Eduard Santagelo's Deadly Guide to Runeterra

A world of mystery and wonder must be filled with deadly creatures and sharp pointy things wielded by dangerous people.

Legends of the League

Minions

Minions are magical constructs summoned for battles. They are not fully sentient beings, they are controlled by summoners.

Summoning minions requires a constant and massive amount of magical energy. Nexuses focus magical energy from powerful crystals. This energy is enough for sustained minion spawning. The destruction of a nexus stops the summoning magic.

Minion bodies can be magically constructed from several sources, including animated magic scrolls, animated sand, magically animated bolts of cloth, and even sound.


Minion (Melee)

Small guy, true neutral


  • Armor Class 14
  • Hit Points 6(1d6 + 2)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 7 (-2) 11 (+0) 10 (+0)

  • Senses passive Perception 8
  • Languages Understands Common
  • Challenge 1/8 (25 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Minion Smash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) bludgeon damage



Minion (Caster)

Small guy, true neutral


  • Armor Class 10
  • Hit Points 3(1d4 - 1)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 8 (-1) 13 (+1) 18 (+4) 10 (+0)

  • Senses passive Perception 8
  • Languages Understands Common
  • Challenge 1/8 (25 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Magic Mini Missle. Ranged Magic Attack: +4 to hit, reach 40ft., one target. Hit: 3 (1d6) force damage


Minion (Siege)

Medium guy, true neutral


  • Armor Class 16
  • Hit Points 12(1d10 + 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 19 (+5) 8 (-1) 12 (+1) 10 (+0)

  • Senses passive Perception 8
  • Languages Understands Common
  • Challenge 1/8 (25 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

Magical Spud Canon. Ranged Magic Attack: +2 to hit, reach 60ft., one target. Hit: 4 (1d8) force damage

Golems

These Strange Stone Golems were found in a dungeon on Mount Targon, testing the strength of those who climb the mountain


Golem of Honor

Medium Construct, True Neutral


  • Armor Class 12
  • Hit Points 24
  • Speed 35ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 15 (+3) 7 (-2) 13 (+2) 7 (-1)

  • Senses passive Perception 12
  • Languages None
  • Challenge

Actions

Stone Spear. Ranged Weapon Attack: -1 to hit, reach 20/30ft., one target. Hit 6 (1d8 +2)


Golem of Valor

Large Construct, neutral


  • Armor Class 14
  • Hit Points 30
  • Speed 20ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 16 (+3) 7 (-2) 13 (+2) 13 (+2)

  • Senses passive Perception 12
  • Languages None
  • Challenge

Actions

Stone Chain Hook. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit 3 (1d8 -1) Target must succeed a DC 13 Strength check or be restrained and pulled 5ft towards the Golem.

Ryze, The Rune Mage

Widely considered one of the most adept sorcerers on Runeterra, Ryze is an ancient, hard-bitten archmage with an impossibly heavy burden to bear. Armed with immense arcane power and a boundless constitution, he tirelessly hunts for World Runes - fragments of the raw magic that once shaped the world from nothingness. He must retrieve these glyphs before they fall into the wrong hands, for Ryze understands the horrors they could unleash on Runeterra.


Ryze, The Rune Mage

Medium , Neutral Good


  • Armor Class 13
  • Hit Points 17
  • Speed 48ft.

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

  • Condition Immunities Magic Resistance
  • Senses passive Perception 12
  • Languages Common
  • Challenge - (- XP)

Arcane Mastery. After casting 3 level 1 or above spells, in a row, he regains his spell slots.

Spellcasting. Ryze has five 1st level spell slots, and one 2nd level spell slot. His Spell Cast Modifier is Intelligence.

Actions

Overload. 1st level Ranged Spell: +4 to hit, reach 40ft., one target. Hit: 5 (1d6+4) force damage. If Ryze casts Spell Flux or Rune Prison, he can also cast Overload in that turn

Rune Prison. 1st level Targeted Spell: Ryze binds a target in place for 1 turn

Spell Flux. 1st level Targeted Spell: 1d4 force damage. Marks targets for 2 turns. Marked targets take 1d4 extra damage from Overload, or are held in place for 2 turns by Rune Prison. Spell Flux can spread it's mark in a 5ft range by recasting on the same target two turns in a row

Realm Warp. Teleport Spell: Ryze creates a portal which after 1 turn of charging moves him and any allied creature to a target location 100-500 feet away.

Astral Beings of Mount Targon

Aurelion Sol

Aurelion Sol once graced the vast emptiness of the cosmos with celestial wonders of his own devising. Now, he is forced to wield his awesome power at the behest of a space-faring empire that tricked him into servitude. Desiring a return to his star-forging ways, Aurelion Sol will drag the very stars from the sky, if he must, in order to regain his freedom.

Diana, Scorn of the Moon

Bearing her crescent moonblade, Diana fights as a warrior of the Lunari, a faith all but quashed in the lands around Mount Targon. Clad in shimmering armor the color of winter snow at night, she is a living embodiment of the silver moon's power. Imbued with the essence of an Aspect from beyond Targon's towering summit, Diana is no longer wholly human, and struggles to divine her power and purpose in this world.


Diana, Scorn of the Moon

Medium Human, Lawful Neutral


  • Armor Class 12
  • Hit Points 15(1d4 + 5)
  • Speed 25ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 10 (+-) 11 (+0) 14 (+2) 8 (-1)

  • Senses passive Perception 12
  • Languages Common
  • Challenge ( XP)

Pale Cascade. Diana shields herself for up to 3 minutes and creates three spheres that orbit her for the duration, detonating upon contact with an enemy and dealing 1d6 + current level magic damage to nearby enemies upon detonation. (3 times per short rest)

Lunar Rush. Diana dashes to the target enemy, dealing 1d4 + Current Level magic damage. If the target is afflicted with Moonlight, the effect is consumed on all enemies and Lunar Rush gains one extra charge. (3 charges per short rest)

Actions

Moonsilver Blade. Melee Weapon Attack: + 5 to hit, reach 5ft., one target. Hit 8 (1d6 + 5). Diana reveals and pulls nearby enemies, of up to 1 size larger, 10 feet toward her location, slowing by 5ft. for 2 seconds afterwards.

Crescent Strike. Diana unleashes a bolt of lunar energy that travels in an arc, dealing magic damage to enemies hit and afflicting them with Moonlight for 1 turn, granting sight of them for the duration. Ranged Magic Attack: +2 to hit, reach 20ft., mutliple targets. Hit 1d8 + (current level) magic damage

Leona, The Radiant Dawn

Imbued with the fire of the sun, Leona is a warrior templar of the Solari who defends Mount Targon with her Zenith Blade and Shield of Daybreak. Her skin shimmers with starfire while her eyes burn with the power of the celestial Aspect within her. Armored in gold and bearing a terrible burden of ancient knowledge, Leona brings enlightenment to some, death to others.


Leona, The Radiant Dawn

Medium Human, Lawful Good


  • Armor Class 15
  • Hit Points 60
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 20 (+5) 13 (+1) 17 (+4) 15 (+2)

  • Condition Immunities Blinded
  • Senses passive Perception 13
  • Languages Common
  • Challenge ( XP)

Sunlight. Leona's attacks each mark enemies hit with Sunlight for 1 minute. Any damage dealt by allies will consume Sunlight, dealing damage equal to their current level as fire damage

Eclipse. Leona charges herself with sunlight,increasing her AC by 2 for 3 minutes. The sunlight then erupts at the end of the duration, dealing 1d8 magic damage to all nearby enemies and retaining Eclipse's bonus resistances for an additional 3 minutes if she damages an enemy.

Actions

Shield of Daybreak. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) magic bludgeoning damage. She can also stuns her target for 1 minute. (2/short rest)

Zenith Blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage. Leona can project a solar image of her sword, dealing 1d6 magic slashing damage to all enemies it passes through. If she damages an enemy, she will dash to the last one struck and root them for 1 minute. (1/short rest)

Solar Flare. Leona calls down a beam of solar energy to the target location, dealing magic damage to all enemies it hits and slowing them by 20ft of movement for 2 minutes. Enemies hit by the flare's center are instead stunned for the same duration. Casting Solar Flare charges Leona's next basic attacks with Incandescence, granting them 4ft bonus range and empowering them to deal 1d6 bonus magic damage. (1/long rest)

Pantheon, The Artisan of War

The peerless warrior known as Pantheon is a nigh-unstoppable paragon of battle. He was born among the Rakkor, a warlike people living on the flanks of Mount Targon, and after climbing the mountain's treacherous peak and being deemed worthy, he was chosen to become the earthly incarnation of the celestial Aspect of War. Imbued with inhuman power, he relentlessly seeks the enemies of Targon, leaving only corpses in his wake.


Pantheon, The Artisan of War

Medium human, unaligned


  • Armor Class 16
  • Hit Points 20(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 15 (+2) 6 (-2) 7 (-1) 14 (+2)

  • Condition Immunities None
  • Senses passive Perception 20
  • Languages Common
  • Challenge ( XP)

Heartseeker. Enemies who are below 3 hit points can be crit with an 18, a 19, or a 20.


Actions

Aegis of Zeonia. Melee Shield Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage. Target must make a DC 15 Constiution Save Throw, or be stunned for 2 turns

Starstone Spear. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8(1d6 + 5) piercing damage. Versatile 1d8 + 5 Two Handed. Ranged Attack +4 to hit, reach 20/60ft., one target. Hit 5(1d6+2) piercing damage. Returns to Pantheon after throw.

Taric, The Shield of Valoran

Taric is the Aspect of the Protector, wielding incredible power as Runeterra's guardian of life, love, and beauty. Shamed by a dereliction of duty and exiled from his homeland Demacia, Taric ascended Mount Targon to find redemption, only to discover a higher calling among the stars. Imbued with the might of ancient Targon, the Shield of Valoran now stands ever vigilant against the insidious corruption of the Void.


Taric, The Shield of Valoran

Medium human, Lawful Good


  • Armor Class 17
  • Hit Points 25
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 16 (+3)

  • Condition Immunities charmed
  • Senses passive Perception 12
  • Languages Common
  • Challenge ( XP)

Bravado's Might. After casting a spell, Taric gains Multiattack, allowing him to attack twice in one turn.

Bastions Mark. Taric can Mark an ally, granting them 2 bonus AC. While an ally is marked, Dazzle, Bastion and Starlight's Touch all duplicate from the ally. Bastion's Mark remains intact so long as Taric and his Ally are within 20ft. of each other.

Actions

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

Starlight's Touch. Targeted Spell: Taric Heals allies within 5 ft for 1d4 + current Level Hit Points. This effect also goes off on Marked allies

Bastion. Targeted Spell: Taric grants himself and a Marked ally Temporary Hit Points equal to his level + 2 for 2 rounds.

Dazzle. Line Spell: Taric charges up a beam of light, and after 1 minute, releases it in a staright line in front of him, stunning any enemies hit by the beam for 2 turns, and dealing 1d4 + 2 radiant damage.

Cosmic Radiance. Targeted AoE: Taric calls down a ray of cosmic energy which after 2 turns will grant all allies within 10 ft of Taric, or a Marked ally Temporary Hit Points equal to their Maximum Hit Points. These hit points last 4 rounds

Zoe, The Aspect of Twilight

As the embodiment of mischief, imagination, and change, Zoe acts as the cosmic messenger of Targon, heralding major events that reshape worlds. Her mere presence warps the arcane mathematics governing realities, sometimes causing cataclysms without conscious effort or malice. This perhaps explains the breezy nonchalance with which Zoe approaches her duties, giving her plenty of time to focus on playing games, tricking mortals, or otherwise amusing herself. An encounter with Zoe can be joyous and life affirming, but it is always more than it appears and often extremely dangerous


Zoe, The Aspect of Twilight

Small Human, True Neutral


  • Armor Class 13
  • Hit Points 107(1d4 + 5)
  • Speed 47ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 16 (+3) 11 (+0) 20 (+5) 18 (+4)

  • Condition Immunities None
  • Senses passive Perception 15
  • Languages Common
  • Challenge ( XP)

More Sparkles! After casting an ability, Zoe's next basic attack deals 1d4 magic damage.

Spell Thief. After a spell is cast, Zoe can steal the spell before it reaches it's target, and use it within the next 3 turns. She can only hold one spell at a time.

Actions

Sparkles! Targeted Ranged Spell: Range 5ft/20ft., one target. Hit 8 (1d6 + 5)

Paddle Star. Ranged Spell: Range 10ft/100ft., area of effect. Hit Deals 1d8+5 to all targets within 5ft of impact zone.

Sleepy Trouble Bubble. Ranged Spell: Range 30ft., one target/ area of effect. The Bubble can traverse walls, however when shooting thorugh a wall, have disadvantage on the attack roll. Hit 1d6 + 5 force damage, and put target to sleep after 1 turn.

Portal Jump Blink Spell: Zoe opens a portal, jumping through it and remaining there for 1 minute, before returning to her original position.

Bilgewaters Best of the Worst

Illaoi, The Kraken Priestess

Illaoi's powerful physique is dwarfed only by her indomitable faith. As the prophet of the Great Kraken, she uses a huge, golden idol to rip her foes' spirits from their bodies and shatter their perception of reality. All who challenge the 'Truth Bearer of Nagakabouros' soon discover Illaoi never battles alone - the god of the Serpent Isles fights by her side.


Illaoi, The Kraken Priestess

Large Human, Lawful Neutral


  • Armor Class 16
  • Hit Points 22(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 15 (+2) 13 (+1) 10 (+0) 16 (+3)

  • Senses passive Perception 20
  • Languages Common
  • Challenge ( XP)

Prophet of an Elder God. Illaoi can summon up to 3 tentacles near to a wall. Can be used 3 times per day. Tentacles deal 1d8 force damage.

Actions

Eye of the God. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 11 (2d6 + 5) bludgeoining damage. Harsh Lesson: Illao can leap to someone within 10ft. and slam them for 8 (1d6 + 5) Bludgeoning damage, and also slam a nearby tentacle onto them.

Tentacle Smash. Illaoi summons forth a 35ft. tentacle from her Eye of the God, while she's holding it, and slams it down in a line 5ft line in front of her, dealing 11 (2d6 + 5) force damage to any enemy hit. She also gains Hit Points equal to 1d4+3 for each enemy hit.

Test of Spirit. Illaoi sends forth a tentacle and on hitting an enemy target, will pull out their Spirit for 5 minutes. While an enemy has their spirit pulled out they will take half damage that is dealt to the spirit. In order to stop the test, one must either attack Illaoi, removing 1/2 minute from the test for each hit, or they must endure it. Escaping from the test will result in a 20ft. Movement slow for 1 minute , as well as for 2 tentacles to spawn near you and attack you.

Leap of Faith. Illaoi leaps into the air before slamming her idol into the ground, dealing 1d8+5 bludgeoning damage to enemies in a 10ft. radius. For each enemy and Test of Spirit Spirit hit, a Prophet of an Elder God Tentacle is summoned for 4 minutes. For the duration Illaoi gains Multiattack, allowing for both a normal melee attack, and a Harsh Lesson in one turn.

Gangplank, The Saltwater Scourge

As unpredictable as he is brutal, the dethroned reaver king Gangplank is feared far and wide. Once, he ruled the port city of Bilgewater, and while his reign is over, there are those who believe this has only made him more dangerous. Gangplank would see Bilgewater bathed in blood once more before letting someone else take it—and now with pistol, cutlass, and barrels of gunpowder, he is determined to reclaim what he has lost.


Gangplank, The Saltwater Scourge

Medium human, Chaotic Neutral


  • Armor Class 15
  • Hit Points 16 (1d4 + 5)
  • Speed 30ft.

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

  • Senses passive Perception 20
  • Languages None
  • Challenge ( XP)

Remove Scurvy. Gangplank eats some oranges, releasing himself from any form of crowd control. He also regains Hit Points equal to 1d4 + 4

Cannon Barrage. Gangplank calls down a volley of cannon fire onto a 20ft by 20ft area he, or his ship can see. Gangplank must be on his ship, or within 500 feet to use Cannon Barrage.

Actions

Bilgewater Cutlass. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage. Trial by Fire: Gangplank can set his cutlass ablaze, setting the next hit target ablaze for 2 minutes, dealing 1d6 + 4 fire damage per turn/minute

Hand Cannon. Ranged Weapon Attack: + 2 to hit, reach 30/90ft, loading, Misfire: 3, one target. Hit 1d6 piercing damage.

Graves, The Outlaw

Malcolm Graves is a renowned mercenary, gambler, and thief—a wanted man in every city and empire he has visited. Even though he has an explosive temper, he possesses a strict sense of criminal honor, often enforced at the business end of his double-barreled shotgun Destiny. In recent years, he has reconciled a troubled partnership with Twisted Fate, and together they have prospered once more in the turmoil of Bilgewater's criminal underbelly.


Graves, The Outlaw

Medium Human, Chaotic Neutral


  • Armor Class 17
  • Hit Points 16(1d4 + 5)
  • Speed 34ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 11 (+1) 9 (-1) 14 (+2) 9 (-1)

  • Senses passive Perception 11
  • Languages Common
  • Challenge ( XP)

Quickdraw. Graves rolls or dashes 15ft and reloads a shell into Destiny

Actions

Destiny. Ranged Weapon Attack: +3 to hit, reach 90/300ft., Scatter (1d6), Loading, Scatter. Hit 9 (2d6 + 3). Can be fired twice per attack. Second roll is with disadvantage and does not gain ability score modifier, unless modifier is negative.

End of the Line. Graves fires an explosive shell in a 30ft by 5ft line in front of him dealing 1d6 fire damage twice, once on the way there, another on the way back. If the blast is interrupted by a wall it returns after impacting.

Smoke Screen. Graves deploys a smokescreen, blinding enemies in its 10ft by 10ft radius, and halving their movement speed.

Collateral Damage. Graves unleashes an explosive shell in an outward cone (60ft by 30ft) dealing 3d8 fire and thunder damage.

Miss Fortune, The Bounty Hunter

A Bilgewater captain famed for her looks but feared for her ruthlessness, Sarah Fortune paints a stark figure among the hardened criminals of the port city. As a child, she witnessed the reaver king Gangplank murder her family—an act she brutally avenged years later, blowing up his flagship while he was still aboard. Those who underestimate her will face a beguiling and unpredictable opponent… and, likely, a bullet or two in their guts.


Miss Fortune, The Bounty Hunter

Medium human, Chaotic Good


  • Armor Class 11
  • Hit Points 63(1d4 + 5)
  • Speed 29ft.

STR DEX CON INT WIS CHA
15 (+3) 4 (-3) 2 (-4) 16 (+3) 3 (-3) 11 (+1)

  • Senses passive Perception 7
  • Languages Common
  • Challenge 4 (1150 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

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

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

Twisted Fate, The Card Master

Twisted Fate is an infamous card shark and swindler who has gambled and charmed his way across much of the known world, earning the enmity and admiration of the rich and foolish alike. He rarely takes things seriously, greeting each day with a mocking smile and an insouciant swagger. In every possible way, Twisted Fate always has an ace up his sleeve.


Twisted Fate, The Card Master

Medium human, Chaotic Neutral


  • Armor Class 11
  • Hit Points 5(1d4 + 5)
  • Speed 28ft.

STR DEX CON INT WIS CHA
13 (+2) 20 (+5) 12 (+1) 12 (+1) 11 (+1) 10 (+0)

  • Condition Immunities swagged, buzzed
  • Senses passive Perception 8
  • Languages None
  • Challenge 0 (5496 XP)

Pack Tactics. These guys work together. Like super well, you don't even know.

Actions

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

Nautilus, The Titan of the Depths

The Powers of Noxus

Cassiopea, The Serpents Embrace

Darius, The Hand of Noxus

Draven, The Glorious Executioner

Katarina, The Sinister Blade

Kled, The Cantankerous Cavalier

LeBlanc, The Deciever

Sion, The Undead Juggernaut

Swain, The Noxian Grand General

Talon, The Blade's Shadow

Vladimir, The Crimson Reaper

Power of the Shuriman Sands

Amumu, The Sand Mummy

Azir, The Emperor of the Sands

Nasus, The Curator of the Sands

Rammus, The Armordillo

Renekton, The Butcher of the Sands

Sivir, The Battle Misstress

Skarner, The Crystal Vanguard

Taliyah, The Stoneweaver

Xerath, The Magus Ascended

Guardians of Ionias Spirit

Ahri, The Nine Tailed Fox

Akali, The Fist of Shadow

Irelia, The Blade Dancer

Jhin, The Virtuoso

Karma, The Enlightened One

Kayn, The Shadow Reaper

Kennen, The Heart of the Tempest

Lee Sin, The Blind Monk

Master Yi, The WuJu Bladesman

Rakan, The Charmer

Shen, The Eye of Twilight

Soraka, The Starchild

Syndra, The Dark Sovereign

Varus, The Arrow of Retribution

Wukong, The Monkey King

Xayah, The Rebel

Yasuo, The Unforgiven

Zed, The Master of Shadows

Honor-Bound of Demacia

Fiora, The Grand Duelist

Galio, The Colossus

Garen, The Might of Demacia

Jarvan IV, The Exemplar of Demacia

Lucian, The Purifier

Lux, The Lady of Luminosity

Poppy, Keeper of the Hammer

Quinn, Demacia's Wings

Shyvanna, The Half-Dragon

Sona, Maven of the Strings

Vayne, The Night Hunter

Xin Zhao, The Seneschal of Demacia

Clans of the Frejlord

Ashe, The Frost Archer

Anivia, The Cryophoenix

Braum, The Heart of the Frejlord

Gragas, The Rabble Rauser

Lissandra, The Ice Witch

Nunu, The Yeti Rider

Olaf, The Beserker

Ornn, The Fire Below the Mountain

Sejuani, Fury of the North

Trundle, The Troll King

Tryndamere, The Barbarian King

Udyr, The Spirit Walker

Volibear, The Thunder's Roar

Fury of the Yordles

Corki, The Daring Bombardier

Heimerdinger, The Revered Inventor

Lulu, The Fae Sorceress

Rumble, The Mechanized Menace

Teemo, The Swift Scout

Tristana, The Yordle Gunner

Veigar, The Tiny Master of Evil

Ziggs, The Hexplosive Expert

Piltovers Finest

Caitlin, The Sheriff of Piltover

Camille, The Steel Shadow

Ezreal, The Prodigal Explorer

Jayce, The Defender of Tomorrow

Orianna, The Lady of Clockwork

Vi, The Piltover Enforcer

Zaun's Brighest Shadows

Blitzcrank, The Great Steam Golem

Dr Mundo, The Madman of Zaun

Ekko, The Boy Who Shattered Time

Janna, The Storms Fury

Jinx, The Lose Cannon

Singed, The Mad Chemist

Twitch, The Plague Rat

Urgot, The Dreadnought

Viktor, The Machine Herald

Warwick, The Uncaged Wrath of Zaun

Zac the Secret Weapon

Demacias Beasties

Crag Beasts

Giant boar-like creatures. They are often sighted in the country side where they frequently attack Demacian settlements. They adorn large tusks and sharp fangs. Their outer shell is protected by a thick layer of rocky-like skin which protects them from swords, spears and other weapons. The only place where their skin isn't as thick is at their belly region. Their soft skin, inner organs, and blood are of a blue-ish colour. Their size ranges from a house to a large tower. They closely resemble the race of Elementals.


Crag Beast

Large - Huge Beast, Chaotic Neutral


  • Armor Class 18
  • Hit Points 145(1d4 + 5)
  • Speed 42ft.

STR DEX CON INT WIS CHA
19 (+5) 14 (+2) 17 (+4) 4 (-3) 14 (+2) 10 (+0)

  • Senses passive Perception 14
  • Languages None
  • Challenge 3 (352 XP)

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 10ft., 5ft AoE. Hit 4d6 + 5 Bludgeon Damage

Swipe. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 3d8 + 5 Slashing Damage

Silverwing Raptors

Griffin-esque creatures native to the rocky crags of northern Demacia. Only a few individuals have been known to befriend and ride these beasts.


Silverwing Raptors

Large Monstrosity, unaligned


  • Armor Class 12
  • Hit Points 59(7d10 + 21)
  • Speed 30ft., fly 80ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages -
  • Challenge 2 (450 XP)

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tuskvore

A predatory killer known for its thick hide, long razorhorns and ferocious temperament.


Tuskvore

Large Monstrosity, Chaotic Neutral


  • Armor Class 17
  • Hit Points 94(9d10 + 45)
  • Speed 40ft.

STR DEX CON INT WIS CHA
1 (-4) 15 (+3) 2 (-4) 3 (-3) 5 (-2) 16 (+3)

  • Skills Perception +6
  • Senses darkvision 60ft., tremorsense 60ft., passive Perception 16
  • Languages -
  • Challenge 5 (1,800 XP)

Standing Leap. The Tuskvore's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Charge. If the Tuskvore moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. Ifthe target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the Tuskvore takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) slashing damage.

Wyverns

They are reptilian creatures and are members of the dragon family are often mistaken for their Dragon cousins cause of their similar appearances. The distinguishing features of a wyvern is that it only has one pair of limbs and one pair of wings as oppose to the two paired limed dragon's. They are often spotted attacking the Demacian countryside and are a frequent threat to villagers.


Wyvern

Large Dragon, unaligned


  • Armor Class 13
  • Hit Points 110(13d10 + 39)
  • Speed 20ft., fly 80ft

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack .

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Noxian Monstrosities

Basilisk

Born in the Kumungu Jungle, these creatures are often bred as War Beasts for Noxus.


Basilisk

Medium monstrosity, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 52(8d8 + 16)
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60ft., Passive Perception 9
  • Languages -
  • Challenge 3 (700 XP)

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two ofthem can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends . On a failure , the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again . If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze

False Appearance. While the armor reamin motionless, it is indistinguishable from a normal suit of armor.

Actions

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10(2d6+3) piercing damage plus 7(2d6) poison damage.


Drakenhounds

Drakenhounds are a distant relative of dragons. They're kept by some rich, and perhaps foolish Noxians as pets.


Drakenhounds

Medium dragons, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 52(7d8 + 21)
  • Speed 24ft.

STR DEX CON INT WIS CHA
16 (+1) 11 (+5) 16 (+5) 4 (+2) 10 (+0) 7 (+4)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Understands Draconic, but can't speak it
  • Challenge 2 (450 XP)

Actions

Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.

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

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage.

DIFFERENT TYPES OF GUARD DRAKES

Blue Guard Drake: An blue guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.

White Guard Drake: A white guard drake has a burrowing speed of20 feet, a climbing speed of 30 feet, and resistance to lightning and cold damage.

Red Guard Drake: A red guard drake has climbing speed of 30 feet and resistance to fire damage.

Brown Guard Drake: A brown guard drake has a burrowing speed of 20 feet and resistance to bludgeoning damage.

Ionian Spirit Animals

Luonn Kon

Giant spirit animals located in Ionia. They take the appearance of massive stone golems and are often benevolent in nature. Some of them assist local inhabitants in creating makeshift dams.

Vulkodalks

Terrifying apex predators from the wilds of Ionia. These monsters are tall, lizard-like and have dozen of eyes.

Worax

Large heard of animals found in Ionia. They are described as goat-like buffalo.

Shuriman Desert Creatures

Horros of the Void

Void Scouts

These small nible creatures lurk in the shadows, their powerful hind legs granting them leaping abilities, but their front legs matching in power for chases and speed. These beings are fast, stealthy, and when cornered, incredibly ferocious.


Void Scout

Small Fiend, Chaotic Evil


  • Armor Class 13
  • Hit Points 15(1d20 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 8 (-1) 10 (+0) 17 (+3) 2 (-4)

  • Senses passive Perception 16
  • Languages Void
  • Challenge
  • Proficiencies Stealth +3, Perception + 3

Retreat The Void Scout can double it's movement speed and disengage. All enemies must make a perception check, meeting a DC of 16, or the Scout escapes.


Actions

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