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System Reference Document 5.2.1
Traits
Pack Tactics. The warrior has Advantage on an attack 
roll against a creature if at least one of the warrior’s al-
lies is within 5 feet of the creature and the ally doesn’t 
have the Incapacitated condition.
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or 
range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Warrior Veteran
Medium or Small Humanoid, Neutral
AC 17  Initiative +3 (13)
HP 65 (10d8 + 20)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 13 +1 +1 Con 14 +2 +2
Int 10 +0 +0 WIS 11 +0 +0 Cha 10 +0 +0
Skills Athletics +5, Perception +2
Gear Greatsword, Heavy Crossbow, Splint Armor
Senses Passive Perception 12
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The warrior makes two Greatsword or 
Heavy Crossbow attacks.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 
(2d6 + 3) Slashing damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 
100/400 ft. Hit: 12 (2d10 + 1) Piercing damage.
Reactions
Parry. Trigger: The warrior is hit by a melee attack roll 
while holding a weapon. Response: The warrior adds 2 
to its AC against that attack, possibly causing it to miss.
Water Elemental
Water Elemental
Large Elemental, Neutral
AC 14  Initiative +2 (12)
HP 114 (12d10 + 48)
Speed 30 ft., Swim 90 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 14 +2 +2 Con 18 +4 +4
Int 5 −3 −3 WIS 10 +0 +0 Cha 8 −1 −1
Resistances Acid, Fire
Immunities Poison; Exhaustion, Grappled, Paralyzed, 
Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Aquan)
CR 5 (XP 1,800; PB +3)
Traits
Freeze. If the elemental takes Cold damage, its Speed 
decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy’s space 
and stop there. It can move through a space as narrow 
as 1 inch without expending extra movement to do so.
Actions
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Attack Roll: +7 , reach 5 ft. Hit: 13 (2d8 
+ 4) Bludgeoning damage. If the target is a Medium or 
smaller creature, it has the Prone condition.
Whelm (Recharge 4–6). Strength Saving Throw: DC 15, 
each creature in the elemental’s space. Failure: 22 (4d8 
+ 4) Bludgeoning damage. If the target is a Large or 
smaller creature, it has the Grappled condition (escape 
DC 14). Until the grapple ends, the target has the Re-
strained condition, is suffocating unless it can breathe 
water, and takes 9 (2d8) Bludgeoning damage at the 
start of each of the elemental’s turns. The elemental 
can grapple one Large creature or up to two Medium 
or smaller creatures at a time with Whelm. As an ac-
tion, a creature within 5 feet of the elemental can pull 
a creature out of it by succeeding on a DC 14 Strength 
(Athletics) check. Success: Half damage only.
Werebear
Werebear
Medium or Small Monstrosity (Lycanthrope), Neutral Good
AC 15  Initiative +3 (13)
HP 135 (18d8 + 54)
Speed 30 ft., 40 ft. (bear form only), Climb 30 ft. (bear 
form only)
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 Dex 10 +0 +0 Con 17 +3 +3
Int 11 +0 +0 WIS 12 +1 +1 Cha 12 +1 +1
Skills Perception +7
Gear Handaxes (4)
Senses Darkvision 60 ft.; Passive Perception 17
Languages Common (can’t speak in bear form)
CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The werebear makes two attacks, using 
Handaxe or Rend in any combination. It can replace 
one attack with a Bite attack.
Bite (Bear or Hybrid Form Only). Melee Attack Roll: 
+7 , reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If 
the target is a Humanoid, it is subjected to the follow-
ing effect. Constitution Saving Throw: DC 14. Failure: 
The target is cursed. If the cursed target drops to 0 Hit 
Points, it instead becomes a Werebear under the GM’s 