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System Reference Document 5.2.1
takes 7 (2d6) Thunder damage at the start of each of the 
stalker’s turns.
Iron Golem
Iron Golem
Large Construct, Unaligned
AC 20  Initiative +9 (19)
HP 252 (24d10 + 120)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 24 +7 +7 Dex 9 −1 −1 Con 20 +5 +5
Int 3 −4 −4 WIS	 11 +0 +0 Cha	1 −5 −5
Immunities Fire, Poison, Psychic; Charmed, Exhaustion, 
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Understands Common plus two other 
languages but can’t speak
CR 16 (XP 15,000; PB +5)
Traits
Fire Absorption. Whenever the golem is subjected to 
Fire damage, it regains a number of Hit Points equal to 
the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The golem makes two attacks, using 
Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee Attack Roll: +12, reach 10 ft. 
Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) 
Fire damage.
Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 
36 (8d8) Fire damage.
Poison Breath (Recharge 6). Constitution Saving 
Throw: DC 18, each creature in a 60-foot Cone. Fail-
ure: 55 (10d10) Poison damage. Success: Half damage.
Knight
Knight
Medium or Small Humanoid, Neutral
AC 18  Initiative +0 (10)
HP 52 (8d8 + 16)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str	 16 +3 +3 Dex	 11 +0 +0 Con	14 +2 +4
Int	 11 +0 +0 WIS	 11 +0 +2 Cha	15 +2 +2
Immunities Frightened
Gear Greatsword, Heavy Crossbow, Plate Armor
Senses Passive Perception 10
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The knight makes two attacks, using 
Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 
(2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 
100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8) 
Radiant damage.
Reactions
Parry. Trigger: The knight is hit by a melee attack roll 
while holding a weapon. Response: The knight adds 2 
to its AC against that attack, possibly causing it to miss. 
Kobold
Kobold Warrior
Small Dragon, Neutral
AC 14  Initiative +2 (12)
HP 7 (3d6 − 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 7 −2 −2 Dex	15 +2 +2 Con 9 −1 −1
Int 8 −1 −1 WIS 7 −2 −2 Cha 8 −1 −1
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB +2)
Traits
Pack Tactics. The kobold has Advantage on an attack 
roll against a creature if at least one of the kobold’s al-
lies is within 5 feet of the creature and the ally doesn’t 
have the Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has 
Disadvantage on ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or 
range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.