Animated Book
Tiny construct, unaligned
Armor Class 18
Hit Points 22
Speed flying 30 ft.
The animated book attacks by slamming its pages shut on its target, dealing bludgeoning damage. It has a limited range of perception, but it can detect creatures within 10 feet of itself using blindsight. The book is unable to speak, but it can understand the languages of its creator.
Actions
Melee Attack: Slam. +4 to hit, 1d6+2 bludgeoning damage
Book Wraith
Medium undead, neutral evil
Armor Class 14
Hit Points 45
Speed 30 ft.
Damage Resistances cold, fire, lightning, poison, bludgeoning, piercing and slashing from non-magical attacks
Damage Immunities necrotic, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Traits
Etherealness. The book wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The book wraith has advantage on saving throws against spells and other magical effects.
Actions
Melee Attack: Longsword. +4 to hit, 1d8+2 slashing damage
Melee Attack: Life Drain. +4 to hit, 1d6+2 necrotic damage
Ranged Attack: Paper Storm. +4 to hit, 2d4 slashing damage, 30/90 ft.
Bandit
Medium humanoid, any non-lawful alignment
Armor Class 12
Hit Points 11
Speed 30 ft.
Actions
Melee Attack: Shortsword. +3 to hit, 1d6+2 slashing damage
Ranged Attack: Light Crossbow. +3 to hit, 1d8+1 piercing damage, 80/320 ft.
Bandit Captain
Medium humanoid, any non-lawful alignment
Armor Class 15
Hit Points 65
Speed 30 ft.
Actions
Melee Attack: Scimitar. +4 to hit, 1d6+3 slashing damage
Melee Attack: Dagger. +5 to hit, 1d8+1 piercing damage
Ranged Attack: Dagger. +5 to hit, 1d4+3 piercing damage
Reactions
Parry. Adds 2 to its AC against one melee attack that would hit. The Bandit Captain must see the attacker and be wielding a melee weapon.
Gelatinous Cube
Large ooze, unaligned
Armor Class 6
Hit Points 84
Speed 15 ft.
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Traits
Transparent. Even while moving, the gelatinous cube is practically invisible. It has advantage on Dexterity (Stealth) checks made to hide.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Corrode Metal. Any nonmagical weapon made of metal that hits the cube corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the cube is destroyed after dealing damage.
Actions
Engulf. When the cube moves over a creature, the creature must make a DC 12 Dex save or be engulfed. The creature takes 3d6 acid damage each round it is engulfed and is restrained.
Helmed Horror
Medium construct, neutral
Armor Class 20
Hit Points 60
Speed 30 ft., fly 30 ft.
Damage Immunities poison, psychic, bludgeoning, piercing and slashing from non-magical attacks
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Traits
Magic Resistance. The Helmed Horror has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Helmed Horror's weapon attacks are magical.
Immutable Form. The Helmed Horror is immune to any spell or effect that would alter its form.
Actions
The Helmed Horror makes two melee attacks per action.
Melee Attack: Longsword. +6 to hit, 1d8+4 OR 1d10+4 slashing damage if using two hands
Special (1/Day)
The Helmed Horror gains the effects of the Haste spell for 1 minute.
Seraphin Darkwhisper - Rogue Wizard
Medium humanoid (human), any alignment
9th Level Wizard
Armor Class 12
Hit Points 40
Speed 30 ft.
Spell Save DC 14, +6 to hit with spell attacks
Spellcasting
Seraphin is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
Cantrips (at will): Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation
1st Level (4 slots): Mage Armor, Magic Missile, Shield
2nd Level (3 slots): Invisibility, Melf's Acid Arrow
3rd Level (3 slots): Counterspell, Fireball, Fly
4th Level (3 slots): Greater Invisibility, Ice Storm
5th Level (1 slot): Cone of Cold
Shadow Mastiff
Medium monstrosity, neutral evil
Armor Class 14
Hit Points 45
Speed 50 ft.
Actions
Melee Attack: Bite. +5 to hit, reach 5 ft., 2d8+4 piercing damage
Baying. Each creature in a 50ft radius of the mastiff that can hear its howl, must make a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mastiff's baying for the next 24 hours.
Bonus Actions
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16
Speed 40 ft.
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained
Traits
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Melee Attack: Strength Drain. +4 to hit, reach 5 ft., 2d6+2 necrotic damage
On a hit the target's strength score is reduced by 1d4. The target dies if its strength reaches 0. This effect lasts until the target takes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse in 1d4 hours.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.