TEXT: COMPATIBLE
  The Deck of Many Presents
  CAMPAIGN SETTING
  REFERENCE CARDS
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  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR4
  Ashsnake
  HUGE MONSTROSITY, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR12
  Aspect of Fire
  GARGANTUAN ELEMENTAL, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Aspect of Fire (continued)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: PAUL SCOTT CANAVAN
  CR1/4 
  Birdfolk Skeleton
  MEDIUM UNDEAD, LAWFUL EVIL
  
  SPEED
  40 ft.
  HIT POINTS
  174 (12d20 + 48)
  Aspect of Fire 8,400XP
  ARMOR CLASS
  15 Natural armor
  Legendary Resistance (3/day). If the aspect of fire fails a saving 
  throw, it can choose to succeed instead.
  Molten Skin. Any creature who touches, makes a melee attack 
  within 5 feet of, or ends their turn within 5 feet of the aspect takes 
  11 (2d10) fire damage. Flammable objects within 5 feet of the 
  aspect burst into flames.
  Natural Light. The aspect gives off bright light in a 60-foot-radius 
  and dim light for an additional 60 feet.
  Cooling. If the aspect of fire takes 50 or more cold damage in one 
  round, its speed is reduced to 0 until the end of its next turn. 
  Fuel for the Fire. The aspect of fire doesn’t treat plant life as 
  difficult terrain. Whenever the aspect begins its turn in a space of 
  plant life that provides cover, it burns the plant life away from all 
  spaces it is currently occupying, healing 1d4 hit points for each 
  5-foot square of such plant life it has consumed. If it heals for 17 
  or more damage in this way, it flares up, recharging its magma 
  throw action.
  SPECIAL TRAITS
  STR
  21 (+5)
  DEX
  13 (+1)
  CON
  18 (+4)
  INT
  6 (-2)
  WIS
  15 (+2)
  CHA
  14 (+2)
  DAMAGE RESISTANCES
  Bludgeoning, Piercing,  
  and Slashing from  
  nonmagical weapons
  SENSES
  Darkvision 120 ft., 
  Passive Perception 12
  LANGUAGES
  Ignan
  DAMAGE IMMUNITIES
  Fire, Poison
  CONDITION IMMUNITIES
  Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, 
  Restrained, Unconscious
  Wis +6
  SAVING THROWS
  SPEED
  40 ft., burrow 30 ft.
  HIT POINTS
  67 (7d12 + 21)
  Ashsnake 1,100XP
  ARMOR CLASS
  14 natural armor,  
  18 while under ash
  Ash Cover. The ashsnake has advantage on Dexterity (Stealth) checks made 
  when it is burrowing in ash, as well as a +4 bonus to its armor class.
  Eruption. When the ashsnake emerges from burrowing, any creature within 
  5 feet of it that is at least one size smaller than the ashsnake must make a DC 
  14 Dexterity saving throw or be knocked prone.
  SPECIAL TRAITS
  Multiattack. The Ashsnake can make one bite attack and either one 
  Constrict or Crush attack each round.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.  
  Hit: 8 (1d10 + 3) piercing damage.
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.  
  Hit: 11 (2d8 + 3) bludgeoning damage and the target is grappled (escape  
  DC 14). Until the grapple ends the target is restrained and the ashsnake 
  cannot constrict or crush another target. The ashsnake can release the  
  target at any time during its turn.
  Crush. The ashsnake crushes its grappled target, dealing 11 (2d8 + 3) 
  bludgeoning damage.
  Ashen Breath (Recharge 5-6). The ashsnake breathes out a cloud of 
  superheated ash in a 15-foot cone. Each creature in the area must make a  
  DC 14 Dexterity saving throw, taking 11 (2d10) fire damage on a failed  
  save, or half as much on a success.
  ACTIONS
  STR
  16 (+3)
  DEX
  12 (+1)
  CON
  16 (+3)
  INT
  4 (-3)
  WIS
  12 (+1)
  CHA
  4 (-3)
  DAMAGE VULNERABILITIES
  Cold
  DAMAGE RESISTANCES
  Fire
  LANGUAGES
  Understands Ignan, but can’t speak
  Blindsight 30 ft. (blind beyond  
  this radius), Tremorsense 60 ft., 
  Passive Perception 11
  SENSES
  SPEED
  30 ft.
  HIT POINTS
  13 (2d8 + 4)
  Birdfolk Skeleton 50XP
  ARMOR CLASS
  12 natural armor
  Talons. The birdfolk skeleton has advantage on Strength 
  (Athletics) checks made to climb any surface its talons 
  could reasonably grip.
  SPECIAL TRAITS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  ACTIONS
  STR
  11 (+0)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  7 (-2)
  WIS
  8 (-1)
  CHA
  4 (-3)
  DAMAGE VULNERABILITIES
  Bludgeoning
  LANGUAGES
  Understands Auran and 
  Birdfolk, but can’t speak
  CONDITION IMMUNITIES 
  Exhaustion, Poisoned
  SENSES
  Darkvision 60 ft., 
  Passive Perception 9
  DAMAGE IMMUNITIES
  Poison
  Multiattack. The aspect makes two molten fist attacks.
  Molten Fist. Melee Weapon Attack: +9 to hit, reach 15 ft., 
  one target. Hit: 16 (2d10 + 5) fire damage.
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 20 (3d10 + 5) fire damage. The target must 
  succeed on a DC 17 Constitution saving throw or be 
  knocked prone.
  Magma Throw (Recharge 5-6). The aspect hurls a ball 
  of molten rock. Choose a location within 60 feet of the 
  aspect. All creatures within 15 feet of the target location 
  must make a DC 17 Dexterity saving throw. On a failure, 
  a creature takes 22 (4d10) fire damage. On a success, the 
  creature takes half as much damage.
  ACTIONS
  The aspect of fire can take 3 legendary actions, choosing 
  from the options below. Only one legendary action option 
  can be used at a time, and only at the end of another 
  creature’s turn. The aspect regains spent legendary actions 
  at the start of its turn.
  Detect. The aspect makes a Wisdom (Perception) check.
  Molten Fist. The aspect makes a molten fist attack.
  Magma Barrage (Costs 2 Actions). The aspect of fire uses 
  its magma throw action. It may use this ability if it has 
  not yet been recharged by dealing 17 points of damage 
  to itself.
  LEGENDARY ACTIONS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: EMILY HARE
  CR5
  Cobblefright
  LARGE UNDEAD, CHAOTIC EVIL
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: BRYNN METHENEY
  CR1/2
  Swarm of Emberbats
  MEDIUM SWARM OF TINY BEASTS, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: BRYNN METHENEY
  CR0
  Emberbat
  TINY BEAST, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR4
  Forest Prowler
  LARGE BEAST, UNALIGNED
  
  SPEED
  0 ft., fly 30 ft.
  HIT POINTS
  22 (5d8)
  ARMOR CLASS
  12
  Swarm of Emberbats 100XP
  Echolocation. The swarm can’t use its blindsight  
  while deafened. 
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Flame Essence. Any creature that starts their turn within 
  5 feet of the emberbat swarm must make a DC 10 
  Constitution saving throw, taking 2 (1d4) points of fire 
  damage on a failure.
  Swarm. The swarm can occupy another creature’s space  
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can’t  
  regain hit points or gain temporary hit points.
  SPECIAL TRAITS
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,  
  one creature in the swarm’s space. Hit: 5 (2d4) piercing 
  damage, or 2 (1d4) piercing damage if the swarm has  
  half of its hit points or fewer.
  ACTIONS
  STR
  5 (-3)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  3 (-4)
  WIS
  10 (+0)
  CHA
  5 (-3)
  SENSES 
  Blindsight 60 ft., 
  Passive Perception 10
  Bludgeoning,  
  Piercing, Slashing
  DAMAGE RESISTANCES
  Charmed, Frightened, 
  Grappled, Paralyzed, 
  Petrified, Prone,  
  Restrained, Stunned
  CONDITION IMMUNITIES
  SPEED
  30 ft.
  HIT POINTS
  102 (12d10 + 36)
  Cobblefright 1,800XP
  ARMOR CLASS
  15 natural armor
  Berserk. Whenever the cobblefright starts its turn with 40 hit points or fewer, 
  roll a d6. On a 6, the cobblefright goes berserk. On each of its turns while 
  berserk, the cobblefright attacks the nearest creature it can see. If no creature 
  is near enough to move to and attack, the cobblefright attacks an object, 
  with preference for an object smaller than itself. Once the cobblefright goes 
  berserk, it continues to do so until it is destroyed or regains all its hit points.
  ACTIONS
  Multiattack. The cobblefright makes three claw attacks. One of those attacks 
  can be replaced by a grab attack.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.  
  Hit: 8 (1d8 + 4) slashing damage. 
  Grab. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature not  
  grappled by the cobblefright. Hit: The target is grappled (escape DC 15). 
  The cobblefright can grapple up to 2 targets at once. Once at the start of its 
  turn for each target it has grappled the cobblefright can squeeze its victim. 
  The target must make a DC 15 Strength saving throw, taking 13 (2d8+4) 
  bludgeoning damage on a failed save.
  Soul Siphon. One creature the cobblefright has grappled must make a DC 
  14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed 
  save, or half that amount on a success. The target’s hit point maximum 
  is reduced by the amount of necrotic damage taken, and the cobblefright 
  regains hit points equal to that amount. The reduction lasts until the target 
  finishes a short or long rest.
  ACTIONS
  STR
  19 (+4) 
  DEX
  11 (+0)
  CON
  16 (+3)
  INT
  6 (-2)
  WIS
  8 (-1)
  CHA
  5 (-3)
  SAVING THROWS
  Con +6, Wis +2
  CONDITION IMMUNITIES
  Charmed, Exhaustion, Poisoned
  LANGUAGES
  Understands Auran, Birdfolk, and 
  any other languages it knew in life, 
  but can’t speak
  DAMAGE IMMUNITIES
  Poison
  SENSES
  Darkvision 60 ft.,  
  Passive Perception 9
  SPEED
  HIT POINTS
  75 (10d10 + 20)
  ARMOR CLASS
  16
  Forest Prowler 1,100XP
  40 ft., climbing 40 ft.
  natural armor
  Natural Camouflage. The prowler has advantage on Dexterity 
  (Stealth) checks made in the forest. Creatures who attack a target 
  that cannot see them have advantage on their attack roll.
  Pounce. If the prowler moves at least 10 feet toward a creature 
  and then hits it with a claw attack on the same turn, that target 
  must succeed on a DC 14 Strength saving throw or be knocked 
  prone. The prowler can use its bonus action to make another claw 
  attack against this target.
  Ambuscade. The prowler can use the dash or hide action as a 
  bonus action.
  SPECIAL TRAITS
  Multiattack. The prowler makes two claw attacks and one  
  bite attack.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 8 (1d8 + 4) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 13 (2d8 + 4) piercing damage. If the target of the bite attack 
  is prone, it takes an additional 4 (1d8) piercing damage.
  ACTIONS
  STR
  15 (+2)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  4 (-3)
  WIS
  14 (+2)
  CHA
  9 (-1)
  SENSES
  Darkvision 60 ft., 
  Passive Perception 14
  Perception +4, Stealth +6
  SKILLS
  SPEED
  5 ft., fly 30 ft.
  HIT POINTS
  2 (1d4)
  ARMOR CLASS
  12
  Emberbat 10XP
  Echolocation. The emberbat can’t use its blindsight  
  while deafened. 
  Keen Hearing. The emberbat has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Ember Flame. The emberbat can create a flame from 
  its nose at will. It sheds bright light in a 5-foot-radius 
  and dim light in another 5 feet beyond this. This effect 
  lasts until it is dismissed, which the emberbat can do 
  at anytime. When lit, the flame also provides a small 
  damage boost to the emberbat’s bite (already included  
  in stat block). 
  SPECIAL TRAITS
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,  
  one target. Hit: 1 piercing damage plus 1 fire damage.
  ACTIONS
  STR
  2 (-4)
  DEX
  15 (+2)
  CON
  10 (+0)
  INT
  2 (-4)
  WIS
  12 (+1)
  CHA
  5 (-3)
  Blindsight 60 ft.,  
  Passive Perception 11
  SENSES
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: EMILY HARE
  CR1
  Lesser Demon
  SMALL FIEND (DEMON), CHAOTIC EVIL
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: ILSE GORT 
  CR1
  Mountain Lion
  LARGE BEAST, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR1/4
  Caustic Slime
  MEDIUM OOZE, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR1/8
  Sticky Slime
  MEDIUM OOZE, UNALIGNED
  
  SPEED
  40 ft., climb 30 ft.
  HIT POINTS
  37 (5d10 + 10)
  Mountain Lion 200XP
  ARMOR CLASS
  natural armor
  15
  Keen Smell. The mountain lion has advantage on  
  Wisdom (Perception) checks that rely on smell.
  Pounce. If the mountain lion moves at least 20 feet towards 
  a creature and then hits it with its claw attack on the same 
  turn, the target must succeed a DC 13 Strength saving 
  throw or be knocked prone. The mountain lion can make  
  a bite attack against a prone target as a bonus action.
  SPECIAL TRAITS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 3) slashing damage.
  Call Avalanche (Recharges after a Short or Long Rest). 
  With a mystic roar, the mountain lion can call down the 
  very rocks.  So long as it is in mountainous terrain, it can 
  use its action to cause a rockslide to fall within a 15-foot 
  radius of a space it can see within 60 feet. Creatures in  
  this area must make a DC 12 Dexterity saving throw,  
  taking 13 (3d8) bludgeoning damage on a failure and  
  half as much on a success.
  ACTIONS
  STR
  17 (+3)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  3 (-4)
  WIS
  14 (+2)
  CHA
  6 (-2)
  SKILLS
  Perception +4, Stealth +4
  SENSES
  Passive Perception 14
  SPEED
  30 ft.
  HIT POINTS
  22 (4d6 + 8)
  Lesser Demon 200XP
  ARMOR CLASS
  13 natural armor
  Multiattack. The demon 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.
  Foul Odor (1/day). The demon emits a cloud of poisonous 
  gas that fills a 20-foot sphere and persists for 1 minute until  
  it disperses into the surrounding air. The cloud spreads 
  around corners, and the affected area is heavily obscured.  
  Any creature that is completely within the cloud at the start 
  of its turn must make a DC 11 Constitution saving throw 
  against the poison. On a failed save, the creature spends its 
  action on that turn retching and reeling. Creatures immune 
  to poison are immune to this effect. A moderate wind (at  
  least 10 miles per hour) disperses the cloud after 4 rounds.  
  A strong wind (at least 20 miles per hour) will disperse it  
  after 1 round.
  ACTIONS
  STR
  11 (+0)
  DEX
  15 (+2)
  CON
  14 (+2)
  INT
  5 (-3)
  WIS
  8 (-1)
  CHA
  3 (-4)
  CONDITION IMMUNITIES
  Poisoned
  DAMAGE IMMUNITIES 
  Poison
  SENSES
  Darkvision 60 ft.,  
  Passive Perception 9
  DAMAGE RESISTANCES
  Cold, Fire, Lightning
  LANGUAGES
  Abyssal
  Sticky Slime 25XP
  SPEED
  15 ft., climb 15 ft.
  HIT POINTS
  13 (2d8 + 4)
  ARMOR CLASS
  6
  Amorphous. The slime can move through a space as narrow as 1 
  inch wide without squeezing.
  Slime Trail. The slime leaves a trail of ooze behind it that remains 
  tacky for up to 15 minutes. A creature that steps in the ooze must 
  succeed a DC 12 Strength saving throw or become restrained. A 
  creature may attempt the saving throw again at the end of each of 
  its turns, ending the effect on a success.
  Mucus. When the slime is hit by a melee attack, the attacker 
  must succeed on a DC 12 Strength saving throw or their weapon 
  becomes stuck in the slime. The weapon can be wrenched out by 
  using an action to make a Strength (Athletics) check against the 
  same DC, freeing the weapon on a success. All weapons stuck in 
  the slime can be retrieved once the slime is slain.
  SPECIAL TRAITS
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  ACTIONS
  STR
  12 (+1)
  DEX
  3 (-4)
  CON
  14 (+2)
  INT
  1 (-5)
  WIS
  6 (-2)
  CHA
  1 (-5)
  CONDITION IMMUNITIES
  Blinded, Charmed, 
  Deafened, Exhaustion, 
  Frightened, Prone
  DAMAGE RESISTANCES
  Bludgeoning, Piercing,  
  and Slashing
  Blindsight 60 ft.  
  (blind beyond this radius), 
  Passive Perception 8
  SENSES
  Caustic Slime 50XP
  SPEED
  20 ft., climb 20 ft.
  HIT POINTS
  22 (3d8 + 9)
  ARMOR CLASS
  8
  Amorphous. The slime can move through a space as narrow as  
  1 inch wide without squeezing.
  Spider Climb. The slime can climb difficult surfaces, including 
  vertically and upside down, without making an ability check.
  Caustic. Any creature that touches the slime or hits it with a 
  melee attack must succeed a DC 12 Dexterity saving throw or 
  take 2 (1d4) points of acid damage.
  SPECIAL TRAITS
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d6 + 2) points of acid damage.
  ACTIONS
  Split. When a slime that is Medium or larger and has 10 or more 
  hit points is hit with slashing damage, it splits into two new 
  slimes. Each new slime has hit points equal to half the original 
  slime’s, rounded down. New slimes are one size smaller than the 
  previous size. 
  REACTIONS
  STR
  15 (+2)
  DEX
  6 (-2)
  CON
  16 (+3)
  INT
  1 (-5)
  WIS
  6 (-2)
  CHA
  1 (-5)
  CONDITION IMMUNITIES
  Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Prone
  DAMAGE IMMUNITIES
  Acid
  Blindsight 60 ft.  
  (blind beyond this radius),  
  Passive Perception 8
  SENSES
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR1/2
  Shifting Slime
  LARGE OOZE, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Shifting Slime (continued)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: CRYSTAL SULLY
  CR6
  Wakewyrm
  HUGE BEAST, UNALIGNED
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR2
  Birdfolk Dockmaster
  MEDIUM HUMANOID (ANY BIRDFOLK), ANY ALIGNMENT
  
  Split. When a slime that is Medium or larger and has 10 
  or more hit points is hit with slashing damage, it splits 
  into two new slimes. Each new slime has hit points equal 
  to half the original slime’s, rounded down. New slimes 
  are one size smaller than the previous size. New shifting 
  slimes each have the same damage type immunity as their 
  parent slime and retain the Adaptive ability.
  Adaptive. Each time the slime is hit by a spell that deals 
  damage, it can become immune to that damage type 
  for 1 hour. When the slime changes the damage type it’s 
  immune to, its color changes based on the table below. 
  The slime can only be immune to one damage type at a 
  time. Normally, shifting slimes are iridescent, shimmering 
  with all the colors of the rainbow. 
  Damage Type
  Slime Color
  Acid
  Lime Green
  Cold
  Ice Blue
  Fire
  Bright Crimson
  Force
  Clear
  Lightning
  Vibrant Yellow
  Necrotic
  Dark Black
  Poison
  Dark Green
  Psychic
  Bright Violet
  Radiant
  Warm Orange
  Thunder
  Bright White
  REACTIONS
  Shifting Slime 100XP
  SPEED
  20 ft., climb 20 ft.
  HIT POINTS
  31 (3d10 + 15)
  ARMOR CLASS
  9
  Amorphous. The slime can move through a space as narrow as 1 inch 
  wide without squeezing.
  Spider Climb. The slime can climb difficult surfaces, including 
  vertically and upside down, without making an ability check.
  SPECIAL TRAITS
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) acid damage. The target is grappled (escape DC 13). 
  Until this grapple ends, the target is restrained and the shifting slime 
  can’t make a pseudopod attack against another target.
  Swallow. The shifting slime makes one pseudopod attack against 
  a target it is grappling that is at least one size smaller than itself. If 
  the attack hits, the target is swallowed, and the grapple ends. The 
  swallowed target is restrained, it has total cover against attacks and 
  other effects outside the shifting slime, and it must make a DC 13 
  Constitution saving throw at the start of each of its turns taking 3 
  (1d6) acid damage on a failure. If the shifting slime used its adaptive 
  ability to become immune to a damage type, the damage dealt to the 
  target on a failed save becomes that type instead. The shifting slime can 
  have only one target swallowed at a time.
  If the shifting slime dies, a swallowed creature is no longer restrained  
  by it, and may move freely as the body of the slime quivers and 
  neutralizes into an inert puddle of goo.
  ACTIONS
  STR
  14 (+2) 
  DEX
  8 (-1)
  CON
  20 (+5)
  INT
  1 (-5)
  WIS
  6 (-2)
  CHA
  1 (-5)
  CONDITION IMMUNITIES
  Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Prone
  Blindsight 60 ft., (blind beyond 
  this radius), Passive Perception 8
  SENSES
  Special; (See Adaptive ability)
  DAMAGE IMMUNITIES
  birdfolk Dockmaster 450XP
  SPEED
  30 ft.
  HIT POINTS
  55 (10d8 + 10)
  ARMOR CLASS
  14 Leather
  Glide. When falling at least 10 feet, the dockmaster can spend a 
  reaction to fly up to their speed in one direction as they descend. 
  They land in an unoccupied space at the end of their movement, 
  and take no falling damage. They cannot glide while carrying 
  heavy objects, heavy weapons, or shields (though they can drop 
  any held items as part of their reaction).
  Confidence. The dockmaster adds their Charisma modifier to 
  their initiative rolls.
  Sneak Attack. Once per turn, the dockmaster deals an extra  
  3 (1d6) damage when they hit a target with a weapon attack 
  and they have advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the dockmaster that isn’t incapacitated 
  and the dockmaster doesn’t have disadvantage on the attack roll.
  SPECIAL TRAITS
  Multiattack. The dockmaster makes two saber attacks and one 
  dagger attack.
  Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, 
  one target. Hit: 5 (1d4 + 3) piercing damage.
  ACTIONS
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  13 (+1)
  INT
  8 (-1)
  WIS
  13 (+1) 
  CHA
  15 (+2)
  LANGUAGES 
  Birdfolk. Can also understand 
  Auran, but cannot speak it.
  Passive Perception 15
  SENSES
  Athletics +2, Perception +5, 
  Persuasion +4
  SKILLS
  SPEED
  20 ft., swim 50 ft.
  HIT POINTS
  136 (13d12+ 52)
  Wakewyrm 2,300XP
  ARMOR CLASS
  16 natural armor
  Hold Breath. The wakewyrm can hold its breath for 1 hour.
  SPECIAL TRAITS
  Multiattack. The wakewyrm makes two attacks, one with its bite and  
  one with its tail, or two bite attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.  
  Hit: 15 (3d6 + 5) piercing damage. The target must succeed on a  
  DC 16 Strength saving throw or be grappled (escape DC 16). The  
  wakewyrm can only grapple one creature at a time, and cannot make  
  bite attacks against other creatures while it has a creature grappled.
  Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target.  
  Hit: 18 (3d8+5) bludgeoning damage.
  Swallow. The wakewyrm makes a bite attack against a Large or smaller 
  creature it is grappling, and if the attack hits the target is swallowed, and the 
  grapple ends. The swallowed target is blinded and restrained, it has total cover 
  against attacks and other effects outside the wakewyrm, and it takes 11 (3d6) 
  acid damage at the start of each of the wakewyrm’s turns. If the wakewyrm 
  takes 18 or more points of damage from a creature inside of it, the wakewyrm 
  must succeed on a DC 15 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in a space within 
  10 feet of the wakewyrm. If the wakewyrm dies, a swallowed creature is no 
  longer restrained by it, and it can escape from the corpse using 20 feet of 
  movement. After death, internal gasses keep the wakewyrm’s body afloat  
  for several hours, before it begins to sink gradually to a watery grave.
  ACTIONS
  STR
  20 (+5)
  DEX
  14 (+2)
  CON
  18 (+4)
  INT
  3 (-4)
  WIS
  12 (+1)
  CHA
  3 (-4)
  SENSES
  Passive Perception 11
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: CHRISTINA KRAUS
  CR0
  Birdfolk Farmer
  MEDIUM HUMANOID (ANY BIRDFOLK), ANY ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: CHRISTINA KRAUS
  CR1/8 
  Birdfolk Guard
  MEDIUM HUMANOID (ANY BIRDFOLK), ANY LAWFUL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: APRIL PRIME
  CR1/8 
  Birdfolk Militia
  MEDIUM HUMANOID (ANY BIRDFOLK), ANY ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: KIMBERLI JOHNSON 
  CR1/8 
  Birdfolk Sailor
  MEDIUM HUMANOID (ANY BIRDFOLK), ANY ALIGNMENT
  
  SPEED
  30 ft.
  HIT POINTS
  11 (2d8 + 2)
  Birdfolk Guard 25XP
  ARMOR CLASS
  16 chain shirt  
  and shield
  Glide. When falling at least 10 feet, the guard can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end  
  of their movement, and take no falling damage. They 
  cannot glide while carrying heavy objects or heavy 
  weapons, (though they can drop any held items as  
  part of their reaction).
  SPECIAL TRAITS
  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.
  ACTIONS
  STR
  13 (+1)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  SENSES
  Passive Perception 12
  LANGUAGES
  Birdfolk. Can also 
  understand Auran,  
  but cannot speak it.
  SKILLS
  Perception +2
  SPEED
  30 ft.
  HIT POINTS
  4 (1d8)
  Birdfolk Farmer 10XP
  ARMOR CLASS
  10
  Glide. When falling at least 10 feet, the farmer can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  SPECIAL TRAITS
  Pitchfork. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 2 (1d4) piercing damage.
  ACTIONS
  STR
  10 (+0)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  SENSES
  Passive Perception 10
  SKILLS
  Nature +4
  LANGUAGES
  Birdfolk. Can also 
  understand Auran,  
  but cannot speak it.
  SPEED
  30 ft.
  HIT POINTS
  11 (2d8 + 2)
  birdfolk Sailor 25XP
  ARMOR CLASS
  12 leather armor
  Glide. When falling at least 10 feet, the sailor can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  SPECIAL TRAITS
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage. 
  ACTIONS
  STR
  12 (+1)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  SENSES
  Passive Perception 10
  SKILLS
  Athletics +3
  LANGUAGES
  Birdfolk. Can also 
  understand Auran,  
  but cannot speak it.
  SPEED
  30 ft.
  HIT POINTS
  11 (2d8+2)
  Birdfolk Militia 25XP
  ARMOR CLASS
  12 leather armor
  Glide. When falling at least 10 feet, the militia can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  SPECIAL TRAITS
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  ACTIONS
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  SENSES
  Passive Perception 10
  LANGUAGES
  Birdfolk. Can also 
  understand Auran,  
  but cannot speak it.
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: APRIL PRIME
  CR1/8 
  Birdfolk Skirmisher
  MEDIUM HUMANOID (ANY BIRDFOLK), ANY LAWFUL ALIGNMENT
  tevor of the spring path
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: KIANA HAMM 
  CR1/8 
  Luma Skirmisher
  SMALL HUMANOID (LUMA), NEUTRAL GOOD
  benna seridan
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LAKE HURWITZ
  CR2
  Cervan Bandit General
  MEDIUM HUMANOID (CERVAN), NEUTRAL EVIL
  krall, the scavenger king
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: BRITTANY PEZZILLO
  CR3
  Mapach brute
  MEDIUM HUMANOID (MAPACH), CHAOTIC EVIL
  
  SPEED
  25 ft.
  HIT POINTS
  22 (5d6 + 5)
  luma Skirmisher 25XP
  ARMOR CLASS
  14 Chain Shirt
  Glide. When falling at least 10 feet, the skirmisher can spend a reaction to fly 
  up to his speed in one direction as he descends. The skirmisher lands in an 
  unoccupied space at the end of his movement, and takes no falling damage. 
  The skirmisher cannot glide while carrying heavy objects, heavy weapons, or 
  shields (though he can drop any held items as part of his reaction).
  Wing Flap. As a bonus action, the skirmisher can use his powerful  
  feathered arms to çpropel himself upward up to half his movement speed. 
  The skirmisher can use it in conjunction with a regular jump, but not  
  while gliding.
  Fated (Recharges after a Long Rest). The skirmisher can choose to reroll any 
  attack roll, skill check, or saving throw. 
  Resilience. The skirmisher rolls with advantage on saving throws against 
  being poisoned. 
  Drop Attack. The skirmisher can make an attack during his glide. If he does 
  so he deals an extra 4 (1d8) points of damage.
  SPECIAL TRAITS
  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.
  Tender Healing (Recharges after a Long Rest). The skirmisher casts the cure 
  wounds spell at 1st level. Wisdom is his spellcasting ability for this spell.
  ACTIONS
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  12 (+1)
  LANGUAGES
  Birdfolk, Druidic. Can also 
  understand Auran, but cannot 
  speak it.
  SKILLS
  Athletics +4
  DAMAGE RESISTANCES
  Poison
  SENSES
  Passive Perception 12
  SPEED
  30 ft.
  HIT POINTS
  11 (2d8 + 2)
  Birdfolk Skirmisher 25XP
  ARMOR CLASS
  14 Chain Shirt
  Glide. When falling at least 10 feet, the skirmisher can 
  spend a reaction to fly up to their speed in one direction 
  as they descend. They land in an unoccupied space at the 
  end of their movement, and take no falling damage. They 
  cannot glide while carrying heavy objects, heavy weapons, 
  or shields (though they can drop any held items as part of 
  their reaction).
  Drop Attack. The skirmisher can make an attack during 
  their glide. If they do so they deal an extra 4(1d8) points  
  of damage.
  SPECIAL TRAITS
  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.
  ACTIONS
  STR
  14 (+2)
  DEX
  12 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  10 (+0)
  CHA
  10 (+0)
  LANGUAGES
  Birdfolk. Can also 
  understand Auran,  
  but cannot speak it.
  SKILLS
  Athletics +4
  SENSES
  Passive Perception 10
  ARMOR CLASS
  studded leather
  15
  SPEED
  30 ft., CLimb 20 ft.
  HIT POINTS
  75 (10D8 + 30)
  mapach brute 700XP
  Resilience. The brute has advantage on saving throws against  
  being poisoned.
  Skulker. The brute has advantage on Stealth checks made in dim  
  light or total darkness.
  SPECIAL TRAITS
  STR
  14 (+2)
  DEX
  17 (+3)
  CON
  16 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  14 (+2)
  LANGUAGES
  Birdfolk, Mapach
  SKILLS
  Deception +4, Persuasion +4
  SAVING THROWS
  Dex +5, Cha +4
  Darkvision 60 ft.,  
  Passive Perception 12
  SENSES
  Poison
  DAMAGE RESISTANCES
  Multiattack. The brute makes three melee attacks, two with his  
  rapier and one with his parrying dagger. 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 7 (1d8 + 3) piercing damage.
  Parrying Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) piercing damage.
  ACTIONS
  Parry. The brute adds 2 to his AC against one melee attack that  
  would hit him. The brute must see the attacker and be wielding a 
  melee weapon.
  REACTIONS
  SPEED
  35 ft.
  HIT POINTS
  65 (10d8 + 20)
  cervan bandit general 450XP
  ARMOR CLASS
  15 studded leather
  Surge of Vigor (Recharges after a Long Rest). If an attack deals 
  over half of the general’s current remaining hit points in damage 
  (even if their HP is reduced to 0 by the attack), the bandit general 
  immediately heals 8 (1d12 + 2) hit points.
  Standing Leap. The general’s long jump is 30 feet, and their base 
  high jump is 15 feet, with or without a running start.
  SPECIAL TRAITS
  Multiattack. The general makes three melee attacks, two with 
  their scimitar and one with their dagger. Alternatively, the general 
  can make two ranged attack with their daggers.
  Scimitar. 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.
  ACTIONS
  Parry. The general adds 2 to their AC against one melee attack 
  that would hit them. The general must see the attacker and be 
  wielding a melee weapon.
  REACTIONS
  STR
  14 (+2)
  DEX
  17 (+3)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  14 (+2)
  SENSES
  Passive Perception 10
  LANGUAGES
  Birdfolk, Cervan
  SKILLS
  Deception +4, Persuasion +4
  Dex +5, Cha +4
  SAVING THROWS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: BECK HALLSTEDT
  CR1/4
  Cervan Priest
  MEDIUM HUMANOID (CERVAN), ANY ALIGNMENT
  professor corvax revayne
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: KATY GRIERSON 
  CR6
  Corvum Mage
  MEDIUM HUMANOID (CORVUM), LAWFUL NEUTRAL
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: PAUL SCOTT CANAVAN
  CR5
  Corvum Assassin
  MEDIUM HUMANOID (CORVUM), ANY NON-LAWFUL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: PAUL SCOTT CANAVAN
  Corvum Assassin (continued)
  
  ARMOR CLASS
  15 with mage armor
  12
  SPEED
  30 ft.
  HIT POINTS
  40 (9d8) 
  corvum mage 2,300XP
  Glide. When falling at least 10 feet, the mage can spend a reaction to 
  fly up to his speed in one direction as he descends. The mage lands in 
  an unoccupied space at the end of his movement, and takes no falling 
  damage. The mage cannot glide while carrying heavy objects, heavy 
  weapons, or shields (though he can drop any held items as part of  
  his reaction).
  Talons. The mage has advantage on Strength (Athletics) checks made to 
  climb any surface his talons could reasonably grip.
  Skulker. The mage has advantage on Dexterity (Stealth) checks made 
  in dim light or darkness.
  Spellcasting. The mage is a 9th level spellcaster. His spellcasting ability 
  is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage 
  has the following spells prepared: 
  Cantrips (at will): 
  guidance, light, spare the dying
  1st level (4 slots): 
  bless, cure wounds, guiding bolt, shield of faith
  2nd level (2 slots): 
  calm emotions, warding bond
  3rd level (3 slots):
  clairvoyance, counterspell, fly
  4th level (3 slots):
  greater invisibility, locate creature
  5th level (1 slot):
  scrying
  SPECIAL TRAITS
  STR
  9 (-1)
  DEX
  14 (+2)
  CON
  11 (+0)
  INT
  17 (+3)
  WIS
  12 (+1)
  CHA
  11 (+0)
  LANGUAGES
  Auran, Birdfolk, Celestial, 
  Cervan, Mapach 
  Passive Perception 11
  SENSES
  Arcana +6, History +6,  
  Religion +6
  SKILLS
  Int +6, Wis +4
  SAVING THROWS
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  ACTIONS
  ARMOR CLASS
  10
  SPEED
  30 ft.
  HIT POINTS
  19 (3d8+6) 
  Cervan Priest 50XP
  Surge of Vigor (Recharges after a Long Rest). If the priest is dealt 
  damage equal to half or more of their current remaining hit points 
  (even if their HP is reduced to 0 by the attack), they immediately 
  regain 8 (1d12 + 2) hit points.
  Charge. If the priest moves at least 20 feet in a straight line 
  towards an enemy, their antler attack deals an extra 3 (1d6) points 
  of piercing damage. If the target of the charge is Large or smaller, 
  they must make a DC 11 Strength saving throw or be pushed 10 
  feet away from the priest.
  Spellcasting. The priest is a 3rd level spellcaster. Their spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  The priest has the following cleric spells prepared:
  Cantrips (at will): 
  guidance, light, spare the dying
  1st level (4 slots): 
  bless, cure wounds, guiding bolt, shield of faith
  2nd level (2 slots): 
  calm emotions, warding bond
  SPECIAL TRAITS
  STR
  12 (+1)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  14 (+2)
  CHA
  11 (+0)
  LANGUAGES
  Birdfolk, Cervan
  Passive Perception 12
  SENSES
  Medicine +4, Religion +2 
  SKILLS
  Antlers. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  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 being held in both hands.
  ACTIONS
  Multiattack. The assassin makes two melee attacks:  
  one with their shortsword and one with their dagger.  
  Or the corvum assassin makes two ranged attacks with 
  their daggers.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d4 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +6 to hit, reach  
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 13 Constitution saving throw, 
  taking 10 (3d6) poison damage on a failed save, or half  
  as much damage on a successful one. 
  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 13 Constitution 
  saving throw, taking 10 (3d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  ACTIONS
  ARMOR CLASS
  15 studded leather
  SPEED
  30 ft.
  HIT POINTS
  54 (12d8)
  Corvum Assassin 1,800XP
  Glide. When falling at least 10 feet, the assassin can spend a 
  reaction to fly up to their speed in one direction as they descend. 
  They land in an unoccupied space at the end of their movement, 
  and take no falling damage. They cannot glide while carrying 
  heavy objects, heavy weapons, or shields (though they can drop 
  any held items as part of their reaction).
  Talons. The assassin has advantage on Strength (Athletics) checks 
  made to climb any surface their talons could reasonably grip. 
  Assassinate. During their first turn, the assassin has advantage on 
  attack rolls against any creature that hasn’t taken a turn. Any hit 
  the assassin scores against a surprised creature is a critical hit.
  Sneak Attack. Once per turn, the assassin deals an extra 10 (3d6) 
  damage when they hit a target with a weapon attack and have 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Skulker. The assassin has advantage on Dexterity (Stealth) checks 
  made in dim light or darkness
  SPECIAL TRAITS
  STR
  10 (+0)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  10 (+0)
  LANGUAGES
  Birdfolk, Thieves Cant, and 
  any one other language. Can 
  understand Auran but cannot 
  speak it.
  Passive Perception 18
  SENSES
  Insight +5, Nature +5,  
  Perception +8, Stealth +9 
  SKILLS
  Dex +6, Int +5 
  SAVING THROWS
  
  odwald ebonhart
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR6
  Corvum Necromancer
  MEDIUM HUMANOID (CORVUM), ANY EVIL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Corvum Necromancer (continued)
  professor glinda nightseed 
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: CYNTHIA F.G 
  CR6
  gallus Necromancer
  MEDIUM HUMANOID (GALLUS), CHAOTIC GOOD
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: APRIL PRIME
  CR5
  Gallus Monk
  MEDIUM HUMANOID (GALLUS), ANY ALIGNMENT
  
  Spellcasting. The necromancer is a 9th level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The necromancer has the 
  following wizard spells prepared:
  Cantrips (at will):
  chill touch, light, mage hand, prestidigitation
  1st level (4 slots):
  disguise self, false life*, mage armor, magic missile
  2nd level (3 slots):
  misty step, suggestion, ray of enfeeblement
  3rd level (3 slots):
  animate dead*, counterspell, fear
  4th level (3 slots):
  greater invisibility, blight*
  5th level (1 slot):
  dominate person
  *necromancy spell of 1st level or higher
  SPECIAL TRAITS
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 2 (1d6 - 1) bludgeoning damage  
  or 3 (1d8 - 1) bludgeoning damage if wielded with  
  both hands.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) piercing damage.
  ACTIONS
  SPEED
  30 ft.
  HIT POINTS
  49 (9d8+9)
  ARMOR CLASS
  15 with mage armor
  Corvum Necromancer 2,300XP
  12
  Glide. When falling at least 10 feet, the necromancer can spend  
  a reaction to fly up to their speed in one direction as they descend. 
  They land in an unoccupied space at the end of their movement, 
  and take no falling damage. They cannot glide while carrying 
  heavy objects, heavy weapons, or shields (though they can drop 
  any held items as part of their reaction).
  Talons. The necromancer has advantage on Strength  
  (Athletics) checks made to climb any surface their talons  
  could reasonably grip.
  Convincing. The necromancer has advantage on all Charisma 
  checks used to convince someone of their knowledge of subject 
  matter pertaining to the Arcana skill.
  Life Leech. Once per turn, when the necromancer kills one or 
  more creatures with a 1st level spell or higher, they can regain hit 
  points equal to twice the level of the spell, or three times the level 
  if it is a necromancy spell.
  SPECIAL TRAITS
  STR
  9 (-1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  10 (+0)
  CHA
  14 (+2)
  SKILLS
  Arcana +7, Deception +5,  
  Medicine +3
  SAVING THROWS
  Int +7, Wis +3
  LANGUAGES
  Birdfolk plus any two 
  languages. Can also 
  understand Auran,  
  but doesn’t speak it.
  Passive Perception 10
  SENSES
  ARMOR CLASS
  natural Armor
  17
  SPEED
  40 ft.
  HIT POINTS
  78 (12d8 + 24)
  Gallus Monk 1,800XP
  Glide. When falling at least 10 feet, the monk can spend a reaction to fly up 
  to their speed in one direction as they descend. They land in an unoccupied 
  space at the end of their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or shields (though they 
  can drop any held items as part of their reaction).
  Wing Flap. As a bonus action, the monk can use their powerful feathered 
  arms to propel themselves upward up to half their movement speed.  
  The gallus monk can use it in conjunction with a regular jump, but not  
  while gliding.
  Wind’s Grace. While moving, the monk can move along vertical surfaces 
  and across liquids without falling.
  SPECIAL TRAITS
  STR
  11 (+0)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  16 (+3)
  CHA
  10 (+0)
  LANGUAGES
  Birdfolk. Can understand  
  Auran but cannot speak it.
  Passive Perception 16
  SENSES
  Dex +7
  SAVING THROWS
  Acrobatics +7, Insight +6, 
  Perception +6, Stealth +7
  SKILLS
  Multiattack. The monk makes four attacks, each of which can be an 
  unarmed strike or a dart attack. They can also use their Graceful Step  
  once, either before or after one of the attacks. 
  Unarmed Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.  
  Hit: 7 (1d6 + 4) bludgeoning damage.
  Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target.  
  Hit: 6 (1d4 + 4) piercing damage.
  Graceful Step. The monk moves 40 feet. This movement does not provoke 
  opportunity attacks.
  Inspiring. The monk inspires an ally that can see and hear them. The ally can 
  roll a d4 and add the number rolled to their next ability check, attack roll, or 
  saving throw.
  ACTIONS
  SPEED
  30 ft.
  HIT POINTS
  49 (9d8+9)
  ARMOR CLASS
  15 with mage armor
  Gallus Necromancer 2,300XP
  12
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) 
  bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if wielded with 
  both hands.
  ACTIONS
  STR
  9 (-1)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  10 (+0)
  SKILLS
  Arcana +7, Deception +3,  
  Medicine +5
  SAVING THROWS
  Int +7, Wis +5
  LANGUAGES
  Birdfolk, Hedge, Sylvan.  
  Can also understand  
  Auran, but cannot speak it.
  Passive Perception 12
  SENSES
  Glide. When falling at least 10 feet, the necromancer can spend a reaction 
  to fly up to her speed in one direction as she descends. The necromancer 
  lands in an unoccupied space at the end of her movement, and takes no 
  falling damage. The necromancer cannot glide while carrying heavy objects, 
  heavy weapons, or shields (though she can drop any held items as part of 
  her reaction).
  Wing Flap. As a bonus action, the necromancer can use her powerful 
  feathered arms to propel herself upward up to half her movement speed.  
  The necromancer can use it in conjunction with a regular jump, but not 
  while gliding.
  Seedspeech. The necromancer can communicate simple ideas to living plants, 
  and is able to interpret their responses in simple language.
  Spellcasting. The necromancer is a 9th level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).  
  The necromancer has the following wizard spells prepared: 
  Cantrips (at will): 
  chill touch, light, mage hand, prestidigitation 
  1st level (4 slots): 
  sleep, false life, mage armor, magic missile
  2nd level (3 slots):
  misty step, web, ray of enfeeblement
  3rd level (3 slots): 
  animate dead, counterspell, fear
  4th level (3 slots): 
  black tentacles, blight 
  5th level (1 slot): 
  passwall
  SPECIAL TRAITS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR4
  Gallus Druid
  MEDIUM HUMANOID (GALLUS), ANY NEUTRAL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Gallus Druid (continued)
  havel of the autumn moon
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: KIANA HAMM
  CR2
  Gallus Tender
  MEDIUM HUMANOID (GALLUS), ANY NEUTRAL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: KIANA HAMM
  Gallus Tender (continued)
  
  Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  ACTIONS
  Spirit Totem (Recharges after a Short or Long Rest).  
  As a bonus action, the druid calls forth a nature spirit. 
  The spirit appears at a point the druid can see within 60 
  feet. The spirit creates a 30-foot-radius aura. The spirit is 
  neither an object nor a creature, but is a spectral beast. As 
  a bonus action, the druid can move the spirit to another 
  location within 60 feet. The spirit lasts for 1 minute.
  Bear Spirit. The druid and allies within the aura gain 
  9 temporary hit points and have advantage on Strength 
  checks and saving throws.
  Hawk Spirit. The druid can use their reaction to 
  grant advantage to an ally’s attack roll against a target 
  in the aura. The druid and allies within the aura have 
  advantage on Wisdom (Perception) checks.
  Unicorn Spirit. If a spell that requires a spell slot heals 
  the druid or allies in the aura, each creature of the 
  druid’s choice also gains 4 hit points.
  SPECIAL TRAITS
  SPEED
  30 ft.
  HIT POINTS
  65 (10d8 + 20)
  ARMOR CLASS
  16 with barkskin
  11
  Gallus Druid 1,100XP
  Glide. When falling at least 10 feet, the druid can spend a 
  reaction to fly up to their speed in one direction as they descend. 
  They land in an unoccupied space at the end of their movement, 
  and take no falling damage. They cannot glide while carrying 
  heavy objects, heavy weapons, or shields (though they can drop 
  any held items as part of their reaction).
  Wing Flap. As a bonus action, the druid can use their powerful 
  feathered arms to propel themselves upward up to half their 
  movement speed. The druid can use it in conjunction with a 
  regular jump, but not while gliding. 
  Seedspeech. The druid can communicate simple ideas to living 
  plants, and is able to interpret their responses in simple language.
  Spellcasting. The druid is a 6th level spellcaster. Their spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  The druid has the following spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots):
  animal friendship, cure wounds, entangle, fog cloud
  2nd level (3 slots): barkskin, gust of wind, moonbeam
  3rd level (3 slots):
  conjure animals, dispel magic, wind wall
  SPECIAL TRAITS
  STR
  12 (+1)
  DEX
  13 (+1)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  18 (+4)
  CHA
  10 (+0)
  SENSES
  Passive Perception 16
  LANGUAGES
  Birdfolk, Druidic, Sylvan.  
  Can also understand Auran, 
  but cannot speak it.
  Insight +6, Nature +2,  
  Medicine +6, Perception +6
  SKILLS
  SPEED
  30 ft.
  HIT POINTS
  13 (2d8 + 4)
  ARMOR CLASS
  16 with barkskin
  10
  Gallus Tender 450XP
  Glide. When falling at least 10 feet, the tender can spend a 
  reaction to fly up to his speed in one direction as he descends.  
  The tender lands in an unoccupied space at the end of his 
  movement, and takes no falling damage. The tender cannot glide  
  while carrying heavy objects, heavy weapons, or shields (though 
  he can drop any held items as part of his reaction).
  Wing Flap. As a bonus action, The tender can use his powerful 
  feathered arms to propel himself upward up to half his movement 
  speed. The tender can use it in conjunction with a regular jump, 
  but not while gliding. 
  Seedspeech. The tender can communicate simple ideas to living 
  plants, and is able to interpret their responses in simple language.
  Spellcasting. The tender is a 6th level spellcaster. Their spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  The tender has the following spells prepared:
  Cantrips (at will):
  druidcraft, produce flame, shillelagh
  1st level (4 slots):
  animal friendship, cure wounds, entangle, fog cloud
  2nd level (3 slots):
  barkskin, gust of wind, moonbeam
  3rd level (3 slots):
  conjure animals, dispel magic, wind wall
  SPECIAL TRAITS
  STR
  6 (-2)
  DEX
  10 (+0)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  18 (+4)
  CHA
  10 (+0)
  SENSES
  Passive Perception 16
  LANGUAGES
  Birdfolk, Druidic, Sylvan.  
  Can also understand Auran, 
  but cannot speak it.
  Insight +6, Nature +2,  
  Medicine +6, Perception +6
  SKILLS
  Spirit Totem (Recharges after a Short or Long Rest). As 
  a bonus action, the tender calls forth a nature spirit. The 
  spirit appears at a point the tender can see within 60 
  feet. The spirit creates a 30-foot-radius aura. The spirit is 
  neither an object nor a creature, but is a spectral beast. As 
  a bonus action, the tender can move the spirit to another 
  location within 60 feet. The spirit lasts for 1 minute.
  Bear Spirit. The tender and allies within the aura gain 
  9 temporary hit points and have advantage on Strength 
  checks and saving throws.
  Hawk Spirit. The tender can use their reaction to 
  grant advantage to an ally’s attack roll against a target 
  in the aura. The tender and allies within the aura have 
  advantage on Wisdom (Perception) checks.
  Unicorn Spirit. If a spell that requires a spell slot heals 
  the The tender or allies in the aura, each creature of 
  The tender’s choice also gains 4 hit points.
  SPECIAL TRAITS
  Staff. Melee Weapon Attack: +0 to hit, reach 5 ft.,  
  one target. Hit: 1 (1d6 - 2 ) bludgeoning damage.
  ACTIONS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: TIFFANY TURRILL
  CR2
  Hedge Bard
  SMALL HUMANOID (HEDGE), ANY ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: TIFFANY TURRILL
  Hedge Bard (continued)
  susan of the swamp
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: TIFFANY TURRILL
  CR1
  Hedge Witch
  SMALL HUMANOID (HEDGE), ANY CHAOTIC ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR1/2
  Jerbeen Thief
  SMALL HUMANOID (JERBEEN), NEUTRAL EVIL
  
  Multiattack. The bard makes two weapon attacks,  
  one with their rapier and one with their dagger.
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage.
  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.
  Curl Up. The bard curls up into a spiny ball. While  
  curled up in this way they cannot move, attack, or cast 
  spells with somatic components, and their base armor 
  class becomes 19. Any creature that misses the bard with  
  a melee attack while they are curled up takes 2d4 points 
  of piercing damage from their sharp quills. If a creature 
  hits the bard while they are curled up, however, the bard 
  is knocked prone in their space at the end of the turn.  
  The bard may uncurl themselves at any point during  
  their turn.
  ACTIONS
  ARMOR CLASS
  natural armor
  16
  SPEED
  25 ft., burrow 15 ft.
  HIT POINTS
  36 (8d6 + 8)
  Hedge Bard 450XP
  Spellcasting. The bard is a 4th level spellcaster. Their 
  spellcasting ability is Charisma (spell save DC  
  13, +5 to hit with spell attacks). They have the  
  following bard spells prepared:
  Cantrips (at will): 
  gust barrier, prestidigitation, vicious mockery
  1st level (4 slots): 
  charm person, healing word,  
  hideous laughter, thunderwave
  2nd level (3 slots):
  invisibility, shatter, suggestion
  Taunt (2/Day). The bard can use a bonus action on their 
  turn to target one creature within 30 feet of them. If the 
  target can hear the bard, the target must succeed on a DC 
  13 Charisma saving throw or have disadvantage on ability 
  checks, attack rolls, and saving throws until the start of 
  the bard’s next turn.
  SPECIAL TRAITS
  STR
  11 (+0)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  13 (+1)
  CHA
  16 (+3)
  SAVING THROWS
  Dex +4, Cha +5
  LANGUAGES
  Birdfolk, Hedge. Can 
  also speak with beasts of 
  any size, which represent 
  spiders, insects, worms, or 
  other bugs.
  Passive Perception 15
  SENSES
  Acrobatics +4,  
  Perception +5, 
  Performance +7
  SKILLS
  SPEED
  25 ft., burrow 15 ft.
  HIT POINTS
  21 (6d6)
  Hedge Witch 200XP
  ARMOR CLASS
  14natural armor
  Spellcasting. The witch is a 2nd level spellcaster. Their spellcasting ability is 
  Charisma (spell save DC 13, +5 to hit with spell attacks). The witch has the 
  following warlock spells prepared:
  Dark One’s Blessing. When the witch reduces a hostile creature to 0 hit 
  points, they gain 5 temporary hit points.
  Repelling Blast. When the witch hits a creature with eldritch blast, they  
  can push the creature up to 10 feet away in a straight line.
  SPECIAL TRAITS
  Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.  
  Hit: 2 (1d6 - 1) bludgeoning damage.
  Fiendish Vigor. The witch can cast false life at will as a 1st level spell.
  Curl Up. The witch curls up into a spiny ball. While curled up in this way 
  they cannot move, attack, or cast spells with somatic components, and their 
  base armor class becomes 19. Any creature that misses the witch with a 
  melee attack while they are curled up takes 2d4 points of piercing damage 
  from their sharp quills. If a creature hits the witch while they are curled up, 
  however, the witch is knocked prone in their space at the end of the turn. 
  The witch may uncurl themselves at any point during their turn.  
  ACTIONS
  STR
  8 (-1)
  DEX
  10 (+0)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  15 (+2)
  CHA
  16 (+3)
  SENSES
  Passive Perception 12
  LANGUAGES
  Abyssal, Birdfolk, Hedge. Can 
  also speak with beasts of any size 
  which represent spiders, insects, 
  worms, or other bugs.
  Arcana +4, Survival +4
  SKILLS
  Cantrips (at will):
  eldritch blast, minor illusion
  1st level (2 slots):
  hellish rebuke, charm person, unseen servant
  SPEED
  30 ft.
  HIT POINTS
  14 (4d6)
  ARMOR CLASS
  13 Leather armor
  Jerbeen Thief 100XP
  Standing Leap. The thief’s long jump is up to 30 feet 
  and their high jump is up to 15 feet, with or without a 
  running start.
  Team Tactics. The thief can take the Help action as a 
  bonus action.  
  SPECIAL TRAITS
  Multiattack. The thief makes two dagger attacks.
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d4 + 2) piercing damage.
  ACTIONS
  Opportunist. When a creature fails a melee attack roll 
  against the thief, the thief can make a Dexterity (Sleight 
  of Hand) check against a DC equal to 10 + the target 
  creature’s Dexterity modifier. On a success, the thief  
  steals one item of the GMs choosing from the target.  
  The item cannot be actively held or worn by the target.
  REACTIONS
  STR
  12 (+1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  8 (-1)
  WIS
  14 (+2)
  CHA
  14 (+2)
  SENSES
  Passive Perception 12
  LANGUAGES
  Birdfolk, Jerbeen
  Acrobatics +4, 
  Sleight of Hand +4
  SKILLS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: APRIL PRIME
  CR3
  Jerbeen Swashbuckler
  SMALL HUMANOID (JERBEEN), ANY NON-LAWFUL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: PAUL SCOTT CANAVAN
  CR1/8
  Mapach Bandit
  MEDIUM HUMANOID (MAPACH), NEUTRAL EVIL
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: ANDREA RADECK
  CR2
  Luma Cleric of Ardea
  SMALL HUMANOID (LUMA), ANY GOOD ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: ANDREA RADECK
  Luma Cleric of Ardea (continued)
  
  SPEED
  30 ft., climb 20 ft.
  HIT POINTS
  9 (2d8)
  ARMOR CLASS
  12 leather armor
  Mapach Bandit 25XP
  Resilience. The bandit has advantage on saving throws 
  against being poisoned.
  Skulker. The bandit has advantage on Stealth checks 
  made in dim light or total darkness.
  SPECIAL TRAITS
  Short sword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Short bow. Ranged Weapon Attack: +3 to hit, reach 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  ACTIONS
  STR
  12 (+1)
  DEX
  13 (+1)
  CON
  10 (+0)
  INT
  8 (-1)
  WIS
  12 (+1)
  CHA
  12 (+1)
  DAMAGE RESISTANCES
  Poison
  LANGUAGES
  Birdfolk, Mapach
  Darkvision 60 ft., 
  Passive Perception 11
  SENSES
  ARMOR CLASS
  17 leather armor
  SPEED
  30 ft.
  HIT POINTS
  34 (8d6 + 6)
  Jerbeen Swashbuckler 700XP
  Standing Leap. The swashbuckler’s base long jump is 30 feet, and 
  their base high jump is 15 feet, with or without a running start.
  Team Tactics. The swashbuckler can take the Help action as 
  bonus action.
  Sharp Witted Defense. While the swashbuckler is wearing light 
  or no armor and wielding no shield, their AC includes their 
  Charisma modifier.
  SPECIAL TRAITS
  Multiattack. The swashbuckler makes three attacks, one with a 
  dagger and two with their rapier.
  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.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  ACTIONS
  Riposte. The swashbuckler reduces the damage dealt by one melee 
  attack that would hit them by 4 (1d8), and deals that much 
  piercing damage to their attacker. The swashbuckler must see the 
  attacker and be wielding a melee weapon. 
  ACTIONS
  STR
  12 (+1)
  DEX
  18 (+4)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  11 (+0)
  CHA
  15 (+2)
  LANGUAGES
  Birdfolk, Jerbeen
  Passive Perception 10
  SENSES
  Acrobatics +8, Athletics +5, 
  Persuasion +6
  SKILLS
  ARMOR CLASS
  14 chain shirt
  SPEED
  25 ft.
  HIT POINTS
  27 (6d6+6)
  Luma Cleric of Ardea 450XP
  Glide. When falling at least 10 feet, the cleric can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Wing Flap. As a bonus action, the cleric can use their 
  powerful feathered arms to propel themselves upward up 
  to half their movement speed. The cleric can use this in 
  conjunction with a regular jump, but not while gliding.
  Fated (Recharges after a Long Rest). The cleric  
  can choose to reroll any attack roll, skill check, or  
  saving throw.  
  SPECIAL TRAITS
  STR
  10 (+0)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  14 (+2)
  LANGUAGES
  Birdfolk and one other 
  language. Can also 
  understand Auran, but 
  cannot speak it.
  Passive Perception 13
  SENSES
  Medicine +7,  
  Persuasion +4,  
  Religion +2
  SKILLS
  Staff. 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 to make a 
  melee attack.
  Ardea’s Vigor (1/day). The cleric calls on the powers of 
  Ardea to imbue their allies with her protective life force. 
  The luma cleric and up to 3 allies within 30 feet gain 
  5 (2d4) temporary hit points. For one minute, anyone 
  under this effect gains 5 temporary hit points at the start 
  of each of their turns.
  Songbird (Recharges after a Long Rest). The cleric can 
  cast charm person. Charisma is their spellcasting ability 
  (spell save DC 12) and the spell does not require any 
  somatic components to cast.
  ACTIONS
  Spellcasting. The cleric is a 5th level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The luma cleric has the following 
  cleric spells prepared: 
  Cantrips (at will):
  light, sacred flame, thaumaturgy 
  1st level (4 slots): 
  bless, cure wounds, guiding bolt
  2nd level (3 slots): 
  lesser restoration, spiritual weapon 
  3rd level (2 slots): 
  dispel magic, beacon of hope
  SPECIAL TRAITS
  
  dean gabe windsworth
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR6
  Luma Wizard
  SMALL HUMANOID (LUMA), ANY ALIGNMENT
  Luma Wizard (continued)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: ANDREA RADECK
  CR1/4
  Mapach Tinkerer
  MEDIUM HUMANOID (MAPACH), ANY ALIGNMENT
  oakheart
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: JEN PATTISON
  CR8
  Cinder-tree
  HUGE PLANT, CHAOTIC GOOD
  
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 2 (1d6 - 1) bludgeoning damage.
  ACTIONS
  Spellcasting. The wizard is a 10th level spellcaster. Their 
  spellcasting ability is Intelligence (spell save DC 15, +7  
  to hit with spell attacks). The wizard has the following 
  spells prepared:
  SPECIAL TRAITS
  Charming (3/day). When a creature makes an attack 
  against the wizard, the creature must succeed on a DC 14 
  Wisdom saving throw or target the next closest creature 
  within range. If multiple creatures are closest, the attacker 
  chooses. This feature does not work if there are no other 
  creatures within range.
  REACTIONS
  Cantrips (at will):
  chill touch, fire bolt, minor illusion,  
  prestidigitation, ray of frost
  1st level (4 slots):
  charm person, detect magic, mage armor, shield, 
  sleep, thunderwave
  2nd level (3 slots):
  darkness, hold person, ray of enfeeblement
  3rd level (3 slots):
  counterspell, fireball
  4th level (3 slots):
  banishment, stellar bodies
  5th level (2 slots):
  conjure elemental, mislead
  SPEED
  25 ft.
  HIT POINTS
  58 (13d6 + 13)
  ARMOR CLASS
  Luma Wizard 2,300XP
  12 15 with  
  mage armor
  Glide. When falling at least 10 feet, the wizard can spend 
  a reaction to fly up to their speed in one direction as they 
  descend. They land in an unoccupied space at the end of 
  their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, heavy weapons, or 
  shields (though they can drop any held items as part of 
  their reaction).
  Wing Flap. As a bonus action, the wizard can use their 
  powerful feathered arms to propel themselves upward up 
  to half their movement speed. The wizard can use it in 
  conjunction with a regular jump, but not while gliding. 
  Fated (Recharges after a Long Rest). The wizard can 
  choose to reroll any attack, skill check, or saving throw.
  Resilience. The wizard has advantage on saving throws  
  against poison.
  SPECIAL TRAITS
  STR
  8 (-1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  12 (+1)
  CHA
  15 (+2)
  SENSES
  Passive Perception 11
  SAVING THROWS
  Int +7, Wis +4
  DAMAGE RESISTANCES
  Poison
  LANGUAGES
  Auran, Birdfolk, and  
  any three languages
  Arcana +7, History +7
  SKILLS
  ARMOR CLASS
  12
  SPEED
  30 ft., climb 20 ft.
  HIT POINTS
  13 (3d8)
  Mapach Tinkerer 50XP
  Resilience. The tinkerer has advantage on saving throws against  
  being poisoned.
  Skulker. The tinkerer has advantage on Stealth checks made in dim  
  light and total darkness.  
  SPECIAL TRAITS
  STR
  10 (+0)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  13 (+1)
  WIS
  12 (+1)
  CHA
  10 (+0)
  LANGUAGES
  Birdfolk, Mapach
  Passive Perception 11,  
  Darkvision 60 ft.
  SENSES
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage.
  Tinker’s Toys. The tinkerer uses one of the following options (roll a d4 or 
  choose one); the tinkerer can use each one no more than once per day:
  1. Clockwork Bird. The tinkerer winds and releases a small mechanical  
  bird that flies to a target creature within 30 feet and distracts it. The  
  next attack against that creature is made with advantage.
  2. Flash-bangs. The tinkerer targets a space up to 10 ft. away, and throws 
  some small explosive shells that flare up in a blinding light. All creatures 
  within 10 ft. of the target space must make a DC 11 Constitution saving 
  throw or be blinded until the start of the tinkerer’s next turn.
  3. Nettle Gun. The tinkerer turns the crank on a small gadget that sprays 
  nettles at a target. Ranged Weapon Attack: +4 to hit, range 10/20 ft.,  
  one target. Hit: 4 (1d4 + 2) piercing damage. All creatures within 5 ft.  
  of the target must make a DC 11 Dexterity saving throw or take  
  5 (1d10) piercing damage.
  4. Grease Balloon. The tinkerer targets a 10-foot by 10-foot area up to 15 
  feet away, and makes it slick with grease. The area is considered difficult 
  terrain, and each creature standing in the area must succeed on a DC 11 
  Dexterity saving throw or fall prone. A creature that enters the area or 
  ends its turn there must also succeed on a DC 11 Dexterity saving throw 
  or fall prone.
  ACTIONS
  ARMOR CLASS
  natural armor
  16
  SPEED
  30 ft.
  HIT POINTS
  69 (6D12 + 30)
  cinder-tree 3,900XP
  False Appearance. While the cinder-tree remains motionless, it 
  appears as a great oak with charred bark that smolders in places 
  and flames in place of leaves. 
  Siege Monster. The cinder-tree deals double damage to objects  
  and structures.
  SPECIAL TRAITS
  STR
  20 (+5)
  DEX
  8 (-1)
  CON
  21 (+5)
  INT
  12 (+1)
  WIS
  16 (+3)
  CHA
  12 (+1)
  LANGUAGES
  Birdfolk, Druidic, Ignan, Sylvan
  Passive Perception 13
  SENSES
  Fire, Bludgeoning, Piercing 
  DAMAGE RESISTANCES
  Multiattack. The cinder-tree makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  
  Hit: 16 (3d6 + 5) fire damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft.,  
  one target. Hit: 28 (4d10 + 5) bludgeoning damage. 
  Animate Trees (1/Day). The cinder-tree magically animates one 
  or two trees it can see within 60 feet of it. These trees have the 
  same statistics as the cinder-tree, except they have Intelligence 
  and Charisma scores of 1, they can’t speak, and they have only the 
  Slam action option. An animated tree acts as an ally of the cinder-
  tree. The tree remains animate for 1 day or until it dies; until the 
  cinder-tree dies or is more than 120 feet from the tree; or until the 
  cinder-tree takes a bonus action to turn it back into an inanimate 
  tree. The tree then takes root if possible.
  ACTIONS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: ILSE GORT
  CR1/2
  Raptor Explorer
  SMALL HUMANOID (RAPTOR), ANY NEUTRAL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR4
  Raptor Ranger
  SMALL HUMANOID (RAPTOR), ANY NEUTRAL ALIGNMENT
  riffin, the ash-knight
  CR
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  3
  CR
  Strig Knight
  MEDIUM HUMANOID (STRIG), ANY LAWFUL ALIGNMENT3
  fray merridan
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR1
  Vulpin Captain
  MEDIUM HUMANOID (VULPIN), NEUTRAL EVIL
  
  ARMOR CLASS
  15 studded leather
  SPEED
  25 ft.
  HIT POINTS
  66 (12d6 + 24)
  Raptor Ranger 1,100XP
  Glide. When falling at least 10 feet, the ranger can spend a reaction to fly up to 
  their speed in one direction as they descend. They land in an unoccupied space 
  at the end of their movement, and take no falling damage. They cannot glide 
  while carrying heavy objects, heavy weapons, or shields (though they can drop 
  any held items as part of their reaction).
  Talons. The ranger rolls advantage on Strength (Athletics) checks made to climb 
  any surface their talons could reasonably grip.
  Aerial Defense. Creatures who attack the ranger while the ranger is falling, 
  gliding, or jumping have disadvantage on their attack roll.
  Arrow Sight (3/day). When the ranger attacks with their red-feather bow, they 
  can use their bonus action to see from the point the arrow struck as if they 
  were there. If the arrow strikes a creature, the ranger can see from the creature’s 
  perspective. This effect lasts for 1 minute.
  Hunter (3/day). As a bonus action, the ranger can deal an extra 1d10 damage 
  on their next attack made with a shortbow or longbow.
  Spellcasting. The ranger is a 3rd level spellcaster. Their spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell attacks). The ranger has the 
  following spells prepared:
  1st level (3 slots): cure wounds, fog cloud, hunter’s mark,  
  protection from evil and good
  SPECIAL TRAITS
  Multiattack. The ranger makes two red-feather bow attacks.
  Red-Feather Bow. Ranged Weapon Attack: +6 to hit, 80/320 feet, one target. 
  Hit: 6 (1d6 + 4) piercing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 5 (1d4 + 3) piercing damage.
  ACTIONS
  STR
  12 (+1)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  10 (+0)
  WIS
  16 (+3)
  CHA
  8 (-1)
  LANGUAGES
  Birdfolk, Mapach. Can  
  also understand Auran,  
  but cannot speak it.
  Passive Perception 13
  SENSES
  Athletics +3, Stealth +7, Survival +5
  SKILLS
  ARMOR CLASS
  13 leather armor
  SPEED
  25 ft., swim 25 ft.
  HIT POINTS
  18 (4d6 + 4)
  Raptor Explorer 100XP
  Glide. When falling at least 10 feet, the explorer can spend a reaction to 
  fly up to their speed in one direction as they descend. They land in an 
  unoccupied space at the end of their movement, and take no falling damage. 
  They cannot glide while carrying heavy objects, heavy weapons, or shields 
  (though they can drop any held items as part of their reaction).
  Talons. The explorer rolls advantage on Strength (Athletics) checks made  
  to climb any surface their talons could reasonably grip.
  Patient. When the explorer reacts with a readied action, they have advantage 
  on the first attack roll, skill check, or ability check they make as a part of 
  that action.
  Keen Hearing and Sight. The explorer has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Sure Footing. The explorer ignores non-magical difficult terrain.
  SPECIAL TRAITS
  Multiattack. The explorer makes two melee attacks or two attacks with their 
  hand crossbow.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage. 
  Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6 + 2) slashing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, ranged 30/120 ft.,  
  one target. Hit: 5 (1d6 + 2) piercing damage.
  ACTIONS
  STR
  11 (+0)
  DEX
  14 (+2)
  CON
  12 (+1)
  INT
  11 (+0)
  WIS
  15 (+2)
  CHA
  11 (+0)
  LANGUAGES
  Birdfolk, can understand  
  Auran but cannot speak it.
  Passive Perception 16
  SENSES
  History +2, Perception +6,  
  Stealth +4, Survival +6 
  SKILLS
  Strig Knight 700XP
  SPEED
  30 ft.
  HIT POINTS
  60 (8d8 + 24)
  ARMOR CLASS
  18 half plate, shield
  Glide. When falling at least 10 feet, the knight can spend a reaction to fly up 
  to their speed in one direction as they descend. They land in an unoccupied 
  space at the end of their movement, and take no falling damage. They cannot 
  glide while carrying heavy objects, or heavy weapons (though they can drop 
  any held items as part of their reaction).
  Talons. The knight rolls advantage on Strength (Athletics) checks made to 
  climb any surface their talons could reasonably grip.
  Maneuver (2/day). When the knight hits with an attack, they can choose 
  to maneuver the enemy out of position, granting an ally within 5 feet of the 
  target the opportunity to use their reaction to move away from this enemy  
  at half their movement speed without provoking an attack of opportunity.
  SPECIAL TRAITS
  Multiattack. The knight makes two short sword attacks.
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 5 (1d4 + 3) piercing damage. The knight can choose to grapple  
  a target hit by this attack as a bonus action.
  Wing Crest Shield (1/day). The knight casts the gust of wind spell  
  (save DC 15).
  ACTIONS
  STR
  16 (+3)
  DEX
  10 (+0)
  CON
  16 (+3)
  INT
  8 (-1)
  WIS
  13 (+2)
  CHA
  12 (+1)
  LANGUAGES
  Birdfolk. Can also understand 
  Auran, but cannot speak it.
  Darkvision 60 ft.,  
  Passive Perception 12
  SENSES
  Con +5, Wis +4
  SAVING THROWS
  SPEED
  30 ft.
  HIT POINTS
  27 (5d8+5)
  ARMOR CLASS
  14 studded  
  Leather armor
  Vulpin Captain 200XP
  Evasive. The captain includes their Intelligence  
  modifier as a bonus to their Dexterity saving throws.
  SPECIAL TRAITS
  Multiattack. The captain makes two attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Short bow. Ranged Weapon Attack: +4 to hit, reach 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  ACTIONS
  Parry. The captain adds 2 to their AC against one melee 
  attack that would hit them. The captain must see the 
  attacker and be wielding a melee weapon.
  REACTIONS
  STR
  13 (+1)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  12 (+1)
  SENSES
  Darkvision 60 ft., 
  Passive Perception 14
  LANGUAGES
  Birdfolk, Vulpin
  Acrobatics +4,  
  Perception +4
  SKILLS
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: CHRISTINA KRAUS
  CR3
  Strig Tracker
  MEDIUM HUMANOID (STRIG), ANY NEUTRAL ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: CHRISTINA KRAUS
  strig tracker (continued)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  CR1/8
  Vulpin Noble
  MEDIUM HUMANOID (VULPIN), ANY ALIGNMENT
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Blade of the Wood
  WEAPON (ANY SWORD), RARE (REQUIRES ATTUNEMENT)
  ART: LEESHA HANNIGAN
  
  Multiattack. The tracker makes two melee attacks, one 
  with their longsword and one with their hand axe. Or 
  they make two ranged attacks with their hand axe.
  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 wielding with  
  both hands.
  Hand Axe. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  slashing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. The knight  
  can choose to grapple a target hit by this attack as a  
  bonus action.
  ACTIONS
  ARMOR CLASS
  Hide Armor
  14
  SPEED
  35 ft.
  HIT POINTS
  65 (10d8 + 20)
  Strig Tracker 700XP
  Glide. When falling at least 10 feet, the tracker can spend a 
  reaction to fly up to their speed in one direction as they descend. 
  They land in an unoccupied space at the end of their movement, 
  and take no falling damage. They cannot glide while carrying 
  heavy objects, heavy weapons, or shields (though they can drop 
  any held items as part of their reaction).
  Talons. The tracker rolls advantage on Strength (Athletics) checks 
  made to climb any surface their talons could reasonably grip.
  Patterned Feathers. The tracker has advantage on Dexterity 
  (Stealth) checks when they attempt to hide in a forest. 
  Reya’s Keen Eye. The tracker can make Wisdom (Perception) 
  checks as a bonus action to try and find hidden creatures.
  Spellcasting. The tracker is a 3rd level spellcaster. Their spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  The strig tracker has the following ranger spells prepared: 
  1st level (3 slots): elevated sight, hunter’s mark, longstrider,  
  speak with animals
  SPECIAL TRAITS
  STR
  16 (+3)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  11 (+0)
  WIS
  15 (+2)
  CHA
  10 (+0)
  LANGUAGES
  Birdfolk, and two other 
  languages. Can understand 
  Auran but cannot speak it.
  Darkvision 60 ft.,  
  Passive Perception 14
  SENSES
  Acrobatics +6, Perception +4,  
  Survival +4
  SKILLS
  ARMOR CLASS
  breastplate
  15
  SPEED
  30 ft.
  HIT POINTS
  9 (2d8)
  Vulpin Noble 25XP
  Evasive. The noble includes their Intelligence modifier  
  as a bonus to their Dexterity saving throws.
  SPECIAL TRAITS
  STR
  11 (+0)
  DEX
  12 (+1)
  CON
  11 (+0)
  INT
  14 (+2)
  WIS
  12 (+1)
  CHA
  16 (+3)
  LANGUAGES
  Birdfolk, Vulpin
  Passive Perception 11, 
  Darkvision 60 ft.
  SENSES
  Deception +5, History +4, 
  Insight +3, Persuasion +5
  SKILLS
  Bite. Melee Weapon Attack: +3, reach 5 ft., one target.  
  Hit: 4 (1d6 + 1) piercing damage.
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 5 (1d8 + 1) piercing damage.
  ACTIONS
  Disparaging Remark. When a creature the noble can 
  see makes an attack roll against an ally, the noble can use 
  their reaction to impose disadvantage on that roll. The 
  target of this effect must be able to hear and understand 
  the noble.
  REACTIONS
  Blade of the Wood 
  WEAPON (ANY SWORD), RARE (REQUIRES ATTUNEMENT)
  A finely crafted sword with delicate 
  etchings, it resonates with a faint hum  
  of life.
  You gain a +1 bonus to attack and damage 
  rolls made with this magic weapon.
  The sword has 2 charges. You can expend  
  a charge and speak the command word  
  to cast spike growth (save DC 16) centered  
  on yourself. You can pass through this 
  terrain unaffected.
  The sword regains one charge each day  
  at dawn.
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  The Borealus
  STAFF, ARTIFACT (REQUIRES ATTUNEMENT)
  ART: CHRISTINA KRAUS
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Feathered Helm
  WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: JEN PATTISON 
  Necronomicon Ex Corvis
  BOOK, ARTIFACT (REQUIRES ATTUNEMENT BY A WIZARD)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Nest Charm
  WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT)
  
  Feathered Helm 
  WONDROUS ITEM, RARE (REQUIRES ATTUNEMENT)
  The helm itself is simple leather, hide, scale, or plate, but 
  the magic imbued into it comes from the feather. The 
  birdfolk races of Humblewood consider the giving of a 
  feather to be one of the highest honors one can bestow, 
  and it represents an eternal bond or deep appreciation. 
  The helm has 3 charges that, while wearing it, you can use 
  to activate its abilities. The helm has different properties 
  based on the race of the birdfolk who gifted the feather. 
  Corvum. You can use a charge to cast hideous laughter 
  (save DC 16) and two charges to cast detect thoughts (save 
  DC 16). 
  Gallus. You can use a charge to cast bless and two charges 
  to cast aid. 
  Luma. You can use a charge to cast a random 1st level 
  spell from the sorcerer spell list, then roll a d20. On a roll 
  of 20, you may use this ability again without expending 
  a charge. On a roll of 1 the spell also targets you, unless 
  you are it’s only target, in which case the spell fizzles to no 
  effect. Any spell cast using this helm that requires a saving 
  throw has a save DC of 16.
  Raptor. You can use a charge to cast hunter’s mark and 
  two charges to cast magic weapon.
  Strig. You can use a charge to cast divine favor and two 
  charges to cast pass without trace.
  The helm regains 1d3 charges each day at dawn.
  The Borealus 
  STAFF, ARTIFACT (REQUIRES ATTUNEMENT)
  This legendary artifact was created by a powerful wizard, crafted 
  from the finger of a towering, ancient elemental aspect of frost. It 
  is so cold to the touch that it numbs any skin it comes into contact 
  with, although an attuned character is immune to this effect.
  Gifts of the Rime. As long as you are attuned to the Borealus, you 
  gain the following benefits:
  • You are resistant to fire damage
  • You are immune to cold damage
  • You learn the ray of frost cantrip
  Breath of Winter. While holding the staff you can use your action 
  to unleash an icy cold blizzard from your open mouth. A 100-foot-
  cone of hoarfrost blasts forth in a direction of your choice, dealing 
  9d8 cold damage to all creatures within the cone if they fail a DC 
  18 Constitution saving throw, or half as much on a success. You 
  can’t use this property again until the next dawn. 
  Glacial Prison. By using your action to touch the staff to a surface, 
  you can cause a barrier of ice to spring into existence from a point 
  you can see along this surface within 200 feet of you. This effect 
  is otherwise identical to a wall of ice spell cast at 6th level, with a 
  DC 18 for all saving throws related to the effect. You can’t use this 
  property again until 3 days have passed. 
  Cruel Winds. Wherever the staff goes, a bitterly cold boreal wind 
  accompanies it. The wind gusts intermittently within 30 feet of the 
  attuned character and extinguishes all non-magical flames it comes 
  into contact with.
  Destroying the Staff. The staff can be destroyed through exposure  
  to flames from a fire elemental of equal power to the being it  
  was crafted from. After centuries of exposure, it will melt away  
  into nothing. 
  Necronomicon Ex Corvis 
  BOOK, ARTIFACT (REQUIRES ATTUNEMENT BY A WIZARD)
  This legendary tome of dark necromancy was penned by the mad corvum 
  necromancer Lathrus, of the Night’s Call. The book is one of a kind and 
  contains terrible necromantic secrets.
  The Necronomicon Ex Corvis is a spellbook, and as such only wizards can 
  truly benefit from studying the dark secrets within.
  Abyssal Secrets. By spending a full week studying the dark secrets in this 
  tome, your Intelligence score increases by 2. These secrets gnaw at your mind, 
  however, and your Wisdom score decreases by 1. 
  Grasp of Shadows. By spending at least a minute reciting a ritual listed in this 
  book, you can summon forth 1d4 + 2 shadows. These creatures are loyal to 
  you and can understand any instructions you give them. They will carry out 
  these instructions to the best of their ability. This property can only be used 
  once per week. 
  Knowledge Beyond Reason. You may add the spells listed below into your 
  spellbook. However, the tome removes the restriction that requires you to be 
  able to prepare and cast these spells. In effect, you can copy these spells to your 
  spellbook now, though they will only be available to prepare once you reach a 
  level at which you can cast them. 
  Additionally, rather than pay gold pieces to copy any spell within into your 
  spellbook, you may deal one point of damage to yourself and take one level of 
  exhaustion to scribe the spell in your own blood.
  3rd
  animate dead, bestow curse, vampiric touch 
  4th
  blight
  6th
  circle of death, magic jar
  7th
  finger of death
  The Corvum’s Curse. After copying at least one spell from this tome into your 
  spellbook, you must succeed on a DC 16 Wisdom saving throw or become 
  cursed (as bestow curse), with the effect of the curse being decided by the GM. 
  The curse persists for 2d4 days, but its duration resets anytime you copy a spell 
  from this book. Otherwise, only a remove curse spell cast using a 5th level or 
  higher spell slot can rid you of this effect.
  Destroying the Book. Unlike other artifacts, the book is not immune to 
  damage. Pages removed from the book will lose their magic within a day. 
  Additionally, exposing the book to direct sunlight for at least 8 hours will 
  cause the dark magic within to dissipate, rendering it useless.
  Nest Charm 
  WONDROUS ITEM, UNCOMMON (REQUIRES ATTUNEMENT)
  This charm is a sphere of intricate metal branches, 
  interwoven to form a sort of nest. 
  By placing the charm on the ground and speaking its 
  command word, you can cause it to unfold, creating 
  a 30-foot-diameter circular platform of interwoven 
  branches. Once the platform has reached its full size, 
  a magical tree grows beneath it, lifting the platform 
  50 feet into the air, carrying any passengers and items 
  along with it.
  This perch lasts up to 8 hours, at which point the 
  tree will retreat into the ground and the platform will 
  shrink, eventually curling back into the small charm. 
  At any time the command word can be spoken again 
  to dismiss the perch in a similar fashion. Once the nest 
  charm’s power has been used, it can’t be used again 
  until the next dawn.  
  
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Red-Feather Bow
  WEAPON (ANY BOW), UNCOMMON (REQUIRES ATTUNEMENT)
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  ART: LEESHA HANNIGAN
  Wing Crest Shield
  ARMOR (SHIELD), UNCOMMON (REQUIRES ATTUNEMENT)
  ART: JASON ENGLE
  ART: CRISTINA PÎRVU
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Ambush Prey
  LEVEL 2
  ILLUSION
  S, M
  1 ACTION
  SELF
  1 HR
  ART: JASON ENGLE
  ART: CRISTINA PÎRVU
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Elevated Sight
  LEVEL 1
  DIVINATION
  C. 1 MIN 
  V, S
  1 ACTION
  SELF
  
  Wing Crest Shield 
  ARMOR (SHIELD), UNCOMMON (REQUIRES ATTUNEMENT)
  While wielding this shield, you gain a +1 
  bonus to your AC.
  As an action, you can speak the command 
  word to cast gust of wind (save DC 15). 
  Once the shield has been used to cast this 
  spell, it can’t be used to cast this spell again 
  until the next dawn.
  Red-Feather Bow 
  WEAPON (ANY BOW), UNCOMMON (REQUIRES ATTUNEMENT)
  A prized hunting weapon among mistral raptors, 
  this bow is imbued with magic to help the wielder 
  see their prey from afar. 
  You gain a +1 bonus to attack and damage rolls 
  made with this magic weapon.
  The bow has 3 charges. When you fire an arrow 
  from this bow, you can speak the command word 
  and use a charge to see through the arrow as a 
  bonus action. You can see from the point your 
  arrow lands as if you were there for 1 minute. If  
  the arrow strikes a creature, you see what they see 
  for the same duration.
  The bow regains 1d3 charges each day at dawn. 
  You channel primal predatory energies to perfectly 
  conceal your presence in order to surprise your target. 
  You become invisible for the spell’s duration, granting 
  advantage on all Dexterity (Stealth) checks to remain 
  hidden. The invisibility will last for the duration of the 
  spell, however, moving 5 feet or more from your position 
  when you cast the spell will end the effect.
  As long as you remain invisible, the first attack you make 
  against any target who is unaware of your presence deals 
  an additional 1d6 points of damage. This attack ends  
  the spell.
  At Higher Levels. When you cast this spell using a 
  spell slot above 2nd level, the damage of your first attack 
  increases by 1d6 for every slot level above 2nd.
  Ambush Prey
  2ND LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Hour
  1 Action
  S, M
  RANGER
  A broken twig.
  MATERIAL COMPONENTS
  You cast your eyes skyward, granting you sight from 
  a higher vantage point. You project your vision to 
  see through an invisible sensor which appears in a 
  spot up to 120 feet above you. You can see through 
  the sensor as if you were flying, granting a full 360 
  degree view from its location. 
  The sensor moves with you, retaining its height 
  in relation to you. You can use a bonus action to 
  adjust the sensor’s height, but only to a maximum 
  of 120 feet above you.
  While looking through this sensor you are blind, 
  though you can switch between seeing through the 
  sensor or through your own eyes at any time during 
  your turn.
  Elevated Sight
  1ST LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration,  
  up to 1 minute
  1 Action
  V, S
  CLERIC | DRUID | RANGER | WARLOCK | WIZARD
  
  ART: JASON ENGLE
  ART: CRISTINA PÎRVU
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Feathered Reach
  LEVEL 3 
  TRANSMUTATION
  1 MIN
  S, M
  1 ACTION
  SELF
  ART: JASON ENGLE
  ART: MATEI MONORANU
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Globe of Twilight
  LEVEL 3
  CONJURATION
  C.10 MINS
  V, S, M
  1 ACTION
  SELF
  ART: JASON ENGLE
  ART: MATEI MONORANU 
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Gust Barrier
  LEVEL 0 
  EVOCATION
  1 ROUND
  S
  1 ACTION
  SELF
  ART: JASON ENGLE
  ART: MATEI MONORANU
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Invoke the Amaranthine
  LEVEL 3
  DIVINATION
  24 HRS
  V, S, M
  10 MINS
  SELF
  
  You shroud the area surrounding you in a sphere of night sky, dotted 
  with miniature stars. The twilight conceals your allies, but clearly 
  illuminates your enemies. 
  The area affected by this spell is lightly obscured by magical shadow, 
  within which small constellations softly twinkle. Aside from these 
  stars, only light produced by a spell of 3rd level or higher can 
  properly illuminate any area inside the sphere. Nonmagical light 
  does not function inside the sphere, and all other forms of magical 
  radiance can only produce dim light in a 5-foot space.
  When you cast this spell you may designate any number of creatures 
  you can see to be concealed by the supernatural shadows while 
  in the sphere. A concealed creature has advantage on Dexterity 
  (Stealth) checks when inside the sphere and may attempt to hide at 
  any time. Because the area of the spell is lightly obscured, creatures 
  within the spell’s area have disadvantage on Wisdom (Perception) 
  checks made to see those outside of it. 
  All other creatures in the area are dazzled by the light of the 
  miniature stars, causing them to have disadvantage on all perception 
  checks inside the sphere. When such a creature enters the spell’s area 
  for the first time, or starts its turn there, it must make a Wisdom 
  saving throw or be blinded until the end of its turn.
  Globe of Twilight
  3RD LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self (15-Foot Radius, 
  15 Feet High)
  Concentration,  
  up to 10 minutes
  1 Action
  V, S, M
  DRUID | RANGER | WARLOCK
  A dab of pitch and a bag of glittering sand.
  MATERIAL COMPONENTS
  You transform your arms into powerful wings, and your fingers 
  into long, graceful feathers. The effects of this spell last 1 minute, 
  at which point the feathers gradually fall out, causing you to float 
  gently to the ground as your arms return to their original form. 
  This spell confers a number of benefits upon the caster: 
  • As a bonus action, you can fly up to double your movement 
  speed. You must land once you finish your movement, 
  although you do not take fall damage while this spell is active, 
  as your feathered arms bear you gently to the ground. 
  • You can use your powerful feathered arms to propel yourself 
  upward a distance equal to half your movement speed. 
  You can do this once during your turn and may use it in 
  conjunction with a regular jump.
  • When falling, you can use your reaction to stiffen your arms,  
  and glide on the wind. You may fly up to your movement 
  speed, in any direction, choosing where you land. 
  • You gain advantage on all athletics checks used to make a long 
  or high jump. You do not need to move 10 feet before you 
  jump to gain distance, and you triple the distance you would 
  jump normally.
  In order to benefit from this spell your hands must be free of 
  shields and heavy weapons, and you cannot be encumbered.
  Feathered Reach
  3RD LEVEL TRANSMUTATION
  DRUID | RANGER
  A small feather.
  MATERIAL COMPONENTS
  RANGE
  Self
  DURATION
  1 Minute
  CASTING TIME
  1 Action
  COMPONENTS
  S, M
  You spread your arms wide, allowing yourself to 
  become enveloped by the air around you. Until 
  the end of your next turn, any ranged attack 
  made against you is done with disadvantage. 
  Melee attackers who successfully hit you must 
  make a Constitution saving throw against your 
  spell save DC. On a failure, the attacker is  
  flung away from you up to 10 feet and is 
  knocked prone.
  Gust Barrier
  EVOCATION CANTRIP
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Round
  1 Action
  S
  BARD | DRUID | SORCERER | WIZARD
  You call upon the power of an Amaranthine to grant yourself 
  insight into the Great Rhythm that moves all things. When 
  you cast this spell, roll two d20s, and record what you rolled. 
  For each die, choose either attack roll, skill check, or saving 
  throw. You can choose each option multiple times. For the 
  next 24 hours, you may substitute any roll of an ally or enemy 
  you can see within 60 feet with one of the recorded numbers 
  that matches the type of roll you wish to replace (attack roll, 
  skill check, or saving throw). The target still adds any relevant 
  modifiers to this number, but otherwise treat the substituted 
  number as the number they rolled.
  To do this, you must spend a reaction to present your holy 
  symbol and invoke the name of the Amaranthine whose 
  energies you called upon. You can do this anytime after  
  the skill check, saving throw or attack has been rolled, but 
  before the outcome of the event has been determined. The 
  spell ends after 24 hours have passed, or when both dice  
  have been expended.
  Invoke the Amaranthine
  3RD LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self; Special, 
  (See text)
  24 Hours
  10 Minutes; Special, 
  (See text)
  V, S, M
  CLERIC | PALADIN
  A holy symbol of the amaranthine being invoked.
  MATERIAL COMPONENTS
  
  ART: JASON ENGLE
  ART: MATEI MONORANU
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Shape Plants
  LEVEL 4
  TRANSMUTATION
  INSTANT
  V, S
  1 ACTION
  TOUCH
  ART: JASON ENGLE
  ART: VADIM CIOCAZAN
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Spiny Shield
  LEVEL 1
  ABJURATION
  1 ROUND
  V, S, M
  1 REACT
  SELF
  ART: JASON ENGLE
  ART: VADIM CIOCAZAN
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Stellar Bodies
  LEVEL 4
  EVOCATION
  1 MIN
  V, S
  1 ACTION
  SPECIAL
  ART: JASON ENGLE
  ART: VADIM CIOCAZAN
  HUMBLEWOOD © HIT POINT PRESS INC. 2019
  Veil of Dusk
  LEVEL 1
  ABJURATION
  C.10 MINS 
  V, S, M
  1 BONUS
  60'
  
  An ethereal barrier of spikes, made of magical force, 
  interposes itself between you and an attacker. Until your 
  next turn, when you are hit by a melee attack, the barrier 
  reduces the damage your are dealt by 2d4, and deals the 
  same amount of piercing damage to the attacker. The 
  shield is ineffective against ranged attackers, but still 
  provides a +2 bonus to AC (treat as half cover) against 
  them for the duration.
  At Higher Levels. When you cast this spell using a  
  spell slot above 1st level, increase the spell’s effect by  
  an additional 1d4 for every slot level above 1st.
  Spiny Shield
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Round
  1 Reaction
  V, S, M
  DRUID | RANGER | SORCERER | WIZARD
  A small quill.
  MATERIAL COMPONENTS
  You call upon gentle natural magics to alter the growth of plants. 
  Any plant life you can see within range that fits within a 5-foot 
  cube can take on whatever shape you desire. Additionally, if  
  the plant is a bramble, or capable of growing thorns, you turn 
  the affected area into difficult terrain, causing 2d4 points of 
  piercing damage for every 5 feet moved through the area you 
  shaped. You may also increase or decrease the number of flowers, 
  vines, leaves, thorns, branches, or fruits produced by any plant 
  you shape.
  After one hour, the magic of your spell fades, and the plant 
  resumes its normal shape. If you can use speak with plants 
  (or a similar ability) to communicate with the plant, you may 
  persuade it to retain its new form. Different plants have different 
  feelings and attitudes, and if the form is too different from its 
  natural shape it is likely to decline. If the plant accepts, at the 
  GM’s discretion, it will retain the form you have sculpted it into, 
  in which case the effect becomes permanent. 
  At Higher Levels. When you cast this spell using a spell slot 
  above 4th level, the size of the cube of plant life you can affect 
  with the spell increases by an additional 5 feet for every slot level 
  above 4th.
  Shape Plants
  4TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous;  
  Special, (See text)
  1 Action
  V, S
  BARD | CLERIC | DRUID
  You create two small stars that orbit you. They twinkle 
  pleasantly, shedding dim light in a 10-foot radius centered 
  on you. The stars protect you. If a creature within 5 feet of 
  you hits you with a melee attack they must make a Wisdom 
  saving throw or take 1d8 points of radiant damage for each 
  star orbiting you. 
  Once per round, on your turn, you may use your action 
  to cause a star to streak towards an enemy, expending it as 
  it explodes in a blinding flash. Make a ranged spell attack 
  against an enemy within 120 feet, dealing 4d8 points of 
  radiant damage on a hit. The target must then make a 
  Constitution saving throw or be blinded until the start  
  of your next turn.
  The spell ends when either its duration expires, you fall 
  unconscious, or you have expended all of your stars.
  At Higher Levels. When you cast this spell using a spell  
  slot above 4th level, you may create one additional star for 
  every two slot levels above 4th. For each additional star 
  orbiting you, the radius of dim light centered on  
  you increases by 5 feet.
  Stellar Bodies
  4TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Special, (See text)
  1 Minute
  1 Action
  V, S
  CLERIC | DRUID | SORCERER | WIZARD
  You incant towards a creature, cloaking them 
  in a shadowy veil of darkness and silence. 
  The target gains a +1 bonus to their armor 
  class and rolls stealth checks with advantage 
  for the duration of the spell.
  Veil of Dusk
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration,  
  up to 10 minutes
  1 Bonus Action
  V, S, M
  DRUID | WARLOCK 
  A pinch of soot.
  MATERIAL COMPONENTS
  
  Luma
  ma
  ma
  ma
  LICENCE
  The terms of the Open Gaming License Version 1.0a are as follows: 
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  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. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Humblewood/Reference Cards/v1.0/tdomhumblewood-PNP.pdf