Monsters of Skyrim: Bestiary

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!


You like this? Want to help me out? Considering donating!

Paypal account: **jaganacb@gmail.com**


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

Atronachs

Flame Atronachs

Flame atronachs are the weakest and most common atronachs. Constructed entirely of fire, Flame Atronachs resemble humanoid females wearing black metal armor. 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 often do spins and back flips. Unlike other Atronachs, Flame Atronachs rely on speed, agility, and powerful ranged attacks to dispatch their foes.


Flame Atronach

Medium elemental, neutral


  • Armor Class 15
  • Hit Points 52 (8d8 + 16)
  • Speed 40ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 12 (+1) 10 (+0) 20 (+5)

  • Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage immunities fire, poison
  • Damage vulnerabilities cold
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60ft., Passive Perception 10
  • Languages Primordial (Ignan)
  • Challenge 4 (1,100 XP)

Illumination. The ire atronach sheds bright light in a 30-foot radius and dim light to an additional 30 feet.

Water Susceptibility. For every 5 feet the fire atronach moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.


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.


Frost Atronachs

Frost Atronachs are large, hulking Daedra, and are the only Atronachs that use melee attacks exclusively. Like all other Atronachs, their bodies are composed of their respective element, and the Frost Atronach is no exception, as its body is made of solid ice.


Frost Atronach

Large elemental, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 105 (10d10 + 50)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 21 (+5) 10 (+0) 15 (+2) 8 (-1)

  • Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage immunities cold, poison
  • Damage vulnerabilities fire
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60ft., Passive Perception 12
  • Languages Primordial (Aquan)
  • Challenge 5 (1,800 XP)

Multiattack. Frost atronach make 2 slam attacks.

Frost cloak. Each creature that starts its turns within 5 feet of the frost atronach takes 3 (1d6) points of cold damage.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Ice-Breaker. As an action, a frost atronach can smash at the ground, sending ripples of earth and ice around it. All creatures with 5ft. of the atronach must make a DC 15 Strength saving throw. On a failure, they take 14 (4d6) cold damage and are knocked prone.

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.


Chaurus

Chaurus are worm-like insectoid creatures that typically live underground in caves and even in Dwemer ruins. They are deadly creatures, possessing the ability to spit out poisonous venom from their mouths, but they also use bite attacks during combat. Chaurus are almost always seen with Falmer 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 when their Falmer masters attack and capture bandits, traveling caravans and other people.

Chaurus Reapers can be found in deep underground caverns throughout Skyrim. They are much larger and stronger than the normal Chaurus, and love curling up in a shape similar to that of a Falmer's chest while sleeping. When in this position they will spring out and attack if touched or attacked.

Chaurus hunter fledglings are usually found inside of large pods, from which they will suddenly hatch if they feel an unknown presence nearby, or if they are attacked. They are found in many locations where adult Chaurus and Falmer live, and resemble giant wasps. Their usually fly around in erratic circles, stinging their targets, and spitting poison.

"When a Chaurus reaches the end of its life, its body undergoes a dramatic transformation. After days of death-like stillness, the Chaurus Hunter bursts free from the husk of the Chaurus." When a Chaurus reaches the end of its larval phase, it forms a chrysalis. Then, after a period of death-like stillness, the Chaurus Hunter rips out of its former shell. They are the strongest of their kind, and mostly go to wander only the deepest caverns and caves.

Chaurus reaper


Chaurus

Medium monstrosity, lawful evil


  • Armor Class 17 (natural)
  • Hit Points 126 (12d10 + 60)
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 20 (+5) 6 (-2) 11 (+0) 5 (-3)

  • Skills Perception +3, Athletics +6
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Senses Darkvision 120ft., Passive Perception 13
  • Languages Falmer, cannot speak
  • Challenge 6 (2300 XP)

Charge. If Chaurus moves at least 10 feet straight toward a creature and then hits it with its bite attack on the same turn, that target must succeed on a DC 15 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.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d10+3) piercing damage plus 27 (6d8) poison damage.

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

Large monstrosity, lawful evil


  • Armor Class 18 (natural)
  • Hit Points 184 (16d10 + 96)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 22 (+6) 8 (-1) 13 (+1) 7 (-2)

  • Skills Perception +5, Athletics +9
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Damage resistances cold
  • Damage vuilnerabilities fire
  • Senses Darkvision 120ft., Passive Perception 15
  • Languages Falmer, cannot speak
  • Challenge 10 (5900 XP)

Charge. If Chaurus moves at least 10 feet straight toward a creature and then hits it with its bite attack on the same turn, that target must succeed on a DC 17 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.

Actions

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.



Chaurus Hunter fledgling

Medium monstrosity, lawful evil


  • Armor Class 17 (natural)
  • Hit Points 147 (14d10 + 70)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 20 (+5) 7(-2) 13 (+1) 5 (-3)

  • Skills Perception +4, Athletics +4
  • Condition Immunities poisoned
  • Damage Immunities poison
  • Senses Darkvision 120ft., Passive Perception 14
  • Languages Falmer, cannot speak
  • Challenge 8 (3900 XP)

Actions

Sting. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8+4) piercing damage plus 45 (10d8) poison damage.

Poison shot. The fledgling shoots poison from its mouth at the targeted creature. Ranged weapon attack: +7 to hit, reach 30ft., one target. Hit: 54 (12d8) poison damage.


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.

Dragons

Dragons (Dovah, or Dov in plural) are a reptilian race from Akavir that were once widespread throughout Tamriel. Although seeming rather beast-like, they are profoundly intelligent, capable of speech, written language, and comprehension of other languages. Their spoken language 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 4E 201, when they resurfaced in Skyrim with the return of Alduin.

In addition to their normal shouts, dragons can also use various other kinds of Thu'um, at the DM's discretion.

Named dragons

  • Alduin
  • Mirmulnir
  • Nahagliiv
  • Odahviing
  • Paarthurnax
  • Durnehviir
  • Sahloknir
  • Viinturuth
  • Vuljotnaak
  • Vulthuryol
  • Naaslaarum
  • Voslaarum
  • Sahrotaar
  • Krosulhah
  • Kruziikrel
  • Relonikiv
  • Numinex


Brown dragons

In appearance, these dragons are brown, while also being the smallest in size. They have a large wing span, spines lining their backbone, and their tail ends in a spaded tip. They are the weakest and most common breeds of dragon (though still very powerful). text

In combat, they typically use Fire Breath, much like most other dragons, though they occasionally use Frost Breath if they see their targets are resistant or immune to fire. text

For a frost variant, simply swap fire immunity and cold resistance, and have the dragon use frost breath as its main weapon. text


Brown Dragon

Large dragon, lawful evil


  • Armor Class 17 /natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40ft., climb 40ft., fly 80ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +3, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Intimidate +5
  • Damage immunities fire
  • Damage resistances cold
  • Senses Blindsight 20ft., Darkvision 60ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (2,300 XP)

Actions

Multiatack. Dragon makes 2 attacks: one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.

Tail Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 10 (1d8+6) bludgeoning damage. The target then must make a DC 15 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 l5 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 l5 Constitution saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one. If the target fails its save, its speed is also 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.

Blood dragons

Blood Dragons look radically different from brown dragons. They are green in appearance, and are slightly larger in mass, with a more intimidating body design. On their back they have a small sail, and their tails, instead of the regular spade shape, have a broad leaf-like design much like that of the sail on their spine, ending in a sharp tip.

The Blood Dragons also have a unique skull formation, being more rounded before pointing off at the jaw. They have a frill on the back of their skulls, and their eyes—unlike those of other dragons—have pupils which run horizontally rather than vertically, producing a more unsettling appearance.

Blood dragons follow their prey, even circling around cities, waiting for their targets to emerge while hiding. The only way to escape a blood dragon, is to lead it to a more desirable prey, like a small, defenseless village or camp and flee as it attacks.

For a frost variant, simply swap fire immunity and cold resistance, and have the dragon use frost breath as its main weapon.


Blood Dragon

Large dragon, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 178 (16d10 + 80)
  • Speed 40ft., climb 40ft., fly 80ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 16 (+3)

  • Saving Throws Dex +3, Con +8, Wis +3, Cha +6
  • Skills Perception +6, Intimidate +6
  • Damage immunities fire
  • Damage resistances cold
  • Senses Blindsight 30ft., Darkvision 60ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

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.

Frost dragons

Frost dragons possess a rather similar appearance to the brown dragon. They are, however, larger, even more so than the blood dragon, with an even larger, more noticeable row of spines on their backbone. They have a white colored body, with mixes of black and grey all over it, and a large tail with a spaded tip, similar to brown dragons, albeit larger. They're not as strong, but know how to utilize a greater number of devastating attacks, making them, in the end, more powerful.



Frost Dragon

large dragon, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 40ft., climb 40ft., fly 80ft., swim 40ft.

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.

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

Huge dragon, Lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40ft., climb 40ft., fly 80ft., swim 40ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 18 (+4)

  • Saving throws Dex +6, Con +10, Wis +7, Cha +9
  • Skills Perception +12, Athletics +12
  • Damage resistances fire, cold
  • Senses Blindsight 60ft., Darkvision 120ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Legendary resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Elder dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage plus 7 (2d6) fire or cold damage (dragon's choice).

Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 14 (2d6 + 7)

Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The creatures hit must then make a DC 18 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 18 Constitution saving throwor take 54 (12d8) cold damage and have its speed reduced by 10 feet for 1 minute. A successful save halves the damage and negates the speed reduction.

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 18 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. The target can repeat the saving throw at the end of each of its turns, ending the speed reduction on a success.

Detect. The dragon makes a Wisdom (Perception) check.

Tail attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its 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.

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

Gargantuan dragon, lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 410 (20d20 + 200)
  • Speed 40 ft., fly 80ft ., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 22 (+6) 13 (+1) 21 (+5)

  • Saving throws Dex +8, Con + 16, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage resistances fire, cold
  • Senses Blindsight 60ft., Darkvision 120ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 21 (33,000 XP)

Soul of the dov. The ancient dragon has advantage on all saving throws against magic.

Adaptation. The dragon can move across and climb any surface without needing to make an ability check. Additionally, difficult terrain doesn't cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 21 (2d10 + 10) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. The creatures hit must then make a DC 23 Strength saving throw or be knocked prone.

Frightful presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 dragon's Frightful Presence for the next 24 hours .

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 72 (16d8) 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 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or take 54 (12d8) 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.

Legendary actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail attack. The dragon makes a tail attack.

Wing attack (costs 2 actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Alduin

"You do not even know our tongue, do you? Such arrogance, to dare take for yourself the name of Dovah!" ―Alduin to the Last Dragonborn


Alduin, the World Eater, also considered an alternative name of Akatosh by some of Tamriel, is the most powerful dragon to have ever existed. He is considered the "wellspring" of the Nordic pantheon, as well as the harbinger of the apocalypse. He is also described as the "creator of dragon civilization" in one particular text ("Shalidor's insight").

History

Nordic myth asserts that Alduin destroyed the last world to begin this one. As a result, he is both creator and destroyer, as well as predating the creation of Nirn itself. There are legends of his battles with Shor during this time.

During the Merethic Era, the people of Atmora and Skyrim worshiped dragons, possibly at the urging of Alduin. He also conspired with Orkey to reduce all the Nords to children,


until he was again defeated by Shor. Some consider that Alduin's rule during this period was foresaking his proper role as the World-Eater.

Alduin served as a leader of the dragons, and he ruled with an iron fist. The humans either worshiped him or were enslaved. The humans worshiped him and the dragons in the Dragon Cult. High ranking members of this cult would be known as a Dragon Priest. Alduin's lieutenant at the time was Paarthurnax, but secretly Paarthurnax was betraying him. Paarthurnax was teaching the voice to the humans so that they could rebel against their dragon overlords. The ensuing war would be known as the Dragon War.

He was ultimately sent forward in time through the actions of three Nordic heroes, who created a new Shout to subdue him, and used an Elder Scroll to send Alduin forward in time.


"And the Scrolls have foretold, of black wings in the cold, That when brothers wage war come unfurled! Alduin, Bane of Kings, ancient shadow unbound, With a hunger to swallow the world!" ―Song of the Dragonborn



Alduin

Gargantuan dragon, neutral evil


  • Armor Class 23 (natural armor)
  • Hit Points 615 (30d20 + 300)
  • Speed 40 ft., fly 80ft ., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 26 (+8) 16 (+3) 24 (+7)

  • Saving throws Dex +11, Con + 19, Wis +12, Cha +16
  • Skills Perception +20, Intimidate +16, Stealth +11, Atheltics +19
  • Damage immunities fire; piercing, slashing and bludgeoning from nonmgical weapons
  • Damage resistances cold, lightning, acid, psychic, thunderm poison, necrotic, radiant, force
  • Senses Blindsight 60ft., Darkvision 120ft., passive Perception 30
  • Languages Common, Draconic
  • Challenge 27 (100,000 XP)

Soul of the dov. Alduin has advantage on all saving throws.

Adaptation. Alduin can move across and climb any surface without needing to make an ability check. Additionally, difficult terrain doesn't cost it extra movement.

Legendary Resistance (5/Day). If Alduin fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Alduin can use its Frightful Presence. He then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit 26 (3d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The creatures hit must then make a DC 24 Strength saving throw or be knocked prone.

Frightful presence. Each creature of Alduin's choice that 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 .

Yol-Toor-Shul (Fire Breath) (Recharge 5-6). Alduin exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 117 (26d8) fire damage on a failed save, or half as much damage on a successful one.

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 throw or take 99 (22d8) cold damage and have its speed reduced by 15 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.

Fus-Ro-Dah (Unrelenting Force) (Recharge 5-6). Alduin lets out a roar empowered by his own soul, shooting each creature in a 90-foot cone. Each creature caught in the shout must make a DC 24 Strength saving throw or take 90 (20d8) points of force damage and be thrown away 90 feet in the direction of the shout, taking an additional 31 (9d6) points of bludgeoning damage upon landing prone. A successful saving throw halves the damage and stop the targe from being flung away.

Meteor storm (2/day). Blazing orbs of fire plummet to the ground at four different points Alduin can see within 1 miles. Each creature in a 40-foot-radius sphere centered on each point chosen must make a DC 24 Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

Legendary actions

Alduin can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. Alduin makes a Wisdom (Perception) check.

Tail attack. Alduin makes a tail attack.

Wing attack (costs 2 actions). Alduin beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. Alduin can then fly up to half its flying speed.

Draugr

"I don't know what sort of eternal wellspring they draw from, but it's clear that the draugr carry only the barest whisper of life in them, and it rekindles nightly while resting in its niche. I now believe that the grotesque forms that we see in the barrow were, in fact, buried fully as men and women, and only over the thousands of years that have passed withered into the wretched things we know. If we had visited a barrow directly after it's construction, we might not have even known any of its inhabitants were dead!" -Amongst the draugr


Draugr are undead Nordic warriors of Skyrim. It is believed that draugr once served the Dragon Priests; some even know several Words of Power.

Draugr are among the most common foes in Skyrim's many crypts and catacombs. They retain the ability to wield weapons such as swords, axes, and bows, and higher ranked draugr can even use Dragon Shouts.

Most draugr use ancient Nordic weapons, although the high ranked variants can use ebony weapons. Some draugr only appear as corpses, usually containing a few pieces of gold. Draugr are weak to fire as well as silver weapons.


Draugr

Medium undead, Lawful evil


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

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

  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 10
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Shield. When carrying a longsword and a shield, draugr gets an additonal +2 to its AC.

Actions

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

Ancient Nord Bow. Ranged Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d8 + 1) piercing damage.

Ancient Nord Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) slashing damage.



Restless Draugr

Medium undead, Lawful evil


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

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 7 (-2) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 13
  • Languages Draconic
  • Challenge 2 (450 xp)

Shield. When carrying a sword and a shield, Restless draugr gets an additonal +2 to its AC, but cannot use Frostbite.

Multiattack. Restless draugr makes 2 attacks with its chosen weapon.

Actions

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

Ancient Nord Bow. Ranged Weapon Attack: +4 to 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.

Often founds leading other undead into battle, Draugr Wights love using their spells while attacking with a sword, making them formidable opponents.


Draugr Wight

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 7 (-2) 15 (+2) 5 (-3)

  • Skills Perception +5
  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 15
  • Languages Draconic
  • Challenge 5 (1,800 XP)

Shield. When carrying a sword and a shield, draugr Wight gets an additonal +2 to its AC, but cannot make spell attacks.

Multiattack. Draugr Wight makes 2 Ancient Nord Sword attacks and 1 spell attack.

Actions

Ancient Nord Sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing 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 10ft. 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: 6 (1d12) cold damage and 4 (1d8) piercing damage.


The Draugr Scourge is a powerful type of undead that typically serves as a guardian or leader in draugr-filled crypts and dungeons. They're possibly the most perceptive kind of draugr, and sneaking past them is rarely possible.


Draugr Scourge

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points 190 (20d8 + 100)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 20 (+5) 10 (+0) 19 (+4) 5 (-3)

  • Skills Perception +12
  • Damage immunities poison
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 22
  • Languages Draconic
  • Challenge 9 (5,000 XP)

Brutal. Draugr Scourge's weapons deal an additional 3 damage on each successful hit. Additionally, Draugr Scourge can use Strength, instead of Charisma, to determine the DC of its Dragon Shouts.

Perceptive. Draugr Scourge adds double its proficiency bonus on Perception checks.

Shield. When carrying a sword and a shield, Draugr Scourge gets an additonal +2 to its AC, but cannot make spell attacks.

Multiattack. Draugr Scourge makes 2 Ancient Nord Sword attacks and 1 spell attack, or it can shout.

Actions

Ancient Nord Sword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) slashing 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.



Draugr Overlord

Medium undead, Lawful evil


  • Armor Class 15 (ancient nord armor)
  • Hit Points (25d8 + 125)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 19 (+4) 5 (-3)

  • Skills Perception +8
  • Damage immunities poison
  • Damage resistances cold, necrotic
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 18
  • Languages Draconic
  • Challenge 11 (3,200 XP)

Brutal. Draugr Overlord's weapons deal an additional 5 damage on each successful hit, and it can use Strength instead of Dexterity on ranged attacks. Additionally, Draugr Overlord can use Strength, instead of Charisma, to determine the DC of its Dragon Shouts.

Shield. When carrying a sword and a shield, Draugr Overlord gets an additonal +2 to its AC.

Multiattack. Draugr Overlord makes 3 attacks with its chosen weapon.

Legendary Resistance (3/Day): If the draugr Overlord fails a saving throw, it can choose to succeed instead.

Actions

Ancient Nord Sword. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (1d8 + 10) slashing damage.

Ancient Nord Bow. Ranged Weapon Attack: +10 to hit, reach 100/200ft., one target. Hit: 14 (1d8 + 10) piercing damage.

Unrelenting force: Fus-Ro-Dah (Recharge 5-6). All creatures in a 30-foot cone in front of Draugr Overlord must make a DC 19 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.

Disarm: Zun-Haal-Viik (Recharge 5-6). All targets in 1 30-foot cone in front of Dragur Overlord must make a DC 19 Strength saving throw or drop all weapons they're holding in their hands.

Legendary actions.

Draugr Overlord can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. Draugr Overlord moves up to its speed without provoking Opportunity Attacks.

Attack. Draugr Overlord makes one Weapon Attack.

Parry (costs 2 actions). Draugr Overlord adds its proficiency bonus to armor class until the beginning of its next turn.



Draugr Deathlord

Medium undead, Lawful evil


  • Armor Class 16 (ancient nord armor)
  • Hit Points 285 (30d8 + 150)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10 (+0) 20 (+5) 5 (-3)

  • Skills Perception +10
  • Damage immunities poison, necrotic
  • Damage resistances cold
  • Damage vulnerabilities fire
  • Condition Immunities poisoned
  • Senses Darkvision 60ft., passive Perception 20
  • Languages Draconic
  • Challenge 14 (11,500 XP)

Brutal. Draugr Deathlord's weapons deal an additional 5 damage on each successful hit, and it can use Strength instead of Dexterity on ranged attacks. Additionally, Draugr Overlord can use Strength, instead of Charisma, to determine the DC of its Dragon Shouts.

Shield. When carrying a sword and a shield, Draugr Deathlord gets an additonal +2 to its AC.

Multiattack. Draugr Deathlord makes 4 attacks with its chosen weapon.

Ebony weapons. Ebony weapons add an additional +1 to hit and damage.

Cold aura. All creatures who begin their turn withing 5ft. of a draugr Deathlord take 3 (1d6) points of cold damage.

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

Actions

Ebony Sword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 15 (1d8 + 11) slashing damage.

Ebony Bow. Ranged Weapon Attack: +12 to hit, reach 100/200ft., one target. Hit: 15 (1d8 + 11) piercing damage.

Unrelenting force: Fus-Ro-Dah (Recharge 5-6). All creatures in a 30-foot cone in front of Draugr Deathlord must make a DC 20 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.

Disarm: Zun-Haal-Viik (Recharge 5-6). All targets in 1 30-foot cone in front of Dragur Deathlord must make a DC 20 Strength saving throw or drop all weapons they're holding in their hands.

Legendary actions.

Draugr Deathlord can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. Draugr Deathlord moves up to its speed without provoking Opportunity Attacks.

Attack. Draugr Deathlord makes one Weapon Attack.

Parry (costs 2 actions). Draugr Deathlord adds its proficiency bonus to armor class until the beginning of 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

Dwarven Automatons

Though Automatons are not entirely creatures, Dwarven Automatons range in size from smaller than a human to larger than a giant. They are golden colored, strong robotic creations made by the Dwemer. They are also extremely resistant to frost damage.

Dwarven Spider

Created by the Dwemer long ago, the Dwarven spiders served as repair drones, keeping the massive machines in working condition, even long after their Dwemer masters had vanished (which might explain why the machinery in Dwemer ruins still remains functional).


Dwarven Spider

Small construct, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 66 (12d6 + 24)
  • Speed 30ft.

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

  • Damage immunities poison, cold
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 10
  • Languages None
  • Challenge 3 (700 XP)

Magic resistance. Dwarven spider has advantage on 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 of the move action and make a single claw attack. If it hits, multiply the damage by 4.

Actions

Multiattack. Dwarven spider makes 2 claw attacks.

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

Shock spit. Ranged Spell attack: +2 to hit, reach 15ft., one target. Hit: 14 (4d6) lightning damage.


Dwarven sphere

Dwarven spheres can be found in all Dwemer ruins. When not engaged in combat, they are found folded up into a large metal ball shape roughly a meter in diameter, rolling around via a pair of diagonal wheels on either side. When they sense 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 massive pipes in the walls, popping out when a nearby trap is triggered, or simply if an intruder gets too close.

Combat. Though they appear lanky, Dwarven Spheres are fast and tough. They are often armed with a sword blade mounted on one forearm and a crossbow on the other, allowing them to attack both up-close and from afar.


Dwarven Sphere

Medium construct, Neutral


  • Armor Class 17 (natural armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 40ft.

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

  • Damage immunities poison, cold
  • Condition Immunities charmed, poisoned, all enchantment spells and spell-like effects, prone
  • Senses passive Perception 12
  • Languages None
  • Challenge 8 (3,900 XP)

Magic resistance. Dwarven sphere has advantage on saving throws against spells and other magical effects.

Mobility. Dwarven spheres do not provoke Opportunity Attacks caused by moving out of their opponent's reach.

Guardian's design. Dwarven sphere's weapons always deal 3d8 points of damage.

Actions

Multiattack. Dwarven sphere makes 3 attacks with its crossbow or arm blade, in any combination.

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.

Dwarven Balista

"One of the most dangerous Steam Animunculi is the Dwarven Ballista, which fires a bolt that can penetrate even the thickest armor."


Created by the Dwemer long ago, the Dwarven Ballistas served as guardians and warriors. Much like Dwarven Spheres, Dwarven Ballistas maintain a constant vigil over the ruins their masters once called home.


Dwarven Balista

Large construct, Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 210 (20d10 +100)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 20 (+5) 4 (-3) 14 (+2) 7 (-2)

  • Damage immunities poison, cold
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 12
  • Languages None
  • Challenge 13 (10,000 XP)

Magic resistance. Dwarven balista has advantage on saving throws against spells and other magical effects.

Powerful bolts. Dwarven balistas shoot powerful metal spears that can pierce the most powerful armor. When an armored enemy is struck with a bolt, it receives a -1 penalty to Armor Class until the armor is repaired. If this reduction reduces the Armor Class received from the armor to 0, the armor is destroyed. If an unarmored enemy is hit with a bolt, double the damage from it.

Actions

Balista bolt. Ranged Weapon Attack: +9 to hit, reach 120/320ft., one target. Hit: 49 (8d10 + 5) piercing damage.

__

Dwarven Centurion

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.


Dwarven Centurion

Huge construct, Neutral


  • Armor Class 21 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 25ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 4 (-3) 16 (+3) 7 (-2)

  • Skills Perception +9
  • Damage immunities poison, cold; bludgeoning, piercing and slashing damage from nonmagical weapons that aren't adamantine
  • Damage resistances bludgeoning, piercing slashing from weapons that aren't adamantine; all spells and spell-like effects
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 19
  • Languages None
  • Challenge 17 (18,000 XP)

Magic resistance. Dwarven centurion has advantage on saving throws against spells and other magical effects, and takes only half damage from magical sources.

Legendary resistance (3/day) If the Centurion fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Dwarven centurion makes 3 attacks: 2 with its warhammer and 1 with its battleaxe.

Dwarven Warhammer. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The creature must then make a DC 18 Strength saving throw or be knocked prone.

Dwarven Battleaxe. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 27 (3d12 + 8) slashing damage. The creature must then make a DC 18 Strength saving throw or be knocked prone.

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 Resistance against this damage.

Falmer

"The Falmer are twisted, evil creatures that dwell in Skyrim's deepest reaches. They have but one desire - to destroy the surface world, and any who dwell above."


The Falmer are the degenerate offspring of an endangered species of elves, Snow Elves, who dwell in the ancient Dwemer ruins hewn from Skyrim's expansive subterranean caverns. Although blind, their senses of hearing, smell, and touch are attuned far beyond those of most other races.

History

The Falmer were not always the hideous, pale-skinned creatures that reside in ancient Dwemer ruins. They were once members of an even more ancient and powerful race known as the Snow Elves, beings of grace with wisdom 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


unsullied Snow Elf by the name of Knight-Paladin Gelebor stated that with the little chance of survival, they willingly took to servitude and the poison that rendered them blind. Years of slavery and the blinding poison turned them into the sick and twisted race they are currently.

Physiology

The Falmer's bodies are hideous, otherworldly corruptions of typical Mer physiology. Living in cramped, dark caves all their lives has rendered their backs hunched, their joints heavily scarred, and their skin deathly pale. Their eyes are tiny and useless, though their ears are larger and more sensitive than those of their surface-dwelling cousins. Their noses are nothing more than thin, skeletal slits on their faces, and their teeth are jagged and rotten. Although a typical Falmer may appear small and emaciated, they can be surprisingly quick on their feet and deliver quick, powerful blows with a sword.


Falmer

Medium humanoid, Neutral evil


  • Armor Class 15 (Falmer armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 12
  • Languages Elvish
  • Challenge 1/4 (50 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

Falmer sword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) 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.

Falmer bow. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Falmer Skulker

Medium humanoid, Neutral evil


  • Armor Class 17 (Falmer armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

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

  • Skills Perception +5
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 15
  • Languages Elvish
  • Challenge 2 (450 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 Skulker makes 2 attacks with its sword, or 2 attacks with its bow.

Falmer sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) 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.

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.


Falmer Nightprowler

Medium humanoid, Neutral evil


  • Armor Class 17 (Falmer armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

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

  • Skills Perception +7
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 17
  • Languages Elvish
  • Challenge 5 (1,800 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 Nightprowler makes 2 spell attacks: one with an Ice Spike and the other with Frostbite.

Falmer sword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 5 (1d8 + 3) 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: +7 to hit, reach 20ft., one target. Hit: 10 (1d12 + 4) 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.

Ice Spike. Ranged Spell Attack: +7 to hit, reach 40ft., one target. Hit: 17 (2d12 + 4) cold damage and 8 (1d8 + 4) piercing damage.



Falmer Shadowmaster

Medium humanoid, Neutral evil


  • Armor Class 18 (Falmer armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft.

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

  • Skills Perception +8, Stelath +9
  • Condition Immunities blinded
  • Damage resistances cold
  • Senses passive Perception 18
  • Languages Elvish
  • Challenge 8 (3,900 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 Shadowmaster makes 2 attacks with its bound sword and one spell attack.

Bound sword. Melee Weapon Attack: +9 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: +8 to hit, reach 20ft., one target. Hit: 10 (1d12 + 4) cold damage, and the target's speed is reduced by 10 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: +8 to hit, reach 40ft., one target. Hit: 17 (2d12 + 4) cold damage and 9 (1d8 + 5) piercing damage.


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.

Frostbite Spider

Frostbite Spiders exist in several varieties and can be found throughout Skyrim's wilderness, as well as inside dungeons and mines (such as Redbelly Mine).


They will spit poisonous venom from afar during combat, 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 when up close. Frostbite Spiders' health and strength 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.


Dungeons containing Frostbite Spiders often have webbing around their entrances. Inside, webs frequently contain the desiccated corpses of creatures and adventurers. While some can simply be walked through, others must be cut or burned away in order to proceed. While they are usually the sole inhabitants of their residences, Frostbite Spiders will occasionally share an abode with Vampires, Falmer, or other creatures, whom they are friendly with.


Frostbite spider

Medium beast, Unalligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +6
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 10
  • Languages None
  • Challenge 1/2 (100 XP)

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.


Giant Frostbite spider

Large beast, Unalligned


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d10 + 30)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 4 (-3)

  • Skills Stealth +7
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 11
  • Languages None
  • Challenge 5 (1,800 XP)

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. Frostbite spider ignores Movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., 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 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.

Poison spit (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit: 36 (8d8) poison damage, and the target is poisoned for 1 round.

Hagraven

"This Hagraven was horrifying, almost human but more an abomination of woman and creature [crow] fused together, nothing more than a husk of humanity surrendered in exchange for possession of the powers of dark magic." -Herbane


Hagravens are a mix of an old crone and a crow, and are exclusively female. They are often called witches, and many serve the Forsworn as Matriarchs

History

Legend has it they were once witches but gave up their humanity to become hagravens. They despise nature, and hunt down spriggans to capture and sacrifice. The Forsworn revere them greatly, and in the book The Madmen of the Reach, it is noted that the hagravens were in the Reach since "the beginning."

Appearance

Hagravens are hideous avian-like humanoids with scraggly grey hair, pale skin, hooked noses and solid black eyes. Their limbs are long and bony, and their hands and feet each have four digits ending in sharp talons. They dress in tattered black garments and have black raven feathers bound to their shins and forearms. All hagravens are female.

Powers

For sacrificing their humanity, hagravens gain enhanced magical powers that trump most other witches and warlocks. In addition to an innate resistance to spells, hagravens can cast spells powerful warlocks can, as often as a sorcerer. They prefer to keep their distance, lobbing spells at any would-be attackers. In close quarters they will attack with their filthy claws. They can also cast healing spells on themselves when damaged or fleeing.



Hagraven

Medium humanoid, Chaotic Evil


  • Armor Class 13 (16 with Mage Armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 25ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 20 (+5)

  • Saving throws Wisdom +7, Charisma +10
  • Skills Arcana +5, Intimidate +10, Perception +7, Stealth +8
  • Damage resistances damage from spells; bludgeoning, slashing, piercing from nonmagical weapons (from stoneskin)
  • Senses Dakrvision 60ft., passive Perception 17
  • Languages Common, Elvish
  • Challenge 10 (5,900 XP)

Magic resistance. A Hagraven has advantage on saving throws against spells and spell-like effects.

Spellcasting. A Hagraven is a 14th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She knows the following spells:

Cantrips (at will): firebolt, light, mage hand, prestidigitation

Other (always cast using 7th level spell slot) (14 slots): *magic missile, cure wounds, burning hands, mage armor, healing word, mirror image, misty step, scorching ray, counterspell, fly, fireball, stoneskin, cone of cold

Actions

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage.

Spriggan

"I am Groot."


The Spriggan is a creature that can be found across Skyrim. Spriggans can usually be found underground in caves, or in dense forests

Behaviour and appearance

Spriggans are beings which are made entirely of wood and magical energy; the source of which is their taproot. Spriggans are attracted to taproot, and Hagravens manipulate this weakness by hanging taproots from trees to attract spriggans. Hagravens then sacrifice them for their magical characteristics, and because of their hatred of nature.

Combat

In combat, spriggans have the ability to use the Invisibility spell, heal themselves quickly when low on health, and attack their target with a swarm of bees which can poison it.

Their most notable ability is their ability to enthrall the nearby wildlife - including animals not normally hostile like deer, goats and foxes - to come to their aid; enthralled animals bear a green aura and the effect can be overridden with the Animal Allegiance or Kyne's Peace shouts.


Spriggan

Medium fey, Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 18 (+4) 6 (-2)

  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge 3 (700 XP)

Speak with beasts and plants. The spriggan can communicate with Beasts and Plants as if they shared a Language.

Tree stride. Once on his turn, the spriggan can use 10 ft. of his Movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

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.

"Trolls can be found in any region throughout Skyrim, both deep underground or wandering the wilds."


Trolls are large, hairy, ape-like creatures with sharp fangs, claws and long, powerful arms. These creatures have three beady black eyes, their skulls being easily recognized by their three eye sockets. Commonly found in forests, such as the 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.


Troll

Medium giant, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Skills Perception +2
  • Senses Darkvision 60ft., passive Perception 12
  • Languages Giant
  • Challenge 6 (2,300 XP)

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

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Brutal strikes. The troll adds double its Strength modifier on damage rolls with its claws.

Actions

Multiattack. The troll makes 2 claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 15 (2d6 + 8) slashing damage.


Frost Trolls

Frost Trolls are considerably stronger than regular Trolls, and are tough adversaries. Frost trolls are weak to fire damage and resistant to frost damage. They should be taken out as fast as possible as a prolonged battle will allow them to heal their wounds.


Frost Troll

Medium giant, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d8 + 75)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 20 (+5) 7 (-2) 10 (+0) 7 (-2)

  • Damage vulnerabilities fire
  • Damage resistances cold
  • Skills Perception +4
  • Senses Darkvision 60ft., passive Perception 14
  • Languages Giant
  • Challenge 8 (3,900 XP)

Keen smell. The frost troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The frost troll regains 15 hit points at the start of its turn. If the frost troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The frost troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Brutal strikes. The frost troll adds double its Strength modifier on damage rolls with its claws.

Actions

Multiattack. The frost troll makes 2 claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 23 (2d8 + 14) slashing damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Wisp

Wisps are small, glowing phantasms. They typically appear with Wispmothers, and drain their victims' life energy with their special attack, Wisp's Kiss. Destroying them causes damage to the Wispmother.

Behaviour

Wisps often float around other wisps if they are in the same area, but will attack if provoked. However, it is possible to walk among the wisps without them attacking.

Wispmother

Wispmothers are creatures found in the frozen, mountainous regions of Skyrim. Wisps can be spotted floating in the wild, and remain neutral. If the wisp is approached, it moves away and eventually leads to a wispmother.

Combat

During combat, wispmothers summon three to four smaller wisps or shades to attack while she casts a volley of frost spells. The wispmother stays on the move to avoid magical attacks. The smaller wisps follow whomever the wispmother is attacking, regardless of distance, and drain health.


Wisp

Tiny fey, Unalligned


  • Armor Class 12
  • Hit Points 36(1d4 + 5)
  • Speed 20ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 10 (+2) 3 (-4) 10 (+0) 8 (-1)

  • Condition Immunities grappled, paralyzed, charmed, prone
  • Damage resistances cold
  • Senses Darkvision 60ft., passive Perception 10
  • 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.



Wispmother

Medium fey, Neutral Evil


  • Armor Class 20 (natural armor)
  • Hit Points 100 (14d8 + 28)
  • Speed 50ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 10 (+0) 12 (+1)) 20 (+5))

  • Skills Acrobatics +9, Arcana +4, Perception +5, Stealth +9
  • Condition Immunities grappled, paralyzed, charmed, prone
  • Damage resistances cold
  • Senses darkvision 60ft., passive Perception 15
  • Languages Sylvan
  • Challenge 8 (3,900 XP)

Spellcasting. Wispmother is a 9th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She knows the following spells:

Cantrips (at will): ray of frost, light, mage hand, prestidigitation, minor illusion

1st level (4 slots): frostbite (cold damage witch bolt), charm person

2nd level (3 slots): mirror image, misty step, levitate

3rd level (3 slots): Iceball (cold damage fireball), counterspell

4th level (3 slots): ice storm, blight

5th level (1 slot): cone of cold

Actions

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

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

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, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.