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Monsters of Skyrim: Bestiary

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Table of contents
Atronarchs 3
Charurus 5
Dragons 8
Alduin 13
Draugr 15
Dwarven automatons 20
Falmer 23
Frostbite Spiders 27
Hagraven 28
Spriggan 29
Trolls 30
Wisps 31

Introduction
From giant spiders to deadly dragons, Skyrim is full of
mystical, powerful and interesting creatures. This short book
is a collection of most of the Skyrim creatures that don't
already exist in the Monster Manual, or if the Monster
Manual statblock doesn't quite give the "feel" of Skyrim.
I hope you will find this Monster Manual helpful; good luck
and happy gaming!

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Atronachs Frost Atronachs
Frost Atronachs are large, hulking Daedra, and are the only
Flame Atronachs Atronachs that use melee attacks exclusively. Like all other
Flame atronachs are the weakest and most common Atronachs, their bodies are composed of their respective
atronachs. Constructed entirely of fire, Flame Atronachs element, and the Frost Atronach is no exception, as its body
resemble humanoid females wearing black metal armor. is made of solid ice.
They possess horns, pointed ears, three fingers, and two toes.
Flame Atronachs float above the ground at all times and
when moving they leave a trail of fire behind. When idle they Frost Atronach
often do spins and back flips. Unlike other Atronachs, Flame Large elemental, neutral
Atronachs rely on speed, agility, and powerful ranged attacks
to dispatch their foes. Armor Class 16 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30ft.
Flame Atronach
Medium elemental, neutral STR DEX CON INT WIS CHA
Armor Class 15 18 (+4) 10 (+0) 21 (+5) 10 (+0) 15 (+2) 8 (-1)
Hit Points 52 (8d8 + 16)
Speed 40ft. (hover) Damage resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage immunities cold, poison
STR DEX CON INT WIS CHA Damage vulnerabilities fire
8 (-1) 20 (+5) 14 (+2) 12 (+1) 10 (+0) 20 (+5) Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Damage resistances bludgeoning, piercing, and Senses Darkvision 60ft., Passive Perception 12
slashing from nonmagical attacks Languages Primordial (Aquan)
Damage immunities fire, poison Challenge 5 (1,800 XP)
Damage vulnerabilities cold
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained, Multiattack. Frost atronach make 2 slam attacks.
unconscious Frost cloak. Each creature that starts its turns within
Senses Darkvision 60ft., Passive Perception 10 5 feet of the frost atronach takes 3 (1d6) points of
Languages Primordial (Ignan) cold damage.
Challenge 4 (1,100 XP)
Actions
Illumination. The ire atronach sheds bright light in a
30-foot radius and dim light to an additional 30 Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
feet. one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Ice-Breaker. As an action, a frost atronach can smash
Water Susceptibility. For every 5 feet the fire at the ground, sending ripples of earth and ice
atronach moves in water, or for every gallon of around it. All creatures with 5ft. of the atronach
water splashed on it, it takes 1 cold damage. must make a DC 15 Strength saving throw. On a
failure, they take 14 (4d6) cold damage and are
knocked prone.
Actions
Firebolt. Ranged Spell Attack: +7 to hit, reach 60ft.,
one target. Hit: 19 (4d6 + 5) fire damage. If the
target is a creature or a flammable object, it ignites.
Until a creature takes an action to douse the fire ,
the target takes 5 (1d10) fire damage at the start of
each of its turns.

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Storm Atronachs
Similar to a Flame Atronach, Storm Atronachs move about
by hovering above the ground. They can travel over water, and
are slightly faster than Frost Atronachs. They are perhaps the
least humanoid of Atronachs, appearing as a shattered statue
with a cracked, frowning face and chunks of rock swirling
about its body, loosely connected by a matrix of electric arcs
and dark purple storm clouds. They are often summoned by
powerful dragon priests to assist them in combat.

Storm Atronach
Large elemental, neutral

Armor Class 15 (natural armor)


Hit Points 210(20d10 + 100)
Speed 35ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 20 (+5) 14 (+2) 12 (+1) 19 (+4)

Skills Perception +4, Arcana +5


Damage resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage immunities electricity, poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses Darkvision 60ft., Passive Perception 15
Languages Primordial (Auran)
Challenge 9 (5,000 XP)

Lightning cloak. Every creature that starts its turn


within 5ft. of the storm atronach takes 2d6
points of lightning damage.
Death eplosion. Upon death, storm atronach
explodes in a burst of sound. All creatures within
30ft. must make a DC 16 Constitution saving
throw or take 28 (8d6) points of thunder
damage.
Multiattack. Storm atronach makes 2 slam attacks.

Actions
Lightning bolt Storm atronach releases a bolt of
lightning. All creatures in a 100-foot long, 5ft. wide
line must make a DC 16 Dexterity saving throw or
take 28 (8d6) points of lightning damage. A
successful saving throw halves the damage.
Chain lightning Storm atronach chooses 4 creatures
with 150ft. that it can see. Those creatures must
make a DC 16 Dexterity saving throw or take 35
(10d6) points of lightning damage. A successful
saving throw halves the damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 12 (2d8 + 3) bludgeoning damage.

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Chaurus Chaurus
Chaurus are worm-like insectoid creatures that typically live Medium monstrosity, lawful evil
underground in caves and even in Dwemer ruins. They are
deadly creatures, possessing the ability to spit out poisonous Armor Class 17 (natural)
venom from their mouths, but they also use bite attacks Hit Points 126 (12d10 + 60)
during combat. Chaurus are almost always seen with Falmer Speed 40ft.
in the underground cave networks and Dwemer ruins of
Skyrim. The Chaurus appear to be used by the Falmer as
pets and as fighters in combat, as well as torturers of people STR DEX CON INT WIS CHA
when their Falmer masters attack and capture bandits, 17 (+3) 10 (+0) 20 (+5) 6 (-2) 11 (+0) 5 (-3)
traveling caravans and other people.
Chaurus Reapers can be found in deep underground Skills Perception +3, Athletics +6
caverns throughout Skyrim. They are much larger and Condition Immunities poisoned
stronger than the normal Chaurus, and love curling up in a Damage Immunities poison
shape similar to that of a Falmer's chest while sleeping. Senses Darkvision 120ft., Passive Perception 13
When in this position they will spring out and attack if Languages Falmer, cannot speak
touched or attacked. Challenge 6 (2300 XP)
Chaurus hunter fledglings are usually found inside of
large pods, from which they will suddenly hatch if they feel an Charge. If Chaurus moves at least 10 feet straight
unknown presence nearby, or if they are attacked. They are toward a creature and then hits it with its bite
found in many locations where adult Chaurus and Falmer attack on the same turn, that target must succeed
live, and resemble giant wasps. Their usually fly around in on a DC 15 Strength saving throw or be knocked
erratic circles, stinging their targets, and spitting poison. prone. If the target is prone, the chaurus can make
"When a Chaurus reaches the end of its life, its body another attack with its bite against it as a bonus
undergoes a dramatic transformation. After days of death-like action.
stillness, the Chaurus Hunter bursts free from the husk of the
Chaurus." When a Chaurus reaches the end of its larval Actions
phase, it forms a chrysalis. Then, after a period of death-like Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
stillness, the Chaurus Hunter rips out of its former shell. one target. Hit: 8 (1d10+3) piercing damage plus
They are the strongest of their kind, and mostly go to wander 27 (6d8) poison damage.
only the deepest caverns and caves.
Poison spit (recharge 5-6). The chaurus exhales
poisonous liquid in a 30-foot cone. Each creature in
that area must make a DC 15 Constitution saving
throw, taking 27 (6d8) poison damage on a failed
save, or half as much damage on a successful one.

Chaurus reaper

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Chaurus Reaper Chaurus Hunter
Large monstrosity, lawful evil
fledgling
Armor Class 18 (natural) Medium monstrosity, lawful evil
Hit Points 184 (16d10 + 96)
Speed 40ft. Armor Class 17 (natural)
Hit Points 147 (14d10 + 70)
Speed 20ft., fly 50ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 8 (-1) 13 (+1) 7 (-2) STR DEX CON INT WIS CHA

Skills Perception +5, Athletics +9 12 (+1) 19 (+4) 20 (+5) 7(-2) 13 (+1) 5 (-3)
Condition Immunities poisoned
Damage Immunities poison Skills Perception +4, Athletics +4
Damage resistances cold Condition Immunities poisoned
Damage vuilnerabilities fire Damage Immunities poison
Senses Darkvision 120ft., Passive Perception 15 Senses Darkvision 120ft., Passive Perception 14
Languages Falmer, cannot speak Languages Falmer, cannot speak
Challenge 10 (5900 XP) Challenge 8 (3900 XP)

Charge. If Chaurus moves at least 10 feet straight Actions


toward a creature and then hits it with its bite
attack on the same turn, that target must succeed Sting. Melee Weapon Attack: +7 to hit, reach 5ft.,
on a DC 17 Strength saving throw or be knocked one target. Hit: 13 (2d8+4) piercing damage plus
prone. If the target is prone, the chaurus can make 45 (10d8) poison damage.
another attack with its bite against it as a bonus Poison shot. The fledgling shoots poison from its
action. mouth at the targeted creature. Ranged weapon
attack: +7 to hit, reach 30ft., one target. Hit: 54
Actions (12d8) poison damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit: 13 (2d8+5) piercing damage plus
45 (10d8) poison damage.
Poison spit (recharge 5-6). The chaurus exhales
poisonous liquid in a 40-foot cone. Each creature in
that area must make a DC 17 Constitution saving
throw, taking 45 (10d8) poison damage on a failed
save, or half as much damage on a successful one.

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Chaurus Hunter
Large monstrosity, lawful evil

Armor Class 20 (natural)


Hit Points 230 (20d10 + 120)
Speed 40ft., fly 60ft.

STR DEX CON INT WIS CHA


21 (+5) 19 (+4) 20 (+6) 9 (-1) 15 (+2) 8 (-1)

Skills Perception +7, Athletics +10


Condition Immunities poisoned
Damage Immunities poison
Damage resistances cold
Senses Darkvision 180ft., Passive Perception 17
Languages Falmer, cannot speak
Challenge 13 (10,000 XP)

Multiattack. Chaurus Hunter makes 2 attacks: one


with its bite and one with its sting.

Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5ft,
one target. Hit: 14 (2d8+5) piercing damage, and
the target must make a DC 18 Strength saving
throw or be knocked prone. If the target is prone,
the chaurus can make another attack with its bite
against it as a bonus action.
Sting. Melee Weapon Attack: +10 to hit, reach
10ft., one target. Hit: 15 (3d6+5) piercing damage
plus 45 (10d8) poison damage.
Poison spit (recharge 5-6). The chaurus shoots
poisonous liquid in a 60-foot cone. Each creature in
that area must make a DC 18 Constitution saving
throw, taking 63 (14d8) poison damage on a failed
save, or half as much damage on a successful one.

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Dragons Brown Dragon
Dragons (Dovah, or Dov in plural) are a reptilian race from Large dragon, lawful evil
Akavir that were once widespread throughout Tamriel.
Although seeming rather beast-like, they are profoundly Armor Class 17 /natural armor)
intelligent, capable of speech, written language, and Hit Points 133 (14d10 + 56)
comprehension of other languages. Their spoken language Speed 40ft., climb 40ft., fly 80ft.
can be used to cast powerful magic known as Thu'um or
Dragon Shouts; dragons themselves are most adept in it, and
it grows stroger as they do. They were virtually extinct until STR DEX CON INT WIS CHA
4E 201, when they resurfaced in Skyrim with the return of 22 (+6) 10 (+0) 18 (+4) 12 (+1) 11 (+0) 15 (+2)
Alduin.
In addition to their normal shouts, dragons can also use Saving Throws Dex +3, Con +6, Wis +3, Cha +5
various other kinds of Thu'um, at the DM's discretion. Skills Perception +6, Intimidate +5
Damage immunities fire
Named dragons Damage resistances cold
Alduin Senses Blindsight 20ft., Darkvision 60ft., passive
Mirmulnir Perception 16
Nahagliiv Languages Common, Draconic
Odahviing Challenge 6 (2,300 XP)
Paarthurnax Actions
Durnehviir
Sahloknir Multiatack. Dragon makes 2 attacks: one with its
Viinturuth bite, and one with its tail.
Vuljotnaak Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Vulthuryol one target. Hit: 17 (2d10 + 6) piercing damage
Naaslaarum plus 7 (2d6) fire damage.
Voslaarum
Sahrotaar Tail Melee Weapon Attack: +9 to hit, reach 10ft.,
Krosulhah one target. Hit: 10 (1d8+6) bludgeoning damage.
The target then must make a DC 15 Strength saving
Kruziikrel throw or be knocked prone.
Relonikiv
Numinex Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The
dragon exhales fire in a 30-foot cone. Each creature
in that area must make a DC l5 Dexterity saving
Brown dragons throw, taking 45 (10d8) fire damage on a failed
In appearance, these dragons are brown, while also being the save, or half as much damage on a successful one.
smallest in size. They have a large wing span, spines lining Fo-Krah-diin (Frost Breath) (Recharge 5-6). The
their backbone, and their tail ends in a spaded tip. They are dragon exhales an icy blast in a 30-foot cone. Each
the weakest and most common breeds of dragon (though still creature in that area must make a DC l5
very powerful). text Constitution saving throw, taking 31 (7d8) cold
In combat, they typically use Fire Breath, much like most damage on a failed save, or half as much damage on
other dragons, though they occasionally use Frost Breath if a successful one. If the target fails its save, its
they see their targets are resistant or immune to fire. text speed is also reduced by 10 feet for 1 minute. The
For a frost variant, simply swap fire immunity and cold target can repeat the saving throw at the end of
resistance, and have the dragon use frost breath as its main each of its turns, ending the effect on a success.
weapon. text

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Blood dragons
Blood Dragons look radically different from brown dragons. Blood Dragon
They are green in appearance, and are slightly larger in mass, Large dragon, lawful evil
with a more intimidating body design. On their back they
have a small sail, and their tails, instead of the regular spade Armor Class 18 (natural armor)
shape, have a broad leaf-like design much like that of the sail Hit Points 178 (16d10 + 80)
on their spine, ending in a sharp tip. Speed 40ft., climb 40ft., fly 80ft.
The Blood Dragons also have a unique skull formation,
being more rounded before pointing off at the jaw. They have STR DEX CON INT WIS CHA
a frill on the back of their skulls, and their eyes—unlike those
of other dragons—have pupils which run horizontally rather 24 (+7) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 16 (+3)
than vertically, producing a more unsettling appearance.
Blood dragons follow their prey, even circling around cities, Saving Throws Dex +3, Con +8, Wis +3, Cha +6
waiting for their targets to emerge while hiding. The only way Skills Perception +6, Intimidate +6
to escape a blood dragon, is to lead it to a more desirable Damage immunities fire
prey, like a small, defenseless village or camp and flee as it Damage resistances cold
Senses Blindsight 30ft., Darkvision 60ft., passive
attacks. Perception 18
For a frost variant, simply swap fire immunity and cold Languages Common, Draconic
resistance, and have the dragon use frost breath as its main Challenge 8 (3,900 XP)
weapon.
Actions
Multiatack. Dragon makes 2 attacks: one with its
bite, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 18 (2d10 + 7) piercing damage
plus 7 (2d6) fire damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit: 11 (1d8+7) bludgeoning damage.
The target then must make a DC 16 Strength saving
throw or be knocked prone.
Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The
dragon exhales fire in a 30-foot cone. Each creature
in that area must make a DC 16 Dexterity saving
throw, taking 45 (10d8) fire damage on a failed
save, or half as much damage on a successful one.
Fo-Krah-diin (Frost Breath) (Recharge 5-6). The
dragon exhales an icy blast in a 30-foot cone. Each
creature in that area must make a DC l6
Constitution saving throw, taking 36 (8d8) cold
damage on a failed save, or half as much damage on
a successful one. If it fails the saving throw, the
target's speed is reduced by 10 feet for 1 minute.
The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

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Frost dragons
Frost dragons possess a rather similar appearance to the Frost Dragon
brown dragon. They are, however, larger, even more so than large dragon, lawful evil
the blood dragon, with an even larger, more noticeable row of
spines on their backbone. They have a white colored body, Armor Class 18 (natural armor)
with mixes of black and grey all over it, and a large tail with a Hit Points 168 (16d12 + 64)
spaded tip, similar to brown dragons, albeit larger. They're Speed 40ft., climb 40ft., fly 80ft., swim 40ft.
not as strong, but know how to utilize a greater number of
devastating attacks, making them, in the end, more powerful. STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 19 (+4) 16 (+3) 13 (+1) 17 (+3)

Saving throws Dex +4, Con +8, Wis +5, Cha +7


Skills Perception +9, Athletics +10
Damage immunities cold
Damage vulnerabilities fire
Senses Blindsight 30ft., Darkvision 120ft., passive
Perception 19
Languages Common, Draconic
Challenge 10 (5,900 XP)

Ice Walk. Frost dragon can move across and climb


icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed of
ice or snow doesn't cost it extra moment.

Actions
Multiattack. The dragon makes three attacks: one
with its bite or tail and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft.,
one target. Hit: 17 (2d10 + 6) piercing damage
plus 7 (2d6) cold damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail sweep. Melee Weapon Attack: +10 to hit, reach
10ft., up to 3 targets within reach. Hit: 15 (2d8 +
6) bludgeoning damage. The creatures hit must
then make a DC 16 Strength saving throw or be
knocked prone.
Fo-Krah-diin (Frost Breath) (Recharge 5-6). The
dragon exhales an icy blast in a 60-foot cone. Each
creature in that area must make a DC 16
Constitution saving throwor take 63 (14d8) cold
damage and have its speed reduced by 10 feet for
1 minute. A successful save halves the damage and
negates the speed reduction. The target can repeat
the saving throw at the end of each of its turns,
ending the speed reduction on a success.

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Elder dragon
Not these dragons are they larger, and obviously more
intimidating, than their brown and green cousins, but they
feature a more noticeable bronze colored body, with spots of
black dotting the skin. Instead of a row of spines, or a sail,
these dragons have a mere row of bony bumps dotting their
spine, however, they essentially trade that for a meaner, more
aggressive looking facial structure. They have two massive,
curved horns on their heads, with a more angular, pointy face.
Lastly, these dragons also possess the regular spaded tail that
the Brown and Frost dragons also have.
Elder dragons do not have a favored elemental shout,
instead using either a Fire Breath shout, or a Frost Breath
shout. They are far more powerful than previous dragon
variants in terms of attacks, both ranged and physical,
meaning engaging these dragons is quite a battle.

Elder dragon Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage. The
Huge dragon, Lawful evil
creatures hit must then make a DC 18 Strength saving
Armor Class 19 (natural armor) throw or be knocked prone.
Hit Points 207 (18d12 + 90) Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon
Speed 40ft., climb 40ft., fly 80ft., swim 40ft. exhales an icy blast in a 60-foot cone. Each creature in
that area must make a DC 18 Constitution saving
throwor take 54 (12d8) cold damage and have its
STR DEX CON INT WIS CHA speed reduced by 10 feet for 1 minute. A successful
24 (+7) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 18 (+4) save halves the damage and negates the speed
reduction.
Saving throws Dex +6, Con +10, Wis +7, Cha +9 Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon
Skills Perception +12, Athletics +12 exhales fire in a 30-foot cone. Each creature in that
Damage resistances fire, cold area must make a DC 18 Dexterity saving throw, taking
Senses Blindsight 60ft., Darkvision 120ft., passive 63 (14d8) fire damage on a failed save, or half as much
Perception 22 damage on a successful one.
Languages Common, Draconic
Challenge 15 (13,000 XP) Legendary actions
The dragon can take 3 legendary actions, choosing
Legendary resistance (3/day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn. The target can
Multiattack. Elder dragon makes three attacks: one with repeat the saving throw at the end of each of its turns,
its bite and two with its claws. ending the speed reduction on a success.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one Detect. The dragon makes a Wisdom (Perception)
target. Hit 18 (2d10 + 7) piercing damage plus 7 (2d6) check.
fire or cold damage (dragon's choice). Tail attack. The dragon makes a tail attack.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 14 (2d6 + 7) wings. Each creature within 10 feet of the dragon must
succeed on a DC 19 Dexterity saving throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

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Ancient dragon
In terms of overall appearance, these dragons possess a
similar look to Elder Dragons, except they possess a color
change, being more tan and pink in color, rather than bronze
and yellow. The black splotches still remain on the dragon,
and are noticeable on the head crests, wings, and tail. These
dragons have a more spiny back, with a seeming triple row of
small, stubby spikes, lining down the spine, to the tail. In
terms of size, these dragons are the largest, barring
Legendary variants, and they, like others, possess a spaded
tail.
They are the most powerful breed of dragons, and a force
to be truly reckoned with. Luckily, they are rare, and only a
few were brought back by Alduin. They are also scarily
intelligent, and each of them is working on their own
malevolent plans for Skyrim.

Ancient dragon Frightful presence. Each creature of the dragon's choice


that is within 120 feet of the dragon and aware of it
Gargantuan dragon, lawful evil
must succeed on a DC 16 Wisdom saving throw or
Armor Class 20 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 410 (20d20 + 200) the saving throw at the end of each of its turns , ending
Speed 40 ft., fly 80ft ., swim 40 ft. 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 dragon's Frightful Presence
STR DEX CON INT WIS CHA for the next 24 hours .
30 (+10) 14 (+2) 30 (+10) 22 (+6) 13 (+1) 21 (+5) Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon
exhales fire in a 90-foot cone. Each creature in that
Saving throws Dex +8, Con + 16, Wis +7, Cha +11 area must make a DC 23 Dexterity saving throw, taking
Skills Perception +13, Stealth +6 72 (16d8) fire damage on a failed save, or half as much
Damage resistances fire, cold damage on a successful one.
Senses Blindsight 60ft., Darkvision 120ft., passive Fo-Krah-diin (Frost Breath) (Recharge 5-6). The dragon
Perception 23 exhales an icy blast in a 90-foot cone. Each creature in
Languages Common, Draconic that area must make a DC 23 Constitution saving
Challenge 21 (33,000 XP) throw or take 54 (12d8) cold damage and have its
speed reduced by 10 feet for 1 minute. A successful
Soul of the dov. The ancient dragon has advantage on all save halves the damage and negates the speed
saving throws against magic. reduction. The target can repeat the saving throw at the
end of each of its turns, ending the speed reduction on
Adaptation. The dragon can move across and climb any a success.
surface without needing to make an ability check.
Additionally, difficult terrain doesn't cost it extra Legendary actions
movement.
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It Detect. The dragon makes a Wisdom (Perception)
then makes three attacks: one with its bite and two check.
with its claws.
Tail attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +16 to hit, reach 10ft., one
target. Hit 21 (2d10 + 10) piercing damage plus 9 Wing attack (costs 2 actions). The dragon beats its
(2d8) fire damage. wings. Each creature within 15 feet of the dragon must
succeed on a DC 23 Dexterity saving throw or take 17
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., (2d6 + 10) bludgeoning damage and be knocked
one target. Hit 17 (2d6 + 10) slashing damage. prone. The dragon can then fly up to half its flying
Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one speed.
target. Hit: 17 (2d8 + 8) bludgeoning damage. The
creatures hit must then make a DC 23 Strength saving
throw or be knocked prone.

12
Alduin until he was again defeated by Shor. Some consider that
Alduin's rule during this period was foresaking his proper
"You do not even know our tongue, do you? Such arrogance, role as the World-Eater.
to dare take for yourself the name of Dovah!" ―Alduin to the Alduin served as a leader of the dragons, and he ruled with
Last Dragonborn an iron fist. The humans either worshiped him or were
enslaved. The humans worshiped him and the dragons in the
Alduin, the World Eater, also considered an alternative name Dragon Cult. High ranking members of this cult would be
of Akatosh by some of Tamriel, is the most powerful dragon to known as a Dragon Priest. Alduin's lieutenant at the time was
have ever existed. He is considered the "wellspring" of the Paarthurnax, but secretly Paarthurnax was betraying him.
Nordic pantheon, as well as the harbinger of the apocalypse. Paarthurnax was teaching the voice to the humans so that
He is also described as the "creator of dragon civilization" in they could rebel against their dragon overlords. The ensuing
one particular text ("Shalidor's insight"). war would be known as the Dragon War.
He was ultimately sent forward in time through the actions
History of three Nordic heroes, who created a new Shout to subdue
Nordic myth asserts that Alduin destroyed the last world to him, and used an Elder Scroll to send Alduin forward in time.
begin this one. As a result, he is both creator and destroyer,
as well as predating the creation of Nirn itself. There are "And the Scrolls have foretold, of black wings in the cold, That
legends of his battles with Shor during this time. when brothers wage war come unfurled! Alduin, Bane of
During the Merethic Era, the people of Atmora and Skyrim Kings, ancient shadow unbound, With a hunger to swallow
worshiped dragons, possibly at the urging of Alduin. He also the world!" ―Song of the Dragonborn
conspired with Orkey to reduce all the Nords to children,

13
Alduin Yol-Toor-Shul (Fire Breath) (Recharge 5-6). Alduin
exhales fire in a 90-foot cone. Each creature in that
Gargantuan dragon, neutral evil
area must make a DC 24 Dexterity saving throw, taking
Armor Class 23 (natural armor) 117 (26d8) fire damage on a failed save, or half as
Hit Points 615 (30d20 + 300) much damage on a successful one.
Speed 40 ft., fly 80ft ., swim 40 ft. Fo-Krah-diin (Frost Breath) (Recharge 5-6). Alduin
exhales an icy blast in a 90-foot cone. Each creature in
that area must make a DC 24 Constitution saving
STR DEX CON INT WIS CHA throw or take 99 (22d8) cold damage and have its
30 (+10) 14 (+2) 30 (+10) 26 (+8) 16 (+3) 24 (+7) speed reduced by 15 feet for 1 minute. A successful
save halves the damage and negates the speed
Saving throws Dex +11, Con + 19, Wis +12, Cha +16 reduction. The target can repeat the saving throw at the
Skills Perception +20, Intimidate +16, Stealth +11, end of each of its turns, ending the speed reduction on
Atheltics +19 a success.
Damage immunities fire; piercing, slashing and Fus-Ro-Dah (Unrelenting Force) (Recharge 5-6). Alduin
bludgeoning from nonmgical weapons lets out a roar empowered by his own soul, shooting
Damage resistances cold, lightning, acid, psychic, each creature in a 90-foot cone. Each creature caught
thunderm poison, necrotic, radiant, force in the shout must make a DC 24 Strength saving throw
Senses Blindsight 60ft., Darkvision 120ft., passive or take 90 (20d8) points of force damage and be
Perception 30 thrown away 90 feet in the direction of the shout,
Languages Common, Draconic taking an additional 31 (9d6) points of bludgeoning
Challenge 27 (100,000 XP) damage upon landing prone. A successful saving throw
halves the damage and stop the targe from being flung
Soul of the dov. Alduin has advantage on all saving away.
throws. Meteor storm (2/day). Blazing orbs of fire plummet to
Adaptation. Alduin can move across and climb any the ground at four different points Alduin can see
surface without needing to make an ability check. within 1 miles. Each creature in a 40-foot-radius sphere
Additionally, difficult terrain doesn't cost it extra centered on each point chosen must make a DC 24
movement. Dexterity saving throw. The sphere spreads around
corners. A creature takes 20d6 fire damage and 20d6
Legendary Resistance (5/Day). If Alduin fails a saving bludgeoning damage on a failed save, or half as much
throw, it can choose to succeed instead. damage on a successful one. A creature in the area of
more than one fiery burst is affected only once.
Actions
Multiattack. Alduin can use its Frightful Presence. He Legendary actions
then makes three attacks: one with its bite and two Alduin can take 5 legendary actions, choosing from the
with its claws. options below. Only one legendary action option can
be used at a time and only at the end of another
Bite. Melee Weapon Attack: +19 to hit, reach 15ft., one creature's turn. The dragon regains spent legendary
target. Hit 26 (3d10 + 10) piercing damage plus 14 actions at the start of its turn.
(4d6) fire damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10ft., Detect. Alduin makes a Wisdom (Perception) check.
one target. Hit 20 (3d6 + 10) slashing damage. Tail attack. Alduin makes a tail attack.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one Wing attack (costs 2 actions). Alduin beats its wings.
target. Hit: 21 (3d8 + 8) bludgeoning damage. The Each creature within 20 feet of the dragon must
creatures hit must then make a DC 24 Strength saving succeed on a DC 24 Dexterity saving throw or take 20
throw or be knocked prone. (3d6 + 10) bludgeoning damage and be knocked
Frightful presence. Each creature of Alduin's choice that prone. Alduin can then fly up to half its flying speed.
is within 120 feet of the dragon and aware of it must
succeed on a DC 21 Wisdom saving throw or become
frightened for 1 minute. A 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 Alduin's Frightful Presence
for the next 24 hours .

14
Draugr are undead Nordic warriors of Skyrim. It is believed
Draugr that draugr once served the Dragon Priests; some even know
"I don't know what sort of eternal wellspring they draw from, several Words of Power.
but it's clear that the draugr carry only the barest whisper of Draugr are among the most common foes in Skyrim's
life in them, and it rekindles nightly while resting in its niche. many crypts and catacombs. They retain the ability to wield
I now believe that the grotesque forms that we see in the weapons such as swords, axes, and bows, and higher ranked
barrow were, in fact, buried fully as men and women, and draugr can even use Dragon Shouts.
only over the thousands of years that have passed withered Most draugr use ancient Nordic weapons, although the
into the wretched things we know. If we had visited a barrow high ranked variants can use ebony weapons. Some draugr
directly after it's construction, we might not have even known only appear as corpses, usually containing a few pieces of
any of its inhabitants were dead!" -Amongst the draugr gold. Draugr are weak to fire as well as silver weapons.

15
Draugr Restless Draugr
Medium undead, Lawful evil Medium undead, Lawful evil

Armor Class 14 (ancient nord armor) Armor Class 15 (ancient nord armor)
Hit Points 15 (2d8 + 6) Hit Points 75 (10d8 + 30)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 6 (-2) 11 (+0) 5 (-3) 17 (+3) 14 (+2) 17 (+3) 7 (-2) 12 (+1) 5 (-3)

Damage immunities poison Skills Perception +3


Damage resistances cold Damage immunities poison
Damage vulnerabilities fire Damage resistances cold
Condition Immunities poisoned Damage vulnerabilities fire
Senses Darkvision 60ft., passive Perception 10 Condition Immunities poisoned
Languages Draconic Senses Darkvision 60ft., passive Perception 13
Challenge 1/2 (100 XP) Languages Draconic
Challenge 2 (450 xp)
Shield. When carrying a longsword and a shield,
draugr gets an additonal +2 to its AC. Shield. When carrying a sword and a shield, Restless
draugr gets an additonal +2 to its AC, but cannot
Actions use Frostbite.
Ancient Nord Axe. Melee Weapon Attack: +4 to hit, Multiattack. Restless draugr makes 2 attacks with its
reach 5ft., one target. Hit: 5 (1d6 + 2) slashing chosen weapon.
damage.
Actions
Ancient Nord Bow. Ranged Weapon Attack: +3 to
hit, reach 5ft., one target. Hit: 6 (1d8 + 1) piercing Ancient Nord Sword. Melee Weapon Attack: +5 to
damage. hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing
damage.
Ancient Nord Greatsword. Melee Weapon Attack: +4
to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) Ancient Nord Bow. Ranged Weapon Attack: +4 to
slashing damage. hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Ancient Nord Greatsword. Melee Weapon Attack: +5
to hit, reach 5ft., one target. Hit: 10 (2d6 + 3)
slashing damage.
Frostbite. Ranged Spell Attack: +3 to hit, reach
20ft., one target. Hit: 6 (1d12) cold damage, and
the target's speed is reduced by 5ft. for 1 round.
Restless Draugr can use its action on subsequent
turns to automatically deal this damage and reduce
the target's speed. This is a concentration spell that
lasts up to 1 minute.

16
Often founds leading other undead into battle, Draugr The Draugr Scourge is a powerful type of undead that
Wights love using their spells while attacking with a sword, typically serves as a guardian or leader in draugr-filled crypts
making them formidable opponents. and dungeons. They're possibly the most perceptive kind of
draugr, and sneaking past them is rarely possible.

Draugr Wight
Medium undead, Lawful evil Draugr Scourge
Medium undead, Lawful evil
Armor Class 15 (ancient nord armor)
Hit Points 144 (17d8 + 68) Armor Class 15 (ancient nord armor)
Speed 30ft. Hit Points 190 (20d8 + 100)
Speed 30ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 7 (-2) 15 (+2) 5 (-3) STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 20 (+5) 10 (+0) 19 (+4) 5 (-3)
Skills Perception +5
Damage immunities poison Skills Perception +12
Damage resistances cold Damage immunities poison
Damage vulnerabilities fire Damage resistances cold
Condition Immunities poisoned Damage vulnerabilities fire
Senses Darkvision 60ft., passive Perception 15 Condition Immunities poisoned
Languages Draconic Senses Darkvision 60ft., passive Perception 22
Challenge 5 (1,800 XP) Languages Draconic
Challenge 9 (5,000 XP)
Shield. When carrying a sword and a shield, draugr
Wight gets an additonal +2 to its AC, but cannot Brutal. Draugr Scourge's weapons deal an additional
make spell attacks. 3 damage on each successful hit. Additionally,
Draugr Scourge can use Strength, instead of
Multiattack. Draugr Wight makes 2 Ancient Nord Charisma, to determine the DC of its Dragon
Sword attacks and 1 spell attack. Shouts.
Actions Perceptive. Draugr Scourge adds double its
Ancient Nord Sword. Melee Weapon Attack: +6 to proficiency bonus on Perception checks.
hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing Shield. When carrying a sword and a shield, Draugr
damage. Scourge gets an additonal +2 to its AC, but cannot
make spell attacks.
Frostbite. Ranged Spell Attack: +5 to hit, reach
20ft., one target. Hit: 6 (1d12) cold damage, and Multiattack. Draugr Scourge makes 2 Ancient Nord
the target's speed is reduced by 10ft. for 1 round. Sword attacks and 1 spell attack, or it can shout.
Draugr Wight can automatically deal this damage by
using its spell attack and reduce the target's speed. Actions
This is a concentration spell that lasts up to 1 Ancient Nord Sword. Melee Weapon Attack: +8 to
minute. hit, reach 5ft., one target. Hit: 11 (1d8 + 7) slashing
Ice spike. Ranged Spell Attack: +5 to hit, reach 40ft., damage.
one target. Hit: 6 (1d12) cold damage and 4 (1d8)
piercing damage. Frostbite. Ranged Spell Attack: +5 to hit, reach
20ft., one target. Hit: 6 (1d12) cold damage, and
the target's speed is reduced by 15ft. for 1 round.
Draugr Wight can automatically deal this damage by
using its spell attack and reduce the target's speed.
This is a concentration spell that lasts up to 1
minute.
Ice spike. Ranged Spell Attack: +5 to hit, reach 40ft.,
one target. Hit: 13 (2d12) cold damage and 9
(2d8) piercing damage.
Unrelenting force: Fus-Ro-Dah. All creatures in a 30-
foot cone in front of Draugr Scourge must make a
DC 18 Strength saving throw or be flung to the the
end of its reach, landing prone upon landing. If the
creature is Huge or larger, or a dragon, it is not
flung, but loses its balance and falls prone
nevertheless on a failed save.

17
Draugr Overlord Ancient Nord Sword. Melee Weapon Attack: +10 to hit,
Medium undead, Lawful evil reach 5ft., one target. Hit: 14 (1d8 + 10) slashing
damage.
Armor Class 15 (ancient nord armor)
Hit Points (25d8 + 125) Ancient Nord Bow. Ranged Weapon Attack: +10 to hit,
Speed 30ft. reach 100/200ft., one target. Hit: 14 (1d8 + 10)
piercing damage.
Unrelenting force: Fus-Ro-Dah (Recharge 5-6). All
STR DEX CON INT WIS CHA
creatures in a 30-foot cone in front of Draugr Overlord
20 (+5) 14 (+2) 20 (+5) 10 (+0) 19 (+4) 5 (-3) must make a DC 19 Strength saving throw or be flung
to the the end of its reach, landing prone upon landing.
Skills Perception +8 If the creature is Huge or larger, or a dragon, it is not
Damage immunities poison flung, but loses its balance and falls prone nevertheless
Damage resistances cold, necrotic on a failed save.
Damage vulnerabilities fire Disarm: Zun-Haal-Viik (Recharge 5-6). All targets in 1
Condition Immunities poisoned 30-foot cone in front of Dragur Overlord must make a
Senses Darkvision 60ft., passive Perception 18 DC 19 Strength saving throw or drop all weapons
Languages Draconic they're holding in their hands.
Challenge 11 (3,200 XP)
Legendary actions.
Brutal. Draugr Overlord's weapons deal an additional 5 Draugr Overlord can take 3 Legendary Actions,
damage on each successful hit, and it can use Strength choosing from the options below. Only one legendary
instead of Dexterity on ranged attacks. Additionally, action can be used at a time, and only at the end of
Draugr Overlord can use Strength, instead of Charisma, another creature's turn. Spent legendary actions are
to determine the DC of its Dragon Shouts. regained at the start of each turn.
Shield. When carrying a sword and a shield, Draugr Move. Draugr Overlord moves up to its speed without
Overlord gets an additonal +2 to its AC. provoking Opportunity Attacks.
Multiattack. Draugr Overlord makes 3 attacks with its
Attack. Draugr Overlord makes one Weapon Attack.
chosen weapon.
Parry (costs 2 actions). Draugr Overlord adds its
Legendary Resistance (3/Day): If the draugr Overlord proficiency bonus to armor class until the beginning of
fails a saving throw, it can choose to succeed instead. its next turn.
Actions

18
Draugr Deathlord Legendary Resistance (3/Day): If the draugr Deathlord
fails a saving throw, it can choose to succeed instead.
Medium undead, Lawful evil

Armor Class 16 (ancient nord armor) Actions


Hit Points 285 (30d8 + 150) Ebony Sword. Melee Weapon Attack: +12 to hit, reach
Speed 30ft. 5ft., one target. Hit: 15 (1d8 + 11) slashing damage.
Ebony Bow. Ranged Weapon Attack: +12 to hit, reach
STR DEX CON INT WIS CHA 100/200ft., one target. Hit: 15 (1d8 + 11) piercing
20 (+5) 16 (+3) 20 (+5) 10 (+0) 20 (+5) 5 (-3) damage.
Unrelenting force: Fus-Ro-Dah (Recharge 5-6). All
Skills Perception +10 creatures in a 30-foot cone in front of Draugr
Damage immunities poison, necrotic Deathlord must make a DC 20 Strength saving throw
Damage resistances cold or be flung to the the end of its reach, landing prone
Damage vulnerabilities fire upon landing. If the creature is Huge or larger, or a
Condition Immunities poisoned dragon, it is not flung, but loses its balance and falls
Senses Darkvision 60ft., passive Perception 20 prone nevertheless on a failed save.
Languages Draconic Disarm: Zun-Haal-Viik (Recharge 5-6). All targets in 1
Challenge 14 (11,500 XP) 30-foot cone in front of Dragur Deathlord must make a
DC 20 Strength saving throw or drop all weapons
Brutal. Draugr Deathlord's weapons deal an additional 5 they're holding in their hands.
damage on each successful hit, and it can use Strength
instead of Dexterity on ranged attacks. Additionally, Legendary actions.
Draugr Overlord can use Strength, instead of Charisma,
to determine the DC of its Dragon Shouts. Draugr Deathlord can take 3 Legendary Actions,
choosing from the options below. Only one legendary
Shield. When carrying a sword and a shield, Draugr action can be used at a time, and only at the end of
Deathlord gets an additonal +2 to its AC. another creature's turn. Spent legendary actions are
regained at the start of each turn.
Multiattack. Draugr Deathlord makes 4 attacks with its
chosen weapon. Move. Draugr Deathlord moves up to its speed without
Ebony weapons. Ebony weapons add an additional +1 to provoking Opportunity Attacks.
hit and damage. Attack. Draugr Deathlord makes one Weapon Attack.
Cold aura. All creatures who begin their turn withing Parry (costs 2 actions). Draugr Deathlord adds its
5ft. of a draugr Deathlord take 3 (1d6) points of cold proficiency bonus to armor class until the beginning of
damage. its next turn.

Named draugr:
King Olaf One-Eye
Sigdis Gauldurson
Jyrik Gauldurson
Mikrul Gauldurson
Red Eagle
Fjori
Holgeir
Curalmil
Gatekeeper DR
Yngol's Shade
Guardian Saerek
Guardian Torsten

19
Dwarven Automatons Dwarven sphere
Though Automatons are not entirely creatures, Dwarven Dwarven spheres can be found in all Dwemer ruins. When
Automatons range in size from smaller than a human to not engaged in combat, they are found folded up into a large
larger than a giant. They are golden colored, strong robotic metal ball shape roughly a meter in diameter, rolling around
creations made by the Dwemer. They are also extremely via a pair of diagonal wheels on either side. When they sense
resistant to frost damage. an intruder nearby, Dwarven Spheres will open up and unfold
their body to full height, attacking with whatever weapons are
mounted on their forearms. They can also appear out of
Dwarven Spider massive pipes in the walls, popping out when a nearby trap is
Created by the Dwemer long ago, the Dwarven spiders triggered, or simply if an intruder gets too close.
served as repair drones, keeping the massive machines in Combat. Though they appear lanky, Dwarven Spheres are
working condition, even long after their Dwemer masters had fast and tough. They are often armed with a sword blade
vanished (which might explain why the machinery in Dwemer mounted on one forearm and a crossbow on the other,
ruins still remains functional). allowing them to attack both up-close and from afar.

Dwarven Spider Dwarven Sphere


Small construct, Neutral Medium construct, Neutral

Armor Class 16 (natural armor) Armor Class 17 (natural armor)


Hit Points 66 (12d6 + 24) Hit Points 170 (20d8 + 80)
Speed 30ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 4 (-3) 11 (+0) 7 (-2) 18 (+4) 16 (+3) 18 (+4) 4 (-3) 14 (+2) 7 (-2)

Damage immunities poison, cold Damage immunities poison, cold


Condition Immunities charmed, poisoned Condition Immunities charmed, poisoned, all
Senses passive Perception 10 enchantment spells and spell-like effects, prone
Languages None Senses passive Perception 12
Challenge 3 (700 XP) Languages None
Challenge 8 (3,900 XP)
Magic resistance. Dwarven spider has advantage on
saving throws against spells and other magical Magic resistance. Dwarven sphere has advantage on
effects. saving throws against spells and other magical
effects.
Charging jump. When a dwarven spider is 10 feet
away from its target, it can leap towards it as a part Mobility. Dwarven spheres do not provoke
of the move action and make a single claw attack. If Opportunity Attacks caused by moving out of their
it hits, multiply the damage by 4. opponent's reach.
Guardian's design. Dwarven sphere's weapons
Actions always deal 3d8 points of damage.
Multiattack. Dwarven spider makes 2 claw attacks.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. Multiattack. Dwarven sphere makes 3 attacks with
its crossbow or arm blade, in any combination.
Shock spit. Ranged Spell attack: +2 to hit, reach
15ft., one target. Hit: 14 (4d6) lightning damage. Arm Blade. Melee Weapon Attack: +7 to hit, reach
5ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Crossbow. Ranged Spell attack: +6 to hit, reach
120/320ft., one target. Hit: 16 (3d8 + 3) piercing
damage.

20
Dwarven Balista
"One of the most dangerous Steam Animunculi is the Dwarven Centurion
Dwarven Ballista, which fires a bolt that can penetrate even Huge construct, Neutral
the thickest armor."
Armor Class 21 (natural armor)
Created by the Dwemer long ago, the Dwarven Ballistas Hit Points 250 (20d12 + 120)
served as guardians and warriors. Much like Dwarven Speed 25ft.
Spheres, Dwarven Ballistas maintain a constant vigil over the
ruins their masters once called home. STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 4 (-3) 16 (+3) 7 (-2)
Dwarven Balista Skills Perception +9
Large construct, Neutral Damage immunities poison, cold; bludgeoning,
piercing and slashing damage from nonmagical
Armor Class 19 (natural armor) weapons that aren't adamantine
Hit Points 210 (20d10 +100) Damage resistances bludgeoning, piercing slashing
Speed 30ft. from weapons that aren't adamantine; all spells
and spell-like effects
Condition Immunities charmed, poisoned
STR DEX CON INT WIS CHA
Senses passive Perception 19
10 (+0) 20 (+5) 20 (+5) 4 (-3) 14 (+2) 7 (-2) Languages None
Challenge 17 (18,000 XP)
Damage immunities poison, cold
Condition Immunities charmed, poisoned Magic resistance. Dwarven centurion has advantage
Senses passive Perception 12 on saving throws against spells and other magical
Languages None effects, and takes only half damage from magical
Challenge 13 (10,000 XP) sources.

Magic resistance. Dwarven balista has advantage on Legendary resistance (3/day) If the Centurion fails a
saving throws against spells and other magical saving throw, it can choose to succeed instead.
effects.
Actions
Powerful bolts. Dwarven balistas shoot powerful Multiattack. Dwarven centurion makes 3 attacks: 2
metal spears that can pierce the most powerful with its warhammer and 1 with its battleaxe.
armor. When an armored enemy is struck with a
bolt, it receives a -1 penalty to Armor Class until the Dwarven Warhammer. Melee Weapon Attack: +14
armor is repaired. If this reduction reduces the to hit, reach 10ft., one target. Hit: 30 (4d10 + 8)
Armor Class received from the armor to 0, the bludgeoning damage. The creature must then make
armor is destroyed. If an unarmored enemy is hit a DC 18 Strength saving throw or be knocked
with a bolt, double the damage from it. prone.
Dwarven Battleaxe. Melee Weapon Attack: +14 to
Actions hit, reach 10ft., one target. Hit: 27 (3d12 + 8)
Balista bolt. Ranged Weapon Attack: +9 to hit, reach slashing damage. The creature must then make a
120/320ft., one target. Hit: 49 (8d10 + 5) piercing DC 18 Strength saving throw or be knocked prone.
damage.
Steam Breath (Recharge 5-6). TThe dragon turtle
exhales scalding steam in a 90-foot cone. Each
creature in that area must make a DC 18
__ Constitution saving throw, taking 77 (22d6) fire
damage on a failed save, or half as much damage on
a successful one. Being Underwater doesn't grant
Dwarven Centurion Resistance against this damage.
Dwarven Centurions are very large mechanical guardians in
Dwemer ruins. Their giant bodies, undoubtedly designed for
combat, are constructed of solid Dwemer blocks and
armored with thick dwarven plates. Their arms are equipped
with a Dwarven Warhammer and a Dwarven Battleaxe. Their
enormous body makes them move slowly, but they can take
lots of damage and use very powerful attacks.
Of all the Animunculi left behind by the ancient Dwemer,
the Dwarven Centurions are the most elaborately
constructed, well-armed, defensive, and arguably the most
dangerous.

21
22
unsullied Snow Elf by the name of Knight-Paladin Gelebor
Falmer stated that with the little chance of survival, they willingly
"The Falmer are twisted, evil creatures that dwell in Skyrim's took to servitude and the poison that rendered them blind.
deepest reaches. They have but one desire - to destroy the Years of slavery and the blinding poison turned them into the
surface world, and any who dwell above." sick and twisted race they are currently.
The Falmer are the degenerate offspring of an endangered Physiology
species of elves, Snow Elves, who dwell in the ancient The Falmer's bodies are hideous, otherworldly corruptions of
Dwemer ruins hewn from Skyrim's expansive subterranean typical Mer physiology. Living in cramped, dark caves all their
caverns. Although blind, their senses of hearing, smell, and lives has rendered their backs hunched, their joints heavily
touch are attuned far beyond those of most other races. scarred, and their skin deathly pale. Their eyes are tiny and
useless, though their ears are larger and more sensitive than
History those of their surface-dwelling cousins. Their noses are
The Falmer were not always the hideous, pale-skinned nothing more than thin, skeletal slits on their faces, and their
creatures that reside in ancient Dwemer ruins. They were teeth are jagged and rotten. Although a typical Falmer may
once members of an even more ancient and powerful race appear small and emaciated, they can be surprisingly quick
known as the Snow Elves, beings of grace with wisdom on their feet and deliver quick, powerful blows with a sword.
beyond that of even the High and Wood Elves that now
populate Tamriel's woodlands.
Origins
A common misconception among the people of Tamriel is
that the Snow Elves were tricked by the Dwemer into eating
a mushroom native only to Blackreach, which then turned
them into the repulsive creatures they are today; however, an

23
Falmer Falmer Skulker
Medium humanoid, Neutral evil Medium humanoid, Neutral evil

Armor Class 15 (Falmer armor) Armor Class 17 (Falmer armor)


Hit Points 9 (2d8) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 9 (-1) 14 (+2) 6 (-2) 12 (+1) 18 (+4) 14 (+2) 9 (-1) 16 (+3) 6 (-2)

Condition Immunities blinded Skills Perception +5


Damage resistances cold Condition Immunities blinded
Senses passive Perception 12 Damage resistances cold
Languages Elvish Senses passive Perception 15
Challenge 1/4 (50 XP) Languages Elvish
Challenge 2 (450 XP)
Blind adaption. The Falmer are completely used to
being blind, and receive no penalties for that Blind adaption. The Falmer are completely used to
condition, except automatically failing all being blind, and receive no penalties for that
Perception checks relying on sight. An invisible condition, except automatically failing all
creature doesn't get advantage on its Stealth Perception checks relying on sight. An invisible
checks against the Falemr. creature doesn't get advantage on its Stealth
checks against the Falemr.
Actions
Falmer sword. Melee Weapon Attack: +4 to hit,
Actions
reach 5ft., one target. Hit: 6 (1d8 + 2) slashing Multiattack. Falmer Skulker makes 2 attacks with its
damage, and the target must succeed on a DC 13 sword, or 2 attacks with its bow.
Constitution saving throw or be Poisoned for 1
hour. If the saving throw fails by 5 or more, the Falmer sword. Melee Weapon Attack: +6 to hit,
target is also Unconscious while Poisoned in this reach 5ft., one target. Hit: 8 (1d8 + 4) slashing
way. The target wakes up if it takes damage or if damage, and the target must succeed on a DC 13
another creature takes an action to shake it awake. Constitution saving throw or be Poisoned for 1
hour. If the saving throw fails by 5 or more, the
Falmer bow. Melee Weapon Attack: +4 to hit, reach target is also Unconscious while Poisoned in this
5ft., one target. Hit 6 (1d8 + 2) piercing damage. way. The target wakes up if it takes damage or if
another creature takes an action to shake it awake.
Falmer bow. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 8 (1d8 + 4) piercing damage.
Frostbite. Ranged Spell Attack: +5 to hit, reach
20ft., one target. Hit: 6 (1d12) cold damage, and
the target's speed is reduced by 5 feet for 1 round.
Falmer Skulker can use its action on subsequent
turns to automatically deal this damage and reduce
the target's speed. This is a concentration spell that
lasts up to 1 minute.

24
Falmer Nightprowler Falmer Shadowmaster
Medium humanoid, Neutral evil Medium humanoid, Neutral evil

Armor Class 17 (Falmer armor) Armor Class 18 (Falmer armor)


Hit Points 112 (15d8 + 45) Hit Points 170 (20d8 + 80)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 9 (-1) 18 (+4) 6 (-2) 12 (+1) 20 (+5) 18 (+4) 13 (+1) 18 (+4) 6 (-2)

Skills Perception +7 Skills Perception +8, Stelath +9


Condition Immunities blinded Condition Immunities blinded
Damage resistances cold Damage resistances cold
Senses passive Perception 17 Senses passive Perception 18
Languages Elvish Languages Elvish
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)

Blind adaption. The Falmer are completely used to Blind adaption. The Falmer are completely used to
being blind, and receive no penalties for that being blind, and receive no penalties for that
condition, except automatically failing all condition, except automatically failing all
Perception checks relying on sight. An invisible Perception checks relying on sight. An invisible
creature doesn't get advantage on its Stealth creature doesn't get advantage on its Stealth
checks against the Falemr. checks against the Falemr.

Actions Actions
Multiattack. Falmer Nightprowler makes 2 spell Multiattack. Falmer Shadowmaster makes 2 attacks
attacks: one with an Ice Spike and the other with with its bound sword and one spell attack.
Frostbite.
Bound sword. Melee Weapon Attack: +9 to hit,
Falmer sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing
reach 5ft., one target. Hit: 5 (1d8 + 3) slashing damage, and the target must succeed on a DC 13
damage, and the target must succeed on a DC 13 Constitution saving throw or be Poisoned for 1
Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the
hour. If the saving throw fails by 5 or more, the target is also Unconscious while Poisoned in this
target is also Unconscious while Poisoned in this way. The target wakes up if it takes damage or if
way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
another creature takes an action to shake it awake.
Frostbite. Ranged Spell Attack: +8 to hit, reach
Frostbite. Ranged Spell Attack: +7 to hit, reach 20ft., one target. Hit: 10 (1d12 + 4) cold damage,
20ft., one target. Hit: 10 (1d12 + 4) cold damage, and the target's speed is reduced by 10 feet for 1
and the target's speed is reduced by 5 feet for 1 round. Falmer Skulker can use its spell attack on
round. Falmer Skulker can use its action on subsequent turns to automatically deal this damage
subsequent turns to automatically deal this damage and reduce the target's speed. This is a
and reduce the target's speed. This is a concentration spell that lasts up to 1 minute.
concentration spell that lasts up to 1 minute.
Ice Spike. Ranged Spell Attack: +8 to hit, reach
Ice Spike. Ranged Spell Attack: +7 to hit, reach 40ft., one target. Hit: 17 (2d12 + 4) cold damage
40ft., one target. Hit: 17 (2d12 + 4) cold damage and 9 (1d8 + 5) piercing damage.
and 8 (1d8 + 4) piercing damage.

25
Falmer Warmonger
Medium humanoid, Neutral evil

Armor Class 18 (Falmer armor)


Hit Points 190 (20d8 + 100)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 6 (-2)

Skills Perception +10, Stelath +10


Condition Immunities blinded
Damage resistances cold
Senses passive Perception 20
Languages Elvish
Challenge 11 (7,200 XP)

Blind adaption. The Falmer are completely used to


being blind, and receive no penalties for that
condition, except automatically failing all
Perception checks relying on sight. An invisible
creature doesn't get advantage on its Stealth
checks against the Falemr.

Actions
Multiattack. Falmer Warmonger makes 2 attacks
with its bound sword, uses its Frostbite, and shoots
an Ice Spike.
Bound sword. Melee Weapon Attack: +10 to hit,
reach 5ft., one target. Hit: 14 (2d8 + 5) slashing
damage, and the target must succeed on a DC 13
Constitution saving throw or be Poisoned for 1
hour. If the saving throw fails by 5 or more, the
target is also Unconscious while Poisoned in this
way. The target wakes up if it takes damage or if
another creature takes an action to shake it awake.
Frostbite. Ranged Spell Attack: +10 to hit, reach
20ft., one target. Hit: 11 (1d12 + 5) cold damage,
and the target's speed is reduced by 15 feet for 1
round. Falmer Skulker can use its spell attack on
subsequent turns to automatically deal this damage
and reduce the target's speed. This is a
concentration spell that lasts up to 1 minute.
Ice Spike. Ranged Spell Attack: +10 to hit, reach
40ft., one target. Hit: 18 (2d12 + 5) cold damage
and 9 (1d8 + 5) piercing damage.

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Frostbite Spider
Frostbite Spiders exist in several varieties and can be found Giant Frostbite spider
throughout Skyrim's wilderness, as well as inside dungeons Large beast, Unalligned
and mines (such as Redbelly Mine). Armor Class 16 (natural armor)
They will spit poisonous venom from afar during combat, Hit Points 95 (10d10 + 30)
Speed 40ft.
which can be harvested and used on weapons after they are
killed. Upon attacking, they will make a screeching or
scuttling noise. They attack with their mandibles and legs STR DEX CON INT WIS CHA
when up close. Frostbite Spiders' health and strength 18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 4 (-3)
depends on the size of the spider. Their lairs are often strewn
with webs which they can use to descend upon their unwary
prey from above. Skills Stealth +7
Senses blindsight 10ft., darkvision 60ft., passive
Dungeons containing Frostbite Spiders often have webbing Perception 11
around their entrances. Inside, webs frequently contain the Languages None
desiccated corpses of creatures and adventurers. While some Challenge 5 (1,800 XP)
can simply be walked through, others must be cut or burned
away in order to proceed. While they are usually the sole Spider climb. Frostbite spider can climb difficult
inhabitants of their residences, Frostbite Spiders will surfaces, including upside down on ceilings,
without needing to make an ability check.
occasionally share an abode with Vampires, Falmer, or other
creatures, whom they are friendly with. Web sense. While in contact with a web, Frostbite
spider knows the exact location of any other
creature in contact with the same web.
Frostbite spider Web Walker. Frostbite spider ignores Movement
restrictions caused by webbing.
Medium beast, Unalligned

Armor Class 14 (natural armor) Actions


Hit Points 33 (6d8 + 6) Bite. Melee Weapon Attack: +7 to hit, reach 10ft.,
Speed 30ft. one target. Hit: 8 (1d8 + 4) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 27 (6d8) poison damage on a failed
STR DEX CON INT WIS CHA save, or half as much damage on a successful one.
16 (+3) 14 (+2) 12 (+1) 2 (-4) 11 (+0) 4 (-3) If the poison damage reduces the target to 0 hit
points, the target is stable but Poisoned for 1 hour,
Skills Stealth +6 even after regaining hit points, and is Paralyzed
Senses blindsight 10ft., darkvision 60ft., passive while Poisoned in this way.
Perception 10 Poison spit (Recharge 5-6). Ranged Weapon Attack:
Languages None +5 to hit, reach 30ft., one target. Hit: 36 (8d8)
Challenge 1/2 (100 XP) poison damage, and the target is poisoned for 1
round.
Spider climb. Frostbite spider can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Web sense. While in contact with a web, Frostbite
spider knows the exact location of any other
creature in contact with the same web.
Web Walker. Frostbitw spider ignores Movement
restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit
points, the target is stable but Poisoned for 1 hour,
even after regaining hit points, and is Paralyzed
while Poisoned in this way.

27
Appearance
Hagraven Hagravens are hideous avian-like humanoids with scraggly
"This Hagraven was horrifying, almost human but more an grey hair, pale skin, hooked noses and solid black eyes. Their
abomination of woman and creature [crow] fused together, limbs are long and bony, and their hands and feet each have
nothing more than a husk of humanity surrendered in four digits ending in sharp talons. They dress in tattered
exchange for possession of the powers of dark magic." - black garments and have black raven feathers bound to their
Herbane shins and forearms. All hagravens are female.
Hagravens are a mix of an old crone and a crow, and are Powers
exclusively female. They are often called witches, and many
serve the Forsworn as Matriarchs For sacrificing their humanity, hagravens gain enhanced
magical powers that trump most other witches and warlocks.
History In addition to an innate resistance to spells, hagravens can
Legend has it they were once witches but gave up their cast spells powerful warlocks can, as often as a sorcerer.
humanity to become hagravens. They despise nature, and They prefer to keep their distance, lobbing spells at any
hunt down spriggans to capture and sacrifice. The Forsworn would-be attackers. In close quarters they will attack with
revere them greatly, and in the book The Madmen of the their filthy claws. They can also cast healing spells on
Reach, it is noted that the hagravens were in the Reach since themselves when damaged or fleeing.
"the beginning."

Hagraven Magic resistance. A Hagraven has advantage on saving


Medium humanoid, Chaotic Evil throws against spells and spell-like effects.
Armor Class 13 (16 with Mage Armor) Spellcasting. A Hagraven is a 14th level spellcaster. Her
Hit Points 97 (13d8 + 39) spellcasting ability is Charisma (spell save DC 18, +10
Speed 25ft. to hit with spell attacks). She knows the following
spells:
STR DEX CON INT WIS CHA Cantrips (at will): firebolt, light, mage hand,
prestidigitation
8 (-1) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 20 (+5)
Other (always cast using 7th level spell slot) (14 slots):
*magic missile, cure wounds, burning hands, mage
Saving throws Wisdom +7, Charisma +10
armor, healing word, mirror image, misty step,
Skills Arcana +5, Intimidate +10, Perception +7, Stealth
scorching ray, counterspell, fly, fireball, stoneskin, cone
+8
of cold
Damage resistances damage from spells; bludgeoning,
slashing, piercing from nonmagical weapons (from
stoneskin) Actions
Senses Dakrvision 60ft., passive Perception 17 Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one
Languages Common, Elvish target. Hit: 7 (1d8+3) slashing damage.
Challenge 10 (5,900 XP)

28
Spriggan Spriggan
"I am Groot." Medium fey, Neutral
The Spriggan is a creature that can be found across Skyrim. Armor Class 15 (natural armor)
Spriggans can usually be found underground in caves, or in Hit Points 52 (8d8 + 16)
dense forests Speed 30ft.

Behaviour and appearance


STR DEX CON INT WIS CHA
Spriggans are beings which are made entirely of wood and
magical energy; the source of which is their taproot. 16 (+3) 12 (+1) 15 (+2) 8 (-1) 18 (+4) 6 (-2)
Spriggans are attracted to taproot, and Hagravens
manipulate this weakness by hanging taproots from trees to Senses passive Perception 14
attract spriggans. Hagravens then sacrifice them for their Languages Sylvan
magical characteristics, and because of their hatred of Challenge 3 (700 XP)
nature.
Speak with beasts and plants. The spriggan can
Combat communicate with Beasts and Plants as if they
shared a Language.
In combat, spriggans have the ability to use the Invisibility
spell, heal themselves quickly when low on health, and attack Tree stride. Once on his turn, the spriggan can use
their target with a swarm of bees which can poison it. 10 ft. of his Movement to step magically into one
Their most notable ability is their ability to enthrall the living tree within her reach and emerge from a
nearby wildlife - including animals not normally hostile like second living tree within 60 ft. of the first tree,
deer, goats and foxes - to come to their aid; enthralled appearing in an unoccupied space within 5 ft. of
the second tree. Both trees must be large or bigger.
animals bear a green aura and the effect can be overridden
with the Animal Allegiance or Kyne's Peace shouts. Regeneration. When dropped to 5 hit points or
fewer but not instantly killed, the spriggan
regenerates 52 (8d8 + 16) hit points. This ability
can only be used once per day.

Actions
Swarm of bees (1/day). As an Action, the spriggan
can summon a swarm of bees to assist it in combat.
For the swarm use the swarm of instects stat block:
http://www.orcpub.com/dungeons-and-
dragons/5th-edition/monsters/swarm-of-insects
Claw. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 7 (1d8+3) piercing damage and 18
(4d8) poison damage, and the target must succeed
on a DC 14 Constitution saving throw or be
poisoned for 1 hour.

29
"Trolls can be found in any region throughout Skyrim, both Frost Trolls
deep underground or wandering the wilds."
Frost Trolls are considerably stronger than regular Trolls, and
Trolls are large, hairy, ape-like creatures with sharp fangs, are tough adversaries. Frost trolls are weak to fire damage
claws and long, powerful arms. These creatures have three and resistant to frost damage. They should be taken out as
beady black eyes, their skulls being easily recognized by their fast as possible as a prolonged battle will allow them to heal
three eye sockets. Commonly found in forests, such as the their wounds.
Rift, trolls also inhabit caves, ruins, and mountains. While
they are not very intelligent, Trolls compensate with tough
physical prowess and the ability to regenerate health.
Frost Troll
Medium giant, chaotic evil
Troll Armor Class 17 (natural armor)
Medium giant, chaotic evil Hit Points 142 (15d8 + 75)
Speed 30ft.
Armor Class 16 (natural armor)
Hit Points 95 (10d8 + 50)
Speed 30ft. STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 20 (+5) 7 (-2) 10 (+0) 7 (-2)
STR DEX CON INT WIS CHA
Damage vulnerabilities fire
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) Damage resistances cold
Skills Perception +4
Skills Perception +2 Senses Darkvision 60ft., passive Perception 14
Senses Darkvision 60ft., passive Perception 12 Languages Giant
Languages Giant Challenge 8 (3,900 XP)
Challenge 6 (2,300 XP)
Keen smell. The frost troll has advantage on Wisdom
Keen smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on smell.
Regeneration. The frost troll regains 15 hit points at
Regeneration. The troll regains 10 hit points at the the start of its turn. If the frost troll takes fire
start of its turn. If the troll takes fire damage, this damage, this trait doesn't function at the start of
trait doesn't function at the start of the troll's next the troll's next turn. The frost troll dies only if it
turn. The troll dies only if it starts its turn with 0 hit starts its turn with 0 hit points and doesn't
points and doesn't regenerate. regenerate.
Brutal strikes. The troll adds double its Strength Brutal strikes. The frost troll adds double its
modifier on damage rolls with its claws. Strength modifier on damage rolls with its claws.

Actions Actions
Multiattack. The troll makes 2 claw attacks. Multiattack. The frost troll makes 2 claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., Claw. Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit 15 (2d6 + 8) slashing damage. one target. Hit 23 (2d8 + 14) slashing damage, and
the target must succeed on a DC 19 Strength
saving throw or be knocked prone.

30
Wisp
Wisps are small, glowing phantasms. They typically appear Wispmother
with Wispmothers, and drain their victims' life energy with Medium fey, Neutral Evil
their special attack, Wisp's Kiss. Destroying them causes Armor Class 20 (natural armor)
damage to the Wispmother. Hit Points 100 (14d8 + 28)
Speed 50ft.
Behaviour
Wisps often float around other wisps if they are in the same STR DEX CON INT WIS CHA
area, but will attack if provoked. However, it is possible to
walk among the wisps without them attacking. 10 (+0) 20 (+5) 14 (+2) 10 (+0) 12 (+1)) 20 (+5))

Skills Acrobatics +9, Arcana +4, Perception +5,


Wispmother Stealth +9
Wispmothers are creatures found in the frozen, mountainous Condition Immunities grappled, paralyzed, charmed,
regions of Skyrim. Wisps can be spotted floating in the wild, prone
Damage resistances cold
and remain neutral. If the wisp is approached, it moves away Senses darkvision 60ft., passive Perception 15
and eventually leads to a wispmother. Languages Sylvan
Challenge 8 (3,900 XP)
Combat
During combat, wispmothers summon three to four smaller Spellcasting. Wispmother is a 9th-level spellcaster.
wisps or shades to attack while she casts a volley of frost Her spellcasting ability is Wisdom (Spell save DC
spells. The wispmother stays on the move to avoid magical 17, +9 to hit with spell attacks). She knows the
attacks. The smaller wisps follow whomever the wispmother following spells:
is attacking, regardless of distance, and drain health. Cantrips (at will): ray of frost, light, mage hand,
prestidigitation, minor illusion
1st level (4 slots): frostbite (cold damage witch
Wisp bolt), charm person
Tiny fey, Unalligned 2nd level (3 slots): mirror image, misty step,
levitate
Armor Class 12
Hit Points 36(1d4 + 5) 3rd level (3 slots): Iceball (cold damage fireball),
Speed 20ft. counterspell
4th level (3 slots): ice storm, blight
STR DEX CON INT WIS CHA 5th level (1 slot): cone of cold
4 (-3) 15 (+2) 10 (+2) 3 (-4) 10 (+0) 8 (-1) Actions
Condition Immunities grappled, paralyzed, charmed, Open Chin Choke. Melee Weapon Attack: +4 to hit,
prone reach 5ft., one target. Hit 5 (1d6 + 2)
Damage resistances cold Scorpion Flurry. Melee Weapon Attack: +4 to hit,
Senses Darkvision 60ft., passive Perception 10 reach 5ft., one target. Hit 5 (1d6 + 2)
Languages none
Challenge 1/4 (50 XP)

Pack Tactics. While another ally of the wisp is 5ft.


within the target, the wisp has advantage on its
attack rolls.

Actions
Wisp's kiss. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) necrotic damage.

31
Made by: Luka Vodanovic Made with: Homebrewery
Credits
Homebrewery
elderscrolls.wikia, for an easy access to information
needed to make this happen
Bethesda studios, for creating Skyrim
Wizards of the Coast, for creating the 5th edition of D&D
You like this? Want to help me out? Considering donating!
Paypal account: jaganacb@gmail.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


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is prohibited without the express written permission of
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©2016 Wizards of the Coast LLC, PO Box 707, Renton,
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