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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 1 −5 −5 Dex 28 +9 +9 Con 10 +0 +0
Int 13 +1 +1 WIS 14 +2 +2 Cha 11 +0 +0
Resistances Acid, Bludgeoning, Cold, Fire, Necrotic, 
Piercing, Slashing
Immunities Lightning, Poison; Exhaustion, Grappled, 
Paralyzed, Petrified, Poisoned, Prone, Restrained, 
Unconscious
Senses Darkvision 120 ft.; Passive Perception 12
Languages Common plus one other language
CR 2 (XP 450; PB +2)
Traits
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot 
radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can move through 
other creatures and objects as if they were Difficult 
Terrain. It takes 5 (1d10) Force damage if it ends its turn 
inside an object.
Actions
Shock. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 
+ 2) Lightning damage.
Bonus Actions
Consume Life. Constitution Saving Throw: DC 10, one 
living creature the wisp can see within 5 feet that has 0 
Hit Points. Failure: The target dies, and the wisp regains 
10 (3d6) Hit Points.
Vanish. The wisp and its light have the Invisible condi-
tion until the wisp’s Concentration ends on this effect, 
which ends early immediately after the wisp makes an 
attack roll or uses Consume Life.
Winter Wolf
Winter Wolf
Large Monstrosity, Neutral Evil
AC 13  Initiative +1 (11)
HP 75 (10d10 + 20)
Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 13 +1 +1 Con 14 +2 +2
Int 7 −2 −2 WIS 12 +1 +1 Cha 8 −1 −1
Skills Perception +5, Stealth +5
Immunities Cold
Senses Passive Perception 15
Languages Common, Giant
CR 3 (XP 700; PB +2)
Traits
Pack Tactics. The wolf has Advantage on an attack roll 
against a creature if at least one of the wolf’s allies is 
within 5 feet of the creature and the ally doesn’t have 
the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) 
Piercing damage. If the target is a Large or smaller crea-
ture, it has the Prone condition.
Cold Breath (Recharge 5–6). Constitution Saving 
Throw: DC 12, each creature in a 15-foot Cone. Failure: 
18 (4d8) Cold damage. Success: Half damage.
Worg
Worg
Large Fey, Neutral Evil
AC 13  Initiative +1 (11)
HP 26 (4d10 + 4)
Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 13 +1 +1 Con 13 +1 +1
Int 7 −2 −2 WIS 11 +0 +0 Cha 8 −1 −1
Skills Perception +4
Senses Darkvision 60 ft.; Passive Perception 14
Languages Goblin, Worg
CR 1/2 (XP 100; PB +2)
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) 
Piercing damage, and the next attack roll made against 
the target before the start of the worg’s next turn has 
Advantage.
Wraith
Wraith
Medium or Small Undead, Neutral Evil
AC 13  Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 5 ft., Fly 60 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 6 −2 −2 Dex 16 +3 +3 Con 16 +3 +3
Int 12 +1 +1 WIS 14 +2 +2 Cha 15 +2 +2
Resistances Acid, Bludgeoning, Cold, Fire, Piercing, 
Slashing
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Grappled, Paralyzed, Petrified, Poisoned, Prone, 
Restrained, Unconscious
Senses Darkvision 60 ft.; Passive Perception 12
Languages Common plus two other languages
CR 5 (XP 1,800; PB +3)