322
System Reference Document 5.2.1
Traits
Magic Resistance. The satyr has Advantage on saving 
throws against spells and other magical effects.
Actions
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 
+ 3) Bludgeoning damage. If the target is a Medium or 
smaller creature, the satyr pushes the target up to 10 
feet straight away from itself.
Mockery. Wisdom Saving Throw: DC 12, one creature 
the satyr can see within 90 feet. Failure: 5 (1d6 + 2) 
Psychic damage.
Scout
Scout
Medium or Small Humanoid, Neutral
AC 13   Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 11 +0 +0 Dex 14 +2 +2 Con 12 +1 +1
Int 11 +0 +0 WIS 13 +1 +1 Cha 11 +0 +0
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Gear Leather Armor, Longbow, Shortsword
Senses Passive Perception 15
Languages Common plus one other language
CR 1/2 (XP 100; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shorts-
word and Longbow in any combination.
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 
(1d6 + 2) Piercing damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. 
Hit: 6 (1d8 + 2) Piercing damage.
Sea Hag
Sea Hag
Medium Fey, Chaotic Evil
AC 14   Initiative +1 (11)
HP 52 (7d8 + 21)
Speed 30 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 13 +1 +1 Con 16 +3 +3
Int 12 +1 +1 WIS 12 +1 +1 Cha 13 +1 +1
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag 
allies, the hag can cast one of the following spells, 
requiring no Material components, using the spell’s 
normal casting time, and using Intelligence as the spell-
casting ability (spell save DC 11): Augury, Find Familiar, 
Identify, Locate Object, Scrying, or Unseen Servant. 
The hag must finish a Long Rest before using this trait to 
cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any 
Beast or Humanoid that starts its turn within 30 feet of 
the hag and can see the hag’s true form. Failure: The 
target has the Frightened condition until the start of its 
next turn. Success: The target is immune to this hag’s 
Vile Appearance for 24 hours.
Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 
+ 3) Slashing damage.
Death Glare (Recharge 5–6). Wisdom Saving Throw: 
DC 11, one Frightened creature the hag can see within 
30 feet. Failure: If the target has 20 Hit Points or fewer, 
it drops to 0 Hit Points. Otherwise, the target takes 13 
(3d8) Psychic damage.
Illusory Appearance. The hag casts Disguise Self, using 
Constitution as the spellcasting ability (spell save DC 
13). The spell’s duration is 24 hours.
Shadow
Shadow
Medium Undead, Chaotic Evil
AC 12  Initiative +2 (12)
HP 27 (5d8 + 5)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 6 −2 −2 Dex 14 +2 +2 Con 13 +1 +1
Int 6 −2 −2 WIS 10 +0 +0 Cha 8 −1 −1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened, 
Grappled, Paralyzed, Petrified, Poisoned, Prone, 
Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The shadow can move through a space 
as narrow as 1 inch without expending extra move-
ment to do so.
Sunlight Weakness. While in sunlight, the shadow has 
Disadvantage on D20 Tests.