TEXT: CANE LEECH, GIANT
  Small beast, unaligned
  Armor Class 12 
  Hit Points 14 (4d6)
  Speed 10 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  15 (+2) 
  11 (+0) 
  2 (−4) 
  12 (+1) 
  4 (−3)
  Skills Perception +3, Stealth +4
  Senses blindsight 30 ft., passive Perception 13
  Languages —
  CHALLENGE 1/4 (50 XP)
  Amphibious. The leech can breathe air and water. 
  ACTIONS
  Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage, and the leech attaches 
  to the target. While attached, the leech doesn’t attack. Instead, 
  at the start of each of the leech’s turns, the target loses 6 
  (1d8 + 2) hit points due to blood loss.
  The leech can detach itself by spending 5 feet of its movement. 
  It does so after it drains 15 hit points of blood from the target 
  or the target dies. A creature, including the target, can use its 
  action to detach the leech.
  Blood Spray (Recharges after a Blood Drain Hit). Ranged 
  Weapon Attack: +4 to hit, range 30 ft., one creature. Hit: 
  6 (1d8 + 2) poison damage, and if the target is Medium or 
  smaller, it must succeed on a DC 11 Strength saving throw or 
  be knocked prone.
  
  Blood Fuel. When the sentinel reduces a creature to 0 hit 
  points with a melee weapon attack on its turn, it can cast a 
  spell of 1st level or lower as a bonus action.
  Marked Soul. The sentinel has a marked soul. An infernalist or 
  infernal master can use the marked soul to summon horrors 
  into the physical world.
  Second Wind (Recharges after a Short or Long Rest). The 
  sentinel can use a bonus action to regain 5 (1d10) hit points.
  Spellcasting. The sentinel is a 3rd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). The sentinel has the following cleric 
  spells prepared:
  Cantrips (at will): guidance, resistance, shocking grasp
  1st level (4 slots): bane, hellish rebuke, inflict wounds, shield
  2nd level (2 slots): darkness, hold person
  ACTIONS
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 2 (1d4) 
  necrotic damage.
  DARK SENTINEL
  Medium humanoid (any race), chaotic evil
  Armor Class 14 (scale mail) 
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  10 (+0)
   
  Skills Intimidation +4
  Senses passive Perception 10
  Languages any one language
  CHALLENGE 1 (200 XP)
  
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Nimble Escape. The rat can take the Disengage or Hide action 
  as a bonus action on each of its turns.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. If the target is a creature, it must 
  succeed on a DC 11 Constitution saving throw or contract devil 
  rat fever.
  DEVIL RAT FEVER
  The disease’s lesions manifest in 1d3 days, causing the victim’s 
  Constitution and Strength scores to decrease by 1 each. Each 
  day that the victim is diseased, more of the lesions will appear.
  At the end of each long rest, an infected creature makes a DC 
  11 Constitution saving throw. On a success, the victim regains 
  1 point of Constitution and 1 point of Strength lost to the 
  disease. If the infected creature regains all the points lost to 
  the disease, it is cured. Other effects that raise the victim’s 
  ability scores do not cure the disease. On a failed saving throw, 
  the victim’s Constitution and Strength scores each decrease by 
  1 again. If a creature’s Constitution score or Strength score is 
  reduced to 0 as a result of this disease, they are slain. Anyone 
  attempting to dispose of their corpse must succeed on a DC 10 
  Wisdom (Medicine) check. If they fail, they must immediately 
  make a DC 11 Constitution saving throw or contract devil 
  rat fever.
  DEVIL RAT
  Tiny beast, neutral evil
  Armor Class: 13 
  Hit Points: 3 (1d4 + 1)
  Speed: 40 ft., swim 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  16 (+3) 
  13 (+1) 
  3 (−4) 
  11 (+0) 
  4 (−3)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  CHALLENGE 1/8 (25 XP)
  
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell.
  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 rat. The swarm can’t regain hit points or gain 
  temporary hit points.
  ACTIONS
  Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one target 
  in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or 
  fewer. If the target is a creature, it must succeed on a DC 11 
  Constitution saving throw or contract devil rat fever.
  DEVIL RATS, SWARM
  Medium swarm of Tiny beasts, neutral evil
  Armor Class 13 
  Hit Points 38 (7d8+7)
  Speed 40 ft., swim 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  16 (+3) 
  13 (+1) 
  3 (−4) 
  11 (+0) 
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  CHALLENGE 1/2 (100 XP)
  
  DEVIL RAT MATRIARCH
  Large beast, neutral evil
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15)
  Speed 40 ft., swim 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  9 (−1) 
  16 (+3) 
  4 (−3) 
  12 (+1) 
  5 (−3)
  Skills Stealth +1
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  CHALLENGE 2 (450 XP)
  Keen Smell. The matriarch has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Rupture. When the matriarch drops to 21 or fewer hit points, 
  place a new swarm of devil rats in her space.
  ACTIONS
  Multiattack. The matriarch makes one bite attack and one 
  tail trip attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) poison 
  damage. If the target is a creature, it must succeed on a DC 11 
  Constitution saving throw or contract devil rat fever.
  Tail Trip. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw or 
  be knocked prone.
  
  DEVIL RAT, PUTRID
  Small beast, neutral evil
  Armor Class 12 
  Hit Points 22 (5d6 + 5)
  Speed 40 ft., swim 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  15 (+2) 
  13 (+1) 
  3 (−4) 
  11 (+0) 
  4 (−3)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  CHALLENGE 1/4 (50 XP)
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Stench. Any creature that starts its turn within 5 feet of the 
  rat must succeed on a DC 10 Constitution saving throw or be 
  poisoned until the start of its next turn.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) poison 
  damage. If the target is a creature, it must succeed on a DC 11 
  Constitution saving throw or contract devil rat fever.
  Bile Spray (Recharge 6). The putrid devil rat vomits a 15-foot 
  cone of noxious matter. Each creature in that area must 
  succeed on a DC 12 Dexterity saving throw, taking 4 (1d8) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  
  DEVIL RAT, RIPPER
  Small beast, neutral evil
  Armor Class 12 
  Hit Points 9 (2d6 + 2)
  Speed 40 ft., swim 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  15 (+2) 
  13 (+1) 
  3 (−4) 
  11 (+0) 
  4 (−3)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  CHALLENGE 1/8 (25 XP)
  Keen Smell. The ripper has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Blood Frenzy. The ripper has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it 
  must succeed on a DC 11 Constitution saving throw or contract 
  devil rat fever.
  
  DREAD REMNANT
  Medium undead, neutral evil
  Armor Class 15 (natural armor) 
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  9 (−1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  10 (+0)
  Skills Athletics +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  CHALLENGE 3 (700 XP)
  Magic Resistance. The dread has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The dread’s weapon attacks are magical.
  Turn Immunity. The dread is immune to features that 
  turn undead.
  ACTIONS
  Multiattack. The dread makes two melee attacks.
  Handblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Frightful Presence. Each creature of the dread’s choice that 
  is within 60 feet of the dread and aware of it must succeed 
  on a DC 13 Wisdom saving throw or become frightened for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to the dread’s Frightful Presence for 
  the next 24 hours.
  
  CRYPT SPIDER
  Medium beast, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., climb 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  17 (+3) 
  12 (+1) 
  1 (−5) 
  11 (+0) 
  4 (−3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Languages —
  CHALLENGE 3 (700 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) acid 
  damage. The target must succeed on a DC 13 Constitution 
  saving throw or its hit point maximum is reduced by an 
  amount equal to the acid damage taken. This reduction lasts 
  until the creature finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  Acid Spray (Recharge 5–6). The spider spews acid in a 
  15-foot cone. Each creature in the cone must make a DC 13 
  Dexterity saving throw, taking 18 (4d8) acid damage on a failed 
  save, or half as much damage on a successful one.
  Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, 
  range 30/60 ft., one Large or smaller creature. Hit: The target 
  is restrained by webbing. As an action, the restrained target 
  can make a DC 12 Strength check, bursting the webbing on 
  a success. The webbing can also be attacked and destroyed 
  (AC 10; hp 5; vulnerability to fire damage; immunity to acid, 
  bludgeoning, poison, and psychic damage).
  
  ESSENCE-STARVED DESOLATOR
  Large fiend (infernal horror), lawful evil
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27)
  Speed 25 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  6 (−2) 
  10 (+0) 
  4 (−3)
  Saving Throws Dex +2, Con +5
  Skills Perception +2
  Damage Resistances acid, poison, psychic
  Condition Immunities blinded, charmed, exhaustion, frightened, 
  prone
  Senses blindsight 60 ft., passive Perception 12
  Languages —
  CHALLENGE 4 (1,100 XP)
  Anathema. When the desolator is summoned, non-
  infernal creatures within a 20-foot radius of it take 5 (1d10) 
  acid damage.
  Magic Weapons. The desolator’s weapon attacks are magical.
  Scuttle. The desolator can take the Dash action as a bonus 
  action on each of its turns.
  Soulless. The desolator does not have a soul.
  ACTIONS
  Multiattack. The desolator makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 9 (1d10 + 4) slashing damage plus 3 (1d6) 
  necrotic damage, and the target is grappled (escape DC 14). 
  The desolator has two claws, each of which can grapple only 
  one target.
  Black Bile (Recharge 5–6). The desolator spews a fountain 
  of bile in a 15-foot cone. Each creature in that area must 
  make a DC 13 Dexterity saving throw, taking 24 (7d6) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  
  ESSENCE-STARVED GRIEVER
  Small fiend (infernal horror), lawful evil
  Armor Class 13 
  Hit Points 27 (6d6 + 6)
  Speed 0 ft., fly 35 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  17 (+3) 
  12 (+1) 
  6 (−2) 
  10 (+0) 
  4 (−3)
  Saving Throws Dex +5
  Damage Vulnerabilities radiant
  Damage Resistances poison, psychic
  Condition Immunities blinded, charmed, exhaustion, frightened
  Senses blindsight 60 ft., passive Perception 10
  Languages —
  CHALLENGE 1 (200 XP)
  Magic Weapons. The griever’s weapon attacks are magical.
  Soulless. The griever does not have a soul.
  Void Inferno. The griever can take the Help action to help an 
  allied griever attack a creature within the normal range of both 
  grievers’ Void Fire. If the attack hits, the target takes an extra 5 
  (1d10) fire damage.
  ACTIONS
  Void Fire. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft. or 60/180 ft., one creature. Hit: 6 (1d6 + 3) fire damage.
  
  ESSENCE-STARVED HOWLER
  Medium fiend (infernal), lawful evil
  Armor Class 13 (natural armor) 
  Hit Points 51 (6d10 + 18)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  16 (+3) 
  6 (−2) 
  10 (+0) 
  4 (−3)
  Damage Resistances poison, psychic
  Condition Immunities blinded, charmed, exhaustion, 
  frightened
  Senses blindsight 60 ft., passive Perception 10
  Languages —
  CHALLENGE 2 (450 XP)
  Blood Frenzy. The howler has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  Magic Weapons. The howler’s weapon attacks are magical.
  Reckless. At the start of its turn, the howler can gain 
  advantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Soulless. The howler does not have a soul.
  ACTIONS
  Impaler. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic 
  damage. A creature damaged by this attack can’t regain hit 
  points until the start of the howler’s next turn.
  REACTIONS
  Vengeance. If an infernal ally of the howler takes damage, 
  can use its reaction to move up to half its speed toward the 
  creature that damaged the ally and then make one impaler 
  attack against that creature.
  
  GANG BOMBER
  Small humanoid (gobber), neutral evil
  Armor Class 14 (alchemist’s leathers) 
  Hit Points 10 (3d6)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Five Cant plus any one language
  CHALLENGE 1/4 (50 XP)
  Nimble Escape. The bomber can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  ACTIONS
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Fire Bomb. The bomber tosses a bomb at a point it can see 
  within 20 feet of it. Each creature within 5 feet of that point 
  must make a DC 13 Dexterity saving throw, taking 7 (2d6) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
  Flash Bomb. The bomber tosses a bomb at a point it can see 
  within 20 feet of it. Each creature within 5 feet of that point 
  must succeed on a DC 13 Constitution saving throw or be 
  blinded and deafened until the end of the bomber’s next turn.
  Smoke Bomb. The bomber tosses a bomb at a point it can 
  see within 20 feet of it. The area within 5 feet of that point 
  is heavily obscured by smoke until the end of the bomber’s 
  next turn.
  
  GANG CUTTHROAT
  Medium humanoid (any race), neutral evil
  Armor Class 13 (hide armor) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Skills Intimidate +2, Stealth +3
  Senses passive Perception 11
  Languages  Five Cant, any one language appropriate for the 
  region.
  CHALLENGE 1/4 (50 XP)
  Nimble Escape. The cutthroat can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Sneak Attack. Once per turn, the cutthroat deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 5 
  feet of an ally of the cutthroat that isn’t incapacitated and the 
  cutthroat doesn’t have disadvantage on the attack roll.
  ACTIONS
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  
  GANG ENFORCER
  Medium humanoid (any), neutral evil
  Armor Class 14 (studded leather armor) 
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  15 (+2) 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  12 (+1)
  Skills Deception +3, Perception +3, Stealth +4
  Senses passive Perception 13
  Languages Five Cant plus any one language
  CHALLENGE 1/2 (100 XP)
  Stick ’Em In. On each of its turns, the enforcer can cause one 
  ally within 80 feet to move up to its speed as a bonus action.
  Point Blank. The enforcer does not have disadvantage on 
  hand cannon attacks made against a target within 5 feet of it.
  ACTIONS
  Multiattack. The enforcer makes one cutlass attack and one 
  hand cannon attack.
  Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  Hand Cannon. Ranged Weapon Attack: +4 to hit, range 
  80/240 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
  
  GANG GAFFMAN
  Medium humanoid (any), neutral evil
  Armor Class 13 (hide armor) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Skills Intimidate +2, Stealth +3
  Senses passive Perception 11
  Languages Five Cant plus any one language
  CHALLENGE 1/4 (50 XP)
  Sea Legs. The gaffman has advantage on saving throws and 
  ability checks made to maintain its balance or avoid being 
  knocked prone.
  ACTIONS
  Gaff Hook. Melee Weapon Attack: +3 to hit, reach 10 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage, and the target 
  must succeed on a DC 13 Strength (Athletics) or Dexterity 
  (Acrobatics) check or be pushed 5 feet away from the gaffman 
  or knocked prone (the gaffman’s choice).
  Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  
  GANG LOOKOUT
  Medium humanoid (any), neutral evil
  Armor Class 13 (hide armor) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Skills Perception +3, Stealth +3
  Senses passive Perception 13
  Languages Five Cant plus any one language
  CHALLENGE 1/4 (50 XP)
  Quick Escape. The lookout can take the Dash or Disengage 
  action as a bonus action on each of its turns.
  ACTIONS
  Rifle Butt. Melee Weapon Attack: +3 to hit, range 5 ft., one 
  target. Hit: 3 (1d4 + 1) bashing damage.
  Carbine. Ranged Weapon Attack: +3 to hit, reach 50/150 ft., 
  one target. Hit: 10 (2d8 + 1) piercing damage, and the lookout’s 
  allies have advantage on attack rolls against the target until the 
  start of the lookout’s next turn.
  
  GANG PILOT
  Medium humanoid (any), neutral evil
  Armor Class 14 (hide armor) 
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  15 (+2) 
  13 (+1) 
  10 (+0) 
  13 (+1) 
  11 (+0)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages Five Cant plus any one language
  CHALLENGE 1 (200 XP)
  Sea Legs. The pilot has advantage on saving throws and 
  ability checks made to maintain its balance or avoid being 
  knocked prone.
  ACTIONS
  Lantern Pole. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 2 (1d4) 
  fire damage.
  Blinding Flash (Recharge 5–6). Melee Weapon Attack: +4 
  to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning 
  damage, and the target and each creature within 5 feet of 
  it must succeed on a DC 13 Constitution saving throw or be 
  blinded for 1 minute. An affected creature can repeat the 
  saving throw at the end of each of its turns, ending the effect 
  on itself on a success.
  
  GANG THUG
  Medium humanoid (any race), neutral evil
  Armor Class 13 (hide armor) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Skills Athletics +3, Intimidate +2
  Senses passive Perception 11
  Languages  Five Cant, any one language appropriate for the 
  region.
  CHALLENGE 1/8 (25 XP)
  Pack Tactics. The thug has advantage on an attack roll against 
  a creature if at least one of the thug’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  ACTIONS
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  
  HORNBEAK TRASK STALKER
  CHALLENGE 1/4 (50 XP)
  Medium beast, unaligned
  Armor Class 13 
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., climb 15 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  13 (+1) 
  3 (−4) 
  12 (+1) 
  4 (−3)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Adrenaline Surge (1/Day). For 2 (1d4) rounds, the trask can 
  make an attack or take the Dash action as a bonus action. 
  Afterward, for an equal number of rounds, its speed is halved 
  and it has disadvantage on attack rolls.
  Hunting Hound. The trask’s allies have advantage on attack 
  rolls against a creature if the creature is within 5 feet of the 
  trask and the trask isn’t incapacitated.
  Keen Smell. The trask has advantage on Wisdom (Perception) 
  checks that rely on smell.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) piercing damage.
  
  INFERNAL CULTIST
  Medium humanoid (any race), chaotic evil
  Armor Class 14 (scale mail) 
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  13 (+1) 
  13 (+1) 
  9 (−1) 
  12 (+1) 
  10 (+0)
  Skills Stealth +3
  Senses passive Perception 11
  Languages any one language
  CHALLENGE 1/4 (50 XP)
  Marked Soul. The cultist has a marked soul. An infernalist or 
  infernal master can use the marked soul to summon horrors 
  into the physical world.
  Reckless. At the start of its turn, the cultist can gain 
  advantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Spellcasting. The cultist is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The cultist has the following cleric 
  spells prepared:
  Cantrips (at will): guidance, resistance
  1st level (2 slots): bane, inflict wounds
  ACTIONS
  Ritual Dagger. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) 
  necrotic damage.
  
  OGRUN BULLY
  Medium humanoid (ogrun), neutral evil
  Armor Class 14 (armored apron) 
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  15 (+2) 
  8 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages Five Cant plus any one language
  CHALLENGE 1 (200 XP)
  Bully. The bully has advantage on an attack roll against a 
  creature if none of the creature’s allies are within 5 feet of 
  the creature.
  ACTIONS
  Massive Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Blunderbuss. Ranged Weapon Attack: +3 to hit, range 30/90 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. Each creature 
  within 5 feet of the target must succeed on a DC 13 Dexterity 
  saving throw or take half the damage dealt to the target.
  
  RAZORBAT
  Tiny beast, unaligned
  Armor Class 14 
  Hit Points 5 (2d4)
  Speed 5 ft., fly 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  19 (+4) 
  10 (+0) 
  2 (−4) 
  12 (+1) 
  4 (−3)
  Skills Stealth +6
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  CHALLENGE 1/4 (50 XP)
  Echolocation. The razorbat can’t use its blindsight 
  while deafened.
  Keen Hearing. The razorbat has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. A creature damaged by the razorbat 
  begins bleeding. While bleeding, a creature takes 1 damage at 
  the start of each of its turns. The bleeding ends if the bleeding 
  creature succeeds on a DC 10 Constitution saving throw at the 
  end of its turn or receives healing. Alternatively, the bleeding 
  creature, or a creature within 5 feet of it, can use an action to 
  make a DC 10 Wisdom (Medicine) check, ending the bleeding 
  on a success.
  Sonic Screech (Recharge 6). The razorbat projects a 
  focused beam of high-pitched sound in a 15-foot cone. Each 
  creature in that area must succeed on a DC 10 Constitution 
  saving throw or take 5 (2d4) thunder damage and be stunned 
  until the start of the razorbat’s next turn.
  
  RISEN GATORMAN
  Large undead, neutral evil
  Armor Class 8 
  Hit Points 85 (9d10 + 36)
  Speed 30 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  6 (−2) 
  18 (+4) 
  3 (−4) 
  6 (−2) 
  5 (−3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  CHALLENGE 2 (450 XP)
  Undead Fortitude. If damage reduces the gatorman to 0 
  hit points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the gatorman drops to 1 hit 
  point instead.
  ACTIONS
  Multiattack. The gatorman makes two melee attacks: one 
  with its bite and one with its glaive.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage, and the target is grappled 
  (escape DC 12). Until this grapple ends, the target is restrained, 
  and the gatorman can’t grapple another target.
  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 7 (1d10 + 2) slashing damage.
  Death Roll. A creature grappled by the gatorman is knocked 
  prone and takes 15 (2d10 + 4) bludgeoning damage. In addition, 
  if the grappled creature is underwater, the amount of time it 
  can hold its breath is reduced by 1 minute. Creatures that can’t 
  be knocked prone are immune to this attack.
  
  RISEN THRALL
  Medium undead, neutral evil
  Armor Class 8 
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  CHALLENGE 1/4 (50 XP)
  Pack Tactics. The thrall has advantage on an attack roll 
  against a creature if at least one of the thrall’s allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Undead Fortitude. If damage reduces the thrall to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from a 
  critical hit. On a success, the thrall drops to 1 hit point instead.
  ACTIONS
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  
  RUSTBUCKET
  Large construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 42 (4d10 + 20)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  10 (+0) 
  20 (+5) 
  5 (−3) 
  10 (+0) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, paralyzed, poisoned
  Senses passive Perception 10
  Languages understands the languages of its manufacturer but 
  can’t speak
  CHALLENGE 1 (200 XP)
  Cortex. Rustbucket’s cortex allows it to understand basic 
  commands from its controller (spoken verbally by most but 
  usually communicated telepathically by warcasters). Verbal 
  commands must be akin to those issued to a trained animal, 
  such as “stay,” “guard,” “attack,” and so on. Rustbucket will 
  carry out these commands with no regard for its own safety.
  Steam Powered. Rustbucket requires coal and water to 
  function. When not in combat, it can function for 7 hours 
  with a full fuel load of 300 pounds of coal and fresh water 
  in its boiler. While in combat, Rustbucket can function for 
  1 hour with a full fuel load. If Rustbucket’s coal and water 
  are not refilled at the end of this time, it suffers one level of 
  exhaustion at the end of each minute. Due to the amount of 
  noise its steam engine produces, Rustbucket has disadvantage 
  on Dexterity (Stealth) checks.
  Shoddy Maintenance. Roll a d6 at the start of each of 
  Rustbucket’s turns. On a 1, it is stunned for one round. On a 2 
  to 4, it has disadvantage on all rolls and its speed is halved for 
  one round. On a 5, it acts normally. On a 6, it has advantage on 
  all rolls for one round but treats a roll of 6 as a roll of 1 when it 
  rolls for this ability next round.
  ACTIONS
  Multiattack. Rustbucket makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 7 (1d8 + 3) bludgeoning damage.
  
  SLUDGE BRUTE
  Large ooze, unaligned
  Armor Class 8 
  Hit Points 45 (6d10 + 12)
  Speed 20 ft., climb 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  6 (−2) 
  14 (+2) 
  2 (−4) 
  6 (−2) 
  1 (−5)
  Damage Vulnerabilities fire
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8
  Languages —
  CHALLENGE 2 (450 XP)
  Alchemical Consumption. The sludge brute can absorb 
  any alchemical or magic potion it comes into contact with, 
  regaining hit points just as if it had consumed a potion of 
  healing of the same rarity as the absorbed item.
  Alchemical Scent. The sludge brute has advantage on 
  Wisdom (Perception) checks to detect alchemical substances 
  and potions.
  Amorphous. The sludge brute can move through a space as 
  narrow as 1 inch wide without squeezing.
  False Appearance. While the sludge brute remains 
  motionless, it is indistinguishable from an ordinary puddle of 
  toxic waste.
  Spider Climb. The sludge brute can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  ACTIONS
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) 
  acid damage. If the target is a creature, it must succeed on a 
  DC 12 Constitution saving throw or be affected by a random 
  condition for 1 minute, as shown in the following table. The 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
   
  d6 
  Condition
   
  1 
  Charmed
   
  2 
  Frightened
   
  3 
  Invisible
   
  4 
  Petrified
   
  5 
  Poisoned
   
  6 
  Blinded
  
  SOUL SHRIVEN
  Medium humanoid (any), chaotic evil
  Armor Class 11 (14 with mage armor)
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  16 (+3)
  Skills Arcana +2, Religion +2
  Senses passive Perception 11
  Languages any one language
  CHALLENGE 1 (200 XP)
  Agonizing Blast. The shriven adds its Charisma modifier (+3) 
  to the damage of its eldritch blast cantrip.
  Marked Soul. The shriven has a marked soul. An infernalist or 
  infernal master can use the marked soul to summon horrors 
  into the physical world.
  Soul Scourge. The shriven can take 5 (1d10) damage that can’t 
  be reduced or prevented in any way to gain advantage on a 
  spell attack roll or to impose disadvantage on a target’s saving 
  throw to resist one of its spells.
  Willing Vessel. An infernalist or infernal master can use 
  Summon Infernal as a bonus action rather than an action if it 
  designates the shriven as the ally to be destroyed.
  Spellcasting. The shriven is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following warlock spells prepared:
  Cantrips (at will): chill touch, eldritch blast
  1st–2nd level (2 2nd-level slots): entangle, hellish rebuke, hold 
  person, ray of enfeeblement
  ACTIONS
  Chain Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage plus 2 (1d4) 
  necrotic damage.
  
  THRALL WARRIOR
  Medium undead, neutral evil
  Armor Class 16 (chain mail) 
  Hit Points 59 (7d10 + 21)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  8 (−1) 
  16 (+3) 
  4 (−3) 
  6 (−2) 
  5 (−3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  CHALLENGE 2 (450 XP)
  Undead Fortitude. If damage reduces the thrall to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from a 
  critical hit. On a success, the thrall drops to 1 hit point instead.
  ACTIONS
  Multiattack. The thrall warrior makes two attacks with 
  its greatsword.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  
  THRULLG, INJURED
  Large beast, unaligned
  Armor Class 12 (natural armor) 
  Hit Points 60 (8d10 + 16)
  Speed 40 ft., climb 20 ft., swim 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  15 (+2) 
  10 (+0) 
  8 (−1) 
  7 (−2)
  Skills: Athletics +5, Stealth +2
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  CHALLENGE 2 (450 XP)
  Magic Resistance. The thrullg has advantage on saving 
  throws against spells and other magical effects.
  Magic Sense. The thrullg can pinpoint the location of magic 
  items and spellcasting within 100 feet of it.
  Underwater Camouflage. The thrullg has advantage on 
  Dexterity (Stealth) checks made while underwater.
  ACTIONS
  Multiattack. The thrullg makes two melee attacks: one with 
  its claws and one with its tentacle bite.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Tentacle Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage, and the target 
  is grappled (escape DC 13). Until this grapple ends, the target 
  is restrained, and the thrullg can’t use its tentacle bite on 
  another target.
  Absorb Magic. The thrullg can feed on any magic items held 
  by a creature it has grappled. The magic item loses all of its 
  magical properties for 1d4 rounds, and the thrullg heals 21 
  (6d4 + 6) hit points. If the thrullg feeds off the same magic 
  item for 3 consecutive rounds, the magic item is rendered 
  mundane and permanently loses all its magical properties.
  
  WRETCH
  Medium humanoid (human), chaotic evil
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  17 (+3) 
  15 (+2) 
  10 (+0) 
  16 (+3) 
  7 (−2)
  Skills Arcana +2, Religion +4, Stealth +5
  Senses passive Perception 13
  Languages any one language
  CHALLENGE 2 (450 XP)
  Entropic Force. While within 5 feet of the wretch, creatures 
  cannot regain hit points and can only succeed on death saving 
  throws only on a roll of 12 or higher.
  Dusk Prowler. The wretch makes Dexterity (Stealth) checks 
  with advantage when it is in areas of dim light.
  Marked Soul. The wretch has a marked soul. An infernalist or 
  infernal master can use the marked soul to summon horrors 
  into the physical world.
  Spellcasting. The wretch is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). The wretch has the following cleric 
  spells prepared:
  Cantrips (at will): guidance, mending, resistance, sacred 
  flame, thaumaturgy
  1st level (4 slots): bane, command, inflict wounds, 
  shield of faith
  2nd level (3 slots): hold person, silence
  3rd level (2 slots): bestow curse
  ACTIONS
  Cursed Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4 − 1) bludgeoning damage, and if the 
  target is a creature, it must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 1 minute. While a creature is 
  poisoned in this way, it has disadvantage on saving throws to 
  resist the wretch’s spells. A poisoned creature can repeat the 
  saving throw at the end of each of its turns, ending the effect 
  on itself on a success.
  
  Medium humanoid (human), chaotic neutral
  Armor Class 12 (15 with mage armor) 
  Hit Points 27 (6d6 + 6) 
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  9 (−1) 
  17 (+3)
  Skills Arcana +2, Deception +5, Perception +1, Religion +2
  Senses passive Perception 11
  Languages Cygnaran
  Stir the Dead. Alexia can use her action to animate the corpse 
  of one Medium or Small humanoid as a risen thrall. The thrall 
  is friendly to Alexia and obeys her commands to the best of 
  its ability. Alexia can use this ability as a bonus action instead 
  of an action if the expired target died within the last round. 
  Alternatively, Alexia can use a bonus action and expend a spell 
  slot of 1st level or higher to animate the corpse of one Medium 
  or Small humanoid as a thrall warrior.
  Spellcasting. Alexia is a 5th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). She has the following sorcerer spells prepared:
  Cantrips (at will): chill touch, fire bolt, minor illusion, 
  prestidigitation, true strike
  1st level (4 slots): mage armor, shield
  2nd level (3 slots): blindness/deafness, scorching ray
  3rd level (2 slots): dispel magic, haste
  ACTIONS
  Witchfire. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) slashing damage. If an attack with 
  this weapon reduces a target to 0 hit points, Alexia regains 
  an expended spell slot equal to the target’s challenge rating 
  (or a 1st-level spell slot if the target’s challenge rating is 1/2, 
  1/4, or 1/8).
  Ring of Force (1/Day). Alexia casts wall of force. The spell 
  lasts its full duration of 10 minutes without Alexia needing to 
  concentrate on it.
  Death Magic. As an action, Alexia can destroy one risen thrall 
  or thrall warrior she has created. She immediately regains an 
  expended spell slot and can cast a spell of the regained slot’s 
  level as a bonus action.
  ALEXIA, THE WRACKED
  CHALLENGE 2 (450 XP)
  
  Medium humanoid (human), chaotic evil
  Armor Class 12 (leather armor) 
  Hit Points 45 (10d8)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  12 (+1) 
  10 (+0) 
  17 (+3) 
  13 (+1) 
  14 (+2)
  Saving Throws Int +5
  Skills Arcana +5, Deception +4, Perception +3, Religion +5
  Senses passive Perception 13
  Languages Cygnaran
  Fueled by Blood. When Derrigan reduces a creature to 0 hit 
  points with a melee weapon attack on his turn, he can cast a 
  spell of 2nd level or lower as a bonus action.
  Spellcasting. Derrigan is a 5th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 13, +5 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips (at will): acid splash, minor illusion, poison spray, 
  true strike
  1st level (4 slots): disguise self, false life, hideous laughter, ray of 
  sickness (see “Actions” below)
  2nd level (3 slots): darkness, hold person, suggestion
  3rd level (2 slots): bestow curse, fear
  ACTIONS
  Truncheon. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  Ray of Sickness (1st-Level Spell; Requires a Spell Slot). 
  Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 
  (2d8) poison damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned until the end of 
  Derrigan’s next turn. When he casts this spell using a spell slot 
  of 2nd level or higher, the damage increases by 1d8 for each slot 
  level above 1st.
  Summon Infernal (1/Day). As an action, Derrigan can expend a 
  spell slot and designate an ally with the Marked Soul trait he can 
  see within 90 feet of him. The ally is destroyed, and an infernal 
  with a challenge rating equal to the level of the expended spell 
  slot is summoned in its place. The summoned creature is friendly 
  to Derrigan and his companions. In combat, the infernal shares 
  Derrigan’s initiative count, but it takes its turn immediately after 
  him. The infernal obeys verbal commands from Derrigan (no 
  action required). If Derrigan doesn’t issue any verbal commands, 
  the infernal defends itself but otherwise takes no action.
  CAPTAIN JACK DERRIGAN
  CHALLENGE 4 (1,100 XP)
  
  Cunning Action. Skuzz can take the Dash, Disengage, or Hide 
  action as a bonus action on each of his turns.
  Expert Sneak. Skuzz has advantage on Dexterity 
  (Stealth) checks.
  Sneak Attack (1/Turn). Skuzz deals an extra 7 (2d6) damage 
  when he hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an 
  ally of Skuzz that isn’t incapacitated and Skuzz doesn’t have 
  disadvantage on the attack roll.
  ACTIONS
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  SKOZNANAMUN (“SKUZZ”)
  Small humanoid (gobber), neutral
  Armor Class 15 (leather armor) 
  Hit Points 21 (6d6)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  18 (+4) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  11 (+0)
  Skills Acrobatics +6, Perception +3, Sleight of Hand +6, 
  Stealth +6
  Senses passive Perception 13
  Languages Cygnaran, Five Cant, Gobberish
  CHALLENGE 1 (200 XP)
  
  Incorporeal Movement. Omodamos can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Inscrutable. Omodamos is immune to any effect that would 
  sense its emotions or read its thoughts, as well as any 
  divination spell that it refuses. Wisdom (Insight) checks 
  made to ascertain Omodamos’ intentions or sincerity 
  have disadvantage.
  Sacrifice. As a bonus action, Omodamos can destroy an ally 
  with the Marked Soul trait it can see within 90 feet to regain 
  one expended spell slot.
  Spellcasting. Omodamos is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 11, +3 to hit with 
  spell attacks). It has the following warlock spells prepared:
  Cantrips (at will): chill touch, eldritch blast, true strike
  1st–3rd level (2 3rd-level slots): darkness, fear, fireball, hellish 
  rebuke, hold person, shield of faith
  ACTIONS
  Multiattack. Omodamos makes two melee attacks.
  Infernal Flail. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 3 (1d6) 
  necrotic damage.
  Summon Infernal. As an action, Omodamos can expend a 
  spell slot and designate an ally with the Marked Soul trait it can 
  see within 90 feet of it. The ally is destroyed, and an infernal 
  with a challenge rating equal to or lower than the level of the 
  expended spell slot is summoned in its place. The summoned 
  creature is friendly to Omodamos and its companions. In 
  combat, the infernal shares Omodamos’ initiative count, but 
  it takes its turn immediately after Omodamos. The infernal 
  obeys mental commands from Omodamos (no action 
  required). If Omodamos doesn’t issue any verbal commands, 
  the infernal defends itself but otherwise takes no action.
  SPECTER OF OMODAMOS
  CHALLENGE 4 (1,100 XP)
  Large infernal, lawful evil
  Armor Class 15 (half plate) 
  Hit Points 75 (10d8 + 30)
  Speed 0 ft., fly 30 ft. (hover)
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Skills Arcana +3, Deception +3, Intimidation +3, Religion +3
  Damage Resistances poison, psychic
  Condition Immunities blinded, charmed, exhaustion, frightened
  Senses blindsight 120 ft., passive Perception 12
  Languages all spoken languages
  
SOURCE: textdata/thevault/Iron Kingdoms/Iron Kingdoms (5e)/IK - Adventure Cards Backers.pdf