TEXT: Grand Duchy of
  Grand Duchy of  
  Reme
  Reme
  Frog God 
  Games
  5TH EDITION
  COMPATIBLE
  Fifth Edition Sourcebook
  Fifth Edition Sourcebook
  
  Authors: Matt Finch, Casey Christofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer
  Editor: Jeff Harkness
  Producer: Matt Finch
  Project Managers: Matt Finch, Edwin Nagy
  Cover Design: Charles A. Wright
  Cover Art: Colin Chan
  Interior Art: Julio De Carvahlo, Colin Chan, Santa Norvaisaite, Michael Syrigos
  Art Direction: Casey Christofferson
  Cartography: Robert Altbauer
  Layout: Suzy Moseby
  Bill Webb, Matthew J. Finch, Zach Glazar, 
  Charles A. Wright, Edwin Nagy,  
  Mike Badolato and John Barnhouse
  ©2020 Frog God Games. All rights 
  reserved. Reproduction without the written 
  permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog 
  God Games logo is a trademark of Frog 
  God Games. All characters, names, places, 
  items, art and text herein are copyrighted 
  by Frog God Games, Inc. The mention of 
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  in these pages is not a challenge to the 
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  are hereby identified as Frog God Games 
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  Frog god games is:
  Frog god games is:
  Frog God Games
  Adventures 
  Worth  
  Winning
  Grand Duchy of Reme
  Grand Duchy of Reme
  ISBN: 978-1-62283-853-0 
  5e PDF
  Convenient Reference Guide to Reme
  Convenient Reference Guide to Reme
  Fifth Edition
  Fifth Edition
  
  Table oF ConTenTs
  Table oF ConTenTs
  arCanum Collegium graduaTe (FeaT)
  arCanum Collegium graduaTe (FeaT) ....................................
   ....................................5
  roles and baCkgrounds
  roles and baCkgrounds ......................................................
   ......................................................5
  bandi (baCkground)
  bandi (baCkground) .................................................................
   .................................................................6
  duke’s lesser JusTiCe (baCkground)
  duke’s lesser JusTiCe (baCkground) ......................................
   ......................................6
  Terrier (baCkground)
  Terrier (baCkground) ...............................................................
   ...............................................................6
  CirCle oF The old oak (druid CirCle)
  CirCle oF The old oak (druid CirCle) ...................................
   ...................................6
  seCreTs oF The aCorn
  seCreTs oF The aCorn ..............................................................
   ..............................................................6
  The Power oF saCriFiCe
  The Power oF saCriFiCe ...........................................................
   ...........................................................6
  The lore oF PlanTs
  The lore oF PlanTs ..................................................................
   ..................................................................7
  The oak’s blessing
  The oak’s blessing ..................................................................
   ..................................................................7
  reFerenCes and enCounTers
  reFerenCes and enCounTers ................................................
   ................................................7
  1. The raThole
  1. The raThole ..........................................................................
   ..........................................................................7
  2. leCroiy linens
  2. leCroiy linens .....................................................................
   .....................................................................7
  3. The red Thumb rogues
  3. The red Thumb rogues ......................................................
   ......................................................7
  4. romblad marsalle and The wheelwrighTs
  4. romblad marsalle and The wheelwrighTs ........................
   ........................7
  5. slavers
  5. slavers ..................................................................................
   ..................................................................................7
  6. iCe CulTisTs
  6. iCe CulTisTs ..........................................................................
   ..........................................................................7
  7. red Thumb gang
  7. red Thumb gang ..................................................................
   ..................................................................7
  8. waymarCh Cavalry TrooP
  8. waymarCh Cavalry TrooP ...................................................
   ...................................................7
  9. waymarCh garrison TrooPs
  9. waymarCh garrison TrooPs ..............................................
   ..............................................7
   10. loreClan enCamPmenT.
   10. loreClan enCamPmenT. .....................................................
   .....................................................7
  11. highwaymen
  11. highwaymen .........................................................................
   .........................................................................7
  12. miThraiC PriesTs
  12. miThraiC PriesTs .................................................................
   .................................................................7
  13. wheelwrighT enForCers
  13. wheelwrighT enForCers ....................................................
   ....................................................8
  14. wheelwrighT Caravan
  14. wheelwrighT Caravan ........................................................
   ........................................................8
  15. road agenCy guards
  15. road agenCy guards .........................................................
   .........................................................8
  16. audiT oF seFagreTh
  16. audiT oF seFagreTh ............................................................
   ............................................................8
  17. PriesThoods oF vaniTThu
  17. PriesThoods oF vaniTThu ..................................................
   ..................................................8
  18. The ComPass Tower
  18. The ComPass Tower ...........................................................
   ...........................................................8
  19. anCienT green dragon aureensaador
  19. anCienT green dragon aureensaador .............................
   .............................8
  20. ankheg
  20. ankheg ...............................................................................
   ...............................................................................8
  21. bandiTs
  21. bandiTs ................................................................................
   ................................................................................8
  22. barge
  22. barge ...................................................................................
   ...................................................................................8
  23. bears
  23. bears ...................................................................................
   ...................................................................................8
  24. blood hawk
  24. blood hawk .......................................................................
   .......................................................................8
  25. bugbears
  25. bugbears .............................................................................
   .............................................................................9
  26. buleTTe
  26. buleTTe ...............................................................................
   ...............................................................................9
  27. Caravan
  27. Caravan ...............................................................................
   ...............................................................................9
  28. Caribou
  28. Caribou ..............................................................................
   ..............................................................................9
  29. CaTTle drive
  29. CaTTle drive .......................................................................
   .......................................................................9
  30. Cavalry TrooP
  30. Cavalry TrooP ...................................................................
   ...................................................................9
  31. CenTaurs
  31. CenTaurs .............................................................................
   .............................................................................9
  32. Chimera
  32. Chimera ..............................................................................
   ..............................................................................9
  33. CoCkaTriCe
  33. CoCkaTriCe .........................................................................
   .........................................................................9
  34. CreaTures oF shadow
  34. CreaTures oF shadow .......................................................
   .......................................................9
  35. CroCodile
  35. CroCodile...........................................................................
  ...........................................................................9
  36. CuTe squirrels
  36. CuTe squirrels ..................................................................
   ..................................................................9
  37. deer
  37. deer .....................................................................................
   .....................................................................................9
  38. dragon
  38. dragon .............................................................................
   ............................................................................. 1010
  39. dragon, green
  39. dragon, green .................................................................
   ................................................................. 1010
  40. druid
  40. druid ................................................................................
   ................................................................................ 1010
  41. dwarves
  41. dwarves .............................................................................
   ............................................................................. 1010
  42. eagle or hawks
  42. eagle or hawks ...............................................................
   ............................................................... 1010
  43. elk
  43. elk .....................................................................................
   ..................................................................................... 1010
  44. elves
  44. elves .................................................................................
   ................................................................................. 1010
  45. eTTin
  45. eTTin .................................................................................
   ................................................................................. 1010
  46. Fire gianTs
  46. Fire gianTs .......................................................................
   ....................................................................... 1010
  47. Fishing boaTs (FoerdewaiTh)
  47. Fishing boaTs (FoerdewaiTh) ..........................................
   .......................................... 1010
  48. Fishing boaTs (loreClan)
  48. Fishing boaTs (loreClan) ...............................................
   ............................................... 1010
  49. FooT PaTrol
  49. FooT PaTrol .....................................................................
   ..................................................................... 1010
  50. FrosT gianTs
  50. FrosT gianTs .....................................................................
   .....................................................................1111
  51. Fur TraPPers
  51. Fur TraPPers ......................................................................
   ......................................................................1111
  52. gianT badger
  52. gianT badger.....................................................................
  .....................................................................1111
  53. gianT boar
  53. gianT boar ........................................................................
   ........................................................................1111
  54. gianT CroCodile
  54. gianT CroCodile...............................................................
  ...............................................................1111
  55. gianT eagle
  55. gianT eagle .......................................................................
   .......................................................................1111
  56. gianT elk
  56. gianT elk...........................................................................
  ...........................................................................1111
  57. gianT hyaena
  57. gianT hyaena ....................................................................
   ....................................................................1111
  58. gianT mounTain goaT (and gianT bighorn sheeP)
  58. gianT mounTain goaT (and gianT bighorn sheeP) ........
   ........1111
  59. gianT owl
  59. gianT owl .........................................................................
   .........................................................................1111
  60. gianT snake
  60. gianT snake ......................................................................
   ......................................................................1111
  61. gianT sPiders
  61. gianT sPiders ......................................................................
   ......................................................................1111
  62. gianT Toad
  62. gianT Toad ........................................................................
   ........................................................................1111
  63. gianT wasPs
  63. gianT wasPs .......................................................................
   .......................................................................1111
  64. gnoll Tribe
  64. gnoll Tribe .......................................................................
   .......................................................................1111
  65. gnoll warband
  65. gnoll warband ................................................................
   ................................................................1111
  66. gnomes
  66. gnomes ..............................................................................
   ..............................................................................1111
  67. griFFon
  67. griFFon ..............................................................................
   ..............................................................................1111
  68. harPy
  68. harPy ................................................................................
   ................................................................................ 1212
  
      | 3
  | 3
  69. hill gianT
  69. hill gianT ........................................................................
   ........................................................................ 1212
  70. hiPPogriFF
  70. hiPPogriFF ........................................................................
   ........................................................................ 1212
  71. hobgoblins
  71. hobgoblins .......................................................................
   ....................................................................... 1212
  72. humanoid warband
  72. humanoid warband ........................................................
   ........................................................ 1212
  73. hyaenas
  73. hyaenas ............................................................................
   ............................................................................ 1212
  74. kobolds
  74. kobolds ............................................................................
   ............................................................................ 1212
  75. lion
  75. lion ...................................................................................
   ................................................................................... 1212
  76. loreClan riders
  76. loreClan riders ...............................................................
   ............................................................... 1212
  77. lyCanThroPe
  77. lyCanThroPe .....................................................................
   ..................................................................... 1212
  78. manTiCore
  78. manTiCore ........................................................................
   ........................................................................ 1212
  79. ogres
  79. ogres ................................................................................
   ................................................................................ 1212
  80. orCs
  80. orCs .................................................................................
   ................................................................................. 1212
  81. owlbear
  81. owlbear .............................................................................
   ............................................................................. 1212
  82. PashTar druid
  82. PashTar druid ..................................................................
   .................................................................. 1212
  83. PashTar ranger
  83. PashTar ranger ................................................................
   ................................................................ 1212
   84. Pegasus
   84. Pegasus ...........................................................................
   ........................................................................... 1212
  85. PeryTon
  85. PeryTon .............................................................................
   ............................................................................. 1212
  86. PTeranodon
  86. PTeranodon ......................................................................
   ...................................................................... 1212
  88. roC
  88. roC ...................................................................................
   ................................................................................... 1313
  89. saber-TooThed Tiger
  89. saber-TooThed Tiger ........................................................
   ........................................................ 1313
  90. saTyr
  90. saTyr .................................................................................
   ................................................................................. 1313
  91. small seTTlemenT (CenTaur)
  91. small seTTlemenT (CenTaur) ............................................
   ............................................ 1313
  92. small seTTlemenT (FoerdewaiTh)
  92. small seTTlemenT (FoerdewaiTh) ....................................
   .................................... 1313
  93. small seTTlemenT (gnomes)
  93. small seTTlemenT (gnomes) ...........................................
   ........................................... 1313
  94. small seTTlemenT (human)
  94. small seTTlemenT (human) ............................................
   ............................................ 1313
  95. small seTTlemenT (loreClan)
  95. small seTTlemenT (loreClan) .........................................
   ......................................... 1313
  96. snake
  96. snake ................................................................................
   ................................................................................ 1313
  97. sTirges
  97. sTirges ..............................................................................
   .............................................................................. 1313
  98. sTone gianTs
  98. sTone gianTs ...................................................................
   ................................................................... 1313
  99. Traders
  99. Traders .............................................................................
   ............................................................................. 1313
  100. TreanT
  100. TreanT..............................................................................
  .............................................................................. 1313
  101. Troll
  101. Troll ................................................................................
   ................................................................................ 1313
  102. werebear
  102. werebear .........................................................................
   ......................................................................... 1414
  103. wild CaTTle
  103. wild CaTTle ....................................................................
   .................................................................... 1414
  104. wild horses
  104. wild horses ...................................................................
   ................................................................... 1414
  105. wolves
  105. wolves ............................................................................
   ............................................................................ 1414
  106. wood elves
  106. wood elves (ForesT wolF Clan)
   (ForesT wolF Clan) ....................................
   ....................................1414
  107. worgs
  107. worgs..............................................................................
  .............................................................................. 1414
  108. wyverns
  108. wyverns ..........................................................................
   .......................................................................... 1414
  109. Zombies
  109. Zombies ............................................................................
   ............................................................................ 1414
  CreaTure sTaT bloCks
  CreaTure sTaT bloCks .............................................................
   ............................................................. 1414
  arCanisT
  arCanisT ..................................................................................
   .................................................................................. 1414
  bandiT lord
  bandiT lord ............................................................................
   ............................................................................ 1515
  baTTle-wagon
  baTTle-wagon ..........................................................................
   .......................................................................... 1515
  beasTshiFTer
  beasTshiFTer ............................................................................
   ............................................................................ 1515
  bovine
  bovine .....................................................................................
   ..................................................................................... 1616
  CaPTain
  CaPTain ....................................................................................
   .................................................................................... 1616
  Cave bear
  Cave bear ................................................................................
   ................................................................................ 1616
  Commoner, greaTer
  Commoner, greaTer ...............................................................
   ............................................................... 1717
  Commoner, hardy
  Commoner, hardy ..................................................................
   .................................................................. 1717
  eldriTCh arCher
  eldriTCh arCher .....................................................................
   ..................................................................... 1818
  FooTman
  FooTman ..................................................................................
   .................................................................................. 1818
  gianT, Fire, ChieFTain
  gianT, Fire, ChieFTain ..............................................................
   .............................................................. 1818
  gianT, FrosT, ChieFTain
  gianT, FrosT, ChieFTain ..........................................................
   .......................................................... 1919
  gianT, sTone, ChieFTain
  gianT, sTone, ChieFTain ..........................................................
   .......................................................... 1919
  gnoll bruTe
  gnoll bruTe ...........................................................................
   ........................................................................... 1919
  gnoll ChieFTain
  gnoll ChieFTain ....................................................................
   .................................................................... 20
  20
  hired Thug
  hired Thug ............................................................................
   ............................................................................ 20
  20
  hobgoblin lieuTenanT
  hobgoblin lieuTenanT ..........................................................
   .......................................................... 20
  20
  illusionisT
  illusionisT .............................................................................
   ............................................................................. 20
  20
  kobold assassin
  kobold assassin ....................................................................
   .................................................................... 2121
  orC, blaCk, ChamPion
  orC, blaCk, ChamPion ..........................................................
   .......................................................... 2121
  orC, blood, elder warrior
  orC, blood, elder warrior .................................................
   ................................................. 22
  22
  owlbear Cub
  owlbear Cub .........................................................................
   ......................................................................... 22
  22
  PeryTon
  PeryTon ..................................................................................
   .................................................................................. 22
  22
  PreaCher
  PreaCher .................................................................................
   ................................................................................. 23
  23
  PTeranodon, gianT
  PTeranodon, gianT ...............................................................
   ............................................................... 23
  23
  TheurgisT
  TheurgisT ...............................................................................
   ............................................................................... 23
  23
  
  4 |
  4 |The Grand duchy of reme - 5e reference Guide
  The Grand duchy of reme - 5e reference Guide
  auThor biograPhy:
  auThor biograPhy:
  Matt Finch, born November 15, 1967, is generally considered the main founder of the gaming movement known as the OSR. 
  He won an ENNIE award in 2009 for the Swords & Wizardry game (a restatement of the rules of Original 1974-1978 Dungeons & 
  Dragons) and is the author of the Quick Primer for Old School Gaming along with numerous other D&D resource books, including 
  the Tome of Adventure Design. Finch is one of the founding members of Frog God Games, the successor to Necromancer Games. 
  Matt is a graduate of Harvard College and Georgetown Law School.
  
  roles and BackGround 
  roles and BackGround | 5
  | 5
  This section contains rules for player character backgrounds, and 
  class specialties and related equipment.
  arCanum Collegium graduaTe (FeaT)
  arCanum Collegium graduaTe (FeaT)
  You have earned a degree from the prestigious Arcanum Collegium 
  in the city of Reme. This is no small feat, for the coursework is grueling 
  and the exams at the end are very thorough. You need not have studied 
  the arcane arts, for the Collegium offers courses in all manner of 
  subjects from history to medicine. Having attended and graduated from 
  the Collegium, you likely participated in the Student Houses, spent at 
  least one night at the Blue Rooster, and took part in other activities the 
  students of the college are known for.
  Although you focused your studies on one discipline or set of 
  disciplines, like any graduate of the Arcanum Collegium you studied a 
  wide range of topics. You might not be as knowledgeable about history 
  as someone who has dedicated a great deal of time to the study of 
  it, but you know much more than the common person. This goes for 
  other topics and disciplines, and a little knowledge can go a long way. 
  Your education was broad and comprehensive; you know more about a 
  variety of topics than those who have simply studied a text or listened at 
  the feet of a scholar. Even more, you can usually use your knowledge of 
  one subject to support gaps in your knowledge of another.
  Graduates of the Arcanum Collegium are a diverse group who 
  come from across Akados. They share a love of lore and learning, the 
  experience of attending one of the finest institutions of higher education 
  on the continent, and a certain degree of pride in their accomplishment
  by maTT FinCh wiTh Casey ChrisToFFerson, rhiannon louve, anThony Pryor, kenneTh sPenCer
  by maTT FinCh wiTh Casey ChrisToFFerson, rhiannon louve, anThony Pryor, kenneTh sPenCer
  Convenient Reference Guide to Reme
  Convenient Reference Guide to Reme
  Fifth Edition
  Fifth Edition
  5e develoPmenT: edwin nagy wiTh Carl duroCher
  5e develoPmenT: edwin nagy wiTh Carl duroCher
  roles and  
  roles and  
  baCkgrounds
  baCkgrounds
  
  6 |
  6 |The Grand duchy of reme - 5e reference Guide
  The Grand duchy of reme - 5e reference Guide
  Collegium eduCaTion
  Collegium eduCaTion
  You have been educated at the Arcanum Collegium or similar 
  institution of higher learning. 
  When you choose this feat, you gain the following:
  * Your Intelligence score increases by 1.
  * Choose two of the following skills; you add your proficiency 
  bonus twice to those skills: arcana, history, medicine, nature, or 
  religion
  * If you are not trained in any of the skills from the above list, 
  you may add half your proficiency bonus to checks made using 
  those skills.
  bandi (baCkground)
  bandi (baCkground)
  You are or were a trained and equipped journeyman of the city of 
  Reme’s Honorable and Courageous Band of Free City-Holders. As a 
  full-time artisan and part-time city watch, you are trained in combat, 
  though you are likely not as good as someone who spends their full time 
  preparing for war. Although you have the full complement of arms and 
  armor required of a journeyman, these are kept at a guardhouse and you 
  can’t take them out without special permission.
  Like most Bandi, you are used to being the big person on the street, the 
  force of law, and the best armed and armored combatant on the block. 
  The common people of the city of Reme respect the Bandi, and if they 
  don’t, they learn to. You are more than just an artisan, and the guilds 
  of lesser cities are kept well informed that the Bandi are warriors and 
  workers. When you walk into a room, you reflexively scan the crowd 
  and assess the threats before settling down to business.
  The Bandi are an elite group in the city, and they tend to show it. Not 
  just warriors or watchmen, they are also educated artisans. As the official 
  city watch and guard, they can wield enormous power, and this shows in 
  how they deal with people outside their guild. While your flaws tend to 
  represent this arrogance and strength, your ideals tend toward pride in 
  working hard and fulfilling your duties.
  Skill Proficiencies: Intimidation, Persuasion
  Tool Proficiencies: Choose two Artisan’s Tools
  Equipment: One set of artisan’s tools you are proficient with, a small 
  folding knife with the city crest, a healer’s kit, and 5 gp.
  duke’s lesser JusTiCe (baCkground)
  duke’s lesser JusTiCe (baCkground)
  You are one of the Grand Duke’s lesser justices, sworn to not just 
  the ducal service but to Yrsa the Dove, the Duke’s Justice. Tasked with 
  proactively enforcing the law, or failing that, justice, throughout the 
  Grand Duchy of Reme, you spend most of your time traveling the land. 
  The people chosen for lesser justices are not just warriors willing to 
  battle evil; the grand duke and duke’s justice both want arrests, trials, 
  and executions to be conducted with all proper law and due process. This 
  means that many if not all of the lesser justices are more than capable of 
  infiltrating criminal organizations, gathering information from the lower 
  reaches of society, attending noble balls and parties, and even breaking 
  into locked rooms to acquire incriminating evidence. It is only when all 
  the proof is in hand that they kick in doors and drag people off to the 
  duke’s dungeons.
  The lesser justices are known throughout the grand duchy — not 
  personally (as that would often defeat their purpose), but their office 
  and existence are well known. While in disguise, most people will not 
  believe you when you tell them whom you serve; when you present your 
  badge, things change. The honest, true, and loyal will render aid; the 
  lawbreakers will cower in fear or run. At least, that’s the idea.
  Skill Proficiencies: Deception, Investigation
  Tool Proficiencies: Thieves’ Tools, Disguise Kit
  Equipment: Thieves’ tools, disguise kit, an official badge, and 10 gp.
  Terrier (baCkground)
  Terrier (baCkground)
  You are a Terrier, a member in good standing of the city of Reme’s 
  Guild of Rat-Catchers and Sewer Wardens. Sure, you’re unappreciated, 
  but the money is good and the work is an adventure. At least that is 
  what the guild says. In truth, the pay is modest but fair, and the work is 
  mostly dull and dirty with occasional moments of pants-soiling terror. 
  You wouldn’t have it any other way.
  You know the city streets better than anybody. Even the most skilled 
  thief doesn’t know the hidden spots where the rats hide, the place where 
  the Terriers work. Even more, you know the areas beneath the city 
  streets, the sewers, basements, cellars, and even the occasional natural 
  cave. The people who live there know you as well, and you can usually 
  get along with the poorer segments of society.
  Terriers are a small but fierce guild, proud in their work and often 
  proud of their isolation from the rest of society. They tend to be brave, 
  honest, and tough, if a bit coarse. Their flaws tend to reflect this 
  coarseness and pride, for both can combine to produce prickly tempers.
  Skill Proficiencies: Animal Handling
  Tool Proficiencies: Rat-catcher’s tools
  Equipment: Rat-catcher’s tools (see side box), a map of the city’s 
  sewer entrances, and 5 gp.
  Additional: When you squeeze through a space, you do not take 
  extra movement and you do not have disadvantage on Dexterity saving 
  throws.
  raT-CaTCher’s Tools
  raT-CaTCher’s Tools
  Cost 5 gp
  Weight 10 pounds
  Rat-catchers and other vermin hunters use rat-catcher’s tools 
  to do their job. They consist of traps, boxes, cages, a long pole 
  with a spike on one end and a hook/basket arrangement on the 
  other, heavy gloves, and various sharp instruments and mild 
  poisons. You can use a set of rat-catcher’s tools to trap a creature 
  of Tiny of smaller size or the hooked pole to grab a creature of 
  the same size at a range of 10 feet.
  CirCle oF The old oak (druid CirCle)
  CirCle oF The old oak (druid CirCle)
  The schismatic druids who worship at the base of the Old Oak have 
  formed their own druidic circle, one that is far more infected with 
  bloodlust than other circles in the grand duchy. The Old Oak is a mighty 
  being, not quite a deity but not truly a mortal, and grants certain powers 
  to its worshippers. These druids tend to be of evil alignment and make 
  great foes, but not so great player characters.
  seCreTs oF The aCorn
  seCreTs oF The aCorn
  At 2nd level, you gain the first hint of the hidden lore that your circle 
  possesses. During a short rest you may spend the time motionless in 
  order to regain a spent hit die.
  The Power oF saCriFiCe
  The Power oF saCriFiCe
  Beginning at 6th level, you may regain spent spell slots by sacrificing 
  living creatures. This requires a one-hour ritual beneath the moon at the 
  base of an oak tree (the Old Oak can feel the sacrifice through any oak in 
  the Sternwood). You regain a number of levels of spent spell slots equal 
  to the total hit dice of the creatures sacrificed.
  
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  The lore oF PlanTs
  The lore oF PlanTs
  Beginning at 10th level, you may cast speak with plants as a bonus 
  action that does not require a spell slot. Furthermore, when you cast tree 
  stride and enter an oak, you can exit from any oak in the Sternwood. 
  The oak’s blessing
  The oak’s blessing
  At 14th level you gain the ability to take on the form of the oak while 
  still maintaining the flexibility of a fleshy being. Following an hourlong 
  ritual and the sacrifice of at least 5 hit dice of living creatures to the 
  Old Oak (or another oak within the Sternwood), your size becomes 
  Large, your armor class increases by +5, and you regain all spent hit 
  dice, lost hit points, and spell slots. Your speed becomes 40, and you 
  ignore natural difficult terrain. Also, you gain an unarmed attack based 
  on Strength that inflicts 2d8 bludgeoning damage. However, you are 
  vulnerable to fire damage while in this form. This oaken form lasts for a 
  period of time equal to your Wisdom modifier in hours, after which you 
  revert to your natural form and gain a level of exhaustion.
  reFerenCes and  
  reFerenCes and  
  enCounTers
  enCounTers
  For these encounters, the creature names that are bolded are found in 
  the Fifth Edition SRD unless they have an asterisk, in which case they 
  are found in the mini-bestiary at the end of this guide.
  1. The raThole
  1. The raThole
  Fealie Olein (halfling assassin), Borgo (human bandit captain), and 
  Cordut (dwarf bandit captain).
  2. leCroiy linens
  2. leCroiy linens
  LeCroiy (a master thief*) is accompanied by 20 Gavestone Rogues 
  (scouts).
  3. The red Thumb rogues
  3. The red Thumb rogues
  Ambrosguie Savion uses the stat block of an assassin and his 20 Red 
  Thumb Rogues useth e scout stat block.
  4. romblad marsalle and The wheelwrighTs
  4. romblad marsalle and The wheelwrighTs
  Romblad Marsalle: spy
  Wheelwright Thug: footman*
  Wheelwright Sneak: scout
  5. slavers
  5. slavers
  Use a group of 1d3 + 3 thugs led by a veteran
  6. iCe CulTisTs
  6. iCe CulTisTs
  Sven the Gaunt has 2d4 ice cultists with him.  For ice-cultists, use cult 
  fanatic but replace the clerical cantrips light and sacred flame with the 
  wizard cantrips chill touch and ray of frost.
  Sven uses the stat blocks of a priest with the following changes:
  • * His Speed is 30 ft.
  • * Sven is resistant to cold damage.
  • * Sven’s mace is magical and does an additional 1d6 cold 
  damage on a hit.
  • * Replace Sven’s clerical cantrips light and sacred flame with 
  the wizard cantrips chill touch and ray of frost.
  • * Sven’s spirit guardians spell does cold damage.
  7. red Thumb gang
  7. red Thumb gang
  The Red Thumb Gang comprises 3d4 spies, 2d4 scouts, 1d4 thugs, 2 
  assassins, and a bandit captain, as well as any number of commoners 
  and hardy commoners*. Sometimes they are supported by up to 2 
  mages. Choose from amongst these depending on your party and the 
  type of encounter.
  8. waymarCh Cavalry TrooP
  8. waymarCh Cavalry TrooP
  The numbers and types of people encountered are as listed in the 
  main text. All are mounted on warhorses. The equivalent stat blocks 
  are indicated below.
  Waymarch Knight: use knight.
  Loreclannic Knight: use knight with AC 16 (chain mail) and 
  longbows instead of crossbows.
  Cavalry Officer: use commander*.
  Loreclannic Scout: use scout.
  Cleric of Mithras: use priest
  Journeyman wizard: use theurgist*.
  9. waymarCh garrison TrooPs
  9. waymarCh garrison TrooPs
  This is a small military garrison with 30 foot soldiers, 25 archers and 
  a few officers.
  Officers: 3 veterans and 1 commander*
  Foot soldiers: guard
  Archers: scout
   10. loreClan enCamPmenT.
   10. loreClan enCamPmenT.
  The encampment has 30 Loreclan Riders (scouts with warhorses), 
  2 Loreclannic Knights and 20 noncombatant commoners. For the 
  Loreclanic Knights, use knight with AC 16 (chain mail) and longbows 
  instead of crossbows.
  11. highwaymen
  11. highwaymen
  Black Jack Cutter is a bandit lord*. The highwaymen are composed 
  of bandits, scouts, and spies, as desired.
  12. miThraiC PriesTs
  12. miThraiC PriesTs
  Rector Aubree is a priest. Three lesser priests (Venerates of Mitra) 
  are two missionaries* and a cult fanatic (replace inflict wounds with 
  cure wounds. Nine Initiates of the Bull are acolytes.
  
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  The Grand duchy of reme - 5e reference Guide
  13. wheelwrighT enForCers
  13. wheelwrighT enForCers
  A group of Wheelwright enforcers has 15 thugs, 3 captains*, and a 
  commander*.
  14. wheelwrighT Caravan
  14. wheelwrighT Caravan
  The Wheelwright Caravan is led by Caravan Master David 
  Wheelwright (veteran). It comprises 10 wagons pulled by 20 oxen 
  (bovine*) and 2 yak-beasts (bovine*) and 1 battle-wagon* pulled 
  by 4 yak-beasts (bovine*). Ten teamsters (commoners) keep the 
  caravan moving. It is guarded by 2 mastiffs, 20 cavalry (scouts with 
  warhorses), 12 archers (scouts), and 16 foot soldiers (guards). There 
  are four merchants in the caravan:
  • Clinkem Darley is a neutral male human greater commoner*
  • Ombert Shae is a neutral male human footman*
  • Guenivere Bartley is a neutral male human greater 
  commoner*
  • Peter Miller is a neutral male human hired thug*
  • They have one passenger, a chaotic good male human mage 
  by the name of Bartholomew Brown.
  • Cargo: One-and-a-half wagons’ worth of empty space (0gp), 
  one-half wagon of local trinkets (200gp), 2 wagons of full 
  wine casks (2000gp total), half-wagon of rare spices (3000gp), 
  2 wagons of semi-rare spices (5000gp total), half-wagon of 
  paper and parchment (500gp), 2 wagons of dyes (1000gp 
  total), half-wagon of barreled nuts (500gp), half-wagon of 
  carpets (2000gp) 
  • Cash-box: 1038gp in varying denominations.
  15. road agenCy guards
  15. road agenCy guards
  The officer of this group of guards is a captain* and the Road Agency 
  Mercenaries use the stats of (50%) bandits and (50%) guards
  16. audiT oF seFagreTh
  16. audiT oF seFagreTh
  Maxim Crysios, High Auditor, is a preacher*. The 4 auditors are 
  priests. They are accompanied by 2d6 acolytes, 5 knights, and 2 
  mastiffs.
  17. PriesThoods oF vaniTThu
  17. PriesThoods oF vaniTThu
  Chaplain Kaisla the Bold is an emeritus chaplain. She is served by 
  2 lieutenant chaplains (priests) and 24 acolytes. There are typically 
  12 Knights of Vannithu (knights) and one Paladin Watchman (holy 
  knight) present
  18. The ComPass Tower
  18. The ComPass Tower
  • Lord Marracin: arcanist*
  • Cloette Herriot: arcanist*
  • Rolphe Fennic: mage
  • Apprentices: theurgists
  19. anCienT green dragon aureensaador
  19. anCienT green dragon aureensaador
  The ancient green dragon Aureensaador dwells in the Baronswood 
  and has been the death of many an adventuring party there.
  20. ankheg
  20. ankheg
  Ankheg burrows are found throughout Reme, even alongside the 
  roads. Bounties of 20 gp are paid for an ankheg’s head in almost any 
  large settlement in the Grand Duchy.
  21. bandiTs
  21. bandiTs
  Bandits are usually encountered in small groups, but in many cases 
  these small groups are part of a much-larger encampment. Roll 1d20 
  to determine whether the encounter is with a small group or whether 
  the characters have stumbled on the actual encampment. A roll of 1–17 
  indicates an encounter with a smaller patrol; a roll of 18–20 indicates an 
  encounter with the encampment itself.
  A small patrol would likely have 2d4 bandits and a bandit captain. 
  The encampment itself houses 20 + 1d10 bandits, 5 bandit captains, 
  and a bandit lord along with 10 or 20 commoners, 1d6 mastiffs, and 
  several riding horses.
  22. barge
  22. barge
  Barges and keelboats are the lifeblood of Reme’s trade between 
  the interior and the city. A cargo barge typically has 1d4 guards, who 
  double as polemen when needed, 4 scouts, and a merchant (footman*, 
  theurgist*, or spy). Typical cargo might include cloth, grain, ale, and 
  similar bulky goods. The value of the cargo is 1d6 x 100 gp. For a more 
  detailed list, roll 1d4 twice on the table below and combine the results.
  1d4
  Goods
  Total Worth
  1
  10 goats, 100 chickens, 5 pigs, 5 cows, and 
  1000 pounds of feed
  100 gp
  2
  100 yards each of canvas and cotton cloth, 
  10 yards of silk
  150 gp
  3
  200 pounds each of iron and copper, 20 
  pounds of silver
  170 gp
  4
  500 pounds each of flour and wheat, 50 
  pounds of spices (ginger, cloves, cinnamon, 
  saffron)
  300 gp
  23. bears
  23. bears
  The type of bear encountered depends on the terrain.
  • In forests: 1d3 black bears
  • In mountains: 1d2 cave bears*
  • In hills: 1d3 brown bears
  • In grassland: 1d3 black bears
  • In river terrain: 1d3 black bears
  24. blood hawk
  24. blood hawk
  This encounter is with 1d6 blood hawks.
  
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  | 9
  25. bugbears
  25. bugbears
  This is 2d6 bugbears.
  26. buleTTe
  26. buleTTe
  Roll 1d20. The encounter is with 1 bulette unless the die roll is a 20, 
  in which case there are 2 of the nasty critters.
  27. Caravan
  27. Caravan
  Roll 3d6 to determine how many wagons are in the caravan. This 
  determines the rest of the of the caravan’s composition: 
  03–06
  4 wagons
  07–09
  5 wagons
  10–12
  6 wagons
  13
  7 wagons
  14
  8 wagons
  15
  9 wagons
  16
  10 wagons
  17
  11 wagons
  18
  12 wagons
  Each wagon provides the caravan’s total composition with:
  • 1 merchant (greater commoner*)
  • 2 cavalry (scouts with warhorses)
  • 1 teamster (commoner)
  • 1 archer (scout)
  • 1 foot soldier (guard)
  • 1 mastiff (trained for attack with foot soldier as handler).
  28. Caribou
  28. Caribou
  This encounter is with 4d6 caribou (as elk).
  29. CaTTle drive
  29. CaTTle drive
  The cattle drive consists of 1d4 + 3 Loreclan riders (scouts with 
  riding horses), 1 Loreclan knight (with AC 16 [chain mail] and a 
  longbow instead of a crossbow) with a warhorse, and 4d6 cattle.
  30. Cavalry TrooP
  30. Cavalry TrooP
  A calvary troop has 1 or 2 captains mounted on warhorses 
  accompanied by 10 + 1d10 scouts mounted on warhorses. They are a 
  mix of loreclan and foerd.
  31. CenTaurs
  31. CenTaurs
  This is 1d4 centaurs.
  32. Chimera
  32. Chimera
  One chimera. It’s enough.
  33. CoCkaTriCe
  33. CoCkaTriCe
  A gaggle of 3d4 cockatrices are bustling through the grass.
  34. CreaTures oF shadow
  34. CreaTures oF shadow
  Roll 1d4 or choose on the table below.
  1d4
  Creatures
  1
  3 shadows
  2
  1 wraith
  3
  1 wraith and 1d4 shadows
  4
  2 wraiths and 3d4 shadows
  35. CroCodile
  35. CroCodile
  Some of the logs are moving. 1d4 crocodiles float nearby.
  36. CuTe squirrels
  36. CuTe squirrels
  Cute squirrels in the trees appear to be gathering nuts for wintertime.
  37. deer
  37. deer
  A family of 2d6 deer stand nervously.
  
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  The Grand duchy of reme - 5e reference Guide
  38. dragon
  38. dragon
  Roll 1d100 to determine the type of dragon encounter:
  1d100
  Result
  01–60
  This encounter is with an insignificant and 
  common wyrm, a youthful one that still hunts 
  actively and fairly indiscriminately. You may 
  substitute any type of dragon or age category, 
  by whatever means desired, but the standard 
  dragon encounter is with a young green or 
  red dragon. 
  61–80
  This is an encounter with one adult black or 
  green dragon that is hunting. 
  81–00
  This is an encounter with a hunting adult red or 
  white dragon (white dragons are encountered 
  only in mountainous or hilly terrain). 
  39. dragon, green
  39. dragon, green
  This is 50/50 chance of being an adult or a young green dragon.
  40. druid
  40. druid
  This encounter is with a beastshifter* who has a 20% chance of 
  having 1d4 wolves friendly to it nearby.
  41. dwarves
  41. dwarves
  3d6 dwarf hardy commoners* and a dwarf thug.
  42. eagle or hawks
  42. eagle or hawks
  1 eagle or 2d6 hawks
  43. elk
  43. elk
  This encounter is with 4d6 elk.
  44. elves
  44. elves
  An elven eldritch archer* and 2d6 elven scouts are working their 
  way through the woods. 
  45. eTTin
  45. eTTin
  1d2 ettins (or 2 to 4 heads)
  46. Fire gianTs
  46. Fire gianTs
  1d3 fire giants (90% chance) or 1 fire giant chieftain* and 2d6 fire 
  giants (10% chance).
  47. Fishing boaTs (FoerdewaiTh)
  47. Fishing boaTs (FoerdewaiTh)
  Population of 1d3 fishing boats. Each has 1 or 2 commoners and a 
  10% chance of a more flightworthy crewmember (as bandit).
  48. Fishing boaTs (loreClan)
  48. Fishing boaTs (loreClan)
  As above
  49. FooT PaTrol
  49. FooT PaTrol
  This is for Road encounters in general and is 10 + 1d6 footmen* plus 
  an officer (captain*) and one serjeant (veteran) for each full group of 
  four footmen.
  
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  references and encounTers | 11
  | 11
  50. FrosT gianTs
  50. FrosT gianTs
  1d3 frost giants (90% chance) or 1 frost giant chieftain* and 2d6 
  frost giants (10% chance).
  51. Fur TraPPers
  51. Fur TraPPers
  Fur trappers move about the countryside in groups for safety, going 
  off individually for one or two days at a time.  This encounter is with 
  a group of them. Roll 1d6 to determine the composition of the group: 
  1d6
  Trapper Crew
  1–3
  Mule train with 2d6 mules and 1d6 fur trappers
  4–5
  2 wagons, each pulled by a pair of riding horses, 
  with 1d6 fur trappers and 2 archers
  6
  3 wagons, each pulled by a pair of riding horses, 
  with 1d6 + 1 fur trappers, 2 archers and 1 cavalry 
  scouting.
  The fur trappers use the bandit stat block, the archers are scouts, and 
  the cavalry rider is a scout on a warhorse.
  52. gianT badger
  52. gianT badger
  1 or 2 giant badgers.
  53. gianT boar
  53. gianT boar
  1d6 giant boars.
  54. gianT CroCodile
  54. gianT CroCodile
  1d3 giant crocodiles plus 1d3 normal crocodiles.
  55. gianT eagle
  55. gianT eagle
  One or two giant eagles.
  56. gianT elk
  56. gianT elk
  2d4 giant elk plus 2d6 regular elk.
  57. gianT hyaena
  57. gianT hyaena
  1d6 giant hyaenas and 1d3 regular hyaena.
  58. gianT mounTain goaT  
  58. gianT mounTain goaT  
  (and gianT bighorn sheeP)
  (and gianT bighorn sheeP)
  These encounters are with 1d6 + 1 mountain goats, with a 10% 
  chance for the goats to be accompanied by 1 giant goat. 
  59. gianT owl
  59. gianT owl
  One giant owl.
  60. gianT snake
  60. gianT snake
  This encounter is with either 1d2 giant constrictor snakes or giant 
  poisonous snakes, plus 1d3 normal snakes of the same type.
  61. gianT sPiders
  61. gianT sPiders
  There is a 10% chance of one lone giant wolf spider and a 90% 
  chance of a 3d4 giant spiders.
  62. gianT Toad
  62. gianT Toad
  A pair of giant toads surrounded by hundreds of (harmless) normal 
  toads.
  63. gianT wasPs
  63. gianT wasPs
  2d6 giant wasps are on the wing.
  64. gnoll Tribe
  64. gnoll Tribe
  Two gnoll warbands (see encounter 65, below), a gnoll chieftain*, 
  and 3d6 noncombatant gnolls (young and too old) are either (25% 
  chance) on the march or (75%) encamped.
  65. gnoll warband
  65. gnoll warband
  2d6+3 gnolls, plus one gnoll brute* for each 4 regular gnolls.
  66. gnomes
  66. gnomes
  This is a group of gnome traders. Roll 1d2 to determine the 
  composition of the group.
  1d2
  Group Composition
  1
  Mule train with 2d6 mules with 1d6 gnome 
  traders.
  2
  2 wagons, each pulled by 2 ponies, with 1d6 
  gnome traders, 2 gnome guards, and a 50% 
  chance of 2d6 herd animals (roll 1d3: 1 — 
  goats, 2 — donkeys, 3 — sheep.)
  The gnome traders use the greater commoner* stat block. If there 
  are six of them, one of them is an illusionist*. 
  67. griFFon
  67. griFFon
  1d4 griffons.
  
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  The Grand duchy of reme - 5e reference Guide
  68. harPy
  68. harPy
  2d6 harpies.
  69. hill gianT
  69. hill gianT
  1d4 hill giants.
  70. hiPPogriFF
  70. hiPPogriFF
  1d4 hippogriffs.
  71. hobgoblins
  71. hobgoblins
  A hobgoblin raiding party, composed of 3d4 hobgoblins and 1 
  hobgoblin lieutenant*.
  72. humanoid warband
  72. humanoid warband
  There are 3d6 humanoids mounted on appropriate animals. Roll 
  1d3 for type (1 — goblins on wolves, 2 — orcs on dire wolves, 3 — 
  hobgoblins on worgs). They are led by 1d2 ogres mounted on giant 
  boars.
  73. hyaenas
  73. hyaenas
  2d6 hyaenas
  74. kobolds
  74. kobolds
  2d6 kobolds led by a kobold assassin*.
  75. lion
  75. lion
  A pride of 2d4 lions.
  76. loreClan riders
  76. loreClan riders
  There are 1d6 + 5 Loreclan Riders (scouts with warhorses) and 1 
  Loreclannic Knight. For the Loreclanic Knight, use knight with AC 16 
  (chain mail) and longbow instead of crossbow.
  77. lyCanThroPe
  77. lyCanThroPe
  Roll for 1d10 on the table below.
  1d10
  Lycanthrope Type
  1–3
  1d2 werewolves
  4–5
  1 werebear
  6–7
  1 wereboar
  8–9
  1d3 + 1 wererats
  10
  1 weretiger
  78. manTiCore
  78. manTiCore
  1d3 manticores
  79. ogres
  79. ogres
  1d4 ogres
  80. orCs
  80. orCs
  2d12 orcs led by a (50%) blood orc elder warrior* or a (50%) black 
  orc champion*.
  81. owlbear
  81. owlbear
  Roll 1d10. On a 10, this encounter is with 2 owlbears and 1d3 
  owlbear cubs*. Otherwise, it is with a single owlbear.
  82. PashTar druid
  82. PashTar druid
  Pashtars are the negotiators, mediators, scholars, and problem-solvers 
  of the Plains of Reme. When traveling, they are usually accompanied 
  by temporary retinues provided by Loreclans whose territory they are 
  passing through. The pashtar druid uses the stat block of a beastshifter* 
  and is accompanied by 1d2 + 2 Loreclan rider (scouts with warhorses) 
  and 1 Loreclannic Knight. For the Loreclanic Knight, use knight with 
  AC 16 (chain mail) and longbow instead of crossbow.
  83. PashTar ranger
  83. PashTar ranger
  Pashtars are the negotiators, mediators, scholars, and problem-solvers 
  of the Plains of Reme. When traveling they are usually accompanied 
  by temporary retinues provided by Loreclans whose territory they are 
  passing through. The pashtar ranger uses the stat block of an eldretich 
  archer* and is accompanied by 1d2 + 2 Loreclan rider (scouts with 
  warhorses) and 1 Loreclannic Knight. For the Loreclanic Knight, use 
  knight with AC 16 (chain mail) and longbow instead of crossbow.
   84. Pegasus
   84. Pegasus
  Roll 1d10.  On a 1–9, this encounter is with 1 pegasus; on a 10 there 
  is a herd of 1d6 + 1.
  85. PeryTon
  85. PeryTon
  1d3 perytons*.
  86. PTeranodon
  86. PTeranodon
  1d6 + 6 giant pteranodons*
  87. ravens
  87. ravens
  A swarm of ravens wheel in the sky — there may be something dead 
  in the distance that attracts their attention.
  
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  | 13
  88. roC
  88. roC
  1 roc.
  89. saber-TooThed Tiger
  89. saber-TooThed Tiger
  1d2 saber-toothed tigers.
  90. saTyr
  90. saTyr
  1 satyr.
  91. small seTTlemenT (CenTaur)
  91. small seTTlemenT (CenTaur)
  A settlement with 2d6 centaurs.
  92. small seTTlemenT 
  92. small seTTlemenT 
  (FoerdewaiTh)
  (FoerdewaiTh)
  Foerdewaith settlements in Reme are small villages of 1d6 x 10 
  commoners living in stone or wooden buildings. The Foerdewaith 
  are more traditionally feudalistic than the Loreclans, so these 
  villages are generally under the care of a bailiff (veteran) or a 
  knight (knight), ruled by a lord (who is most likely not present). 
  Foerdewaith settlements cultivate crops and also keep domesticated 
  cattle far more placid than the wild kine of the plains.
  93. small seTTlemenT (gnomes)
  93. small seTTlemenT (gnomes)
  Gnomish settlements are small villages of 1d4 x 10 gnomes 
  (commoners) living in well-built stone houses, often having 
  interconnected basements and escape tunnels. These settlements 
  are surrounded by guard animals (mastiffs and eagles), making it 
  extremely difficult to take the gnomes by surprise. A gnomish elder 
  (noble or illusionist) generally acts as the leader of such small 
  settlements.
  94. small seTTlemenT (human)
  94. small seTTlemenT (human)
  Human settlements in the High Downs are stone villages of 1d4 
  x 10 humans and 1d6 gnomes (commoners) with guard animals 
  (mastiffs and eagles) and a village elder (as acolyte).
  95. small seTTlemenT 
  95. small seTTlemenT 
  (loreClan)
  (loreClan)
  Loreclan settlements are usually a mix of permanent wooden 
  structures and the tents of visitors from other loreclans. These 
  settlements usually have a total of (1d4 + 1) x 10 people with a 
  Loreclan knight, 1d6 Loreclan riders (scouts with warhorses), and 
  the rest commoners. For the Loreclan Knight, use knight with AC 
  16 (chain mail) and longbow instead of crossbow.
  96. snake
  96. snake
  A den of 3d6 (50%) poisonous or (50%) constrictors snakes.
  97. sTirges
  97. sTirges
  1d6+3 stirges.
  98. sTone gianTs
  98. sTone gianTs
  1d3 stone giants (90% chance) or 1 stone giant chieftain* and 
  2d6 stone giants (10% chance).
  99. Traders
  99. Traders
  Small traders are essentially small-scale caravans, usually moving 
  from town to town on a circuit rather than crossing hundreds of 
  miles from one major market to another. Roll 1d3 to determine the 
  composition of the group 
  1d6
  Trade Caravan
  1–3
  Mule train with 2d6 mules and 1d6 traders
  4–5
  2 wagons, each pulled by a pair of riding 
  horses, with 1d6 traders and 2 archers
  6
  3 wagons, each pulled by a pair of riding 
  horses, with 1d6 + 1 traders, 2 archers and 
  1 cavalry scouting.
  Roll 1d3 for each trader (1 — commoner, 2 — hardy 
  commoner*, 3 — greater commoner*). The archers are scouts, 
  and the cavalry rider is a scout on a warhorse.
  100. TreanT
  100. TreanT
  1 treant.
  101. Troll
  101. Troll
  This encounter is with (80%) 1 troll or (20%) 1d3 + 1 trolls.
  
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  The Grand duchy of reme - 5e reference Guide
  102. werebear
  102. werebear
  This encounter is with (95%) 1 werebear or (5%) 2 werebears.
  103. wild CaTTle
  103. wild CaTTle
  There are 4d10 noncombatant wild cattle with 1d2 dangerous bulls 
  (use elk).
  104. wild horses
  104. wild horses
  2d10 wild horses (use ponies)
  105. wolves
  105. wolves
  A pack of 1d12 + 1 wolves.
  106. wood elves
  106. wood elves (ForesT wolF Clan)
   (ForesT wolF Clan)
  1d4 + 3 wood elves (use eldritch archers*)
  107. worgs
  107. worgs
  1d3 worgs plus 1d10 regular wolves.
  108. wyverns
  108. wyverns
  This encounter is with (90%) 1 wyvern or (10%) 1d4 wyverns.
  109. Zombies
  109. Zombies
  3d6 zombies.
  CreaTure sTaT bloCks
  CreaTure sTaT bloCks
  Creatures from the encounters that are not listed in the Fifth Edition 
  SRD have their stat blocks here.
  arCanisT
  arCanisT
  Medium humanoid (any), any alignment
  Armor Class 13
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  12 (+1)
  19 (+4)
  15 (+2)
  14 (+2)
  Saving Throws Int +7, Wis +5
  Skills Arcana +10, History +7, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish, Ignan
  Challenge 8 (3,900 XP)
  Changeable Illusions. When the arcanist casts an illusion 
  spell with a duration greater than 1 round, it can use an action 
  to modify the form of that illusion.
  Illusory Double (recharge 6). When the arcanist is targeted 
  by an attack, it creates a temporary illusionary copy of itself. 
  The illusion is hit by the attack instead of the arcanist.
  Persistent Illusions. When the arcanist casts an illusion 
  spell with a duration greater than 1 round which requires 
  concentration, the spell will continue for 1 round for every 
  four caster levels of the arcanist, even after concentration 
  ends. This ability can extend the duration of an illusion 
  beyond its normal limit but does not function if the arcanist is 
  unconscious or dead.
  Spellcasting. The arcanist is a 12th level spellcaster. The 
  arcanist’s spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). It has the following spells 
  prepared:
  Cantrips (at will): dancing lights, fire bolt, light, mage hand, 
  minor illusion, prestidigitation
  1st level (4 slots): charm person, disguise self, fog cloud, silent 
  image, unseen servant
  2nd level (3 slots): blur, invisibility, mirror image, misty step, 
  suggestion
  3rd level (3 slots): counterspell, hypnotic pattern, lightning bolt, 
  major image
  4th level (3 slots): greater invisibility, phantasmal killer, resilient 
  sphere, stoneskin
  5th level (2 slots): cone of cold, creation, seeming
  6th level (1 slot): programmed illusion
  Actions
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6) bludgeoning damage or 5 (1d8) bludgeoning 
  damage if used with two hands.
  
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  | 15
  bandiT lord
  bandiT lord
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 16 (breastplate)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  14 (+2)
  14 (+2)
  11 (+0)
  14 (+2)
  Saving Throws Str +5, Dex +4, Wis +2
  Skills Athletics +5, Deception +4, Intimidation +4
  Senses passive Perception 10
  Language Any two languages
  Challenge 4 (1,100 XP)
  Pack Tactics. The bandit lord has advantage on attack rolls 
  against a creature if at least one of the bandit lord’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Actions
  Multiattack. A bandit lord makes three melee or ranged 
  attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Leadership (recharges after a short or long rest). For 
  1 minute, the bandit lord 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 bandit lord. A creature can benefit from only 
  one Leadership die at a time. This effect ends if the bandit lord 
  is incapacitated.
  The bandit lord can be found in Tome of Beasts by Kobold 
  Press.
  baTTle-wagon
  baTTle-wagon
  Large vehicle (8 ft. by 20 ft.)
  Armor Class 16
  Hit Points 60 (Threshold 10)
  Speed 20 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2)
  0 (–5)
  0 (–5)
  0 (–5)
  Capacity 4 Crew, 4 passengers
  Max Cargo 500 pounds
  Movement The battle-wagon is meant to be drawn by 4 yak-
  beasts or similar. For each beast less than that, its speed is 
  reduced by 5.
  Cover The battle-wagon provides half-cover to the driver, three-
  quarters cover to all creatures that are using the arrow slots, 
  and full cover to all other creatures within it.
  beasTshiFTer
  beasTshiFTer
  Medium humanoid (any race), any alignment
  Armor Class 17 (studded leather)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  14 (+2)
  10 (+0)
  18 (+4)
  14 (+2)
  Skills Animal Handling +7, Medicine +7, Nature +6
  Perception +7, Survival +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Druidic, Goblin
  Challenge 6 (2,300 XP)
  Spellcasting. The beastshifter’s spellcasting ability is Wisdom 
  (spell save DC 15, +7 to hit with spell attacks). It can cast the 
  following spells:
  Cantrips (at will): bramble whip4, druidcraft, poison spray, 
  produce flame
  1st level (4 slots): cure wounds, faerie fire, fog cloud, longstrider, 
  thunderwave
  2nd level (3 slots): barkskin, enhance ability, flame blade, heat 
  metal
  3rd level (3 slots): call lightning, conjure animals, sleet storm, 
  wind wall
  4th level (2 slots): blight, conjure minor elementals, stoneskin
  Primal Strike. While in beast form, the beastshifter’s attacks 
  are considered magical.
  Actions
  Actions
  Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  5 (ld6 + 2) bludgeoning damage.
  Wild Shape (2/day). The beastshifter can take a bonus action 
  to magically assume the shape of a beast that it has seen 
  before, provided that the beast has a challenge rating of 2 or 
  lower, and has no flying speed. It can use this feature twice 
  per day.
  While in a new form, the beastshifter retains its ability to 
  speak, and its Intelligence, Wisdom, and Charisma scores. 
  It also retains all of its skill and saving throw proficiencies 
  in addition to gaining those of the creature whose form it 
  assumes. It assumes the Hit Dice, hit points, AC, movement 
  modes, Strength, Dexterity, and Constitution scores, and the 
  attack and damage statistics of the beast.
  
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  The Grand duchy of reme - 5e reference Guide
  bovine
  bovine
  Large beast, unaligned
  Armor Class 10
  Hit Points 22 (3d10 + 6) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  2 (–4)
  10 (+0)
  4 (–3)
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Actions
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Male bovine (referred to as bulls) tend to be more muscular 
  and aggressive than females of the same species. A Bull uses 
  the statistics of a bovine (see Appendix A) with the following 
  changes:
  * Its challenge rating is 1 (200 XP)
  * It has a Strength of 18 (+4).
  * It has a Constitution of 16 (+3). 
  * It has 34 (4d10 + 12) hit points.
  * Its Gore attack has been upgraded (+6 to hit, 8 [1d8 + 4] 
  piercing damage).
  CaPTain
  CaPTain
  Medium humanoid (any race), any alignment
  Armor Class 18 (chain mail and shield)
  Hit Points 65 (10d8+20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  15 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
  Saving Throws Str +6, Con +4
  Skills Athletics +6, Perception +5, Intimidation +7
  Senses passive Perception 15
  Languages Common, Dwarven
  Challenge 4 (1,100 XP)
  Brave. The captain has advantage on all saving throws against 
  fear.
  Leadership (recharges after a short or long rest). For 1 
  minute, the captain 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 
  captain. A creature can benefit from only one Leadership die 
  at a time. This effect ends if the captain is incapacitated.
  Actions
  Actions
  Multiattack. The captain makes three melee attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used 
  with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400, one target. Hit: 5 (1d10) piercing damage.
  Cave bear
  Cave bear
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 95 (10d10 + 40) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (–1)
  18 (+4)
  2 (–4)
  13 (+1)
  7 (–2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 4 (1,100 XP)
  Actions
  Actions
  Multiattack. The cave bear makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (1d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) slashing damage plus an additional 10 (3d6) 
  slashing damage if two Claw attacks hit the same target
  
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  | 17
  Commander
  Commander
  Medium humanoid (any race), any alignment
  Armor Class 19 (splint, shield)
  Hit Points 110 (17d8+34)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  14 (+2)
  13 (+1)
  14 (+2)
  12 (+1)
  Saving Throws Str +7, Con +5
  Skills Animal Handling +5, Athletics +7, Insight +5, Perception +5
  Senses passive Perception 15
  Languages Common, Dwarven
  Challenge 5 (1,800 XP)
  Indomitable (1/day). The commander rerolls a failed saving 
  throw.
  Second Wind (recharges after a short or long rest). As a 
  bonus action, the commander can regain 10 hit points.
  Leadership (recharges after a short or long rest). For 
  1 minute, the commander 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 commander. A creature can benefit from 
  only one Leadership die at a time. This effect ends if the 
  commander is incapacitated.
  Actions
  Actions
  Multiattack. The commander makes three melee attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400, one target. Hit: 6 (1d10 + 1) piercing damage.
  Commoner, greaTer
  Commoner, greaTer
  Medium humanoid (any), any
  Armor Class 12
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  14 (+2)
  10 (+0)
  12 (+1)
  10 (+0)
  Skills Athletics +5, Survival +3
  Senses passive Perception 11
  Languages Common
  Challenge 1/2 (100 XP)
  Actions
  Actions
  Multiattack. The greater commoner makes two Improvised 
  Weapon attacks (either melee or ranged).
  Improvised Melee Weapon. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning, piercing, 
  or slashing damage.
  Improvised Ranged Weapon. Ranged Weapon Attack: +5 
  to hit, range 20 ft., one target. Hit: 5 (1d4 + 3) bludgeoning, 
  piercing, or slashing damage.
  Commoner, hardy
  Commoner, hardy
  Medium humanoid (any), any
  Armor Class 12
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  12 (+1)
  10 (+0)
  12 (+1)
  10 (+0)
  Skills Athletics +4, Survival +2
  Senses passive Perception 11
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Actions
  Improvised Melee Weapon. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning, piercing, 
  or slashing damage.
  Improvised Ranged Weapon. Ranged Weapon Attack: +4 
  to hit, range 20 ft., one target. Hit: 4 (1d4 + 2) bludgeoning, 
  piercing, or slashing damage.
  
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  The Grand duchy of reme - 5e reference Guide
  eldriTCh arCher
  eldriTCh arCher
  Medium humanoid (elf), neutral
  Armor Class 16 (chain mail)
  Hit Points 88 (16d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  20 (+5)
  13 (+1)
  16 (+3)
  16 (+3)
  12 (+1)
  Saving Throws Dex +8, Int +6
  Skills Perception +6, Stealth +8, Survival +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Elven
  Challenge 7 (2,900 XP)
  Eldritch Arrow. Once per turn, the eldritch archer can apply 
  an eldritch effect to an arrow fired from its longbow. The 
  eldritch effect does 4 (1d8) damage. The damage type can be 
  either acid, cold, fire, lightning, or poison.
  Fey Ancestry. The elf has advantage on saving throws against 
  being charmed, and magic can’t put the elf to sleep.
  Keen Hearing and Sight. The elf has advantage on Wisdom 
  (Perception) checks related to hearing or sight.
  Spellcasting. The eldritch archer is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). It can cast the following spells:
  Cantrips (at will): fire bolt, mage hand, mending, prestidigitation
  1st level (4 slots): burning hands, expeditious retreat, shield
  2nd level (3 slots): darkness, enhance ability, silence
  3rd level (2 slots): blink, gaseous form
  Actions
  Actions
  Multiattack. The eldritch archer makes two melee or three 
  ranged weapon attacks.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) piercing damage.
  +2 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 
  ft., one target. Hit: 11 (1d8 + 7) piercing damage.
  FooTman
  FooTman
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather, shield)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Actions
  Multiattack. The footman makes two Spear attacks or two 
  Longsword attacks.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 
  6 (1d8 + 2) piercing damage if used with two hands.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  piercing damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  gianT, Fire, ChieFTain
  gianT, Fire, ChieFTain
  Huge giant, lawful evil
  Armor Class 18 (plate)
  Hit Points 187 (15d12 + 90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  9 (–1)
  23 (+6)
  10 (+0)
  14 (+2)
  16 (+3)
  Saving Throws Dex +3, Con +10, Cha +6
  Skills Athletics +12, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 10 (5,900 XP)
  Actions
  Actions
  Multiattack. The giant makes two Greatsword attacks.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Leadership (recharges after a short or long rest). For 1 
  minute, the fire giant chieftain 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 1d4 to its roll provided it can hear and 
  understand the fire giant chieftain. A creature can benefit 
  from only one Leadership die at a time. This effect ends if the 
  fire giant chieftain is incapacitated.
  
  creaTure sTaT Blocks 
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  | 19
  gianT, FrosT, ChieFTain
  gianT, FrosT, ChieFTain
  Huge giant, neutral evil
  Armor Class 16 (patchwork armor)
  Hit Points 184 (16d12 + 80)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  21 (+5)
  12 (+1)
  10 (+0)
  14 (+2)
  Saving Throws Con +9, Wis +4, Cha +6
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses passive Perception 14
  Languages Giant
  Challenge 9 (5,000 XP)
  Actions
  Actions
  Multiattack. The giant makes two Greataxe attacks.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 26 (3d12 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Reactions
  Reactions
  Parry. The frost giant chieftain adds 4 to its AC against one 
  melee attack that would hit it. To do so, the fire giant chieftain 
  must see the attacker and be wielding a melee weapon.
  gianT, sTone, ChieFTain
  gianT, sTone, ChieFTain
  Huge giant, neutral
  Armor Class 17 (natural armor)
  Hit Points 149 (13d12 + 65)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  16 (+3)
  20 (+5)
  10 (+0)
  16 (+3)
  12 (+1)
  Saving Throws Dex +6, Con +8, Wis +5
  Skills Athletics +13, Perception +4
  Senses darkvision 60 ft., passive Perception 15
  Languages Giant
  Challenge 8 (2,900 XP)
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Actions
  Multiattack. The giant makes two Greatclub attacks.
  Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is 
  a creature, it must succeed on a DC 17 Strength saving throw 
  or be knocked prone.
  Reactions
  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.
  gnoll bruTe
  gnoll bruTe
  Medium humanoid (gnoll), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+3)
  6 (–2)
  8 (–1)
  7 (–2)
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 9
  Languages Gnoll
  Challenge 1 (200 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points 
  with a melee attack on its turn, the gnoll can take a bonus 
  action to move up to half its speed and make a Bite attack.
  Actions
  Actions
  Multiattack. The giant makes one Bite attack and one Spear attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 
  7 (1d8 + 3) piercing damage if used with two hands.
  
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  The Grand duchy of reme - 5e reference Guide
  gnoll ChieFTain
  gnoll ChieFTain
  Medium humanoid (gnoll), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+2)
  9 (–1)
  10 (+0)
  9 (–1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 2 (450 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points 
  with a melee attack on its turn, the gnoll can take a bonus 
  action to move up to half its speed and make a Bite attack.
  Actions
  Actions
  Multiattack. The giant makes two Longspear attacks and uses 
  its War Cry action if it can.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage.
  Longpear. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage.
  War Cry (recharge 6). The gnoll chieftain unleashes a violent 
  howl. Any ally of the chieftain within 60 ft. that hear the 
  chieftain may use its reaction to make a melee attack.
  hired Thug
  hired Thug
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  11 (+0)
  10 (+0)
  13 (+1)
  13 (+1)
  Skills Deception +3, Perception +3, Stealth +6
  Senses passive Perception 13
  Languages Thieves’ cant plus any one language
  Challenge 2 (450 XP)
  Cunning Action. On each of its turns, the hired thug can use a 
  bonus action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/turn). Once per turn, the hired thug 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 hired thug that isn’t 
  incapacitated and the hired thug doesn’t have disadvantage on 
  the attack roll.
  Actions
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 1d4 + 2 piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  hobgoblin lieuTenanT
  hobgoblin lieuTenanT
  Medium humanoid (hobgoblin), lawful evil
  Armor Class 17 (scale mail, shield)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  10 (+0)
  11 (+0)
  13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial Advantage. Once per turn, the hobgoblin lieutenant 
  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
  Actions
  Multiattack. The hobgoblin lieutenant makes two melee 
  attacks.
  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.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, range 
  30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  illusionisT
  illusionisT
  Medium humanoid (any), any
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  11 (+0)
  17 (+3)
  13 (+1)
  15 (+2)
  Saving Throws Int +5, Wis +3
  Skills History +5, Performance +4, Persuasion +4
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Spellcasting. The illusionist is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). It has the following wizard spells prepared:
  Cantrips (at will): chill touch, dancing lights, minor illusion, 
  prestidigitation
  1st level (4 slots): disguise self, silent image, sleep
  2nd level (3 slots): invisibility, mirror image, phantasmal force
  3rd level (2 slots): hypnotic pattern, major image
  Actions
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  
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  | 21
  kobold assassin
  kobold assassin
  Small humanoid (kobold), lawful evil
  Armor Class 15 (studded leather armor)
  Hit Points 49 (9d6 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  15 (+2)
  14 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  Saving Throws Dex +4, Int +2
  Skills Deception +2, Perception +2, Sleight of Hand +4, Stealth 
  +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic, Thieves’ Cant
  Challenge 4 (1,100 XP)
  Assassinate. The kobold assassin has advantage on attack rolls 
  against any creature that hasn’t yet acted in the combat. In 
  addition, any hit it scores against a creature that is surprised 
  counts as a critical hit.
  Cunning Action. The kobold assassin can take a bonus action 
  on each of its turns in combat. This action can be used only to 
  take the Dash, Disengage, or Hide action.
  Evasion. The kobold assassin can nimbly dodge out of the way 
  of certain area effects. When it is subjected to an effect that 
  allows it to make a Dexterity saving throw to only take half 
  damage, it instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails.
  Innate Spellcasting. The kobold assassin may cast disguise 
  self on itself (spell save DC 15) 3/day with no material 
  components.
  Pack Tactics: The kobold assassin has advantage on an attack 
  roll against a creature if at least one of its allies is within 5 
  feet of the creature and the ally isn’t incapacitated.
  Sneak Attack. Once per turn, the kobold assassin can deal 
  an extra 4d6 damage to one creature it hits with a Dagger 
  attack if it has advantage on the attack roll. It doesn’t need 
  advantage on the attack roll if another enemy of the target is 
  within 5 feet of the target and that enemy isn’t incapacitated.
  Sunlight Sensitivity: While in sunlight, the kobold assassin 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Uncanny Dodge. When an attacker the kobold assassin can 
  see hits it with an attack, it can use its reaction to halve the 
  attack’s damage against it.
  Actions
  Actions
  Multiattack. The kobold assassin makes two Dagger attacks 
  (melee or ranged).
  Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. The target must 
  make a DC 15 Constitution saving throw. On a failed save, 
  the target takes 10 (3d6) poison damage and is poisoned. On a 
  successful saving throw, the target takes half as much damage 
  and is not poisoned. A poisoned target may repeat the saving 
  throw at the end of each of its turns, ending the condition on 
  itself on a success.
  orC, blaCk, ChamPion
  orC, blaCk, ChamPion
  Medium humanoid (black orc), chaotic evil
  Armor Class 18 (plate)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  14 (+2)
  9 (–1)
  12 (+1)
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Intimidation +7, Perception +4, Religion +2
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Common, Orc
  Challenge 7 (2,900 XP)
  Blessing of Orcus. Black orcs have advantage on saving throws 
  against the spells and effects of undead creatures.
  Spellcasting. The black orc champion is a 7th level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). It has the following paladin spells 
  prepared:
  1st level (4 slots): command, detect evil and good, false life, 
  protection from evil and good, shield of faith
  2nd level (3 slots): magic weapon, silence, protection from poison
  Unholy Strike. Once on each of the black orc champion’s turns 
  when it hits a creature with a weapon attack, the champion 
  can cause the attack to deal an extra 13 (3d8) necrotic damage 
  to the target.
  Actions
  Actions
  Multiattack. The black orc champion makes two melee attacks.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Dreadful Glare (Recharges on a Short or Long Rest). Each 
  enemy within 30 feet of the champion must succeed on a DC 
  15 Wisdom saving throw or drop whatever it is holding and 
  become frightened for 1 minute. A frightened creature can 
  repeat the saving throw on the end of each of its turns, ending 
  the effect on a success.
  Reactions
  Reactions
  Parry. The black orc champion adds 3 to its AC against one 
  melee attack that would hit it. To do so, the champion must 
  see the attacker and be wielding a melee weapon.
  
  22 |
  22 |The Grand duchy of reme - 5e reference Guide
  The Grand duchy of reme - 5e reference Guide
  orC, blood, elder warrior
  orC, blood, elder warrior
  Medium humanoid (blood orc), chaotic evil
  Armor Class 14 (chain shirt)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  13 (+1)
  16 (+3)
  8 (–1)
  6 (–2)
  6 (–2)
  Saving Throws Str +8, Con +6
  Skills Intimidation +1, Perception +1, Survival +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Orc
  Challenge 6 (2,300 XP)
  Bloodfrenzy. When the blood orc begins its turn with half or 
  fewer of its hit points, it can make a bite attack as a bonus 
  action when it takes the attack action, it has advantage on 
  Intelligence, Wisdom, and Charisma saving throws against 
  spells and other effects, and the elder warrior has resistance to 
  bludgeoning, piercing, and slashing damage.
  Brute. A melee weapon deals one extra die of its damage when 
  the elder warrior hits with it (included in the attack).
  Actions
  Actions
  Multiattack. The elder warrior makes two melee attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  10 (2d4 + 5) piercing damage.
  Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) slashing damage.
  Terrorize (1/day). The elder warrior roars and displays its 
  trophies, which are visible to all creatures within 30 feet 
  that can see it. Creatures of the elder warrior’s choice within 
  that area must make a DC 16 Wisdom saving throw or be 
  frightened of the warrior for 1 minute. While frightened, they 
  are paralyzed. A frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on a 
  success.
  owlbear Cub
  owlbear Cub
  small monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 32 (5d6 + 15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  16 (+3)
  2 (–5)
  9 (–1)
  8 (–1)
  Skills Perception –1
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1 (200 XP)
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Actions
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage.
  PeryTon
  PeryTon
  Medium monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 15 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  14 (+2)
  8 (–1)
  11 (+0)
  9 (–1)
  Skills Perception +2
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Flyby. The peryton doesn’t provoke an opportunity attack when 
  it flies out of an enemy’s reach.
  Heart Devourer. If the peryton slays a creature which 
  possesses a heart, it may use a bonus action to rend the 
  creature’s heart from its chest and eat it. The peryton gains 
  10 temporary hit points and has advantage on attack rolls 
  for the next round. Any creatures within 30 feet who witness 
  this devouring must succeed on a DC 13 Wisdom (fear) saving 
  throw or become frightened until the end of their next turn.
  Slash and Snatch. If the peryton dives at least 30 feet straight 
  toward a target and then hits it with a Talon attack on the 
  same turn, the target takes an additional 10 (3d6) slashing 
  damage. If the target is size Small or smaller, it is grappled 
  (escape DC 13). The peryton has picked it up and may begin 
  flying away with it.
  Actions
  Actions
  Multiattack. The peryton makes one Antler attack and one 
  Talon attack
  Antler. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 3) piercing damage.
  Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  
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  PreaCher
  PreaCher
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  13 (+1)
  20 (+5)
  17 (+3)
  Saving Throws Con +5, Wis +8
  Skills History +4, Performance +6, Persuasion +9, Religion +4
  Senses passive Perception 15
  Languages any three languages
  Challenge 8 (3,900 XP)
  Spellcasting. The preacher is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 16, +8 to hit with 
  spell attacks). The preacher has the following cleric spells 
  prepared:
  Cantrips (at will): guidance, light, resistance, sacred flame, 
  thaumaturgy
  1st level (4 slots): bane, bless, command, cure wounds, inflict 
  wounds
  2nd level (3 slots): aid, hold person, spiritual weapon
  3rd level (3 slots): beacon of hope, mass healing word, tongues
  4th level (3 slots): freedom of movement, locate creature
  5th level (2 slots): flame strike, geas
  Unshakeable Faith. The preacher has advantage on Wisdom 
  and Charisma saving throws.
  Actions
  Actions
  Multiattack. The preacher uses its Speech and makes three 
  melee attacks.
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Speech. The preacher makes one of the following speeches; it 
  can’t use the same speech two rounds in a row:
  Condemning Speech. The preacher speaks words of 
  condemnation at one target within 30 feet of it. The target 
  must make a DC 16 Wisdom saving throw. On a failure, the 
  target takes 28 (8d6) thunder damage and is frightened for 1 
  minute. On a success, the target takes half the damage and 
  isn’t frightened. A frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success. If the creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to the preacher’s 
  Condemning Speech for the next 24 hours.
  Inspiring Speech. The preacher targets up to three creatures 
  it can see within 30 feet of it and speaks words of inspiration. 
  Each target has advantage on its next attack roll, saving 
  throw, or ability check.
  Swaying Speech. The preacher speaks persuasively to one 
  target within 30 feet of it. The target must make a DC 16 
  Wisdom saving throw. On a failure, the target takes 28 (8d6) 
  psychic damage and is charmed for 1 minute. On a success, the 
  target takes half the damage and isn’t charmed. A charmed 
  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 preacher’s Swaying Speech for the next 24 
  hours.
  PTeranodon, gianT
  PTeranodon, gianT
  Large beast, unaligned
  Armor Class 14
  Hit Points 78 (12d8 + 24) 
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  19 (+4)
  15 (+2)
  2 (–4)
  15 (+2)
  12 (+1)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 3 (700 XP)
  Flyby. The giant pteranodon doesn’t provoke an opportunity an 
  opportunity attack when it flies out of an enemy’s reach. 
  Actions
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage.
  TheurgisT
  TheurgisT
  Medium humanoid (any), any alignment
  Armor Class 13 (16 with mage armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  14 (+2)
  18 (+4)
  15 (+2)
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Spellcasting. The theurgist is a 3rd level spellcaster. The 
  theurgist’s spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). It has the following spells 
  prepared:
  Cantrips (at will): fire bolt, light, mage hand
  1st level (4 slots): burning hands, false life, mage armor, magic 
  missile
  2nd level (2 slots): acid arrow, mirror image, scorching ray
  Actions
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  
  24 |
  24 |The Grand duchy of reme - 5e reference Guide
  The Grand duchy of reme - 5e reference Guide
  Notice of Open Game Content: This product contains Open Game Content, as defined 
  in the Open Game License, below. Open Game Content may only be Used under and in 
  terms of the Open Game License.
  Designation of Open Game Content: Subject to the Product Identity Designation herein, 
  the following material is designated as Open Game Content. (1) all monster statistics, de-
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  Use of Content from Tome of Horrors Complete: This product contains or references 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors Jonathon 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and 
  Dave Arneson.
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  The Grand Duchy of Reme, © Frog God Games 2020; Author Matt Finch, Casey Chri-
  stofferson, Rhiannon Louve, Anthony Pryor, Kenneth Spencer
  
  Frog God 
  Games
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Frog God Games/FGG - Grand Duchy of Reme - Rules Addendum.pdf