TEXT: 	
  	
  Actions in Combat 
  ATTACK: Make a melee or ranged attack. 
  CAST A SPELL: Spell must have a casting time of 1 action. 
  CLIMB ONTO BIGGER CREATURE: Athletics or Acrobatics 
  vs. Acrobatics. If successful, you climb on and treat 
  target’s space as difficult terrain. Target may take an 
  action to make an Athletics check against your 
  Athletics or Acrobatics to dislodge you. 
  DASH: Move extra distance equal to your current speed. 
  DISARM: Attack roll vs. target’s Athletics or Acrobatics. 
  No damage on success, but target drops held item. 
  Attack has disadvantage if target item is being held in 
  both hands. 
  DISENGAGE: Your movement this turn does not provoke 
  attacks of opportunity. 
  DODGE: Attacks made against you have disadvantage 
  and you have advantage on Dexterity saving throws 
  until the start of your next turn. No longer applies if 
  your speed drops to 0 or you are incapacitated. 
  ESCAPE GRAPPLE: Athletics or Acrobatics vs. Athletics.  
  FIRST AID: DC 10 Medicine to stabilize dying creature. 
  GRAPPLE: Replaces one attack. Athletics vs. Athletics or 
  Acrobatics. On success, target becomes Grappled. 
  Cannot be used on creatures more than one size larger 
  than you. 
  HELP: Give target advantage on next ability check they 
  make before the start of your next turn, or on an 
  attack against a creature within 5 feet of you before 
  the start of your next turn. 
  HIDE: Make a stealth check to become hidden. 
  MARK: Can mark target in addition to melee attack. Your 
  opportunity attacks against marked target have 
  advantage until start of your next turn and do not use 
  your reaction. You are still limited to 1 per turn. 
  OVERRUN: Athletics vs. Athletics to move through an 
  opponent’s space. Advantage if larger than target, 
  disadvantage if smaller. 
  READY: Ready an action to use later when a certain 
  trigger occurs. Using this is a reaction and does not 
  interrupt the trigger. Spells require concentration until 
  they go off.  
  SHOVE: As Grapple, but can choose to push 5 feet away 
  or knock prone. Can try to shove aside to another 
  space within 5 feet of you, but roll at disadvantage. 
  TUMBLE: Acrobatics vs. Acrobatics to move through an 
  opponent’s space. 
   
  Conditions 
  BLINDED: Automatically fail sight-dependent checks, disadvantage to your 
  attacks, advantage to hostile attacks. 
  CHARMED: Cannot hurt or attack the charmer. Charmer has advantage on social 
  ability checks. 
  DEAFENED: Automatically fail all hearing-dependent checks. 
  FRIGHTENED: Disadvantage on checks and attacks while source of fear is in line 
  of sight. Cannot deliberately move closer to source of fear. 
  GRAPPLED: Speed reduced to 0, no bonuses apply. Ends when grappler is 
  incapacitated, you escape, or you are forcibly separated. Grappler can move 
  with you at half speed. 
  INCAPACITATED: Cannot take actions or reactions. 
  INVISIBLE: Heavily obscured while hiding; you still make noise and tracks. 
  Advantage while attacking, hostiles have disadvantage. 
  PARALYZED: Incapacitated, cannot move or speak. Auto-fail Strength and 
  Dexterity saves. Hostiles have advantage. Attacks that hit you from within 5 
  feet are automatic critical hits. 
  PETRIFIED: Your weight increases tenfold. You are incapacitated and unaware of 
  your surroundings. Hostiles have advantage. Auto-fail Strength and Dexterity 
  saves. Resist all damage, poison, and disease. 
  POISONED: You have disadvantage on attack rolls and ability checks. 
  PRONE: Can only crawl at half speed until you stand up. Attacks have 
  disadvantage. Hostiles have advantage within 5 feet and disadvantage over 5 
  feet. Standing up uses half of your base movement. 
  RESTRAINED: Speed reduced to 0. Your attacks and Dexterity saves have 
  disadvantage. Hostiles have advantage. 
  STUNNED: Incapacitated, cannot move, and speaks haltingly and in fragments. 
  Auto-fail Strength and Dexterity saves. Hostiles have advantage. 
  UNCONSCIOUS: Incapacitated, prone, cannot move or speak, and unaware of 
  surroundings. Auto-fail Strength and Dexterity saves. Hostiles have advantage. 
  Attacks that hit you from within 5 feet are automatic critical hits. 
   
  Donning & Doffing 
  Armor 
  Category 
  Don 
  Doff 
  Light 
  1 min. 
  1 min. 
  Medium 
  5 min. 
  1 min. 
  Heavy 
  10 min. 
  5 min. 
  Shield 
  1 action 
  1 action 
  	
  Travel Pace & Resting 
  Pace 
  Hour 
  Day 
  Effects 
  Fast 
  4 miles 
  30 miles 
  -5 penalty to passive 
  Perception 
  Normal 
  3 miles 
  24 miles 
  ———— 
  Slow 
  2 miles 
  18 miles 
  Able to use Stealth 
  FORCED MARCH: At the end of each hour, a character must 
  make a Constitution save with a DC of 10 + the number of 
  hours over 8 they have traveled that day. Failure gains them 
  a level of exhaustion. 
  SHORT REST: 1 hour. Spend hit dice to regain HP.  
  LONG REST: 8 hours. Regain full HP and half of your 
  maximum hit dice. 
   
  Cover 
  HALF COVER: 
  +2 to AC and 
  Dexterity saves. 
  3/4 COVER:  
  +5 to AC and 
  Dexterity saves. 
  TOTAL COVER: 
  Cannot be 
  directly 
  targeted. 
  	
  Exhaustion 
  Level 
  Effect 
  1 
  Disadvantage on ability checks 
  2 
  Speed halved 
  3 
  Disadvantage on attack rolls 
  and saving throws 
  4 
  Hit Point maximum halved 
  5 
  Speed reduced to 0 
  6 
  Death 
  	
  Stealth 
  HIDING: Stealth vs. Perception (if 
  searching) or Passive Perception (if not 
  searching). Cannot hide while engaged 
  in melee. 
  LIGHTLY OBSCURED: Disadvantage on 
  Perception check. 
  HEAVILY OBSCURED: See Blinded. 
   
  Advancement 
  Level 
  XP 
  Proficiency 
  1 
  0 
  +2 
  2 
  300 
  +2 
  3 
  900 
  +2 
  4 
  2,700 
  +2 
  5 
  6,500 
  +3 
  6 
  14,000 
  +3 
  7 
  23,000 
  +3 
  8 
  34,000 
  +3 
  9 
  48,000 
  +4 
  10 
  64,000 
  +4 
  11 
  85,000 
  +4 
  12 
  100,000 
  +4 
  13 
  120,000 
  +5 
  14 
  140,000 
  +5 
  15 
  165,000 
  +5 
  16 
  195,000 
  +5 
  17 
  225,000 
  +6 
  18 
  265,000 
  +6 
  19 
  305,000 
  +6 
  20 
  355,000 
  +6 
  	
  
  		
  Things that Break 
  Concentration 
  CASTING ANOTHER SPELL THAT REQUIRES 
  CONCENTRATION: You cannot concentrate on two 
  spells at once. You can, however, cast spells that 
  do not require concentration while concentrating 
  on a different spell. 
  TAKING DAMAGE or OVERWHELMING 
  DISTRACTION: Make a Constitution save with a DC 
  of 10 or half the damage you took, whichever is 
  higher. If you fail the saving throw, your 
  concentration ends. Make a separate saving throw 
  for each source of damage. 
  BEING INCAPACITATED or KILLED: Duh. 
  Spellcasting 
  Requirements 
  SPELLCASTING FOCUS: Can replace material 
  component. Holy symbol must be held or worn 
  visibly.  
  VERBAL COMPONENT (V): Cannot cast while gagged 
  or in area of silence. 
  SOMATIC COMPONENT (S): Must have free use of at 
  least one hand to perform gestures. 
  MATERIAL COMPONENT (M): Must have specific 
  components required by the spell on their person. 
  If components are consumed by the spell, must 
  provide enough components for each casting. Must 
  have one hand free to access the components. 
  A CLEAR PATH TO THE TARGET: Target cannot be 
  behind total cover. If you try to cast an area of 
  effect spell with something in the way, the area of 
  effect begins on the near side of the obstruction. 
  Overlapping Spells 
  Spells can only overlap with different spells. While 
  two instances of one spell overlap, the version of 
  the spell with the higher numbers is applied. 
  Death & Dying 
  INSTANT DEATH: If you drop to 0 HP and 
  there is damage remaining that exceeds your 
  maximum HP, you die instantly. 
  DEATH SAVING THROWS: If you start your 
  turn with 0 HP, roll a d20. On a 10 or higher, 
  you succeed; on a 9 or lower, you fail. At three 
  successes, you are stabilized; at three failures, 
  you are dead. A natural 20 counts as 2 
  successes, a natural 1 counts as 2 failures. 
  DAMAGE WHILE DYING: You suffer a saving 
  throw failure if you take damage while dying. 
  STABILIZING: Stable creatures do not make 
  death saving throws and regain 1 HP after 1d4 
  hours. 
   
  (Dis)Advantage 
  ADVANTAGE: 
  • Attacking an unaware target 
  • Attacking a blinded, paralyzed, 
  restrained, petrified, stunned, or 
  unconscious target 
  • Attacking a prone target in melee 
  • Flanking 
  DISADVANTAGE: 
  • Attacking while blinded, frightened, 
  poisoned, prone, or restrained 
  • Attacking a prone target at range  
  • Attacking a dodging target 
  • Perception checks in lightly obscured 
  environment 
  • Ranged weapon attacks while engaged in 
  melee 
  • Ranged weapon attacks at long range 
   
  Vision 
  BLINDSIGHT: A creature with Blindsight can 
  perceive its surroundings without seeing 
  them, within a specific radius. 
  DARKVISION: Within a specified range, a 
  creature with Darkvision sees dim light as if it 
  were bright light. Additionally, it sees all 
  darkness as dim light, though it can only 
  perceive shades of gray. 
  	
  Targets in Area of Effect 
  Cone 
  Size ÷ 10 (round up) 
  Cube or Square 
  Size ÷ 5 (round up) 
  Cylinder 
  Radius ÷ 5 (round up)  
  Line 
  Length ÷ 30 (round up) 
  Sphere or Cicle 
  Radius ÷ 5 (round up 
  	
  
  	
  	
  Container Capacity 
  Container 
  Capacity 
  Backpack 
  1 cubic foot / 30 lbs. gear 
  Barrel 
  40 gallons liquid, 4 cubic feet solid 
  Basket 
  2 cubic feet / 40 lbs. gear 
  Bottle 
  1½ pints liquid 
  Bucket 
  3 gallons liquid, 1/2 cubic foot solid 
  Chest 
  12 cubic feet / 300 lbs. gear 
  Flask or Tankard 
  1 pint liquid 
  Jug or Pitcher 
  1 gallon liquid 
  Pot 
  1 gallon liquid 
  Pouch 
  1/5 cubic foot / 6 lbs. gear 
  Sack 
  1 cubic foot / 30 lbs. gear 
  Vial 
  4 ounces liquid 
  Waterskin 
  4 pints liquid 
   
  Lifestyle Expenses 
  Lifestyle 
  Price per Day 
  Wretched 
  0 
  Squalid 
  1 sp 
  Poor 
  2 sp 
  Modest 
  1 gp 
  Comfortable 
  2 gp 
  Wealthy 
  4 gp 
  Aristocratic 
  10 gp minimum 
   
  Animals, Supplies, and Vehicles 
  Animal 
  Cost 
  Speed 
  Carrying Capacity 
  Camel 
  50 gp 
  50 ft. 
  480 lbs. 
  Donkey or Mule 
  8 gp 
  40 ft. 
  420 lbs. 
  Elephant 
  200 gp 
  40 ft. 
  1,320 lbs. 
  Horse, draft 
  50 gp 
  40 ft. 
  540 lbs. 
  Horse, riding 
  75 gp 
  60 ft. 
  480 lbs. 
  Mastiff 
  25 gp 
  40 ft. 
  195 lbs. 
  Pony 
  30 gp 
  40 ft. 
  225 lbs. 
  Warhorse 
  400 gp 
  60 ft. 
  540 lbs. 
  Item 
  Cost 
  Weight 
  Barding 
  ´4* 
  ´2* 
  Bit and Bridle 
  2 gp 
  1 lb. 
  Carriage 
  100 gp 
  600 lbs. 
  Cart 
  15 gp 
  200 lbs. 
  Chariot 
  250 gp 
  100 lbs. 
  Feed (per day) 
  5 cp 
  10 lbs. 
  Saddle 
   
   
  Exotic 
  60 gp 
  40 lbs. 
  Military 
  20 gp 
  30 lbs. 
  Pack 
  5 gp 
  15 lbs. 
  Riding 
  10 gp 
  25 lbs. 
  Saddlebags 
  4 gp 
  8 lbs. 
  Sled 
  20 gp 
  300 lbs. 
  Stabling (per day) 
  5 sp 
  —— 
  Wagon 
  35 gp 
  400 lbs. 
  * Cost and weight multiplier for equivalent humanoid armor 
  Vehicle 
  Cost 
  Speed 
  Galley 
  30,000 gp 
  4 mph 
  Keelboat 
  3,000 gp 
  1 mph 
  Longship 
  10,000 gp 
  3 mph 
  Rowboat 
  50 gp 
  1½ mph 
  Sailing Ship 
  10,000 gp 
  2 mph 
  Warship 
  25,000 gp 
  2½ mph  
   
  Food & Lodging 
  Costs are included in daily lifestyle 
  expenses. 
  Item 
  Cost 
  Ale, gallon 
  2 sp 
  Ale, mug 
  4 cp 
  Banquet 
  10 gp per person 
  Bread, loaf 
  2 sp 
  Cheese, hunk 
  1 sp 
  Inns (per day) 
   
  Squalid 
  7 cp 
  Poor 
  1 sp 
  Modest 
  5 sp 
  Comfortable 
  8 sp 
  Wealthy 
  2 gp 
  Aristocratic 
  4 gp 
  Meals (per day) 
   
  Squalid 
  3 cp 
  Poor 
  6 cp 
  Modest 
  3 sp 
  Comfortable 
  5 sp 
  Wealthy 
  8 sp 
  Aristocratic 
  2 gp 
  Meat, chunk 
  3 sp 
  Wine, common 
  (pitcher) 
  2 sp 
  Wine, fine 
  (bottle) 
  10 gp 
   
  Services 
  Service 
  Cost 
  Coach Cab 
  —— 
  Between towns 
  3 cp per mile 
  Within a city 
  1 cp 
  Hireling 
   
  Skilled 
  2 gp per day 
  Unskilled 
  2 sp per day 
  Messenger 
  2 cp per mile 
  Road or gate toll 
  1 cp 
  Ship’s passage 
  1 sp per mile 
  	
  Skills & Checks 
  STRENGTH: Athletics 
  DEXTERITY: Acrobatics, Sleight of 
  Hand, Stealth 
  CONSTITUTION: Concentration 
  INTELLIGENCE: Arcana, History, 
  Investigation, Nature, Religion 
  WISDOM: Animal Handling, 
  Insight, Medicine, Perception, 
  Survival 
  CHARISMA: Deception, 
  Intimidation, Performance, 
  Persuasion 
  Special Movement 
  LONG JUMP: Up to Strength score in feet 
  with 10 foot running start and half that 
  distance with a standing start. If landing 
  on difficult terrain, DC 10 Acrobatics or 
  fall prone. 
  HIGH JUMP: Up to 3 + Strength mod feet 
  with 10 foot running start and half that 
  height with a standing start.  
  FLIGHT: If a flying creature is knocked 
  prone, has its speed reduced to 0, or is 
  otherwise prevented from moving, it falls 
  and takes 1d10 damage for every 10 feet 
  it plummets. The ability to hover or 
  magical means of flight negate this. 
  UNDERWATER COMBAT: Creatures that 
  do not have a swim speed have 
  disadvantage on melee attacks not made 
  with a dagger, shortsword, spear, or 
  trident. Ranged weapons cannot hit 
  beyond their normal range, and have 
  disadvantage unless they are crossbows, 
  nets, or javelin-type throwing weapons.  
  Creatures immersed in water have 
  resistance to fire damage.  
  MOUNTED COMBAT: A willing creature 
  that is one size larger than you and 
  physically capable of carrying you can 
  serve as a mount. You can mount or 
  dismount a creature within 5 feet of you 
  once during your move, though this costs 
  half your movement speed. 
  If an effect moves your mount against its 
  will or you are knocked prone while you 
  are mounted, make a DC 10 Dexterity 
  save or be thrown off. You have 
  advantage on this check if using a saddle. 
  If your mount is knocked prone, you may 
  take a reaction to land on your feet; 
  otherwise, you fall prone within 5 feet of 
  your mount.  
  A mount that is not acting independently 
  moves as you direct it, and may take the 
  Dash, Disengage, and Dodge actions. A 
  controlled mount can act on the turn you 
  mount it. If the mount provokes an 
  opportunity attack while you’re on it, the 
  attacker can choose to either target you 
  or the mount. 
  Environment 
  FALLING: Falling deals 1d6 
  bludgeoning damage for every 10 
  feet you fall, up to 20d6. 
  SUFFOCATING: You can hold breath 
  for a number of minutes equal to 1 
  + your Constitution modifier 
  (minimum 30 seconds). Afterwards, 
  you can last a number of rounds 
  equal to your Constitution modifier 
  (minimum 1) but drop to 0 and 
  starts dying at start of your next 
  turn afterwards.  
  FOOD: You need 1 pound of food 
  per day. Half rations count as half a 
  day without food. You can go 
  without food for a number of days 
  equal to 3 + your Constitution 
  modifier (minimum 1). Afterwards, 
  you take a level of exhaustion at the 
  end of each day without food. 
  WATER: You need 1 gallon of water 
  per day, 2 in hot weather. Half 
  water requires DC 15 Constitution 
  save; if you fail, you take a level of 
  exhaustion at the end of the day. 
  Not drinking any water causes an 
  automatic level of exhaustion at the 
  end of the day. If you already have a 
  level of exhaustion, take 2 levels 
  instead. 
   
  
  		
  Creature Stats by Challenge Rating 
   
   
  — Defense — 
  ——— Offense ——— 
   
  CR 
  Prof. 
  Bonus 
  Armor 
  Class 
  Hit 
  Points 
  Attack 
  Bonus 
  Damage per 
  Round 
  Save 
  DCs 
  XP 
  Points 
  0 
  +2 
  £ 13 
  1–6 
  £ +3 
  1 
  £ 13 
  0 or 10 
  1/8 
  +2 
  13 
  7–35 
  +3 
  2–3 
  13 
  25 
  1/4 
  +2 
  13 
  36–49 
  +3 
  4–5 
  13 
  50 
  1/2 
  +2 
  13 
  50–70 
  +3 
  6–8 
  13 
  100 
   
   
   
   
   
   
   
   
  1 
  +2 
  13 
  71–85 
  +3 
  9–14 
  13 
  200 
  2 
  +2 
  13 
  86–100 
  +3 
  15–20 
  13 
  450 
  3 
  +2 
  13 
  101–115 
  +4 
  21–26 
  13 
  700 
  4 
  +2 
  14 
  116–130 
  +5 
  27–32 
  14 
  1,100 
   
   
   
   
   
   
   
   
  5 
  +3 
  15 
  131–145 
  +6 
  33–38 
  15 
  1,800 
  6 
  +3 
  15 
  146–160 
  +6 
  39–44 
  15 
  2,300 
  7 
  +3 
  15 
  161–175 
  +6 
  45–50 
  15 
  2,900 
  8 
  +3 
  16 
  176–190 
  +7 
  51–56 
  16 
  3,900 
  9 
  +4 
  16 
  191–205 
  +7 
  57–62 
  16 
  5,000 
  10 
  +4 
  17 
  206–220 
  +7 
  63–68 
  16 
  5,900 
   
   
   
   
   
   
   
   
  11 
  +4 
  17 
  221–235 
  +8 
  69–74 
  17 
  7,200 
  12 
  +4 
  17 
  236–250 
  +8 
  75–80 
  17 
  8,400 
  13 
  +5 
  18 
  251–265 
  +8 
  81–86 
  18 
  10,000 
  14 
  +5 
  18 
  266–280 
  +8 
  87–92 
  18 
  11,500 
  15 
  +5 
  18 
  281–295 
  +8 
  93–98 
  18 
  13,000 
  16 
  +5 
  18 
  296–310 
  +9 
  99–104 
  18 
  15,000 
   
   
   
   
   
   
   
   
  17 
  +6 
  19 
  311–325 
  +10 
  105–110 
  19 
  18,000 
  18 
  +6 
  19 
  326–340 
  +10 
  111–116 
  19 
  20,000 
  19 
  +6 
  19 
  341–355 
  +10 
  117–122 
  19 
  22,000 
  20 
  +6 
  19 
  356–400 
  +10 
  123–140 
  19 
  25,000 
   
   
   
   
   
   
   
   
  21 
  +7 
  19 
  401–445 
  +11 
  141–158 
  20 
  33,000 
  22 
  +7 
  19 
  446–490 
  +11 
  159–176 
  20 
  41,000 
  23 
  +7 
  19 
  491–535 
  +11 
  177–194 
  20 
  50,000 
  24 
  +7 
  19 
  536–580 
  +12 
  195–212 
  21 
  62,000 
  25 
  +8 
  19 
  581–625 
  +12 
  213–230 
  21 
  75,000 
  26 
  +8 
  19 
  626–670 
  +12 
  231–248 
  21 
  90,000 
  27 
  +8 
  19 
  671–715 
  +13 
  249–266 
  22 
  105,000 
  28 
  +8 
  19 
  716–760 
  +13 
  267–284 
  22 
  120,000 
  29 
  +9 
  19 
  761–805 
  +13 
  285–302 
  22 
  135,000 
  30 
  +9 
  19 
  806–850 
  +14 
  303–320 
  23 
  155,000 
  	
  Mob Attacks 
  Determine the minimum d20 roll needed to hit 
  the target’s armor class. That number of 
  creatures must attack the target for one of them 
  to hit the target. 
   
  d20 Roll Needed to 
  Hit Target 
  Attackers Needed for  
  One of Them to Hit 
  1–5 
  1 
  6–12 
  2 
  13–14 
  3 
  15–16 
  4 
  17–18 
  5 
  19 
  10 
  20 
  20 
  	
  XP Target Per Character 
  Level 
  Easy 
  Medium 
  Hard 
  Deadly 
  1 
  25 
  50 
  75 
  100 
  2 
  50 
  100 
  150 
  200 
  3 
  75 
  150 
  225 
  400 
  4 
  125 
  250 
  375 
  500 
  5 
  250 
  500 
  750 
  1100 
  6 
  300 
  600 
  900 
  1400 
  7 
  350 
  750 
  1100 
  1700 
  8 
  450 
  900 
  1400 
  2100 
  9 
  550 
  1100 
  1600 
  2400 
  10 
  600 
  1200 
  1900 
  2800 
  11 
  800 
  1600 
  2400 
  3600 
  12 
  1000 
  2000 
  3000 
  4500 
  13 
  1100 
  2200 
  3400 
  5100 
  14 
  1250 
  2500 
  3800 
  5700 
  15 
  1400 
  2800 
  4300 
  6400 
  16 
  1600 
  3200 
  4800 
  7200 
  17 
  2000 
  3900 
  5900 
  8800 
  18 
  2100 
  4200 
  6300 
  9500 
  19 
  2400 
  4900 
  7300 
  10900 
  20 
  2800 
  5700 
  8500 
  12700 
  	
  Encounter Multipliers 
  Number of Monsters 
  Multiplier 
  1 
  ´1 
  2 
  ´1.5 
  3-6 
  ´2 
  7-10 
  ´2.5 
  11-14 
  ´3 
  15 or more 
  ´4 
   
  Size Categories 
  Size 
  Space 
  Hit 
  Dice 
  Average 
  HP per Die 
  Tiny 
  2.5 feet 
  d4 
  2.5 
  Small 
  5 feet 
  d6 
  3.5 
  Medium 
  5 feet 
  d8 
  4.5 
  Large 
  10 feet 
  d10 
  5.5 
  Huge 
  15 feet 
  d12 
  6.5 
  Gargantuan 
  ³ 20 feet 
  d20 
  10.5 
  	
  Random Feature Table 
  D100 
  Ability 
  Page 
  CR Effect 
  1-4 
  Aggressive 
  246 
  Dmg. +2 
  5-8 
  Blood Frenzy 
  263 
  Attack +4 
  9-12 
  Charm 
  297 
  —— 
  13-16 
  Constrict 
  43 
  AC +1 
  17-20 
  Damage Transfer 
  20 
  2´ HP 
  21-24 
  Death Burst 
  212 
  Dmg. +X 
  25-28 
  Dive Attack 
  251 
  Dmg. +X 
  29-32 
  Enlarge 
  122 
  Dmg. +X 
  33-36 
  Flyby 
  251 
  —— 
  37-40 
  Grappler 
  220 
  —— 
  41-44 
  Horrifying Visage 
  23 
  + 25% HP  
  45-48 
  Innate 
  Spellcasting 
  —— 
  —— 
  49-52 
  Leadership 
  186 
  —— 
  53-56 
  Life Drain 
  300 
  —— 
  57-60 
  Nimble Escape 
  166 
  AC +4 
  61-64 
  Pack Tactics 
  195 
  Attack +1 
  65-68 
  Redirect Attack 
  166 
  —— 
  69-72 
  Reel 
  261 
  —— 
  73-76 
  Relentless 
  209 
  —— 
  77-80 
  Spider Climb 
  131 
  —— 
  81-84 
  Stench 
  290 
  AC +1 
  85-88 
  Teleport 
  55 
  —— 
  89-92 
  Tunneler 
  292 
  —— 
  93-96 
  Two Heads 
  132 
  —— 
  97-100 
  Wounded Fury 
  256 
  —— 
  	
  DEFENSE: For every 2 points of AC 
  above or below the listed amount for 
  your target challenge, increase or 
  decrease defensive challenge by 1 point.  
  OFFENSE: For every 2 points of attack 
  bonus or save DC above or below the 
  listed amount for your target challenge, 
  increase or decrease offensive challenge 
  by 1 point. 
  HP Multipliers 
  Challenge 
  Resistances 
  Immunities 
  1–4 
  ´2 
  ´2 
  5–10 
  ´1.5 
  ´2 
  11–16 
  ´1.25 
  ´1.5 
  17 or more 
  ´1 
  ´1.25 
  	
  Improvised Damage 
  Level 
  Setback 
  Dangerous 
  Deadly 
  1st–4th 
  1d10 
  2d10 
  4d10 
  5th–10th 
  2d10 
  4d10 
  8d10 
  11th–16th 
  4d10 
  10d10 
  18d10 
  17th–20th 
  10d10 
  18d10 
  40d10 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ben Forde/Screen of Greater Referencing/Bens_5e_Screen_BW.pdf