TEXT: +1 Arrow
  Weapon (arrow)
  U
  N
  You have a +1 bonus to attack and 
  damage rolls made with this magic 
  weapon.
  Potion of Poison
  Potion
  U
  N
  This concoction looks, smells, and tastes like 
  a potion of healing or other bene�icial 
  potion. However, it is actually poison masked 
  by illusion magic. An identify spell reveals its 
  true nature. 
  If you drink it, you take 3d6 poison damage, 
  and you must succeed on a DC 13 
  Constitution saving throw or be 
  poisoned. At the start of each of 
  your turns while you are poisoned 
  in this way, you take 3d6 poison 
  damage. At the end of each of your 
  turns, you can repeat the saving 
  throw. On a successful save, the 
  poison damage you take on your 
  subsequent turns decreases by 1d6. 
  The poison ends when the damage 
  decreases to 0.
  Slippers of Spider Climbing
  Wondrous item
  U
  Y
  While you wear these light shoes, you 
  can move up, down, and across 
  vertical surfaces and upside down 
  along ceilings, while leaving your 
  hands free. You have a climbing speed 
  equal to your walking speed. 
  However, the slippers don't 
  allow you to move this way on 
  a slippery surface, such as one 
  covered by ice or oil.
  13
  Chimera, L
  6
  14
  4
  0
  4
  -4
  2
  0
  3
  114
  18
  30/60f
  Darkvision 60’, Perception +8
  Multiattack: 1 bite, 1 horns, 1 claws or replace 
  bite/horn w/Fire Breath
  Bite: +7, 2d6+4p
  Horns: +7, 1d12+4b
  Claws: +7, 2d6+4s
  Fire Breath (5-6): 15’ cone, DC 15 Dex save, 7d8 �ire, 
  save half
  Goblin, S
  1/4
  15
  -1
  2
  0
  0
  -1
  -1
  2
  7
  9
  30
  Darkvision 60’, Stealth +6
  Nimble Escape: Bonus action 
  Disengage/Hide
  Scimitar: +4, 1d6+2s
  Shortbow: 80/320, +4, 1d6+2p
  Elf, Drow, M
  1/4
  15
  0
  2
  0
  0
  0
  1
  2
  13
  12
  30
  Darkvision 120’, Perception +2, Stealth +4
  Fey Ancestry: Adv vs charm, immune sleep
  Innate Spellcasting: DC 11, at will: dancing 
  lights, 1/day each: darkness, faerie �ire
  Sunlight Sensitivity: In sunlight, 
  disadv on attacks & Perception for sight
  Shortsword: +4, 1d6+2p
  Hand Crossbow: 30/120, +4, 
  1d6+2p, DC 13 Con save or poisoned 
  1 hour. Fail >4, also unconscious
  Swarm of Bats, M
  1/4
  12
  -3
  2
  0
  -4
  1
  -3
  2
  22
  11
  30f
  Blindsight 60’, resist: bps, immune: charm, fright, 
  grapple, paralyze, petrify, prone, restrain, stun
  Echolocation: Blind while deaf
  Keen Hearing: Adv on Perception for 
  hearing
  Swarm: Share another creature’s space, pass 
  openings as if T, can’t regain HP/temp HP
  Bite: 0’, +4, 2d4p/1d4p if <12 HP
  Drow Commando, M
  15
  1
  4
  2
  1
  2
  1
  3
  91
  15
  Darkvision 120’, Athletics +4, Perception +5, Stealth +10, 
  Survival +5
  Assassinate: Crit vs surprised, adv if target hasn’t gone yet
  Fey Ancestry: Adv vs charm, immune sleep
  Innate Spellcasting: DC 11, at will: dancing lights, 
  1/day each: darkness, faerie �ire, levitate (self)
  Sunlight Sensitivity: In sunlight, disadv on attacks 
  & Perception for sight
  Multiattack: 2 attacks (1 can be crossbow)
  Dagger: 20/60, +7, 1d4+4p, DC 15 Con save 
  or 5d6 poison, save half
  Hand Crossbow: 30/120, +7, 1d6+4p, DC 13 
  Con save or poisoned 1 hour. Fail >4, also 
  unconscious
  30/30c
  6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Arcane Library/Shadows of Lastwatch Keep/Shadows of Lastwatch Keep Combat Cards/Color/Shadows of Lastwatch Keep Combat Cards.pdf