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# Disney Villains for D&D 5th edition
Inspired heavily by the works of the [Walt Disney Company](https://www.thewaltdisneycompany.com/) and the [Disney Villains Victorious](https://1d4chan.org/wiki/Disney_Villains_Victorious) project. ### Version History - 2018 DEC 12, v0.2: Added Scar and Hyenas, Mor'du, Elsa and Golems, Rourke and Mercs, Leviathan, Hook and pirates, Yzma, Frollo - 2018 DEC 5, v0.11: Edited King Louie, Kaa, Shere Khan; Added the Huns, Shan-Yu, Maleficent and Minions - 2018 DEC 4, v0.1: Added King Louie, Kaa, Shere Khan ### Art Credits | | | |:-|:-| |2|[Vance Kovacs, King Louie's Court](https://www.artstation.com/artwork/QEVQx) |3|[Vance Kovacs, KAAAAA!!!!](https://www.artstation.com/artwork/E9m62) |4|[Vance Kovacs, Shere Khan](https://www.artstation.com/artwork/oZRE4) |5|[Yujin Oh, The Eagle Hunter](https://www.artstation.com/artwork/w8A2lZ) |6|[Mariusz Kozik, Total War: Attila](https://www.artstation.com/artwork/LeRdK) |7|[Chinzoo Chinzoo, Modun Shanyu](https://www.artstation.com/artwork/JJe10) | 8 - 9 |[Laura Bevon, Maleficent](https://www.artstation.com/artwork/oZ9K4) |10|[Francis Brunet, Forest Hyenas](https://www.artstation.com/artwork/my86E) |11|[Ilse Gort, Be Prepared](https://www.artstation.com/artwork/00vnK) |12|[Pixar Animation Studios, Brave](https://www.imdb.com/title/tt1217209/) |13|[Audrey Aknouche, Atlantis concept art](https://www.artstation.com/artwork/noWOe) | 14 - 15 |[Disney Animation Studios, Atlantis: The Lost Empire](https://www.imdb.com/title/tt0230011/) |16|[Francis-Xavier Martins, Marshmallow](https://www.artstation.com/artwork/xlW) |17|[Gabrielle Ragusi, Snow Queen](https://www.artstation.com/artwork/OZZD8) |18|[Tom van de Merbel, Scheming Pirates](https://www.artstation.com/artwork/qZw2z) |19|[FERGELICIOUS, Captain Hook](https://www.deviantart.com/xxdonexx/art/Captain-Hook-123745220) |20|[Joey Dodd, YZMA](https://www.artstation.com/artwork/6N146) |21|[Diana Cammarano, RICHARD I - Chancellor](https://www.artstation.com/artwork/B1kal) \columnbreak ### Table of Contents | | | |:-|-:| | [The Jungle Book](#p2) | 2 | [Mulan](#p5) | 5 | [Sleeping Beauty](#p8) | 8 | [The Lion King](#p10) | 10 | [Brave](#p12) | 12 | [Atlantis: The Lost Empire](#p13) | 13 | [Frozen](#p16) | 16 | [Peter Pan](#p18) | 18 | [The Emperor's New Groove](#p20) | 20 | [The Hunchback of Notre Dame](#p21) | 21 \pagebreakNum # Beast Kings of the Jungle ___ ___ > ## Louie, King of the Bandar-log >*Gargantuan beast, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 248 (16d20 + 80) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|18 (+4)|20 (+5)|8 (-1)|16 (+3)|12 (+1)| >___ > - **Saving Throws** Str +12, Dex +9 > - **Skills** Acrobatics +9, Athletics +12, Perception +8 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** passive Perception 18 > - **Languages** Common > - **Challenge** 14 (11,500 XP) > ___ > ***Charge.*** If Louie moves at least 10 feet straight toward a target and then hits it with a fist attack on the same turn, the target takes an extra 16 (3d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone. > > ***Legendary Resistance (3/Day).*** If Louie fails a saving throw, he can choose to succeed instead. > > ***Siege Monster.*** Louie deals double damage to objects and structures. > > ***Reckless.*** At the start of his turn, Louie can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. > > ### Actions > ***Multiattack.*** Louie makes three attacks: one with his bite and two with his fists. > >***Fist.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 29 (4d10 + 7) bludgeoning damage. > >***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) piercing damage. > >***Rock.*** *Ranged Weapon Attack:* +12 to hit, range 50/150 ft., one target. *Hit:* 35 (8d6 + 7) bludgeoning damage. Each creature within 5 feet of the target must make a DC 20 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions >Louie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Louie regains spent legendary actions at the start of its turn. > >**Attack.** Louie makes a weapon attack. > >**Detect.** Louie makes a Wisdom (Perception) check. > >**Move.** Louie moves up to his speed without provoking opportunity attacks.
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___ ___ > ## Kaa the Majestic >*Gargantuan beast, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 149 (13d20 + 13) > - **Speed** 30 ft., swim 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|18 (+4)|12 (+1)|16 (+3)|16 (+3)|20 (+5)| >___ > - **Saving Throws** Str +10, Int +6, Wis +6 > - **Skills** Deception +8, Perception +6, Persuasion +8, Stealth +7 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed > - **Senses** blindsight 10 ft., passive Perception 16 > - **Languages** Common > - **Challenge** 8 (3,900 XP) > ___ > ***Captivating Presence.*** Any creature that starts its turn within 30 feet of Kaa must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by Kaa for 1 minute. They can repeat the saving throw at the end of their turn or when they take damage. On a successful save, the creature becomes immune to Kaa's Captivating Presence for 24 hours. > >***Legendary Resistance (3/Day).*** If Kaa fails a saving throw, they can choose to succeed instead. > >***Magic Resistance.*** Kaa has advantage on saving throws against spells and other magical effects. > >***Regeneration.*** Kaa regains 10 hit points at the start of their turn. If they take cold damage, this trait doesn’t function at the start of their next turn. Kaa dies only if they start their turn with 0 hit points and don't regenerate. > > ### Actions > ***Multiattack.*** Kaa makes two attacks: one with their bite and one with their tail. They can't make both attacks against the same target. > >***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 15 ft., one creature. *Hit:* 16 (2d8 + 7) piercing damage. > >***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 20 ft. one target. *Hit:* 20 (3d8 + 7) bludgeoning damage. > >***Constrict.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one creature. *Hit:* 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and Kaa can't constrict another target. > >***Swallow.*** Kaa makes one bite attack against a Large or smaller creature they are grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Kaa, and it takes 28 (8d6) acid damage at the start of each of Kaa's turns. > >If Kaa takes 30 damage or more on a single turn from a creature inside it, Kaa must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Kaa. If Kaa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. > >***Charm.*** Kaa targets one humanoid they can see within 30 feet of them. If the target can see Kaa, the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by them. The charmed target regards Kaa as a trusted friend to be heeded and protected. Although the target isn't under Kaa's control, it takes their requests or actions in the most favorable way it can, and doesn't resist Kaa's attacks. > >Each time Kaa or Kaa's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Kaa is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. > > ### Reactions >***Protective Thrall.*** When Kaa is hit by an attack, one creature within 5 feet of Kaa that is charmed by them must use its reaction to be hit by the attack instead. > > ### Legendary Actions >Kaa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Louie regains spent legendary actions at the start of its turn. > >**Attack.** Kaa makes one bite attack or one tail attack. > >**Exert Will.** One creature charmed by Kaa that they can see must use its reaction to move up to its speed as they direct or to make a weapon attack against a target that they designate. > >**Charm (Costs 2 Actions).** Kaa uses Charm.
\pagebreakNum ___ ___ > ## Shere Khan, King of the Jungle >*Huge beast, unaligned* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 187 (22d12 + 44) > - **Speed** 60 ft., climb 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|22 (+6)|14 (+2)|14 (+2)|20 (+5)|12 (+1)| >___ > - **Saving Throws** Str +11, Dex +11, Wis +10 > - **Skills** Acrobatics +11, Athletics +11, Perception +10, Stealth +11, Survival +10 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** darkvision 90 ft., passive Perception 20 > - **Languages** Common > - **Challenge** 14 (11,500 XP) > ___ >***Fear of Fire.*** If Shere Khan takes fire damage, he has disadvantage on attack rolls and ability checks until the end of his next turn. > >***Keen Smell.*** Shere Khan has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. > >***Legendary Resistance (3/Day).*** If Shere Khan fails a saving throw, he can choose to succeed instead. > >***Pounce.*** If Shere Khan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, Shere Khan can make one bite attack against it as a bonus action. > > ***Evasion.*** If Shere Khan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > > ### Actions > ***Multiattack.*** Shere Khan can use his Frightful Presence. He then makes five attacks: one with his bite and four with his claws. > >***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 20 (4d6 + 6) slashing damage. > >***Frightful Presence.*** Each creature of Shere Khan's choice that is within 90 feet of Shere Khan and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Shere Khan's Frightful Presence for the next 24 hours. > > ### Legendary Actions >Shere Khan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Shere Khan regains spent legendary actions at the start of its turn. > >**Attack.** Shere Khan makes one claw attack. > >**Detect.** Shere Khan makes a Wisdom (Perception) check. > >**Move.** Shere Khan moves up to his speed without provoking opportunity attacks.
\pagebreakNum # The Huns ___ > ## Hun Scout >*Medium humanoid (any race), any chaotic alignment* > ___ > - **Armor Class** 14 (hide armor) > - **Hit Points** 16 (3d8 + 3) > - **Speed** 30 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|12 (+1)|11 (+0)|13 (+1)|11 (+0)| >___ > - **Saving Throws** Dex +4, Con +3 > - **Skills** Perception +3, Stealth +4, Survival +3 > - **Senses** passive Perception 13 > - **Languages** any one language (usually Common) > - **Challenge** 1/2 (100 XP) > ___ >***Aim.*** If the Hun doesn't move on its turn, it can aim as a bonus action. If it does so, it has advantage on its next attack that turn. > >***Cavalry Training.*** When the Hun hits a target with a melee attack while mounted, the mount can make a melee attack against the same target as a reaction. > >***Keen Hearing and Sight.*** The Hun has advantage on Wisdom (Perception) checks that rely on hearing or sight. > > ### Actions >***Multiattack.*** The Hun makes two attacks. > >***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage. > >***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. \columnbreak ___ > ## Hun Warrior >*Medium humanoid (any race), any chaotic alignment* > ___ > - **Armor Class** 13 (hide armor) > - **Hit Points** 67 (9d8 + 27) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|17 (+3)|9 (-1)|11 (+0)|9 (-1)| >___ > - **Saving Throws** Str +5, Con +5 > - **Skills** Athletics +5, Survival +2 > - **Senses** passive Perception 10 > - **Languages** any one language (usually Common) > - **Challenge** 1 (200 XP) > ___ >***Cavalry Training.*** When the Hun hits a target with a melee attack while mounted, the mount can make a melee attack against the same target as a reaction. > > ### Actions >***Multiattack.*** The Hun 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.
\pagebreakNum ___ ___ > ## Hun Arban Unit >*Gargantuan swarm of Medium humanoids (any race), any chaotic alignment* > ___ > - **Armor Class** 16 (hide armor) > - **Hit Points** 243 (18d20 + 54) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|18 (+4)|16 (+3)|9 (-1)|12 (+1)|9 (-1)| >___ > - **Saving Throws** Str +11, Con +8 > - **Skills** Athletics +11, Perception +6, Survival +6 > - **Damage Resistances** bludgeoning, piercing, slashing > - **Condition Immunities** charmed, frightened, paralyzed, petrified, prone, restrained, stunned > - **Senses** passive Perception 16 > - **Languages** Any one language (usually Common) > - **Challenge** 13 (10,000 XP) > ___ >***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Large warhorse. The swarm can't regain hit points or gain temporary hit points. > >***Mounted Mobility.*** The swarm can take the Dash or Disengage action as a bonus action on each of its turns. > >***Strength in Numbers.*** The swarm has advantage on Strength and Constitution checks and saving throws. As long as the swarm at least half of its hit points, it is immune to being grappled. > >***Trampling Charge.*** If the swarm moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the swarm can make another melee attack against it as a bonus action. > > ### Actions >***Multiattack.*** The swarm makes two attacks. > >***Longswords.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 36 (8d8) slashing damage, or 18 (4d8) slashing damage if the swarm has half of its hit points or fewer. > >***Shortbows.*** *Ranged Weapon Attack:* +9 to hit, range 80/320 ft., one target. *Hit:* 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hit points or fewer.
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___ ___ > ## Shan-Yu the Immortal >*Medium humanoid (human), chaotic evil* > ___ > - **Armor Class** 17 > - **Hit Points** 170 (20d8 + 80) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|16 (+3)|18 (+4)|15 (+2)|16 (+3)|14 (+2)| >___ > - **Saving Throws** Str +9, Dex +7, Con +8 > - **Skills** Acrobatics +7, Athletics +9, Intimidation +9, Perception +7, Stealth +7, Survival +7 > - **Senses** passive Perception 17 > - **Languages** Common > - **Challenge** 9 (5,000 XP) > ___ >***Brave.*** Shan-Yu has advantage on saving throws against being frightened. > >***Brute.*** A melee weapon deals one extra die of its damage when Shan-Yu hits with it (included in the attack). > >***Cavalry Training.*** When Shan-Yu hits a target with a melee attack while mounted, the mount can make a melee attack against the same target as a reaction. > >***Unarmored Defense.*** While Shan-Yu is wearing no armor, his AC includes his Constitution modifier. > >***Siege Monster.*** Shan-Yu deals double damage to objects and structures. > >***Indomitable (3/Day).*** Shan-Yu can reroll a saving throw he fails. He must use the new roll. > > ### Actions >***Multiattack.*** Shan-Yu makes three melee attacks. > >***Longsword.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) if used with two hands. > >***Unarmed Strike.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 10 (2d4 + 5) bludgeoning damage. > >***Battle Cry (1/Day).*** Each creature of Shan-Yu’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of Shan-Yu's next turn. Shan-Yu can then make one attack as a bonus action. > >***Second Wind (Recharges after a Short or Long Rest).*** Shan-Yu can use a bonus action to regain 24 (1d8 + 20) hit points. > > ### Legendary Actions >Shan-Yu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn. > >**Weapon Attack.** Shan-Yu makes a weapon attack. > >**Command Ally.** Shan-Yu targets one ally it can see within 30 feet of it. If the target can see or hear him, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. > >**Rallying Cry (Costs 2 Actions).** Shan-Yu and all Huns within 30 feet that can see or hear him regain 20 hit points. \pagebreakNum # Queen of the Faeries ___ > ## Imp Goon >*Small fey, chaotic evil* > ___ > - **Armor Class** 14 (hide armor) > - **Hit Points** 9 (2d6 + 2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|6 (-2)|9 (-1)|6 (-2)| >___ > - **Skills** Investigation +1 > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** any one language (usually Common) > - **Challenge** 1/4 (50 XP) > ___ >***Nimble Escape.*** The goon can take the Disengage or Hide action as a bonus action on each of its turns. > > ### Actions >***Spear.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands. ___ > ## Diablo the Raven >*Tiny fey, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 6 (2d4 + 1) > - **Speed** 10 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|16 (+3)|12 (+1)|14 (+2)|13 (+1)|6 (-2)| >___ > - **Skills** Investigation +4, Perception +3 > - **Senses** darkvision 120 ft., passive Perception 13 > - **Languages** -- > - **Challenge** 0 (10 XP) > ___ >***Nimble Escape.*** Diablo can take the Disengage or Hide action as a bonus action on each of his turns. > >***Mimicry.*** Diablo can mimic simple sounds he has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. > > ### Actions >***Beak.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 4 piercing damage.
\pagebreakNum ___ ___ > ## Maleficent, Mistress of all Evil >*Medium fey (shapechanger), chaotic evil* > ___ > - **Armor Class** 15 (18 with *mage armor*) > - **Hit Points** 221 (26d8 + 104) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|18 (+4)|18 (+4)|22 (+6)|26 (+8)| >___ > - **Saving Throws** Int +9, Wis +11, Cha +13 > - **Skills** Animal Handling +11, Arcana +9, Deception +13, Insight +11, Perception +11, Persuasion +13 > - **Damage Vulnerabilities** bludgeoning, piercing, and slashing from weapons made of raw iron > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, frightened, poisoned > - **Senses** passive Perception 21 > - **Languages** Common, Draconic, Druidic, Elvish, Infernal, Sylvan > - **Challenge** 16 (15,000 XP) > ___ >***Blessing of Mother Night.*** Maleficent is shielded against divination magic, as though protected by a nondetection spell. > >***Shapechanger.*** Maleficent can use an action to *polymorph* into an Ancient Red Shadow Dragon, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Maleficent's choice). > >In a new form, Maleficent retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. > >***Innate Spellcasting.*** Maleficent's innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 21), requiring no material components: > >At will: *disguise self, false life, levitate* (self only), *mage armor* (self only), *silent image* > >1/day each: *etherealness, imprisonment, maddening darkness, wall of thorns* > >***Spellcasting.*** Maleficent is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: > >Cantrips (at will): *chill touch, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation* > >1st–5th level (4 5th-level slots): *banishment, burning hands, call lightning, charm person, conjure woodland beings, counterspell, dimension door, far step, hellish rebuke, hold person, polymorph, scorching ray, scrying* > >***Legendary Resistance (3/Day).*** If Maleficent fails a saving throw, she can choose to succeed instead. > >***Eldritch Master (1/Day).*** Maleficent can spend one minute to regain all her expended spell slots. > > ### Actions >***Multiattack.*** Maleficent can use her Frightful Presence. She then makes two melee attacks. > >***Frightful Presence.*** Each creature of Maleficent's choice that is within 90 feet of Maleficent and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Maleficent's Frightful Presence for the next 24 hours. > >***Paralyzing Touch.*** *Melee Spell Attack:* +13 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage, and the target must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Staff.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. > > ### Legendary Actions >Maleficent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Maleficent regains spent legendary actions at the start of her turn. > >**At-Will Spell.** Maleficent casts one of her at-will spells. > >**Melee Attack.** Maleficent uses Paralyzing Touch or makes one melee attack with her staff. > >**Misty Escape (Costs 2 Actions).** Maleficent turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks, makes a damage roll, or casts a spell. > >**Disrupt Life (Costs 3 Actions).** Each creature within 20 feet of Maleficent must make a DC 21 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
\pagebreakNum # The Pride Lands and Outlands ___ > ## Cackle of Outlander Hyenas >*Huge swarm of Medium beasts, chaotic evil* > ___ > - **Armor Class** 13 > - **Hit Points** 102 (12d12 + 24) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|14 (+2)|5 (-3)|12 (+1)|5 (-3)| >___ > - **Skills** Perception +6, Survival +6 > - **Damage Resistances** bludgeoning, piercing, slashing > - **Condition Immunities** charmed, frightened, paralyzed, petrified, prone, restrained, stunned > - **Senses** darkvision 60 ft., passive Perception 16 > - **Languages** -- > - **Challenge** 3 (700 XP) > ___ >***Pack Tactics.*** The swarm has advantage on an attack roll against a creature if at least one of the swarm’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Rampage.*** When the swarm reduces a creature to 0 hit points with a melee attack on its turn, the swarm can take a bonus action to move up to half its speed and make a bite attack. > >***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium hyena. The swarm can't regain hit points or gain temporary hit points. > > ### Actions >***Multiattack.*** The swarm makes two attacks. > >***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. \columnbreak ___ > ## Outlander Hyena >*Medium beast, chaotic evil* > ___ > - **Armor Class** 12 > - **Hit Points** 14 (4d8 + 4) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|14 (+2)|6 (-2)|12 (+1)|5 (-3)| >___ > - **Skills** Perception +3, Survival +3 > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ >***Pack Tactics.*** The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Rampage.*** When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. > > ### Actions >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
\pagebreakNum ___ > ## Scar, the Prince Formerly Known as Taka >*Large beast, neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 135 (18d10 + 36) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|14 (+2)|14 (+2)|12 (+1)|17 (+3)| >___ > - **Saving Throws** Str +6, Dex +7 > - **Skills** Deception +6, Perception +4, Persuasion +6, Stealth +7 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ >***Keen Smell.*** Scar has advantage on Wisdom (Perception) checks that rely on smell. > >***Pack Tactics.*** Scar has advantage on an attack roll against a creature if at least one of Scar’s allies is within 5 feet of the creature and the ally isn’t incapacitated. > >***Pounce.*** If Scar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Scar can make one bite attack against it as a bonus action. > >***Running Leap.*** With a 10-foot running start, Scar can long jump up to 25 feet. > > ### Actions > ***Multiattack.*** Scar makes three attacks: one with his bite and two with his claws. > >***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 4) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 4) slashing damage. > > ### Legendary Actions >Scar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Scar regains spent legendary actions at the start of its turn. > >**Attack.** Scar makes one claw attack. > >**Detect.** Scar makes a Wisdom (Perception) check. > >**Move.** Scar moves up to his speed without provoking opportunity attacks.
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___ ___ > ## Mor'du, the Demon Bear >*Huge beast, unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 276 (24d12 + 120) > - **Speed** 40 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|12 (+1)|20 (+5)|4 (-3)|16 (+3)|4 (-3)| >___ > - **Saving Throws** Str +12, Con +10 > - **Skills** Perception +8, Survival +8 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** passive Perception 18 > - **Languages** -- > - **Challenge** 14 (11,500 XP) > ___ >***Charge.*** If Mor'du moves at least 10 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone. > >***Demonic Focus.*** Mor'du has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. > >***Demonic Fortitude.*** If damage reduces Mor'du to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, Mor'du drops to 1 hit point instead. > >***Keen Smell.*** Mor'du has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. > >***Legendary Resistance (3/Day).*** If Mor'du fails a saving throw, he can choose to succeed instead. > >***Unarmored Defense.*** While Mor'du is wearing no armor, his AC includes his Constitution modifier. > > ### Actions >***Multiattack.*** Mor'du can use his Frightful Presence. He then makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16 (2d8 + 7) piercing damage. > >***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (4d6 + 7) slashing damage. > >***Frightful Presence.*** Each creature of Mor'du's choice that is within 90 feet of Mor'du and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mor'du Frightful Presence for the next 24 hours. > > ### Legendary Actions >Mor'du can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mor'du regains spent legendary actions at the start of its turn. > >**Attack.** Mor'du makes one claw attack. > >**Ground Slam (Costs 2 Actions).** Mor'du slams the ground, triggering an earth tremor. All other creatures on the ground within 10 feet of Mor'du must succeed on a DC 20 Strength saving throw or be knocked prone. > >**Wide Berth (Costs 3 Actions).** Mor'du moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Mor'du enters a creature’s space during this move, the creature must make a DC 20 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Mor'du . If the saving throw fails, that creature is knocked prone, and Mor'du can make a claw attack against it.
\pagebreakNum # The Guardian of Atlantis ___ ___ > ## Atlantean Leviathan >*Gargantuan construct (titan), unaligned* > ___ > - **Armor Class** 30 (natural armor) > - **Hit Points** 820 (40d20 + 400) > - **Speed** swim 5000 ft., fly 5000 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|8 (-1)|30 (+10)|6 (-2)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Str +19, Con +19 > - **Skills** Perception +10 > - **Damage Immunities** cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned, unconscious > - **Senses** darkvision 5000 ft., passive Perception 20 > - **Languages** -- > - **Challenge** 30 (155,000 XP) > ___ >***Empowered Attacks.*** The leviathan's attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons. > >***Immutable Form.*** The leviathan is immune to any spell or effect that would alter its form. > >***Legendary Resistance (3/Day).*** If the leviathan fails a saving throw, it can choose to succeed instead. > >***Magic Resistance.*** The leviathan has advantage on saving throws against spells and other magical effects. > >***Siege Monster.*** The leviathan deals double damage to objects and structures. > > ### Actions >***Multiattack.*** The leviathan makes four attacks: two with its greater claws and two with its lesser claws. > >***Greater Claw.*** *Melee Weapon Attack:* +19 to hit, reach 500 ft., one target. *Hit:* 115 (10d20 + 10) slashing damage, and the target is grappled (escape DC 27). The leviathan has two greater claws, each of which can grapple only one target. This attack has disadvantage against targets Huge and smaller. > >***Lesser Claw.*** *Melee Weapon Attack:* +19 to hit, reach 100 ft., one target. *Hit:* 75 (10d12 + 10) slashing damage, and the target is grappled (escape DC 27). The leviathan has two lesser claws, each of which can grapple only one target. > >***Beam Weapon (Recharge 5–6).*** The leviathan fires a destructive ray in a 5,000 foot line that is 15 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 78 (12d12) radiant damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions >The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. > >**Attack.** The leviathan makes one melee attack. > >**Move.** The leviathan moves up to its speed. > >**Sweep (Costs 3 Actions).** The leviathan makes a greater claw attack against each creature within 500 feet of it.
\pagebreakNum # Adventure Capitalists ___ > ## Mercenary Soldier >*Medium humanoid (any race), any lawful alignment* > ___ > - **Armor Class** 12 > - **Hit Points** 32 (5d8 + 10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|14 (+2)|10 (+0)|10 (+0)|11 (+0)| >___ > - **Skills** Intimidation +2 > - **Senses** passive Perception 10 > - **Languages** any one language (usually Common) > - **Challenge** 1/2 (100 XP) > ___ >***Pack Tactics.*** The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions >***Multiattack.*** The soldier makes two melee attacks. > >***Bayonet.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 3 (1d6) piercing damage. > >***Rifle.*** *Ranged Weapon Attack:* +4 to hit, range 80/240 ft., one target. *Hit:* 13 (2d10 + 2) piercing damage. \columnbreak ___ > ## Lieutenant Helga Katrina Sinclair >*Medium humanoid (human), lawful neutral* > ___ > - **Armor Class** 14 > - **Hit Points** 90 (12d8 + 36) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|16 (+3)|12 (+1)|14 (+2)|18 (+4)| >___ > - **Saving Throws** Str +5, Dex +7 > - **Skills** Acrobatics +7, Athletics +5, Deception +7, Insight +5, Investigation +4, Perception +5, Persuasion +7, Stealth +7 > - **Senses** passive Perception 15 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ >***Brave.*** Helga has advantage on saving throws against being frightened. > >***Indomitable (3/Day).*** Helga can reroll a saving throw she fails. She must use the new roll. > >***Sneak Attack (1/Turn).*** Helga deals an extra 7 (2d6) damage when she 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 Helga that isn’t incapacitated and Helga doesn’t have disadvantage on the attack roll. > > ### Actions >***Multiattack.*** Helga makes three attacks, each of which can be an unarmed strike or a pistol attack. > >***Unarmed Strike.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 4) bludgeoning damage. > >***Pistol.*** *Ranged Weapon Attack:* +7 to hit, range 50/150 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. > > ### Reactions >***Parry.*** Helga adds 3 to her AC against one melee attack that would hit her. To do so, Helga must see the attacker.
\pagebreakNum ___ ___ > ## Commander Lyle Tiberius Rourke >*Medium humanoid (human), lawful evil* > ___ > - **Armor Class** 15 > - **Hit Points** 135 (18d8 + 54) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|16 (+3)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Str +7, Dex +5, Con +6 > - **Skills** Athletics +7, Deception +5, Perception +4, Persuasion +5 > - **Senses** passive Perception 14 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ >***Brave.*** Rourke has advantage on saving throws against being frightened. > >***Brute.*** A melee weapon deals one extra die of its damage when Rourke hits with it (included in the attack). > >***Survivor.*** Rourke regains 10 hit points at the start of its turn if he has at least 1 hit point but fewer hit points than half his hit point maximum. > >***Unarmored Defense.*** While Rourke is wearing no armor, his AC includes his Constitution modifier. > >***Indomitable (3/Day).*** Rourke can reroll a saving throw he fails. He must use the new roll. > >***Second Wind (Recharges after a Short or Long Rest).*** Rourke can use a bonus action to regain 22 (1d8 + 18) hit points. > > ### Actions >***Multiattack.*** Rourke makes two melee attacks. If he has his pistol drawn, he can also make a pistol attack. > >***Unarmed Strike.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage. > >***Pistol.*** *Ranged Weapon Attack:* +5 to hit, range 50/150 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage. > >***Battle Cry (1/Day).*** Each creature of Rourke’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of Rourke’s next turn. Rourke can then make one attack as a bonus action. > >### Reactions >***Parry.*** Rourke adds 3 to his AC against one melee attack that would hit him. To do so, Rourke must see the attacker. > > ### Legendary Actions >Rourke can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn. > >**Attack.** Rourke makes an attack. > >**Command Ally.** Rourke targets one ally it can see within 30 feet of it. If the target can see or hear him, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. > >**Frighten Foe (Costs 2 Actions).** Rourke targets one enemy he can see within 30 feet of it. If the target can see and hear him, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Rourke’s next turn.
\pagebreakNum # The Frozen Kingdom of Arendelle ___ > ## Snow Golem >*Small construct, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 11 (2d6 + 4) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|10 (+0)|14 (+2)|7 (-2)|10 (+0)|11 (+0)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, poisoned > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** Understands the languages of its creator but can't speak > - **Challenge** 1/8 (25 XP) > ___ >***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > >***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The golem's weapon attacks are magical. > > ### Actions >***Fist.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) cold damage, and the target's speed is reduced by 10 feet until the start of the golem's next turn. \columnbreak ___ > ## Ice Golem >*Large construct, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 178 (17d10 + 85) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|9 (-1)|20 (+5)|3 (-4)|11 (+0)|1 (-5)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** darkvision 120 ft., Passive Perception 10 > - **Languages** Understands the languages of its creator but can't speak > - **Challenge** 10 (5,900 XP) > ___ >***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > >***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The golem's weapon attacks are magical. > > ### Actions >***Multiattack.*** The golem makes two claw attacks. > >***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. > >***Cold Breath (Recharge 6).*** The golem exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
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___ ___ > ## Elsa, the Snow Queen >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 72 (16d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|10 (+0)|16 (+3)|12 (+1)|20 (+5)| >___ > - **Saving Throws** Dex +5, Con +3, Cha +8 > - **Skills** Insight +4, Perception +4, Stealth +5 > - **Damage Resistances** fire > - **Damage Immunities** cold > - **Senses** passive Perception 14 > - **Languages** Common > - **Challenge** 8 (3,900 XP) > ___ >***Ice Aura.*** The ground in a 10-foot radius around Elsa is icy and is difficult terrain for other creatures. The radius moves with her, and freezes liquid water. > >***Ice Walk.*** Elsa can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement. > >***Legendary Resistance (3/Day).*** If Elsa fails a saving throw, she can choose to succeed instead. > >***Spellcasting.*** Elsa is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Elsa has the following spells prepared: > >Cantrips (at will): *frostbite, gust, shape water, ray of frost* > >1st level (4 slots): *armor of agathys, ice knife, fog cloud, shield* > >2nd level (3 slots): *gust of wind, Snilloc's snowball swarm, spike growth, warding wind* > >3rd level (3 slots): *sleet storm, wind wall* > >4th level (3 slots): *ice storm* > >5th level (2 slot): *cone of cold, control winds* > >6th level (1 slot): *Otiluke's freezing sphere, wall of ice* > >***Heightened Spell (2/Day).*** When Elsa casts a spell that forces a creature to make a saving throw to resist its effects, Elsa can give the targets of the spell disadvantage on their first saving throw made against the spell. > >***Quickened Spell (3/Day).*** When she casts a spell that has a casting time of 1 action, Elsa changes the casting time to 1 bonus action for that casting. > > ### Actions >***Cold Sweep.*** Elsa swirls icy air in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of Elsa's next turn. > >***Freezing Wind (Recharge 5–6).*** Elsa creates an icy blast in a line 100 feet long and 15 feet wide. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions >Elsa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Elsa regains spent legendary actions at the start of its turn. > >**Cantrip.** Elsa casts one of her cantrips. > >**Cold Sweep (Costs 2 Actions).** Elsa uses Cold Sweep. > >**Ice Field (Costs 3 Actions).** Elsa chooses up to five 10-foot squares within 60 feet of her to erupt with icy shards. Each creature in one of those squares must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Those squares become difficult terrain until the ice melts. \pagebreakNum # The Pirates of the Jolly Roger ___ > ## Neverland Pirate >*Medium humanoid (any race), any chaotic alignment* > ___ > - **Armor Class** 11 > - **Hit Points** 11 (2d8 + 2) > - **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|12 (+1)|8 (-1)|10 (+0)|10 (+0)| >___ > - **Skills** Acrobatics +3, Athletics +2 > - **Senses** passive Perception 10 > - **Languages** Any one language (usually Common) > - **Challenge** 1/8 (25 XP) > ___ > ### Actions >***Scimitar.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage. > >***Flintlock.*** *Ranged Weapon Attack:* +3 to hit, range 30 ft./90 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage. \columnbreak ___ > ## Crew of Neverland Pirates >*Huge swarm of Medium humanoids (any race), any chaotic alignment* > ___ > - **Armor Class** 11 > - **Hit Points** 153 (18d12 + 36) > - **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|14 (+2)|6 (-2)|11 (+0)|11 (+0)| >___ > - **Saving Throws** Str +8 > - **Skills** Acrobatics +4, Athletics +8 > - **Damage Resistances** bludgeoning, piercing, slashing > - **Senses** passive Perception 10 > - **Languages** Any one language (usually Common) > - **Challenge** 5 (1,800 XP) > ___ >***Strength in Numbers.*** The swarm has advantage on Strength and Constitution checks and saving throws. As long as the swarm at least half of its hit points, it is immune to being grappled. > >***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points. > > ### Actions >***Multiattack.*** The swarm makes two attacks, each of which can be with its scimitars or its flintlocks. > >***Scimitars.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hit points or fewer. > >***Flintlocks.*** *Ranged Weapon Attack:* +4 to hit, range 30/90 ft., one target. *Hit:* 22 (4d10) piercing damage, or 11 (2d10) piercing damage if the swarm has half of its hit points or fewer.
\pagebreakNum ___ > ## Captain James Hook >*Medium humanoid (human), lawful evil* > ___ > - **Armor Class** 15 (dual wielder) > - **Hit Points** 104 (16d8 + 32) > - **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|14 (+2)|14 (+2)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Dex +6, Wis +3 > - **Skills** Athletics +3, Deception +5, Intimidation +5, Persuasion +5, Sleight of Hand +6, Stealth +6 > - **Senses** passive Perception 10 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ >***Hook-hand.*** Hook's left hand is replaced with a prosthetic hook and cannot be disarmed. > > ### Actions >***Multiattack.*** Hook makes three melee attacks: two with his rapier and one with his hook. > >***Rapier.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. > >***Hook.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. > >***Flintlock.*** *Ranged Weapon Attack:* +6 to hit, range 30 ft./90 ft., one target. *Hit:* 6 (1d10 + 4) piercing damage. > > ### Reactions >***Parry.*** Hook adds 2 to his AC against one melee attack that would hit him. To do so, Hook must see the attacker. > > ### Legendary Actions >Hook can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn. > >**Weapon Attack.** Hook makes a weapon attack. > >**Command Ally.** Hook targets one ally it can see within 30 feet of it. If the target can see or hear him, the target can make one melee weapon attack using its reaction and has advantage on the attack roll. > >**Rallying Cry (Costs 2 Actions).** Hook and all pirates within 30 feet that can see or hear him regain 20 hit points.
\pagebreakNum ___ ___ > ## Yzma, Alchemist Advisor >*Medium humanoid (human), neutral evil* > ___ > - **Armor Class** 11 > - **Hit Points** 90 (20d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|12 (+1)|11 (+0)|20 (+5)|14 (+2)|8 (-1)| >___ > - **Saving Throws** Dex +3, Int +7 > - **Skills** Arcana +7, Deception +1, Medicine +4, Nature +7, Perception +4, Persuasion +1 > - **Senses** passive Perception 14 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ >***Cunning Action.*** On each of her turns, Yzma can use a bonus action to take the Dash, Disengage, or Hide action. > >***Legendary Resistance (2/Day).*** If Yzma fails a saving throw, she can choose to succeed instead. > > ### Actions >***Dagger.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage. > >***Polymorph Potion.*** *Ranged Weapon Attack:* +3 to hit, range 20/60 ft., one target. *Hit:* 3 (1d4 + 2) slashing damage. Each creature within 5 feet of the target must make a DC 15 Constitution saving throw or suffer the effects of a polymorph spell. Roll a d20 and consult Yzma's potion table to determine the form the creatures are transformed into. > > ### Reactions >***Faint-Hearted.*** If a creature makes an attack on Yzma, and the Yzma is not incapacitated, she can move 10 ft away from the attacker as a reaction, not provoking attacks of opportunity. > > ### Legendary Actions >Yzma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yzma regains spent legendary actions at the start of her turn. > >**Weapon Attack.** Yzma makes a weapon attack. > >**Move.** Yzma moves up to her speed. > >**Frighten Foe (Costs 2 Actions).** Yzma targets one enemy she can see within 30 feet of her. If the target can see and hear her, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of Yzma’s next turn.
> ### Potion Table >***Prolific Polymorph Potion Purveyor.*** Yzma carries dozens of her signature potions with her, but they are not well organized. Roll a d20 and consult the following table to determine the effects of each potion used: > >
> >| d20 | New Form | >|:---:|:-| >| 1 | Cat | >| 2 | Deer | >| 3 | Frog | >| 4 | Goat | >| 5 | Hawk | >| 6 | Octopus | >| 7 | Rat | >| 8 | Scorpion | >| 9 | Camel | >| 10 | Poisonous snake | > >| d20 | New Form | >|:---:|:-| >| 11 | Boar | >| 12 | Draft horse | >| 13 | Wolf | >| 14 | Ape | >| 15 | Black bear | >| 16 | Giant wasp | >| 17 | Tiger | >| 18 | Rhinoceros | >| 19 | Elephant | >| 20 | Tyrannosaurus | > >
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___ ___ > ## Judge Claude Frollo >*Medium humanoid (human), lawful neutral* > ___ > - **Armor Class** 13 (chain shirt) > - **Hit Points** 77 (14d8 + 14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|12 (+1)|18 (+4)|20 (+5)|16 (+3)| >___ > - **Saving Throws** Int +7, Wis +8, Cha +6 > - **Skills** Deception +6, History +7, Insight +8, Persuasion +6, Religion +8 > - **Senses** passive Perception 18 > - **Languages** Celestial, Common > - **Challenge** 8 (3,900 XP) > ___ >***Cavalry Training.*** When Frollo hits a target with a melee attack while mounted, the mount can make a melee attack against the same target as a reaction. > >***Divine Eminence.*** As a bonus action, Frollo can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Frollo expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. > >***Eye for Detail.*** This courtier can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. > >***Legendary Resistance (3/Day).*** If Frollo fails a saving throw, he can choose to succeed instead. > >***Magic Resistance.*** Frollo has advantage on saving throws against spells and other magical effects. > >***Spellcasting.*** Frollo is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Frollo has the following cleric spells prepared: > >Cantrips (at will): *light, sacred flame, thaumaturgy, toll the dead, word of radiance* > >1st level (4 slots): *cure wounds, guiding bolt, sanctuary, shield of faith* > >2nd level (3 slots): *lesser restoration, spiritual weapon* > >3rd level (3 slots): *crusader's mantle, dispel magic, spirit guardians* > >4th level (3 slots): *guardian of faith, locate creature* > >5th level (2 slots): *flame strike, holy weapon* > >6th level (1 slot): *forbiddance, planar ally* > > ### Actions >***Longsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. > >***Supreme Legal Authority.*** Frollo chooses up to three creatures he can see within 90 feet of him. Each target must succeed on a DC 16 Intelligence saving throw or Frollo chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can end the effect on itself with a successful DC 16 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Frollo's Supreme Legal Authority for 24 hours. > > ### Reactions >***Parry.*** Frollo adds 3 to his AC against one melee attack that would hit him. To do so, Frollo must see the attacker and be wielding a melee weapon. > > ### Legendary Actions >Frollo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frollo regains spent legendary actions at the start of his turn. > >**Weapon Attack.** Frollo makes one weapon attack. > >**Cast a Spell (Costs 2 Actions).** Frollo casts a spell of 3rd level or lower from his list of prepared spells, using a spell slot as normal. > >**Supreme Legal Authority (Costs 3 Actions).** Frollo uses Supreme Legal Authority.