VELOCIRAPTOR
Tiny beast, unaligned
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (-+-2) 13 (-t l) 4 (-3) 12 (+1) 6 {-2)
VELOCIRAPTOR
This feathered dinosaur is about the size of a large tu r- Skills Perception +3
key. It is an aggressive predator and often bunts in packs Senses passive Perception 13
to bring down larger prey. Languages -
Challenge l /4 (SO XP)
VEGEPYGMY CHIEF Pack Tactics. The velociraptor has advan tage on an attack roll
Small plant, neutral
aga inst a creature if at least one of the velociraptor's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Armor Class 14 (natural armor)
Hit Points 33 (6d6 ;- 12)
ACTIO NS
Speed 30 ft.
MultiaUack. The velociraptor makes two attacks: one with its
STR DEX CON INT WIS CHA bite and one with its claws.
14 (-+-2) 14 (-+-2) 14 (-+-2) 7 (-2) 12 (+1) 9 (-1)
Bite. Melee Weapon Atlack: +4 to hit, reach 5 ft., one creature.
Hit: S (1d6 + 2) piercing damage.
Skills Perception +3, Stealth +4
Damage Resistances lightning, piercing Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Senses darkvision 60 ft., passive Perception 13 Hit: 4 (ld4 + 2) slashing damage.
Languages Vegepygmy
Challenge 2 (450 XP) •
Plant Camouflage. The vegepygmy has advantage on Dexterity VOLOTHAMP "VOLO" GEDDARM
(Stealth) checks it makes in any terrain with ample obscuring Medium humanoid (human), chaolic good
plant life.
Armor Class 11
Regeneration. The vegepygmy regains S hit points at the start Hit Points 31 (7d8)
ofits turn. I fit takes cold, fire, or necrotic damage, this tra it Speed 30 ft.
doesn't function at the start of the vegepygmy's next turn. The
vegepygmy dies only if it starts its turn with 0 hit points and STR DEX CON INT WIS CHA
doesn't regene rate. 9 (- 1) 12 (+l) 10 (+O) 15 (+2) 11 (+O) 16 (+3)
.. J
ACTIONS Saving Throws Con +2, Wis +2
Multiattack. The vegepygmy makes two attacks with its claws Skills Animal Handling +4, Arcana +4, Deception +5, Histo ry
or two melee attacks with its spear. +4, Insight +2, Investigation ;-4, Perception +2, Performance
+7, Persuasion +7, Sleight of Hand +3, Survival +2
Claws. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one target. Senses passive Perception 12
Hit: 5 (1 d6 + 2) slashing damage. Languages Common, Dwarvish, Elvish
Challenge 1/4 (SO XP)
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: S (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a Spellcasting. Volo is a lst·level spellcaster. His spellcasting
melee attack. ability is Intelligence (spell save DC 12, +4 to hit with spell at-
tacks). He has the following wizard spells prepared:
Spores (1/Doy). A 15-foot-radius cloud of toxic spores extends
out from the vegepygmy. The spores spread around corners. Cantrips (at will): friends, mending, prestidigitation
Each creature in that area that isn't a plant must succeed on 1st level (2 slots): comprehend languages, detect magic,
a DC 12 Constitution saving throw or be poisoned. While poi- disguise self
soned in this way, a target takes 9 (2d8) poison damage at the
ACTIONS
start of each of its turns. A ta rget can repeat the saving throw
at the end of each of its turns, ending the effect on itself on Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
a success. range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.
APPENDIX D I MONSTERS AND NPCS