Challenge Rating 0 to 1 (easy encounters)
**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs ...
Medium Beast, CR 1/2. From SRD 5.1.
Medium Fiend, CR 0. From SRD 5.1.
A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.
A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.
Large Beast, CR 1. From SRD 5.1.
Large Beast, CR 1/2. From SRD 5.1.
Medium Beast, CR 1/4. From SRD 5.1.
Tiny Fiend, CR 1. From SRD 5.1.
Small Humanoid, CR 1/8. From SRD 5.1.
Tiny Beast, CR 0. From SRD 5.1.
Tiny Dragon, CR 1/4. From SRD 5.1.
A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the bee...
Medium Dragon, CR 1. From SRD 5.1.
Small Beast, CR 0. From SRD 5.1.
Large Beast, CR 1/4. From SRD 5.1.
Medium Beast, CR 1/8. From SRD 5.1.
A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
Tiny Beast, CR 1/8. From SRD 5.1.
**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.