TEXT: 5E 
  HÂRN 
   
  Bestiary Supplement 
   
  
  5E Hârn Bestiary 1 
   
  5E HÂRN 
  BESTIARY 
  Contents 
  BESTIARY ...................................................................... 3 
  AKLASH ..................................................................... 4 
  AMORVRUS .............................................................. 5 
  BEAR, BLACK ............................................................. 6 
  BEAR, BROWN .......................................................... 7 
  BEAR, SNOW ............................................................ 8 
  CENTAUR .................................................................. 9 
  DRAGON ................................................................. 10 
  DRYAD .................................................................... 11 
  GARGU-ARAK ......................................................... 12 
  GARGU-HYEKA ....................................................... 13 
  GARGU-KHANU ...................................................... 14 
  GARGU-KYANI ........................................................ 15 
  GARGU-VIASAL ....................................................... 16 
  GRAVE-WIGHT, FEMALE ......................................... 17 
  GRAVE-WIGHT, MALE ............................................ 18 
  GRIFFIN ................................................................... 19 
  GULMORVRUS ........................................................ 20 
  GYTEVSHA .............................................................. 21 
  HÂRNIC PONY ......................................................... 22 
  CHELNI ................................................................ 22 
  HODIRI ................................................................ 22 
  HÂRNIC RIDING HORSE .......................................... 23 
  KHANSET ............................................................ 23 
  LANKUM ............................................................. 23 
  HÂRNIC WARHORSE ............................................... 24 
  HACHERDAD ....................................................... 24 
  REKSYNI .............................................................. 24 
  HIRENU ................................................................... 25 
  HRU ........................................................................ 26 
  ILME, FEMALE ........................................................ 27 
  ILME, MALE ............................................................ 28 
  NOLAH .................................................................... 29 
  UMBATH ................................................................ 30 
  V’HIR ...................................................................... 31 
  VLASTA ................................................................... 32 
  YELGRI .................................................................... 33 
  Z’HURA ................................................................... 34 
  M’NOGA ............................................................. 34 
  LANGLAH ............................................................ 34 
  LURISHI ............................................................... 34 
  NPCs ........................................................................... 35 
  AGRIKAN ACOLYTE (AGNICHARI) ........................... 36 
  AGRIKAN PRIEST (HERUCHAI) ................................ 37 
  AGRIKAN TEMPLE MASTER (APERANI) .................. 38 
  APPRENTICE WIZARD (MAVARI) ............................ 39 
  FYVRIAN SHEK-PVAR .............................................. 40 
  HALEAN ACOLYTE (CORATHAR) ............................. 41 
  HALEAN PRIESTESS (SHENASENE) .......................... 42 
  HÂRNIC BANDIT CAPTAIN ...................................... 43 
  HÂRNIC HEAVY HORSE (HH) ................................... 44 
  HÂRNIC LIGHT FOOT (LF) ....................................... 45 
  HÂRNIC LIGHT HORSE (LH) ..................................... 46 
  HÂRNIC LONGBOW (LB) ......................................... 47 
  HÂRNIC MEDIUM FOOT (MF) ................................ 48 
  HÂRNIC MEDIUM FOOT ELITE (MF+) ..................... 49 
  HÂRNIC MEDIUM HORSE (MH) .............................. 50 
  HÂRNIC SHORTBOW (SB) ....................................... 51 
  HÂRNIC UNARMORED FOOT (UF) .......................... 52 
  HUNTER .................................................................. 53 
  ILVIRAN ACOLYTE ................................................... 54 
  ILVIRAN PRIEST ...................................................... 55 
  JMORVI SHEK-PVAR ............................................... 56 
  KHUZAN HEAVY FOOT (HF) .................................... 57 
  LARANIAN ACOLYTE (ASHESA) ............................... 58 
  LARANIAN PRIEST (MATAKEA) ............................... 59 
  LIA-KAVAIR MASTER .............................................. 60 
  LYAHVI SHEK-PVAR ................................................ 61 
  MORGATHIAN ACOLYTE (LONGAI) ........................ 62 
  MORGATHIAN PRIEST (KHALA) .............................. 63 
  MORGATHIAN SENIOR ACOLYTE (SUNGAI) ........... 64 
  
  5E Hârn Bestiary 2 
   
  NAVEHAN ACOLYTE (ADRANATHA) ....................... 65 
  NAVEHAN DEACON (DRANATHA) .......................... 66 
  NAVEHAN PRIEST (DRANATHA*) ........................... 67 
  NAVEHAN TEMPLE ASSASSIN (NAVAS-KARA) ........ 68 
  ODIVSHE SHEK-PVAR .............................................. 69 
  PELEAHN SHEK-PVAR ............................................. 70 
  PAMESANI GLADIATOR .......................................... 71 
  PEONIAN ACOLYTE (ESOLANI) ................................ 72 
  PEONIAN PRIEST (EBASETHE) ................................. 73 
  SARAJINIAN ACOLYTE ............................................. 74 
  SARAJINIAN BERSERKER ......................................... 75 
  SARAJINIAN PRIEST ................................................ 76 
  SAVE-K’NORIAN ACOLYTE (MANIDAR) .................. 77 
  SAVE-K’NORIAN PRIEST (HALIKI) ............................ 78 
  SAVORYAN SHEK-PVAR .......................................... 79 
  SIEMESE PRIEST (INTHIAR) ..................................... 80 
  SINDARIN ARCHER ................................................. 81 
  TRIBAL WARRIOR ................................................... 82 
  TRIBAL WARRIOR ELITE .......................................... 83 
  VETERAN MAN-AT-ARMS....................................... 84 
   
  Version 1.02 
   
  © 2020, Columbia Games Inc., and N. Robin Crossby. Open Game License © 2000, Wizards of the Coast LLC. 
  © 2020, Bill Gant <warflail@warflail.com>. 
  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, Section 1(e), and 
  are not Open Content: All trademarks, registered trademarks, proper names (characters, locations, etc.), new rules, rules modifications, dialogue, 
  plots, story lines, locations, characters, creatures, artwork and trade dress that is considered specific to Hârn and property of Columbia Games, Inc. 
  (Elements previously designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, 
  as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content 
  may be reproduced in any form without written permission. 
  This work, created by Bill Gant, is a derivative work of copyrighted material published by Columbia Games Inc., and released for free distribution 
  and personal use by Bill Gant. No modification of said work may be made without written permission of Bill Gant.  Hârn, HârnWorld, HârnMaster 
  are Registered Trademarks of Arien Crossby, and Columbia Games Inc., and used with permission. All distributions must keep this copyright and 
  trademark notice intact. 
  Illustrations are by Eric Hotz <erichotz@shaw.ca> and Richard Luschek <richard_luschek@yahoo.com>, and used with permission. 
   
   
   
   
   
  
  5E Hârn Bestiary 3 
   
  BESTIARY 
  The following bestiary contains most of the 
  unique creatures found on Hârn and western 
  Lythia. It is not, nor is it intended to be, a 
  definitive list of monsters, but it does include 
  most that can be generated by the Encounter 
  Tables. 
  The Ivashu 
  The Ivashu are “enchanted” creatures created 
  by the god Ilvir, the only major deity known 
  to reside on Hârn. His Ivashu are known 
  variously as the “Fatherless Multitude” or the 
  “Accursed Beasts of the Barren Cycle”. Ilvir 
  enjoys creating strange life forms. 
  Fortunately, he has a limited number of souls 
  at his disposal which he is constrained to 
  employ over and over again. The Ivashu are 
  totally sexless and cannot breed; when they 
  die, their souls return to Ilvir’s tower, Araka-
  Kalai, where they are reincarnated in a new, 
  possibly experimental body. 
   
  After spending some time in attendance at 
  Ilvir’s court, they are sent again into the 
  world. Most Ivashu are quickly slain, some 
  are taken captive for shipment to Tharda 
  where they will appear in the Pamesani 
  arenas, but a few get past these obstacles and 
  may be found in any part of Lythia. 
  The Ivashu make up for their sterility by 
  possessing strange powers. Some are 
  intelligent and speak their own Ivashi 
  language; others are only semi-intelligent, 
  speaking not at all, and operating mostly on 
  instinct. The five more common Ivashu 
  produced by Ilvir are the Aklash, Hru, Nolah, 
  Umbathri, and Vlasta. These are described in 
  some detail, but almost any conceivable type 
  of creature may be produced in small 
  numbers by Ilvir. 
  Monsterama 
  The existence of Ilvir and the Ivashu is a 
  convenient rationale for the existence of 
  monsters. The GM is welcome to add their 
  favorite monsters from other sources. 
  However, we urge the GM to exercise 
  restraint; new monsters should be uncommon 
  and well thought-out to maintain 
  HârnWorld’s verisimilitude. 
  If additional natural or semi-natural creatures 
  are added to the world, their need for food, 
  reaction to humankind, impact on 
  civilization, and prevailing territorial 
  behavior should be considered. For example, 
  it would be reasonable to have a colony of 
  giant mutant rats inhabiting an underground 
  cavern where food is plentiful, but not if 
  there is nothing to eat. 
   
   
  
  5E Hârn Bestiary 4 
   
  AKLASH 
  Large monstrosity (Ivashu), neutral 
  Armor Class 11 (natural armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 30 ft. 
  STR 
  19 (+4) 
  DEX 
  8 (-1) 
  CON 
  16 (+3) 
  INT 
  5 (-3) 
  WIS 
  7 (-2) 
  CHA 
  7 (-2) 
  Saving Throws WIS +0 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses passive Perception 8 
  Languages Understands Ivashi but can’t speak 
  Challenge 2 (450 XP) 
  Morale 10 
  Color-blind. The Aklash has advantage on saving 
  throws against visual illusions, and disadvantage 
  on Wisdom (Perception) checks that rely on sight. 
   
  Regeneration. The Aklash regains 5 hit points at 
  the start of its turn. The Aklash dies only if it 
  starts its turn with 0 hit points. 
   ACTIONS 
  Multiattack. The Aklash uses Choking Wind if it 
  can. It then makes two attacks: one with its bite 
  and one with its claws. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage. 
   
  Choking Wind (Recharge 6). The Aklash exhales 
  its foul breath in a 15-foot cone. Each creature in 
  the area must make a DC 13 Constitution saving 
  throw. If the target has a keen sense of smell, it 
  must make the saving throw at disadvantage. On 
  a failed save, the target is poisoned for 1 minute. 
  While poisoned, the target can’t use reactions, its 
  speed is halved, and it can’t make more than one 
  attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not 
  both. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success. 
   
   
   
  
  5E Hârn Bestiary 5 
   
  AMORVRUS 
  Medium undead (morvrin), neutral evil 
  Armor Class 14 (kurbul) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  14 (+2) 
  CON 
  16 (+3) 
  INT 
  10 (+0) 
  WIS 
  13 (+1) 
  CHA 
  18 (+4) 
  Saving Throws WIS +3, CHA +6 
  Skills Perception +3, Stealth +4 
  Damage Resistances Necrotic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Blindsight 60 ft., passive Perception 13 
  Languages The languages it knew in life 
  Challenge 4 (1,100 XP) 
  Morale 11 
  Shadow of Bukrai. The amorvrus can activate or 
  deactivate this feature as a bonus action. While 
  active, the Shadow deals 5 necrotic damage to 
  any creature that ends its turn within 5 feet of the 
  amorvrus. Undead and fiends ignore this effect. 
   
  A humanoid slain by the Shadow of Bukrai 
  suffers the same effect as if killed by the 
  amorvrus’ Life Drain. 
   
  Shadow Sense. The amorvrus can use Blindsight 
  to see creatures and objects around them that 
  aren't protected from divination magic. 
   ACTIONS 
  Multiattack. The amorvrus makes two longsword 
  attacks or two longbow attacks. It can use its Life 
  Drain in place of one longsword attack. 
   
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 9 (2d8) necrotic damage. 
  The target must succeed on a DC 14 Charisma 
  saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit 
  point maximum to 0. 
   
  A humanoid slain by this attack rises 1 minute 
  later as a gulmorvrus under the amorvrus' 
  control, unless it is restored to life or its body is 
  destroyed in the meantime. The amorvrus can 
  have no more than six gulmorvrin under its 
  control at one time. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands. 
   
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
   
   
  Bukrai Blade 
  There is a 10% chance when encountered that the 
  amorvrus wields a Bukrai Blade instead of a 
  normal longsword. A Bukrai Blade is a shadowy, 
  magical longsword +1 that enhances the 
  amorvrus' abilities in the following ways: 
   
  • Range of Shadow of Bukrai and Life Drain 
  are extended to 10 ft. 
  • Targets have disadvantage on saving 
  throws to resist Life Drain. 
  • Necrotic damage of Shadow of Bukrai and 
  Life Drain to targets within 5 ft. of the 
  amorvrus are increased by +5. 
   
  In addition, when the amorvrus uses the Bukrai 
  Blade to attack a target that is in dim light or 
  darkness, it makes the attack roll with advantage. 
  The Bukrai Blade dissipates if the amorvrus is 
  slain. 
   
  Undead Nature 
  Amorvrin require no air, food, drink, or sleep. 
  
  5E Hârn Bestiary 6 
   
  BEAR, BLACK 
  Medium beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 40 ft., climb 30 ft. 
  STR 
  15 (+2) 
  DEX 
  10 (+0) 
  CON 
  14 (+2) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   ACTIONS 
  Multiattack. The bear makes two attacks: one 
  with its bite and one with its claws. 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) slashing damage. If the 
  target is a Medium or smaller creature, it must 
  succeed on a DC 12 Strength saving throw or be 
  knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 7 
   
  BEAR, BROWN 
  Large beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
  STR 
  19 (+4) 
  DEX 
  10 (+0) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  13 (+1) 
  CHA 
  7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Morale 8 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   ACTIONS 
  Multiattack. The bear makes two attacks: one 
  with its bite and one with its claws. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. If 
  the target is a Large or smaller creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 8 
   
  BEAR, SNOW 
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
  STR 
  20 (+5) 
  DEX 
  10 (+0) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  13 (+1) 
  CHA 
  7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 2 (450 XP) 
  Morale 8 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   ACTIONS 
  Multiattack. The bear makes two attacks: one 
  with its bite and one with its claws. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. If 
  the target is a Large or smaller creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
   
  Cave Bear 
  A variant is the cave bear, which has the same 
  stats as above, but also with Darkvision to 60 ft. 
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 9 
   
  CENTAUR 
  Large monstrosity, neutral 
  Armor Class 12 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  9 (-1) 
  WIS 
  13 (+1) 
  CHA 
  11 (+0) 
  Skills Athletics +6, Perception +3, Survival +3 
  Senses passive Perception 13 
  Languages Old Jarinese 
  Challenge 2 (450 XP) 
  Morale 7 
  Charge. If the centaur moves at least 30 feet 
  straight toward a target and then hits it with a 
  pike attack on the same turn, the target takes an 
  extra 10 (3d6) piercing damage. 
   ACTIONS 
  Multiattack. The centaur makes two attacks: one 
  with its pike and one with its hooves or two with 
  its shortbow. 
   
  Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage. 
   
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
   
   
  
  5E Hârn Bestiary 10 
   
  DRAGON 
  [size varies] dragon, any alignment 
  Use the stats for red dragons for Ahnerin, and 
  white dragons for Dhiverin, but with the following 
  additional features. 
  Cryokinesis, 3/Day (Dhiverin only). When the 
  dragon hits a target with a Claw attack, it can 
  choose to inflict half damage and change its 
  damage type from slashing to cold. If a creature 
  is damaged by this attack, it freezes and has 
  disadvantage on attack rolls and ability checks 
  until the start of the dragon’s next turn. 
   
  Frightful Presence. If a creature is frightened due 
  to the dragon’s Frightful Presence, it is also 
  paralyzed while the dragon and the creature can 
  see each other. 
   
  Innate Spellcasting. The dragon’s innate 
  spellcasting ability is Charisma. It can innately 
  cast the following spells, requiring no material 
  components. As the dragon ages, it gains 
  additional spells as shown below. 
   
  Ahnerin, Wyrmling, 1/day: scorching ray 
  Ahnerin, Young, 1/day: fireball 
  Ahnerin, Adult, 1/day: wall of fire 
  Ahnerin, Ancient, 1/day: immolation 
   
  Dhiverin, Wyrmling, 1/day: Snilloc’s snowball storm 
  Dhiverin, Young, 1/day: sleet storm 
  Dhiverin, Adult, 1/day: ice storm 
  Dhiverin, Ancient, 1/day: cone of cold 
   
  Pyrokinesis, 3/Day (Ahnerin only). When the 
  dragon hits a target with a Claw attack, it can 
  choose to inflict half damage and change its 
  damage type from slashing to fire. If the target is 
  damaged by this attack, it ignites and has 
  disadvantage on attack rolls and ability checks 
  until the start of the dragon’s next turn. 
   
  Sense Magic. The dragon senses magic within 
  120 feet of it at will. This trait otherwise works 
  like the detect magic spell but isn't itself magical. 
   
   
   
   
  
  5E Hârn Bestiary 11 
   
  DRYAD 
  Medium fey, neutral 
  Armor Class 11 (16 with barkskin) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  12 (+1) 
  CON 
  11 (+0) 
  INT 
  14 (+2) 
  WIS 
  15 (+2) 
  CHA 
  18 (+4) 
  Skills Perception +4, Stealth +5 
  Senses Darkvision 60 ft., passive Perception 14 
  Languages Hârnic, Jarinese, Sindarin 
  Challenge 1 (100 XP) 
  Morale 6 
  Innate Spellcasting. The dryad's innate 
  spellcasting ability is Charisma (spell save DC 14). 
  The dryad can innately cast the following spells, 
  requiring no material components: 
   
  At will: druidcraft 
   
  3/day each: entangle, goodberry 
   
  1/day each: barkskin, pass without trace, shillelagh 
   
  Magic Resistance. The dryad has advantage on 
  saving throws against spells and other magical 
  effects. 
   
  Speak with Beasts and Plants. The dryad can 
  communicate with beasts and plants as if they 
  shared a language. 
   
  Tree Stride. Once on her turn, the dryad can use 
  10 feet of her movement to step magically into 
  one living tree within her reach and emerge from 
  a second living tree within 60 feet of the first tree, 
  appearing in an unoccupied space within 5 feet of 
  the second tree. Both trees must be Large or 
  bigger. 
   ACTIONS 
  Club. Melee Weapon Attack: +2 to hit (+6 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage, or 8 (1d8 + 4) bludgeoning 
  damage with shillelagh. 
   
  Fey Charm. The dryad targets one male 
  humanoid that she can see within 30 feet of her. 
  If the target can see the dryad, it must succeed 
  on a DC 14 Wisdom saving throw or be magically 
  charmed. The charmed creature regards the 
  dryad as a trusted friend to be heeded and 
  protected. Although the target isn't under the 
  dryad's control, it takes the dryad's requests or 
  actions in the most favorable way it can. 
   
  Each time the dryad or its allies do anything 
  harmful to the target, it can repeat the saving 
  throw, ending the effect on itself on a success. 
  Otherwise, the effect lasts for a year and a day, or 
  until the dryad dies, is on a different plane of 
  existence from the target, or ends the effect as a 
  bonus action. Once the effect ends for it, the 
  target is immune to the dryad's Fey Charm 
  forever, but has little or no memory of what 
  transpired while charmed. 
   
  The dryad can have no more than one humanoid 
  charmed at a time. 
   
   
   
   
  
  5E Hârn Bestiary 12 
   
  GARGU-ARAK 
  Small humanoid (gargun), neutral evil 
  Armor Class 13 (leather) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
  STR 
  8 (-1) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  10 (+0) 
  WIS 
  12 (+1) 
  CHA 
  8 (-1) 
  Skills Perception +3, Stealth +4 
  Senses Darkvision 120 ft., passive Perception 13 
  Languages Gargu-Arak, one local human 
  language 
  Challenge 1/4 (50 XP) 
  Morale 6 
  Keen Hearing and Smell. The gargu-arak has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell. 
   
  Nimble Escape. The gargu-arak can take the 
  Disengage or Hide action as a bonus action on 
  each of its turns. 
   
  Sunlight Sensitivity. While in sunlight, the gargu-
  arak has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on sight. 
   
   ACTIONS 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Mankar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage. 
   
   
   
  
  5E Hârn Bestiary 13 
   
  GARGU-HYEKA 
  Small humanoid (gargun), neutral evil 
  Armor Class 14 (leather, shield) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  10 (+0) 
  CHA 
  9 (-1) 
  Senses Darkvision 60 ft., passive Perception 10 
  Languages Gargu-Hyeka, one local human 
  language 
  Challenge 1/4 (50 XP) 
  Morale 7 
  Rampage. When the gargu-hyeka reduces a 
  creature to 0 hit points with a melee attack on its 
  turn, the gargu-hyeka can take a bonus action to 
  move up to half its speed and make a melee 
  attack. 
   
  Sunlight Sensitivity. While in sunlight, the gargu-
  hyeka has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on sight. 
   
   ACTIONS 
  Mankar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) slashing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack. 
   
   
   
  
  5E Hârn Bestiary 14 
   
  GARGU-KHANU 
  Medium humanoid (gargun), chaotic evil 
  Armor Class 18 (mail hauberk, shield) 
  Hit Points 22 (3d8 + 9) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  16 (+3) 
  INT 
  8 (-1) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  Skills Intimidation +2 
  Senses Darkvision 60 ft., passive Perception 10 
  Languages Gargu-Khanu, one local human 
  language 
  Challenge 1 (200 XP) 
  Morale 8 
  Reckless. At the start of its turn, the gargu-khanu 
  can gain advantage on all melee weapon attack 
  rolls it makes during that turn, but attack rolls 
  against it have advantage until the start of its 
  next turn. 
   
  Sunlight Sensitivity. While in sunlight, the gargu-
  khanu has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on sight. 
   
   ACTIONS 
  Multiattack. The gargu-khanu makes two melee 
  attacks.  
   
  Mang. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two 
  hands. 
   
  Handaxe. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft., or range 20/60 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage. 
   
   
   
  
  5E Hârn Bestiary 15 
   
  GARGU-KYANI 
  Small humanoid (gargun), lawful evil 
  Armor Class 15 (hide, shield) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  13 (+1) 
  CON 
  12 (+1) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 
  11 (+0) 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Gargu-Kyani, one local human 
  language 
  Challenge 1/4 (50 XP) 
  Morale 7 
  Pack Tactics. The gargu-kyani has advantage on 
  an attack roll against a creature if at least one of 
  the gargu-kyani's allies is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  Sunlight Sensitivity. While in sunlight, the gargu-
  kyani has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on sight. 
   
   ACTIONS 
  Mankar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) slashing damage. 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing 
  damage if used with two hands to make a melee 
  attack. 
   
  Canine Pets 
  Gargu-kyani are usually accompanied by pet dogs 
  or wolves, which are their allies in combat. 
   
   
   
   
  
  5E Hârn Bestiary 16 
   
  GARGU-VIASAL 
  Small humanoid (gargun), chaotic evil 
  Armor Class 14 (mail byrnie) 
  Hit Points 16 (3d6 + 6) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  13 (+1) 
  CON 
  14 (+2) 
  INT 
  8 (-1) 
  WIS 
  9 (-1) 
  CHA 
  9 (-1) 
  Senses Darkvision 60 ft., passive Perception 9 
  Languages Gargu-Viasal, one local human 
  language 
  Challenge 1/2 (100 XP) 
  Morale 8 
  Blood Frenzy. The gargu-viasal has advantage on 
  melee attack rolls against any creature that 
  doesn't have all its hit points. 
   
  Sunlight Sensitivity. While in sunlight, the gargu-
  viasal has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on sight. 
   
   ACTIONS 
  Multiattack. The gargu-viasal makes two melee 
  attacks, each one with a different weapon. The 
  second attack has disadvantage. 
   
  Handaxe. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft., or range 20/60 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage. 
   
  Mankar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage. 
   
   
   
   
   
  
  5E Hârn Bestiary 17 
   
  GRAVE-WIGHT, FEMALE 
  Medium humanoid (grave-wight), chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft., burrow 5 ft. 
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  9 (-1) 
  WIS 
  14 (+2) 
  CHA 
  15 (+2) 
  Skills Perception +4, Stealth +3 
  Senses Darkvision 60 ft., passive Perception 14 
  Languages Grave-wight, some Hârnic 
  Challenge 1 (200 XP) 
  Morale 7 
  Innate Spellcasting (Psionics). The grave-wight’s 
  innate spellcasting ability is Charisma (spell save 
  DC 12). She can innately cast the following spells, 
  requiring no material components: 
   
  At will: minor illusion 
   
  3/day each: bane, calm emotions, cause fear, 
  command 
   
  1/day each: bestow curse, confusion 
   
  Stench. Any creature other than a grave-wight 
  that starts its turn within 5 feet of the grave-wight 
  must succeed on a DC 12 Constitution saving 
  throw or be poisoned until the start of its next 
  turn. On a successful saving throw, the creature 
  is immune to the stench of all grave-wights for 1 
  hour. 
   ACTIONS 
  Multiattack. The grave-wight makes three 
  attacks: one with her bite and two with her claws. 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. If the 
  target is a creature, it must succeed on a DC 12 
  Constitution saving throw or be infected with a 
  disease called grave rot. While infected, the target 
  cannot regain hit points. Every 24 hours that 
  elapse, the target must repeat the saving throw, 
  reducing its hit point maximum by 5 (1d10) on a 
  failure. The disease is cured on a success. The 
  target dies if the disease reduces its hit point 
  maximum to 0. This reduction to the target's hit 
  point maximum lasts until the disease is cured. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage. 
   
   
   
   
   
  
  5E Hârn Bestiary 18 
   
  GRAVE-WIGHT, MALE 
  Medium humanoid (grave-wight), chaotic evil 
  Armor Class 12 (natural armour) 
  Hit Points 19 (3d8 + 6) 
  Speed 30 ft., burrow 5 ft. 
  STR 
  17 (+3) 
  DEX 
  13 (+1) 
  CON 
  14 (+2) 
  INT 
  7 (-2) 
  WIS 
  12 (+1) 
  CHA 
  6 (-2) 
  Skills Athletics +5, Stealth +3 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Grave-wight 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Stench. Any creature other than a grave-wight 
  that starts its turn within 5 feet of the grave-wight 
  must succeed on a DC 12 Constitution saving 
  throw or be poisoned until the start of its next 
  turn. On a successful saving throw, the creature 
  is immune to the stench of all grave-wights for 1 
  hour. 
   ACTIONS 
  Multiattack. The grave-wight makes three 
  attacks: one with his bite and two with his claws. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. If the 
  target is a creature, it must succeed on a DC 12 
  Constitution saving throw or be infected with a 
  disease called grave rot. While infected, the target 
  cannot regain hit points. Every 24 hours that 
  elapse, the target must repeat the saving throw, 
  reducing its hit point maximum by 5 (1d10) on a 
  failure. The disease is cured on a success. The 
  target dies if the disease reduces its hit point 
  maximum to 0. This reduction to the target's hit 
  point maximum lasts until the disease is cured. 
   
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) slashing damage. 
   
   
   
   
   
   
  
  5E Hârn Bestiary 19 
   
  GRIFFIN 
  Large monstrosity, unaligned 
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., climb 30 ft., fly (glide) 80 ft. 
  STR 
  18 (+4) 
  DEX 
  15 (+2) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  13 (+1) 
  CHA 
  8 (-1) 
  Skills Perception +5 
  Senses Darkvision 60 ft., passive Perception 15 
  Languages -- 
  Challenge 2 (450 XP) 
  Morale 8 
  Keen Sight. The griffin has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   ACTIONS 
  Multiattack. The griffin makes two attacks: one 
  with its beak and one with its claws. 
   
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Griffin Flight 
  Griffins are gliders: despite their 20 ft. wingspans, 
  the powerfully-built beasts are too heavy for true 
  flight. Instead, they nimbly climb trees and scale 
  very steep slopes to lofty spots from which they 
  launch, using thermal air currents to soar from 
  high places. A griffin can stay aloft for hours. 
   
  
  5E Hârn Bestiary 20 
   
  GULMORVRUS 
  Medium undead (morvrin), chaotic evil 
  Armor Class 10 (armor scraps) 
  Hit Points 30 (4d8 + 12) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  9 (-1) 
  CON 
  16 (+3) 
  INT 
  3 (-4) 
  WIS 
  8 (-1) 
  CHA 
  5 (-3) 
  Saving Throws WIS +1 
  Damage Resistances Necrotic 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Blindsight 60 ft., passive Perception 9 
  Languages The languages it knew in life but can’t 
  speak 
  Challenge 1/2 (100 XP) 
  Morale 12 
  Pack Tactics. The gulmorvrus has advantage on 
  an attack roll against a creature if at least one of 
  the gulmorvrus’ allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
   
  Shadow Sense. The gulmorvrus can use 
  Blindsight to see creatures and objects around 
  them that aren't protected from divination magic. 
   
  Undead Fortitude. If damage reduces the 
  gulmorvrus to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the gulmorvrus 
  drops to 1 hit point instead. 
   
   ACTIONS 
  Shadow's Embrace. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one non-morvrin creature that is 
  Large or smaller. Hit: The target is grappled 
  (escape DC 12). Until the grapple ends, the target 
  takes 7 (2d6) necrotic damage at the start of each 
  of its turns. The gulmorvrus can grapple only one 
  target at a time. 
   
  A humanoid slain by this attack rises 1 minute 
  later as a gulmorvrus, unless it is restored to life 
  or its body is destroyed in the meantime. 
   
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
   
   
  Undead Nature 
  Gulmorvrin require no air, food, drink, or sleep. 
   
   
  
  5E Hârn Bestiary 21 
   
  GYTEVSHA 
  Medium fiend (devil), lawful evil 
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
  STR 
  1 (-5) 
  DEX 
  17 (+3) 
  CON 
  12 (+1) 
  INT 
  14 (+2) 
  WIS 
  13 (+1) 
  CHA 
  19 (+4) 
  Saving Throws DEX +6, CHA +7 
  Skills Stealth +9 
  Damage Vulnerabilities Radiant 
  Damage Resistances Acid, Fire, Necrotic; 
  Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Damage Immunities Cold, Lightning, Poison 
  Condition Immunities Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained 
  Senses Darkvision 120 ft., passive Perception 11 
  Languages Telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Morale 8 (6 in sunlight) 
  Incorporeal Movement. The Gytevsha 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. 
   
  Innate Invisibility. The Gytevsha is invisible 
  unless it has less than half of its hit points 
  remaining. 
   
  Sunlight Hypersensitivity. The Gytevsha takes 5 
  radiant damage when it starts its turn in sunlight. 
  While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
   ACTIONS 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 17 (4d6 + 3) psychic damage or, 
  if the Gytevsha had advantage on the attack roll, 
  31 (8d6 + 3) psychic damage. 
   
  Induce Madness (Recharge 5-6). One humanoid 
  that the Gytevsha can see within 5 feet of it must 
  succeed on a DC 15 Charisma saving throw or 
  gain a random short-term madness, which lasts 
  for 1d10 minutes. If the creature fails its saving 
  throw by 5 or more, it gains a random long-term 
  madness instead, which lasts for 1d10 x 10 hours. 
  On a successful saving throw, the creature is 
  immune to the Gytevsha’s Induce Madness for 24 
  hours. 
   
  Possession (Recharge 6). One humanoid that the 
  Gytevsha can see within 5 feet of it must succeed 
  on a DC 15 Charisma saving throw or be 
  possessed by the Gytevsha; the Gytevsha then 
  disappears, and the target is incapacitated and 
  loses control of its body. The Gytevsha now 
  controls the body but doesn't deprive the target 
  of awareness. The Gytevsha can't be targeted by 
  any attack, spell, or other effect, it isn’t affected 
  by Sunlight Hypersensitivity, and it retains its 
  alignment, Intelligence, Wisdom, and Charisma. It 
  otherwise uses the possessed target's statistics, 
  but doesn't gain access to the target's knowledge, 
  class features, or proficiencies. 
   
  The possession lasts until the body drops to 0 hit 
  points, the Gytevsha ends it as a bonus action, or 
  the Gytevsha is forced out by an effect like the 
  dispel evil and good spell. When the possession 
  ends, the Gytevsha reappears in an unoccupied 
  space within 5 feet of the body. The target is 
  immune to the Gytevsha's Possession for 24 
  hours after succeeding on the saving throw or 
  after the possession ends. 
   
   
   
   
  
  5E Hârn Bestiary 22 
   
  HÂRNIC PONY 
   
  CHELNI 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 13 (2d10 + 2) 
  Speed 55 ft. 
  Load 450 lb. 
  STR 
  15 (+2) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  2 (-4) 
  WIS 
  11 (+0) 
  CHA 
  7 (-2) 
  Senses passive Perception 10 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Morale 6 
   ACTIONS 
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HODIRI 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 15 (2d10 + 4) 
  Speed 60 ft. 
  Load 450 lb. 
  STR 
  15 (+2) 
  DEX 
  11 (+0) 
  CON 
  14 (+2) 
  INT 
  2 (-4) 
  WIS 
  13 (+1) 
  CHA 
  6 (-2) 
  Senses passive Perception 11 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Morale 6 
   ACTIONS 
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage. 
   
   
   
  Combat Training 
  A combat-trained pony increases its Hit Dice and 
  Morale by one. 
   
   
   
  
  5E Hârn Bestiary 23 
   
  HÂRNIC RIDING HORSE 
   
  KHANSET 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 15 (2d10 + 4) 
  Speed 65 ft. 
  Load 480 lb. 
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  2 (-4) 
  WIS 
  15 (+2) 
  CHA 
  8 (-1) 
  Senses passive Perception 12 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Morale 7 
   ACTIONS 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LANKUM 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 15 (2d10 + 4) 
  Speed 60 ft. 
  Load 510 lb. 
  STR 
  17 (+3) 
  DEX 
  11 (+0) 
  CON 
  15 (+2) 
  INT 
  2 (-4) 
  WIS 
  14 (+2) 
  CHA 
  6 (-2) 
  Senses passive Perception 12 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Morale 6 
   ACTIONS 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
   
   
  Combat Training 
  A combat-trained riding horse increases its Hit 
  Dice and Morale by one, and gains the Trampling 
  Charge feature: 
   
  Trampling Charge. If the horse moves at least 20 
  feet straight toward a creature and then hits it with 
  a hooves attack on the same turn, that target must 
  succeed on a DC 13 Strength saving throw or be 
  knocked prone. If the target is prone, the horse can 
  make another attack with its hooves against it as a 
  bonus action. 
  
  5E Hârn Bestiary 24 
   
  HÂRNIC WARHORSE 
   
  HACHERDAD 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 25 (3d10 + 9) 
  Speed 55 ft. 
  Load 540 lb. 
  STR 
  18 (+4) 
  DEX 
  10 (+0) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  7 (-2) 
  Senses passive Perception 11 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Trampling Charge. If the horse moves at least 20 
  feet straight toward a creature and then hits it 
  with a hooves attack on the same turn, that 
  target must succeed on a DC 14 Strength saving 
  throw or be knocked prone. If the target is prone, 
  the horse can make another attack with its 
  hooves against it as a bonus action. 
   ACTIONS 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
  REKSYNI 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 28 (3d10 + 12) 
  Speed 50 ft. 
  Load 600 lb. 
  STR 
  20 (+5) 
  DEX 
  10 (+0) 
  CON 
  18 (+4) 
  INT 
  2 (-4) 
  WIS 
  14 (+2) 
  CHA 
  7 (-2) 
  Senses passive Perception 12 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Morale 8 
  Trampling Charge. If the horse moves at least 20 
  feet straight toward a creature and then hits it 
  with a hooves attack on the same turn, that 
  target must succeed on a DC 15 Strength saving 
  throw or be knocked prone. If the target is prone, 
  the horse can make another attack with its 
  hooves against it as a bonus action. 
   ACTIONS 
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
   
   
   
   
   
  
  5E Hârn Bestiary 25 
   
  HIRENU 
  Large monstrosity, unaligned 
  Armor Class 11 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft., fly 60 ft. 
  STR 
  17 (+3) 
  DEX 
  13 (+1) 
  CON 
  13 (+1) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  8 (-1) 
  Skills Perception +5 
  Senses passive Perception 15 
  Languages -- 
  Challenge 1 (200 XP) 
  Morale 6 
  Keen Sight. The hirenu has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   ACTIONS 
  Multiattack. The hirenu makes two attacks: one 
  with its beak and one with its hooves. 
   
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage. 
   
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 26 
   
  HRU 
  Huge monstrosity (Ivashu), neutral 
  Armor Class 17 (natural armor) 
  Hit Points 125 (10d12 + 60) 
  Speed 25 ft. (40 ft. when rolling, 80 ft. rolling 
  downhill) 
  STR 
  25 (+7) 
  DEX 
  6 (-2) 
  CON 
  22 (+6) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  11 (+0) 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Paralyzed, 
  Petrified, Poisoned 
  Senses Darkvision 60 ft., Tremorsense 60 ft., 
  passive Perception 11 
  Languages Ivashi 
  Challenge 8 (3,900 XP) 
  Morale 9 
  False Appearance. While the Hru remains 
  motionless, it is indistinguishable from a normal 
  boulder or pile of rocks. 
   
  Rolling Charge. If the Hru rolls at least 20 feet 
  straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an 
  extra 13 (3d8) bludgeoning damage. If the target 
  is a creature, it must succeed on a DC 18 Strength 
  saving throw or be knocked prone. 
   
   ACTIONS 
  Multiattack. The Hru makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 20 (3d8 + 7) bludgeoning damage. 
   
  Animate Boulders (1/Day). The Hru magically 
  animates up to two boulders it can see within 60 
  feet of it. A boulder has statistics like those of a 
  galeb duhr, except it has Intelligence 1 and 
  Charisma 1, it can't be charmed or frightened, 
  and it lacks this action option. A boulder remains 
  animated as long as the Hru maintains 
  concentration, up to 1 minute (as if concentrating 
  on a spell). 
   
   
   
    
   REACTIONS 
  Unyielding. When the Hru is subjected to an 
  effect that would move it, knock it prone, or both, 
  it can use its reaction to be neither moved nor 
  knocked prone. 
   
   
   
   
  
  5E Hârn Bestiary 27 
   
  ILME, FEMALE 
  Large dragon, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 94 (9d10 + 45) 
  Speed 30 ft., swim 30 ft. 
  STR 
  22 (+6) 
  DEX 
  11 (+0) 
  CON 
  20 (+5) 
  INT 
  9 (-1) 
  WIS 
  10 (+0) 
  CHA 
  14 (+2) 
  Skills Intimidation +4, Perception +2 
  Damage Resistances Poison 
  Senses Darkvision 60 ft., passive Perception 12 
  Languages Ilmean 
  Challenge 4 (1,100 XP) 
  Morale 8 
  Hold Breath. The Ilme can hold its breath for 30 
  minutes. 
   
  Keen Smell. The Ilme has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Maternal Instinct. The Ilme has advantage on 
  melee attack rolls against any creature that is 
  within 30 feet of the Ilme’s offspring. 
   ACTIONS 
  Multiattack. The Ilme makes two attacks: one 
  with its bite and one with its claw. 
   
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) piercing damage. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 15 (2d8 + 6) slashing damage. 
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 28 
   
  ILME, MALE 
  Large dragon, lawful neutral 
  Armor Class 14 (natural armor) 
  Hit Points 66 (7d10 + 28) 
  Speed 30 ft., swim 30 ft. 
  STR 
  21 (+5) 
  DEX 
  11 (+0) 
  CON 
  19 (+4) 
  INT 
  13 (+1) 
  WIS 
  10 (+0) 
  CHA 
  7 (-2) 
  Skills History +3, Nature +2, Perception +2 
  Damage Resistances Poison 
  Senses Darkvision 60 ft., passive Perception 12 
  Languages Ilmean, Old Hârnic 
  Challenge 2 (450 XP) 
  Morale 5 
  Hold Breath. The Ilme can hold its breath for 30 
  minutes. 
   
  Mimicry. The Ilme can mimic any sounds it has 
  heard, including voices. A creature that hears the 
  sounds can tell they are imitations with a 
  successful DC 14 Wisdom (Insight) check. 
   
  Reckless. At the start of its turn, the Ilme can gain 
  advantage on all melee weapon attack rolls 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
   ACTIONS 
  Multiattack. The Ilme makes two attacks: one 
  with its bite and one with its claw. 
   
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) piercing damage. 
   
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage. 
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 29 
   
  NOLAH 
  Medium monstrosity (Ivashu), neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  15 (+2) 
  CON 
  17 (+3) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Skills Athletics +4, Perception +3, Stealth +6 
  Damage Resistances Bludgeoning from 
  Nonmagical Attacks 
  Condition Immunities Restrained 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages Ivashi 
  Challenge 3 (700 XP) 
  Morale 7 
  Ambusher. In the first round of a combat, the 
  Nolah has advantage on attack rolls against any 
  creature it surprised. 
   
  Boneless. The Nolah can move through and 
  occupy a space as narrow as 4 inches wide 
  without squeezing. 
   
  Slippery. The Nolah has advantage on ability 
  checks and saving throws made to escape a 
  grapple. 
   
  Stone Camouflage. The Nolah has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
   
  Surprise Attack. If the Nolah surprises a creature 
  and hits it with an attack during the first round of 
  combat, the creature takes an extra 10 (3d6) hit 
  points of damage from the attack. 
   
   ACTIONS 
  Multiattack. The Nolah makes two attacks with 
  its greatclub. 
   
  Greatclub. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning 
  damage. 
   
  Nolah’s Charm (Recharges after a Short or Long 
  Rest). The Nolah targets one Large or smaller 
  beast or humanoid it can see or hear within 100 
  feet of it. The target must succeed on a DC 13 
  Wisdom saving throw or be magically charmed by 
  the Nolah for 1 day, or until the Nolah dies or is 
  more than 1 league from the target. The charmed 
  target obeys the Nolah's commands and can’t 
  take reactions, and the Nolah and the target can 
  communicate telepathically with each other at a 
  distance of up to 1 league. Whenever the 
  charmed target takes damage, it can repeat the 
  saving throw, ending the effect on itself on a 
  success. 
   
   
   
   
   
  
  5E Hârn Bestiary 30 
   
  UMBATH 
  Tiny aberration (Ivashu), chaotic neutral 
  Armor Class 11 
  Hit Points 10 (3d4 + 3) 
  Speed 30 ft. 
  STR 
  7 (-2) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  15 (+2) 
  WIS 
  9 (-1) 
  CHA 
  14 (+2) 
  Damage Immunities Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., passive Perception 9 
  Languages Unintelligible 
  Challenge 1/8 (25 XP) 
  Morale 8 
  Babbling Summons. At the start of its turn, the 
  Umbath babbles insanely if it can see a creature 
  within 30 feet of it that is not an Umbath. Make 
  one random encounter check at the end of the 
  round, rerolling a failed result for every eight 
  Umbathri that are babbling by the end of the 
  round. If an encounter occurs, roll on an 
  appropriate random encounter table until a 
  combat encounter is generated, which arrives in 
  the following round. Once an encounter has been 
  generated, no further checks are made. 
   
  Banishment. If a nonmagical attack hits the 
  Umbath and deals bludgeoning, piercing, or 
  slashing damage at least equal to its current hit 
  points, the Umbath must succeed on a DC 15 
  Charisma saving throw or be banished to the 
  Ethereal Plane with a faint popping noise. After 
  10 (3d4 exploding dice*) minutes, the Umbath 
  reappears in the space it left or in the nearest 
  unoccupied space if that space is occupied. 
   
  Magic Vulnerability. The Umbath has 
  disadvantage on saving throws against spells and 
  other magical effects. 
   
  Sense Magic. The Umbath senses magic within 
  120 feet of it at will. This trait otherwise works 
  like the detect magic spell but isn't itself magical. 
   
   ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage. 
   
  Torment. One Small or larger creature that the 
  Umbath can see within 5 feet of it must succeed 
  on a DC 11 Dexterity (Acrobatics) check, or the 
  Umbath climbs on to and torments it. While 
  tormenting the target, the Umbath can't attack, 
  and the target can't take reactions and has 
  disadvantage on attack rolls and ability checks. 
   
  The tormenting Umbath moves with the target 
  whenever the target moves, requiring none of 
  the Umbath's movement. The Umbath can climb 
  off by spending 5 feet of its movement on its 
  turn. A creature, including the target, can use its 
  action to dislodge the Umbath. 
   
  Blink (Recharge 4-6). The Umbath vanishes from 
  its current plane of existence and appears in the 
  Ethereal Plane, after which it can move in any 
  direction, ignoring all objects and effects that 
  aren't on the Ethereal Plane. If the Umbath 
  moves up or down, every foot of movement costs 
  an extra foot. The Umbath can see and hear the 
  plane it vanished from, but can't see anything 
  more than 60 feet away; creatures that aren't on 
  the Ethereal Plane can't perceive the Umbath and 
  can't interact with it, unless a special ability or 
  magic has given them the ability to do so. 
   
  At the start of its next turn, the Umbath 
  reappears in the plane it vanished from, unless 
  its space is occupied by a solid object or creature. 
  Otherwise, the Umbath remains on the Ethereal 
  Plane, and can't return for at least 24 hours. 
   
   
   
  * Each time a 4 is rolled on a d4, roll d4 again and 
  add it to the previous score(s). 
   
   
  
  5E Hârn Bestiary 31 
   
  V’HIR 
  Large fiend (demon), chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 123 (13d10 + 52) 
  Speed 40 ft., fly 60 ft. 
  STR 
  20 (+5) 
  DEX 
  15 (+2) 
  CON 
  19 (+4) 
  INT 
  17 (+3) 
  WIS 
  16 (+3) 
  CHA 
  18 (+4) 
  Saving Throws STR +9, CON +8, WIS +7 
  Damage Resistances Cold, Lightning; 
  Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Damage Immunities Fire, Poison 
  Condition Immunities Poisoned 
  Senses Truesight 120 ft., passive Perception 13 
  Languages Surikal, Telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
  Morale 10 
  Death Throes. When the V’hir dies, it explodes, 
  and each creature within 20 feet of it must make 
  a DC 16 Dexterity saving throw, taking 28 (8d6) 
  fire damage on a failed save, or half as much 
  damage on a successful one. The explosion 
  ignites flammable objects in that area that aren't 
  being worn or carried, and it destroys the V’hir's 
  weapons. 
   
  Fire Aura. At the start of each of the V’hir's turns, 
  each creature within 5 feet of it takes 7 (2d6) fire 
  damage, and flammable objects in the aura that 
  aren't being worn or carried ignite. A creature 
  that touches the V’hir or hits it with a melee 
  attack while within 5 feet of it takes 7 (2d6) fire 
  damage. 
   
  Magic Resistance. The V’hir has advantage on 
  saving throws against spells and other magical 
  effects. 
   
  Magic Weapons. The V’hir's weapon attacks are 
  magical. 
   ACTIONS 
  Multiattack. The V’hir makes two attacks: one 
  with its longsword and one with its whip. 
   
  Longsword. Melee Weapon Attack: +9 to hit, reach 
  10 ft., one target. Hit: 14 (2d8 + 5) slashing 
  damage plus 9 (2d8) fire damage. If the V’hir 
  scores a critical hit, it rolls damage dice three 
  times, instead of twice. 
   
  Whip. Melee Weapon Attack: +9 to hit, reach 30 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 
  7 (2d6) fire damage, and the target must succeed 
  on a DC 17 Strength saving throw or be pulled up 
  to 25 feet toward the V’hir. 
   
   
   
  There are eight orders in the Agrikan demon 
  hierarchy (the V’hir). The stats presented here are 
  for a V’hir of the Third Order. A First Order V’hir is 
  equivalent to a balor (CR 19). At the lowest of the 
  eight orders are the Vii, which resemble the 
  greater V’hir but are only four to five feet tall and 
  far weaker. 
   
   
   
   
  
  5E Hârn Bestiary 32 
   
  VLASTA 
  Tiny monstrosity (Ivashu), unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 5 (2d4) 
  Speed 60 ft. 
  STR 
  6 (-2) 
  DEX 
  19 (+4) 
  CON 
  10 (+0) 
  INT 
  4 (-3) 
  WIS 
  12 (+1) 
  CHA 
  6 (-2) 
  Skills Perception +3 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages None 
  Challenge 1/2 (100 XP) 
  Morale 6 
  Eater of Eyes. If the Vlasta moves at least 20 feet 
  straight toward a target and then hits it with its 
  beak attack on the same turn, the target takes an 
  extra 5 (2d4) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Dexterity 
  saving throw or be blinded in one good eye, 
  which causes disadvantage on Wisdom 
  (Perception) checks that rely on sight and on 
  ranged attack rolls, until the creature receives 
  magical healing or finishes a short or long rest. If 
  the creature has no good eyes left, it is blinded. If 
  the creature fails its saving throw by 5 or more, 
  the eye is permanently lost, and the effects last 
  until it is restored, such as with the regenerate 
  spell. 
   
  Pack Tactics. The Vlasta has advantage on an 
  attack roll against a creature if at least one of the 
  Vlasta's allies is within 5 feet of the creature and 
  the ally isn't incapacitated. 
   
  Running Leap. The Vlasta's long jump is up to 20 
  feet and its high jump is up to 10 feet with a 10-
  foot running start. 
   
   ACTIONS 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage. 
   
   
   
   
  
  5E Hârn Bestiary 33 
   
  YELGRI 
  Small humanoid (Yelgri), neutral 
  Armor Class 12 
  Hit Points 10 (3d6) 
  Speed 20 ft., fly 50 ft. 
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  6 (-2) 
  WIS 
  12 (+1) 
  CHA 
  8 (-1) 
  Skills Perception +5 
  Senses passive Perception 15 
  Languages Yelgri 
  Challenge 1/4 (50 XP) 
  Morale 6 
  Dive Attack. If the Yelgri is flying and dives at 
  least 30 feet straight toward a target and then 
  hits it with a melee weapon attack, the attack 
  deals an extra 3 (1d6) damage to the target. 
   
   ACTIONS 
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 34 
   
  Z’HURA 
  Z’huran are fungi, and treated as dungeon hazards 
  instead of creatures. There are several varieties, 
  with m’nogai, langlah and lurishi being the most 
  common. 
   
  M’NOGA 
  The m’noga’s yellow-green mushrooms can squirt a 
  green, acidic pus that delivers a jolt of pain so 
  severe that it can stun most small creatures 
  instantly. Unconscious creatures are then drenched 
  with green slime and rapidly converted into a 
  fermenting slurry that is absorbed by the roots. 
  A m’noga patch covers a 5-foot square. If touched, 
  the mushrooms squirt green slime in all directions. 
  Any creature within 5 feet of the m’noga must make 
  a DC 12 Dexterity saving throw or take 11 (2d10) 
  acid damage on a failed save, or half as much 
  damage on a successful one. A creature takes 5 
  (1d10) acid damage at the start of each of its turns 
  until the slime is scraped off (requires an action). 
  Boiling brine, any effect that cures disease, and any 
  effect that deals fire or radiant damage destroys a 
  m’noga patch. 
  LANGLAH 
  The langlah is notoriously difficult to distinguish 
  from surrounding stone rubble. If its crust is 
  breached, it releases large amounts of oozing gray 
  fluid and a sweet-smelling gas that turns into an 
  acid in the lungs when inhaled, liquefying its victims 
  from the inside. 
  A langlah patch covers a 15-foot square. If touched, 
  it releases a cloud of gas. A creature that touches 
  the patch takes 5 (1d10) acid damage from the 
  ooze. In addition, any creature within 10 feet of the 
  langlah must succeed on a DC 10 Constitution 
  saving throw or take 11 (2d10) acid damage from 
  inhaling the gas, and a further 5 (1d10) acid damage 
  at the start of each of the creature’s turns that it 
  doesn’t have all of its hit points. 
  Sunlight, any effect that cures disease, and any 
  effect that deals fire or radiant damage destroys a 
  langlah patch. 
  LURISHI 
  The lurishi’s thistle-like pods are protected by a 
  golden crust of yellow mold, which ruptures at the 
  slightest vibration, causing the pods underneath to 
  release a cloud of fungal spores. 
  A lurishi patch covers a 5-foot square. If a creature 
  moves within 10 feet of it, the mold ejects a cloud of 
  spores. Any creature within 20 feet of the lurishi 
  must make a DC 10 Constitution saving throw, at 
  disadvantage if it doesn’t have all of its hit points. 
  On a failed save, the creature is infected with a two-
  stage disease. 
  Stage I. After 12-24 hours, an itchy white patch 
  develops around any wounds, and (rarely) around 
  the eyes and on the tongue. Any effect that cures 
  disease, or a successful DC 15 Wisdom (Medicine) 
  check with one use of a healer’s kit, removes the 
  disease during Stage I. 
  Stage II. After another 12-24 hours, the white patch 
  develops into a nasty boil that secretes powerful 
  flesh-dissolving enzymes, which kills the creature in 
  a number of hours equal to 1d6 + the creature’s 
  Constitution modifier (minimum of 30 minutes). The 
  creature becomes poisoned during Stage II. Only 
  magic such as the lesser restoration spell can remove 
  the disease during this terminal stage. 
  Any effect that cures disease, and any effect that 
  deals cold, fire, or radiant damage destroys a lurishi 
  patch. 
   
  
  5E Hârn Bestiary 35 
   
  NPCs 
  Player Characters are far more likely to 
  encounter and interact with humanoid 
  nonplayer characters (NPCs) than monsters 
  on Hârn. The following describes a sample of 
  typical NPCs. 
   
  NPC Feats 
  Important NPCs can have one or more feats. 
  Choose an NPC’s feats, or roll 1d100 on the 
  following table. 
   
  1d100 Feat 
  Notes 
  01-02 
  Actor 
  +1 CHA, skilled at mimicry and 
  dramatics. 
  03-04 
  Alert 
  +5 Initiative, can’t be surprised, 
  no advantage for hidden 
  attackers. 
  05-07 
  Athlete 
  +1 STR or DEX – you have 
  undergone extensive physical 
  training. 
  08-10 
  Charger 
  Make a melee attack or shove 
  after the Dash action. 
  11 
  Crossbow 
  Expert 
  No loading, no within 5ft. 
  disadvantage, bonus action 
  attack with hand crossbow. 
  12-14 
  Defensive 
  Duelist 
  Add your proficiency bonus to 
  your AC as a reaction. 
  15-17 
  Dual 
  Wielder 
  +1 AC bonus, wield heavier 
  weapons, draw or stow two 
  weapons at once. 
  18 
  Dungeon 
  Delver 
  You are alert to the hidden traps 
  and secret doors found in many 
  dungeons. 
  19-22 
  Durable 
  +1 CON, minimum CON 
  modifier x2 on spent Hit Dice. 
  23 
  Elemental 
  Adept 
  Spells you cast ignore resistance 
  to damage of the chosen type. 
  24-27 
  Grappler 
  Hold your own in close-quarters 
  grappling. 
  28-29 
  Great 
  Weapon 
  Master 
  You’ve learned to put the weight 
  of a weapon to your advantage. 
  30-32 
  Healer 
  You are an able physician. 
  33-34 
  Heavily 
  Armored 
  +1 STR, proficiency with heavy 
  armor. 
  35-36 
  Heavy 
  Armor 
  Master 
  +1 STR, damage reduction from 
  nonmagical weapons. 
  37-38 
  Inspiring 
  leader 
  Inspire your companions to 
  grant temporary hit points. 
  1d100 Feat 
  Notes 
  39 
  Keen Mind 
  +1 INT, track time, direction, and 
  detail with uncanny precision. 
  40-43 
  Lightly 
  Armored 
  +1 STR or DEX; proficiency with 
  light armor. 
  44-45 
  Linguist 
  +1 INT, additional languages, 
  create written ciphers. 
  46 
  Lucky 
  You have inexplicable luck. 
  47 
  Mage 
  Slayer 
  You have practiced techniques 
  useful in melee combat against 
  spellcasters. 
  48-51 
  Martial 
  Adept 
  Perform special combat 
  maneuvers. 
  52-54 
  Medium 
  Armor 
  Master 
  You have practiced moving in 
  medium armor. 
  55-56 
  Mobile 
  You are exceptionally speedy 
  and agile. 
  57-59 
  Moderately 
  Armored 
  +1 STR or DEX, proficiency with 
  medium armor and shields. 
  60-61 
  Observant 
  +1 INT or WIS, quick to notice 
  details of your environment. 
  62-63 
  Polearm 
  Master 
  You can keep your enemies at 
  bay with reach weapons. 
  64-67 
  Resilient 
  +1 stat and proficiency with 
  saving throws to a chosen ability 
  score. 
  68 
  Ritual 
  Caster 
  You have learned a number of 
  spells that you can cast as rituals. 
  69-71 
  Savage 
  Attacker 
  Reroll damage dice for melee 
  weapon attacks. 
  72-73 
  Sentinel 
  Take advantage of every drop in 
  any enemy’s guard. 
  74-75 
  Sharp-
  shooter 
  Ranged weapons mastery – 
  make shots that others find 
  impossible. 
  76-79 
  Shield 
  Master 
  Use shields not just for 
  protection but also for offense. 
  80-84 
  Skilled 
  Gain proficiency in 3 additional 
  skills. 
  85-86 
  Skulker 
  You are expert at slinking 
  through shadows 
  87 
  Spell 
  Sniper 
  Enhance your attacks with 
  certain kinds of spells. 
  88-91 
  Tavern 
  Brawler 
  +1 STR or CON, improved 
  improvised weapons. 
  92-96 
  Tough 
  Gain +2 hit points per character 
  level. 
  97 
  War Caster 
  You have practiced casting spells 
  in the midst of combat. 
  98-00 
  Weapon 
  Master 
  +1 STR or DEX, 4 additional 
  weapon proficiencies. 
   
   
  
  5E Hârn Bestiary 36 
   
  AGRIKAN ACOLYTE 
  (AGNICHARI) 
  Medium humanoid (human), lawful evil or neutral evil 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  11 (+0) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Intimidation +3, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, Surikal 
  Challenge 1/4 (50 XP) 
  Morale 7 
  Spellcasting. The Agnichari is a 1st level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 12, +4 to hit with spell attacks). The 
  Agnichari has the following spells prepared: 
   
  Cantrips (at will): sacred flame, thaumaturgy, word 
  of radiance 
   
  1st level (3 slots): bane, command, guiding bolt 
   
   ACTIONS 
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 37 
   
  AGRIKAN PRIEST 
  (HERUCHAI) 
  Medium humanoid (human), lawful evil or neutral evil 
  Armor Class 16 (mail byrnie, shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  16 (+3) 
  CHA 
  14 (+2) 
  Skills Insight +5, Intimidation +4, Religion +2 
  Senses passive Perception 13 
  Languages Hârnic, Surikal 
  Challenge 2 (450 XP) 
  Morale 7 
  Divine Eminence. As a bonus action, the Heruchai 
  can expend a spell slot to cause its melee 
  weapon attacks to magically deal an extra 10 
  (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the 
  Heruchai expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for 
  each level above 1st. 
   
  Gashang's Might. When the Heruchai uses a 
  mace, its damage dice changes from a d6 to a d8. 
  This benefit has no effect if another feature has 
  already improved the weapon’s dice.  
   
  Spellcasting. The Heruchai is a 5th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 13, +5 to hit with spell attacks). The 
  Heruchai has the following cleric spells prepared: 
   
  Cantrips (at will): sacred flame, thaumaturgy, word 
  of radiance 
   
  1st level (4 slots): bane, command, guiding bolt 
   
  2nd level (3 slots): continual flame, spiritual 
  weapon (appears as a mace, sickle or whip) 
   
  3rd level (2 slots): bestow curse, spirit guardians 
  (deals radiant damage) 
   ACTIONS 
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage. 
   
   
  
  5E Hârn Bestiary 38 
   
  AGRIKAN TEMPLE 
  MASTER (APERANI) 
  Medium humanoid (human), lawful evil or neutral evil 
  Armor Class 18 (mail hauberk, shield) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  STR 
  18 (+4) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  17 (+3) 
  CHA 
  14 (+2) 
  Saving Throws WIS +5, CHA +4 
  Skills Insight +5, Intimidation +4, Religion +3 
  Senses passive Perception 13 
  Languages Hârnic, Surikal 
  Challenge 4 (1,100 XP) 
  Morale 8 
  Divine Eminence. As a bonus action, the Aperani 
  can expend a spell slot to cause its melee 
  weapon attacks to magically deal an extra 10 
  (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the 
  Aperani expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for 
  each level above 1st. 
   
  Gashang's Might. When the Aperani uses a mace, 
  its damage dice changes from a d6 to a d8. This 
  benefit has no effect if another feature has 
  already improved the weapon’s dice. 
   
  Guided Strike (Recharges after a Short or Long 
  Rest). When the Aperani makes an attack roll, it 
  gains a +10 bonus to the roll. 
   
  Spellcasting. The Aperani is a 7th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 13, +5 to hit with spell attacks). The 
  Aperani has the following cleric spells prepared: 
   
  Cantrips (at will): sacred flame, thaumaturgy, word 
  of radiance 
   
  1st level (4 slots): bane, command, guiding bolt 
   
  2nd level (3 slots): continual flame, hold person, 
  spiritual weapon (appears as a mace, sickle or 
  whip) 
   
  3rd level (3 slots): bestow curse, spirit guardians 
  (deals radiant damage) 
   
  4th level (1 slot): guardian of faith 
   ACTIONS 
  Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage. 
   
   
  
  5E Hârn Bestiary 39 
   
  APPRENTICE WIZARD 
  (MAVARI) 
  Medium humanoid (human), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  11 (+0) 
  CON 
  10 (+0) 
  INT 
  14 (+2) 
  WIS 
  11 (+0) 
  CHA 
  12 (+1) 
  Skills Arcana +4, History +4 
  Senses passive Perception 10 
  Languages Hârnic, Lakise script, convocational 
  script 
  Challenge 1/4 (50 XP) 
  Morale 6 
  Spellcasting. The apprentice is a 1st-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 12, +4 to hit with spell attacks). It 
  has the following wizard spells prepared, 
  depending on which convocation it follows: 
   
  Lyahvi 
   
  Cantrips (at will): dancing lights, light, minor illusion 
   
  1st level (2 slots): color spray, disguise self, silent 
  image 
   
  Peleahn  
   
  Cantrips (at will): control flames, create bonfire, fire 
  bolt 
   
  1st level (2 slots): burning hands, jump, magic 
  missile 
   
  Jmorvi 
   
  Cantrips (at will): blade ward, mending, shocking 
  grasp 
   
  1st level (2 slots): catapult, mage armor, shield 
   
  Fyvria 
   
  Cantrips (at will): chill touch, infestation, mold earth 
   
  1st level (2 slots): false life, ray of sickness, sleep 
   
   
  Odivshe 
   
  Cantrips (at will): frostbite, ray of frost, shape water 
   
  1st level (2 slots): fog cloud, grease, ice knife 
   
  Savorya 
   
  Cantrips (at will): encode thoughts, friends, message 
   
  1st level (2 slots): cause fear, charm person, 
  comprehend languages 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 
  (1d4) piercing damage. 
   
   
  
  5E Hârn Bestiary 40 
   
  FYVRIAN SHEK-PVAR 
  Medium humanoid (human), any alignment 
  Armor Class 11 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  16 (+3) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Saving Throws INT +5, WIS +4 
  Skills Arcana +5, History +5, Medicine +4 
  Senses passive Perception 12 
  Languages Hârnic, Lakise script, Korotanish 
  Challenge 3 (700 XP) 
  Morale 7 
  Spellcasting. The Shek-Pvar is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared: 
   
  Cantrips (at will): chill touch, infestation, mold 
  earth, toll the dead 
   
  1st level (4 slots): false life*, find familiar, ray of 
  sickness*, sleep 
   
  2nd level (3 slots): enlarge/reduce, Maximilian’s 
  earthen grasp, web 
   
  3rd level (3 slots): animate dead*, vampiric touch* 
   
  4th level (1 slot): polymorph 
   
  *Necromancy spell of 1st level or higher 
   
  Vitality of Fyvria. The Shek-Pvar has a magical 
  ward that has 17 hit points. Whenever the Shek-
  Pvar takes damage, the ward takes the damage 
  instead. If the ward is reduced to 0 hit points, the 
  Shek-Pvar takes any remaining damage. When 
  the Shek-Pvar casts a necromancy spell of 1st 
  level or higher, the ward regains a number of hit 
  points equal to twice the level of the spell. 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, of 4 (1d8) bludgeoning damage if used 
  with two hands. 
   
   
   
  Nithri of Delarn 
  Nithri of Delarn is a Fyvrian Shek-Pvar who can be 
  encountered in the Hârnic wilderness. He is 
  accompanied by an owl and occasionally an elk 
  with disturbingly dead eyes. The owl is Nithri’s 
  familiar, Tyton. The elk, however, has a much 
  darker secret: it is actually a zombie that has been 
  polymorphed into an elk. During combat, the elk 
  charges at Nithri’s enemies at his command; the 
  owl takes the Help action to aid the beast while 
  using its Flyby ability to stay out of harm’s reach. 
  Meanwhile, Nithri weakens and disables his 
  opponents with non-concentration spells such as 
  ray of sickness and sleep. 
   
   
  
  5E Hârn Bestiary 41 
   
  HALEAN ACOLYTE 
  (CORATHAR) 
  Medium humanoid (human female), any neutral 
  alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  11 (+0) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  14 (+2) 
  CHA 
  14 (+2) 
  Skills Persuasion +4, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, any language or script 
  Challenge 1/8 (25 XP) 
  Morale 6 
  Spellcasting. The Corathar is a 1st-level 
  spellcaster. Her spellcasting ability is Wisdom 
  (spell save DC 12). The Corathar has the following 
  cleric spells prepared: 
   
  Cantrips (at will): guidance, resistance, word of 
  radiance 
   
  1st level (3 slots): command, detect poison and 
  disease, purify food and drink 
   
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 
  (1d4) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 42 
   
  HALEAN PRIESTESS 
  (SHENASENE) 
  Medium humanoid (human female), any neutral 
  alignment 
  Armor Class 11 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  12 (+1) 
  CON 
  11 (+0) 
  INT 
  14 (+2) 
  WIS 
  16 (+3) 
  CHA 
  16 (+3) 
  Skills Deception +5, Persuasion +5, Religion +4 
  Senses passive Perception 13 
  Languages Hârnic, any language or script 
  Challenge 1/2 (100 XP) 
  Morale 6 
  Spellcasting. The Shenasene is a 5th-level 
  spellcaster. Her spellcasting ability is Wisdom 
  (spell save DC 13). The Shenasene has the 
  following cleric spells prepared: 
   
  Cantrips (at will): guidance, resistance, word of 
  radiance 
   
  1st level (4 slots): command, detect poison and 
  disease, purify food and drink 
   
  2nd level (3 slots): enhance ability, hold person 
   
  3rd level (2 slots): bestow curse, clairvoyance 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage. 
   
  Inveigling Words (Recharges after a Short or 
  Long Rest). One creature of the Shenasene's 
  choice within 60 feet of her that can hear and 
  understand her must make a DC 13 Wisdom 
  saving throw. On a failed saving throw, the 
  creature becomes charmed by the Shenasene for 
  1 minute or until the Shenasene or her ally does 
  anything harmful to it. The charmed creature 
  regards the Shenasene as a trusted friend and 
  confidante and she has advantage on Charisma 
  checks that she makes against it. When the effect 
  ends, the creature knows that the Shenasene 
  charmed it. 
   
   
   
   
  
  5E Hârn Bestiary 43 
   
  HÂRNIC BANDIT 
  CAPTAIN 
  Medium humanoid (human), any alignment 
  Armor Class 15 (kurbul) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  17 (+3) 
  CON 
  15 (+2) 
  INT 
  15 (+2) 
  WIS 
  12 (+1) 
  CHA 
  15 (+2) 
  Saving Throws STR +4, DEX +5, WIS +2 
  Skills Athletics +5, Deception +4 
  Senses passive Perception 11 
  Languages Hârnic, Orbaalese 
  Challenge 2 (450 XP) 
  Morale 8 
   ACTIONS 
  Multiattack. The captain makes three melee 
  attacks: two with its falchion and one with its 
  dagger. Or the captain makes two ranged attacks 
  with its daggers. 
   
  Falchion. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage.  
   REACTIONS 
  Parry. The captain adds 2 to its AC against one 
  melee attack that would hit it. To do so, the 
  captain must see the attacker and be wielding a 
  melee weapon. 
   
   
   
   
   
   
  
  5E Hârn Bestiary 44 
   
  HÂRNIC HEAVY HORSE 
  (HH) 
  Medium humanoid (human), any alignment 
  Armor Class 18 (mail hauberk, shield) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  11 (+0) 
  CON 
  15 (+2) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Saving Throws CON +4, WIS +3 
  Skills Animal Handling +3 
  Senses passive Perception 11 
  Languages Hârnic 
  Challenge 3 (700 XP) 
  Morale 8 
  Lance Charge. If the cavalryman moves at least 
  30 feet straight toward a target while mounted, 
  and then hits it with a lance attack on the same 
  turn, the target takes an extra 6 (1d12) piercing 
  damage. 
   
  Valiant. The cavalryman and its mount have 
  advantage on saving throws against being 
  frightened. 
   ACTIONS 
  Multiattack. The cavalryman makes two melee 
  attacks. 
   
  Lance. Melee Weapon Attack: +5 to hit 
  (disadvantage against a target within 5 ft.), reach 
  10 ft., one target. Hit: 9 (1d12 + 3) piercing 
  damage. 
   
  Broadsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. 
   
  Leadership (Recharges after a Short or Long 
  Rest). For 1 minute, the cavalryman can utter a 
  special command or warning whenever a 
  nonhostile creature that it can see within 30 feet 
  of it makes an attack roll or a saving throw. The 
  creature can add a d4 to its roll provided it can 
  hear and understand the cavalryman. A creature 
  can benefit from only one Leadership die at a 
  time. This effect ends if the cavalryman is 
  incapacitated. 
   
   REACTIONS 
  Defensive Maneuver. The cavalryman adds 2 to 
  its AC against one melee attack that would hit it, 
  or adds 2 to its mount's AC against one melee 
  attack that would hit the mount. To do so, the 
  cavalryman must see the attacker and be 
  wielding a melee weapon or a shield. 
   
   
  Steeds 
  Heavy Horse units are generally mounted on 
  warhorses in battle. 
   
   
   
   
  
  5E Hârn Bestiary 45 
   
  HÂRNIC LIGHT FOOT (LF) 
  Medium humanoid (human), any alignment 
  Armor Class 14 (quilt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  13 (+1) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  11 (+0) 
  CHA 
  11 (+0) 
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Hârnic 
  Challenge 1/8 (25 XP) 
  Morale 7 
  Phalanx Tactics. When the footman uses the 
  Help action to aid an ally in attacking a creature, 
  the target of that attack can be within 10 feet of 
  the footman, rather than 5 feet of it, if the target 
  can see the footman and the footman is wielding 
  a glaive, halberd, pike, or spear in two hands. 
   
  Shieldwall. If the footman moves no more than 
  half its speed on its turn, and ends its movement 
  within 5 feet of an ally that has the Shieldwall 
  trait, the footman can use an action or a bonus 
  action to form a Shieldwall. The Shieldwall is a 
  formation with the footman and the ally as its 
  members. Choose a facing: the Shieldwall 
  provides half cover to its members against 
  attacks from this facing, until the start of the 
  footman's next turn. The footman's Shieldwall 
  benefit is immediately lost if either member of 
  the formation is not wielding a shield, forms or 
  joins a Shieldwall with a different facing, moves 
  from its space, is prone, or is incapacitated. 
   ACTIONS 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. / range 20/60, one target. Hit: 5 (1d6 + 
  2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used in two hands to make a melee 
  attack. 
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage. 
   
  The Light Foot unit is the most common type of 
  fighting unit on Hârn. 
   
   
   
  Variants of the Light Foot include Vikings, bandits, 
  and common guards, with various arms and 
  armor. Not all variants necessarily have the 
  Phalanx Tactics and Shieldwall traits. 
   
  Weapon variants: 
   
  Handaxe. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. / range 20/60, one target. Hit: 5 (1d6 + 2) 
  slashing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage. 
  Falchion / Viking Age Sword. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  slashing damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 7 (1d10 + 2) slashing damage. [AC 12 
  due to lack of a shield] 
  Sling. Ranged Weapon Attack: +3 to hit, range 30/120 
  ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage. [AC 12 due to lack of a shield] 
   
   
  
  5E Hârn Bestiary 46 
   
  HÂRNIC LIGHT HORSE 
  (LH) 
  Medium humanoid (human), any alignment 
  Armor Class 14 (quilt, shield) 
  Hit Points 19 (3d8 + 6) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  11 (+0) 
  CHA 
  14 (+2) 
  Skills Animal Handling +2 
  Senses passive Perception 11 
  Languages Hârnic 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Lance Charge. If the cavalryman moves at least 
  30 feet straight toward a target while mounted, 
  and then hits it with a lance attack on the same 
  turn, the target takes an extra 6 (1d12) piercing 
  damage. 
   ACTIONS 
  Lance. Melee Weapon Attack: +4 to hit 
  (disadvantage against a target within 5 ft.), reach 
  10 ft., one target. Hit: 8 (1d12 + 2) piercing 
  damage. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   REACTIONS 
  Defensive Maneuver. The cavalryman adds 2 to 
  its AC against one melee attack that would hit it, 
  or adds 2 to its mount's AC against one melee 
  attack that would hit the mount. To do so, the 
  cavalryman must see the attacker and be 
  wielding a melee weapon or a shield. 
   
   
  Steeds 
  Light Horse units are generally mounted on light 
  warhorses (treat as combat-trained riding horses) 
  in battle. 
   
   
   
  Chelni / Hodiri Warriors 
  Variants of the Light Horse include mounted tribal 
  warriors, such as the Chelni and the Hodiri. Such 
  warriors wield a spear instead of a lance, and their 
  Lance Charge ability only deals an extra 3 (1d6) 
  piercing damage instead of 6 (1d12). Reduce their 
  Challenge Rating to 1/4. 
   
   
   
  
  5E Hârn Bestiary 47 
   
  HÂRNIC LONGBOW (LB) 
  Medium humanoid (human), any alignment 
  Armor Class 14 (quilt) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
  STR 
  13 (+1) 
  DEX 
  16 (+3) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  11 (+0) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages Hârnic 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Archer’s Eye (1/Day). As a bonus action, the 
  bowman can add 1d10 to its next attack or 
  damage roll with a longbow. 
   ACTIONS 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600, one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 48 
   
  HÂRNIC MEDIUM FOOT 
  (MF) 
  Medium humanoid (human), any alignment 
  Armor Class 16 (scale hauberk, shield) 
  Hit Points 19 (3d8 + 6) 
  Speed 30 ft. 
  STR 
  15 (+2) 
  DEX 
  11 (+0) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  12 (+1) 
  Skills Athletics +4, Perception +3 
  Senses passive Perception 13 
  Languages Hârnic 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Phalanx Tactics. When the footman uses the 
  Help action to aid an ally in attacking a creature, 
  the target of that attack can be within 10 feet of 
  the footman, rather than 5 feet of it, if the target 
  can see the footman and the footman is wielding 
  a glaive, halberd, pike, or spear in two hands. 
   
  Shieldwall. If the footman moves no more than 
  half its speed on its turn, and ends its movement 
  within 5 feet of an ally that has the Shieldwall 
  trait, the footman can use an action or a bonus 
  action to form a Shieldwall. The Shieldwall is a 
  formation with the footman and the ally as its 
  members. Choose a facing: the Shieldwall 
  provides half cover to its members against 
  attacks from this facing, until the start of the 
  footman's next turn. The footman's Shieldwall 
  benefit is immediately lost if either member of 
  the formation is not wielding a shield, forms or 
  joins a Shieldwall with a different facing, moves 
  from its space, is prone, or is incapacitated. 
   
   ACTIONS 
  Multiattack. The footman makes two melee 
  attacks. 
   
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. / range 20/60, one target. Hit: 5 (1d6 + 
  2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used in two hands to make a melee 
  attack. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
  Variants of the Medium Foot include castle 
  guards, legionaries, mercenaries, and huscarls. 
  Not all variants necessarily have the Phalanx 
  Tactics and Shieldwall traits. 
  Weapon variants: 
   
  Handaxe. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. / range 20/60, one target. Hit: 5 (1d6 + 2) 
  slashing damage. 
   
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Falchion / Viking Age Sword. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  slashing damage. 
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used in two hands. 
  Broadsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage. 
  Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage. 
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 7 (1d10 + 2) slashing damage. [AC 14 
  due to lack of a shield] 
  Light Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 80/320 ft., one target. Hit: 4 (1d8) piercing 
  damage. [AC 14 due to lack of a shield] 
  
  5E Hârn Bestiary 49 
   
  HÂRNIC MEDIUM FOOT 
  ELITE (MF+) 
  Medium humanoid (human), any alignment 
  Armor Class 16 (scale hauberk) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  14 (+2) 
  CON 
  15 (+2) 
  INT 
  11 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Hârnic 
  Challenge 1 (200 XP) 
  Morale 8 
  Martial Advantage. Once per turn, the footman 
  can deal an extra 7 (2d6) damage to a creature it 
  hits with a weapon attack if that creature is within 
  5 feet of an ally of the footman that isn't 
  incapacitated. 
   
  Phalanx Tactics. When the footman uses the 
  Help action to aid an ally in attacking a creature, 
  the target of that attack can be within 10 feet of 
  the footman, rather than 5 feet of it, if the target 
  can see the footman and the footman is wielding 
  a glaive, halberd, pike, or spear in two hands. 
   ACTIONS 
  Multiattack. The footman makes two melee 
  attacks. 
   
  Halberd. Melee Weapon Attack: +5 to hit, reach 
  10ft., one target. Hit: 8 (1d10 + 3) slashing 
  damage. If the target is Large or smaller, the 
  footman can choose to deal no damage and 
  knock it prone. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
   
   
   
  
  5E Hârn Bestiary 50 
   
  HÂRNIC MEDIUM HORSE 
  (MH) 
  Medium humanoid (human), any alignment 
  Armor Class 16 (scale hauberk, shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
  STR 
  15 (+2) 
  DEX 
  11 (+0) 
  CON 
  15 (+2) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  15 (+2) 
  Skills Animal Handling +3 
  Senses passive Perception 11 
  Languages Hârnic 
  Challenge 2 (450 XP) 
  Morale 8 
  Lance Charge. If the cavalryman moves at least 
  30 feet straight toward a target while mounted, 
  and then hits it with a lance attack on the same 
  turn, the target takes an extra 6 (1d12) piercing 
  damage. 
   
  Valiant. The cavalryman and its mount have 
  advantage on saving throws against being 
  frightened. 
   ACTIONS 
  Multiattack. The cavalryman makes two melee 
  attacks. 
   
  Lance. Melee Weapon Attack: +4 to hit 
  (disadvantage against a target within 5 ft.), reach 
  10 ft., one target. Hit: 8 (1d12 + 2) piercing 
  damage. 
   
  Broadsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 
   REACTIONS 
  Defensive Maneuver. The cavalryman adds 2 to 
  its AC against one melee attack that would hit it, 
  or adds 2 to its mount's AC against one melee 
  attack that would hit the mount. To do so, the 
  cavalryman must see the attacker and be 
  wielding a melee weapon or a shield. 
   
   
  Steeds 
  Medium Horse units are generally mounted on 
  warhorses in battle. 
   
   
   
  
  5E Hârn Bestiary 51 
   
  HÂRNIC SHORTBOW (SB) 
  Medium humanoid (human), any alignment 
  Armor Class 14 (quilt, buckler) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  11 (+0) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages Hârnic 
  Challenge 1/8 (25 XP) 
  Morale 7 
   ACTIONS 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320, one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Buckler. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage, or 2 (1d4) bludgeoning damage if two-
  weapon fighting with a shortsword. Requires an 
  action or bonus action to 'don' or 'doff.' 
   
  Variants of the Shortbow include tribal hunters, 
  who wear leather and lack the buckler (AC 13), 
  and wield a spear instead of a shortsword as their 
  secondary weapon. 
   
  Weapon variants: 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. / range 20/60, one target. Hit: 4 (1d6 + 1) 
  piercing damage, or 5 (1d8 + 1) piercing damage if 
  used in two hands to make a melee attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 52 
   
  HÂRNIC UNARMORED 
  FOOT (UF) 
  Medium humanoid (human), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  11 (+0) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  11 (+0) 
  CHA 
  11 (+0) 
  Senses passive Perception 10 
  Languages Hârnic 
  Challenge 0 (10 XP) 
  Morale 6 
   ACTIONS 
  Spear. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 3 
  (1d6) piercing damage, or 4 (1d8) piercing 
  damage if used with two hands to make a melee 
  attack. 
   
  Knife. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 2 
  (1d4) piercing damage. 
   
  Sling. Ranged Weapon Attack: +2 to hit, range 
  30/120 ft., one target. Hit: 2 (1d4) bludgeoning 
  damage. 
   
   
  The Unarmored Foot unit described above is for 
  militiamen. Variants include common serfs, 
  freemen, guildsmen and scholars, many of whom 
  would be armed with a knife at most. 
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 53 
   
  HUNTER 
  Medium humanoid (human), any alignment 
  Armor Class 14 (leather) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  17 (+3) 
  CON 
  13 (+1) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Nature +5, Perception +6, Stealth +7, 
  Survival +6 
  Senses passive Perception 16 
  Languages Hârnic 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Keen Hearing and Sight. The hunter has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or sight. 
   ACTIONS 
  Multiattack. The hunter makes two melee 
  attacks or two ranged attacks. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Longbow. Ranged Weapon Attack: +5 to hit, ranged 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 54 
   
  ILVIRAN ACOLYTE 
  Medium humanoid (human), chaotic neutral 
  Armor Class 10 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  11 (+0) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Nature +2, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, Ivashi 
  Challenge 1/4 (50 XP) 
  Morale 6 
  Spellcasting. The acolyte is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The acolyte has 
  following cleric spells prepared: 
   
  Cantrips (at will): guidance, resistance, toll the dead 
   
  1st level (3 slots): cure wounds, guiding bolt, 
  sanctuary 
   ACTIONS 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 55 
   
  ILVIRAN PRIEST 
  Medium humanoid (human), chaotic neutral 
  Armor Class 12 (hide) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  11 (+0) 
  CON 
  15 (+2) 
  INT 
  14 (+2) 
  WIS 
  16 (+3) 
  CHA 
  13 (+1) 
  Skills Nature +4, Religion +4, Survival +5 
  Senses passive Perception 13 
  Languages Hârnic, Ivashi 
  Challenge 2 (450 XP) 
  Morale 7 
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared: 
   
  Cantrips (at will): guidance, resistance, toll the dead 
   
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary 
   
  2nd level (3 slots): enhance ability, lesser 
  restoration 
   
  3rd level (2 slots): dispel magic, spirit guardians 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage or 4 (1d8) bludgeoning damage if 
  wielded with two hands. 
   
  Control Ivashu (Recharges after a Short or Long 
  Rest). The priest targets one Ivashu creature it 
  can see within 30 feet of it. The target must make 
  a DC 13 Wisdom saving throw. On a failed save, 
  the target must obey the priest's commands for 
  the next 24 hours, or until the priest uses this 
  action again. A target with a challenge rating of 5 
  or higher is immune to this effect. 
   
   
   
   
  
  5E Hârn Bestiary 56 
   
  JMORVI SHEK-PVAR 
  Medium humanoid (human), any alignment 
  Armor Class 11 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  13 (+2) 
  INT 
  16 (+3) 
  WIS 
  12 (+1) 
  CHA 
  11 (+0) 
  Saving Throws INT +5, WIS +3 
  Skills Arcana +5, History +5, Investigation +5 
  Senses passive Perception 11 
  Languages Hârnic, Lakise script, Anta-Irdic 
  Challenge 3 (700 XP) 
  Morale 7 
  Spellcasting. The Shek-Pvar is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared: 
   
  Cantrips (at will): blade ward, mending, shocking 
  grasp 
   
  1st level (4 slots): alarm, catapult, mage armor, 
  shield 
   
  2nd level (3 slots): arcane lock, knock, magic 
  weapon 
   
  3rd level (3 slots): Leomund’s tiny hut, lightning bolt 
   
  4th level (1 slot): fabricate 
   
  Arcane Relic. The Shek-Pvar creates a temporary 
  magic item called an arcane relic. After finishing a 
  short or long rest, the Shek-Pvar infuses a 
  metallic object that can be held in one hand with 
  a wizard spell of 1st level or higher that requires 
  1 action to cast, and the Shek-Pvar expends one 
  spell slot equal to that spell’s level, and any 
  material components as if casting the spell. If the 
  item is to be given to another creature, the 
  recipient must spend the same rest period with 
  the Shek-Pvar and be able to hear and 
  understand the Shek-Pvar’s instructions. Once 
  the arcane relic has been created, its user can 
  use an action to cast the spell from it (following 
  the same rules as magic items that allow spells to 
  be cast). If the spell requires an attack or saving 
  throw, it uses the Shek-Pvar’s spell attack bonus 
  or spell save DC. Once the spell has been cast, or 
  the Shek-Pvar creates another arcane relic, or 
  after 24 hours have passed, the item loses its 
  magic and crumbles into shards and dust. 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
   
   
   
   
  
  5E Hârn Bestiary 57 
   
  KHUZAN HEAVY FOOT 
  (HF) 
  Medium humanoid (khuzdul), any lawful alignment 
  Armor Class 19 (mail and plate, shield) 
  Hit Points 67 (9d8 + 27) 
  Speed 25 ft. 
  STR 
  18 (+4) 
  DEX 
  10 (+0) 
  CON 
  16 (+3) 
  INT 
  10 (+0) 
  WIS 
  11 (+0) 
  CHA 
  10 (+0) 
  Skills Athletics +6, Perception +2 
  Damage Resistances Poison 
  Senses passive Perception 12 
  Languages Khuzan, Hârnic, Jarinese, Khruni 
  script, Runic script 
  Challenge 3 (700 XP) 
  Morale 9 
  Dwarven Resilience. The khuzdul has advantage 
  on saving throws against poison. 
   
  Masterwork Armor. The extra damage dealt from 
  any critical hit to the footman is negated. 
   
  Shieldwall. If the footman moves no more than 
  half its speed on its turn, and ends its movement 
  within 5 feet of an ally that has the Shieldwall 
  trait, the footman can use an action or a bonus 
  action to form a Shieldwall. The Shieldwall is a 
  formation with the footman and the ally as its 
  members. Choose a facing: the Shieldwall 
  provides half cover to its members against 
  attacks from this facing, until the start of the 
  footman's next turn. The footman's Shieldwall 
  benefit is immediately lost if either member of 
  the formation is not wielding a shield, forms or 
  joins a Shieldwall with a different facing, moves 
  from its space, is prone, or is incapacitated. 
   ACTIONS 
  Multiattack. The footman makes two melee 
  attacks. 
   
  Masterwork Battleaxe. Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) 
  slashing damage, or 10 (1d10 + 5) slashing 
  damage if used with two hands. 
   
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage. 
   
   
   
  
  5E Hârn Bestiary 58 
   
  LARANIAN ACOLYTE 
  (ASHESA) 
  Medium humanoid (human), lawful good or lawful neutral 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  11 (+0) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Insight +3, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, any language or script 
  Challenge 1/4 (50 XP) 
  Morale 7 
  Spellcasting. The Ashesa is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The Ashesa has 
  following cleric spells prepared: 
   
  Cantrips (at will): resistance, sacred flame, word of 
  radiance 
   
  1st level (3 slots): guiding bolt, healing word, shield 
  of faith 
   ACTIONS 
  Shortsword. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 59 
   
  LARANIAN PRIEST 
  (MATAKEA) 
  Medium humanoid (human), lawful good or lawful neutral 
  Armor Class 16 (mail byrnie, shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  16 (+3) 
  CHA 
  14 (+2) 
  Skills Insight +5, Persuasion +4, Religion +2 
  Senses passive Perception 13 
  Languages Hârnic, any language or script 
  Challenge 2 (450 XP) 
  Morale 7 
  Divine Eminence. As a bonus action, the Matakea 
  can expend a spell slot to cause its melee 
  weapon attacks to magically deal an extra 10 
  (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the 
  Matakea expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for 
  each level above 1st. 
   
  Spellcasting. The Matakea is a 5th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 13, +5 to hit with spell attacks). The 
  Matakea has the following cleric spells prepared: 
   
  Cantrips (at will): resistance, sacred flame, word of 
  radiance 
   
  1st level (4 slots): guiding bolt, healing word, shield 
  of faith 
   
  2nd level (3 slots): aid, spiritual weapon 
   
  3rd level (2 slots): dispel magic, spirit guardians 
   ACTIONS 
  Broadsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 
   
   
   
   
  
  5E Hârn Bestiary 60 
   
  LIA-KAVAIR MASTER 
  Medium humanoid (human), any alignment 
  Armor Class 15 (leather) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  19 (+4) 
  CON 
  15 (+2) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 
  13 (+1) 
  Saving Throws DEX +7, INT +4 
  Skills Acrobatics +7, Athletics +4, Perception +4, 
  Sleight of Hand +7, Stealth +7 
  Senses passive Perception 14 
  Languages Hârnic, Thieves’ Cant 
  Challenge 5 (1,800 XP) 
  Morale 6 
  Cunning Action. On each of its turns, the thief can 
  use a bonus action to take the Dash, Disengage, 
  or Hide action. 
   
  Evasion. If the thief is subjected to an effect that 
  allows it to make a Dexterity saving throw to take 
  only half damage, the thief instead takes no 
  damage if it succeeds on the saving throw, and 
  only half damage if it fails. 
   
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the 
  thief that isn’t incapacitated and the thief doesn’t 
  have disadvantage on the attack roll. 
   ACTIONS 
  Multiattack. The thief makes three attacks with 
  its shortsword. 
   
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage. 
   
   
   
   
  
  5E Hârn Bestiary 61 
   
  LYAHVI SHEK-PVAR 
  Medium humanoid (human), any alignment 
  Armor Class 11 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  17 (+3) 
  WIS 
  12 (+1) 
  CHA 
  14 (+2) 
  Saving Throws INT +5, WIS +3 
  Skills Arcana +5, History +5, Investigation +5 
  Senses passive Perception 11 
  Languages Hârnic, Lakise script, Anta-Kyri 
  Challenge 3 (700 XP) 
  Morale 7 
  Spellcasting. The Shek-Pvar is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared: 
   
  Cantrips (at will): dancing lights, gust, light, minor 
  illusion 
   
  1st level (4 slots): color spray*, disguise self*, 
  feather fall, silent image* 
   
  2nd level (3 slots): invisibility*, mirror image*, 
  shatter 
   
  3rd level (3 slots): hypnotic pattern*, lightning bolt 
   
  4th level (1 slot): storm sphere 
   
  *Illusion spell of 1st level or higher 
   
  Displacement (Recharges after the Shek-Pvar 
  Casts an Illusion Spell of 1st Level or Higher). As 
  a bonus action, the Shek-Pvar projects an illusion 
  that makes the Shek-Pvar appear to be standing 
  in a place a few inches from its actual location, 
  causing any creature to have disadvantage on 
  attack rolls against the Shek-Pvar. The effect ends 
  if the Shek-Pvar takes damage, it is incapacitated, 
  or its speed becomes 0. 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 4 (1d8) bludgeoning damage if used 
  with two hands. 
   
   
   
   
  
  5E Hârn Bestiary 62 
   
  MORGATHIAN ACOLYTE 
  (LONGAI) 
  Medium humanoid (human), neutral evil 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  11 (+0) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 
  12 (+1) 
  Skills Intimidation +3, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, Ormauk 
  Challenge 1/4 (50 XP) 
  Morale 6 
  Dark Devotion. The Longai has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The Longai is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The Longai has 
  following cleric spells prepared: 
   
  Cantrips (at will): resistance, thaumaturgy, toll the 
  dead 
   
  1st level (3 slots): bane, inflict wounds, sanctuary 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 
  (1d4) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 63 
   
  MORGATHIAN PRIEST 
  (KHALA) 
  Medium humanoid (human), neutral evil 
  Armor Class 13 (leather) 
  Hit Points 55 (10d8 + 10) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  16 (+3) 
  CHA 
  15 (+2) 
  Saving Throws WIS +6, CHA +5 
  Skills Deception +5, Intimidation +7, Religion +2 
  Senses passive Perception 14 
  Languages Hârnic, Ormauk 
  Challenge 4 (1,100 XP) 
  Morale 7 
  Dark Devotion. The Khala has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The Khala is a 7th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  14, +6 to hit with spell attacks). The Khala has the 
  following cleric spells prepared: 
   
  Cantrips (at will): resistance, thaumaturgy, toll the 
  dead 
   
  1st level (4 slots): bane, inflict wounds, sanctuary 
   
  2nd level (3 slots): blindness/deafness, hold person, 
  spiritual weapon 
   
  3rd level (3 slots): animate dead, speak with dead 
   
  4th level (1 slot): guardian of faith (appears as a 
  malevolent, writhing cloud of shadowy smoke, 
  which inflicts necrotic damage) 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage. 
   
  Control Undead (Recharges after a Short or Long 
  Rest). The Khala targets one undead creature it 
  can see within 30 feet of it. The target must make 
  a DC 15 Wisdom saving throw. On a failed save, 
  the target must obey the Khala's commands for 
  the next 24 hours, or until the Khala uses this 
  action again. A target with a challenge rating of 7 
  or higher is immune to this effect. 
   REACTIONS 
  Feed on Death. When a creature within 30 feet of 
  the Khala drops to 0 hit points, the Khala gains 5 
  (1d10) temporary hit points, provided the Khala 
  isn’t incapacitated. 
   
   
  
  5E Hârn Bestiary 64 
   
  MORGATHIAN SENIOR 
  ACOLYTE (SUNGAI) 
  Medium humanoid (human), neutral evil 
  Armor Class 13 (leather) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  16 (+3) 
  CHA 
  15 (+2) 
  Skills Deception +4, Intimidation +4, Religion +2 
  Senses passive Perception 13 
  Languages Hârnic, Ormauk 
  Challenge 2 (450 XP) 
  Morale 7 
  Dark Devotion. The Sungai has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The Sungai is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The Sungai has 
  the following cleric spells prepared: 
   
  Cantrips (at will): resistance, thaumaturgy, toll the 
  dead 
   
  1st level (4 slots): bane, inflict wounds, sanctuary 
   
  2nd level (3 slots): hold person, spiritual weapon 
   
  3rd level (2 slots): animate dead, speak with dead 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage. 
   
  Control Undead (Recharges after a Short or Long 
  Rest). The Sungai targets one undead creature it 
  can see within 30 feet of it. The target must make 
  a DC 13 Wisdom saving throw. On a failed save, 
  the target must obey the Sungai's commands for 
  the next 24 hours, or until the Sungai uses this 
  action again. A target with a challenge rating of 5 
  or higher is immune to this effect. 
   
   
   
   
  
  5E Hârn Bestiary 65 
   
  NAVEHAN ACOLYTE 
  (ADRANATHA) 
  Medium humanoid (human), lawful evil 
  Armor Class 11 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  12 (+1) 
  CON 
  10 (+0) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 
  12 (+1) 
  Skills Deception +3, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, any language or script 
  Challenge 1/4 (50 XP) 
  Morale 7 
  Dark Devotion. The Adranatha has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The Adranatha is a 1st-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 12, +4 to hit with spell attacks). The 
  Adranatha has following cleric spells prepared: 
   
  Cantrips (at will): guidance, thaumaturgy, toll the 
  dead 
   
  1st level (3 slots): command, inflict wounds, 
  sanctuary 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 66 
   
  NAVEHAN DEACON 
  (DRANATHA) 
  Medium humanoid (human), lawful evil 
  Armor Class 13 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  16 (+3) 
  CON 
  11 (+0) 
  INT 
  12 (+1) 
  WIS 
  16 (+3) 
  CHA 
  13 (+1) 
  Skills Deception +3, Religion +3, Stealth +5 
  Senses passive Perception 13 
  Languages Hârnic, any language or script 
  Challenge 2 (450 XP) 
  Morale 7 
  Dark Devotion. The Dranatha has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The Dranatha is a 5th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 13, +5 to hit with spell attacks). The 
  Dranatha has the following cleric spells prepared: 
   
  Cantrips (at will): guidance, thaumaturgy, toll the 
  dead 
   
  1st level (4 slots): command, inflict wounds, 
  sanctuary 
   
  2nd level (3 slots): silence, spiritual weapon 
   
  3rd level (2 slots): clairvoyance, dispel magic 
   
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage. 
   
  Invoke Duplicity (Recharges after a Short or Long 
  Rest). The Dranatha creates a perfect illusion of 
  itself that lasts for 1 minute, or until the Dranatha 
  loses its concentration (as if concentrating on a 
  spell). The illusion appears in an unoccupied 
  space that the Dranatha can see within 30 feet of 
  it. As a bonus action on its turn, the Dranatha can 
  move the illusion up to 30 feet to a space it can 
  see, but the illusion must remain within 120 feet 
  it. 
   
  For the duration, the Dranatha can cast spells as 
  though it were in the illusion’s space, but the 
  Dranatha must use its own senses. Additionally, 
  when both the Dranatha and its illusion are 
  within 5 feet of a creature that can see the 
  illusion, the Dranatha has advantage on attack 
  rolls against that creature, given how distracting 
  the illusion is to the target. 
   
   
   
   
  
  5E Hârn Bestiary 67 
   
  NAVEHAN PRIEST 
  (DRANATHA*) 
  Medium humanoid (human), lawful evil 
  Armor Class 14 
  Hit Points 45 (10d8) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  18 (+4) 
  CON 
  11 (+0) 
  INT 
  12 (+1) 
  WIS 
  18 (+4) 
  CHA 
  14 (+2) 
  Saving Throws WIS +6, CHA +4 
  Skills Deception +4, Religion +3, Stealth +6 
  Senses passive Perception 14 
  Languages Hârnic, any language or script 
  Challenge 4 (1,100 XP) 
  Morale 7 
  Dark Devotion. The Dranatha has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The Dranatha is a 7th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 14, +6 to hit with spell attacks). The 
  Dranatha has the following cleric spells prepared: 
   
  Cantrips (at will): guidance, thaumaturgy, toll the 
  dead 
   
  1st level (4 slots): command, inflict wounds, 
  sanctuary 
   
  2nd level (3 slots): enhance ability, silence, spiritual 
  weapon 
   
  3rd level (3 slots): clairvoyance, dispel magic 
   
  4th level (1 slot): death ward 
   ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d4 + 4) piercing damage. 
   
  Cloak of Shadows (Recharges after a Short or 
  Long Rest). The Dranatha becomes invisible until 
  the end of its next turn. The Dranatha becomes 
  visible if it attacks or casts a spell. 
   
  Invoke Duplicity (Recharges after a Short or Long 
  Rest). The Dranatha creates a perfect illusion of 
  itself that lasts for 1 minute, or until the Dranatha 
  loses its concentration (as if concentrating on a 
  spell). The illusion appears in an unoccupied 
  space that the Dranatha can see within 30 feet of 
  it. As a bonus action on its turn, the Dranatha can 
  move the illusion up to 30 feet to a space it can 
  see, but the illusion must remain within 120 feet 
  it. 
   
  For the duration, the Dranatha can cast spells as 
  though it were in the illusion’s space, but the 
  Dranatha must use its own senses. Additionally, 
  when both the Dranatha and its illusion are 
  within 5 feet of a creature that can see the 
  illusion, the Dranatha has advantage on attack 
  rolls against that creature, given how distracting 
  the illusion is to the target. 
   
   
   
  * While Dranatha is the generic title, each 
  Navehan priest holds a specific title: Arasha 
  (Deputy High Priest); Wolren (Master of Archives 
  and Treasures); Tarava (Master of Discipline); 
  Prada (Master of Acolytes); or Dezena (Master of 
  Ritual). 
   
   
  
  5E Hârn Bestiary 68 
   
  NAVEHAN TEMPLE 
  ASSASSIN (NAVAS-KARA) 
  Medium humanoid (human), lawful evil 
  Armor Class 13 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  10 (+0) 
  Saving Throws DEX +6, WIS +4 
  Skills Acrobatics +6, Deception +3, Perception +4, 
  Stealth +9 
  Damage Resistances Poison 
  Senses passive Perception 14 
  Languages Hârnic, any language or script 
  Challenge 8 (3,900 XP) 
  Morale 9 
  Assassinate. During its first turn, the Navas-Kara 
  has advantage on attack rolls against any 
  creature that hasn't taken a turn. Any hit the 
  Navas-Kara scores against a surprised creature is 
  a critical hit. 
   
  Dark Devotion. The Navas-Kara has advantage on 
  saving throws against being charmed or 
  frightened. 
   
  Evasion. If the Navas-Kara is subjected to an 
  effect that allows it to make a Dexterity saving 
  throw to take only half damage, the Navas-Kara 
  instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
   
  Sneak Attack. Once per turn, the Navas-Kara 
  deals an extra 14 (4d6) damage when it hits a 
  target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 
  feet of an ally of the Navas-Kara that isn't 
  incapacitated and the Navas-Kara doesn't have 
  disadvantage on the attack roll. 
   
  Spellcasting. The Navas-Kara is a 3rd-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 11, +3 to hit with spell attacks). The 
  Navas-Kara has the following cleric spells 
  prepared: 
   
  Cantrips (at will): guidance, thaumaturgy, toll the 
  dead 
   
  1st level (4 slots): inflict wounds, sanctuary 
   
  2nd level (2 slots): enhance ability, silence 
   
   ACTIONS 
  Multiattack. The Navas-Kara makes two dagger 
  attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d4 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 
  24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one. 
   
  Garrote. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one Medium or Small creature against which 
  the Navas-Kara has advantage on the attack roll. 
  Hit: 8 (2d4 + 3) bludgeoning damage, and the 
  target is grappled (escape DC 15). Until the 
  grapple ends, the target can’t breathe, and the 
  Navas-Kara has advantage on attack rolls against 
  it. 
   
   
   
   
  
  5E Hârn Bestiary 69 
   
  ODIVSHE SHEK-PVAR 
  Medium humanoid (human), any alignment 
  Armor Class 10 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
  STR 
  13 (+1) 
  DEX 
  11 (+0) 
  CON 
  14 (+2) 
  INT 
  16 (+3) 
  WIS 
  12 (+1) 
  CHA 
  12 (+1) 
  Saving Throws INT +5, WIS +3 
  Skills Arcana +5, History +5, Survival +3 
  Senses passive Perception 11 
  Languages Hârnic, Lakise script, Vastienish 
  Challenge 3 (700 XP) 
  Morale 7 
  Spellcasting. The Shek-Pvar is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared: 
   
  Cantrips (at will): acid splash, frostbite, ray of frost, 
  shape water 
   
  1st level (4 slots): fog cloud*, grease*, ice knife*, 
  unseen servant* 
   
  2nd level (3 slots): cloud of daggers*, darkness, 
  misty step* 
   
  3rd level (3 slots): slow, stinking cloud* 
   
  4th level (1 slot): Evard’s black tentacles* 
   
  *Conjuration spell of 1st level or higher 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  bludgeoning damage, or 5 (1d8 + 1) bludgeoning 
  damage if used with two hands. 
   
  Misty Teleportation (Recharges after the Shek-
  Pvar Casts a Conjuration Spell of 1st Level or 
  Higher). As a bonus action, the Shek-Pvar 
  teleports up to 30 feet to an unoccupied space 
  that it can see. If it instead chooses a space within 
  range that is occupied by a willing Small or 
  Medium creature, they both teleport, swapping 
  places. 
   
   
   
   
  
  5E Hârn Bestiary 70 
   
  PELEAHN SHEK-PVAR 
  Medium humanoid (human), any alignment 
  Armor Class 12 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
  STR 
  13 (+1) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  16 (+3) 
  WIS 
  11 (+0) 
  CHA 
  12 (+1) 
  Saving Throws INT +5, WIS +2 
  Skills Arcana +5, History +5, Nature +5 
  Senses passive Perception 10 
  Languages Hârnic, Lakise script, Mayesi 
  Challenge 3 (700 XP) 
  Morale 7 
  Spellcasting. The Shek-Pvar is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared: 
   
  Cantrips (at will): control flames, create bonfire, 
  dancing lights*, fire bolt* 
   
  1st level (4 slots): burning hands*, expeditious 
  retreat, jump, magic missile* 
   
  2nd level (3 slots): Aganazzar’s scorcher*, flaming 
  sphere, pyrotechnics 
   
  3rd level (3 slots): fireball*, haste 
   
  4th level (1 slot): wall of fire* 
   
  *Evocation spell 
   
  Sculpt Spells. When the Shek-Pvar casts an 
  evocation spell that forces other creatures it can 
  see to make a saving throw, it can choose a 
  number of them equal to 1 + the spell’s level. 
  These creatures automatically succeed on their 
  saving throws against the spell. If a successful 
  save means a chosen creature would take half 
  damage from the spell, it instead takes no 
  damage from it. 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  bludgeoning damage, or 5 (1d8 + 1) bludgeoning 
  damage if used with two hands. 
   
   
   
   
  
  5E Hârn Bestiary 71 
   
  PAMESANI GLADIATOR 
  Medium humanoid (human), any alignment 
  Armor Class 16 (kurbul, shield) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
  STR 
  18 (+4) 
  DEX 
  15 (+2) 
  CON 
  17 (+3) 
  INT 
  10 (+0) 
  WIS 
  13 (+1) 
  CHA 
  15 (+2) 
  Saving Throws STR +7, DEX +5, CON +6 
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11 
  Languages Hârnic 
  Challenge 5 (1,800 XP) 
  Morale 8 
  Brave. The gladiator has advantage on saving 
  throws against being frightened. 
   
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included 
  in the attack). 
   
   ACTIONS 
  Multiattack. The gladiator makes three melee 
  attacks or two ranged attacks. 
   
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage, or 13 (2d8 + 4) 
  piercing damage if used with two hands to make 
  a melee attack. 
   
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning 
  damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone. 
   REACTIONS 
  Parry. The gladiator adds 3 to its AC against one 
  melee attack that would hit it. To do so, the 
  gladiator must see the attacker and be wielding a 
  melee weapon. 
   
   
   
   
   
  
  5E Hârn Bestiary 72 
   
  PEONIAN ACOLYTE 
  (ESOLANI) 
  Medium humanoid (human), any good alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  11 (+0) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 
  13 (+1) 
  Skills Medicine +4, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, any language or script 
  Challenge 0 (10 XP) 
  Morale 6 
  Spellcasting. The Esolani is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  12). The Esolani has following cleric spells 
  prepared: 
   
  Cantrips (at will): guidance, resistance, spare the 
  dying 
   
  1st level (3 slots): bless, cure wounds, sanctuary 
   ACTIONS 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 73 
   
  PEONIAN PRIEST 
  (EBASETHE) 
  Medium humanoid (human), any good alignment 
  Armor Class 10 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  11 (+0) 
  CON 
  12 (+1) 
  INT 
  14 (+2) 
  WIS 
  17 (+3) 
  CHA 
  15 (+2) 
  Skills Medicine +5, Persuasion +4, Religion +4 
  Senses passive Perception 13 
  Languages Hârnic, any language or script 
  Challenge 1/8 (25 XP) 
  Morale 6 
  Spellcasting. The Ebasethe is a 5th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 13). The Ebasethe has the following cleric 
  spells prepared: 
   
  Cantrips (at will): guidance, resistance, spare the 
  dying 
   
  1st level (4 slots): bless, cure wounds, sanctuary 
   
  2nd level (3 slots): calm emotions, lesser restoration 
   
  3rd level (2 slots): beacon of hope, revivify 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage or 4 (1d8) bludgeoning damage if 
  wielded with two hands. 
   
  Peoni's Mercy (Recharges after a Short or Long 
  Rest). The Ebasethe casts warding bond, requiring 
  no material components. 
   
   
  
  5E Hârn Bestiary 74 
   
  SARAJINIAN ACOLYTE 
  Medium humanoid (human), any chaotic alignment 
  Armor Class 10 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  11 (+0) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  15 (+2) 
  CHA 
  11 (+0) 
  Skills Insight +4, Religion +2 
  Senses passive Perception 12 
  Languages Hârnic, any language or script 
  Challenge 1/4 (50 XP) 
  Morale 7 
  Spellcasting. The acolyte is a 1st-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The acolyte has 
  following cleric spells prepared: 
   
  Cantrips (at will): resistance, sacred flame, 
  thaumaturgy 
   
  1st level (3 slots): bless, guiding bolt, healing word 
   ACTIONS 
  Handaxe. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d6 + 1) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 75 
   
  SARAJINIAN BERSERKER 
  Medium humanoid (human), any chaotic alignment 
  Armor Class 14 (mail byrnie) 
  Hit Points 59 (7d8 + 28) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  18 (+4) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 
  9 (-1) 
  Skills Athletics +5 
  Senses passive Perception 11 
  Languages Ivinian, Orbaalese 
  Challenge 2 (450 XP) 
  Morale 9 
  Reckless. At the start of its turn, the berserker 
  can gain advantage on all melee weapon attack 
  rolls during that turn, but attack rolls against it 
  have advantage until the start of its next turn. 
   ACTIONS 
  Multiattack. The berserker makes two melee 
  attacks. 
   
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 
  8 (1d10 + 3) slashing damage if used in two 
  hands. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 76 
   
  SARAJINIAN PRIEST 
  Medium humanoid (human), any chaotic alignment 
  Armor Class 16 (mail byrnie, shield) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  16 (+3) 
  CHA 
  14 (+2) 
  Skills Insight +5, Religion +2, Survival +5 
  Senses passive Perception 13 
  Languages Hârnic, any language or script 
  Challenge 2 (450 XP) 
  Morale 7 
  Divine Eminence. As a bonus action, the priest 
  can expend a spell slot to cause its melee 
  weapon attacks to magically deal an extra 10 
  (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the priest 
  expends a spell slot of 2nd level or higher, the 
  extra damage increases by 1d6 for each level 
  above 1st. 
   
  Spellcasting. The priest is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has the 
  following cleric spells prepared: 
   
  Cantrips (at will): resistance, sacred flame, 
  thaumaturgy 
   
  1st level (4 slots): bless, guiding bolt, healing word 
   
  2nd level (3 slots): augury, spiritual weapon 
   
  3rd level (2 slots): dispel magic, spirit guardians 
   ACTIONS 
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage or 
  7 (1d10 + 2) slashing damage if wielded with two 
  hands. 
   
   
  
  5E Hârn Bestiary 77 
   
  SAVE-K’NORIAN 
  ACOLYTE (MANIDAR) 
  Medium humanoid (human), lawful neutral 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  11 (+0) 
  CON 
  10 (+0) 
  INT 
  15 (+2) 
  WIS 
  14 (+2) 
  CHA 
  11 (+0) 
  Skills History +4, Religion +4 
  Senses passive Perception 12 
  Languages Hârnic, any two languages or scripts 
  Challenge 0 (10 XP) 
  Morale 6 
  Spellcasting. The Manidar is a 1st-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 12). The Manidar has following cleric 
  spells prepared: 
   
  Cantrips (at will): guidance, light, mending 
   
  1st level (3 slots): detect evil and good, detect 
  magic, detect poison and disease 
   ACTIONS 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5E Hârn Bestiary 78 
   
  SAVE-K’NORIAN PRIEST 
  (HALIKI) 
  Medium humanoid (human), lawful neutral 
  Armor Class 11 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  12 (+1) 
  CON 
  11 (+0) 
  INT 
  17 (+3) 
  WIS 
  16 (+3) 
  CHA 
  14 (+2) 
  Skills Arcana +5, History +5, Religion +5 
  Senses passive Perception 13 
  Languages Hârnic, any two languages or scripts 
  Challenge 1/8 (25 XP) 
  Morale 6 
  Spellcasting. The Haliki is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13). The Haliki has the following cleric spells 
  prepared: 
   
  Cantrips (at will): guidance, light, mending 
   
  1st level (4 slots): detect evil and good, detect 
  magic, detect poison and disease 
   
  2nd level (3 slots): locate object, zone of truth 
   
  3rd level (2 slots): dispel magic, remove curse 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage or 4 (1d8) bludgeoning damage if 
  wielded with two hands. 
   
  Uhla's Illumination (Recharges after a Short or 
  Long Rest). The Haliki casts either darkvision or 
  see invisibility on itself, requiring no material 
  components. 
   
   
   
   
  
  5E Hârn Bestiary 79 
   
  SAVORYAN SHEK-PVAR 
  Medium humanoid (human), any alignment 
  Armor Class 11 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  12 (+1) 
  CON 
  12 (+1) 
  INT 
  16 (+3) 
  WIS 
  13 (+2) 
  CHA 
  14 (+2) 
  Saving Throws INT +5, WIS +4 
  Skills Arcana +5, History +5, Insight +4 
  Senses passive Perception 12 
  Languages Hârnic, Lakise script, Chanorian 
  Challenge 3 (700 XP) 
  Morale 7 
  Spellcasting. The Shek-Pvar is a 7th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  has the following wizard spells prepared: 
   
  Cantrips (at will): encode thoughts, friends, 
  message, true strike 
   
  1st level (4 slots): cause fear, charm person, 
  comprehend languages*, detect magic* 
   
  2nd level (3 slots): detect thoughts*, hold person, 
  mind spike* 
   
  3rd level (3 slots): clairvoyance*, enemies abound 
   
  4th level (1 slot): phantasmal killer 
   
  *Divination spell of 1st level or higher 
   
  Portent (Recharges after the Shek-Pvar Casts a 
  Divination Spell of 1st Level or Higher). When the 
  Shek-Pvar or a creature it can see makes an 
  attack roll, a saving throw, or an ability check, the 
  Shek-Pvar can roll a d20 and choose to use this 
  roll in place of the attack roll, saving throw, or 
  ability check. 
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage or 4 (1d8) bludgeoning damage if 
  wielded with two hands. 
   
   
  
  5E Hârn Bestiary 80 
   
  SIEMESE PRIEST 
  (INTHIAR) 
  Medium humanoid (human), chaotic good 
  Armor Class 11 (16 with barkskin) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  13 (+1) 
  CON 
  14 (+2) 
  INT 
  13 (+1) 
  WIS 
  16 (+3) 
  CHA 
  12 (+1) 
  Skills Medicine +5, Nature +3, Perception +5 
  Senses passive Perception 15 
  Languages Hârnic, any two languages or scripts 
  Challenge 2 (450 XP) 
  Morale 7 
  Spellcasting. The Inthiar is a 4th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The Inthiar has 
  the following druid spells prepared: 
   
  Cantrips (at will): druidcraft, magic stone, shillelagh 
   
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave 
   
  2nd level (3 slots): animal messenger, barkskin 
   
   ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 
  to hit with shillelagh), reach 5 ft., one target. Hit: 3 
  (1d6) bludgeoning damage, or 4 (1d8 + 2) 
  bludgeoning damage with shillelagh or if wielded 
  with two hands. 
   
   
   
   
  
  5E Hârn Bestiary 81 
   
  SINDARIN ARCHER 
  Medium humanoid (sindarin), any alignment 
  Armor Class 17 (leather, buckler) 
  Hit Points 75 (10d8 + 30) 
  Speed 35 ft. 
  STR 
  11 (+0) 
  DEX 
  20 (+5) 
  CON 
  16 (+3) 
  INT 
  11 (+0) 
  WIS 
  14 (+2) 
  CHA 
  10 (+0) 
  Skills Perception +6, Stealth +7 
  Senses passive Perception 16 
  Languages Sindarin, Hârnic, Jarinese, Selenian 
  script, Lakise script 
  Challenge 3 (700 XP) 
  Morale 8 
  Archer’s Eye (3/Day). As a bonus action, the 
  archer can add 1d10 to its next attack or damage 
  roll with a hartbow or longbow. 
   
  Horizon Shot. As a bonus action, the archer can 
  extend the range of its next attack with a hartbow 
  to 200/800. 
   
  Mask of the Wild. The sindarin can attempt to 
  hide even when it is only lightly obscured by 
  foliage, heavy rain, falling snow, mist, and other 
  natural phenomena. 
   ACTIONS 
  Multiattack. The archer makes two attacks with 
  its hartbow. 
   
  Masterwork Hartbow. Ranged Weapon Attack: +7 
  to hit, range 150/600, one target. Hit: 10 (1d8 + 6) 
  piercing damage. 
   
  Masterwork Longknife. Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) 
  piercing damage. 
   
  Buckler. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d4 + 5) bludgeoning 
  damage, or 2 (1d4) bludgeoning damage if two-
  weapon fighting with a long knife. Requires an 
  action or a bonus action to 'don' or 'doff'. 
   
   
  
  5E Hârn Bestiary 82 
   
  TRIBAL WARRIOR 
  Medium humanoid (human), any alignment 
  Armor Class 14 (leather, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  12 (+1) 
  CON 
  13 (+1) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 
  9 (-1) 
  Senses passive Perception 11 
  Languages Hârnic or Jarinese (depends on tribe) 
  Challenge 1/8 (25 XP) 
  Morale 7 
  Pack Tactics. The warrior has advantage on an 
  attack roll against a creature if at least one of the 
  warrior's allies is within 5 feet of the creature and 
  the ally isn't incapacitated. 
   ACTIONS 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee 
  attack. 
   
  Handaxe. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d6 + 2) slashing damage. 
   
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320, one target. Hit: 4 (1d6 + 1) piercing 
  damage. 
   
   
   
   
   
  
  5E Hârn Bestiary 83 
   
  TRIBAL WARRIOR ELITE 
  Medium humanoid (human), any alignment 
  Armor Class 14 (leather, shield) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  12 (+1) 
  CON 
  18 (+4) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 
  9 (-1) 
  Skills Athletics +5 
  Senses passive Perception 11 
  Languages Hârnic or Jarinese (depends on tribe) 
  Challenge 1/2 (100 XP) 
  Morale 7 
  Pack Tactics. The warrior has advantage on an 
  attack roll against a creature if at least one of the 
  warrior's allies is within 5 feet of the creature and 
  the ally isn't incapacitated. 
   ACTIONS 
  Multiattack. The warrior makes two melee 
  attacks. 
   
  Handaxe. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage. 
   
  Barbarian Sword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage. 
   
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320, one target. Hit: 4 (1d6 + 1) piercing 
  damage. 
   
  Thugs 
  A variant is the common thug – swap Athletics skill 
  for Intimidation (+1). 
   
   
   
   
  
  5E Hârn Bestiary 84 
   
  VETERAN MAN-AT-ARMS 
  Medium humanoid (human), any alignment 
  Armor Class 17 (brigandine) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
  STR 
  17 (+3) 
  DEX 
  14 (+2) 
  CON 
  15 (+2) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  9 (+0) 
  Skills Athletics +5, Perception +3 
  Senses passive Perception 13 
  Languages Hârnic 
  Challenge 3 (700 XP) 
  Morale 8 
   ACTIONS 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) 
  piercing damage. 
   
   
   
   
  
  5E Hârn Bestiary 85 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  LLC. 
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  5e Hârn Bestiary Copyright 2020, Bill Gant. 
  
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  KJngdom of Kaldor Kingdom of Melderyn 
  
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