TEXT: 1
  
  2
  
  D
  o you want to run or play Princes of the
  Apocalypse but you only have two or three
  people in your gaming group? Do you want an
  easy way to track and level up NPCs and beasts
  that join the adventure? Do you want to
  reintroduce allies later in your elemental
  campaign but aren't sure how to scale their
  power level? If you answered yes to any of these questions,
  then this supplement is for you.
  
  "Adventure Sidekicks: Princes of the Apocalypse" is the
  twelfth volume in an ongoing series that supplies sidekicks
  based on the major NPCs and potential allies of each of the
  DUNGEONS & DRAGONS adventures. On your adventure, the DM
  might reveal that you've befriended an NPC or other creature
  that then joins your party as a sidekick. It's up to you and the
  DM to decide who controls the sidekick in play.
  
  A sidekick's game statistics are presented in a box called a
  stat block, which is essentially a miniature character sheet. A
  stat block contains things like ability scores and hit points, as
  well as the actions a sidekick is most likely to take in combat.
  Like any character, a sidekick can use the action options in
  the combat rules.
  For more information on stat blocks, see the introduction
  of the Monster Manual.
  
  Your DM will inform you at which level your sidekick starts,
  usually equal to the average level of the party. As the heroes
  and their sidekick adventure together, the sidekick gains
  experience points and reaches new levels the same way a
  player character does, using the rules found in the Player's
  Handbook.
  When a sidekick gains a level, look at the sidekick's
  progression table, and consult the new level's row, which
  shows the sidekick's new hit point maximum and features.
  If the DM starts a sidekick at a level higher than 1st, use
  the hit point maximum for its level on the appropriate table
  on the pages that follow. Also, give the sidekick the features
  for its current level and any earlier levels on that table.
  
  Some sidekicks start as an adolescent version of the creature
  the sidekick was based on. To reflect this, these sidekicks
  start as one size and then, at some point in their progression
  table, grow enough to increase in size.
  When size increases, the type of Hit Dice changes.
  Depending on the sidekick, other benefits may also come
  with a change in size.
  
  A sidekick is proficient with any armor, weapons, and tools
  included in its stat block.
  
  If there is a communication problem between the party and
  their sidekick, such as no shared language, the language
  barrier may still be overcome. The party must succeed on a
  Wisdom (Animal Handling) check, or the sidekick on a
  Wisdom (Insight) check, to make themselves understood.
  On a success, the sidekick is able to understand the party
  well enough to comply with their request or get their general
  meaning. On a failure, the sidekick defends itself from hostile
  creatures and acts according to its own desires (as
  determined by the DM), but otherwise takes no actions.
  The DM determines the DC of the skill check, using the
  following table as a guide.
  Task
  DC
  Example
  Very easy
  5
  "Heel" or "fetch"
  Easy
  10
  "Get that out of your mouth!"
  Moderate
  15
  "Find help in town"
  Hard
  20
  "Heel, even if they hurt me"
  Very hard
  25
  "Give this only to the blond elf"
  Nearly impossible 30
  "Attack every other gnome"
  
  Writers
  Marc Anderson | @cy0nknight
  Born To Do Stuff | @BornToDoStuff
  Adam Hancock | AdamMakesTTRPG
  Jos Wijchgel | @DiceyGamesNL
  Artist
  Roselysium | @Roselysium
  Editor and Layout Artist
  Adam Hancock | @AdamMakesTTRPG
  Special Thanks To
  LootTheBoss.com for help in the
  creation of the crushing wave cultist 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
  Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
  and all other Wizards of the Coast product names, and their
  respective logos are trademarks of Wizards of the Coast in
  the USA and other countries.
  This work contains material that is copyright Wizards of
  the Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by
  Adam Hancock and published under the Community Content
  Agreement for Dungeon Masters Guild.
  
  3
  Belrise Clearbrook Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  13 (3d6 + 3)
  Cunning Action. On her turn in
  combat, Belrise can take the
  Dash, Disengage, or Hide
  action as a bonus action.
  3rd
  18 (4d6 + 4)
  Strong Swimmer. Belrise rolls
  with advantage on Strength
  (Athletics) checks involving
  swimming, and she can hold
  her breath twice as long as
  normal.
  4th
  22 (5d6 + 5)
  Dark Tide. Under the influence
  of Elemental Evil, Belrise learns
  Aquan and gains proficiency in
  the Intimidation skill.
  5th
  27 (6d6 + 6)
  Ability Score Improvement.
  Belrise’s Charisma score
  increases by 2. This raises the
  Charisma modifier and
  Deception, Intimidation, and
  Persuasion skill bonuses by 1.
  6th
  31 (7d6 + 7)
  Proficiency Bonus. Belrise’s
  proficiency bonus increases by
  1. This raises the saving throw,
  skill bonuses, and attack
  bonuses by 1.
  
  Stout halfling river trader
  Belrise Clearbrook is a merchant who loves life on the water.
  She is fair in her dealings, though not above a little
  smuggling to evade what she considers “unfair levies.” She
  used to sail the rivers of the Savage Frontier with her
  husband and son, until reavers of the Cult of the Crushing
  Wave attacked them, killing her family and sinking her barge.
  Stuck in the Dessarin Valley with nothing to lose, her grief
  and a slight touch of Elemental Evil’s corrupting presence
  fuel a growing thirst for revenge.
  Personality. I love the water as much as my family. Without
  either I am lost.
  Ideal. Money doesn’t buy happiness, but making money
  sure feels good.
  Bond. The river still flows, and I will see her cleared of all
  scum.
  Flaw. Rules and laws just get in the way, I’d rather make
  my own.
  
  1st-level Small humanoid (halfling)
  Armor Class 14 (studded leather)
  Hit Points 7 (2d6 + 2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 15 (+2)
  Saving Throws Dex +4
  Skills Athletics +3, Deception +4, History +2, Insight
  +2, Persuasion +4
  Damage Resistances poison
  Senses passive Perception 10
  Languages Common, Dwarvish, Elvish, Halfling, Orc
  Brave. Belrise has advantage on saving throws against
  being frightened.
  Halfling Nimbleness. Belrise can move through the
  space of any creature that is of a size larger than she is.
  Lucky. When Belrise rolls a 1 on an attack roll, ability
  check, or saving throw, she can reroll the die and must
  use the new roll.
  Stout Resilience. Belrise has advantage on saving throws
  against poison.
  Tools. Belrise has navigator’s tools.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit,
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  
  Belrise Clearbrook Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  40 (9d6 + 9)
  Fast Talker. Belrise rolls with
  advantage on Charisma
  (Deception, Intimidation, and
  Persuasion) checks when
  making a trade or trying to
  obtain passage.
  9th
  45 (10d6 + 10) Ability Score Improvement.
  Belrise’s Charisma score
  increases by 2. This raises the
  Charisma modifier and
  Deception, Intimidation, and
  Persuasion skill bonuses by 1.
  10th
  49 (11d6 + 11) Mariner’s Revenge. When
  Belrise deals damage with a
  weapon attack, she can choose
  to deal extra cold damage equal
  to her Charisma modifier. Once
  she uses this feature, she can’t
  use it again until she finishes a
  short or long rest.
  11th
  54 (12d6 + 12) Cold Resistance. Life on the
  water and exposure to the
  elements has granted Belrise
  resistance to cold damage.
  12th
  58 (13d6 + 13) Rapid Reload. Due to extensive
  practice, Belrise ignores the
  loading property of crossbows.
  13th
  63 (14d6 + 14) Ability Score Improvement.
  Belrise’s Dexterity score
  increases by 2. This raises the
  Dexterity modifier and saving
  throw, Armor Class, and attack
  and damage bonuses by 1.
  14th
  67 (15d6 + 15) Proficiency Bonus. Belrise’s
  proficiency bonus increases by
  1. This raises the saving throw,
  skill bonuses, and attack
  bonuses by 1.
  15th
  72 (16d6 + 16) Improved Mariner’s Revenge.
  When Belrise uses her
  Mariner’s Revenge feature, the
  extra damage increases to a
  number equal to double her
  Charisma modifier.
  
  7th-level Small humanoid (halfling)
  Armor Class 14 (studded leather)
  Hit Points 36 (8d6 + 8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 17 (+3)
  Saving Throws Dex +5
  Skills Athletics +4, Deception +6, History +3, Insight
  +3, Intimidation +6, Persuasion +6
  Damage Resistances poison
  Senses passive Perception 10
  Languages Aquan, Common, Dwarvish, Elvish, Halfling,
  Orc
  Brave. Belrise has advantage on saving throws against
  being frightened.
  Cunning Action. On her turn in combat, Belrise can take
  the Dash, Disengage, or Hide action as a bonus action.
  Halfling Nimbleness. Belrise can move through the
  space of any creature that is of a size larger than she is.
  Lucky. When Belrise rolls a 1 on an attack roll, ability
  check, or saving throw, she can reroll the die and must
  use the new roll.
  Stout Resilience. Belrise has advantage on saving throws
  against poison.
  Strong Swimmer. Belrise rolls with advantage on
  Strength (Athletics) checks involving swimming, and
  she can hold her breath twice as long as normal.
  Tools. Belrise has navigator’s tools.
  Actions
  Extra Attack. Belrise can attack twice, instead of once,
  whenever she takes the Attack action on her turn.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit,
  range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  
  5
  Black Earth Gargoyles Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  22 (3d8 + 9)
  Cunning Action. On the
  gargoyle’s turn in combat, they
  can take the Dash, Disengage,
  or Hide action as a bonus
  action.
  3rd
  30 (4d8 + 12)
  Expertise. The proficiency
  bonus is doubled for any ability
  check the gargoyle makes with
  either Acrobatics or Stealth.
  4th
  37 (5d8 + 15)
  Ability Score Improvement. The
  gargoyle’s Dexterity score
  increases by 2. This raises the
  Dexterity modifier and saving
  throw and the skill bonuses by
  1.
  Assassinate. During its first turn,
  the gargoyle has advantage on
  attack rolls against any creature
  that hasn't taken a turn. Any hit
  the gargoyle scores against a
  surprised creature is a critical
  hit.
  5th
  45 (6d8 + 18)
  Proficiency Bonus. The
  gargoyle’s proficiency bonus
  increases by 1. This raises the
  saving throws, Sleight of Hand
  skill bonus, and attack bonuses
  by 1. The Acrobatics and
  Stealth skill bonuses are raised
  by 2.
  6th
  52 (7d8 + 21)
  Did That Thing Move? When an
  attacker that the gargoyle can
  see hits them with an attack,
  they can use their reaction to
  halve the attack’s damage
  against themself.
  Multiattack. The gargoyle makes
  two attacks on their turn: one
  with their bite and one with
  their claws.
  Adventurers investigating the Sacred Stone Monastery, or
  uncovering the truth behind the Black Earth cult, come
  across a series of statues tastefully placed in a Garden of
  Stone. Most of these statues are the work of Marlo Urnrayle,
  a medusa and current leader of the Black Earth cult.
  Walking amongst the statues with a gargoyle mask, or
  accompanied by a member of the Black Earth Cult, elicits no
  reaction from the statues.
  Two of the statues, however, are not statues at all, but are
  actually gargoyles in disguise. While one gargoyle is still loyal
  to its earthen masters, the other is not. The gargoyle, named
  for the direction they’re facing, can be convinced to join the
  adventurers, given some convincing and on the grounds that
  they be “entertained.”
  
  1st-level Medium elemental
  Armor Class 15 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  16 (+3) 6 (-2) 11 (+0)
  7 (-2)
  Saving Throws Str +4, Dex +3, Con +5
  Skills Acrobatics +3, Sleight of Hand +3, Stealth +3
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't
  adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Terran
  False Appearance. While the gargoyle remains
  motionless, they are indistinguishable from an
  inanimate statue.
  Actions
  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 5 ft., one
  target. Hit: 5 (1d6 + 2) slashing damage.
  
  6
  The following are personalities that you can assign to the
  Black Earth gargoyle:
  
  Black Earth gargoyle (they/them)
  Personality. North has known these fleshy things since the
  great fleshy thing came to this place and bound North to
  their service. If you want to survive, you will do as North
  says.
  Ideal. North is patient. They can wait a long, long time.
  Enough time for you to see North is right.
  Bond. The fleshy things, North could crush in one claw.
  Yet, they give North what North wants. This is good.
  Flaw. North is like stone from earth. Hard to make North
  think another way.
  
  Black Earth gargoyle (they/them)
  Personality. East likes to watch their prey squirm. East can
  wait until the prey takes their last, gasping breath.
  Ideal. East wants to see the big snake man cower in fear.
  East wants to tear out his insides. Slowly.
  Bond. East sees cruelty in fleshy things. East likes this. We
  share common earth.
  Flaw. East sometimes takes too long to eat. Prey turns to
  dust in East’s claws. This displeases East.
  
  Black Earth gargoyle (they/them)
  Personality. West likes when the fleshy things fight! Yes!
  Fight more!
  Ideal. West wants to see fleshy things kill more, make
  more food for West. West’s belly is so empty.
  Bond. West likes to see the fleshy things kill. Make mask-
  wearing fleshy things scream. West likes the sounds.
  Flaw. West wants to see fleshy things fight all the time.
  Kill! Entertain West!
  
  Black Earth gargoyle (they/them)
  Personality. South likes having talky friends to be around.
  East was so boring. They made South fall asleep for a long
  time.
  Ideal. South wants to play with all the fleshy things, even
  when they say South plays too hard.
  Bond. South wants fleshy things to make South happy.
  South will keep fleshy things happy too!
  Flaw. Fleshy things say South plays too much. Fleshy
  things don’t have mouths to say bad things about South
  anymore.
  
  7th-level Medium elemental
  Armor Class 15 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  16 (+3) 6 (-2) 11 (+0)
  7 (-2)
  Saving Throws Str +5, Dex +5, Con +6
  Skills Acrobatics +8, Sleight of Hand +5, Stealth +8
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't
  adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Terran
  Assassinate. During its first turn, the gargoyle has
  advantage on attack rolls against any creature that
  hasn't taken a turn. Any hit the gargoyle scores against
  a surprised creature is a critical hit.
  Cunning Action. On the gargoyle’s turn in combat, they
  can take the Dash, Disengage, or Hide action as a
  bonus action.
  False Appearance. While the gargoyle remains
  motionless, they are indistinguishable from an
  inanimate statue.
  Actions
  Multiattack. The gargoyle makes two attacks on their
  turn: one with their bite and one with their claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) slashing damage.
  Dropped Stone (Recharges after a Short or Long Rest). If
  the gargoyle begins their turn at higher elevation than a
  creature, they can attempt to grapple it. If they
  succeed, they can fly into the air with their remaining
  movement. The target can attempt to break the grapple
  on its turn.
  On their next turn, the gargoyle can release the
  creature, so a creature without a flying speed takes
  bludgeoning damage from falling.
  Reactions
  Did That Thing Move? When an attacker that the
  gargoyle can see hits them with an attack, they can
  halve the attack’s damage against themself.
  
  7
  Black Earth Gargoyles Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  67 (9d8 + 27)
  Ability Score Improvement. The gargoyle’s Dexterity score increases by 2. This raises the Dexterity
  modifier and saving throw, skill bonuses, and attack and damage bonuses by 1.
  Unnatural Grace. When the gargoyle is subjected to an effect that allows them to make a Dexterity
  saving throw to take only half damage, they instead take no damage if they succeed on the saving
  throw, and only half damage if they fail.
  9th
  75 (10d8 + 30) Four Arms. The gargoyle sprouts two additional stone arms from their body. They can make three
  attacks on their turn: one bite attack and two claw attacks.
  10th
  82 (11d8 + 33) Ability Score Improvement. The gargoyle’s Dexterity score increases by 2. This raises the Dexterity
  modifier and saving throw, skill bonuses, and attack and damage bonuses by 1.
  11th
  90 (12d8 + 36) Improved Dropped Stone. The gargoyle can use the Dropped Stone feature twice.
  12th
  97 (13d8 + 39) Ability Score Improvement. The gargoyle’s Dexterity score increases by 2. This raises the Dexterity
  modifier and saving throw, skill bonuses, and attack and damage bonuses by 1.
  Reliable as a Rock. The gargoyle has refined their skills to near perfection. Whenever they make an
  ability check that lets them add their proficiency bonus, they can treat a d20 roll of 9 or lower as
  a 10.
  13th
  105 (14d8 + 42) Empowered Earth. As an action, the gargoyle can increase their stature, turning themself into a
  towering stone monstrosity. The gargoyle’s size becomes Large, and they can make five attacks:
  one with their bite, and four with their claws. This effect lasts for five rounds. Once the gargoyle
  uses this feature, they cannot use it again until they finish a long rest.
  14th
  112 (15d8 + 45) Black Earth Impostor. The gargoyle has spent enough time observing the Cult of the Black Earth
  that they can reliably imitate the writing, speech, and behavior of the average cultist, enough to
  ward off suspicion until they’re ready to strike. To the casual observer, the gargoyle’s ruse is
  imperceptible. If a creature thinks that something is amiss, the gargoyle has advantage on
  Charisma (Deception) checks to avoid detection.
  15th
  120 (16d8 + 48) Blindsense. The gargoyle has blindsense out to 10 feet.
  Improved Empowered Earth. When the gargoyle uses the Empowered Earth feature, it lasts for one
  minute.
  
  8
  
  Human fire performer (she/her)
  Calidia is a traveling entertainer. She has many impressive
  skills like tumbling and sword eating, but she specializes in
  fire performances like breathing fire and juggling torches.
  Originally from Yartar, Calidia travels wherever there is
  celebration, whether it’s a carnival for the masses or the
  private party of a wealthy merchant or lower nobility.
  This access to all layers of society makes her an interesting
  asset to the Zhentarim and the Hand of Yartar, and while she
  doesn’t directly engage in their shifty practices, keeping these
  parties apprised of useful information and gossip she learns
  during her travels has been a nice supplement to her income.
  Now that travel is getting dangerous in the Dessarin Valley,
  she certainly wouldn’t mind sticking with some well equipped
  adventurers. The fact that their exploits against the elemental
  cults may be of interest to her employers, well, that’s just an
  added benefit.
  Personality. I like to be the center of attention. If all eyes
  aren’t on me, I’m doing something wrong.
  Ideal. The most important thing in life is the freedom to
  go wherever I want.
  Bond. I proudly wear my mother’s hairpin when
  performing. It’s the only thing I have of her.
  Flaw. I don’t take criticism very well and sulk when
  someone berates my performances.
  
  1st-level Medium humanoid (human)
  Armor Class 14 (studded leather)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0+) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 14 (+2)
  Saving Throws Dex +4
  Skills Acrobatics +4, Deception +4, Performance +4,
  Persuasion +4, Stealth +4
  Senses passive Perception 10
  Languages Common, thieves’ cant
  Fuel Resourcefulness. Calidia is adept at alchemically
  preparing fuels for her fire performances from any
  flammable material. She has no trouble finding supplies
  in most circumstances and can prepare fresh fuels
  during a short or long rest.
  Tools. Calidia has alchemist’s supplies and juggling
  torches.
  Actions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d8 + 2) piercing damage.
  Juggling Torches. Melee or Ranged Weapon Attack: +4
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
  (1d4 + 2) fire damage.
  Fire Breathing (Recharges after a Short or Long Rest).
  Calidia can use a torch or other source of open flame
  to produce a 5- by 30-foot line of fire that deals 7
  (2d6) fire damage to all creatures within range. A
  successful DC 12 Dexterity saving throw halves the
  damage. Calidia is immune to the fire damage of her
  own attacks.
  
  9
  Calidia Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  16 (3d8 + 3)
  Cunning Action. On Calidia’s
  turn in combat, she can take
  the Dash, Disengage, or Hide
  action as a bonus action.
  3rd
  22 (4d8 + 4)
  Expertise. Calidia's proficiency
  bonus is doubled for any ability
  check she makes that uses
  either Acrobatics or
  Performance.
  4th
  27 (5d8 + 5)
  Dazzling Performance. As an
  action, Calidia displays a
  marvelous feat of performance
  art, such as eating fire or
  swallowing her sword. All
  enemies who can see her must
  succeed on a DC 12 Wisdom
  saving throw or become
  charmed or frightened
  (Calidia’s choice) until the end
  of her next turn.
  5th
  33 (6d8 + 6)
  Ability Score Improvement.
  Calidia’s Dexterity score
  increases by 2. This raises the
  Dexterity modifier and saving
  throw, Armor Class, Acrobatics
  and Stealth skill bonuses, and
  the attack and damage bonuses
  by 1.
  6th
  38 (7d8 + 7)
  Proficiency Bonus. Calidia’s
  proficiency bonus increases by
  1. This raises the saving throw
  bonus; Deception, Persuasion,
  and Stealth skill bonuses; DCs
  of the Dazzling Performance
  and Fire Breathing features, and
  attack bonuses by 1. The
  Acrobatics and Performance
  skill bonuses are raised by 2.
  
  7th-level Medium humanoid (human)
  Armor Class 15 (studded leather)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0+) 17 (+3) 13 (+1) 12 (+1) 10 (+0) 14 (+2)
  Saving Throws Dex +6
  Skills Acrobatics +9, Deception +5, Performance +8,
  Persuasion +5, Stealth +6
  Senses passive Perception 10
  Languages Common, thieves’ cant
  Cunning Action. On Calidia’s turn in combat, she can
  take the Dash, Disengage, or Hide action as a bonus
  action.
  Fuel Resourcefulness. Calidia is adept at alchemically
  preparing fuels for her fire performances from any
  flammable material. She has no trouble finding supplies
  in most circumstances and can prepare fresh fuels
  during a short or long rest.
  Tools. Calidia has alchemist’s supplies and juggling
  torches.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage.
  Juggling Torches. Melee or Ranged Weapon Attack: +6
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
  (1d4 + 3) fire damage.
  Dazzling Performance. Calidia displays a marvelous feat
  of performance art, such as eating fire or swallowing
  her sword. All enemies who can see her must succeed
  on a DC 13 Wisdom saving throw or become charmed
  or frightened (Calidia’s choice) until the end of her
  next turn.
  Fire Breathing (Recharges after a Short or Long Rest).
  Calidia can use a torch or other source of open flame
  to produce a 5- by 30-foot line of fire that deals 10
  (3d6) fire damage to all creatures within range. A
  successful DC 13 Dexterity saving throw halves the
  damage. Calidia is immune to the fire damage of her
  own attacks.
  
  10
  Calidia Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  49 (9d8 + 9)
  Cone of Fire. Calidia can choose to use her Fire Breathing feature to produce a 15-foot cone of
  fire that deals the same damage as normal.
  9th
  55 (10d8 + 10) Ability Score Improvement. Calidia’s Charisma score increases by 2. This raises the Charisma
  modifier; Deception, Performance, and Persuasion skill bonuses; and DC of the Dazzling
  Performance feature.
  10th
  60 (11d8 + 11) Evasion. If Calidia is subjected to an effect that allows her to make a Dexterity saving throw to
  take only half damage, she instead takes no damage if she succeeds on the saving throw, and only
  half damage if she fails.
  11th
  66 (12d8 + 12) Fuel Efficiency. Calidia can use her Fire Breathing feature twice.
  12th
  71 (13d8 + 13) Proficiency Bonus. Calidia’s proficiency bonus increases by 1. This raises the saving throw
  bonuses; Deception, Persuasion, and Stealth skill bonuses; DCs of the Dazzling Performance and
  Fire Breathing features, and attack bonuses by 1. The Acrobatics and Performance skill bonuses
  are raised by 2.
  13th
  77 (14d8 + 14) Ability Score Improvement. Calidia’s Dexterity score increases by 2. This raises the Dexterity
  modifier and saving throw, Armor Class, Acrobatics and Stealth skill bonuses, and the attack and
  damage bonuses by 1.
  14th
  82 (15d8 + 15) Shaped Fire Breathing. When Calidia uses her Fire Breathing feature, she can choose a number of
  affected creatures equal to her Dexterity modifier. The chosen creatures automatically succeed
  on their saving throws, and they take no damage if they would normally take half damage on a
  successful save.
  15th
  88 (16d8 + 16) Ring of Fire. Calidia can spin around while her Fire Breathing ability to produce a 10-foot-radius,
  10-foot-tall cylinder of fire around her that deals the same damage as normal.
  
  11
  Water Cultists Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Second Wind. The cultist can
  use a bonus action on their
  turn to regain hit points equal
  to 1d10 + their level. If they do
  so, they can’t use this feature
  again until they finish a short or
  long rest.
  3rd
  26 (4d8 + 8)
  Improved Critical. The cultist’s
  weapon attacks score a critical
  hit on a roll of 19 or 20.
  Seadog’s Feint. If the cultist
  takes the Dodge action, they
  can make an attack roll against
  a creature within melee range.
  If they succeed, the target
  cannot attack the cultist on its
  next turn. If the cultist uses this
  feature, they can’t use it again
  until they finish a short or long
  rest.
  4th
  32 (5d8 + 10)
  Ability Score Improvement. The
  cultist’s Strength score
  increases by 2. This raises the
  Strength modifier, Athletics
  skill bonus, and melee attack
  and damage bonuses by 1.
  5th
  39 (6d8 + 12)
  Proficiency Bonus. The cultist’s
  proficiency bonus increases by
  1. This raises the Constitution
  saving throw, skill bonuses,
  passive Perception, and attack
  bonuses by 1.
  6th
  45 (7d8 + 14)
  Extra Attack. The cultist can
  attack twice, instead of once,
  whenever they take the Attack
  action on their turn.
  Deep within the recesses of the Temple of the Crushing
  Wave, Crushing Wave cultists, under the leadership of Gar
  Shatterkeel, are hard at work bringing forth monsters
  sympathetic to their cause, keeping curious parties at bay,
  and opposing the other elemental cults in order to bring
  about the end of the world as we know it.
  Despite the success of his followers, Gar is loath to believe
  that they’re still loyal to his cause and has recently taken
  measures to ensure that no one betrays him. This Crushing
  Wave cultist, or rather, the lobster-like creature they have
  become, has since escaped from the temple and can be found
  hiding in the backroom of whatever tavern permits them (if
  the innkeeper can get past their horrific appearance and
  appendages).
  They wish to see the Cult of the Crushing Wave taken
  down, but they can’t do it alone.
  
  1st-level Medium humanoid (any race)
  Armor Class 16 (chain shirt, shield)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +4
  Skills Athletics +5, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Common, Elvish
  Underwater Adaptation. The cultist can breathe air and
  water.
  Actions
  Sharktoothed Longsword. Melee Weapon Attack: +5 to
  hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing
  damage, or 8 (1d10 + 3) slashing damage if used with
  two hands. Against an unarmored target, the cultist
  deals an extra die of damage with this sword.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
  damage.
  Reactions
  Protection. The cultist imposes disadvantage on the
  attack roll of a creature within 5 feet of it whose target
  isn’t the cultist. The cultist must be able to see the
  attacker.
  
  12
  
  High elf former paladin (she/her)
  Once a member of the aspiring adventuring band the
  Phandalin Pals, Sara Glendarah championed her chosen god,
  Helm, through encounters with goblins, worgs, and more.
  She was a beacon of light and a shield to her comrades,
  gently guiding them towards the heroic path, careful not to
  press too far when the situation called for restraint. Given
  enough time, she could have become a paragon for good.
  As it was, she and the rest of her party were overcome by
  Crushing Wave cultists while investigating Rivergarde Keep.
  Had Sara the will of her friends, she might have shared their
  fate in the Drowning Chambers. Instead, she was given a new
  life and purpose by the sea hags, memories of her
  adventuring days stripped from her mind.
  Sara cannot remember how she escaped Rivergarde Keep
  or much of her life before the Drowning. All that abides in her
  is a hunger for revenge.
  Personality. Let’s see if those tricks I picked up from the
  Reavers do us any good.
  Ideal. The creatures that made me like this need to be
  punished. I don’t know how, I don’t know when, but they
  should. It’s only right.
  Bond. I think I have family in Waterdeep. It’s so hard to
  remember things, you see.
  Flaw. I can’t be seen like this, not in polite company. Isn’t
  there an overcoat or something you can give me?
  
  7th-level Medium humanoid (any race)
  Armor Class 16 (chain shirt, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +5
  Skills Athletics +7, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, Elvish
  Improved Critical. The cultist’s weapon attacks score a
  critical hit on a roll of 19 or 20.
  Second Wind (Recharges after a Short or Long Rest). The
  cultist can use a bonus action on their turn to regain hit
  points equal to 1d10 + 7.
  Underwater Adaptation. The cultist can breathe air and
  water.
  Actions
  Extra Attack. The cultist can attack twice, instead of once,
  whenever they take the Attack action on their turn.
  Sharktoothed Longsword. Melee Weapon Attack: +7 to
  hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
  damage, or 8 (1d10 + 4) slashing damage if used with
  two hands. Against an unarmored target, the cultist deals
  an extra die of damage with this sword.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Protection. The cultist imposes disadvantage on the
  attack roll of a creature within 5 feet of it whose target
  isn’t the cultist. The cultist must be able to see the
  attacker.
  Seadog’s Feint (Recharges after a Short or Long Rest). If the
  cultist takes the Dodge action, they can make an attack
  roll against a creature within melee range. If they
  succeed, the target cannot attack the cultist on its next
  turn.
  Tides’ Ward (2/Day). If the cultist or a creature they can
  see within 5 feet is hit by an attack, they can roll 1d8 if
  they’re wielding a melee weapon or a shield. Roll the die,
  and add the number rolled to the target’s AC against that
  attack. If the attack still hits, the target has resistance
  against the attack’s damage.
  
  13
  Water Cultists Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  58 (9d8 + 18)
  A Fair Fight’s Hardly Ever Fair. If the cultist and their allies are outnumbered by enemy creatures
  within 30 feet, the cultist can roll a Charisma (Deception) check to distract the creatures (DC 10
  + the number of enemies). If the check succeeds, the cultist and their allies can move without
  provoking opportunity attacks until the cultist’s next turn.
  9th
  65 (10d8 + 20) Flood’s Strength. The cultist can reroll a saving throw that they fail. If they do so, they must use
  the new roll. After using this feature, the cultist cannot use it again until they finish a long rest.
  10th
  71 (11d8 + 22) Overwhelming Tide. When they use the Attack action on their turn and hit a creature that is Large
  or smaller with a weapon attack, the cultist can force the target to make a DC 15 Strength saving
  throw. If the target fails, it is knocked back 15 feet and falls prone.
  11th
  78 (12d8 + 24) Big, Meaty Claws. The cultist has advantage on attack rolls against a creature they are grappling.
  Additionally, they can use their action to try to pin a creature grappled by them. To do so, make
  another grapple check. If they succeed, the cultist and the target are both restrained until the
  grapple ends.
  12th
  84 (13d8 + 26) Ability Score Improvement. The cultist’s Strength score increases by 2. This raises the Strength
  modifier, Athletics skill bonus, DC of the Overwhelming Tide feature, and attack and damage
  bonuses by 1.
  13th
  91 (14d8 + 28) Improved Flood’s Strength. The cultist can use the Flood’s Strength feature twice, instead of once.
  Toughened Shell. After many fights, the cultist’s lobster-like shell has completely hardened,
  providing extraordinary damage resistance. The cultist’s AC can't be less than 18, regardless of
  what kind of armor it is wearing.
  14th
  97 (15d8 + 30) Proficiency Bonus. The cultist’s proficiency bonus increases by 1. This raises the Constitution
  saving throw, skill bonuses, passive Perception, DC of the Overwhelming Tide feature, and attack
  bonuses by 1.
  15th
  104 (16d8 + 32) Regenerative Lobster Flesh. The cultist can repurpose themself to replace lost parts. Whenever
  they lose a limb or significant body part (including their head), they can choose to regrow it as a
  reaction. Regrowing a lost limb or body part requires them to lose body mass elsewhere to form
  the limb. They take 10 bludgeoning damage, ignoring all resistances and immunities, when they
  use this feature.
  They can also choose to sever a limb and grow it back as a reaction when they are grappled, or
  when something has affected one of their limbs. If they remove a limb in this way as a reaction to
  being grappled, they remove the grappled condition.
  
  14
  
  Water genasi sailor (he/him)
  Originally from Saltmarsh, Toche Esskor was once a
  successful merchant, sailing the Sword Coast on his ship The
  Mermaid’s Smile. For many years, Toche and the Smile were
  associated with quality goods, delivered ahead of schedule to
  ports such as Neverwinter, Waterdeep, and even out to the
  peninsula of Chult. His crew might have not taken well to
  such high expectations, sure, and there was that one time he
  was nearly thrown overboard. But such was the life of honest
  seafaring folk like himself.
  On his 75th birthday, Toche gave up the high seas and
  traveled east, eventually settling down with a small river boat
  in the village of Womford. For Toche, retirement would be
  sailing up and down the River Dessarin. It would be perfect—
  no crew to manage, no deadlines to keep. Sadly, he would
  never see the happiest years of his life.
  On his first outing along the River Dessarin, Toche was
  captured by merrow and taken to the depths beneath
  Rivergarde Keep. Cursed by sea hags loyal to Gar
  Shatterkeel, the genasi was able to just barely escape his
  captors, find a boat, and flee from the keep. He would not be
  anyone’s lackey, not today, not ever.
  Though Toche may be physically changed, the former
  merchant captain’s fighting spirit is still alive and well, and he
  intends to help anyone who wishes to take down the
  Crushing Wave.
  Personality. Yeh lead th’ way? Not to hurt that pride a’
  yours, lad, but you couldn’t steer a ship even if a
  lighthouse was right beside yah.
  Ideal. Nothin’ matters to me more than bein’ on the open
  sea, steal—I mean, givin’ to the less fortunate.
  Bond. I could count on one hand the loyalest a’ me crew.
  Rest a’ them need ta learn to listen.
  Flaw. Gold makes the world go round, so the saying goes.
  Same can be said fer me.
  
  ’
  Mountain dwarf farmer (she/her)
  Delle Azgirn comes from a long line of Red Larch farmers,
  although recent developments, such as the opening of stone
  quarries on land owned by the Azgirns, have forced her
  family to look for income by other means. Her parents believe
  they’re being unfairly targeted by Red Larch’s elders, but they
  have no evidence with which to prove it.
  At one time, Delle’s parents wanted her to marry the
  nearby Magaran clan’s boy, a churlish lad who took more
  interest in the quarries than Delle. When the time was right,
  Delle thought, she would run away with her true love, a
  halfing and recent arrival to Red Larch named Carlas
  Emberwright. For a whole summer, she and Carlas made
  plans, agreeing to steal away on the last caravan bound for
  Waterdeep. It would have been a perfect storybook ending for
  Delle, with a new life in a fast-moving town to boot.
  Little did Delle know that Carlas was an agent working in
  secret on the Crushing Wave’s behalf. Instead of Waterdeep,
  Delle found herself at Rivergarde Keep, changed into
  something she did not recognize as herself.
  All this can be fixed, Delle believes, with the help of some
  adventurers willing to venture into Rivergarde Keep. Can’t it?
  Personality. Are you here to save me? Save the morality
  speech for later. I’m not interested.
  Ideal. I dream of leaving all this behind and traveling to
  Neverwinter, or somewhere on the Sword Coast.
  Bond. My parents will get this sorted out, and myself
  cured of this...condition. You’ll see.
  Flaw. This can all be fixed, can’t it? I’m not going to be
  hideous forever.
  
  15
  Fire Cultists Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  13 (3d8)
  Spellcasting. The cultist learns
  the 1st-level spell burning
  hands.
  3rd
  18 (4d8)
  Spellcasting. The cultist gains
  one 1st-level spell slot. The
  cultist also learns the 1st-level
  spell faerie fire.
  4th
  22 (5d8)
  Ability Score Improvement. The
  cultist’s Intelligence score
  increases by 2. This raises the
  Intelligence modifier, spell save
  DC, spell attack bonus, and
  Arcana and Religion skill
  bonuses by 1.
  Spellcasting. The cultist learns
  the light cantrip.
  5th
  27 (6d8)
  Proficiency Bonus. The cultist’s
  proficiency bonus increases by
  1. This raises the saving throw
  bonus, skill bonuses, spell save
  DC, and attack bonuses by 1.
  Spellcasting. The cultist gains
  one 1st-level spell slot and two
  2nd-level spell slots. The cultist
  also learns the 2nd-level spell
  flaming sphere.
  6th
  31 (7d8)
  Potent Cantrips. The cultist can
  add their Intelligence modifier
  to the damage they deal with
  any cantrip.
  
  1st-level Medium humanoid (any race)
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+) 12 (+1) 10 (+0) 14 (+2) 15 (+2) 13 (+1)
  Saving Throws Wis +4
  Skills Arcana + 4, Intimidation + 3, Religion +4
  Senses passive Perception 12
  Languages Common, Ignan
  Spellcasting. The cultist’s spellcasting ability is
  Intelligence (spell save DC 12, +4 to hit with spell
  attacks). The cultist has the following wizard spells
  prepared:
  Cantrips (at will): fire bolt, produce flame
  1st level (2 slots): detect magic
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
  1) piercing damage.
  
  16
  Fire Cultists Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  40 (9d8)
  Ability Score Improvement. The
  cultist’s Intelligence score
  increases by 2. This raises the
  Intelligence modifier, spell save
  DC, spell attack bonus, and
  Arcana and Religion skill
  bonuses by 1.
  Spellcasting. The cultist gains
  one 3rd-level spell slot and
  learns the 3rd-level spell
  fireball.
  9th
  45 (10d8)
  Sculpt Spells. When the cultist
  casts an evocation spell that
  affects other creatures that
  they can see, they can choose a
  number of them equal to 1 +
  the spell’s level. The chosen
  creatures automatically
  succeed on their saving throws,
  and they take no damage if they
  would normally take half
  damage on a successful save.
  Spellcasting. The cultist gains
  one 3rd-level spell slot.
  10th
  49 (11d8)
  Spellcasting. The cultist learns
  the 3rd-level spell protection
  from energy.
  11th
  54 (12d8)
  Spellcasting. The cultist gains
  one 3rd-level spell slot and one
  4th-level spell slot and learns
  the 4th-level spell fire shield.
  12th
  58 (13d8)
  Ability Score Improvement. The
  cultist’s Intelligence score
  increases by 2. This raises the
  Intelligence modifier, spell save
  DC, spell attack bonus, and
  Arcana and Religion skill
  bonuses by 1.
  Spellcasting. The cultist gains
  one 4th-level spell slot.
  13th
  63 (14d8)
  Spellcasting. The cultist learns
  the 4th-level spell wall of fire.
  14th
  67 (15d8)
  Spellcasting. The cultist gains
  one 4th-level spell slot and one
  5th-level spell slot and learns
  the 5th-level spell flame strike.
  15th
  72 (16d8)
  Empowered Evocations. The
  cultist can add their
  Intelligence modifier to the
  damage roll of any evocation
  spell they cast.
  Spellcasting. The cultist gains
  one 5th-level spell slot.
  
  7th-level Medium humanoid (any race)
  Armor Class 12 (leather armor)
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+) 12 (+1) 10 (+0) 16 (+3) 15 (+2) 13 (+1)
  Saving Throws Wis +5
  Skills Arcana + 6, Intimidation + 4, Religion +6
  Damage Resistances fire
  Senses passive Perception 12
  Languages Common, Ignan
  Potent Cantrips. The cultist can add their Intelligence
  modifier to the damage they deal with any cantrip.
  Spellcasting. The cultist’s spellcasting ability is
  Intelligence (spell save DC 14, +6 to hit with spell
  attacks). The cultist has the following wizard spells
  prepared:
  Cantrips (at will): dancing lights, fire bolt, light,
  produce flame
  1st level (4 slots): burning hands, detect magic, faerie
  fire
  2nd level (3 slots): continual flame, flaming sphere
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +
  1) piercing damage.
  
  17
  
  Human Lord’s Alliance agent (she/her)
  Laila is an ambitious mage in her late twenties, originating
  from Waterdeep. She always had a preference for fire magic,
  so the Lord’s Alliance tapped her to infiltrate the Eternal
  Flame cult to assess how much of a threat they are. She got
  out before she got in too deep and took the initiative to find
  allies who could help take down the cult to impress her
  superiors.
  Personality. I don’t take half measures. When it comes to
  it, I eliminate my opponents, burn their belongings, and
  ruin their reputation.
  Ideal. I want to excel at every mission and rise to the top.
  One day, I’ll be the one giving the orders.
  Bond. My reputation means everything to me.
  Flaw. I take credit for other people’s work if I think I can
  get away with it.
  
  Tiefling mage (he/him)
  Raldos is a former student of Vanifer from her time in
  Baldur’s Gate and is secretly in love with her. Soon after she
  left to form the Eternal Flame cult, he followed her to the
  Sumber Hills to join her once again. But Raldos didn’t have
  the stomach for the cult’s violent work. He refused to kill
  someone when ordered to, so Vanifer ordered his death
  instead. Heartbroken, he barely escaped with his life. Now he
  is looking for a way to eliminate the cult, though he himself
  isn’t sure whether his purpose is revenge or to redeem his
  love.
  Personality. People underestimate me because of my
  gentle and calm attitude.
  Ideal. Knowledge is the best tool to become stronger and
  get ahead in life.
  Bond. Vanifer.... I will see you again.
  Flaw. I don’t know what I’ll do if I come face to face with
  Vanifer, nor what I will do afterwards.
  
  High elf corrupted druid (he/him)
  Vesrin used to be a druid, hailing from the High Forest.
  Through his long life, he started to resent the rise of
  civilizations and longed for the power to return the world to
  how it used to be in ancient days, covered in forests. This
  desire left him vulnerable to the corruption of Elemental Evil,
  leading him to forsake his druidic teachings and to the Cult of
  the Eternal Flame. He gained much power, but after a while,
  he realized that nature would suffer more from the cult’s
  work than it would civilization. He left as soon as he could
  and is now looking for allies to stop this immediate threat,
  even going as far as venturing into the cities and villages to do
  so.
  Personality. The enemy of my enemy is my ally.... For now.
  Ideal. I will sacrifice anything and everything to return the
  world to how it should be.
  Bond. The High Forest. Though I can never return there, I
  will protect it with my life.
  Flaw. I respond to threats with excessive force.
  
  18
  Griffons Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Unshakable Bond. The griffon
  imposes disadvantage on the
  attack roll of a creature within 5
  feet of it whose target isn't the
  griffon. The griffon must be
  able to see the attacker.
  3rd
  34 (4d10 + 12) Growth Spurt. The griffon grows
  to Large in size. The griffon's
  Hit Dice are now d10s and the
  damage of its claws attack
  increases to 10 (2d6 + 3). In
  addition, its Constitution score
  increases by 2, raising the
  Constitution modifier by 1.
  4th
  42 (5d10 + 15) Ability Score Improvement. The
  griffon's Strength score
  increases by 2. This raises the
  Strength modifier and attack
  and damage bonuses by 1.
  5th
  51 (6d10 + 18) Feather Fall. If the griffon's ally
  falls or leaps from the griffon's
  back, the ally can cast feather
  fall anytime before hitting the
  ground. This feature cannot be
  used again until the griffon
  finishes a short or long rest.
  Proficiency Bonus. The griffon's
  proficiency bonus increases by
  1. This raises the saving throw,
  skill bonus, passive Perception,
  and attack bonuses by 1.
  6th
  59 (7d10 + 21) Multiattack. The griffon makes
  two attacks: one with its beak
  and one with its claws.
  d8
  Personality Trait
  1
  The humanoid to whom I've bonded thinks they're in
  charge. Silly little thing.
  2
  Wild griffons eat horses, and I really try hard not to.
  Really, I do.
  3
  Any griffon can stab or slash an enemy to death. I
  like to drop them from great heights instead.
  4
  My eagle head and forelegs are always molting, and
  I'm just a mess.
  5
  I'm proud as a peacock and like to show off my
  impressive wingspan.
  6
  Unlike most griffons, I'm striped like a tiger in back
  and plumed like a Philippine eagle in front.
  7
  I'm grumpy in the morning until I have a raw carcass
  in my beak.
  8
  If I can help it, I never back down from a fight.
  
  1st-level Medium monstrosity
  Armor Class 12
  Hit Points 13 (2d8 + 4)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  14 (+2) 2 (-4) 13 (+1)
  8 (-1)
  Saving Throws Wis +3
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Common but cannot speak it
  Keen Sight. The griffon has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) slashing damage.
  
  19
  Griffons Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  76 (9d10 + 27)
  Ability Score Improvement.
  The griffon's Dexterity and
  Wisdom scores each increase
  by 1. This raises the Dexterity
  modifier, Wisdom modifier
  and saving throw, Armor
  Class, skill bonus, and passive
  Perception by 1.
  9th
  85 (10d10 + 30) Proficiency Bonus. The
  griffon's proficiency bonus
  increases by 1. This raises the
  saving throw, skill bonus,
  passive Perception, and
  attack bonuses by 1.
  10th
  93 (11d10 + 33) Dive Attack. If the griffon is
  flying and dives at least 30
  feet toward a target and then
  hits with a bite attack, the
  attack deals an extra 10 (3d6)
  damage to the target.
  11th
  102 (12d10 + 36) Multiattack. The griffon makes
  three attacks: one with its
  beak and two with its claws.
  12th
  110 (13d10 + 39) Ability Score Improvement.
  The griffon's Strength score
  increases by 2. This raises the
  Strength modifier and attack
  and damage bonuses by 1.
  13th
  119 (14d10 + 42) Proficiency Bonus. The
  griffon's proficiency bonus
  increases by 1. This raises the
  saving throw, skill bonus,
  passive Perception, and
  attack bonuses by 1.
  14th
  127 (15d10 + 45) Flyby. The griffon doesn’t
  provoke an opportunity
  attack when it flies out of an
  enemy’s reach.
  15th
  136 (16d10 + 48) Stunning Cry. The griffon
  emits an ear-piercing screech.
  Each creature within 30 feet
  of it that can hear it must
  succeed on a DC 13 Wisdom
  saving throw or be frightened
  of it for 1 minute. The
  frightened creature can
  repeat the saving throw at the
  end of each of its turns,
  ending the effect on itself on
  a success. If a creature’s
  saving throw is successful or
  the effect ends for it, the
  creature is immune to the
  griffon’s Stunning Cry for the
  next 24 hours.
  
  7th-level Large monstrosity
  Armor Class 12
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3) 2 (-4) 13 (+1)
  8 (-1)
  Saving Throws Wis +4
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages understands Common but cannot speak it
  Barding Proficiency. The griffon is proficient with light
  and medium barding. Wearing barding does not affect
  its base or flying speed.
  Feather Fall (Recharges after a Short or Long Rest). If the
  griffon's ally falls or leaps from the griffon's back, the
  ally can cast feather fall anytime before hitting the
  ground.
  Keen Sight. The griffon has advantage on Wisdom
  (Perception) checks that rely on sight.
  Unshakable Bond. The griffon imposes disadvantage on
  the attack roll of a creature within 5 feet of it whose
  target isn't the griffon. The griffon must be able to see
  the attacker.
  Actions
  Multiattack. The griffon makes two attacks: one with its
  beak and one with its claws.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) slashing damage.
  
  20
  
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You seize the air and compel it to create one of the following
  effects at a point you can see within range:
  One Medium or smaller creature that you choose must
  succeed on a Strength saving throw or be pushed up to 5
  feet away from you.
  You create a small blast of air capable of moving one
  object that is neither held nor carried and that weighs no
  more than 5 pounds. This object is pushed up to 10 feet
  away from you. It isn’t pushed with enough force to cause
  damage.
  You create a harmless sensory effect using air, such as
  causing leaves to rustle, wind to slam shutters closed, or
  your clothing to billow impressively in a breeze.
  Cultists Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Howling Hatred Initiate. Initiates
  to the cult learn the gust
  cantrip.
  3rd
  26 (4d8 + 8)
  Parry. As a reaction to being
  targeted by a melee attack, the
  cultist adds 2 to its AC against
  that attack. To do so, the cultist
  must see the attacker and be
  wielding a melee weapon.
  4th
  32 (5d8 + 10)
  Ability Score Improvement. The
  cultist’s Charisma and Strength
  scores each increase by 1. This
  raises the Strength and
  Charisma modifiers, Deception
  and Persuasion skill bonuses,
  spell save DC, and the
  greatsword attack and damage
  bonuses by 1.
  5th
  39 (6d8 + 12)
  Proficiency Bonus. The cultist’s
  proficiency bonus increases by
  1. This raises the saving throws,
  skill bonuses, spell save DC,
  and attack bonuses by 1.
  6th
  45 (7d8 + 14)
  Multiattack. The cultist makes
  two melee attacks or makes
  one melee attack and casts
  gust on their turn.
  
  6th-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Until the spell ends, wind whirls around you, and you gain the
  following benefits:
  Ranged weapon attacks made against you have
  disadvantage on the attack roll.
  You gain a flying speed of 60 feet. If you are still flying
  when the spell ends, you fall, unless you can somehow
  prevent it.
  You can use your action to create a 15-foot cube of
  swirling wind centered on a point you can see within 60
  feet of you. Each creature in that area must make a
  Constitution saving throw. A creature takes 2d10
  bludgeoning damage on a failed save, or half as much
  damage on a successful one. If a Large or smaller creature
  fails the save, that creature is also pushed up to 10 feet
  away from the center of the cube.
  
  
  1st-level Medium humanoid (any race)
  Armor Class 18 (plate)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
  Saving Throws Con +4, Wis +2
  Skills Arcana +2, Deception +4, Persuasion +4, Religion
  +2
  Senses passive Perception 10
  Languages Auran, Common
  Elemental Touched. Those deep enough in the Howling
  Hatred cult are blessed with elemental power and use
  Charisma as their spellcasting ability (spell save DC
  12).
  Actions
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 9 (2d6 + 2) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10) piercing
  damage.
  
  21
  Cultists Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  58 (9d8 + 18)
  Ability Score Improvement. The
  cultist’s Strength score
  increases by 2. This raises the
  Strength modifier and
  greatsword attack and damage
  bonuses by 1.
  9th
  65 (10d8 + 20) Galeforce Strike. When the
  cultist hits a Medium or smaller
  creature with a melee attack,
  they can force that creature to
  make a Strength saving throw.
  On a failure, the target is
  pushed up to 10 feet away.
  10th
  71 (11d8 + 22) Improved Gusts. When the
  cultist casts the gust cantrip, it
  can now affect Large or smaller
  creatures and move objects of
  up to 15 pounds. Additionally,
  when they cast gust of wind,
  the spell no longer requires
  concentration to maintain it
  from round to round.
  11th
  78 (12d8 + 24) Blustery Deflection. As a
  reaction to a ranged weapon
  attack that hits the cultist, they
  can attempt to deflect it. When
  they do so, the damage is
  reduced by 1d10 + 10. If they
  reduce the damage to 0, the
  cultist can choose to create
  one effect from the gust
  cantrip.
  12th
  84 (13d8 + 26) Ability Score Improvement. The
  cultist’s Charisma score
  increases by 2. This raises the
  Charisma modifier, Deception
  and Persuasion skill bonuses,
  and spell save DC by 1.
  13th
  91 (14d8 + 28) Proficiency Bonus. The cultist’s
  proficiency bonus increases by
  1. This raises the saving throws,
  skill bonuses, spell save DC,
  and attack bonuses by 1.
  14th
  97 (15d8 + 30) Multiattack. The cultist makes
  three melee attacks or makes
  two melee attacks and casts
  gust on their turn.
  15th
  104 (16d8 + 32) Right Hand of the Howling
  Hatred. The cultist can tap into
  immense power. They can cast
  the investiture of wind spell but
  with a 1-minute duration. They
  cannot cast this spell again
  with this feature until they
  finish a short or long rest.
  
  
  7th-level Medium humanoid (any race)
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 16 (+3)
  Saving Throws Con +4, Wis +2
  Skills Arcana +3, Deception +6, Persuasion +6, Religion
  +3
  Senses passive Perception 10
  Languages Auran, Common
  Elemental Touched. Those deep enough in the Howling
  Hatred cult are blessed with elemental power and use
  Charisma as their spellcasting ability (spell save DC
  14).
  Innate Spellcasting. The cultist's innate spellcasting
  ability is Charisma. They can innately cast gust at will. In
  addition, they can cast the gust of wind spell but
  cannot do so again with this feature until they finish a
  short or long rest.
  Actions
  Multiattack. The cultist makes two melee attacks or
  makes one melee attack and casts gust on their turn.
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10) piercing
  damage.
  Reactions
  Parry. The cultist adds 2 to their AC against one melee
  attack that would hit them. To do so, the cultist must
  see the attacker and be wielding a melee weapon.
  
  22
  Veld Knurrson Beyond 1st Level
  Level
  Hit Points
  New Features
  2nd
  19 (3d8 + 6)
  Second Wind. Veld can use a
  bonus action on his turn to
  regain hit points equal to 1d10
  + his level. If he does so, he
  can’t use this feature again
  until he finishes a short or long
  rest.
  3rd
  26 (4d8 + 8)
  Blood Calls For Blood. If he is hit
  with a weapon attack, Veld can
  immediately make an attack
  with disadvantage against the
  attacking creature if it is within
  range. On a hit, the creature
  takes damage equal to the
  damage it dealt to Veld.
  4th
  32 (5d8 + 10)
  Improved Critical. Veld’s
  weapon attacks score a critical
  hit on a roll of 19 or 20.
  5th
  39 (6d8 + 12)
  Ability Score Improvement.
  Veld’s Strength score increases
  by 2. This raises the Strength
  modifier, Athletics skill bonus,
  and the attack and damage
  bonuses by 1.
  6th
  45 (7d8 + 14)
  Extra Attack. Veld can attack
  twice, instead of once,
  whenever he takes the Attack
  action on his turn.
  Proficiency Bonus. Veld’s
  proficiency bonus increases by
  1. This raises the saving throw,
  skill bonuses, passive
  Perception, and attack bonuses
  by 1.
  
  1st-level Medium humanoid (human)
  Armor Class 17 (chain shirt, shield)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +4
  Skills Athletics +5, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Bothii, Common
  Fueled By Drink. Veld has had a history of frequenting
  local taverns and draining them of their stores of
  alcohol. Allegedly, this helps keep his combat prowess
  in tip-top shape. Whenever Veld ingests ale, beer, or
  other alcoholic beverages, for the next two hours, he
  does not attack at disadvantage when using his Totem
  Channel features.
  Tools. Veld has a hunting trap and woodcarver’s tools.
  Uthgardt Heritage. Veld has knowledge of the Elk tribe’s
  territory, in addition to the terrain and natural resources
  of the surrounding area. He can find twice as much
  food and water when foraging in these lands. Veld can
  also call on the hospitality of the Elk tribe.
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
  (1d10 + 3) slashing damage if used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6
  + 3) piercing damage.
  
  23
  
  Human Uthgardt barbarian (he/him)
  Adventurers working against the elemental cults are likely to
  encounter nomadic barbarians, known as the Uthgardt tribes,
  in their adventures. Veld Knurrson is one such individual,
  originally hailing from the Elk tribe. While most Elk Uthgardt
  are known for being fierce raiders and savage killers and
  generally shun civilization, Veld has found that tavern life is
  preferable to hunting in the wild.
  Veld has grand plans, of course, and dreams of one day
  disposing of Rond Vaarson, the Elk tribe’s great chief. Until
  that day comes, he plans on eating and drinking as much as
  he likes in the nearest dive that tolerates his presence.
  Perhaps you can convince him that adventuring will help him
  achieve what he wants?
  Personality. Did you insult me just then? Heh, don’t worry
  about it. I’ll just crush the skull of the next cultist we meet
  and pretend it’s yours.
  Ideal. I’m going to make a name for myself in these parts,
  with or without my clan. Watch, you’ll see.
  Bond. Show me that you can keep your head in battle, and
  you’ll have earned my friendship for life.
  Flaw. Whoever said "Swing first, talk second" better not
  have been talking about me! Alright, it’s kind of accurate.
  
  7th-level Medium humanoid (human)
  Armor Class 17 (chain shirt, shield)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 11 (+0)
  Saving Throws Con +5
  Skills Athletics +7, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Bothii, Common
  Fueled By Drink. Veld has had a history of frequenting
  local taverns and draining them of their stores of alcohol.
  Allegedly, this helps keep his combat prowess in tip-top
  shape. Whenever Veld ingests ale, beer, or other
  alcoholic beverages, for the next two hours, he does not
  attack at disadvantage when using his Totem Channel
  features.
  Improved Critical. Veld’s weapon attacks score a critical
  hit on a roll of 19 or 20.
  Second Wind (Recharges after a Short or Long Rest). Veld
  can use a bonus action on his turn to regain hit points
  equal to 1d10 + 7.
  Tools. Veld has a hunting trap and woodcarver’s tools.
  Uthgardt Heritage. Veld has knowledge of the Elk tribe’s
  territory, in addition to the terrain and natural resources
  of the surrounding area. He can find twice as much food
  and water when foraging in these lands. Veld can also call
  on the hospitality of the Elk tribe.
  Actions
  Extra Attack. Veld can attack twice, instead of once,
  whenever he takes the Attack action on his turn.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
  + 4) slashing damage if used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach
  5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4)
  piercing damage.
  Totem Channel. Veld can channel his tribe’s totem
  animal, the elk, in combat.
    •  Elk Stomp (Recharges after a Short or Long Rest).
       When Veld stomps the ground, any creature within a
       15-foot cone in front of him must make a DC 15
       Dexterity saving throw. If they fail, they fall prone and
       can only take a single action or bonus action until
       Veld’s next turn.
  Reactions
  Blood Calls For Blood. If he is hit with a weapon attack,
  Veld can immediately make an attack with disadvantage
  against the attacking creature if it is within range. On a
  hit, the creature takes damage equal to the damage it
  dealt to Veld.
  
  24
  Veld Knurrson Beyond 7th Level
  Level
  Hit Points
  New Features
  8th
  58 (9d8 + 18)
  I Cut You Open, You Talk. When Veld would make a Charisma (Intimidation) check against a
  creature, he can choose to instead make a melee attack and deal half damage. On a hit, deal the
  damage and consider the skill check a success, but on a miss, Veld automatically fails the skill
  check.
  9th
  65 (10d8 + 20) Indomitable. Veld can reroll a saving throw but must use the new result. If he does so, he can’t use
  this feature again until he finishes a long rest.
  10th
  71 (11d8 + 22) Totem Channel: Elk Swing. Veld can channel his tribe’s totem animal, the elk, in combat. Veld can
  take an action to swing his melee weapon in a circle around himself, making an attack with
  disadvantage against each creature within 5 feet. If he successfully hits a creature with this
  feature, it takes double the damage it would normally take from the attack and is knocked prone.
  Veld cannot use this feature again until he finishes a short or long rest.
  11th
  78 (12d8 + 24) Skin Like Stone. Veld’s skin adopts an earthen gray hue, much like stone. Veld gains resistance to
  piercing and bludgeoning damage.
  12th
  84 (13d8 + 26) Improved Channel: Elk Stomp. Veld gains two additional uses of his Elk Stomp feature.
  13th
  91 (14d8 + 28) Ability Score Improvement. Veld’s Strength score increases by 2. This raises the Strength modifier,
  Athletics skill bonus, and the attack and damage bonuses by 1.
  Earthen Rage. Veld can roll two, instead of one, extra damage dice on a critical hit with a melee
  attack.
  14th
  97 (15d8 + 30) Improved Channel: Elk Swing. Veld gains two additional uses of the Elk Swing feature.
  15th
  104 (16d8 + 32) Proficiency Bonus. Veld’s proficiency bonus increases by 1. This raises the saving throw, skill
  bonuses, passive Perception, and attack bonuses by 1.
  Totem Channel: Elk Ram. Veld can channel his tribe’s totem animal, the elk, in combat. Veld can
  take an action to move up to his speed in a straight line. If he does, he makes an attack with
  disadvantage against each creature in his line of movement. Each creature that is hit by this attack
  is knocked back 5 feet to a square of Veld’s choosing. Veld cannot use this feature again until he
  finishes a short or long rest.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventure Sidekicks/Adventure Sidekicks - Princes of the Apocalypse.pdf