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  2
  Hoard of the Dragon Queen • Magic Items
  Work in Progress!
  This information from the Dungeon Master’s Guide represents 
  in-progress versions of the rules in that book. Updated 
  information will appear in future versions of the D&D basic 
  rules.
  Magic Items
  This section collects the magic items referenced in 
  the Hoard of the Dragon Queen adventure. For the 
  rules governing magic item use, such as rarity and 
  attunement, see the Dungeon Master’s D&D basic rules, 
  which are available at DungeonsandDragons.com in 
  mid-August.
   For spells referenced by magic items in the adventure 
  (including spell scrolls), see the “Spells” section of this 
  supplement and the D&D basic rules.
  +1 Armor 
  Armor (any), rare
  While you wear this armor, you have a +1 bonus to AC.
  +1 Weapon
  Weapon (any), uncommon
  You have a +1 bonus to attack rolls and damage rolls for 
  attacks you make with this magic weapon.
  Arrow-Catching Shield
  Armor (shield), rare, requires attunement
  While wielding this shield, you have a +1 bonus to AC 
  against ranged attacks. In addition, whenever a creature 
  makes a ranged weapon attack against a target within 5 
  feet of you, you can use a reaction to become the target 
  of the attack.
  Bag of Holding
  Wondrous item, uncommon
  This cloth sack, roughly 2 feet in diameter at the mouth 
  and 4 feet deep, has an interior space considerably 
  larger than its outside dimensions. The bag can hold up 
  to 500 pounds, not exceeding a volume of 64 cubic feet. 
  The bag weighs 15 pounds, regardless of its contents.
   Placing an object in the bag follows the normal rules 
  for interacting with objects. Retrieving an item from the 
  bag requires you to use an action.
   The bag has a few limitations. If the bag is overloaded, 
  or if a sharp object pierces it or tears it, the bag ruptures 
  and is destroyed. If the bag is destroyed, its contents are 
  lost forever, although an artifact always turns up again 
  somewhere. If the bag is turned inside out, its contents 
  spill forth, unharmed, but the bag must be put right 
  before it can be used again. If a breathing creature is 
  placed within the bag, the creature can survive for up to 
  10 minutes, after which time it begins to suffocate.
   Secret. Placing a bag of holding inside a portable 
  hole opens a momentary gate to the Astral Plane. Any 
  creatures within a 10-foot radius of the gate are drawn 
  to the Astral Plane, the gate closes, and the portable 
  hole and bag of holding are destroyed.
   If a portable hole is placed into a bag of holding, a 
  similar gate appears. However, it leads to a random 
  plane of existence.
  Bracers of Defense
  Wondrous item, rare, requires attunement
  While you wear these bracers, you have a +3 bonus to 
  your AC while you wear no armor and use no shield.
  Dagger of Venom
  Weapon (dagger), rare
  You have a +1 bonus to attack rolls and damage rolls 
  for attacks you make with this magic weapon. If you 
  apply poison to the dagger, other than its own poison, its 
  saving throw DC increases by 2.
   Once per day, you can use an action to cause thick, 
  black poison to coat the blade. The poison remains for 1 
  minute or until you hit with an attack using this weapon. 
  When you hit a creature with the poisoned dagger, the 
  target must make a DC 15 Constitution saving throw. 
  On a failed save, the target becomes poisoned for 1 
  minute and takes 2d10 poison damage.
  Potion of Gaseous Form
  Potion, rare
  This potion’s container seems to hold fog that moves 
  and pours like water.
   When you drink this potion, it casts the gaseous form 
  spell on you. The effect lasts for 1 hour or until you take 
  a bonus action to end it.
  Potion of Healing
  Potion, common
  This liquid is red, but it briefly glimmers with light as it 
  is agitated.
   When you drink this potion, you regain 2d4 + 2 hit 
  points.
  Potion of Greater Healing
  Potion, uncommon
  With the slightest agitation, this red liquid briefly blazes 
  with bright light.
   When you drink this potion, you regain 4d4 + 4 hit 
  points.
  Oil of Etherealness 
  Potion, rare
  Beads of this cloudy gray oil form on the outside of its 
  container and seem to quickly evaporate.
   A dose is enough oil to cover a Medium creature and 
  the equipment it wears and carries, which takes 10 
  minutes. Once the oil is applied, the affected creature 
  travels to the border regions of the Ethereal Plane for 1 
  hour.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  3
  Hoard of the Dragon Queen • Magic Items
  Spell Scroll
  Scroll, varies
  See the “Spells” section of this supplement for 
  information on spell scrolls found in the adventure.
  Staff of Fire
  Staff, very rare, requires attunement
  You must be a bard, sorcerer, warlock, or wizard to 
  become attuned to this staff.
   While you hold this staff, you have resistance to 
  fire damage. In addition, you can use an action to 
  expend some of the staff’s 10 charges to cast one of the 
  following spells without using any components, using 
  your spell save DC: burning hands (1 charge), fireball (3 
  charges), or wall of fire (4 charges)
   The staff regains 1d6 + 4 expended charges each day 
  at dawn. However, if you expend the last charge, roll a 
  d20. On a 1, the staff blackens, crumbles into cinders, 
  and is destroyed.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  4
  Hoard of the Dragon Queen • Monsters
  Adult Blue Dragon
  Huge dragon, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 40 ft., burrow 30 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  10 (+0) 
  23 (+6) 
  16 (+3) 
  15 (+2) 
  19 (+4)
  Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  Skills Perception +12, Stealth +5
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 
  22
  Languages Common, Draconic
  Challenge 16 (15,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning 
  damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s choice that 
  is within 120 feet of the dragon and aware of it must succeed 
  on a DC 17 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 dragon’s Frightful Presence for 
  the next 24 hours.
  Lightning Breath (Recharge 5–6). The dragon exhales lightning 
  in a 90-foot line that is 5 feet wide. Each creature in that line 
  must make a DC 19 Dexterity saving throw, taking 66 (12d10) 
  lightning damage on a failed save, or half as much damage on 
  a successful one.
  Legendary Actions
  The dragon 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 
  dragon regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. 
  Each creature within 10 feet of the dragon must succeed 
  on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) 
  bludgeoning damage and be knocked prone. The dragon can 
  then fly up to half its flying speed.
  Monsters
  The section collects the stat blocks for those monsters 
  referenced in the Hoard of the Dragon Queen adventure, 
  excluding those found in that adventure’s appendix.
   For more information on monsters and how to read 
  a monster’s statistics, see the D&D basic rules or the 
  Monster Manual.
  Acolyte
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  Skills Medicine +4, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). The acolyte has following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  5
  Hoard of the Dragon Queen • Monsters
  Adult White Dragon
  Huge dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  10 (+0) 
  22 (+6) 
  8 (−1) 
  12 (+1) 
  12 (+1)
  Saving Throws Dex +5, Con +11, Wis +6, Cha +6
  Skills Perception +11, Stealth +5
  Damage Immunities cold
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  Languages Common, Draconic
  Challenge 13 (10,000 XP)
  Ice Walk. The dragon can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn’t cost it extra moment.
  Legendary Resistance (3/Day). If the dragon fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s choice that 
  is within 120 feet of the dragon and aware of it must succeed 
  on a DC 14 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 dragon’s Frightful Presence for 
  the next 24 hours.
  Cold Breath (Recharge 5–6). The dragon exhales an icy blast in 
  a 60-foot cone. Each creature in that area must make a DC 19 
  Constitution saving throw, taking 54 (12d8) cold damage on a 
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The dragon 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 
  dragon regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. 
  Each creature within 10 feet of the dragon must succeed 
  on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) 
  bludgeoning damage and be knocked prone. The dragon can 
  then fly up to half its flying speed.
  Air Elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 5 (1,800 XP)
  Air Form. The elemental can enter a hostile creature’s space 
  and stop there. It can move through a space as narrow as 1 
  inch wide without squeezing.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  Whirlwind (Recharge 4–6). Each creature in the elemental’s 
  space must make a DC 13 Strength saving throw. On a failure, 
  a target takes 15 (3d8 + 2) bludgeoning damage and is flung 
  up 20 feet away from the elemental in a random direction and 
  knocked prone. If a thrown target strikes an object, such as a 
  wall or floor, the target takes 3 (1d6) bludgeoning damage for 
  every 10 feet it was thrown. If the target is thrown at another 
  creature, that creature must succeed on a DC 13 Dexterity 
  saving throw or take the same damage and be knocked prone. 
   If the saving throw is successful, the target takes half the 
  bludgeoning damage and isn’t flung away or knocked prone.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  6
  Hoard of the Dragon Queen • Monsters
  Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its 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.
  Evasion. If the assassin is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the assassin that isn’t incapacitated and the 
  assassin doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 
  ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage.
  Customizing NPCs
  This appendix contains statistics for various humanoid 
  nonplayer characters (NPCs) from the Hoard of the Dragon 
  Queen adventure. These stat blocks can be used to represent 
  both human and nonhuman NPCs, and can be customized 
  as you see fit.
   Racial Traits. You can add racial traits to an NPC. For 
  example, a halfling druid might have a speed of 25 feet and 
  the Lucky trait. Adding racial traits to an NPC doesn’t alter 
  its challenge rating. For more on racial traits, see the Player’s 
  Handbook or the D&D basic rules.
   Spell Swaps. One way to customize an NPC spellcaster is 
  to replace one or more of its spells. You can substitute any 
  spell on the NPC’s spell list with a different spell of the same 
  level from the same spell list. Swapping spells in this manner 
  doesn’t alter an NPC’s challenge rating.
   Armor and Weapon Swaps. You can upgrade or downgrade 
  an NPC’s armor, or add or switch weapons. Adjustments to 
  Armor Class and damage can change an NPC’s challenge 
  rating, as explained in the Dungeon Master’s Guide.
   Magic Items. The more powerful an NPC, the more 
  likely it has one or more magic items in its possession. An 
  archmage, for example, might have a magic staff or wand, 
  as well as one or more potions and scrolls. Giving an NPC a 
  potent damage-dealing magic item could alter its challenge 
  rating. Magic items, as well as adjusting a creature’s 
  challenge rating, are described in the Dungeon Master’s 
  Guide.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  7
  Hoard of the Dragon Queen • Monsters
  Bullywug
  Medium humanoid (bullywug), neutral evil
  Armor Class 15 (hide armor, shield)
  Hit Points 11 (2d8 + 2)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  12 (+1) 
  13 (+1) 
  7 (−2) 
  10 (+0) 
  7 (−2)
  Skills Stealth +3
  Senses passive Perception 10
  Languages Bullywug
  Challenge 1/4 (50 XP)
  Amphibious. The bullywug can breathe air and water.
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concepts to frogs and toads when it speaks in Bullywug.
  Swamp Camouflage. The bullywug has advantage on Dexterity 
  (Stealth) checks made to hide in swampy terrain.
  Standing Leap. The bullywug’s long jump is up to 20 feet and 
  its high jump is up to 10 feet, with or without a running start.
  Actions
  Multiattack. The bullywug makes two melee attacks: one with 
  its bite and one with its spear.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Crocodile
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 20 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Skills Stealth +2
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Hold Breath. The crocodile can hold its breath for 15 minutes.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target is 
  grappled (escape DC 12). Until this grapple ends, the target is 
  restrained, and the crocodile can’t bite another target.
  Cultist
  Medium humanoid (any race), any non-good alignment
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) slashing damage.
  Deer
  Medium beast, unaligned
  Armor Class 13
  Hit Points 4 (1d8)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  11 (+0) 
  2 (−4) 
  14 (+2) 
  5 (−3)
  Senses passive Perception 12
  Languages —
  Challenge 0 (10 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) piercing damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  8
  Hoard of the Dragon Queen • Monsters
  Doppelganger
  Medium monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Insight +3
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has seen, or 
  back into its true form. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Ambusher. The doppelganger has advantage on attack rolls 
  against any creature it has surprised.
  Surprise Attack. If the doppelganger surprises a creature and 
  hits it with an attack during the first round of combat, the 
  target takes an extra 10 (3d6) damage from the attack.
  Actions
  Multiattack. The doppelganger makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.
  Read Thoughts. The doppelganger magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 
  2 inches of metal, or a thin sheet of lead blocks it. While the 
  target is in range, the doppelganger can continue reading its 
  thoughts, as long as the doppelganger’s concentration isn’t 
  broken (as if concentrating on a spell). While reading the 
  target’s mind, the doppelganger has advantage on Wisdom 
  (Insight) and Charisma (Deception, Intimidation, and 
  Persuasion) checks against the target.
  Dwarf
  For dwarf NPCs in the adventure, use an appropriate NPC stat 
  block from this section, then add dwarf racial traits (see the 
  Player’s Handbook or the D&D basic rules). 
  Elk
  Large beast, unaligned
  Armor Class 10
  Hit Points 13 (2d10 + 2)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  10 (+0) 
  12 (+1) 
  2 (−4) 
  10 (+0) 
  6 (−2)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the elk moves at least 20 feet straight toward a target 
  and then hits it with a ram attack on the same turn, the target 
  takes an extra 7 (2d6) damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or be knocked 
  prone.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone 
  creature. Hit: 8 (2d4 + 3) bludgeoning damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  9
  Hoard of the Dragon Queen • Monsters
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (−2) 
  11 (+0) 
  7 (−2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Terran
  Challenge 2 (450 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle 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: 5 (1d6 + 2) slashing damage.
  Giant Centipede
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (−3) 
  14 (+2) 
  12 (+1) 
  1 (−5) 
  7 (−2) 
  3 (−4)
  Senses blindsight 30 ft., passive Perception 8
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) piercing damage, and the target must succeed 
  on a DC 11 Constitution saving throw or take 10 (3d6) poison 
  damage. If the poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 1 hour, even after 
  regaining hit points, and is paralyzed while poisoned in this 
  way.
  Ettercap
  Medium monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  15 (+2) 
  13 (+1) 
  7 (−2) 
  12 (+1) 
  8 (−1)
  Skills Perception +3, Stealth +4, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Spider Climb. The ettercap 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 ettercap knows the 
  exact location of any other creature in contact with the same 
  web.
  Web Walker. The ettercap ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The ettercap makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. 
  The target must succeed on a DC 11 Constitution saving throw 
  or be poisoned for 1 minute. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) slashing damage.
  Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 
  30/60 ft., one Large or smaller creature. Hit: The creature is 
  restrained by webbing. As an action, the restrained creature 
  can make a DC 11 Strength check, escaping from the webbing 
  on a success. The effect ends if the webbing is destroyed. The 
  webbing has AC 10, 5 hit points, resistance to bludgeoning 
  damage, and immunity to poison and psychic damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  10
  10
  Hoard of the Dragon Queen • Monsters
  Giant Spider
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  12 (+1) 
  2 (−4) 
  11 (+0) 
  4 (−3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1 (200 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, and the target must make a 
  DC 11 Constitution saving throw, taking 9 (2d8) poison damage 
  on a failed save, or half as much damage on a successful one. 
  If the poison damage reduces the target to 0 hit points, the 
  target is stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way.
  Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 
  30/60 ft., one 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 bludgeoning, poison, and psychic 
  damage).
  Giant Frog
  Medium beast, unaligned
  Armor Class 11
  Hit Points 18 (4d8)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  13 (+1) 
  11 (+0) 
  2 (−4) 
  10 (+0) 
  3 (−4)
  Skills Perception +2, Stealth +3
  Senses darkvision 30 ft., passive Perception 12
  Languages —
  Challenge 1/4 (50 XP)
  Amphibious. The frog can breathe air and water.
  Standing Leap. The frog’s long jump is up to 20 feet and its 
  high jump is up to 10 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage, and the target is grappled 
  (escape DC 11). Until this grapple ends, the target is restrained, 
  and the frog can’t bite another target.
  Swallow. The frog makes one bite attack against a Small or 
  smaller target it is grappling. 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 frog, and it takes 5 (2d4) acid damage 
  at the start of each of the frog’s turns. The frog can have only 
  one target swallowed at a time. 
   If the frog dies, a swallowed creature is no longer restrained 
  by it and can escape from the corpse using 5 feet of movement, 
  exiting prone.
  Giant Lizard
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  12 (+1) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  11
  11
  Hoard of the Dragon Queen • Monsters
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Guard
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  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.
  Half-Orc
  For half-orc NPCs in the adventure, use an appropriate NPC 
  stat block from this section, then add half-orc racial traits (see 
  the Player’s Handbook). Alternatively, use the orc stat block.
  Helmed Horror
  Medium construct, neutral
  Armor Class 20 (plate, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Damage Immunities force, necrotic, poison
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects.
  Spell Immunity. The helmed horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt.
  Actions
  Multiattack. The helmed horror makes two longsword attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Gray Ooze
  Medium ooze, unaligned
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 10 ft., climb 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  6 (−2) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  2 (−4)
  Skills Stealth +2
  Damage Resistances acid, cold, fire
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The ooze can move through a space as narrow as 
  1 inch wide without squeezing.
  Corrode Metal. Any nonmagical weapon made of metal that 
  hits the ooze corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. 
  If its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the ooze is destroyed after 
  dealing damage. 
   The ooze can eat through 2-inch-thick, nonmagical metal in 1 
  round.
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from an oily pool or wet rock.
  Actions
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) 
  acid damage, and if the target is wearing nonmagical metal 
  armor, its armor is partly corroded and takes a permanent 
  and cumulative −1 penalty to the AC it offers. The armor is 
  destroyed if the penalty reduces its AC to 10.
  Griffon
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (−4) 
  13 (+1) 
  8 (−1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Keen Sight. The griffon has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The griffon makes two attacks: one with its beak 
  and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  12
  12
  Hoard of the Dragon Queen • Monsters
  Knight
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws Con +4, Wis +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws against 
  being frightened.
  Actions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or warning 
  whenever a nonhostile creature that it can see within 30 feet of 
  it makes an attack roll or a saving throw. The creature can add 
  a d4 to its roll provided it can hear and understand the knight. 
  A creature can benefit from only one Leadership die at a time. 
  This effect ends if the knight is incapacitated.
  Reactions
  Parry. The knight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the knight must see the attacker and be 
  wielding a melee weapon.
  Hobgoblin
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  9 (−1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Martial Advantage. Once per turn, the hobgoblin can deal an 
  extra 7 (2d6) damage to a creature it hits with a weapon attack 
  if that creature is within 5 feet of an ally of the hobgoblin that 
  isn’t incapacitated.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  Hobgoblin Captain
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (half plate)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial Advantage. Once per turn, the hobgoblin can deal 
  an extra 10 (3d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the hobgoblin 
  that isn’t incapacitated.
  Actions
  Multiattack. The hobgoblin makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the hobgoblin can utter a special command or warning 
  whenever a nonhostile creature that it can see within 30 feet 
  of it makes an attack roll or a saving throw. The creature can 
  add a d4 to its roll provided it can hear and understand the 
  hobgoblin. A creature can benefit from only one Leadership die 
  at a time. This effect ends if the hobgoblin is incapacitated.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  13
  13
  Hoard of the Dragon Queen • Monsters
  Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The mage has the following wizard spells 
  prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, 
  shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Noble
  Medium humanoid (any race), any alignment
  Armor Class 15 (breastplate)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive Perception 10
  Languages any two languages
  Challenge 1/8 (25 XP)
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one melee attack that 
  would hit it. To do so, the noble must see the attacker and be 
  wielding a melee weapon.
  Kobold
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 5 (2d6 − 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  15 (+2) 
  9 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Lizardfolk
  Medium humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  13 (+1) 
  7 (−2) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4, Survival +5
  Senses passive Perception 13
  Languages Draconic
  Challenge 1/2 (100 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.
  Actions
  Multiattack. The lizardfolk makes two melee attacks, each one 
  with a different weapon.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  14
  14
  Hoard of the Dragon Queen • Monsters
  Otyugh
  Large aberration, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  19 (+4) 
  6 (−2) 
  13 (+1) 
  6 (−2)
  Saving Throws Con +7
  Senses darkvision 120 ft., passive Perception 11
  Languages Otyugh
  Challenge 5 (1,800 XP)
  Limited Telepathy. The otyugh can magically transmit simple 
  messages and images to any creature within 120 feet of it that 
  can understand a language. This form of telepathy doesn’t 
  allow the receiving creature to telepathically respond.
  Actions
  Multiattack. The otyugh makes three attacks: one with its bite 
  and two with its tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d8 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw against disease 
  or become poisoned until the disease is cured. Every 24 hours 
  that elapse, the target must repeat the saving throw, reducing 
  its hit point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease reduces its 
  hit point maximum to 0. This reduction to the target’s hit point 
  maximum lasts until the disease is cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) 
  piercing damage. If the target is Medium or smaller, it is 
  grappled (escape DC 13) and restrained until the grapple ends. 
  The otyugh has two tentacles, each of which can grapple one 
  target.
  Tentacle Slam. The otyugh slams creatures grappled by it into 
  each other or a solid surface. Each creature must succeed on a 
  DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning 
  damage and be stunned until the end of the otyugh’s next turn. 
  On a successful save, the target takes half the bludgeoning 
  damage and isn’t stunned.
  Ogre
  Large giant, chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  7 (−2) 
  7 (−2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP)
  Actions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Orc
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  15
  15
  Hoard of the Dragon Queen • Monsters
  2nd level (3 slots): lesser restoration, spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage.
  Roper
  Large monstrosity, neutral evil
  Armor Class 20 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 10 ft., climb 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (−1) 
  17 (+3) 
  7 (−2) 
  16 (+3) 
  6 (−2)
  Skills Perception +6, Stealth +5
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 5 (1,800 XP)
  False Appearance. While the roper remains motionless, it is 
  indistinguishable from a normal cave formation, such as a 
  stalagmite.
  Grasping Tendrils. The roper can have up to six tendrils at 
  a time. Each tendril can be attacked (AC 20; 10 hit points; 
  immunity to poison and psychic damage). Destroying a tendril 
  deals no damage to the roper, which can extrude a replacement 
  tendril on its next turn. A tendril can also be broken if a 
  creature takes an action and succeeds on a DC 15 Strength 
  check against it.
  Spider Climb. The roper can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Multiattack. The roper makes four attacks with its tendrils, 
  uses Reel, and makes one attack with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 22 (4d8 + 4) piercing damage.
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one 
  creature. Hit: The target is grappled (escape DC 15). Until the 
  grapple ends, the target is restrained and has disadvantage 
  on Strength checks and Strength saving throws, and the roper 
  can’t use the same tendril on another target.
  Reel. The roper pulls each creature grappled by it up to 25 feet 
  straight toward it.
  Peryton
  Medium monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  13 (+1) 
  9 (−1) 
  12 (+1) 
  10 (+0)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Senses passive Perception 15
  Languages understands Common and Elvish but can’t speak
  Challenge 2 (450 XP)
  Dive Attack. If the peryton is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon 
  attack, the attack deals an extra 9 (2d8) damage to the target.
  Flyby. The peryton doesn’t provoke an opportunity attack when 
  it flies out of an enemy’s reach.
  Keen Sight and Smell. The peryton has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The peryton makes one gore attack and one talon 
  attack.
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage.
  Priest
  Medium humanoid (any race), any alignment
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest can expend a 
  spell slot to cause its melee weapon attacks to magically deal 
  an extra 10 (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the priest expends a 
  spell slot of 2nd level or higher, the extra damage increases by 
  1d6 for each level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). The priest has the following cleric spells 
  prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, sanctuary
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  16
  16
  Hoard of the Dragon Queen • Monsters
  Shambling Mound
  Large plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 20 ft., swim 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  10 (+0) 
  5 (−3)
  Skills Stealth +2
  Damage Resistances cold, fire
  Damage Immunities lightning
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  Lightning Absorption. Whenever the shambling mound is 
  subjected to lightning damage, it takes no damage and regains 
  a number of hit points equal to the lightning damage dealt.
  Actions
  Multiattack. The shambling mound makes two slam attacks. 
  If both attacks hit a Medium or smaller target, the target is 
  grappled (escape DC 14), and the shambling mound uses its 
  Engulf on it.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Engulf. The shambling mound engulfs a Medium or smaller 
  creature grappled by it. The engulfed target is blinded, 
  restrained, and unable to breathe, and it must succeed on a 
  DC 14 Constitution saving throw at the start of each of the 
  mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the 
  mound moves, the engulfed target moves with it. The mound 
  can have only one creature engulfed at a time.
  Rug of Smothering
  Large construct, unaligned
  Armor Class 12
  Hit Points 33 (6d10)
  Speed 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  14 (+2) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 2 (450 XP)
  Antimagic Susceptibility. The rug is incapacitated while in 
  the area of an antimagic field. If targeted by dispel magic, the 
  rug must succeed on a Constitution saving throw against the 
  caster’s spell save DC or fall unconscious for 1 minute.
  Damage Transfer. While it is grappling a creature, the rug takes 
  only half the damage dealt to it, and the creature grappled by 
  the rug takes the other half.
  False Appearance. While the rug remains motionless, it is 
  indistinguishable from a normal rug.
  Actions
  Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  Medium or smaller creature. Hit: The creature is grappled 
  (escape DC 13). Until this grapple ends, the target is restrained, 
  blinded, and at risk of suffocating, and the rug can’t smother 
  another target. In addition, at the start of each of the target’s 
  turns, the target takes 10 (2d6 + 3) bludgeoning damage.
  Scout
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  17
  17
  Hoard of the Dragon Queen • Monsters
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). The spy 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 spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 2 (1d4)
  Speed 10 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4 (−3) 
  16 (+3) 
  11 (+0) 
  2 (−4) 
  8 (−1) 
  6 (−2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge 
  attaches to the target. While attached, the stirge doesn’t 
  attack. Instead, at the start of each of the stirge’s turns, the 
  target loses 5 (1d4 + 3) hit points due to blood loss. 
   The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood from 
  the target or the target dies. A creature, including the target, 
  can use its action to detach the stirge.
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life but can’t 
  speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter 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.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the 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.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  18
  18
  Hoard of the Dragon Queen • Monsters
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage.
  Slow (Recharge 5–6). The golem targets one or more creatures 
  it can see within 10 feet of it. Each target must make a DC 17 
  Wisdom saving throw against this magic. On a failed save, a 
  target can’t use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the target can 
  take either an action or a bonus action on its turn, not both. 
  These effects last for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  Swarm of Centipedes
  Use the swarm of insects stat block, below.
  Swarm of Insects
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  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 insect. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer.
  Stone Giant
  Huge giant, neutral
  Armor Class 17 (natural armor)
  Hit Points 126 (11d12 + 55)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  9 (−1)
  Saving Throws Dex +5, Con +8, Wis +4
  Skills Athletics +12, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 7 (2,900 XP)
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or 
  be knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at the giant, 
  the giant can, with a successful DC 10 Dexterity saving throw, 
  catch the missile and take no bludgeoning damage from it.
  Stone Golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5)
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP)
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  19
  19
  Hoard of the Dragon Queen • Monsters
  Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2)
  Skills Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if 
  it starts its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Swarm of Rats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 10
  Hit Points 24 (7d8 − 7)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  11 (+0) 
  9 (−1) 
  2 (−4) 
  10 (+0) 
  3 (−4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 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
  Bites. Melee Weapon Attack: +2 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.
  Troglodyte
  Medium humanoid (troglodyte), chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  10 (+0) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Troglodyte
  Challenge 1/4 (50 XP)
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that starts its 
  turn within 5 feet of the troglodyte must succeed on a DC 12 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature 
  is immune to the stench of all troglodytes for 1 hour.
  Sunlight Sensitivity. While in sunlight, the troglodyte 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The troglodyte makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  20
  20
  Hoard of the Dragon Queen • Monsters
  incapacitated in its resting place, the vampire is paralyzed until 
  the stake is removed. 
   Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability checks.
  Actions
  Multiattack (Vampire Form Only). The vampire makes two 
  attacks, only one of which can be a bite attack.
  Unarmed Strike (Vampire Form Only). Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning 
  damage. Instead of dealing damage, the vampire can grapple 
  the target (escape DC 18).
  Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 
  to hit, reach 5 ft., one willing creature, or a creature that is 
  grappled by the vampire, incapacitated, or restrained. Hit: 7 
  (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount equal to 
  the necrotic damage taken, and the vampire regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0. A humanoid slain in this way and then 
  buried in the ground rises the following night as a vampire 
  spawn under the vampire’s control.
  Charm. The vampire targets one humanoid it can see within 
  30 feet of it. If the target can see the vampire, the target must 
  succeed on a DC 17 Wisdom saving throw against this magic 
  or be charmed by the vampire. The charmed target regards 
  the vampire as a trusted friend to be heeded and protected. 
  Although the target isn’t under the vampire’s control, it takes 
  the vampire’s requests or actions in the most favorable way it 
  can, and it is a willing target for the vampire’s bit attack. 
   Each time the vampire or the vampire’s companions do 
  anything harmful to the target, it can repeat the saving throw, 
  ending the effect on itself on a success. Otherwise, the 
  effect lasts 24 hours or until the vampire is destroyed, is on a 
  different plane of existence than the target, or takes a bonus 
  action to end the effect.
  Children of the Night (1/Day). The vampire magically calls 2d4 
  swarms of bats or rats, provided that the sun isn’t up. While 
  outdoors, the vampire can call 3d6 wolves instead. The called 
  creatures arrive in 1d4 rounds, acting as allies of the vampire 
  and obeying its spoken commands. The beasts remain for 1 
  hour, until the vampire dies, or until the vampire dismisses 
  them as a bonus action.
  Legendary Actions
  The vampire 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 
  vampire regains spent legendary actions at the start of its turn.
  Move. The vampire moves up to its speed without provoking 
  opportunity attacks.
  Unarmed Strike. The vampire makes one unarmed strike.
  Bite (Costs 2 Actions). The vampire makes one bite attack.
  Vampire
  Medium undead (shapechanger), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 144 (17d8 + 68)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4)
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills Perception +7, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 17
  Languages the languages it knew in life
  Challenge 13 (10,000 XP)
  Shapechanger. If the vampire isn’t in sunlight or running water, 
  it can use its action to polymorph into a Tiny bat or a Medium 
  cloud of mist, or back into its true form. 
   While in bat form, the vampire can’t speak, its walking speed 
  is 5 feet, and it has a flying speed of 30 feet. Its statistics, other 
  than its size and speed, are unchanged. Anything it is wearing 
  transforms with it, but nothing it is carrying does. It reverts to 
  its true form if it dies. 
   While in mist form, the vampire can’t take any actions, speak, 
  or manipulate objects. It is weightless, has a flying speed of 20 
  feet, can hover, and can enter a hostile creature’s space and 
  stop there. In addition, if air can pass through a space, the mist 
  can do so without squeezing, and it can’t pass through water. It 
  has advantage on Strength, Dexterity, and Constitution saving 
  throws, and it is immune to all nonmagical damage, except the 
  damage it takes from sunlight.
  Legendary Resistance (3/Day). If the vampire fails a saving 
  throw, it can choose to succeed instead.
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, the vampire transforms into a cloud of mist (as in the 
  Shapechanger trait) instead of falling unconscious, provided 
  that it isn’t in sunlight or running water. If it can’t transform, it 
  is destroyed. 
   While it has 0 hit points in mist form, it can’t revert to its 
  vampire form, and it must reach its resting place within 2 
  hours or be destroyed. Once in its resting place, it reverts to 
  its vampire form. It is then paralyzed until it regains at least 1 
  hit point. After spending 1 hour in its resting place with 0 hit 
  points, it regains 1 hit point.
  Regeneration. The vampire regains 20 hit points at the start 
  of its turn if it has at least 1 hit point and isn’t in sunlight or 
  running water. If the vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the start of the 
  vampire’s next turn.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The vampire has the following flaws: 
   Forbiddance. The vampire can’t enter a residence without an 
  invitation from one of the occupants. 
   Harmed by Running Water. The vampire takes 20 acid damage 
  if it ends its turn in running water. 
   Stake to the Heart. If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  21
  21
  Hoard of the Dragon Queen • Monsters
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword attacks. If it 
  has a shortsword drawn, it can also make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Violet Fungus
  Medium plant, unaligned
  Armor Class 5
  Hit Points 18 (4d8)
  Speed 5 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  1 (−5) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 1/4 (50 XP)
  False Appearance. While the violet fungus remains motionless, 
  it is indistinguishable from an ordinary fungus.
  Actions
  Multiattack. The fungus makes 1d4 Rotting Touch attacks.
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one 
  creature. Hit: 4 (1d8) necrotic damage.
  Vampire Spawn
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  16 (+3) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Saving Throws Dex +6, Wis +3
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Regeneration. The vampire regains 10 hit points at the start 
  of its turn if it has at least 1 hit point and isn’t in sunlight or 
  running water. If the vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the start of the 
  vampire’s next turn.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The vampire has the following flaws: 
   Forbiddance. The vampire can’t enter a residence without an 
  invitation from one of the occupants. 
   Harmed by Running Water. The vampire takes 20 acid damage 
  when it ends its turn in running water. 
   Stake to the Heart. The vampire is destroyed if a piercing 
  weapon made of wood is driven into its heart while it is 
  incapacitated in its resting place. 
   Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability checks.
  Actions
  Multiattack. The vampire makes two attacks, only one of which 
  can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, 
  the vampire can grapple the target (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage 
  plus 7 (2d6) necrotic damage. The target’s hit point maximum 
  is reduced by an amount equal to the necrotic damage taken, 
  and the vampire regains hit points equal to that amount. The 
  reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  22
  22
  Hoard of the Dragon Queen • Monsters
  Winged Kobold
  Small humanoid (kobold), lawful evil
  Armor Class 13
  Hit Points 7 (3d6 − 3)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  16 (+3) 
  9 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/4 (50 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Dropped Rock. Ranged Weapon Attack: +5 to hit, one target 
  directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning 
  damage. 
  Wyvern
  Large dragon, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  12 (+1) 
  6 (−2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The wyvern makes two attacks: one with its bite 
  and one with its stinger. While flying, it can use its claws in 
  place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  Hit Points 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0)
  Damage Immunities lightning, poison
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 2 (450 XP)
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points.
  Ephemeral. The will-o’-wisp can’t wear or carry anything.
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. It 
  takes 5 (1d10) force damage if it ends its turn inside an object.
  Variable Illumination. The will-o’-wisp sheds bright light in a 5- 
  to 20-foot radius and dim light for an additional number of feet 
  equal to the chosen radius. The will-o’-wisp can alter the radius 
  as a bonus action.
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d8) lightning damage.
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Life Drain, or until its 
  concentration ends (as if concentrating on a spell).
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  23
  23
  Hoard of the Dragon Queen • Monsters
  Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 
  (2d6) poison damage.
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is 
  grappled (escape DC 13). Until this grapple ends, the target is 
  restrained, and the yuan-ti can’t constrict another target.
  Scimitar (Yuan‑ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan‑ti Form Only). Ranged Weapon Attack: +4 to 
  hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Yuan-ti Pureblood
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast the 
  following spells, requiring no material components:
  At will: animal friendship (snakes only)
  3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) 
  poison damage.
  Yuan-ti Malison
  Medium monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 12
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Skills Deception +5, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal, Common, Draconic
  Challenge 3 (700 XP)
  Shapechanger. The yuan-ti can use its action to polymorph into 
  a Medium snake, or back into its true form. Its statistics are 
  the same in each form. Any equipment it is wearing or carrying 
  isn’t transformed. It doesn’t change form if it dies.
  Innate Spellcasting (Yuan‑ti Form Only). The yuan-ti’s innate 
  spellcasting ability is Charisma (spell save DC 13). The yuan-ti 
  can innately cast the following spells, requiring no material 
  components:
  At will: animal friendship (snakes only)
  3/day: suggestion
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Malison Type. The yuan-ti has one of the following types:
  Type 1: Human body with snake head
  Type 2: Human head and body with snakes for arms
  Type 3: Human head and upper body with a serpentine lower 
  body instead of legs
  Actions for Type 1
  Multiattack (Yuan‑ti Form Only). The yuan-ti makes two 
  ranged attacks or two melee attacks, but can use its bite only 
  once.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Scimitar (Yuan‑ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Longbow (Yuan‑ti Form Only). Ranged Weapon Attack: +4 to 
  hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage plus 7 (2d6) poison damage.
  Actions for Type 2
  Multiattack (Yuan‑ti Form Only). The yuan-ti makes two bite 
  attacks using its snake arms.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
  Actions for Type 3
  Multiattack (Yuan‑ti Form Only). The yuan-ti makes two 
  ranged attacks or two melee attacks, but can constrict only 
  once.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  24
  24
  Hoard of the Dragon Queen • Spells
  Blindness/Deafness
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: 1 minute
  You can blind or deafen a foe. Choose one creature that 
  you can see within range to make a Constitution saving 
  throw. If it fails, the target is either blinded or deafened 
  (your choice) for the duration. At the end of each of its 
  turns, the target can make a Constitution saving throw. 
  On a success, the spell ends.
   At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Calm Emotions
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You attempt to suppress strong emotions in a group 
  of people. Each humanoid in a 20-foot-radius sphere 
  centered on a point you choose within range must make 
  a Charisma saving throw; a creature can choose to 
  fail this saving throw if it wishes. If a creature fails its 
  saving throw, choose one of the following two effects.
   You can suppress any effect causing a target to be 
  charmed or frightened. When this spell ends, any 
  suppressed effect resumes, provided that its duration 
  has not expired in the meantime.
   Alternatively, you can make a target indifferent about 
  creatures of your choice that it is hostile toward. This 
  indifference ends if the target is attacked or harmed by 
  a spell or if it witnesses any of its friends being harmed. 
  When the spell ends, the creature becomes hostile 
  again, unless the DM rules otherwise.
  Chromatic Orb
  1st-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a diamond worth at least 50 gp)
  Duration: Instantaneous
  You hurl a 4-inch-diameter sphere of energy at a 
  creature that you can see within range. You choose 
  acid, cold, fire, lightning, poison, or thunder for the type 
  of orb you create, and then make a ranged spell attack 
  against the target. If the attack hits, the creature takes 
  3d8 damage of the type you chose.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d8 for each slot level above 1st.
  Spells
  This section collects the spells referenced in the Hoard 
  of the Dragon Queen adventure, excluding those already 
  available in the D&D basic rules. This includes spells 
  mentioned in monster stat blocks (both in the adventure 
  appendix and this supplement) and spells referred to by 
  magic items in the adventure. 
   For the rules governing magic and spellcasting, see 
  the D&D basic rules or the Player’s Handbook.
  Animal Friendship
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a morsel of food)
  Duration: 24 hours
  This spell lets you convince a beast that you mean it no 
  harm. Choose a beast that you can see within range. 
  It must see and hear you. If the beast’s Intelligence is 
  4 or higher, the spell fails. Otherwise, the beast must 
  succeed on a Wisdom saving throw or be charmed 
  by you for the spell’s duration. If you or one of your 
  companions harms the target, the spells ends.
   At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can affect one 
  additional beast for each slot level above 1st.
  Antimagic Shell
  Where this spell is referenced for possible player use 
  in the adventure, see the antimagic field spell in the 
  Player’s Handbook.
  Barkskin
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a handful of oak bark)
  Duration: Concentration, up to 1 hour
  You touch a willing creature. Until the spell ends, the 
  target’s skin has a rough, bark-like appearance, and the 
  target’s AC can’t be less than 16, regardless of what kind 
  of armor it is wearing.
  Beast Sense
  2nd-level divination (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Concentration, up to 1 hour
  You touch a willing beast. For the duration of the spell, 
  you can use your action to see through the beast’s eyes 
  and hear what it hears, and continue to do so until 
  you use your action to return to your normal senses. 
  While perceiving through the beast’s senses, you gain 
  the benefits of any special senses possessed by that 
  creature, though you are blinded and deafened to your 
  own surroundings.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  25
  25
  Hoard of the Dragon Queen • Spells
  Counterspell
  3rd-level abjuration
  Casting Time: 1 reaction, which you take when you see 
  a creature within 60 feet of you casting a spell
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  You attempt to interrupt a creature in the process of 
  casting a spell. If the creature is casting a spell of 3rd 
  level or lower, its spell fails and has no effect. If it is 
  casting a spell of 4th level or higher, make an ability 
  check using your spellcasting ability. The DC equals 10 
  + the spell’s level. On a success, the creature’s spell fails 
  and has no effect.
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the interrupted spell has 
  no effect if its level is less than or equal to the level of the 
  spell slot you used.
  Daylight
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 hour
  A 60-foot-radius sphere of light spreads out from a point 
  you choose within range. The sphere is bright light and 
  sheds dim light for an additional 60 feet.
   If you chose a point on an object you are holding or 
  one that isn’t being worn or carried, the light shines 
  from the object and moves with it. Completely covering 
  the affected object with an opaque object, such as a bowl 
  or a helm, blocks the light.
   If any of this spell’s area overlaps with an area of 
  darkness created by a spell of 3rd level or lower, the 
  spell that created the darkness is dispelled.
  Detect Evil and Good
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  For the duration, you know if there is an aberration, 
  celestial, elemental, fey, fiend, or undead within 30 
  feet of you, as well as where the creature is located. 
  Similarly, you know if there is a place or object within 
  30 feet of you that has been magically consecrated or 
  desecrated.
   The spell can penetrate most barriers, but it is blocked 
  by 1 foot of stone, 1 inch of common metal, a thin sheet 
  of lead, or 3 feet of wood or dirt.
  Color Spray
  1st-level illusion
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S, M (a pinch of powder or sand that is 
  colored red, yellow, and blue)
  Duration: 1 round
  A dazzling array of flashing, colored light springs from 
  your hand. Roll 6d10; the total is how many hit points 
  of creatures this spell can effect. Creatures in a 15-foot 
  cone originating from you are affected in ascending 
  order of their current hit points (ignoring unconscious 
  creatures and creatures that can’t see).
   Starting with the creature that has the lowest current 
  hit points, each creature affected by this spell is blinded 
  until the spell ends. Subtract each creature’s hit points 
  from the total before moving on to the creature with 
  the next lowest hit points. A creature’s hit points must 
  be equal to or less than the remaining total for that 
  creature to be affected.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, roll an additional 2d10 
  for each slot level above 1st.
  Confusion
  4th-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (three nut shells)
  Duration: Concentration, up to 1 minute
  This spell assaults and twists creatures’ minds, 
  spawning delusions and provoking uncontrolled action. 
  Each creature in a 10-foot-radius sphere centered on 
  a point you choose within range must succeed on a 
  Wisdom saving throw when you cast this spell or be 
  affected by it.
   An affected target can’t take reactions and must roll 
  a d10 at the start of each of its turns to determine its 
  behavior for that turn.
  d10
  Behavior
  1
  The creature uses all its movement to move in a 
  random direction. To determine the direction, roll 
  a d8 and assign a direction to each die face. The 
  creature doesn’t take an action this turn.
  2–6
  The creature doesn’t move or take actions this turn.
  7–8
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If there is no creature within its reach, the 
  creature does nothing this turn.
  9–10
  The creature can act and move normally.
   At the end of each of its turns, an affected target can 
  make a Wisdom saving throw. If it succeeds, this effect 
  ends for that target.
   At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the radius of the sphere 
  increases by 5 feet for each slot level above 4th.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  26
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  Hoard of the Dragon Queen • Spells
  and anyone who touches it would feel nothing or would 
  feel your head and hair. If you use this spell to appear 
  thinner than you are, the hand of someone who reaches 
  out to touch you would bump into you while it was 
  seemingly still in midair.
   To discern that you are disguised, a creature can use 
  its action to inspect your appearance and must succeed 
  on an Intelligence (Investigation) check against your 
  spell save DC.
  Druidcraft
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Whispering to the spirits of nature, you create one of the 
  following effects within range:
  • You create a tiny, harmless sensory effect that predicts 
  what the weather will be at your location for the next 
  24 hours. The effect might manifest as a golden orb 
  for clear skies, a cloud for rain, falling snowflakes for 
  snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, 
  or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, 
  such as falling leaves, a puff of wind, the sound of a 
  small animal, or the faint odor of skunk. The effect 
  must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a 
  small campfire.
  Entangle
  1st-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Grasping weeds and vines sprout from the ground in a 
  20-foot square starting from a point within range. For 
  the duration, these plants turn the ground in the area 
  into difficult terrain.
   A creature in the area when you cast the spell must 
  succeed on a Strength saving throw or be restrained 
  by the entangling plants until the spell ends. A creature 
  restrained by the plants can use its action to make 
  a Strength check against your spell save DC. On a 
  success, it frees itself.
   When the spell ends, the conjured plants wilt away.
  Evard’s Black Tentacles
  4th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of tentacle from a giant 
  octopus or a giant squid)
  Duration: Concentration, up to 1 minute
  Squirming, ebony tentacles fill a 20-foot square on 
  ground that you can see within range. For the duration, 
  Detect Thoughts
  2nd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a copper piece)
  Duration: Concentration, up to 1 minute
  For the duration, you can read the thoughts of certain 
  creatures. When you cast the spell and as your action on 
  each turn until the spell ends, you can focus your mind 
  on any one creature that you can see within 30 feet of 
  you. If the creature you choose has an Intelligence of 3 
  or lower or doesn’t speak any language, the creature is 
  unaffected.
   You initially learn the surface thoughts of the 
  creature—what is most on its mind in that moment. As 
  an action, you can either shift your attention to another 
  creature’s thoughts or attempt to probe deeper into the 
  same creature’s mind. If you probe deeper, the target 
  must make a Wisdom saving throw. If it fails, you gain 
  insight into its reasoning (if any), its emotional state, 
  and something that looms large in its mind (such as 
  something it worries over, loves, or hates). If it succeeds, 
  the spell ends. Either way, the target knows that you are 
  probing into its mind, and unless you shift your attention 
  to another creature’s thoughts, the creature can use 
  its action on its turn to make an Intelligence check 
  contested by your Intelligence check; if it succeeds, the 
  spell ends.
   Questions verbally directed at the target creature 
  naturally shape the course of its thoughts, so this spell 
  is particularly effective as part of an interrogation.
   You can also use this spell to detect the presence of 
  thinking creatures you can’t see. When you cast the 
  spell or as your action during the duration, you can 
  search for thoughts within 30 feet of you. The spell can 
  penetrate barriers, but 2 feet of rock, 2 inches of any 
  metal other than lead, or a thin sheet of lead blocks you. 
  You can’t detect a creature with an Intelligence of 3 or 
  lower or one that doesn’t speak any language.
   Once you detect the presence of a creature in this way, 
  you can read its thoughts for the rest of the duration as 
  described above, even if you can’t see it, but it must still 
  be within range.
  Disguise Self
  1st-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  You make yourself—including your clothing, armor, 
  weapons, and other belongings on your person—look 
  different until the spell ends or until you use your action 
  to dismiss it. You can seem 1 foot shorter or taller and 
  can appear thin, fat, or in between. You can’t change 
  your body type, so you must adopt a form that has the 
  same basic arrangement of limbs. Otherwise, the extent 
  of the illusion is up to you.
   The changes wrought by this spell fail to hold up to 
  physical inspection. For example, if you use this spell 
  to add a hat to your outfit, objects pass through the hat, 
  
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  Hoard of the Dragon Queen • Spells
  can’t fall and remains hovering in the air even when 
  stunned or otherwise incapacitated.
   While in the form of a misty cloud, the target can’t talk 
  or manipulate objects, and any objects it was carrying or 
  holding can’t be dropped, used, or otherwise interacted 
  with. The target can’t attack or cast spells.
  Gust of Wind
  2nd-level evocation
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S, M (a legume seed)
  Duration: Concentration, up to 1 minute
  A line of strong wind 60 feet long and 10 feet wide 
  blasts from you in a direction you choose for the spell’s 
  duration. Each creature that starts its turn in the line 
  must succeed on a Strength saving throw or be pushed 
  15 feet away from you in a direction following the line.
   Any creature in the line must spend 2 feet of 
  movement for every 1 foot it moves when moving closer 
  to you.
   The gust disperses gas or vapor, and it extinguishes 
  candles, torches, and similar unprotected flames in 
  the area. It causes protected flames, such as those of 
  lanterns, to dance wildly and has a 50 percent chance to 
  extinguish them.
   As a bonus action on each of your turns before the 
  spell ends, you can change the direction in which the 
  line blasts from you.
  Insect Plague
  5th-level conjuration
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a few grains of sugar, some 
  kernels of grain, and a smear of fat)
  Duration: Concentration, up to 10 minutes
  Swarming, biting locusts fill a 20-foot-radius sphere 
  centered on a point you choose within range. The sphere 
  spreads around corners. The sphere remains for the 
  duration, and its area is lightly obscured. The sphere’s 
  area is difficult terrain.
   When the area appears, each creature in it must 
  make a Constitution saving throw. A creature takes 
  4d10 piercing damage on a failed save, or half as much 
  damage on a successful one. A creature must also make 
  this saving throw when it enters the spell’s area for the 
  first time on a turn or ends its turn there.
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d10 for each slot level above 5th.
  these tentacles turn the ground in the area into difficult 
  terrain.
   When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature 
  must succeed on a Dexterity saving throw or take 3d6 
  bludgeoning damage and be restrained by the tentacles 
  until the spell ends. A creature that starts its turn in the 
  area and is already restrained by the tentacles takes 3d6 
  bludgeoning damage.
   A creature restrained by the tentacles can use its 
  action to make a Strength or Dexterity check (its choice) 
  against your spell save DC. On a success, it frees itself.
  Feather Fall
  1st-level transmutation
  Casting Time: 1 reaction, which you take when you or a 
  creature within 60 feet of you falls
  Range: 60 feet
  Components: V, M (a small feather or piece of down)
  Duration: 1 minute
  Choose up to five falling creatures within range. A 
  falling creature’s rate of descent slows to 60 feet per 
  round until the spell ends. If the creature lands before 
  the spell ends, it takes no falling damage and can land 
  on its feet, and the spell ends for that creature.
  Fog Cloud
  1st-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You create a 20-foot-radius sphere of fog centered on a 
  point within range. The sphere spreads around corners, 
  and its area is heavily obscured. It lasts for the duration 
  or until a wind of moderate or greater speed (at least 10 
  miles per hour) disperses it.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the radius of the fog 
  increases by 20 feet for each slot level above 1st.
  Gaseous Form
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bit of gauze and a wisp of 
  smoke)
  Duration: Concentration, up to 1 hour
  You transform a willing creature you touch, along with 
  everything it’s wearing and carrying, into a misty cloud 
  for the duration. The spell ends if the creature drops to 
  0 hit points. An incorporeal creature isn’t affected.
   While in this form, the target’s only method of 
  movement is a flying speed of 10 feet. The target can 
  enter and occupy the space of another creature. The 
  target has resistance to nonmagical damage, and it has 
  advantage on Strength, Dexterity, and Constitution 
  saving throws. The target can pass through small holes, 
  narrow openings, and even mere cracks, though it treats 
  liquids as though they were solid surfaces. The target 
  
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  Hoard of the Dragon Queen • Spells
  Phantasmal Force
  2nd-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a bit of fleece)
  Duration: Concentration, up to 1 minute
  You craft an illusion that takes root in the mind of a 
  creature that you can see within range. The target must 
  make an Intelligence saving throw. On a failed save, you 
  create a phantasmal object, creature, or other visible 
  phenomenon of your choice that is no larger than a 
  10-foot cube and that is perceivable only to the target 
  for the duration. This spell has no effect on undead or 
  constructs.
   The phantasm includes sound, temperature, and other 
  stimuli, also evident only to the creature.
   The target can use its action to examine the phantasm 
  with an Intelligence (Investigation) check against your 
  spell save DC. If the check succeeds, the target realizes 
  that the phantasm is an illusion, and the spell ends.
   While a target is affected by the spell, the target treats 
  the phantasm as if it were real. The target rationalizes 
  any illogical outcomes from interacting with the 
  phantasm. For example, a target attempting to walk 
  across a phantasmal bridge that spans a chasm falls 
  once it steps onto the bridge. If the target survives the 
  fall, it still believes that the bridge exists and comes up 
  with some other explanation for its fall—it was pushed, 
  it slipped, or a strong wind might have knocked it off.
   An affected target is so convinced of the phantasm’s 
  reality that it can even take damage from the illusion. A 
  phantasm created to appear as a creature can attack the 
  target. Similarly, a phantasm created to appear as fire, a 
  pool of acid, or lava can burn the target. Each round on 
  your turn, the phantasm can deal 1d6 psychic damage 
  to the target if it is in the phantasm’s area or within 5 
  feet of the phantasm, provided that the illusion is of a 
  creature or hazard that could logically deal damage, 
  such as by attacking. The target perceives the damage 
  as a type appropriate to the illusion.
  Plant Growth
  3rd-level transmutation
  Casting Time: 1 action or 8 hours
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  This spell channels vitality into plants within a specific 
  area. There are two possible uses for the spell, granting 
  either immediate or long-term benefits.
   If you cast this spell using 1 action, choose a point 
  within range. All normal plants in a 100-foot radius 
  centered on that point become thick and overgrown. A 
  creature moving through the area must spend 4 feet of 
  movement for every 1 foot it moves.
   You can exclude one or more areas of any size within 
  the spell’s area from being affected.
   If you cast this spell over 8 hours, you enrich the 
  land. All plants in a half-mile radius centered on a point 
  within range become enriched for 1 year. The plants 
  yield twice the normal amount of food when harvested.
  Longstrider
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of dirt)
  Duration: 1 hour
  You touch a creature. The target’s speed increases by 10 
  feet until the spell ends.
   At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st.
  Mirror Image
  2nd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  Three illusory duplicates of yourself appear in your 
  space. Until the spell ends, the duplicates move with 
  you and mimic your actions, shifting position so it’s 
  impossible to track which image is real. You can use 
  your action to dismiss the illusory duplicates.
   Each time a creature targets you with an attack during 
  the spell’s duration, roll a d20 to determine whether the 
  attack instead targets one of your duplicates.
   If you have three duplicates, you must roll a 6 or 
  higher to change the attack’s target to a duplicate. With 
  two duplicates, you must roll an 8 or higher. With one 
  duplicate, you must roll an 11 or higher.
   A duplicate’s AC equals 10 + your Dexterity modifier. 
  If an attack hits a duplicate, the duplicate is destroyed. A 
  duplicate can be destroyed only by an attack that hits it. 
  It ignores all other damage and effects. The spell ends 
  when all three duplicates are destroyed.
   A creature is unaffected by this spell if it can’t see, if it 
  relies on senses other than sight, such as blindsight, or 
  if it can perceive illusions as false, as with truesight.
  Mislead
  5th-level illusion
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 1 hour
  You become invisible at the same time that an illusory 
  double of you appears where you are standing. The 
  double lasts for the duration, but the invisibility ends if 
  you attack or cast a spell.
   You can use your action to move your illusory double 
  up to twice your speed and make it gesture, speak, and 
  behave in whatever way you choose.
   You can see through its eyes and hear through its ears 
  as if you were located where it is. On each of your turns 
  as a bonus action, you can switch from using its senses 
  to using your own, or back again. While you are using its 
  senses, you are blinded and deafened in regard to your 
  own surroundings.
  
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  Hoard of the Dragon Queen • Spells
  spell save DC. If it succeeds, it becomes aware that the 
  target is disguised.
  Sending
  3rd-level evocation
  Casting Time: 1 action
  Range: Unlimited
  Components: V, S, M (a short piece of fine copper wire)
  Duration: 1 round
  You send a short message of twenty-five words or 
  less to a creature with which you are familiar. The 
  creature hears the message in its mind, recognizes 
  you as the sender if it knows you, and can answer in a 
  like manner immediately. The spell enables creatures 
  with Intelligence scores of at least 1 to understand the 
  meaning of your message.
   You can send the message across any distance and 
  even to other planes of existence, but if the target is on a 
  different plane than you, there is a 5 percent chance that 
  the message doesn’t arrive.
  Shatter
  2nd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a chip of mica)
  Duration: Instantaneous
  A sudden loud ringing noise, painfully intense, erupts 
  from a point of your choice within range. Each creature 
  in a 10-foot-radius sphere centered on that point must 
  make a Constitution saving throw. A creature takes 
  3d8 thunder damage on a failed save, or half as much 
  damage on a successful one. A creature made of 
  inorganic material such as stone, crystal, or metal has 
  disadvantage on this saving throw.
   A nonmagical object that isn’t being worn or carried 
  also takes the damage if it’s in the spell’s area.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for each slot level above 2nd.
  Sleet Storm
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a pinch of dust and a few drops 
  of water)
  Duration: Concentration, up to 1 minute
  Until the spell ends, freezing rain and sleet fall in a 
  20-foot-tall cylinder with a 40-foot radius centered on 
  a point you choose within range. The area is heavily 
  obscured, and exposed flames in the area are doused.
   The ground in the area is covered with slick ice, 
  making it difficult terrain. When a creature enters the 
  spell’s area for the first time on a turn or starts its turn 
  there, it must make a Dexterity saving throw. On a failed 
  save, it falls prone.
   If a creature is concentrating in the spell’s area, the 
  creature must make a successful Constitution saving 
  throw against your spell save DC or lose concentration.
  Poison Cloud
  Where this spell is referenced in Pharblex Spattergoo’s 
  stat block, see the poison spray spell, below.
  Poison Spray
  Conjuration cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You extend your hand toward a creature you can see 
  within range and project a puff of noxious gas from your 
  palm. The creature must succeed on a Constitution 
  saving throw or take 1d12 poison damage.
   This spell’s damage increases by 1d12 when you reach 
  5th level (2d12), 11th level (3d12), and 17th level (4d12).
  Scorching Ray
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You create three rays of fire and hurl them at targets 
  within range. You can hurl them at one target or several.
   Make a ranged spell attack for each ray. On a hit, the 
  target takes 2d6 fire damage.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you create one additional 
  ray for each slot level above 2nd.
  Seeming
  5th-level illusion
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 8 hours
  This spell allows you to change the appearance of any 
  number of creatures that you can see within range. You 
  give each target you choose a new, illusory appearance. 
  An unwilling target can make a Charisma saving throw, 
  and if it succeeds, it is unaffected by this spell.
   The spell disguises physical appearance as well as 
  clothing, armor, weapons, and equipment. You can make 
  each creature seem 1 foot shorter or taller and appear 
  thin, fat, or in between. You can’t change a target’s body 
  type, so you must choose a form that has the same 
  basic arrangement of limbs. Otherwise, the extent of 
  the illusion is up to you. The spell lasts for the duration, 
  unless you use your action to dismiss it sooner.
   The changes wrought by this spell fail to hold up to 
  physical inspection. For example, if you use this spell 
  to add a hat to a creature’s outfit, objects pass through 
  the hat, and anyone who touches it would feel nothing 
  or would feel the creature’s head and hair. If you use 
  this spell to appear thinner than you are, the hand of 
  someone who reaches out to touch you would bump into 
  you while it was seemingly still in midair.
   A creature can use its action to inspect a target and 
  make an Intelligence (Investigation) check against your 
  
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  Hoard of the Dragon Queen • Spells
  Spike Growth
  2nd-level transmutation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (seven sharp thorns or seven 
  small twigs, each sharpened to a point)
  Duration: Concentration, up to 10 minutes
  The ground in a 20-foot radius centered on a point 
  within range twists and sprouts hard spikes and thorns. 
  The area becomes difficult terrain for the duration. 
  When a creature moves into or within the area, it takes 
  2d4 piercing damage for every 5 feet it travels.
   The transformation of the ground is camouflaged to 
  look natural. Any creature that can’t see the area at the 
  time the spell is cast must make a Wisdom (Perception) 
  check against your spell save DC to recognize the 
  terrain as hazardous before entering it.
  Wall of Fire
  4th-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a small piece of phosphorus)
  Duration: Concentration, up to 1 minute
  You create a wall of fire on a solid surface within 
  range. You can make the wall up to 60 feet long, 20 
  feet high, and 1 foot thick, or a ringed wall up to 20 feet 
  in diameter, 20 feet high, and 1 foot thick. The wall is 
  opaque and lasts for the duration.
   When the wall appears, each creature within its area 
  must make a Dexterity saving throw. On a failed save, a 
  creature takes 5d8 fire damage, or half as much damage 
  on a successful save.
   One side of the wall, selected by you when you cast 
  this spell, deals 5d8 fire damage to each creature that 
  ends its turn within 10 feet of that side or inside the 
  wall. A creature takes the same damage when it enters 
  the wall for the first time on a turn or ends its turn there. 
  The other side of the wall deals no damage.
   At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d8 for each slot level above 4th.
  Water Walk
  3rd-level transmutation (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a piece of cork)
  Duration: 1 hour
  This spell grants the ability to move across any liquid 
  surface—such as water, acid, mud, snow, quicksand, 
  or lava—as if it were harmless solid ground (creatures 
  crossing molten lava can still take damage from the 
  heat). Up to ten willing creatures you can see within 
  range gain this ability for the duration.
   If you target a creature submerged in a liquid, the 
  spell carries the target to the surface of the liquid at a 
  rate of 60 feet per round.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Rise of the Dragons/Hoard of the Dragon Queen Online Supplement.pdf