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System Reference Document 5.2.1
Noble
Noble
Medium or Small Humanoid, Neutral
AC 15  Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 11 +0 +0 Dex 12 +1 +1 Con 11 +0 +0
Int 12 +1 +1 WIS 14 +2 +2 Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Senses Passive Perception 12
Languages Common plus two other languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 
+ 1) Piercing damage.
Reactions
Parry. Trigger: The noble is hit by a melee attack roll 
while holding a weapon. Response: The noble adds 2 
to its AC against that attack, possibly causing it to miss.
Ochre Jelly
Ochre Jelly
Large Ooze, Unaligned
AC 8  Initiative −2 (8)
HP 52 (7d10 + 14)
Speed 20 ft., Climb 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +2 Dex 6 −2 −2 Con 14 +2 +2
Int 2 −4 −4 WIS 6 −2 −2 Cha 1 −5 −5
Resistances Acid
Immunities Lightning, Slashing; Charmed, Deafened, 
Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 2 (XP 450; PB +2)
Traits
Amorphous. The jelly can move through a space 
as narrow as 1 inch without expending extra move-
ment to do so.
Spider Climb. The jelly can climb difficult surfaces, 
including along ceilings, without needing to make an 
ability check.
Actions
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 
(3d6 + 2) Acid damage.
Reactions
Split. Trigger: While the jelly is Large or Medium and 
has 10+ Hit Points, it becomes Bloodied or is subjected 
to Lightning or Slashing damage. Response: The jelly 
splits into two new Ochre Jellies. Each new jelly is one 
size smaller than the original jelly and acts on its Initia-
tive. The original jelly’s Hit Points are divided evenly 
between the new jellies (round down).
Ogre
Ogre
Large Giant, Chaotic Evil
AC 11  Initiative −1 (9)
HP 68 (8d10 + 24)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 Dex 8 −1 −1 Con 16 +3 +3
Int 5 −3 −3 WIS 7 −2 −2 Cha 7 −2 −2
Gear Greatclub, Javelins (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Giant
CR 2 (XP 450; PB +2)
Actions
Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 
(2d8 + 4) Bludgeoning damage.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or 
range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage.
Oni
Oni
Large Fiend, Lawful Evil
AC 17  Initiative +0 (10)
HP 119 (14d10 + 42)
Speed 30 ft., Fly 30 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 Dex 11 +0 +3 Con 16 +3 +6
Int 14 +2 +2 WIS 12 +1 +4 Cha 15 +2 +5
Skills Arcana +5, Deception +8, Perception +4
Resistances Cold
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Giant
CR 7 (XP 2,900; PB +3)
Traits
Regeneration. The oni regains 10 Hit Points at the start 
of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The oni makes two Claw or Nightmare 
Ray attacks. It can replace one attack with a use of 
Spellcasting.