Hit Points 11 (2d8 + 2) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
Senses darkvision 60 ft., passive Perception 9 Skills Athletics +4
Languages Common, Goblin Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP) Proficiency Bonus +2 Languages Common, Goblin
Challenge 1/2 (100 XP) Proficiency Bonus +2
Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits with a Martial Advantage. Once per turn, the hobgoblin can
weapon attack if that creature is within 5 feet of an ally deal an extra 7 (2d6) damage to a creature it hits with a
of the hobgoblin that isn’t incapacitated. weapon attack if that creature is within 5 feet of an ally
of the hobgoblin that isn’t incapacitated.
Actions Stilts. While on stilts, the hobgoblin is 10 feet above the
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., ground. A creature attacking the hobgoblin stiltwalker
one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 can choose to attack its stilts instead. Each stilt has
+ 1) slashing damage if used with two hands. 8 AC; 10 hit points; immunity to psychic and poison
Longbow. Ranged Weapon Attack: +3 to hit, range damage; vulnerability to slashing and fire damage. If a
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. stilt is destroyed, the hobgoblin must succeed on a DC
10 Dexterity saving throw or fall to the ground, taking 3
(1d6) bludgeoning damage and landing prone.
Actions
Stilt Bash. Melee Weapon Attack: +3 to hit, reach 10 ft.,
one target. Hit: 5 (1d8 + 1) bludgeoning damage.
Pin. Melee Weapon Attack: +3 to hit, reach 5 ft., one
prone target below the hobgoblin. Hit: 5 (1d8 + 1)
bludgeoning damage and the target is grappled. The
hobgoblin can grapple up to two creatures this way.
Bonus Actions
Stilt Shove. The hobgoblin attempts to shove a creature
within 10 feet of it. The target must succeed on a DC
12 Strength (Athletics) or Dexterity (Acrobatics) check
or be knocked prone or pushed 5 feet away from the
hobgoblin (hobgoblin’s choice).
STILT WALKERS | 3
Slanty Tower Giant Constrictor Snake
Huge beast, typically unaligned
Sir Talavar (Faerie Dragon) Armor Class 12
Tiny dragon, lawful good Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.
Armor Class 15
Hit Points 14 (4d4 + 4) STR DEX CON INT WIS CHA
Speed 10 ft., fly 60 ft. 19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
STR DEX CON INT WIS CHA Skills Perception +2
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Senses blindsight 10 ft., passive Perception 12
Languages –
Skills Arcana +4, Perception +3, Stealth +7
Challenge 2 (450 XP) Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic, Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2 Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Superior Invisibility. As a bonus action, the dragon can
creature. Hit: 11 (2d6 + 4) piercing damage.
magically turn invisible until its concentration ends (as
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft.,
if concentrating on a spell). Any equipment the dragon
one creature. Hit: 13 (2d8 + 4) bludgeoning damage,
wears or carries is invisible with it.
and the target is grappled (escape DC 16). Until this
Limited Telepathy. Using telepathy, the dragon can
grapple ends, the creature is restrained, and the snake
magically communicate with any other faerie dragon
can’t constrict another target.
within 60 feet of it.
Magic Resistance. The dragon has advantage on saving
throws against spells and other magical effects.
Innate Spellcasting. The dragon’s innate spellcasting
ability is Charisma (spell save DC 13). It can innately cast
the following spells, requiring no material components:
1/day each: color spray, dancing lights, hallucinatory
terrain, mage hand, major image, minor illusion, mirror
image, polymorph, suggestion
Actions
+1 Tiny Sword. Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage.
Euphoria Breath (Recharge 5–6). The dragon exhales a
puff of euphoria gas at one creature within 5 feet of it.
The target must succeed on a DC 11 Wisdom saving
throw, or for 1 minute, the target can’t take reactions
and must roll a d6 at the start of each of its turns to
determine its behavior during the turn:
1–4. The target takes no action or bonus action and
uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can
do on its turn is make a DC 11 Wisdom saving throw,
ending the effect on itself on a success.
4 | SLANTY TOWER
Telemy Hill Brigands’ Tollway
Awakened Tree Agdon Longscarf
Huge plant, typically unaligned The Wild Beyond the Witchlight, pg. 73
TELEMY HILL | 5
Downfall D2. Damaged Balloon
Bullywug Giant Frog
Medium humanoid (bullywug), neutral Medium beast, typically unaligned
Armor Class 15 (hide armor, shield) Armor Class 11
Hit Points 11 (2d8 + 2) Hit Points 18 (4d8)
Speed 20 ft., swim 40 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2) 12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)
Skills Stealth +3 Skills Perception +2, Stealth +3
Senses passive Perception 10 Senses darkvision 30 ft., passive Perception 12
Languages Bullywug, Common, Sylvan Languages –
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 1/4 (50 XP) Proficiency Bonus +2
Amphibious. The bullywug can breathe air and water. Amphibious. The frog can breathe air and water.
Speak with Frogs and Toads. The bullywug can Standing Leap. The frog’s long jump is up to 20 feet and
communicate simple concepts to frogs and toads when its high jump is up to 10 feet, with or without a running
it speaks in Bullywug. start.
Swamp Camouflage. The bullywug has advantage on Actions
Dexterity (Stealth) checks made to hide in swampy
terrain. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage, and the target
Standing Leap. The bullywug’s long jump is up to 20
is grappled (escape DC 11). Until this grapple ends,
feet and its high jump is up to 10 feet, with or without a
the target is restrained, and the frog can’t bite another
running start.
target.
Actions Swallow. The frog makes one bite attack against a
Multiattack. The bullywug makes two melee attacks: Small or smaller target it is grappling. If the attack
one with its bite and one with its spear. hits, the target is swallowed, and the grapple ends.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one The swallowed target is blinded and restrained, it has
target. Hit: 3 (1d4 + 1) bludgeoning damage. total cover against attacks and other effects outside
the frog, and it takes 5 (2d4) acid damage at the start
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach
of each of the frog’s turns. The frog can have only
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
one target swallowed at a time. If the frog dies, a
piercing damage, or 5 (1d8 + 1) piercing damage if used
swallowed creature is no longer restrained by it and
with two hands to make a melee attack.
can escape from the corpse using 5 feet of movement,
exiting pronethe creature begins to turn to stone and is
restrained. It must repeat the saving throw at the end of
its next turn. On a success, the effect ends. On a failure,
the creature is petrified for 24 hours.
6 | DOWNFALL
D3. Stepstone Merrow
Large monstrosity, typically chaotic evil
Galeb Duhr Armor Class 13 (natural armor)
Medium elemental, typically neutral Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft.
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45) STR DEX CON INT WIS CHA
Speed 15 ft., (30 ft. when rolling, 60 ft. rolling downhill) 18 (+4) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1)
STR DEX CON INT WIS CHA Senses Darkvision 60 ft., Passive Perception 10
20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0) Languages Abyssal, Aquan
Challenge 2 (450 XP) Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical Attacks Amphibious. The merrow can breathe air and water.
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, Actions
poisoned Multiattack. The merrow makes two attacks: one with
Senses darkvision 60 ft., tremorsense 60 ft., passive its bite and one with its claws or harpoon.
Perception 11 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Terran target. Hit: 8 (1d8 + 4) piercing damage.
Challenge 6 (2,300 XP) Proficiency Bonus +3 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
False Appearance. While the galeb duhr remains target. Hit: 9 (2d4 + 4) slashing damage.
motionless, it is indistinguishable from a normal Harpoon. Melee or Ranged Weapon Attack: +6 to hit,
boulder. reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 +
Rolling Charge. If the galeb duhr rolls at least 20 feet 4) piercing damage. If the target is a Huge or smaller
straight toward a target and then hits it with a slam creature, it must succeed on a Strength contest against
attack on the same turn, the target takes an extra 7 the merrow or be pulled up to 20 feet toward the
(2d6) bludgeoning damage. If the target is a creature, it merrow.
must succeed on a DC 16 Strength saving throw or be
knocked prone.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage.
Animate Boulders (1/Day). The galeb duhr magically
animates up to two boulders it can see within 60 feet
of it. A boulder has statistics like those of a galeb duhr,
except it has Intelligence 1 and Charisma 1, it can’t be
charmed or frightened, and it lacks this action option.
A boulder remains animated as long as the galeb
duhr maintains concentration, up to 1 minute (as if
concentrating on a spell).
D3. STEPSTONE | 7
D4. Burned-out Balloon D6. His Royal M ajesty
Duke Ickrind (Bullywug) Bullywug knight
Medium humanoid (bullywug), neutral The Wild Beyond the Witchlight, pg. 231
STR DEX CON INT WIS CHA Armor Class 15 (hide armor, shield)
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2) Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 30 ft.
Skills Stealth +3
Senses passive Perception 10 STR DEX CON INT WIS CHA
Languages Bullywug, Common, Sylvan 16 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 14 (+2)
Challenge 1/4 (50 XP) Proficiency Bonus +2
Saving Throws Str +5, Dex +3
Amphibious. The bullywug can breathe air and water. Skills Athletics +5, Intimidation +4, Stealth +3
Speak with Frogs and Toads. The bullywug can Senses passive Perception 10
communicate simple concepts to frogs and toads when Languages Bullywug, Common, Sylvan
it speaks in Bullywug. Challenge 1/4 (50 XP) Proficiency Bonus +2
Swamp Camouflage. The bullywug has advantage on Amphibious. The royal can breathe air and water.
Dexterity (Stealth) checks made to hide in swampy Speak with Frogs and Toads. The royal can communicate
terrain. simple concepts to frogs and toads when it speaks in
Standing Leap. The bullywug’s long jump is up to 20 Bullywug.
feet and its high jump is up to 10 feet, with or without a Standing Leap. The royal’s long jump is up to 20 feet
running start. and its high jump is up to 10 feet, with or without a
Actions running start.
Multiattack. The bullywug makes two melee attacks: Toad Rider. The royal has advantage on melee attacks its
one with its bite and one with its spear. makes while riding a toad mount.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d4 + 1) bludgeoning damage. Multiattack. The royal makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach Spear. Melee or Ranged Weapon Attack: +5 to hit (with
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) advantage if the royal is mounted on a toad), reach 10 ft.
piercing damage, or 5 (1d8 + 1) piercing damage if used or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing
with two hands to make a melee attack. damage, or 7 (1d8 + 3) piercing damage if used with two
Animated Coal hands to make a melee attack. If the target is a Medium
Tiny construct or smaller creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.
Armor Class 18
Hit Points 6 Bonus Actions
Speed 30 ft. Croaked Decree (Recharge 5–6). The royal makes a loud
pronouncement. Each ally of the royal that is within 60
STR DEX CON INT WIS CHA feet of the royal and can hear the pronouncement has
1 (-5) 20 (+5) 10 (+0) 1 (-5) 1 (-5) 1 (-5) advantage on its first attack roll on its next turn.
Damage Immunities fire, poison, psychic
Coal. The coal takes 1d6 damage if a bucket of water is
thrown on it or it starts its turn submerged in water.
Actions D8. Holding Cells
Kindle. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 2 (1d4) fire damage, and the target catches Morgort (Unarmed bullywug knight)
fire if it is flammable. Until a creature takes an action to The Wild Beyond the Witchlight, pg. 231
douse the fire, the target takes 2 (1d4) fire damage at
the start of each of its turns.
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range
40/160 ft., one target. Hit: 1 piercing damage, and the
target must succeed on a DC 10 Constitution saving
throw or become poisoned for 1 minute. If its saving
throw result is 5 or lower, the poisoned target falls
unconscious for the same duration, or until it takes
damage or another creature takes an action to shake it
awake.
Heart Sight. The sprite touches a creature and magically
knows the creature’s current emotional state. If the
target fails a DC 10 Charisma saving throw, the sprite
also knows the creature’s alignment. Celestials, fiends,
and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it
attacks or casts a spell, or until its concentration ends
(as if concentrating on a spell). Any equipment the
sprite wears or carries is invisible with it.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
Damage Resistances bludgeoning, piercing, slashing Skills Perception +1, Stealth +3
Condition Immunities charmed, frightened, grappled, Senses darkvision 30 ft., passive Perception 11
paralyzed, petrified, prone, restrained, stunned Languages –
Senses blindsight 10 ft., passive Perception 8 Challenge 0 (10 XP) Proficiency Bonus +2
Languages –
Amphibious. The frog can breathe air and water.
Challenge 1/2 (100 XP) Proficiency Bonus +2
Standing Leap. The frog’s long jump is up to 10 feet and
Swarm. The swarm can occupy another creature’s space its high jump is up to 5 feet, with or without a running
and vice versa, and the swarm can move through any start.
opening large enough for a Tiny insect. The swarm can’t
regain hit points or gain temporary hit points.
Lornling of Bavlorna
Actions Tiny fey, typically chaotic evil
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one
Armor Class 16
target in the swarm’s space. Hit: 10 (4d4) piercing
Hit Points 10 (3d4 + 3)
damage, or 5 (2d4) piercing damage if the swarm has
Speed 120 ft.
half of its hit points or fewer.
STR DEX CON INT WIS CHA
. 4 (-3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)
Skills Acrobatics +8, Perception +5, Sleight of Hand +8,
Stealth +8
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2
Blurred Movement. Attack rolls against the lornling have
disadvantage unless it is incapacitated or its speed is 0.
Evasion. If the lornling is subjected to an effect that
allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if it succeeds
on the saving throw and only half damage if it fails,
provided it isn’t incapacitated.
Actions
Multiattack. The lornling makes three dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6)
piercing damage.
Gloam (Cat)
Tiny undead , unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
B10. STUDY | 15
B11. Aviary B13. K itchen
Hawk Bloody Toes (Redcap)
Tiny undead, typically unaligned Small fey, typically chaotic evil
Armor Class 12 (natural armor) Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3) Hit Points 45 (6d6 + 24)
Speed 20 ft., swim 30 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1)
Skills Perception +4 Skills Athletics +6, Perception +3
Damage Immunities poison Senses darkvision 60 ft., Passive Perception 13
Condition Immunities exhaustion, poisoned Languages Common, Sylvan
Senses passive Perception 14 Challenge 3 (700 XP) Proficiency Bonus +2
Languages –
Iron Boots. While moving, the redcap has disadvantage
Challenge 0 (10 XP) Proficiency Bonus +2
on Dexterity (Stealth) checks.
Keen Sight. The hawk has advantage on Wisdom Outsize Strength. While grappling, the redcap is
(Perception) checks that rely on sight. considered to be Medium. Also, wielding a heavy
weapon doesn’t impose disadvantage on its attack rolls.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 1 slashing damage. Multiattack. The redcap makes three attacks with its
wicked sickle.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed
to a creature it can see and kicks with its iron boots.
The target must succeed on a DC 14 Dexterity saving
throw or take 20 (3d10 + 4) bludgeoning damage and be
knocked prone.
.
Vulture
Medium beast, typically unaligned
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.
16 | B11. AVIARY
B14. Cages B16. Dining Room
Vansel (Satyr) Lornling of Bavlorna
Medium fey, chaotic good Tiny fey, typically chaotic evil
Armor Class 14 (leather armor) Armor Class 16
Hit Points 31 (7d8) Hit Points 10 (3d4 + 3)
Speed 40 ft. Speed 120 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) 4 (-3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)
Skills Perception +2, Performance +6, Stealth +5 Skills Acrobatics +8, Perception +5, Sleight of Hand +8,
Senses passive Perception 12 Stealth +8
Languages Common, Elvish, Sylvan Senses Darkvision 60 ft., passive Perception 15
Challenge 1/2 (100 XP) Proficiency Bonus +2 Languages Common, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2
Magic Resistance. The satyr has advantage on saving
throws against spells and other magical effects. Blurred Movement. Attack rolls against the lornling have
disadvantage unless it is incapacitated or its speed is 0.
Actions Evasion. If the lornling is subjected to an effect that
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one allows it to make a Dexterity saving throw to take only
target. Hit: 6 (2d4 + 1) bludgeoning damage. half damage, it instead takes no damage if it succeeds
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., on the saving throw and only half damage if it fails,
one target. Hit: 6 (1d6 + 3) piercing damage. provided it isn’t incapacitated.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage..
Actions
Multiattack. The lornling makes three dagger attacks.
. Dagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6)
piercing damage.
B15. Pantry
Campestri
The Wild Beyond the Witchlight, pg. 232
B14. CAGES | 17
B18. Bavlorna’s Bedroom Twig Blight
Small plant, typically neutral evil
Will-o'-Wisp Armor Class 13 (natural armor)
Medium fey, typically chaotic evil Hit Points 4 (1d6 + 1)
Speed 20 ft.
Armor Class 19
Hit Points 22 (9d4) STR DEX CON INT WIS CHA
Speed 0 ft., fly 50 ft. (hover) 6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
STR DEX CON INT WIS CHA Skills Stealth +3
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Damage Resistances acid, cold, fire, necrotic, thunder;
Senses blindsight 60 ft. (blind beyond this radius),
bludgeoning, piercing, and slashing from nonmagical
passive Perception 9
attacks
Languages understands Common but can’t speak
Damage Immunities lightning, poison
Challenge 2 (450 XP) Proficiency Bonus +2
Condition Immunities exhaustion, grappled, paralyzed,
poisoned, prone, restrained, unconscious False Appearance. While the blight remains motionless,
Senses darkvision 120 ft., passive Perception 12 it is indistinguishable from a dead shrub.
Languages the languages it knew in life
Challenge 2 (450 XP) Proficiency Bonus +2 Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Consume Life. As a bonus action, the will-o’-wisp can target. Hit: 3 (1d4 + 1) piercing damage.
target one creature it can see within 5 feet of it that has
.
0 hit points and is still alive. The target must succeed on
a DC 10 Constitution saving throw 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 carry anything.
Incorporeal Movement. The will-o’-wisp can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Variable Illumination. The will-o’-wisp sheds bright light
in a 5- to 20-foot radius and dim light for an additional
number of feet equal to the chosen radius. The will-o’-
wisp can alter the radius as a bonus action.
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d8) lightning damage.
Invisibility. The will-o’-wisp and its light magically
become invisible until it attacks or uses its Consume
Life, or until its concentration ends (as if concentrating
on a spell).