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System Reference Document 5.2.1
Antennae. The rust monster targets one nonmagical 
metal object—armor or a weapon—worn or carried 
by a creature within 5 feet of itself. Dexterity Saving 
Throw: DC 11, the creature with the object. Failure: 
The object takes a −1 penalty to the AC it offers (ar-
mor) or to its attack rolls (weapon). Armor is destroyed 
if the penalty reduces its AC to 10, and a weapon is 
destroyed if its penalty reaches −5. The penalty can be 
removed by casting the Mending spell on the armor 
or weapon.
Destroy Metal. The rust monster touches a nonmagi-
cal metal object within 5 feet of itself that isn’t being 
worn or carried. The touch destroys a 1-foot Cube of 
the object.
Reactions
Reflexive Antennae. Trigger: An attack roll hits the rust 
monster. Response: The rust monster uses Antennae.
Sahuagin
Sahuagin Warrior
Medium Fiend, Lawful Evil
AC 12  Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 13 +1 +1 Dex 11 +0 +0 Con 12 +1 +1
Int 12 +1 +1 WIS 13 +1 +1 Cha 9 −1 −1
Skills Perception +5
Resistances Acid, Cold
Senses Darkvision 120 ft.; Passive Perception 15
Languages Sahuagin
CR 1/2 (XP 100; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on at-
tack rolls against any creature that doesn’t have all its 
Hit Points.
Limited Amphibiousness. The sahuagin can breathe air 
and water, but it must be submerged at least once every 
4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control 
sharks within 120 feet of itself, using a special telepathy.
Actions
Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) 
Slashing damage.
Bonus Actions
Aquatic Charge. The sahuagin swims up to its Swim 
Speed straight toward an enemy it can see.
Salamander
Salamander
Large Elemental, Neutral Evil
AC 15   Initiative +2 (12)
HP 90 (12d10 + 24)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 14 +2 +2 Con 15 +2 +2
Int 11 +0 +0 WIS 10 +0 +0 Cha 12 +1 +1
Vulnerabilities Cold
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Ignan)
CR 5 (XP 1,800; PB +3)
Traits
Fire Aura. At the end of each of the salamander’s turns, 
each creature of the salamander’s choice in a 5-foot 
Emanation originating from the salamander takes 7 
(2d6) Fire damage.
Actions
Multiattack. The salamander makes two Flame 
Spear attacks. It can replace one attack with a use of 
Constrict.
Flame Spear. Melee or Ranged Attack Roll: +7 , reach 5 
ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage 
plus 7 (2d6) Fire damage. Hit or Miss: The spear magi-
cally returns to the salamander’s hand immediately after 
a ranged attack.
Constrict. Strength Saving Throw: DC 15, one Large or 
smaller creature the salamander can see within 10 feet. 
Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) 
Fire damage. The target has the Grappled condition (es-
cape DC 14), and it has the Restrained condition until 
the grapple ends.
Satyr
Satyr
Medium Fey, Chaotic Neutral
AC 13  Initiative +3 (13)
HP 31 (7d8)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 12 +1 +1 Dex 16 +3 +3 Con 11 +0 +0
Int 12 +1 +1 WIS 10 +0 +0 Cha 14 +2 +2
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)