314
System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +2 Dex 16 +3 +3 Con 12 +1 +1
Int 6 −2 −2 WIS 10 +0 +0 Cha 6 −2 −2
Skills Stealth +7
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 3 (XP 700; PB +2)
Traits
Ethereal Sight. The spider can see 60 feet into the Ethe-
real Plane while on the Material Plane and vice versa.
Spider Climb. The spider can climb difficult surfaces, 
including along ceilings, without needing to make an 
ability check.
Web Walker. The spider ignores movement restrictions 
caused by webs, and the spider knows the location of 
any other creature in contact with the same web.
Actions
Multiattack. The spider makes two Bite attacks.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 
3) Piercing damage plus 9 (2d8) Poison damage. If this 
damage reduces the target to 0 Hit Points, the target 
becomes Stable, and it has the Poisoned condition for 1 
hour. While Poisoned, the target also has the Paralyzed 
condition.
Bonus Actions
Ethereal Jaunt. The spider teleports from the Material 
Plane to the Ethereal Plane or vice versa.
Pirates
Pirate
Medium or Small Humanoid, Neutral
AC 14  Initiative +5 (15)
HP 33 (6d8 + 6)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 16 +3 +5 Con 12 +1 +1
Int 8 −1 −1 WIS 12 +1 +1 Cha 14 +2 +4
Gear Daggers (6), Leather Armor
Senses Passive Perception 11
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Actions
Multiattack. The pirate makes two Dagger attacks. 
It can replace one attack with a use of Enthrall-
ing Panache.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or 
range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, 
one creature the pirate can see within 30 feet. Failure: 
The target has the Charmed condition until the start of 
the pirate’s next turn.
Pirate Captain
Medium or Small Humanoid, Neutral
AC 17  Initiative +7 (17)
HP 84 (13d8 + 26)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +3 Dex 18 +4 +7 Con 14 +2 +2
Int 10 +0 +0 WIS 14 +2 +5 Cha 17 +3 +6
Skills Acrobatics +7 , Perception +5
Gear Pistol, Rapier
Senses Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The pirate makes three attacks, using 
Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: +7 , reach 5 ft. Hit: 13 (2d8 
+ 4) Piercing damage, and the pirate has Advantage on 
the next attack roll it makes before the end of this turn.
Pistol. Ranged Attack Roll: +7 , range 30/90 ft. Hit: 15 
(2d10 + 4) Piercing damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one 
creature the pirate can see within 30 feet. Failure: The 
target has the Charmed condition until the start of the 
pirate’s next turn.
Reactions
Riposte. Trigger: The pirate is hit by a melee attack roll 
while holding a weapon. Response: The pirate adds 3 
to its AC against that attack, possibly causing it to miss. 
On a miss, the pirate makes one Rapier attack against 
the triggering creature if within range.
Pit Fiend
Pit Fiend
Large Fiend (Devil), Lawful Evil
AC 21  Initiative +14 (24)
HP 337 (27d10 + 189)
Speed 30 ft., Fly 60 ft.