TEXT: 1
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Cold-Hearted Killer ������������������������������������������������2
  Sephek Kaltro2
  Torrga (Bandit Captain) 2
  Bandit 2
  Nature Spirits ����������������������������������������������������������3
  Chwinga 3
  Bremen - Lake Monster �����������������������������������������3
  Plesiosaurus 3
  Bryn Shander – Foaming Mugs ����������������������������4
  Goblin 4
  Goblin Boss 4
  Polar Bear 4
  Hawk 4
  Caer-Dineval: Knights of the Black Sword ����������5
  Cultist 5
  Cult Fanatic 5
  Sled Dog 5
  Avarice 6
  Gargoyle 6
  Raven 6
  Caer-Konig: Duergar Outpost �������������������������������7
  Duergar 7
  Ogre Zombie 7
  Spore Servant (Tribal Warrior) 7
  Dougan’s Hole: Holed Up ���������������������������������������8
  Winter Wolf 8
  Icewind Kobold 8
  Mammoth (Awakened) 8
  Easthaven: Easthaven Ferry ���������������������������������9
  Duergar 9
  Duergar Mind Master 9
  Easthaven: Toil and Trouble �������������������������������10
  Dire Wolf 10
  Frost Giant Skeleton 10
  Water Weird 10
  Crawling Claw 10
  Sea Hag 11
  Will-o'-Wisp 11
  Easthaven: Town Hall Capers �����������������������������12
  Tribal Warrior 12
  Thug 12
  Spy 12
  Axe Beak 12
  Good Mead: The Mead Must Flow ����������������������13
  Chwinga 13
  Ogre Zombie 13
  Verbeeg Marauder 13
  Cave Bear 13
  Lonelywood: The White Moose �������������������������� 14
  Giant Goat 14
  Hare 14
  Fox 14
  Banshee 14
  Wolf 15
  Mummy 15
  Chwinga 15
  Brown Bear 15
  Awakened White Moose16
  Awakened Shrub 16
  Frost druid 16
  Targos: Mountain Climb �������������������������������������� 17
  Sled Dog 17
  Mountain Goat17
  Scout 17
  Crag Cat 17
  Yeti18
  Yeti Tyke 18
  Acolyte (Perilou) 18
  Termalaine: A Beautiful Mine �����������������������������19
  Giant Rat 19
  Icewind Kobold 19
  Grell 19
  Ghost 20
  Contents
  Chapter 1: Encounter Sheets
  Chapter 1: Encounter Sheets
  
  2  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Bandit
  Bandit
  Medium humanoid (human), neutral evil
  Armor Class 12 (Leather Armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 
  ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Torrga (Bandit Captain)
  Torrga (Bandit Captain)
  Medium humanoid (dwarf), neutral evil
  Armor Class 15 (Studded Leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws STR +4, DEX +5, WIS +2
  Skills Athletics +4, Deception +4
  Damage Resistances Poison
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Dwarven Resilience. The captain has advantage on saving 
  throws against poison.
  Actions
  Multiattack. The captain makes three melee attacks: two with 
  its scimitar and one with its dagger. Or the captain makes two 
  ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one melee attack 
  that would hit it. To do so, the captain must see the attacker 
  and be wielding a melee weapon.
  Sephek Kaltro
  Sephek Kaltro
  Medium undead, neutral evil
  Armor Class 12
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  16 (+3) 
  11 (+0) 
  16 (+3) 
  18 (+4)
  Skills Perception +5, Survival +5
  Damage Immunities cold
  Condition Immunities charmed, frightened
  Senses passive Perception 15
  Languages Common
  Challenge 3 (700 XP)
  Innate Spellcasting. Sephek can innately cast misty step up to 
  three times per day, requiring no components. His innate spell 
  casting ability is Charisma.
  Cold Regeneration. If the temperature around him is 0 degrees 
  Fahrenheit or lower, Sephek regains 5 hit points at the start of 
  his turn. If he takes fire damage, this trait doesn’t function at 
  the start of Sephek’s next turn. Sephek dies only if he starts his 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Sephek attacks twice with a weapon.
  Ice 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 Sephek uses the weapon with two hands, 
  plus 5 (2d4) cold damage.
  Ice Dagger. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 
  (2d4) cold damage.
  Cold-Hearted Killer
  
  3
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Plesiosaurus
  Plesiosaurus
  Large beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 68 (8d10 + 24)
  Speed 20 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (-4) 
  12 (+1) 
  5 (-3)
  Skills Perception +3, Stealth +4
  Senses Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Hold Breath. The plesiosaurus can hold its breath for 1 hour.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 14 (3d6 + 4) piercing damage.
  Bremen - Lake Monster
  Nature Spirits
  Chwinga
  Chwinga
  Tiny elemental, neutral
  Armor Class 15
  Hit Points 5 (2d4)
  Speed 20 ft., climb 20 ft., swim 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  20 (+5) 
  10 (+0) 
  14 (+2) 
  16 (+3) 
  16 (+3)
  Skills Acrobatics +7, Perception +7, Stealth +7
  Senses Blindsight 60 ft., Passive Perception 17
  Languages —
  Challenge 0 (10 XP)
  Evasion. When the chwinga is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half damage, it 
  instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Innate Spellcasting. The chwinga’s innate spellcasting ability is 
  Wisdom. It can innately cast the following spells, requiring no 
  material or verbal components:
  • At will: druidcraft, guidance, pass without trace, resistance
  Unusual Nature. The chwinga doesn’t require air, food, or 
  drink. When it dies, it turns into a handful of flower petals, a 
  cloud of pollen, a stone statuette resembling its former self, a 
  tiny sphere of smooth stone, or a puddle of fresh water (your 
  choice).
  Actions
  Magical Gift (1/Day). The chwinga targets a humanoid it can 
  see within 5 feet of it. The target gains a supernatural charm 
  of the DM’s choice. See the Dungeon Master’s Guide for 
  information on supernatural charms.
  Natural Shelter. The chwinga magically takes shelter inside 
  a rock, a living plant, or a natural source of fresh water in its 
  space. The chwinga can’t be targeted by any attack, spell, or 
  other effect while inside this shelter, and the shelter doesn’t 
  impair the chwinga’s blindsight. The chwinga can use its 
  action to emerge from a shelter. If its shelter is destroyed, the 
  chwinga is forced out and appears in the shelter’s space, but is 
  otherwise unharmed..
  
  4  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Bryn Shander – Foaming Mugs
  Goblin
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (Leather Armor, Shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  8 (-1)
  Skills Stealth +6
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 
  + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft. 
  Hit: 5 (1d6 + 2) piercing damage.
  Goblin Boss
  Goblin Boss
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (Chain Shirt, Shield)
  Hit Points 21 (6d6)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  10 (+0)
  Skills Stealth +6
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Multiattack. The goblin makes two attacks with its scimitar. 
  The second attack has disadvantage.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 
  + 2) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft. Hit: 5 (1d6 + 2) piercing damage.
  Reactions
  Redirect Attack. When a creature the goblin can see targets 
  it with an attack, the goblin chooses another goblin within 5 
  feet of it. The two goblins swap places, and the chosen goblin 
  becomes the target instead.
  Polar Bear
  Polar Bear
  Large beast, unaligned
  Armor Class 12 (Natural Armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2)
  Skills Perception +3
  Senses Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Hawk
  Hawk
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 1 (1d4 - 1)
  Speed 10 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (-3) 
  16 (+3) 
  8 (-1) 
  2 (-4) 
  14 (+2) 
  6 (-2)
  Skills Perception +4
  Senses Passive Perception 14
  Languages —
  Challenge 0 (10 XP)
  Keen Sight. The hawk has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 slashing damage.
  
  5
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Caer-Dineval: Knights of the Black Sword
  Cultist
  Cultist
  Medium humanoid (any race), lawful evil
  Armor Class 12 (Leather Armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Deception +2, Religion +2
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Icy Doom. When the cultist dies, its corpse freezes for 9 dies, 
  during which it can’t be thawed, harmed by fire, animated, or 
  raised from the dead.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 4 (1d6 
  + 1) slashing damage.
  Cult Fanatic
  Cult Fanatic
  Medium humanoid (any race), lawful evil
  Armor Class 13 (Leather Armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses Passive Perception 11
  Languages Any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened.
  Icy Doom. When the cultist dies, its corpse freezes for 9 dies, 
  during which it can’t be thawed, harmed by fire, animated, or 
  raised from the dead.
  Spellcasting. The fanatic’s spellcasting ability is Wisdom (spell 
  save DC 11, +3 to hit with spell attacks). The fanatic has the 
  following cleric spells prepared:
  • At will: light, sacred flame, thaumaturgy
  • 1st level (4 slots): command, inflict wounds, shield of faith
  • 2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage.
  Sled Dog
  Sled Dog
  Medium beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2)
  Skills Perception +3, Stealth +4
  Senses Passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The dog has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The dog has advantage on attack rolls against a 
  creature if at least one of the dog’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.
  
  6  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Avarice
  Avarice
  Medium humanoid (tiefling), lawful evil
  Armor Class 13 (16 With Mage Armor)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (-1) 
  16 (+3) 
  14 (+2) 
  17 (+3) 
  10 (+0) 
  9 (-1)
  Saving Throws INT +6, WIS +3
  Skills Arcana +6, History +6
  Damage Resistances Cold, Fire
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Draconic, Infernal, Orc, Yeti
  Challenge 7 (2,900 XP)
  Icy Doom. When Avarice dies, her corpse freezes for 9 days, 
  during which time it can’t be thawed, harmed by fire, animated, 
  or raised from the dead.
  Special Equipment. Avarice wields a staff of frost with 10 
  charges (see “Actions” below).
  Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 14; +6 to hit with spell 
  attacks). She has the following wizard spells prepared:
  • Cantrips (at will): fire bolt (see “Actions” below), mage hand, 
  message, minor illusion, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, magic missile
  • 2nd level (3 slots): flaming sphere, knock, scorching ray
  • 3rd level (3 slots): counterspell, fireball, fly
  • 4th level (3 slots): banishment, fire shield
  • 5th level (2 slots): Bigby’s hand, Rary’s telepathic bond
  Actions
  Fire Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., 
  one target. Hit: 11 (2d10) fire damage.
  Staff of Frost. While holding this staff, Avarice can expend 1 
  or more of its charges to cast one of the following spells from 
  it (spell save DC 14): cone of cold (5 charges), fog cloud (1 
  charge), ice storm (4 charges), or wall of ice (4 charges). The 
  staff regains 1d6 + 4 charges daily at dawn. If its last charge 
  is expended, roll a d20; on a 1, the staff turns to water and is 
  destroyed.
  Reactions
  Banishing Rebuke (Recharges after a Long Rest). When Avarice 
  is damaged by a creature that she can see within 60 feet of 
  her, she can banish that creature to a frigid extradimensional 
  prison for 1 minute. While there, the creature is incapacitated 
  and takes 5 (1d10) cold damage at the start of each of its turns. 
  At the end of each of its turns, the creature can make a DC 14 
  Charisma saving throw, escaping the prison on a success and 
  reappearing in the space it left or in the nearest unoccupied 
  space if that space is occupied. A creature that dies in the prison 
  is trapped there indefinitely.
  Gargoyle
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  11 (+0) 
  7 (-2)
  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 Terran
  Challenge 2 (450 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  Raven
  Raven
  Tiny fiend, unaligned
  Armor Class 12
  Hit Points 1 (1d4 - 1)
  Speed 10 ft., fly 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (-4) 
  14 (+2) 
  8 (-1) 
  2 (-4) 
  12 (+1) 
  6 (-2)
  Skills Perception +3
  Senses Passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Mimicry. The raven can mimic simple sounds it has heard, such 
  as a person whispering, a baby crying, or an animal chittering. A 
  creature that hears the sounds can tell they are imitations with a 
  successful DC 10 Wisdom (Insight) check.
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage.
  
  7
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Caer-Konig: Duergar Outpost
  Duergar
  Duergar
  Medium humanoid (dwarf), lawful evil
  Armor Class 16 (Scale Mail, Shield)
  Hit Points 26 (4d8 + 8)
  Speed 25 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1)
  Damage Resistances Poison
  Senses Darkvision 120 ft., Passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 1 (200 XP)
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed.
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing 
  damage while enlarged.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  or 9 (2d6 + 2) piercing damage while enlarged.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft. Hit: 5 (1d10) piercing damage.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Ogre Zombie
  Ogre Zombie
  Large undead, neutral evil
  Armor Class 8
  Hit Points 85 (9d10 + 36)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  6 (-2) 
  18 (+4) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws WIS +0
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 8
  Languages Understands Common and Giant but can’t speak
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  Actions
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Spore Servant (Tribal Warrior)
  Spore Servant (Tribal Warrior)
  Medium plant, unaligned
  Armor Class 12 (Hide Armor)
  Hit Points 11 (2d8 + 2)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  2 (-4) 
  6 (-2) 
  1 (-5)
  Condition Immunities Blinded, Charmed, Frightened, Paralyzed
  Senses Blindsight 30 ft. (blind beyond this radius), Passive 
  Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  
  8  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Dougan’s Hole: Holed Up
  Winter Wolf
  Winter Wolf
  Large monstrosity, neutral evil
  Armor Class 13 (Natural Armor)
  Hit Points 75 (10d10 + 20)
  Speed 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  8 (-1)
  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.
  Mammoth (Awakened)
  Mammoth (Awakened)
  Huge beast, neutral evil
  Armor Class 13 (Natural Armor)
  Hit Points 126 (11d12 + 55)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  9 (-1) 
  21 (+5) 
  10 (+0) 
  11 (+0) 
  6 (-2)
  Senses Passive Perception 10
  Languages —
  Challenge 6 (2,300 XP)
  Trampling Charge. If the mammoth moves at least 20 feet 
  straight toward a creature and then hits it with a gore attack on 
  the same turn, that target must succeed on a DC 18 Strength 
  saving throw or be knocked prone. If the target is prone, the 
  mammoth can make one stomp attack against it as a bonus 
  action.
  Actions
  Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 25 (4d8 + 7) piercing damage.
  Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone 
  creature. Hit: 29 (4d10 + 7) bludgeoning damage
  Icewind Kobold
  Icewind Kobold
  Small humanoid (kobold), any alignment
  Armor Class 14 (Hide Armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  15 (+2) 
  12 (+1) 
  8 (-1) 
  8 (-1) 
  8 (-1)
  Saving Throws DEX +4, CON +3
  Skills Perception +1, Stealth +4, Survival +1
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  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.
  Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage.
  
  9
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Easthaven: Easthaven Ferry
  Duergar
  Duergar
  Medium humanoid (dwarf), lawful evil
  Armor Class 16 (Scale Mail, Shield)
  Hit Points 26 (4d8 + 8)
  Speed 25 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1)
  Damage Resistances Poison
  Senses Darkvision 120 ft., Passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 1 (200 XP)
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed.
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing 
  damage while enlarged.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  or 9 (2d6 + 2) piercing damage while enlarged.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses its 
  Enlarge, or until its concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar wears or 
  carries is invisible with it.
  Duergar Mind Master
  Duergar Mind Master
  Medium humanoid (dwarf), lawful evil
  Armor Class 14 (Leather Armor), 19 While Reduced
  Hit Points 39 (6d8 + 12)
  Speed 25 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  17 (+3) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
  12 (+1)
  Saving Throws WIS +2
  Skills Perception +2, Stealth +5
  Damage Resistances Poison
  Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 
  12
  Languages Dwarvish, Undercommon
  Challenge 2 (450 XP)
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed.
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The duergar makes two melee attacks. It can 
  replace one of those attacks with a use of Mind Mastery.
  Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) 
  psychic damage, or 1 piercing damage and 14 (4d6) psychic 
  damage while reduced.
  Invisibility (Recharge 4–6). The duergar magically turns invisible 
  for up to 1 hour or until it attacks, it casts a spell, it uses its 
  Reduce, or its concentration is broken (as if concentrating on a 
  spell). Any equipment the duergar wears or carries is invisible 
  with it.
  Mind Mastery. The duergar targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 12 
  Intelligence saving throw, or the duergar causes it to use its 
  reaction either to make one weapon attack against another 
  creature the duergar can see or to move up to 10 feet in a 
  direction of the duergar’s choice. Creatures that can’t be 
  charmed are immune to this effect.
  Reduce (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically decreases in size, along with anything it is 
  wearing or carrying. While reduced, the duergar is Tiny, reduces 
  its weapon damage to 1, and makes attacks, checks, and saving 
  throws with disadvantage if they use Strength. It gains a +5 
  bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. 
  It can also take a bonus action on each of its turns to take the 
  Hide action.
  
  1010  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Easthaven: Toil and Trouble
  Dire Wolf
  Dire Wolf
  Large beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (-4) 
  12 (+1) 
  7 (-2)
  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.
  Water Weird
  Water Weird
  Large elemental, neutral
  Armor Class 13
  Hit Points 58 (9d10 + 9)
  Speed 0 ft., swim 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0)
  Damage Resistances Fire; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Poisoned, Prone, Restrained, Unconscious
  Senses Blindsight 30 ft., Passive Perception 10
  Languages Aquan understands but doesn’t speak
  Challenge 3 (700 XP)
  Invisible in Water. The water weird is invisible while fully 
  immersed in water.
  Water Bound. The water weird dies if it leaves the water to 
  which it is bound or if that water is destroyed.
  Actions
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is 
  Medium or smaller, it is grappled (escape DC 13) and pulled 5 
  feet toward the water weird. Until this grapple ends, the target 
  is restrained, the water weird tries to drown it, and the water 
  weird can’t constrict another target.
  Frost Giant Skeleton
  Frost Giant Skeleton
  Huge undead, lawful evil
  Armor Class 14 (Armor Scraps)
  Hit Points 102 (12d12 + 24)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (-1) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Cold, Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages understands Giant but can’t speak
  Challenge 6 (2,300 XP)
  Unusual Nature. The skeleton doesn’t require air, food, drink, 
  or sleep.
  Actions
  Multiattack. The skeleton makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) slashing damage.
  Freezing Stare. The skeleton targets one creature it can see 
  within 60 feet of it. The target must succeed on a DC 13 
  Constitution saving throw or take 35 (10d6) cold damage and 
  be paralyzed until the end of its next turn.
  Crawling Claw
  Crawling Claw
  Tiny undead, neutral evil
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 20 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (-3) 
  10 (+0) 
  4 (-3)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses Blindsight 30 ft. (blind beyond this radius), Passive 
  Perception 10
  Languages Common understands but can’t speak
  Challenge 0 (10 XP)
  Turn Immunity. The claw is immune to effects that turn undead.
  Actions
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw’s 
  choice).
  
  1111
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Sea Hag
  Sea Hag
  Medium fey, chaotic evil
  Armor Class 14 (Natural Armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  13 (+1)
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Aquan, Common, Giant
  Challenge 2 (450 XP)
  Amphibious. The hag can breathe air and water.
  Horrific Appearance. Any humanoid that starts its turn within 
  30 feet of the hag and can see the hag’s true form must make 
  a DC 11 Wisdom saving throw. On a failed save, the creature is 
  frightened for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, with disadvantage if the hag is 
  within line of sight, 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 hag’s Horrific Appearance for the 
  next 24 hours.
  Unless the target is surprised or the revelation of the hag’s 
  true form is sudden, the target can avert its eyes and avoid 
  making the initial saving throw. Until the start of its next turn, 
  a creature that averts its eyes has disadvantage on attack rolls 
  against the hag.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Death Glare. The hag targets one frightened creature she can 
  see within 30 feet of her. If the target can see the hag, it must 
  succeed on a DC 11 Wisdom saving throw against this magic or 
  drop to 0 hit points.
  Illusory Appearance. The hag covers herself and anything she is 
  wearing or carrying with a magical illusion that makes her look 
  like an ugly creature of her general size and humanoid shape. 
  The effect ends if the hag takes a bonus action to end it or if she 
  dies.
  The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have no 
  claws, but someone touching her hand might feel the claws. 
  Otherwise, a creature must take an action to visually inspect 
  the illusion and succeed on a DC 16 Intelligence (Investigation) 
  check to discern that the hag is disguised.
  Will-o'-Wisp
  Will-o'-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  Hit Points 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 
  14 (+1) 
  11 (+0)
  Damage Resistances Acid, Cold, Fire, Necrotic, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks
  Damage Immunities Lightning, Poison
  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).
  
  1212  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Tribal Warrior
  Tribal Warrior
  Medium humanoid (any race), any alignment
  Armor Class 12 (Hide Armor)
  Hit Points 11 (2d8 + 2)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  8 (-1) 
  11 (+0) 
  8 (-1)
  Senses Passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Pack Tactics. The warrior has advantage on an attack roll 
  against a creature if at least one of the warrior’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Spy
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses Passive Perception 16
  Languages Any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  of the spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage
  Thug
  Thug
  Medium humanoid (any race), any alignment
  Armor Class 11 (Leather Armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Intimidation +2
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Axe Beak
  Axe Beak
  Large beast, unaligned
  Armor Class 11
  Hit Points 19 (3d10 + 3)
  Speed 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  12 (+1) 
  2 (-4) 
  10 (+0) 
  5 (-3)
  Senses Passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  
  1313
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Chwinga
  Chwinga
  Tiny elemental, neutral
  Armor Class 15
  Hit Points 5 (2d4)
  Speed 20 ft., climb 20 ft., swim 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  20 (+5) 
  10 (+0) 
  14 (+2) 
  16 (+3) 
  16 (+3)
  Skills Acrobatics +7, Perception +7, Stealth +7
  Senses Blindsight 60 ft., Passive Perception 17
  Languages —
  Challenge 0 (10 XP)
  Evasion. When the chwinga is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half damage, it 
  instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Innate Spellcasting. The chwinga’s innate spellcasting ability is 
  Wisdom. It can innately cast the following spells, requiring no 
  material or verbal components:
  • At will: druidcraft, guidance, pass without trace, resistance
  Unusual Nature. The chwinga doesn’t require air, food, or 
  drink. When it dies, it turns into a handful of flower petals, a 
  cloud of pollen, a stone statuette resembling its former self, a 
  tiny sphere of smooth stone, or a puddle of fresh water (your 
  choice).
  Actions
  Magical Gift (1/Day). The chwinga targets a humanoid it can 
  see within 5 feet of it. The target gains a supernatural charm 
  of the DM’s choice. See the Dungeon Master’s Guide for 
  information on supernatural charms.
  Natural Shelter. The chwinga magically takes shelter inside 
  a rock, a living plant, or a natural source of fresh water in its 
  space. The chwinga can’t be targeted by any attack, spell, or 
  other effect while inside this shelter, and the shelter doesn’t 
  impair the chwinga’s blindsight. The chwinga can use its 
  action to emerge from a shelter. If its shelter is destroyed, the 
  chwinga is forced out and appears in the shelter’s space, but is 
  otherwise unharmed..
  Ogre Zombie
  Ogre Zombie
  Large giant, chaotic evil
  Armor Class 11 (Hide Armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  5 (-3)
  Senses Darkvision 60 ft., Passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP)
  Actions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Verbeeg Marauder
  Verbeeg Marauder
  Large giant, neutral evil
  Armor Class 14 (Hide Armor, Shield)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  16 (+3) 
  11 (+0) 
  10 (+0) 
  9 (-1)
  Saving Throws DEX +2, CON +5
  Skills Animal Handling +2, Athletics +6, Stealth +2
  Senses Passive Perception 10
  Languages Common, Giant
  Challenge 4 (1,100 XP)
  Simple Weapon Wielder. A simple weapon deals one extra die 
  of its damage when the verbeeg hits with it (included in the 
  attack).
  Actions
  Multiattack. The verbeeg makes two melee attacks.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage, 
  or 17 (3d8 + 4) piercing damage if used to make a ranged attack 
  or used with two hands to make a melee attack.
  Cave Bear
  Cave Bear
  Large beast, unaligned
  Armor Class 12 (Natural Armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2)
  Skills Perception +3
  Senses Darkvision 60 ft., Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  
  1414  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Lonelywood: The White Moose
  Giant Goat
  Giant Goat
  Large beast, unaligned
  Armor Class 11 (Natural Armor)
  Hit Points 19 (3d10 + 3)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  11 (+0) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2)
  Senses Passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Charge. If the goat moves at least 20 feet straight toward a 
  target and then hits it with a ram attack on the same turn, the 
  target takes an extra 5 (2d4) bludgeoning damage. If the target 
  is a creature, it must succeed on a DC 13 Strength saving throw 
  or be knocked prone.
  Sure-Footed. The goat has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) bludgeoning damage.
  Banshee
  Banshee
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 58 (13d8)
  Speed 0 ft., fly 40 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  17 (+3)
  Saving Throws WIS +2, CHA +5
  Damage Resistances Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks
  Damage Immunities Cold, Necrotic, Poison
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Elvish
  Challenge 4 (1,100 XP)
  Detect Life. The banshee can magically sense the presence of 
  creatures up to 5 miles away that aren’t undead or constructs. 
  She knows the general direction they’re in but not their exact 
  locations.
  Incorporeal Movement. The banshee can move through other 
  creatures and objects as if they were difficult terrain. She takes 5 
  (1d10) force damage if she ends her turn inside an object.
  Actions
  Spectral Longbow. Ranged Spell Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
  Horrifying Visage. Each non-undead creature within 60 feet of 
  the banshee that can see her must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. A frightened target 
  can repeat the saving throw at the end of each of its turns, 
  with disadvantage if the banshee is within line of sight, ending 
  the effect on itself on a success. If a target’s saving throw is 
  successful or the effect ends for it, the target is immune to the 
  banshee’s Horrifying Visage for the next 24 hours.
  Wail (1/Day). The banshee releases a mournful wail, provided 
  that she isn’t in sunlight. This wail has no effect on constructs 
  and undead. All other creatures within 30 feet of her that can 
  hear her must make a DC 13 Constitution saving throw. On a 
  failure, a creature drops to 0 hit points. On a success, a creature 
  takes 10 (3d6) psychic damage.
  Fox
  Fox
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 2 (1d4)
  Speed 30 ft., burrow 5 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (-4) 
  16 (+3) 
  11 (+0) 
  3 (-4) 
  12 (+1) 
  6 (-2)
  Skills Perception +3, Stealth +5
  Senses Darkvision 60 ft., Passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Keen Hearing. The fox has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage.
  Hare
  Hare
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 1 (1d4 - 1)
  Speed 20 ft., burrow 5 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  17 (+3) 
  9 (-1) 
  2 (-4) 
  11 (+0) 
  4 (-3)
  Skills Perception +2, Stealth +5
  Senses Passive Perception 12
  Languages —
  Challenge 0 (10 XP)
  Escape. The hare can take the Dash, Disengage, or Hide action 
  as a bonus action on each of its turns.
  
  1515
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Brown Bear
  Brown Bear
  Large beast, unaligned
  Armor Class 11 (Natural Armor)
  Hit Points 34 (4d10 + 12)
  Speed 40 ft., climb 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2)
  Skills Perception +3
  Senses Passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The bear makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage
  Wolf
  Wolf
  Medium beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2)
  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 attack rolls 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.
  Chwinga
  Chwinga
  Tiny elemental, neutral
  Armor Class 15
  Hit Points 5 (2d4)
  Speed 20 ft., climb 20 ft., swim 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  20 (+5) 
  10 (+0) 
  14 (+2) 
  16 (+3) 
  16 (+3)
  Skills Acrobatics +7, Perception +7, Stealth +7
  Senses Blindsight 60 ft., Passive Perception 17
  Languages —
  Challenge 0 (10 XP)
  Evasion. When the chwinga is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half damage, it 
  instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Innate Spellcasting. The chwinga’s innate spellcasting ability is 
  Wisdom. It can innately cast the following spells, requiring no 
  material or verbal components:
  • At will: druidcraft, guidance, pass without trace, resistance
  Unusual Nature. The chwinga doesn’t require air, food, or 
  drink. When it dies, it turns into a handful of flower petals, a 
  cloud of pollen, a stone statuette resembling its former self, a 
  tiny sphere of smooth stone, or a puddle of fresh water (your 
  choice).
  Actions
  Magical Gift (1/Day). The chwinga targets a humanoid it can 
  see within 5 feet of it. The target gains a supernatural charm 
  of the DM’s choice. See the Dungeon Master’s Guide for 
  information on supernatural charms.
  Natural Shelter. The chwinga magically takes shelter inside 
  a rock, a living plant, or a natural source of fresh water in its 
  space. The chwinga can’t be targeted by any attack, spell, or 
  other effect while inside this shelter, and the shelter doesn’t 
  impair the chwinga’s blindsight. The chwinga can use its 
  action to emerge from a shelter. If its shelter is destroyed, the 
  chwinga is forced out and appears in the shelter’s space, but is 
  otherwise unharmed..
  Mummy
  Mummy
  Medium undead, lawful evil
  Armor Class 11 (Natural Armor)
  Hit Points 58 (9d8 + 18)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  12 (-1)
  Saving Throws WIS +2
  Damage Vulnerabilities Fire
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks
  Damage Immunities Necrotic, Poison
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes 
  one attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) 
  necrotic damage. If the target is a creature, it must succeed on 
  a DC 12 Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that elapse. 
  If the curse reduces the target’s hit point maximum to 0, the 
  target dies, and its body turns to dust. The curse lasts until 
  removed by the remove curse spell or other magic.
  Dreadful Glare. The mummy targets one creature it can see 
  within 60 feet of it. If the target can see the mummy, it must 
  succeed on a DC 11 Wisdom saving throw against this magic 
  or become frightened until the end of the mummy’s next 
  turn. If the target fails the saving throw by 5 or more, it is also 
  paralyzed for the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all mummies 
  (but not mummy lords) for the next 24 hours.
  
  1616  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Awakened White Moose
  Awakened White Moose
  Large beast, neutral evil
  Armor Class 11 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  6 (-2)
  Senses passive Perception 11
  Languages Druidic
  Challenge 3 (700 XP)
  Charge. If the moose moves at least 20 feet straight toward a 
  target and then hits it with an antlers attack on the same turn, 
  the target takes an extra 9 (2d8) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 14 Strength saving 
  throw or be knocked prone.
  Sure-Footed. The moose has advantage on Strength and 
  Dexterity saving throws made against effects that would knock 
  it prone.
  Actions
  Multiattack. The moose makes two attacks: one with its antlers 
  and one with its hooves.
  Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) bludgeoning damage.
  Frost druid
  Frost druid
  Medium humanoid (human), evil
  Armor Class 13 (Hide Armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., 40 ft. (wolf form only) , burrow 5 ft. (fox form 
  only), climb 30 ft. (goat form only), fly 60 ft. (owl form only)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  9 (-1)
  Saving Throws INT +3, WIS +6
  Skills Nature +3, Perception +6, Survival +6
  Damage Resistances Cold
  Senses Darkvision 60ft. (beast form only), Passive Perception 
  16
  Languages Common, Druidic
  Challenge 5 (1,800 XP)
  Spellcasting (Humanoid Form Only). The druid is a 9th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save DC 
  14; +6 to hit with spell attacks). It has the following druid spells 
  prepared:
  • Cantrips (at will): druidcraft, guidance, resistance
  • 1st level (4 slots): animal friendship, fog cloud, speak with 
  animals
  • 2nd level (3 slots): animal messenger, moonbeam, pass without 
  trace
  • 3rd level (3 slots): conjure animals, sleet storm, wind wall
  • 4th level (3 slots): hallucinatory terrain, ice storm
  • 5th level (1 slot): awaken
  Actions
  Multiattack. The druid makes two melee attacks.
  Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 
  5 (2d4) cold damage.
  Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Change Shape. The druid magically polymorphs into a beast 
  form—fox, mountain goat, owl, or wolf—or back into its 
  humanoid form. Any equipment it is wearing or carrying is 
  absorbed or borne by the beast form (the druid’s choice). It 
  reverts to its humanoid form when it dies. The druid’s statistics 
  are the same in each form, except where noted in this stat 
  block.
  Awakened Shrub
  Awakened Shrub
  Small plant, unaligned
  Armor Class 9
  Hit Points 10 (3d6)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (-4) 
  8 (-1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  6 (-2)
  Damage Vulnerabilities Fire
  Damage Resistances Piercing
  Senses Passive Perception 10
  Languages Common
  Challenge 0 (10 XP)
  False Appearance. While the shrub remains motionless, it is 
  indistinguishable from a normal shrub.
  Actions
  Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 (1d4 − 1) slashing damage.
  
  1717
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Targos: Mountain Climb
  Sled Dog
  Sled Dog
  Medium beast, unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2)
  Skills Perception +3, Stealth +4
  Senses Passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The dog has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The dog has advantage on attack rolls against a 
  creature if at least one of the dog’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.
  Mountain Goat
  Mountain Goat
  Medium beast, unaligned
  Armor Class 11
  Hit Points 13 (2d8 + 4)
  Speed 40 ft., climb 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  12 (+1) 
  14 (+2) 
  2 (-4) 
  10 (+0) 
  5 (-3)
  Senses Passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Charge. If the goat moves at least 20 feet straight toward a 
  target and then hits it with a ram attack on the same turn, the 
  target takes an extra 3 (1d6) bludgeoning damage. If the target 
  is a creature, it must succeed on a DC 12 Strength saving throw 
  or be knocked prone.
  Sure-Footed. The goat has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone.
  Actions
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  Scout
  Scout
  Medium humanoid (any race), any alignment
  Armor Class 13 (Leather Armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses Passive Perception 15
  Languages Common
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Crag Cat
  Crag Cat
  Large monstrosity, unaligned
  Armor Class 13
  Hit Points 34 (4d10 + 12)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  16 (+3) 
  4 (-3) 
  14 (+2) 
  8 (-1)
  Skills Perception +4, Stealth +7
  Senses Darkvision 60 ft., Passive Perception 14
  Languages —
  Challenge 1 (200 XP)
  Nondetection. The cat can’t be targeted or detected by any 
  divination magic or perceived through magical scrying sensors.
  Pounce. If the cat moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 13 Strength saving throw or 
  be knocked prone. If the target is prone, the cat can make one 
  bite attack against it as a bonus action.
  Spell Turning. The cat has advantage on saving throws against 
  any spell that targets only the cat (not an area). If the cat’s 
  saving throw succeeds and the spell is of 7th level or lower, the 
  spell has no effect on the cat and instead targets the caster.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage.
  
  1818  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Yeti
  Yeti
  Large monstrosity, chaotic evil
  Armor Class 12 (Natural Armor)
  Hit Points 51 (6d10 + 18)
  Speed 40 ft., climb 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  16 (+3) 
  8 (-1) 
  12 (+1) 
  7 (-2)
  Skills Perception +3, Stealth +3
  Damage Immunities Cold
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Yeti
  Challenge 3 (700 XP)
  Fear of Fire. If the yeti takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and makes two 
  claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
  Chilling Gaze. The yeti targets one creature it can see within 30 
  feet of it. If the target can see the yeti, the target must succeed 
  on a DC 13 Constitution saving throw against this magic or 
  take 10 (3d6) cold damage and then be paralyzed for 1 minute, 
  unless it is immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. If the target’s saving throw is successful, or 
  if the effect ends on it, the target is immune to the Chilling Gaze 
  of all yetis (but not abominable yetis) for 1 hour.
  Yeti Tyke
  Yeti Tyke
  Small monstrosity, chaotic evil
  Armor Class 11 (Natural Armor)
  Hit Points 9 (2d6 + 2)
  Speed 20 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  11 (+0) 
  12 (+1) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Immunities Cold
  Senses Darkvision 60 ft., Passive Perception 9
  Languages understands Yeti but can’t speak
  Challenge 1/8 (25 XP)
  Keen Smell. The yeti has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Snow Camouflage. The yeti has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  Actions
  Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) slashing damage plus 2 (1d4) cold damage.
  Acolyte (Perilou)
  Acolyte (Perilou)
  Medium humanoid (halfling), neutral good
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  Skills Medicine +4, Religion +2
  Senses Passive Perception 12
  Languages Any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). The acolyte has following cleric spells prepared:
  • Cantrips (at will): light, sacred flame, thaumaturgy
  • 1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage
  
  1919
   CHAPTER 1: ENCOUNTER SHEETS  |
   CHAPTER 1: ENCOUNTER SHEETS  |
  Giant Rat
  Giant Rat
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  15 (+2) 
  11 (+0) 
  2 (-4) 
  10 (+0) 
  4 (-3)
  Senses Darkvision 60 ft., Passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The rat has advantage on an attack roll against a 
  creature if at least one of the rat’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: 
  4 (1d4 + 2) piercing damage.
  Termalaine: A Beautiful Mine
  Icewind Kobold
  Icewind Kobold
  Small humanoid (kobold), any alignment
  Armor Class 14 (Hide Armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  15 (+2) 
  12 (+1) 
  8 (-1) 
  8 (-1) 
  8 (-1)
  Saving Throws DEX +4, CON +3
  Skills Perception +1, Stealth +4, Survival +1
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  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.
  Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage.
  Grell
  Grell
  Medium aberration, neutral evil
  Armor Class 12
  Hit Points 55 (10d8 + 10)
  Speed 10 ft., fly 30 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  9 (-1)
  Skills Perception +4, Stealth +6
  Damage Immunities Lightning
  Condition Immunities Blinded, Prone
  Senses Blindsight 60 ft. (blind beyond this radius), Passive 
  Perception 14
  Languages Grell
  Challenge 3 (700 XP)
  Actions
  Multiattack. The grell makes two attacks: one with its tentacles 
  and one with its beak.
  Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or be poisoned 
  for 1 minute. The poisoned target is paralyzed, and it can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on a success.
  The target is also grappled (escape DC 15). If the target is 
  Medium or smaller, it is also restrained until this grapple ends. 
  While grappling the target, the grell has advantage on attack 
  rolls against it and can’t use this attack against other targets. 
  When the grell moves, any Medium or smaller target it is 
  grappling moves with it.
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) piercing damage.
  
  2020  |  CHAPTER 1: ENCOUNTER SHEETS
   |  CHAPTER 1: ENCOUNTER SHEETS
  Ghost
  Ghost
  Medium undead, any alignment
  Armor Class 11
  Hit Points 45 (10d8)
  Speed 0 ft., fly 40 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3)
  Damage Resistances Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks
  Damage Immunities Cold, Necrotic, Poison
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Any languages it knew in life
  Challenge 4 (1,100 XP)
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The ghost 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.
  Actions
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 17 (4d6 + 3) necrotic damage.
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t 
  affect or be affected by anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 feet 
  of the ghost that can see it must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If the save fails by 
  5 or more, the target also ages 1d4 × 10 years. A frightened 
  target can repeat the saving throw at the end of each of its 
  turns, ending the frightened condition on itself on a success. 
  If a target’s saving throw is successful or the effect ends for it, 
  the target is immune to this ghost’s Horrifying Visage for the 
  next 24 hours. The aging effect can be reversed with a greater 
  restoration spell, but only within 24 hours of it occurring.
  Possession (Recharge 6). One humanoid that the ghost can see 
  within 5 feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the ghost; the ghost then disappears, 
  and the target is incapacitated and loses control of its body. 
  The ghost now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any attack, spell, 
  or other effect, except ones that turn undead, and it retains its 
  alignment, Intelligence, Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies.
  The possession lasts until the body drops to 0 hit points, the 
  ghost ends it as a bonus action, or the ghost is turned or forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the ghost reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this ghost’s 
  Possession for 24 hours after succeeding on the saving throw or 
  after the possession ends.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Icewind Dale - Rime of the Frostmaiden/Chapter 1 - Encounter Sheets.pdf