Warhorse

Large beast, unaligned

Armor Class

11

Hit Points

19 (3d10 + 3)

Speed

60 ft.

Senses

passive Perception 11

Languages

Challenge

1/2 (100 XP)

Trampling Charge:

If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Wasp, Giant

Medium beast, unaligned

Armor Class

12

Hit Points

13 (3d8)

Speed

10 ft., fly 50 ft.

Senses

passive Perception 10

Languages

Challenge

1/2 (100 XP)

Actions

Sting:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Weasel

Tiny beast, unaligned

Armor Class

13

Hit Points

1 (1d4 - 1)

Speed

30 ft.

Skills

Perception +3, Stealth +5

Senses

passive Perception 13

Languages

Challenge

0 (10 XP)

Keen Hearing and Smell:

The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Weasel, Giant

Medium beast, unaligned

Armor Class

13

Hit Points

9 (2d8)

Speed

40 ft.

Skills

Perception +3, Stealth +5

Senses

darkvision 60 ft., passive Perception 13

Languages

Challenge

1/8 (25 XP)

Keen Hearing and Smell:

The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite:

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

Werebear

Medium humanoid (human, shapechanger), neutral good

Armor Class

10 in humanoid form, 11 (natural armour) in bear and hybrid form

Hit Points

135 (18d8 + 54)

Speed

30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

Skills

Perception +7

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

passive Perception 17

Languages

Common (can't speak in bear form)

Challenge

5 (1,800 XP)

Keen Smell.

The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Shapechanger.

The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack:

In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only).

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Hybrid Form Only).

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Greataxe (Humanoid or Hybrid Form Only):

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Wereboar

Medium humanoid (human, shapechanger), neutral evil

Armor Class

10 in humanoid form, 11 (natural armour) in boar and hybrid form

Hit Points

78 (12d8 + 24)

Speed

30 ft. (40 ft. in boar form)

Skills

Perception +2

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

passive Perception 12

Languages

Common (can't speak in boar form)

Challenge

4 (1,100 XP)

Shapechanger.

The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only):

If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Relentless (Recharges after a Short or Long Rest):

If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack (Humanoid or Hybrid Form Only):

The wereboar makes two attacks, only one of which can be with its tusks.

Maul (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludegeoning damage.

Tusks (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Wererat

Medium humanoid (human, shapechanger), lawful evil

Armor Class

12

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Skills

Perception +2, Stealth +4

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

darkvision 60ft. (rat form only), passive Perception 12

Languages

Common (can't speak in rat form)

Challenge

2 (450 XP)

Shapechanger.

The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell:

The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only):

The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Weretiger

Medium humanoid (human, shapechanger), neutral

Armor Class

12

Hit Points

120 (16d8 + 48)

Speed

30 ft. (40 ft. in tiger form)

Skills

Perception +5, Stealth +4

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

darkvision 60 ft., passive Perception 15

Languages

Common (can't speak in tiger form)

Challenge

4 (1,100 XP)

Shapechanger.

The wereboar can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell:

The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Tiger or Hybrid Form Only):

If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the weretiger can make one bite attack against it as a bonus action.

Actions

Multiattack (Humanoid or Hybrid Form Only):

In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Tiger or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereboar lycanthropy.

Claw (Tiger or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class

11 in humanoid form, 12 (natural armour) in wolf or hybrid form

Hit Points

58 (9d8 + 18)

Speed

30 ft. (40 ft. in wolf form)

Skills

Perception +4, Stealth +3

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses

passive Perception 14

Languages

Common (can't speak in wolf form)

Challenge

3 (700 XP)

Keen Hearing and Smell.

The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shapechanger.

The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack (Humanoid or Hybrid Form Only).

The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Spear:

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Werewolf Alpha

Medium humanoid (human, shapechanger), chaotic evil

Armor Class

14 (armor scraps) in humanoid form, 16 (natural armor) in wolf or hybrid form

Hit Points

119 (14d8 + 56)

Speed

30 ft. (40 ft. in wolf form)

Saving Throws

Str +9, Con +8, Wis +6

Skills

Athletics +9, Perception +6

Damage Immunities

bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered

Senses

passive Perception 16

Languages

Common (can't speak in wolf form)

Challenge

9 (5,000 XP)

Legendary Resistance (3/Day).

If the werewolf fails a saving throw, it can choose to succeed instead.

Keen Hearing and Smell.

The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Leader.

The werewolf's allies have advantage on melee attack rolls against any hostile creature within 5 feet of the werewolf.

Shapechanger.

The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack (Hybrid Form Only).

The werewolf makes three attacks: one with its bite and two with its claws.

Bite (Wolf or Hybrid Form Only).

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only).

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Legendary Actions

The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.

Leap.

The werewolf moves up to its speed without provoking opportunity attacks.

Bark Orders.

The werewolf chooses a friendly creature who can see or hear it. That creature can use its reaction to move up to its speed without provoking opportunity attacks.

Frenzy (Costs 2 Actions).

The werewolf can make one claw attack against each creature within 5 feet of it.

Wight

Medium undead, neutral evil

Armor Class

14 (studded leather)

Hit Points

45 (6d8 + 18)

Speed

30 ft.

Skills

Perception +3, Stealth +4

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Damage Immunities

poison

Condition Immunities

Exhaustion, Poisoned

Senses

darkvision 60 ft., passive Perception 13

Languages

the languages it knew in life

Challenge

3 (700 XP)

Sunlight Sensitivity:

While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack:

The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow:

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Will-o'-Wisp

Tiny undead, chaotic evil

Armor Class

19

Hit Points

22 (9d4)

Speed

0 ft., fly 50 ft. (hover)

Damage Immunities

lightning, poison

Damage Resistances

acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious

Senses

darkvision 120 ft., passive Perception 12

Languages

the languages it knew in life

Challenge

2 (450 XP)

Consume Life:

As a bonus action, the will-o’-wisp can 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).

Wolf

Medium beast, unaligned

Armor Class

13 (natural armour)

Hit Points

11 (2d8 + 2)

Speed

40 ft.

Skills

Perception +3, Stealth +4

Senses

passive Perception 13

Languages

Challenge

1/4 (50 XP)

Keen Hearing and Smell:

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics:

The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

Wolf, Dire

Large beast, unaligned

Armor Class

14 (natural armour)

Hit Points

37 (5d10 + 10)

Speed

50 ft.

Skills

Perception +3, Stealth +4

Senses

passive Perception 13

Languages

Challenge

1 (200 XP)

Keen Hearing and Smell:

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics:

The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

Wolf, Winter

Large monstrosity, neutral evil

Armor Class

13 (natural armour)

Hit Points

75 (10d10 + 20)

Speed

50 ft.

Skills

Perception +5, Stealth +3

Damage Immunities

cold

Senses

passive Perception 15

Languages

Common, Giant, Winter Wolf

Challenge

3 (700 XP)

Keen Hearing and Smell:

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics:

The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.

Snow Camouflage:

The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.

Cold Breath (Recharge 5-6):

The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

Worg

Large monstrosity, neutral evil

Armor Class

13 (natural armour)

Hit Points

26 (4d10 + 4)

Speed

50 ft.

Skills

Perception +4

Senses

darkvision 60 ft., passive Perception 14

Languages

Goblin, Worg

Challenge

1/2 (100 XP)

Keen Hearing and Smell:

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite:

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone.

A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.

Wraith

Medium undead, neutral evil

Armor Class

13

Hit Points

67 (9d8 + 27)

Speed

0 ft., fly 60 ft. (hover)

Damage Resistances

acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Damage Immunities

necrotic, poison

Condition Immunities

Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Senses

darkvision 60 ft., passive Perception 12

Languages

the languages it knew in life

Challenge

5 (1,800 XP)

Incorporeal Movement:

The wraith 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.

Sunlight Sensitivity:

While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain:

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Spectre:

The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a spectre in the space of its corpse or in the nearest unoccupied space. The spectre is under the wraith’s control. The wraith can have no more than seven spectres under its control at one time.

Longbow:

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Wyvern

Large dragon, unaligned

Armor Class

13 (natural armour)

Hit Points

110 (13d10 + 39)

Speed

20 ft., fly 80 ft.

Skills

Perception +4

Senses

darkvision 60 ft., passive Perception 14

Languages

Challenge

6 (2,300 XP)

Actions

Multiattack:

The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite:

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger:

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.