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Published by joshuamuster, 2018-06-04 01:47:49

Mordenkainens Tome of Foes

5th Edition

ELDER TEMPEST

Terrifying storms manifest in the body of the elder tem-
pest. A being carved from clouds, wind, rain, and light-
ning, the elder tempest assumes the shape of a serpent
that slithers through the sky. The tempest drowns the
land beneath it with rain and stabs the earth with lances
of lightning. Punishing winds scream around it as it
flies, feeding the chaos it creates.

ELDER TEMPEST

Gargantuan elemental, neutral

Armor Class 19
Hit Points 264 (16d20 + 96)
Speed 0 ft. , fly 120 ft. (hover)

STR DEX CON CHA
23 (+6) 28 (+9) 23 (+6) 18 (+4)

Saving Throws Wis +12, Cha +11

Damage Resistances bludgeoning, piercing, and slashing from

nonmagical attacks

Damage Immunities lightning, poison, thunder

Condition Immunities exhaustion, grappled, paralyzed,

petrified, poisoned, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 15 .-
Languages -
Challenge 23 (50,000 XP)

Air Form. The tempest can enter a hostile creature's space and LEGENDARY ACTIONS
stop there. It can move through a space as narrow as 1 inch
wide without squeezing. The tempest can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Flyby. The tempest doesn't provoke opportunity attacks when at a time and only qt the end of another creature's turn. The
it flies out of an enemy's reach. tempest regains spent legendary actions at the start of its turn.

Legendary Resistance (3/Day). If the tempest fails a saving Move. The tempest moves up to its speed.
throw, it can choose to succeed instead. Lightning Strike (Costs 2 Actions). The tempest can cause a

Living Storm. The tempest is always at the center ofa storm bolt of lightning to strike a point on the ground anywhere
ld6 + 4 miles in diameter. Heavy precipitation in the form of under its storm. Each creature within 5 feet ofthat point
either rain or snow falls there7 causing the area to be lightly must make a DC 20 Dexterity saving throw, taking 16 (3dl0)
obscured. Heavy rain also extinguishes open flames and im- lightning damage on a failed save, or halfas much damage
poses disadvantage on Wisdom (Perception) checks that rely on a successful one.
on hearing. Screaming Gale (Costs 3 Actions). The tempest releases a blast
ofthunder and wind in a line that is 1 mi le long and 20 feet
In addition, strong winds swirl in the area covered by the wide. Objects in that area take 22 (4d10) thunder damage.
storm. The winds impose disadvantage on ranged attack rolls. Each creature there must succeed on a DC 21 Dexterity sav-
The winds extinguish open flames and disperse fog. ing throw or take 22 (4d10) thunder damage and be flung up
to 60 feet in a direction away from the line. If a thrown target
Siege Monster. The tempest deals double damage to objects collides with an immovable object, such as a wall or floo r, the
and structures. target takes 3 (ld6) bludgeoning damage for every 10 feet
it was thrown before impact. If the target would collide with
ACTIONS another creature instead, that other creature must succeed
on a DC 19 Dexterity saving throw or take the same damage
Multiattack. The tempest makes two attacks with its thun- and be knocked prone.
derous slam.

Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20
ft., one target. Hit: 23 (4d6 + 9) thunder damage.

Lightning Storm (Recharge 6). All other creatures within 120
feet ofthe tempest must each make a DC 20 Dexterity saving
throw, taking 27 (6d8) lightning damage on a failed save, or
halfas much damage on a successful one. If a target's saving
throw fails by 5 or more, the creature is also stunned unti l the
end of its next turn.

200 CHAPTER 6 I BESTIARY

ZARATAN

When a zaratan is summoned from the Elemental Plane
of Earth, the ground rises up to take the shape of what
looks like a hulking, armored reptile, its shell composed
of the landscape from which it arose. The zaratan plods
across the land, each step sending shock waves through
the ground severe enough to unsettle structures.
Dim-witted, the zaratan lurches onward, expressing its
rage through its trumpeting calls and the occasional
boulder or blast of debris it spews from its cavernous
maw. Ifseriously injured, the zaratan slowly retracts
its appendages to gain shelter beneath its impervious
s hell, biding its time until it recovers and can resume
its march.

Z A RATAN

Gargantuan elemental, neutral

Armor Class 21 (natura l armor)
Hit Points 307 (15d20 + 150)
Speed 40 ft., swim 40 ft.

STR DEX CO N INT WIS CHA
30 (+10) 10 (+O) 30 (+10) 2 (-4) 21 (+5) 18 {+4)

Saving Throws Wis +12, Cha +11

Damage Vulnera bilities thunder

Damage Resistances cold, fire, lightning; bludgeoning, Multiattack. The zaratan makes two attacks: one with its bite
and one with its stomp.
piercing, and slashing from nonmagical attacks
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Damage Immunities poison Hit: 28 (4d8 + 10) piercing damage.

Condition Immunities exhaustion, paralyzed, petrified, Stomp. Me/ee Weapon Attack: +17 to hit, reach 20 ft., one tar-
get. Hit: 26 (3dl0 + 10) bludgeoning damage.
poisoned, stunned
Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240
Senses darkvision 60 ft., tremorsense 60 ft., ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.

passive Perception 15 Spew Debris (Recharge 5-6). The zaratan exhales rocky debris
in a 90-foot cube. Each creature in that area must make a DC
Languages - • 25 Dexterity saving throw. A creature takes 33 (6d10) blud -
geoning damage on a fa iled save, or ha lf as much damage on
Challenge 22 (41,000 XP) ' .. a successful one. A creature that fails the save by 5 or more is
knocked prone.
Earth-Shaking Movement. As a bonus action after moving
at least 10 feet on the ground, the zaratan can send a shock LEGENDARY ACTIONS
wave through the ground in a 120-foot-radius circle centered
on itself. That area becomes difficult terrain for 1 minute. Each The zaratan can take 3 legendary actions, choosing from the
creature on the ground that is concentrating must succeed on options below. Only one legendary action option can be used
a DC 25 Constitut ion saving throw or the creature's concentra- at a time and only at the end of another creature's turn. The
tion is broken . zaratan regains spent legendary actions at the start of its turn.

The shock wave deals 100 thunder damage to all structures Stomp. The zaratan makes one stomp attack.
in contact with the ground in the area. If a creature is near a Move . The zaratan moves up to its speed.
structure that collapses, the creature might be buried; a crea- Spit (Cost s 2 Actions). The zaratan uses Spit Rock.
ture within half the distance of the structure's height must Retract (Costs 2 Actions). The zaratan retracts into its shell.
make a DC 25 Dexterity saving throw. On a failed save, the
creature takes 17 (Sd6) bludgeoning damage, is knocked prone, Until it takes its Emerge action, it has resistance to all dam-
and is trapped in the rubble. A trapped creature is restrained, age, and it is restrained. The next time it takes a legendary
requiring a successful DC 20 Strength (Athletics) check as an action, it must take its Revitalize or Emerge action.
action to escape. Another creature within 5 feet of the buried Revital ize (Costs 2 Actions). The zaratan can use this option
creature can use its action to clear rubble and grant advantage only if it is retracted in its shell. It regains 52 (5d20) hit
on the check. If three creatures use their actions in this way, points. The next time it takes a legendary action, it must take
the check is an automatic success. On a successful save, the its Emerge action.
creature takes half as much damage and doesn't fall prone or Emerge (Cost s 2 Actions). The zaratan emerges from its shell
become trapped. and uses Spit Rock. It can use this option only if it is re-
tracted in its shell.
Legendary Resistance (3/Day). If the zaratan fails a saving
throw, it can choose to succeed instead. CHAPTER 6 I BESTIARY

Magic Weapons. The zaratan's weapon attacks are magical.

Siege Monster. The elemental deals double damage to objects
and structures (included in Earth-Shaking Movement).

201

ELEMENTAL MYRMIDONS

Elemental myrmidons are elementals conjured and
bound by magic into ritually c reated suits of plate a r-
mor. In this form, they possess no recollection of their
former existence as free ele mentals. They exist only to
follow the commands of their creators.

,



AIR ELEMENTA L M YRMIDON EARTH ELEMENTAL MYRMIDON

Medium elemental, neutral Medium elemental, neutral

Armor Class 18 (plate) Armor Class 18 (plate)
Hit Points 117 (18d8 + 36) Hit Point s 127 (17d8 + 51)
Speed 30 ft., fly 30 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 9 (-1) 10 (+O) 10 (+O) 18 (+4) 10 (+O) 17 (+3) 8 (- 1) 10 (+O) 10 (+O)

Damage Resistances lightning, t hunder; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, a nd slashing from
and slashing fro m nonmagical attacks nonmagica l at tacks

Damage Imm unities poison Damage Immun ities poison
Condition Immunities paralyzed, petrified, poisoned, prone Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Language s Auran, one language of its creator's choice La nguages Terran, one language of its creator's choice
Challe nge 7 (2,900 XP) Challenge 7 (2,900 XP)

Magic Weapons. The myrmidon's weapon attacks a re magical. Magic Weapons. The myrm ido n's weapon attacks are magical.

ACTIONS A CT IONS

Multiattack. The myrmido n makes th re e fla il attacks. Multiattack. The myrmidon makes two mau l attacks.

Flail. Me/ee Weapon Attack: +7 to hit, reach 5 ft., o ne target. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (ld8 + 4) bludgeoning damage. Hit: 11 (2d6 + 4) bludgeoning damage.

Lightning Strike (Recharge 6). The myrmidon makes one flail Thunderous Strike (Recharge 6). The myrmidon makes one
attack. On a hit, the target takes an extra 18 (4d8) lightning maul attack. O n a hit, the ta rget takes an extra 16 (3dl0) thun·
damage, and the target must succeed on a DC 13 Constitution der dam age, and the target must succeed o n a DC 14 Strength
saving th row or be stu nned unt il the end ofthe myrmidon's saving throw or be knocked prone.
next turn.

202 CHAPTER 6 I BESTIARY



FIRE ELEMENTAL MYRMIDON WATER ELEMENTAL MYRMIDON

Medium elemental, neutral Medium elemental, neutral

Armor Class 18 (plate) Armor Class 18 (plate)
Hit Points 123 (19d8 + 38) Hit Points 127 (17d8 + 51)
Speed 40 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+l) 18 (+4) 15 (+2) 9 (- 1) 10 (+O) 10 (+O) 18 (+4) 14 (+2) 15 (+3) 8 (- 1) 10 (+O) 10 (+O)

Damage Resistances bludgeoning, piercing, and slashing from

nonmagical attacks Damage Resistances acid; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire, poison
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10 _, J Languages Aquan, one language of its creator's choice
Languages lgnan, one language of its creator's choice Challenge 7 (2,900 XP)

Challenge 7 (2,900 XP)

Illumination. The myrmidon sheds bright light in a 20-foot ra - Magic Weapons. The myrmidon's weapon attacks are magical.
dius and dim light in a 40-foot radius.
ACTIONS
Magic Weapons. The myrmidon's weapon attacks are magical.
Multiattack. The myrmidon makes three trident attacks.
Water Susceptibility. For every S feet the myrmidon moves in l
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
foot or more ofwater, it takes 2 (1 d4) cold damage. •• range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or
ACTIONS 8 (ld8 + 4) piercing damage if used with two hands to make a
melee attack.
Multiattack. The myrmidon makes three scimitar attacks.
Freezing Strikes (Recharge 6). The myrmidon uses Multiattack.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Each attack that hits deals an extra 5 (ldlO) cold damage. A
Hit: 7 (ld6 + 4) slashing damage. target that is hit by one or more of these attacks has its speed
reduced by 10 feet until the end of the myrmidon's next turn.
Fiery Strikes (Recharge 6). The myrmidon uses Multiattack.
Each attack that hits deals an extra S (ldlO) fire damage.

CHAPTER 6 I BESTtARY 203

GIFF Medium humanoid, lawful neutral

It's easy to spot the giff in a room: a group of 7-foot-tall, Armor Class 16 (breastplate) •
hippopotamus-headed humanoids attired in gaudy mil- Hit Points 60 (8d8 + 24)
itary uniforms, with gleaming pistols and muskets on Speed 30 ft.
display. These spacefaring mercenaries are renowned
for their martial training and their love of explosives. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 11 (+O) 12 (+l ) 12 (+l )
Military Organization. Every aspect of giff society is
organized along military lines. From birth until death, Se nses passive Perception 11
every giff has a military rank. It must follow orders from Languages Common
those of superior rank, and it can give orders to those Challe nge 3 (700 XP)
of lower rank. Promotions don't depend on age but are
granted by a superior as a reward for valor. Giff are de- Head.first Charge. The giff can try to knock a creat ure over;
voted to their children, even as most of their education is if the giff moves at least 20 feet in a straight line that ends
geared toward fighting and war. within 5 feet of a Large or smalle r creature, th at creature must
succeed on a DC 14 Strength saving throw or take 7 (2d6) blud-
Mercenaries Extraordinaire. Giff are in high demand geoning damage and be knocked prone.
as warriors for hire, but they insis t on serving in units
composed entire ly of giff; a giff hiring itself out individu- Firearms Knowledge. The giff's mastery of its weapons enables
ally is unheard of. Giff refuse to fight other giff, and will it to ignore the loading property of muskets and pistols.
never agree to a contract unless it stipulates that they
can sit out a battle rather than wage war against their ACTI ONS
kin. A giff prizes the reputation of its unit above its own
life. Life is fleeting, but the regiment endures for ge nera- Multiattack. The giff makes two pistol attacks .
tions or even centuries.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar·
A Whiffof Gunpowder. Muskets and grenades are the get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing
favorite weapons of every giff. The bigger the boom, the damage if used with two hands.
brighter the flash, and the thicker the smoke it produces,
the more giff love a weapon. Their skill with gu npowder Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft. , one
is another reason for their popularity as mercenaries. target. Hit: 7 (1dl2 + 2) piercing damage.
Giff revel in the challenge of building a bomb big enough
to level a fortification. They gladly accept payment Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one
in kegs of gunpowder in preference to gold, gems, or target. Hit: 7 (ldlO + 2) piercing damage.
other currency.
Fragmentation Crenade (1/day). The giff throws a grenade up
No Honor in Magic. Some giff become wizards, cler- to 60 feet . Each creature within 20 feet ofthe grenade's detona-
ics, and other kinds of spellcasters, but they're so infre- tion must make a DC 15 Dexterity saving throw, taking 17 (Sd6)
quent that most giff mercenary units have no magical ca- piercing damage on a failed save, or half as much damage on a
pability. Typical giff are as smart a s the average human, successful one.
but their focus on military training to the exclusion of all
other areas of study can make them s eem dull-witted to
those who have more varied interests .

GUNPOW DER BY THE Kee

As ide from their pe rsonal gunpowder weapons, giff ships
and mercenary companies carry spare gunpowder in kegs.
In an emergency, or any time a large explosion is needed,
a whole keg can be detonated. A giff lights the fuse on the
keg and can then throw the keg up to l S feet as part of
the same action. The keg explodes at the start ofthe giff's
next turn. Each creature within 20 feet ofthe exploding keg
must make a DC 12 Dexterity saving throw. On a fai led
save, a creature takes 24 (7d6) fire damage and is knocked
prone. On a successful s ave, a creature takes half as much
damage and isn't knocked prone.

Every other keg of gunpowder within 20 feet of an ex·
ploding keg has a SO percent chance of also exploding.
Check each keg only once per turn, no matter how many
other kegs explode around it.

20~ CHAPTER 6 J BESTI ARY

GITH GITHYAN KI GISH

The descendants of an ancient people- so old the ir Their keen minds a nd ps ionic gifts allow the githyanki
original name has been lost- have turned against each to master magic. Gis h blend the ir magical abilities with
other, becoming vicious ene mies divided over mortality, swordplay to become da ngerous foes in battle. Their
purpose, and the machinations of their leaders. The s pecialized capabilities ma ke them well s uited for assas-
bellicose githyanki te rro rize the Astral Plane, raiding s ination, raiding, and espionage.
into other worlds to plunde r the multive rse of its magic
a nd riches. The githze rai live apa rt from the rest of the G ITHYANKI KIT H ' R A K
cosmos , content within the confines of the ir fortresses
floating through the chaos of Limbo. Although the two The githyanki's militarized culture assigns ranks and
groups of gith despise each other, the ir hatred for the responsibilities to its c itizens. Groups of ten warriors
mind flayers from whom they escaped e ndures, a nd follow the commands of the s a rths (githyanki warriors),
both githyanki a nd githzerai are dedicated to hunting while ten sarths obey the commands of the mighty
the ir ancestra l foes. kith'rak. These champions e arn the ir status throug h
to rturous training a nd ps ionic testing until they can
GITHYANKI GISH command the respect of their underlings.

Medium humanoid (gith), lawful evil GITHYANKI KITH'RAK

Armor Class 17 (half plate) Medium humanoid (gith), lawful evil
Hit Points 123 (19d8 + 38)
Armor Class 18 (plate)
Speed 30 ft. Hit Points 180 (24d 8 + 72)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 16 (+3) STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)
Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6 Saving Throws Con +7, Int +7, Wis +6 - '.
Se nses passive Perception 16 Skills Intim idation +7, Perception +6
Languages Gith Se nses passive Perception 16
Challenge 10 (5,900 XP) La nguages Gith
Challenge 12 (8.400 XP)
Innate Spellcasting (Psionics). The githyanki's innate spellcast-
Innate Spel/casting (Psionics). The githyanki's innate spellcast-
ing ability is Intelligence (spell save DC 15, +7 to hit with spell
attacks). It can innately cast the following spells, requiring no ing abi lity is Intelligence (spell save DC 15, +7 to hit with spell
components: attacks). It can innately cast the following spells, requiring no
components:
At will: mage hand (the hand is invisible)
3/day each:jump, misty step, nondetection (self only) At will: mage hand (the hand is invisible)
1/day each: plane shift, telekinesis 3/day each: blur,jump, misty step, nondetection (selfonly)
1/ day each: plane shift, telekinesis
Spellcasting. The githyanki is an 8th-level spellcaster. Its
Rally the Troops. As a bonus action, the githyanki can magically
spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The githyanki has the following wizard end the charmed and frightened conditions on itself and each
spells prepared: creature of its choice that it can see within 30 feet of it.

Cantrips (at will): blade ward, light, message, true strike A CTIONS
1st level (4 slots): expeditious retreat, magic missile, sleep, Multiattack. The githyanki makes three greatswo rd attacks.

thunderwave Creatsword. Melee Weapon Attack: +8 to hit , reach 5 ft., one
2nd level (3 slots): blur, invisibility, levitate target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psy·
3rd level (3 slots): counterspell,fireball, haste
4th level (2 slots): dimension door chic damage.

War Magic. When the githyanki uses its action to cast a spell, it REACTIO N S

can make one weapon attack as a bonus action Parry. The githyanki adds 4 to it s AC against one melee attack

A CTIONS that would hit it. To do so, the githyanki must see the attacker
and be wielding a melee weapon.
Multiattack. The githyanki makes two longsword attacks.

Longsword. Melee Weapon Attack: +7 to hit , reach 5 ft., one tar-
get. Hit: 7 (ld8 + 3) slashing damage, o r 8 (ldl O+ 3) slashing

da mage if used with two hands, plus 18 (4d8) psychic damage.

CHAPTER 6 I BESTIARY

GITHYANKI SUPREME Silver Creatsword. Melee Weapon Attack: +1 2 to hit, reach 5
COMMANDER ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (Sd6)
psychic damage. On a critical hit against a target in an astra l
Medium humanoid (gith), lawful evil body (as with the astral projection spell), the githyanki can cut
the silvery cord that tethers the target to its material body, in-
Armo r Class 18 (plate) stead ofdealing damage.
Hit Points 187 (22d8 + 88)
Speed 30 ft. REACTIONS

STR DEX CON INT WIS CHA Parry. The githyanki adds 5 to its AC against one melee attack
19 (+4) 17 {+3) 18 (+4) 16 (+3) 16 (+3) 18 (+4) that would hit it. To do so, the githyanki must see the attacker
and be wielding a melee weapon.
Saving Throws Con +9, Int +8, Wis +8
Skills Insight +8, Intimidation +9, Perception +8 LEGENDARY ACTIONS
Senses passive Perception 18
Languages Gith The githyanki can take 3 legendary actions, choosing from
Challenge 14 (11,500 XP) the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
Innate Spel/casting (Psionics). The githyanki's innate spellcast· The githyanki regains spent legendary actions at the start
ing ability is Intelligence (spell save DC 16, +8 to hit with spell of its turn.
attacks). It can innately cast the following spells, requiring no
components: Attack (2 Actions). The githyanki makes a greatsword attack.
Command Ally. The githyanki targets one ally it can see within
At will: mage hand (the hand is invisible)
3/day each: jump, levitate (self only), misty step, nondetection 30 feet of it. Ifthe target can see or hear the githyanki, the
target can make one melee weapon attack using its reaction
(self only) and has advantage on the attack roll.
l/day each: Bigby's hand, mass suggestion, plane shift, telekinesis Teleport. The githyanki magically teleports, along with any
equipment it is wearing and carrying, to an unoccupied space
ACTIONS it can see within 30 feet ofit. It also becomes insubstantial
until the start of its next turn. While insubstantial, it can
Multiattack. The githyanki makes two greatsword attacks. move through other creatures and objects as if they were
difficult terrain. If it ends its turn inside an object, it takes 16
(3dl0) force damage and is moved to the nearest unoccu-
pied space.

206 CHAPTER 6 I BESTI ARY

GITHYANKI SUPREME COMMANDER GITHZERAI ANARCH .a

Supreme commanders lead the githyanki armies, each Medium humanoid (gith), lawful neutral
one commanding ten kith'raks, who in turn lead the
rest of their forces. Most supreme commanders ride red Armor Class 20
dragons into battle. Hit Point s 144 (17d8 + 68)
Speed 30 ft., fly 40 ft. (hover)
GrTHZERAI ANARCH
STR DEX CO N INT WIS CHA
The most powerful of the githzerai, anarchs lead com- 16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2)
munities and maintain the adamantine citadels that
serve as strong points in planes beyond Limbo. They Saving Throws Str +8, Dex +10, Int +9, Wis +10 I "I '
have form idable psionic capabilities, able to manipulate Skills Arcana +9, Insight +10, Pe rception +10
the unformed substance of their adopted plane with a Senses passive Perception 20
thought. These rare githzerai are sages and mystics, Languages Gith
and their word is law. Challenge 16 (15,000 XP)

AN ANARCH's LAIR Innate Spel/casting (Psionics). The ana rch's innate spellcast- ' •
ing abil ity is Wisdom (spell save DC 18, +l 0 to hit with spell
In Limbo, githzerai anarchs create islands of tranquil- attacks). It can innately cast the fol lowing spells, requiring no
ity in the otherwise turbulent plane. By directing its components:
psionic power, an anarch can give form to formless
substance, creating mountains, lakes, and structures of At will: mage hand (the hand is invisible)
any composition to serve as a foundation for a githzerai 3/day each: feather fall, jump, see invisibility, shield, telekinesis
community. l/day each: globe ofinvulnerability, plane shift, teleportation

Lair Actions. An anarch can use lair actions. On circle, wall offorce
initiative count 20 (losing initiative ties), the anarch
can take a lair action to cause one of the following Psychic Defense. While the anarch is wearing no armor and
effects; the anarch can't use the same effect two wielding no shield, its AC includes its Wisdom modifier.
rounds in a row:
ACTI ONS
• The anarch casts the lightning bolt spell (at 5th level),
but the anarch can change the damage type from Multiattack. The anarch makes three unarmed strikes.
lightning to cold, fire, psychic, radiant, or thunder. If
the spell deals damage other than fire or lightning, it Unarmed Strike. Melee Weapon Attack: +10 to hit, reach S ft.,
doesn't ignite flammable objects. one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8)
psychic damage.
• The anarch casts the creation spell (as a 9th-level
spell) using the unformed substance of Limbo in- LEGENDARY ACTI ONS
stead ofshadow material. If used in Limbo, the object
remains until the anarch's concentration is broken, The anarch can take 3 legendary actions, choosing from the op-
regardless of its composition. If the anarch moves t ions below. Only one legendary action option can be used at a
more than 120 feet from the object, its concentra- time and only at the end of another creature's turn. The ana rch
tion breaks. rega ins spent legendary actions at the start of its turn.

• The anarch can magically move an object it can see Stri ke. The anarch makes one unarmed strike.
within 150 feet of it by making a Wisdom check with Teleport . The anarch magically te leports, along with any equip-
advantage. The DC depends on the object's size: DC 5
for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 ment it is wearing and carrying, to an unoccupied space it
for Large, and DC 25 for Huge or larger. can see within 30 feet of it.
Change Gravity (Cost s 3 Act ions). The anarch cast s the reverse
R egionalEffects. The region containing an anarch's gravity spell. The spell has the normal effect, except t hat the
lair is warped by its presence, which creates one or anarch can orient the area in any direction and creatures and
more of the following effects: objects fall toward the end ofthe area.

• In Limbo, the anarch can spend 10 minutes stabilizing
a 5-mile area centered on it, causing the unfor med
substance to take whatever inanimate form the anarch
chooses. During that process, the anarch determines
t he shape and composition of the forms created.

• The anarch stabilizes any object created in Limbo and
brought to the Material Plane for as long as the anarch
remains within 1 mile of it (no action required).

If the anarch dies, these effects end after ld6 rounds. All
formed substance becomes a chaotic churn of energy
and matter, unraveling into unformed substance that
dissipates ld6 rounds later.

C HAPTER 6 I BESTIARY 207

G1n'"tERAI ENLIGHTENED •



G IT M1.ERAI ANARCM

GITHZERAI ENLIGHTENED GITHZERAI ENLIGHTENED

Medium humanoid (gith). lawful neutral Githzerai never stop training. They spend long hours in
meditation to transcend the limits of their forms and to
Armor Class 18 apprehend the nature of reality. Zerths who complete
Hit Points 112 (15d8 + 45) the next tier of their training become one of the githze-
Speed 30 ft. rai known as the enlightened.

STR DEX CON INT WIS CHA At will: mage hand (the hand is invisible)
14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+l) 3/day each: blur, expeditious retreat.featherfall, jump, see invisi-

Saving Throws Str +6, Dex +8, Int +7, Wis +8 bility, shield
Skills Arcana +7, Insight +8, Perception +8 1/day each: haste, plane shift, teleport
Senses passive Perception 18
Languages Gith Psychic Defense. While the githzerai is wearing no armor and
Challenge 10 (5,900 XP) wieldin g no shield, its AC includes its Wisdom modifier.

Innate Spel/casting (Psionics). The githzerai's innate spellcast- ACTI ONS
ing ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks). It can innately cast the following spells, requiring no Multiattack. The githzerai makes three unarmed strikes.
components:
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8)
psychic damage.

Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit,
reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning dam-
age plus 52 (8d12) psychic damage. The target must succeed
on a DC 16 Wisdom saving throw or move l round forward in
time. A target moved forward in time vanishes for the duration.
When the effect ends, the target reappears in the space it left
or in an unoccupied space nearest to that space if it's occupied.

2 08 CHAPTER 6 I BESTIARY

·'


GRAY RENDER Large monstrosity, chaotic neutral

A curious impulse drives the gray render. Despite its Armor Class 19 (natural armor)
hulking form and terrible appetite, it wants most of all to Hit Points 189 (18dl0 + 90)
bond with an intelligent creature and, once bonded, give Speed 30 ft.
its life to protect that creature. Great strength and a sav-
age nature enable gray renders to be fierce guardians, STR DEX CON INT WIS CHA
but they lack even a shred of cunning. 19 (+4) 13 (+1) 20 (+5) 3 (-4) 6 (- 2) 8 (-1)

A Spreading Plague. Gray renders reproduce by SavingThrows Str +8, Con +9 - .-
forming nodules on their bodies that, upon reaching Skills Perception +2
maturity, break off to begin life as young gray renders. Senses darkvision 60 ft ., passive Perception 12
T hese monstrosities feel no obligation to their young, Languages -
and they have no inclination to gather with others of Challenge 12 (8,400 XP)
their kind.
ACTIONS
Chaotic Allies. As a side effect of its breeding, each
gray render has an overpowering need to bond with Multiat tack. The gray render makes three attacks: one with its
an intelligent creature. When it encounters a suitable bite and two with its claws.
master, the render sings to it- a weird, warbling cry
accompanied by scratching at the earth and a show of Bite. Me/ee Weapon Attack: +8 to hit, reach 5 ft ., one target.
deference. Once it forms the bond, the render serves its Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or
master in all things. smaller, the target must succeed on a DC 16 Strength saving
throw or be knocked prone.
Although this bond can be a great benefit, renders are
inherently chaotic. In a battle, a render fights with all Claws. Melee Weapon Attack: +8 to hit, reach 10 ft ., one target.
the savagery it can muster and never willingly harms Hit: 13 (2d8 + 4) s lashing damage, plus 7 (2d6) bludgeoning
its master, but outside battle, a gray render might pres- damage if the target is prone.
ent considerable difficulty for its master's associates. It
might follow its master even after being told to stay put, REACTIONS
destroy its master's house, burrow holes in the side ofa
ship, kill horses, attack when it feels jealous, and more. Bloody Rampage. When the gray render takes damage, it makes
A gray render might be a boon companion, but it is al- one attack with its claws against a random creature within its
ways an unpredictable one. reach, other than its master.

The Gray Render Quirks table presents possible
quirks for gray renders that can be generated randomly
or selected as desired.

GRAY RENDER QUIRKS

dl2 Quirk

l Hates horses and other mounts
2 Roars loudly when its bonded creature is touched

by another creature

3 Likes to snuggle

4 Uproots and chews on trees

s Has terrific and eye-watering flatulence

6 Brings offerings of meat to its bonded creature

7 Compulsively digs up the ground

8 Attacks carts and wagons as if they were terrib le
monsters

9 Howls when it rains

10 Whines piteously in the dark

11 Buries treasure it finds
12 Chases birds, leaping into the air to catch them,

heedless of the destruction it causes

CHAPTER 6 I BESTIARY

HOWLER •

Largefiend, chaotic evil

Armor Class 16 (natural armor)
Hit Points 90 (12dl0 + 24)
Speed 40 ft.

HOWLER STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 5 (-3) 20 (+5) 6 (-2)
A far-off wail precedes the s ight of a howler. Even at a
distance, one's m ind cringes at the sound and fills with Skills Perception +8
horror at the realization that the noise is drawing closer. Damage Resistances cold, fire, lightning; bludgeoning, piercing,
When howlers go on the prowl, courage isn't enough to
stand up against the m, and even one's sanity is at risk. and slashing from nonmagical attacks
Co ndition Immunities frightened
Prowlers from Pandemonium. These nightmare Senses da rkvision 60 ft., passive Perce ption 15
creatures, native to Pandemonium, can also be found La nguages understands Abyssal but can't speak
on most of the Lower Planes, because of the many Challenge 8 (3,900 XP)
fiends that capture them and train them as war hounds.
Howlers can be domesticated, after a fashion, but they Pack Tactics. A howler has advantage on attack rolls against a
respond only to brutal training during which they are creature if at least one ofthe howler's allies is within 5 feet of
forced to recognize the trainer as the pack's undisputed the creature and the ally isn't incapacitated.
leader. A trained pack then follows its leader without
hesitation. Howler packs course over the battlefields of A CTIO N S
the Blood War and also serve evil mortals who have the
power and the savagery to command their loyalty. Multiatta ck. The howler makes two bite attacks.

BrutalHunters. Howlers rely on speed, numbers, and Rending Bite. Melee Weapon Attack: +6 to hit, reac h 5 ft.,
their mind-numbing howl to corne r prey before they tear one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4dl0)
it apart. The howl floods the minds of its victims, mak- psychic damage if the target is frightened. This attack igno res
ing complex thought impossible. They can do little more damage resistance.
than stare in horror and stumble around the battlefield
in a search for safety. Any task more demanding than Mind-Breaking Howl (Recharge 6). The howler emits a keening
that is beyond their capability. Fiends especially prize howl in a 60-foot cone. Each creature in that area t hat isn't
howlers for this reason, because for a few crucial mo- deafened must succeed on a DC 16 Wisdom saving throw or
ments in a battle, their howls can neutralize an e nemy's be frightened until the end ofthe howler's next turn. While a
ability to use spells and other powers. creature is frightened in this way, its speed is halved, and it is
incapacitated. A target that successfully saves is immune to the
Mind-Breaking Howl of all howlers for the next 24 hours.

210 CHAPTER 6 I BESTIARY

' '
'



'

KRUTHIKS '

Kruthiks are chitin-covered reptiles that hunt in packs YOUNG KRUTHIK
and nest in sprawling subterranean warrens. They
are attracted to sources of heat, such as dwarven Small monstrosity, unaligned
forges and pools of molten lava, and carve out lairs
as close to s uch locations as possible. As they Armor Class 16 (natural armor)
burrow through the earth, they leave behind Hit Points 9 (2d6 + 2)
tunnels- evidence that is often the first clue to Speed 30 ft., burrow 10 ft., climb 30 ft.
the nearby presence of a kruthik hive. Kruthiks
also make use ofpreexisting underground STR DEX CON INT WIS CHA
chambers, incorporating them into their lairs 13 (+l) 16 (+3) 13 (+l) 4 (-3) 10 (+O) 6 (- 2)
when they can.
Senses darkvision 30 ft., tremorsense 60 ft.,
Kruthiks communicate with one another passive Perception 10
through a series of hisses and chittering
noises. These sounds can often be heard Languages Kruthik
in advance of a kruthik attack. Whenever Challenge 1/8 (25 XP)
their lair is invaded, kruthik guards send
out an alarm by rapidly tapping the stone floor with their Keen Smell. The kruthik has advantage on Wisdom (Perception)
sharp legs.
checks that re ly on smell.
Sharp Senses. In addition to having an acute sense
ofsmell, kruthiks can see in the dark and can detect Pack Tactics. The kruthik has advantage on an attack roll
vibrations in the earth around them. They take the scent against a creature ifat least one of the kruthik's allies is within
of their own dead as a warning and avoid areas where 5 feet of the creature and the ally isn't incapacitated.
many other kruthiks have died. Slaying a sufficient num-
ber of kruthiks in one area might cause the remaining Tunneler. The kruthik can burrow through solid rock at half
hive members to move elsewhere.
its burrowing speed and leaves a 21/2-foot-diameter tunnel
Sharper Weapons. Although they can feed on car-
rion, kruthiks prefer live prey. They kill enemies by in its wake. ' ,...... ..
impaling them on their spiked limbs, then grind up the ACTIONS
flesh and bones with mandibles strong enough to chew
rock. When several kruthiks gang up on a single foe, Stab. Melee Weapon Attack: +S to hit, reach 5 ft., one target.
they become frenzied and even more lethal. Hit: 5 (ld4 + 3) piercing damage.

Shared Lair. Kruthiks abide the presence of con-
structs, elementals, oozes, and undead, and use such
creatures to help guard their hive. Kruthiks are smart
enough to barricade some tunnels and dig new ones
that keep their neighbors away from their eggs.

Kruthiks hatch from eggs laid by female adults. Each
egg is about the size of an adult human's head and
hatches within a month. Tiny kruthik hatchlings are
harmless, rarely stray far from the nest, and feed pri-
mari ly on offal and one another. Within a month, the
survivors become young kruthiks large enough to hunt
and defend themselves.

CHAPTER 6 I BESTIARY

ADULT KRUT H IK

It takes six months of steady eating for a young kruthik
to reach adult s ize. The natura l life span of an adult
kruthik is roughly seven years .

Adult kruthiks grow spiky protrus ions on their legs
and can fling these dagger-sized spikes at enemies be-
yond the reach of their claws.

KRUTHIK HIVE LORD

A hive lord rules each kruthik hive. When the hive lord
dies, the sur viving members of the hive abandon their
lair and search for a new one. When a suitable location
is found, the largest kruthik in the hive undergoes a
metamorphosis, forming a cocoon around itself and
emerging several weeks later as a hive lord- a bigger
and smarter kruthik with the ability to s pray digestive
acid from its maw. The hive lord claims the large st
chamber of the lair and keeps seve ral adult kruthiks
nearby as bodyguards.

KRUTHIK HIVE LORD

Large monstrosity, unaligned

ADULT KRUTHIK Armo r Class 20 (natural armor)
Hit Point s 102 (12d10 + 36)
Medium monstrosity, unaligned Speed 40 ft., burrow 20 ft., climb 40 ft.

Armor Class 18 (natural arm or) STR DEX CON INT WIS CHA
Hit Points 39 (6d8 + 12) 19 (+4) 16 (+3) 17 (+3) 10 (+O) 14 (+2) 10 (+O)
Speed 40 ft., burrow 20 ft., climb 40 ft.
Senses darkvision 60 ft., tremorsense 60 ft.,
STR DEX CON INT WIS CHA passive Perception 12
15 (+2) 16 (+3) 15 (+2) 7 (- 2) 12 (+1) 8 (-1)
Languages Kruthik
Challenge S (1,800 XP)

Se nses darkvision 60 ft., t remorsense 60 ft., Keen Smell. The kruthik has advantage on Wisdom (Perception)
passive Perception 11 checks that rely on s mell.

Languages Krut hik Pack Tactics. The kruthik has advantage on an attack roll
Challenge 2 (450 XP) against a creature if at least one of the kruthik's allies is within
S feet ofthe creature and the ally isn't incapacitated.
Keen Smell. The kruthik has advantage on Wisdom (Perception)
checks that rely on smell. Tunneler. The kruthik can burrow through solid rock at half -'
its burrowing speed and leaves a 10-foot-diameter tunne l
Pack Tactics. The kruthik has advantage on an attack roll in its wake.
against a creature if at least o ne of the kruthik's allies is within
5 feet of t he creature and t he ally isn't incapacitated. ACTIO NS

Tunneler. The kruthik can burrow through solid rock at half Multiattack. The kruthik makes two stab attacks or two
its burrowing speed and leaves a 5-foot-diameter tunnel spike attacks.
in its wake.
Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
A CTIONS Hit: 9 (ldlO + 4) piercing damage.

Multiattack. The krut hik makes two stab attacks o r two Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
spike attacks. target. Hit: 7 (1d6 + 4) piercing damage.

Stab. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Acid Spray (Recharge 5-6). The kruthik sprays acid in a 15-foot
Hit: 6 (ld6 + 3) piercing damage. cone. Each creature in that area must make a DC 14 Dexterity
saving throw, taking 22 (4dl0) acid damage on a failed save, or
Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one halfas much damage on a successful one.
target. Hit: S (ld4 + 3) piercing damage.

212 CHAPTER 6 I BESTIARY

.... ,.,. ...MA ~
I•.~ _·"-1..!_1_,r
RUT .t- -
•• •
...Large construct (inevitable), lawful neutral •

Armor Class 22 (natural armor) •••.l_~•
Hit Points 432 (32d10 + 256)
~
Speed 40 ft., fly 30 ft. (hover)
••

STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 26 (+8) 19 (+4) 15 (+2) 18 (+4)

Saving Throws Int +12, Wis +10, Cha +12 ....

Skills Insight +10, Intimidation +12, Perception +10 ,

Damage Resistances thunder; bludgeoning, piercing, and (

slashing from nonmagical attacks

Damage Immunities poison

Condition Imm unities charmed, frightened, paralyzed,

poisoned, unconscious

Senses darkvision 60 ft. , passive Perception 20 ,..

Languages all but rare ly speaks l•
Challenge 25 (75,000 XP)

MA R U T Immutable Form . The marut is immune to any spell or effect
that would alter its form.
The nigh-unstoppable inevitables s erve a singular pur-
pose: they enforce contracts forge d in the Hall of Con- Innate Spellcasting. The marut's innate spellcasting ability is
cordance in the city of Sigil. Primus, the leader of the Intelligence (spell save DC 20). The marut can innately cast the
modrons, created maruts and other inevitables to bring following spell, requ iring no material components.
order to dealings between planar folk. Ma ny creatures,
including yugoloths , will e nter into a contract with inevi- At will: plane shift (self o nly)
tables if asked.
Legendary Resist ance (3/Day). If the marut fai ls a saving throw,
Cosmic Enforcers. T he Hall of Concordance is an it can choose to succeed instead.
embassy of pure law in Sigil, the City of Doors. In the
hall, two parties who agree to mutua l terms-and who Magic Resist ance. The marut has advantage on saving throws
pay the requisite gold to the Kolyarut, a mecha nical en-
gine of absolute juris prudence-can have their contract against spells and other magical effects.
chiseled onto a sheet of gold that is placed in the chest of
a marut. From that mome nt until the contract is fulfilled, ACTIONS .......
the marut is bound to enforce its terms and to punish
any party who breaks them. A ma rut resorts to lethal Multiattack. The ma rut makes two slam attacks.
force only when a contract calls for it, when the contract
is fully broken, or when the marut is attacked. Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft.,
one target. Hit: 60 force damage, and the target is pushed up
Word Is Law. Inevitables care nothing for the spirit of to 5 feet away from the marut ifit is Huge or smaller.

an agreement, only the letter. A marut enforces what is Blazing Edict (Recharge 5-6). Arcane energy emanates from
w ritten, not what was meant by or s uppos ed to be unde r- t he marut's chest in a 60-foot cube. Every creature in that area
stood from the writing. T he Kolya rut rejects contracts takes 45 radiant damage. Each creature that takes any ofthis
that contain vague, contradictory, or unenforceable damage must succeed on a DC 20 Wisdom saving throw or be
terms. Beyond that, it doesn't care whe ther both pa rties stunned until the end ofthe marut's next turn.
understand what they're agreeing to. A s ma ll a rmy of so-
licitors wa its outside the Hall of Concordance, eage r to justify. The marut targets up to two creatures it can see within
sell their expertise in the craftin g or vetting of contracts. 60 feet of it. Each target must succeed on a DC 20 Charisma
saving throw or be teleported to a tele portation circle in the
Constructed Nature. A marut doesn't r equire air, Hall of Concordance in Sigil. A target fails automatically if it
food, d r ink, or sleep. is incapacitated. If ei ther target is teleported in this way, t he

marut teleports with it to the ci rcle.
After te leporting in this way, the marut can't use this action

again until it finishes a short or long rest.

CHAPTE R G I BESTI ARY 213

MEAZEL

In places where the Shadowfell washes against the
shores of the Material Plane dwell meazels, hateful her-
mits who left behind their old lives to contemplate their
misery in shadow. Now evil burns in their hearts, and
they resent any intrusion into their suffering.

Hateful Hermit. Meazels are all that remain of peo-
ple who fled into the Shadowfell to escape their mortal
existence. There the darkness transformed them, and
their bitterness made them twisted and cruel. Now, they
loiter near Shadowfell crossings to waylay travelers who
venture too close to their lairs.

Divide and Conquer. The stain of dark-
ness responsible for the existence of meazels
imparts to them magical powers that allow

them to move through shadows with ease.
Merely stepping into one pool of darkness

allows a meazel to move to another one. They
use this talent to ambush creatures, snatch-
ing them around the throat with their stran-

gling cords and then stepping away. Meazels
also use this ability to ferry their victims to
isolated spots and then leave the hapless

souls to the designs ofwhatever horrors
lurk there.

Creatures that are drawn through the shad-
ows by meazels are cursed by the meazels'
baleful magic. The curse acts as a beacon;
sorrowsworn, undead, and other terrors

sense where they are located and descend on
the stranded victims to tear them apart.

MEAZEL vantage). Until the grapple ends, the target takes 10 (2d6 + 3)
bludgeoning damage at the start ofeach of the meazel's turns.
-M-e-di-um--h-u-m-a-n-oi-d-(m-e-a-z-el-),-n-e-ut-ra-l-ev~il__;_~---:::--::--..,,.:==-=-..... ~ The meazel can't make weapon attacks while grappling a crea-
. .Armor Class 13 ture in this way.

-Hit Points 35 (10d8 - 10) Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
' - . . .Speed 30 ft. •~• target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) ne-
crotic damage.
t •-
Shadow Teleport (Recharge 5-6). The meazel, any equipment it
STR DEX CON INT WIS CHA is wearing or carrying, and any creature it is grappling teleport
8 (-1) 17 (+3) 9 (-1) 14 (+2) 13 (+1) 10 (+0) to an unoccupied space within 500 feet ofit, provided that the
starting space and the destination are in dim light or darkness.
Skills Perception +3, Stealth +5 The destination must be a place the meazel has seen before,
Senses darkvision 120 ft., passive Perception 13 but it need not be within line ofsight. Ifthe destination space
Languages Common is occupied, the teleportation leads to the nearest unoccu-
Challenge 1 (200 XP) pied space.

Shadow Stealth. While in dim light or darkness, the meazel can Any other creature the meaze l teleports becomes cursed by
take the Hide action as a bonus action. shadow for 1 hour. Until this curse ends, every undead and
every creature native to the Shadowfell within 300 feet of the
ACTIONS cursed creature can sense it, which prevents that creature from
hiding from them.
Carrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target
of the meazel' s size or smaller. Hit: 6 (1 d6 + 3) bludgeoning
damage, and the target is grappled (escape DC 13 with disad-

CHAPTER 6 I BESTIARY

214

NAGPA

Medium humanoid (nagpa), neutral evil

Armor Class 19 (natural armor)
Hit Points 187 (34d8 + 34)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 12 (+l) 23 (+6) 18 (+4) 21 (+5)

NAGPA Saving Throws Int +12, Wis +10, Cha +11
Skills Arcana +12, Deception +11 , History +12, Insight +10,
Long ago, the Raven Queen cursed a cabal of thirteen
powerful wizards for meddling in a ritual that would Perception +10
have helped avert a war between the gods. She stripped Senses truesight 120 ft., passive Perception 20
them of their beauty, turning them into scabrous, bird- languages Common plus up to five other languages
like monstrosities. The nagpas now plot as they ever did, Challenge 17 (18,000 XP)
but they now strive to bring about terrible, world-shak-
ing calamities so they can pry secrets and power from Corruption. As a bonus action, the nagpa ta rgets one creature
the wreckage their conspiracies create.
it can see within 90 feet of it. The target must make a DC 20
The nagpas fear the Raven Queen a nd do their best to Charisma saving throw. An evil creature makes the save with
avoid he r and her agents . When it's impossible to do so. disadvantage. On a fa iled save, the target is charmed by the
they become cringing, fawnin g things , eager to please nagpa until the start of the na gpa's next turn. On a success ful
and thereby escape the cold ga ze of the being who save, the target becomes immune to the nagpa's Corruption for
brought them so low. All of the o riginal thirteen re main the next 24 hours.
alive, thanks to their cunning and their willingness to do
whatever is necessary to survive. Paralysis (Recharge 6). As a bonus action, the nagpa forces

Looters ofCivilization. The curse the Raven Queen each creature within 30 feet of it to succeed on a DC 20 Wis-
place d on the nagpas restricts the ways in which they dom saving throw or be paralyzed for l minute. A para lyzed tar-
can acquire new lore and magical power, barring them get can repeat the saving throw at the end of each of its t urns,
from a ny source except for the ruins left behind from ending the effect on itself on a success. Undead and constructs
fallen civilizations a nd great cala mities . For this re ason, are immune to this effect.
nagpas turn their efforts to bringing a bout such ends, so
they can loot the libra ries, plunde r the vaults, and gather Spe/lcasting. The nagpa is a l 5th-level spellcaster. Its spellcast-
up secrets of arcane lore from the wreckage.
ing ability is Intell igence (spell save DC 20, +12 to hit with spell
Puppet Masters. Nagpas work in the shadows, ma- attacks). A nagpa has the following wizard spells prepared:
nipulating events to bring about ruin. As accomplished
Cantrips (at will): chill touch, fire bolt, mage hand, message, mi-
magic-users, they can bring to be ar a n array of spells nor illusion

to make agents of other creatures, influencing their l st level (4 slots): charm person, detect magic, protectionfrom
evil and good, witch bolt
decis ions in subtle ways and pulling on strings to make
them into unwitting accomplices in their own destruc- 2nd level (3 slots): hold person, ray ofenfeeblement, suggestion
tion. Nagpas show great patience in their plots and have 3rd level (3 slots): counterspell,fireball,jly
seve ra l schemes working s imulta neously, ea ch at differ- 4th level (3 slots): confusion, hallucinatory terrain, wall offire
e nt s tages of comple tion, so if one plan goes awry, they 5th level (2 s lots): dominate person, dream, geas
ca n s hift their focus to a nother. Typically, nagpas only 6th level (1 slot): circle ofdeath, disintegrate
s how the ir handiwork a nd emerge from the shadows 7th level (1 slot): etherealness, prismatic spray
when they can deliver a fini shing blow and the n reve l in 8th level (l slot):feeblemind
the grand devastation their plotting brought about.
ACTIO NS

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage.

CHAPTER 6 I B.ESTl1\RY

N IGHTWALK ER

The Negative Plane is a place of darkne ss and de ath,
anathe ma to all living things. Yet there a re those who
would tap into its fell power. to use its e nergy for s inister
ends. Most often, when s uch individua ls approach the
midnight re a lm , they fi nd they a re une qual to the tas k.
Those not des troyed outright a re som etimes drawn in-
s ide the plane a nd replaced by nightwa lke rs, te rrifying
undead creatures that devour a ll life they encounter.

Mighty Spawn. One can reach the Negative Plane
from the Shadow fell, much in the s a me way that it
is possible to ste p from the Mate rial Plane into the
S hadowfell in a place where the barrier between the

planes is thin.

Stepping into the Negative Pla ne is tantamount to
suicide, s ince the plane sucks the life and soul from
such audacious c reatures and annihilates them at
once. Those few who survive the effort do so by sheer
luck or by harnessing some rare form of magic that
protects them against the hostile atmosphere. They

·. soon discover, however, that they can't leave as easily
as they arrive d. For each creature that e nters the plane,
a nightwa lke r is released to take its place. In order for
a trapped creature to escape, the rele ased nightwalker
must be lured back to the Negative P la ne by offe rings of
life for it to devour. If the nightwalker is destroyed, the
trapped c reature has no hope of escape.
Beings of Anti-Life. One can discern the nature of
creatures trapped in the Negative Pla ne from the s ites
that nightwalkers frequent. Ge ne ra lly, a nightwalke r on
the Material Pla ne is attracted to e le ments of the world
associated with the creature respons ible for its cre ation.
Such interest doesn't indicate a willingness to engage
with the world; nightwalkers exist to ma ke life extinct
and never to serve living things.
Undead Nature. A nightwalke r doesn't require air,
food , drink, or s leep.

NIGHTWALKER Life Eater. A creature reduced to 0 hit points from damage
dealt by the nightwalker d ies and can't be revived by any means
Huge undead, chaotic evil short of a wish spell .

Armor Class 14 ACT ION S
Hit Points 297 (22dl2 + 154)
Speed 40 ft. , fly 40 ft. Multiattack. The nightwalker uses Enervating Focus twice, or it
uses Enervating Focus and Finger of Doom, if available.
STR DEX CON INT WIS C HA
22 (+6) 19 (+4) 24 (+7) 6 (- 2) 9 (- 1) 8 (-1) Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15
ft. , o ne target. Hit: 28 (5d8 + 6) necrot ic da mage. The target
Saving Throws Con +13 must succeed o n a DC 21 Constit ut io n saving throw o r its hit
Damage Resistances acid, cold, fire, lightning, thunde r; point maximum is reduced by an amount equal to the necrotic
damage taken. This reduction lasts until the target finishe s a
bludgeoning, piercing, and slashing from nonmagical attacks long rest.
Damage Immunities necrotic, poison
Finger of Doom (Recharge 6). The nightwalker points at one
Condition Immunities exhaustion, frighte ned, grappled, creature it can see within 300 feet ofit. The target must
paralyzed, petrified, poisoned, prone, restrained succeed on a DC 21 Wisdom saving throw o r take 26 (4dl 2)
necrotic da mage a nd become frightened until the e nd of the
Senses darkvision 120 ft., passive Perception 9 nightwalker's next turn. Wh ile frightened in t his way, the crea-
Lang u a g e s - tu re is also paralyzed. If a t arget's saving throw is successful,
the target is immune to the nightwalker's Finger of Doom for
Challe nge 20 (25,000 XP) the next 24 hours.

Annihilating Aura. Any creat ure that starts its turn within 30
feet ofthe nightwalker must succeed on a DC 21 Constitution

saving throw or take 14 (4d6) necrotic damage and grant the
nightwalker advantage on attack rolls against it until the start
of the creature's next turn. Undead are immune to t his aura.

CHAPTER 6 I BESTIARY

OB L E X 0BLEX SPAWN ., . . ,..

By experimenting on the slimes, jellies, and puddings Tiny ooze, lawful evil .~-·
that infest the depths of the Underdark, mind flayers
created a special breed of ooze, the oblex- a slime capa- Armor Class 13
ble of assaulting the minds of other creatures. Cunning Hit Points 18 (4d4 + 8)
hunters, these pools ofjelly stalk prey, searching for the Speed 20 ft.
memories they so desperately crave. When oblexes feed
on those thoughts, sometimes killing their victims, they STR DEX CON INT WIS CHA
can form weird copies of their prey, which help them to 8 (-1) 16 (+3) 15 (+2) 14 (+2) 11 (+O) 10 (+O)
harvest even more victims for their dark masters.
Saving Throws Int +4, Cha +2
Memory Eaters. Oblexes feed on thoughts and mem-
ories. The sharper the mind, the better the meal, so Condition Immunities blinded, charmed, deafened, exhaustion,
oblexes hunt obviously intelligent targets such as wiz- prone
ards and other spellcasters. When suitable fare comes
within reach, an oblex draws its body up to engulf its Senses blindsight 60 ft . (blind beyond this distance),
victim. As it withdraws, it plunders the creature's mind,
leaving its prey befuddled and confused. passive Perception 12

Ooze Nature. An oblex doesn't require sleep. Languages - t .. (
Challenge 1/4 (50 XP)
0BLEX SPAWN
Amorphous. The oblex can move through a space as narrow as
An oblex devours memories not only to sustain its exis- l inch wide without squeezing.
tence, but also to spawn new oblexes. Each time it fully
drains the memories of a victim, it gains the creature's Aversion to Fire. If the obiex takes fire damage, it has disad-
personality-now twisted by the oblex's foul nature. The
more memories an oblex steals, the larger it becomes, vantage on attack rolls and ability checks until the end of its
until it must shed a personality it has absorbed or else
go insane. This act spawns a new oblex. next turn. ·-
ACTIONS
ADULT AND ELDER 0BLEXES
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Newly formed oblexes lack the capabilities of their older target. Hit: 5 (ld4 + 3) bludgeoning damage plus 2 (ld4) psy-
kin. They seek only to feed on memories and grow until chic damage.
they can impersonate their victims.

Older oblexes, called adults and elders, have eaten
so many memories that they can form duplicates of
the creatures they have devoured from the substance
of their bodies, sending them off to lure prey into their
clutches, while remaining tethered to the slime by long
tendrils of goo. These duplicated creatures are indistin-
guishable from their victims except for a faint sulfurous
smell. Oblexes use these duplicates to lure prey into
danger or to infiltrate settlements so they can feed on
superior victims.

CHAPTE R 6 I BESTIARY 2 17

.- -

'' .. •



ADULT0BLEX This sim ulacrum appears, feels, and sounds exactly like the
creature it impersonates, tho ugh it smells faintly of sulfur. The
Medium ooze, lawful evil oblex can impersonate ld4 + 1 different creatures, each one
tethered to its body by a strand of slime that can extend up to
Armor Class 14 120 feet away. For all practical purposes, the s imulacrum is the
Hit Points 75 (10d8 + 30) oblex, meaning that the oblex occupies its space and t he simu-
Speed 20 ft. lacrum's space simultaneously. The slimy tether is immune to
damage, but it is severed if there is no opening at least 1 inch
STR DEX CON INT WIS CHA wide between the oblex's main body and the simulacrum. The
8 (- 1) simulacrum disappears ifthe tether is severed.
19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2)
A CTIONS
Saving Throws Int +7, Cha +S
Skills Deception +S, Perception +4, plus one ofthe following: Multiattack. The oblex makes one pseudopod attack and uses
Eat Memories.
Arcana +7, History +7, Nature +7, or Re ligion +7
Condition Immunities blinded, charmed, deafened, exhaustion, Pseudopod. Melee Weapon Attack: +7 to hit, reach S ft., one
target. Hit: 7 (ld6 + 4) bludgeoning damage plus S (2d4) psy-
prone chic damage.
Senses blindsight 60 ft. (blind beyond this distance),
Eat Memories. The oblex targets one creature it can see within
passive Perception 14 5 feet of it. The target must succeed on a DC 1S Wisdom saving
Languages Common plus two more languages throw or take 18 (4d8) psychic damage and become memory
Challenge S (1,800 XP) drained until it finishes a short or long rest or until it benefits
from the greater restoration o r heal spell. Constructs, oozes,
Amorphous. The oblex can move through a space as narrow as plants, and undead succeed on the save automatically.
1 inch wide without squeezing.
While memory drained, the target must rol l a d4 and sub-
Aversion to Fire. If the oblex takes fire damage, it has disad- tract the number rolled from any abil ity check or attack roll it
vantage on attack rolls and ability checks until the end of its makes. Each time the target is memory drained beyond the
next turn. first , the die size increases by one: the d4 becomes a d6, the d6
becomes a d8, and so on until the die becomes a d20, at which
Innate Spe/lcasting. The oblex's innate spellcasting ability is In- point the target becomes unconscious for 1 hour. The effect
telligence (spell save DC 15). It can innately cast the following then ends.
spells, requiring no components:
When an oblex causes a target to become memory drained,
3/day each: charm person (as 5th-level spell), color spray, detect the oblex learns all the languages the target knows and gains
thoughts, hold person (as 3rd-level spell) al l its proficiencies, except for any saving throw proficiencies.

Sulfurous Impersonation. As a bonus action, the oblex can
extrude a piece of itself that assumes the appearance of one
Medium or smaller creature whose memories it has stolen.

218 C HAPTER 6 I BESTIARY

...'· ' . ,

......'. \ '
,' .. ~

' ,,

ELD ER0BLEX II

Huge ooze, lawful evil ACTIONS

Armor Class 16 Multiattack. The elder oblex makes two pseudopod attacks
Hit Points 115 (10dl2 + 50) and uses Eat Memories.
Speed 20 ft.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft ., one
STR DEX CON INT WIS CHA target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psy-
15 (+2) 16 (+3) 21 (+5) 22 (+6) 13 (+l) 18 (+4) chic damage.

Saving Throws Int +10, Cha +8 Eat Memories. The oblex targets one creature it can see within
Skills Arcana +10, Deception +8, History +10, Nature +10, 5 feet of it. The target must succeed on a DC 18 Wisdom
saving throw or take 44 (8dl 0) psychic damage and become
Perception +5, Religion +10 memory drained until it finishes a short or long rest or unti l it
Condition Immunities blinded, charmed, deafened, exhaustion, benefits from the greater restoration or heal spell. Constructs,
oozes, plants, and undead succeed on the save automatically.
prone
Senses blindsight 60 ft. (blind beyond this distance), While memory drained, the target must roll a d4 and sub-
tract the number rolled from any ability check or attack roll it
passive Perception 15 makes. Each time the target is memory drained beyond the
Languages Common plus six more first, the die size increases by one: the d4 becomes a d6, the d6
Challenge 10 (5,900 XP) becomes a d8, and so on until the die becomes a d20, at which
point the target becomes unconscious for 1 hour. The effect
Amorphous. The oblex can move through a space as narrow as
l inch wide without squeezing. then ends.
When an oblex causes a target to become memory drained,
Aversion to Fire. If the oblex takes fire damage, it has disad-
vantage on attack rolls and ability checks until the end of its the oblex learns all the languages the target knows and gains
next turn. all its proficiencies, except any saving throw proficiencies.

Innate Spellcasting. The oblex's innate spellcasting ability is In·
telligence (spell save DC 18). It can innately cast the following
spells, requiring no material components:

At will: charm person (as 5th-level spell), detect thoughts,
hold person

3/day each: confusion, dimension door, dominate person.fear,
hallucinatory terrain, hold monster, hypnotic pattern, telekinesis

Sulfurous Impersonation. As a bonus action, the oblex can
extrude a piece of itself that assumes the appearance of one
Medium or smaller creature whose memories it has stolen.
This simulacrum appears, feels, and sounds exactly like the
creature it impersonates, though it smells faintly of sulfur. The
oblex can impersonate 2d6 + l different creatures, each one
tethered to its body by a strand of s lime that can extend up to
120 feet away. For all practical purposes, the s imulacrum is
the oblex, meaning the oblex occupies its space and the simu-
lacrum's space simultaneously. The slimy tether is immune to
damage, but it is severed if there is no opening at least 1 inch
wide between the oblex's main body and the simulacrum. The
simulacrum disappears ifthe tether is severed.

CHAPTER 6 I BESTIARY 2 19

OGRES •I

Ogres are infa mously dim-witted, but with enough time OGRE B ATT ERING R A M ;
and patience, some of them can be trained to ca rry
out specialized m issions in battle. The names they a re Large giant, chaotic evil
given- the battering ram, the bolt launcher, the chain
brute, and the howdah- reflect their particular func- Armor Class 14 (ring ma il) ,-.
tions. These jobs are simple, but they're tailored to ta ke
adva ntage of an ogre's s trengths. Hit Points 59 (7dl0 + 21) I

OGRE BATTERING RAM Speed 40 ft.

An ogre battering ram carries an enormous club use d STR DEX CON INT WIS CHA
prima rily for bashing doors into kindling, but which a lso 19 (+4) 8 (-1) 16 (+3) 5 (- 3) 7 (- 2) 7 (- 2)
works well for s mas hing foes. These ogres are drilled
in two s imple tasks: rushing forward to shatter enemy Senses darkv ision 60 ft., passive Perception 8 ••
fortifications, and using their weapons to force an ad- Languages Common, Giant
vancing enemy to ha lt. Challenge 4 (1,100 XP)

OGRE BOLT LAUNCHER Siege Monster. The ogre deals dou ble damage to objects and

A bolt launcher carries a gigantic crossbow-a weapon structures.
s o large it's es sentia lly an ogre-held ballista. An ogre
bolt launcher can load this immense weapon a nd loose ACTI ONS ' ' '·.
its deadly mis sile as quickly as a dwarf ha ndles a cross-
bow. The bolts are s o large that few ogres can carry Bash. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.
more than a half-dozen at a time, but bolt launchers Hit: 15 (2dl0 + 4) bludgeoning damage, and the ogre can push
have been known to uproot s mall trees or tear beams the target S feet away ifthe target is Huge or smaller.
out of buildings and launch those when their ammuni-

• tion runs low.

Block the Path. Until the start ofthe ogre's next turn , attack
rol ls against the ogre have d isadvantage, it has advantage on
the attack rol l it makes for an opportunity attack, and that
attack dea ls an extra 16 (3dl0) bludgeoning damage on a hit.
Also, each enemy that tries to move out of the ogre's reach
withou t telepo rting must succeed on a DC 14 Strength saving
throw or have its speed reduced to 0 until the start of the ogre's
next turn.

O GRE BOLT LAUNCHER ~-·=" ..
-..
Large giant, chaotic evil

Armor Class 13 (hide armor) -'
Hit Points 59 (7dl 0 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+l) 16 (+3) 5 (- 3) 7 (- 2) 7 (-2)

Senses darkvision 60 ft., passive Perception 8 -, .... , ,
Languages Common, Giant
Challenge 2 (450 XP)

ACTIONS

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit:
9 (2d4 + 4) bludgeoning damage.

Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480
ft., one target. Hit: 17 (3dl0 + 1) piercing damage.

220 CHAPTER 6 I BESTIARY

OGRE CHAIN BRUTE

An ogre chain brute wields a great spiked
chain. It swings this chain with both
hands in a wide circle around itself to
knock foes off their feet. Alternatively, it
can swing the chain in a crushing over-
head smash that's nearly impossible to
block or deflect.

OGRE HOWDAH

The most unusual of the specialized
ogres , the howdah carries a palisaded
wooden fort on its back. The fort is big
enough to serve as a fighting platform for
up to four small humanoids. Ogre how-
dahs are most often seen bearing goblins
equipped with bows and spears into bat-
tle, but they could just as easily transport
kobolds, deep gnomes, or other human-
oids of similar size.

OGRE CHAIN BRUTE

Large giant, chaotic evil

Armor Class 11 (hide armor) OGRE HOWDAH
Hit Points 59 (7d10 + 21)
Large giant, chaotic evil
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (- 3) 7 (- 2) 7 (-2)

Senses darkvision 60 ft., passive Perception 8 Armor Class 13 (breastplate)
Languages Common, Giant Hit Points 59 (7dl0 + 21)
Challenge 3 (700 XP) Speed 40 ft.

ACTIONS STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9
(2d4 + 4) bludgeoning damage. Senses darkvision 60 ft., passive Perception 8
Languages Common , Giant
Chain Sweep. The ogre swings its chain, and every creature Challenge 2 (450 XP)
within 10 feet of it must make a DC 14 Dexterity saving throw.
On a failed saving th row, a creature takes 8 (1d8 + 4) bludgeon· Howdah. The ogre carries a compact fo rt on its back. Up to
ing damage and is knocked prone. On a successful save, the four Small creatures can ride in the fort without squeezing. To
creature takes half as much damage and isn't knocked prone. make a melee attack against a target within 5 feet ofthe ogre,
they must use spears or weapons with reach. Creatures in t he
Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit, fort have three-quarters cover against attacks and effects from
reach 10 ft. , one target. Hit: 13 (2d8 + 4) bludgeoning damage, outside it. If the ogre dies, creatures in the fort are placed in
and the target must succeed on a DC 14 Constitution saving unoccupied spaces within S feet of the ogre.
throw or be knocked unconscious for 1 minute. The uncon-
scious target repeats the saving throw if it takes damage and ACTIONS
at the end of each of its turns, ending the effect on itself on
a success. Mace. Melee Weapon Attack: +6 to hit, reach S ft., one target.
Hjt: 11 (2d6 + 4) bludgeoning damage.

CHAPTER 6 I BESTIARY 221

RETRIEVER only one such quarry at a time. The retriever also always knows
the location of its master.
The retriever is a potent, spider-like construct
conceived and built by the drow for one original Innate Spel/casting. The retriever's innate spellcasting ability is
purpose- to prowl the Abyss and capture demons Wisdom (spell save DC 13). The retriever can innately cast the
for the drow to enslave or use in their rituals. The following spells, requiring no material components.
automatons proved so effective and so fearsome
that they now perform many different missions. 3/day each: plane shift (only self and up to one incapacitated

Demon-Infused. Although each retriever is creature, which is considered willing for the spell), web
a metal-and-magic construct, it houses the im-
prisoned spirit of a bebilith. Most of the demon's ACTIONS
intellect has been distilled away, leaving only its
cruelty a nd cunning. Multiattack. The retriever makes two foreleg attacks and uses
its force or paralyzing beam once, if available.
Lethal Collectors. Though they were created
to operate only in the Abyss, retrievers are some- Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one tar-
times dispatched when a powe rful drow needs get. Hit: 15 (2d8 + 6) slashing damage.
s ome creature or object captured and brought
back alive and intact. Only under the rarest of Force Beam. The retriever targets one creature it can see within
circumstances is a retriever handed over or sold 60 feet of it. The target must make a DC 16 Dexterity saving
to a non-drow, since the dark elves don't want to throw, taking 27 (5d10) force damage on a failed save, or half
take the chance that the construct will be turned as much damage on a successful one.
against them.
Paralyzing Beam (Recharge 5-6). The retrieve r ta rgets one
RETRIEVER creat ure it can see within 60 feet of it. The target must suc·
ceed on a DC 18 Constitution saving throw or be paralyzed for
Large construct, lawful evil l minute. The paralyzed target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on
Armor Class 19 (natural armor) a success.
Hit Points 210 (20d10 + 100)
Speed 40 ft., climb 40 ft. If the paralyzed creature is Medium or smaller, the retriever
can pick it up as part ofthe retriever's move and wa lk or climb
STR DEX CON INT WIS CHA with it at full speed.
22 (+6) 16 (+3) 20 (+5) 3 (- 4) 11 (+O) 4 (-3)

Saving Throws Dex +8, Con +10, Wis +5
Skills Perception +5, Stealth +8
Damage Immunities necrotic, poison, psychic; bludgeoning,

piercing, and slashing from nonmagical attacks that aren't
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses blindsight 30 ft., darkvision 60 ft.,
passive Perception 15
Languages understands Abyssal, Elvish, and Undercommon
but can't speak
Challenge 14 (11,500 XP)

Faultless Tracker. The retriever is given a quarry by its master.
The quarry can be a specific creature or object the master is
personally acquainted with, or it can be a general type of crea-
ture or object the master has seen before. The retriever knows
the direction and distance to its quarry as long as the two of
them are on the same plane ofexistence. The retriever can have

C HAPTeR 6 I BESTIARY

.., . ..FROST SALAMANDER y ...
SALAMANDER, FROST ., ..Huge elememal, unaligned ~·
...'. ~;:r I
Frost sala manders a re natives of the Plane of Ice, also
called the Frostfell, which rests between the Pla ne of Armor Class 17 (natural armor)
Air and the P lane of Wate r. Frost sala ma nders espe-
cially like to hunt warm-blooded creatures. They s ome- Hit Points 168 (16dl2 + 64) • •
times travel to frigid climes on the Materia l P la ne by Speed 60 ft., burrow 40 ft ., climb 40 ft.
wandering through planar gates.
STR DEX CON INT WIS CHA
Devourers ofHeat. The frost salama nders' aggres- 20 (+S) 12 (+l) 18 (+4) 7 (-2) 11 (+O) 7 (-2)
s ion appetite for any hea t s ource leads them to a ttack
settlements they come across. They m ight mistake Saving Throws Con +8, Wis +4 ·' ~'!lilr.-....~
the fire of a forge or a campfire for a large, tasty meal,
drawing them to attack expeditions and settlements that Skills Perception +4 '' • ... ~ "
othe r preda tors would avoid. Azers sometimes venture Damage Vuln erabilities fire t
into the Frostfell, where they use la rge fires to Jure fros t
sala ma nders into traps to kill the m and collect their Damage Immunities cold • 1 t. _.
hides a nd fangs for use in crafting weapons and a rmor. Senses darkvision 60 ft., tremorsense 60 ft .,
l
False Refuge. Although frost salamanders can bur- passive Perception 14
row their way through loose soil, they prefer to dig into • _\t •
the ice. They roll a round in piles of broken chunks of ice, Languages Primordial
allowing it to scratch their backs as they grind it down. Challenge 9 (S,000 XP) !• ~~ J....
This habit leads them to create extensive networks of ice
Burning Fury. When the salamander takes fire damage, its
caves, becoming ever larger as they claw fresh chunks Freezing Breath automatically recharges.
of ice from the walls of their lairs.
ACTIONS
A frost salamander that dwells in a lair for a while
carves out enough space to a llow a s mall army to camp Multiattack. The salamander makes five attacks: four with its
within. Inexperie nced travelers who come across these claws and one with its bite.
caves see them as a welcome shelter, though they are
anything but. Fros t salamanders greedily devour any Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
prey foolha rdy enough to try sleeping in their la irs. Hit: 8 (ld6 + S) piercing damage.

On ra re occasions, frost giants capture and tame Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one ta rget.
these creatures, us ing them to burrow into the ice to Hit: 9 (ld8 + S) piercing damage and S (ldlO) cold damage.
help create outposts and for tresses.
Freezing Breath (Recharge 6). The salamander exhales chill ~
wind in a 60-foot cone. Each creature in that area must make a ~
DC 17 Constitution saving throw, taking 44 (8dl0) cold damage
on a fai led save, or half as much damage on a successful one.

CH;\PTER 6 I BESTIARY

SHADAR- K A I GLOOM WEAVER

In the perpetual gloom of the Shadowfell lives a society Medium humanoid (elf), neutral

that serves the Raven Queen. They were brought into Armor Class 14 (17 with mage armor)
that dusky realm in ages past, so long ago that they're Hit Points 104 (16d8 + 32)
now perfectly adapted to that cheerless environment, Speed 30 ft.
both physically and mentally.
STR DEX CON INT WIS CHA
Soul Custodian s. Shadar-kai watch over both the 11 (+O) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4)
Shadowfell and the material world, scouting out choice
souls and tragedies that might please their deity. They Saving Throws Dex +8, Con +6
are rumored to be able to coax worldly events along Damage Immunities necrotic
tragic paths for her amusement. The Raven Queen is Condition Immunities charmed, exhaust io n
famously cryptic even to her most devoted followers, Se nses darkvision 60 ft., passive Perception 11
however. The shadar-kai's efforts are rewarded only Lang uages Common, Elvish
with vague omens they interpret as best they can. Challe nge 9 (5,000 XP)

Blighted Elves. Shadar-kai were once elves, but Burden ofTime. Beasts and humanoids, other than shadar-kai,
eons of exposure to the debilitating influence of the have disadvantage on saving throws while within 10 feet of the
S hadowfell has left them joyless and mournful. In that gloom weaver.
realm, they have the appearance of withered elves: pale
hair, wrinkled gray skin, and swollen joints give them a Fey Ancestry. The gloom weaver has advantage on saving
corpselike aspect. They appear more youthful while on throws against being charmed, and magic can't put it to sleep.
other planes, but their skin a lways retains its deathly
pallor. They dress in dark cloaks and heavy veils, detest Innate Spellcasting. The gloom weaver's innate spellcasting
mirrors, and avoid keeping things that remind them of ability is Charisma (spell save DC 16, +8 to hit with spell at-
their age. tacks). It can innately cast the following spells, requiring no
material components:
Although a formidable fighter, a gloom weaver is often
content to remain hidden in the shadows, watching with At will: arcane eye, mage armor, speak with dead
rapt attention as its very presence affects its victims. 1/day each: arcane gate, bane, compulsion, confusion, true seeing
Its dark energy weighs down the heart, causing those
within its oppressive aura to feel the approach of death. Spellcasting. The gloom weaver is a 12th-level s pellcaster. Its
This torment alone is enough to please its master, spellcasting ability is Charisma (spell save DC 16, +8 to hit with
the Raven Queen, but should it be detected, a gloom spell attacks). It regains it s expended s pell s lots when it fi n-
weaver uses its shadow magic to reduce its enemies to is hes a short or long rest. It knows t he fo llowing warlock s pe lls:
ghastly corpses.
Cantrips (at will): chill touch (3d8 damage), eldritch blast (3
SHADOW D ANCER beam s, +4 bonus to each damage ro ll), minor illusion, pres-
tidigitation
Those who have fought shadow dancers describe the
experience as similar to fighting a living darkness. Ev- 1st- 5th level (3 5th-level slots): armor ofAgathys, blight, dark-
ery dim a lcove and darkened nook is a place from where ness, dream, invisibility.fear, hypnotic pattern, major image,
the lithe and acrobatic shadow dancers can emerge to contact other plane, vampiric touch, witch bolt
ambush their prey. Using this tactic, they attack their en-
emies from all angles with a flurry of entangling chains A CTIONS
that hold fast and corrupt the flesh. When their quarry
is helpless, others move in to help dispatch the prey. Multiattack. The gloom weaver makes two spear attacks and
Then they loot the corpse for trinkets, anything colorful casts one spell that takes 1 action to cast.
and lively to gaze at after they return to the gloom of the
Shadowfell. Shadow Spear. Melee Weapon Attack: +8 to hit, reach 5 ft .,
one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4)
S OUL MONGER piercing damage if used with two hands, plus 26 (4d12) ne-
crotic damage.
Wracked with despair over the loss of memories of a
brighter time, soul mongers now crave the vitality of REACTIO N S
others. The aching void within a soul monger radiates
outward, manifesting as an unbearable weight that Mist y Escape (Recharges after a Short or Long Rest). When the
drains the vigor of anyone unfortunate enough to be in gloom weaver takes damage, it turns invisible and teleports
its presence. Those who have escaped the onslaught ofa up to 60 feet to an unoccupied space it can see. It remains
soul monger can hardly shake the memory of the sound invisible until the start of its next turn or until it attacks or -1
it makes- the moan of a tortured soul, lost in a bottom- casts a spell.
less well of tragedy.

224 CHAPTe R 6 1 BESTIARY

SHl\OOW 01\NCER ..



GLOOM WEl\VER SOUL MONGER

• Shadowjump. As a bonus action, the shadow dancer can tele-
port up to 30 feet to an unoccupied space it can see. Both the
SHADOW DANCER space it teleports from and the space it teleports to must be in
dim light or darkness. The shadow dancer can use this ability
Medium humanoid (elf), neutral between the weapon attacks of another action it takes.

Armor Class 15 (studded leather) ACTIONS
Hit Points 71 (13d8 + 13) Multiattack. The shadow dancer makes three spiked
Speed 30 ft. chain attacks.

STR DEX CON INT WIS CHA Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one
12 (+1) 16 (+3) 13 (+1) 11 (+O) 12 (+1) 12 (+1) target. Hit: 10 (2d6 + 3) piercing damage, and the target must
succeed on a DC 14 Dexterity saving throw or suffer one addi-
Savi ng Throws Dex +6, Cha +4 tional effect ofthe shadow dancer's choice:
Skills Stealth +6
Damage Resistances necrotic • The target is grappled (escape DC 14) ifit is a Medium
Condition Immunities charmed, exhaustion or smaller creature. Until the grapple ends, the target
Senses darkvision 60 ft., passive Perception 11 is restrained, and the shadow dancer can't grapple an-
Languages Common, Elvish other target.
Challenge 7 (2,900 XP)
• The target is knocked prone.
Fey Ancestry. The shadow dancer has advantage on saving • The target takes 22 (4d10) necrotic damage.
throws against being charmed, and magic can't put it to sleep.

C H APT ER 6 I 8£STll\RY

SouLMONGER Magic Resistance. The soul monger has advantage on saving
throws aga inst spells and other magical effects.
Medium humanoid (elf), neutral

Armor Class 15 (studded leather) Soul Thirst. When the soul monger reduces a creature to 0 hit
Hit Points 123 (19d8 + 38) points, the soul monger can gain temporary hit points equal to
Speed 30 ft. halfthe creature's hit point maximum. While the soul monger
has temporary hit points from this ability, it has advantage on

attack rol ls .

STR DEX CON INT WIS CHA Weight ofAges. Any beast or humanoid, other than a
8 (-1)
17 (+3) 14 (+2) 19 (+4) 15 (+3) 13 (+l)

shadar-kai, that starts its turn within 5 feet ofthe soul monger

Saving Throws Dex +7, Wis +7, Cha +S has its speed reduced by 20 feet until the start ofthat crea-
Skills Perception +7
Damage Immunities necrotic, psychic ture's next turn. .. ..
Condition Immunities charmed, exhaustion, frightened ACTIONS
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish Multiattack. The soul monger makes two phantasmal dag-
Challenge 11 (7,200 XP) ger attacks.

Fey Ancestry. The soul monger has advantage on saving throws Phantasmal Dagger. Melee Weapon Attack: +7 to hit, reach 5
against being charmed , and magic can't put it to sleep. ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3dl2)
necrotic damage, and the target has disadvantage on saving
Innate Spel/casting. The soul monger's innate spellcasting abil- throws until the start ofthe soul monger's next turn.
ity is Intelligence (spell save DC 16, +8 to hit with spell attacks).
It can innately cast the fol lowing spells, requiring no material Wave ofWeariness (Recharge 4-6). The soul monger emits
component s: weariness in a 60-foot cube. Each creature in that area must
make a DC 16 Constitution saving throw. On a fa iled save, a
At will: chill touch (3d8 damage), poison spray (3dl2 damage) creature takes 45 (10d8) psychic damage and suffers l level
l/day each: bestow curse, chain lightning, finger ofdeath, gaseous of exhaustion. On a successful save, it takes 22 (Sd8) psy-
chic damage.
form, phantasmal killer, seeming

' .' ·' REllLM O F TH E R11vEN QuEEW

SKULK

Armor Class 14
Hit Points 18 (4d8)
Speed 30 ft.

SKULK STR DEX CON INT WIS CHA ..
6 (- 2) 19 (+4) 10 (+O) 10 (+O) 7 {- 2) 1 {-5)
Skulks are the soulless shells of travelers who became
lost in the Shadowfell, wandering its gray wastes until Saving Throws Con +2
they lost all sense of self. They are so devoid of identity Skills Stealth +8
that they have become permanently invisible. Only Damage Immunities radiant
children can see a skulk without the help ofa mirror Condition Immunities blinded
or a special candle. On the rare occasions when a Senses darkvision 120 ft., passive Perception 8
skulk is visible, it appears as a drab, featureless, hair- Languages understands Common but can't speak
less humanoid. Challenge 1/2 (100 XP)

Summoned Servants. A skulk can be summoned Fallible Invisibility. The skulk is invisible. This invisibility can be
from the Shadowfell by performing a ritual. If the crea-
ture is given a portion of the summoner's identity, the circumvented by three things: ..
skulk is bound to obey the summoner's commands for
30 days. If a skulk is visible, an astute observer might • The skulk appears as a drab, smooth-skinned humanoid if its e
deduce who summoned it, because a skulk assumes a
vague likeness of its master. reflection can be seen in a mirror or on another surface. .·
• The skulk appears as a dim, translucent form in the light of
Cruel and chaotic, skulks carry out their orders in
a candle made of fat rendered from a corpse whose identity
the most violent manner possible. A summoned skulk
is unknown.
can't return to the Shadowfell until it dies, so it has
every motivation to throw itself into creating bloodshed • Humanoid child ren, aged 10 and under, can see through this
and mayhem.
invisibility.
Hollow Lives. After killing a person in the material
world, a skulk sometimes takes up a silent imitation of Trackless. The skulk leaves no tracks to indicate where it has
that person's life. In extreme cases, skulks have invaded
villages, killed all the occupants, and turned the places been or where it's headed. ..
into seeming ghost towns, where flavorless food is pre- ACTIONS
pared daily, colorless clothes are hung up to dry, and
livestock is shifted from pen to pen until it starves. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 {ld4 + 4) slashing damage. If the skulk has advantage on

the attack roll, the target also takes 7 (2d6) necrotic damage.

CHAPTER 6 I BESTIARY 227





SKULL LORD •

The skull lords have claimed vast regions of the Shad-
owfell as their dominion. From these blighted lands,
they wage war against their rivals, commanding hordes
of undead in a bid to establish dominance. Yet skull
lords always prove to be their own worst enemies; as
a combined being born from three hateful individuals,
they constantly plot against themselves.

Creatures ofB etrayal. Infighting and treachery
brought the skull lords into existence. The first of them
appeared in the aftermath ofVecna's bid to conquer
the world of Greyhawk, after the vampire Kas betrayed
Vecna and took his eye and hand. In the confusion
resulting from this turn of events, Vecna's warlords
turned against each other, and the dark one's plans
were dashed. In a rage, Vecna gathered up his generals
and captains and bound them in groups of three, fusing
them into undead abominations cursed to fight among
themselves for all time. Since the first skull lords were
exiled into shadow, others have joined them, typically
after being created from other leaders who betrayed
their masters.

Undead Nature. A skull lord doesn't require air, food,
drink, or sleep.

SKULL LORD Cantrips (at will): chill touch, fire bolt, mage hand, poison spray,

Medium undead, lawful evil ray offrost, shocking grasp

1st level (4 slots): magic missile, expeditious retreat, thunderwave

Armor Class 18 (plate) 2nd level (3 slots): mirror image, scorching ray
Hit Points 105 (14d8 + 42)
Speed 30 ft. 3rd level (3 slots):fear, haste

STR DEX CON INT WIS CHA 4th level (3 slots): dimension door, ice storm .-
14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+S) 5th level (2 slots): cloudkill, cone ofcold
6th level (1 slot): eyebite

7th level (1 slot): finger ofdeath

Skills Athletics +7, History +8, Perception +12, Stealth +8 ACTIONS
Damage Resistances cold, necrotic; bludgeoning, piercing, and
Multiattack. The skull lord makes three bone staffattacks.
s lashing from nonmagical attacks
Damage Immunities poison Bone Staff. Melee Weapon Ateack: +8 to hit, reach 5 ft .. one
Condition Immunities blinded, charmed, deafened, exhaustion, target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) ne-

frightened, poisoned, stunned, unconscious crotic damage.
Senses darkvision 60 ft., passive Perception 22
Languages all the languages it knew in life LEGENDARY ACTIONS
Challenge 15 (13,000 XP)
The skull lord can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). Ifthe skull lord fails a saving I the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
throw, it can choose to succeed instead. The skull lord regains spent legendary actions at the start
of its turn.
Master ofthe Grave. While within 30 feet ofthe skull lord, any
Bone Staff (Costs 2 Actions). The skull lo rd makes a bone
undead ally ofthe skull lord makes saving throws with advan- staff attack.
tage, and that ally regains 1d6 hit points whenever it starts its
turn there. Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up to its speed without provoking
Evasion. If the skull lord is subjected to an effect that allows it
opportunity attacks.
to make a Dexterity saving throw to take only halfthe damage, Summon Undead (Costs 3 Actions). Up to five skeletons or
the skull lord instead takes no damage if it succeeds on the
saving throw, and only halfdamage if it fails. zombies appear in unoccupied spaces within 30 feet of the
skull lord and remain until destroyed. Undead summoned in
Spellcasting. The skull lord is a 13th-level spellcaster. Its this way roll initiative and act in the next available turn. The
skull lord can have up to five undead summoned by this abil-
spellcasting ability is Charisma (spell save DC18, +10 to hit ity at a time.
with spell attacks). The skull lord knows the following sor-
cerer spells:

C lT Al"TER 6 I BESTIARY

SORROWSWORN •

The Shadowfell's pervasive melancholy sometimes gives THE ANGRY
rise to strange incarnations of the plane's bleak nature.
The sorrowsworn embody the forms ofsuffering that Medium monstrosity, neutral evil
are inherent to the shadowy landscape, and they visit
horror on those who stumble into their midst. Armor Class 18 (natural armor)
Hit Points 255 (30d8 + 120)
Emotion Given Form. Each sorrowsworn personifies Speed 30 ft.
a different aspect of despair or distress. Some are man-
ifestations of anger; others are loneliness given physical STR DEX CON INT WIS CHA
form. Their nature provides a clue both to understand- 17 (+3) 10 (+O) 19 (+4) 8 (-1) 13 (+l) 6 (- 2)
ing how they become more powerful and to overcoming
them. Giving in to the negative emotions that the sor- Skills Perception +6
rowsworn represent causes these entities to grow dead- Damage Resistances bludgeoning, piercing, and slashing while
lier. Fighting against these emotions can weaken them
and drive them away. in dim light or darkness
Senses darkvision 60 ft., passive Perception 16
THE ANGRY Languages Common
Challenge 13 (10,000 XP)
Relying on violence to sustain their existence, the An-
gry grow more powerful when their foes fight back. If a Two Heads. The Angry has advantage on Wisdom (Perception)
creature opts not to attack, though, the Angry becomes checks and on saving throws against being blinded, charmed,
confused, and its attacks weaken. Each of the Angry has deafened, frightened , stunned, or knocked unconscious.
two heads, which bicker with each other until they find
something else on which they can vent their wrath. Rising Anger. If anothe r creature deals damage to the Angry,
the Angry's attack rolls have advantage until the end of its
THE HUNGRY next turn, and the first time it hits with a hook attack on its
next turn, the attack's target takes an extra 19 (3dl 2) psy-
Horrid beasts with grasping claws and yawning mouths, chic damage.
the Hungry do whatever is necessary to sate their ap-
petites. These greedy devourers consume all life and On its turn, the Angry has disadvantage on attack rolls if
energy they encounter, stuffing their maws with flesh no other creature has dealt damage to it since the end of its
and drinking in their victims' screams. When they fin- last turn.
ish, they lurch away while their bright eyes resume the
search for something else to consume. ACTIONS
Multiattack. The Angry makes two hook attacks.
THE LONELY
Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
The sorrow of isolation afflicts many creatures that lurk Hit: 16 (2dl2 + 3) piercing damage.
in the Shadowfell, but the need for companionship is
never manifested more dramatically than in the Lonely.
When these sorrowsworn spot other creatures, they feel
keenly the need for interaction and so they launch their
harpoon-like arms to drag their victims close.

THE LOST

The Shadowfell turns visitors around until they become
marooned in its twisted landscape. The Lost are repre-
sentations of the anxiety and fear that people experience
when they can't find their way. These sorrowsworn ap-
pear as desperate and panicked things.

The Lost try to embrace any creatures they can reach,
attempting to find solace in the contact. Aside from the
horror of being embraced by such a thing, the victim
experiences a flood of fear and panic as its mind buckles
under the fury of this assault. The harder the victims' al-
lies fight for release, the worse the experience becomes.

THE WRETCHED

Horrid little monsters, the Wretched gather in large
packs to scour the Shadowfell for prey. These pitiful en-
tities subsist on life force, so when they find a creature,
they surge forward to sink their fangs into their victims
and drink deep of their life energy and their fear.

CHAPTER 6 I BESTlARY

•••





Medium monstrosity, neutral evil Medium monstrosity, neutral evil II> ..

Armor Class 16 (natural armor) ·Ii':. CHA
Hit Points 112 (15d8 + 45) 6 (-2)
Speed 30 ft. "'

Armor Class 17 (natural armor) STR DEX CON INT WIS
Hit Points 225 (30d8 + 90) 16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+O)
Speed 30 ft.
Gt Damage Resistances bludgeoning, piercing, and slashing while

STR DEX CON INT WIS CHA in dim light or darkness
19 (+4) 10 (+O) 17 (+3) 6 (- 2) 11 (+O) 6 (-2)
Senses darkvision 60 ft., passive Perception 10

Languages Common

Damage Resistances bludgeoning, piercing, and s lashing while Challenge 9 (5,000 XP) •1

in dim light or darkness Psychic Leech. At the start of each of the Lonely's turns, each
creature within 5 feet of it must succeed on a DC 15 Wisdom
Senses darkvision 60 ft., passive Perception 10 • saving throw or take 10 (3d6) psychic damage.

Languages Common , ~•" ' Thrives on Company. The Lonely has advantage on attack rolls
Challenge 11 (7,200 XP) while it is within 30 feet of at least two other creatures. It other·
wise has disadvantage on attack rolls.
Life Hunger. If a creature the Hungry can see regains hit points,
the Hungry gains two benefits until the end of its next turn: ACTIONS
it has advantage on attack rolls, and its bite deals an extra 22
(4d10) necrotic damage on a hit. Multiattack. The Lo nely makes one harpoon arm attack and
uses Sorrowful Emb race.
ACTIONS
Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft.,
Multiattack. The Hungry makes two attacks: one with its bite one target. Hit: 21 (4d8 + 3) piercing damage, and the target
and one with its claws. is grappled (escape DC 15) ifit is a Large or smaller creature.
The Lonely has two harpoon arms and can grapple up to two
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar· creatures at once.
get. Hit: 8 (l d8 + 4) piercing damage plus 13 (3d8) ne-
c rotic damage. Sorrowful Embrace. Each creature grappled by the Lonely must
make a DC 15 Wisdom saving throw. A creature takes 18 (4d8)
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. psychic damage on a failed save, or half as much damage on
Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or a successful one. In either case, the Lonely pulls each creature
smaller, it is grappled (escape DC 16) and restrained until the grappled by it up to 30 feet straight toward it.
grapple ends. While grappling a creature, the Hungry can't at-
tack with its claws.

C t!APTER 6 I BESTI ARY


••





THE LOST Small monstrosity, neutral evil

Medium monstrosity, neutral evil

Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24) Hit Points 10 (4d6 - 4)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+l) 15 (+2) 6 (-2) 7 (-2) 5 (- 3) 7 (- 2) 12 (+1) 9 (- 1) 5 (-3) 6 (- 2) 5 (- 3)

Skills Athletics + 6 Damage Resistances bludgeoning, piercing, and slashing while
in dim light or darkness
Damage Resistances bludgeoning, piercing, and slashing while
Senses darkvision 60 ft., passive Percept ion 8
in dim light or darkness Languages -
Challenge 1/4 (SO XP)
Senses darkvision 60 ft. , passive Perception 8

Languages Common J.,1"-. --..•.
Challenge 7 (2,900 XP)
.......----------------~~~~==---=~- ~
ACTIONS Wretched Pack Tactics. The Wretched has advantage on an
attack roll aga inst a creature if at least one of the Wretched's
Multiattack. The Lost makes two arm spike attacks. allies is with in 5 feet of the creature and the al ly isn't inca-
pacitated. The Wretched otherwise has disadvantage on at-
Arm Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- tack rolls.
get. Hit: 14 (2dl0 + 3) piercing damage.
ACTIONS
Embrace. Melee Weapon Attack: +6 to it, reach 5 ft ., one target.
Hit: 25 (4dl0 + 3) piercing damage, and the target is grappled Bite. Melee Weapon Attack: +3 to hit, reach S ft., one target.
Hit: 6 (ldlO + l) piercing damage, and the Wretched attaches
(escape DC 14) if it is a Med ium or smaller creature. Until the to the target. While attached, the Wretched can't attack, and
at the start of each ofthe Wretched's turns, the target takes 6
grapple ends, the target is frightened, and it takes 27 (6d8) (ldlO + 1) necrotic damage.
psychic damage at the e nd of each of its turns. The Los t can
The attached Wretched moves with the target whenever the
embrace only one creature at a time. . target moves, requiring none of the Wretched's movement. The
REACTIONS Wretched can detach itself by spending S feet of its movement
on its turn. A creature, includ ing the target, can use its action
Tightening Embrace. If the Lost takes damage while it has a to detach a Wretched.
creature grappled, that creature takes 18 (4d8) psychic damage.

CHAPTER 6 I BESTIARY

STAR SPAWN STAR SPAWN GRUE

The Material Plane represents only one small part of Small aberration, neutral evil
the multiverse. Beyond the best-known planes of ex-
istence lie realms that are lethal to mortal life. Some Armor Class 11
are so hostile that even a moment's contact with such a Hit Po ints 17 (Sd6)
place is enough to plunge a mortal mind into madness. Speed 30 ft.
Yet beings do exist that are native to these realms: be-
ings that are eternally hungering, searching, warring, STR DEX CON INT WIS CHA
sometimes dreaming. These Elder Evils are far older 6 (- 2) 13 (+l ) 10 (+O) 9 (- 1) 11 (+O) 6 (-2)
than most of the mortal races and always horrific to hu-
manoid minds. Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
However much they might desire to enter and domi-
nate the Material Plane, the Elder Evils are unable or Languages Deep Speech
unwilling to leave their realms. Some are imprisoned Challe nge 1/4 (50 XP)
in their dimensions by external forces, some are inextri-
cably bound to their home realities, and others simply Aura ofMadness. Creatures within 20 feet ofthe grue that ar-
can't find any way out. en' t aberrations have disadvantage on saving throws, as we ll as
on attack rolls against creatures other than a star spawn grue.
Heralds ofDoom. The creatures known as star
spawn are the heralds, servants, foot soldiers, and lieu- ACTIONS
tenants of the Elde r Evils, capable of taking on forms
that can journey to the Material Plane. They arrive most Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
often in the wake of a comet- or perhaps such a phe- one target. Hit: 6 (2d4 + 1) piercing damage. and the target
nomenon merely signals that star spawn are in the vicin- must succeed on a DC 10 Wisdom saving throw or attack rolls
ity and available for communication. When the signs are against it have advantage until the start ofthe grue's next turn.
right, warlocks and cultists hasten to gather together,
read aloud their blasphemous texts, and conduct the STAR SPAWN HULK
mind-searing rituals that guide the blazing star spawn
into the world. Large aberration, chaotic evil

STA R SPAWN GRUE Armor Class 16 (natu ral armor) .•
Hit Points 136 (13dl 0 + 65) •
Fanged and lipless, the ever-grinning, madly staring Speed 30 ft.
grue lopes about on spindly legs and long arms. Bristles
and spines project from odd patches of its pallid skin, STR DEX CON INT WIS CHA
and it's long fingers end in broken and dirty nails. Grues 20 (+5) 8 (- 1) 21 (+5) 7 (-2) 12 (+l) 9 (- 1)
are the weakest of the star spawn. A host of writhing,
scrambling grues typically accompanies more powerful Saving Throws Dex +3, Wis +5
star spawn. Their constant chittering and shrieking pro-
duces discordant psychic energy that disrupts thought Skills Perception +5
patterns in other creatures. Intelligent creatures experi-
ence flashing colors, hallucinations, disorientation, and Damage Re sistances bludgeoning, piercing, and slashing from
waves of hopelessness when they find themselves near a
group of star spawn grues. nonmagical attacks

STAR SPAWN HULK Condition Immunities charmed, frighte ned

The hulk is the largest of the known star spawn. Though Senses darkvis ion 60 ft., passive Perce ption 15
ogre-like in stature, the hulk's glistening translucent
skin reveals a muscled form devoid of an ogre's fat. Pale La nguages Deep Speech
and seemingly lidless eyes glare balefully from a face
distorted by too many teeth and too little nose. Challenge 10 (5,900 XP) •

Hulks are seldom encountered without a commanding Psychic Mirror. If the hulk takes psychic damage, each creature
seer nearby. A hulk appears to have little will of its own, within 10 feet of the hulk takes that damage instead; the hulk
other than to protect its master. takes none ofthe damage. In addition, the hulk's thoughts and
location can't be discerned by magic.

A CT IONS

Multiattack. The hulk makes two s lam attacks. If both attacks
hit the same target, the target also takes 9 {2d8) psychic dam-
age and must succeed on a DC 17 Constitution saving throw or
be stunned until the end ofthe target's next turn.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5- 6). The hulk makes a separate slam
attack against each creature within 10 feet of it. Each creature
that is hit must also succeed on a DC 17 Dexterity saving throw
or be knocked prone.

23+ C H APTE R 6 I BESTIARY

STAR SPAWN LARVA MAGE

A larva mage is a nig htmaris h combination of a mortal
body and otherworldly s ubsta nce. When a powerful
cultist of a wormlike entity such as Kyuss or Kezef-
usually a wa rlock or other spellcaster- contacts the
comet-borne emissary of a n Elde r Evil, the emissary
can merge with a mortal consciousness to create a larva
mage. None of the original cultist's pers ona lity survives
the transformation, so what emerges is wholly alie n.

STAR SPAWN LARVA MAGE

Medium aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 168 (16d8 + 96)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3)

Saving Throws Dex +6, Wis +6, Cha +8
Skills Perception +6
Damage Resistances cold; bludgeoning, piercing, and slashing

from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, paralyzed,

petrified, poisoned, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech
Challenge 16 (15,000 XP)

Innate Spetlcasting. The larva mage's innate spellcasting ability

is Charisma (spell save DC 161 +8 to hit with spell attacks). It
can innately cast the following spells, requiring no material
components:

At will: eldritch blast (3 beams, +3 bonus to each damage roll),

minor illusion

3/day: dominate monster •

1/day: circle ofdeath

Return to Worms. When the larva mage is reduced to 0 hit REACTIONS •
points, it breaks apart into a swarm ofinsects in the same
space. Unless the swarm is dest royed, the larva mage reforms Feed on Weakness. When a creature within 20 feet of the larva •
from it 24 hours later. mage fails a saving throw, the larva mage gains 10 temporary
hit points.
ACT IONS
LEGENDARY ACTIONS
Slam. Me/ee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 7 (ld8 + 3) bludgeoning damage, and the target must suc- The larva mage can take 3 legendary actions, choosing from
ceed on a DC 19 Constitution saving throw or be poisoned until the options below. Only one legendary action option can be
the end of its next turn. used at a time and only at the end of another creature's turn.
The larva mage regains spent legendary actions at the start
Plague ofWorms (Recharge 6). Each creature other than a star of its turn.
spawn within 10 feet of the larva mage must succeed on a DC
19 Dexterity saving throw or take 22 (Sd8) necrotic damage and Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
be blinded and restrained by masses of swarming worms. The Slam (Costs 2 Actions). The larva mage makes one slam attack.
affected creature takes 22 (Sd8) necrotic damage at the start Feed (Costs 3 Actions). Each creature restra ined by the larva
ofeach ofthe larva mage's turns. The creature can repeat the
saving throw at the end of each of its turns, e nding the effect mage's Plague of Worms takes 13 (3d8) necrotic damage,
on itselfon a success. and the larva mage gains 6 temporary hit points.

CHAPTER 6 I BESTIARY



STAR SPAWN SEER

Medium aberration, neutral evil

STAR SPAWN MANGLER Armor Class 17 (natural armor) ,~
Hit Points l 53 (l 8d8 + 72) • I•
~~~~~~~~- Speed 30 ft.

A mangler is a low-slung, creeping horror with multiple STR DEX CON INT WIS CHA
gangly arms. A mangler most often has six arms, but 14 (+2) 12 (+l) 18 (+4) 22 (+6) 19 (+4) 16 (+3)
one can have any number from four to eight. Manglers
creep along the ground or the walls, s ticking to shad- Saving Throws Dex +6, Int +11 , Wis +9, Cha +8
ows, hiding in s pots that seem too shallow or well-lit to
conceal anything. They appear smaller than their true Skills Perception +9
size, thanks to the ir hunched pos ture and emaciated
frame. Cultis ts s ummon these cre ature s to serve as Damage Resistances cold; bludgeoning, piercing, and slashing

guards and ass assins, two roles at which they excel. from nonmagical attacks

STAR SPAWN MANGLER Damage Immunities psychic •..•.•.•.•..
Condition Immunities charmed, frightened
Medium aberration, chaotic evil Senses darkvision 60 ft., passive Pe rception 19
Languages Common, Deep Speech, Undercommon

i· f Challenge 13 (10,000 XP)

Armor Class 14 • .' Out-of-Phase Movement. The seer can move through other
Hit Points 71 (13d8 + 13) creatures and objects as ifthey were difficult terrain. Each crea·
Speed 40 ft., climb 40 ft. ture it moves through takes S (ldlO) psychic damage; no crea-
ture can take this damage more than once per turn. The seer
STR DEX CON INT WIS CHA takes 5 (ldlO) force damage if it ends its turn inside an object.
8 (-1) 18 (+4) 12 (+l) 11 (+O) 12 (+l) 7 (-2)
ACTIONS
Saving Th rows Dex +7, Con +4
Multiattack. The seer makes two comet staffattacks or uses
Skills Stealth +7 '• Psychic Orb twice.
............Damage Resistances cold
.....Damage Immunities psychic Comet Staff. Melee Weapon Attack: +11 to hit, reach S ft., one
.Condition Immunities charmed, frightened, prone ~ target. Hit: 9 (ld6 + 6) bludgeoning damage, or 10 (ld8 + 6)
bludgeoning damage if used with two hands, plus 18 (4d8)
\.. psychic damage, and the target must succeed on a DC 19 Con-
stitution saving throw or be incapacitated until the end of its
"'~J.t-,, next turn.

~ Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one
..... .Challenge 5 (l,800 XP) target. Hit: 27 (SdlO) psychic damage.
Senses darkvision 60 ft., passive Perception 11
Collapse Distance (Recharge 6). The seer warps space around a
Languages Deep Speech creature it can see within 30 feet of it. That creature must make
a DC 19 Wisdom saving throw. On a failed save, the target,
Ambush. On the first round ofeach combat, the mangler has along with any equipment it is wearing or carrying, is magically
advantage on attack rolls against a creature that hasn't taken teleported up to 60 feet to an unoccupied space the seer can
a turn yet. see, and all other creatures within 10 feet ofthe target's origi-
nal space each takes 39 (6dl2) psychic damage. On a success-
Shadow Stealth. While in dim light or darkness, t he mangler ful save, the target takes 19 (3dl 2) psychic damage.
can take the Hide action as a bonus act ion.
REACTIONS
ACTIONS
Bend Space. When the seer would be hit by an attack, it tele-
Multiattack. The mangler makes two claw attacks. ports, exchanging positions with another star spawn it can
see within 60 feet ofit. The other star spawn is hit by the at-
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. tack instead.
Hit: 8 (ld8 + 4) slashing damage. If the attack roll has advan·
tage, the target also takes 7 (2d6) psychic damage.

Flurry ofClaws (Recharge 4-6). The mangler makes six claw at-
tacks against one target. Either before or after these attacks, it
can move up to its speed as a bonus action without provoking
opportunity attacks.

CHAPTER 6 I llESTIARY

STAR SPAWN SEER succeed on a DC 1S Charisma saving throw or be charmed by
the cultist. Wh ile the target is charmed, the cultist has control
A star spawn seer is most often encountered as the of it on the target's next turn. At the end of that turn, the cultist
leader of a cult that worships one or more of the Elder te leports to an unoccupied space it can see within 30 feet of
Evils. Usually, the seer is the only cult member that it and returns to its normal form. The cultist can' t be ta rgeted
grasps the full extent of the horror the cult is venerating. directly by any attack or other effect while it's in t he slug-like
form, but it is subject to areas of effect as normal.
An entity that appears as a star spawn seer in the
Material Plane usually arrives as something different- CULT OF ITRANTH R AX U S THE FLAMED ONE
something disembodied. When a warlock or other spell- Radiant Flames (1/Day). Multihued flame surrounds the cultist
caster establishes communication with it, the seer-entity for 1 minute, until the cultist is incapacitated or dies, or until
takes control of the mortal's form and spirit, transform- the cultist extinguishes the flame {no action requi red). While
ing it into a star spawn seer. Whoever the seer once was inflamed, the cultist has telepathy with a range of 30 feet, and
largely vanishes beneath the corpulent bulk of tumorous it can te leport as a bonus action up to 30 feet to an unoccupied
skin than builds up in strange whorls all over the seer's space it can see. In addition, every creature that starts its turn
body. Hands become bulky, flipper-like appendages ca- within 5 feet ofthe cultist must make a DC 15 Dexterity saving
pable of grasping their strange staffs-formed ofsome throw, taking 16 (3dl0) radiant damage on a failed save, or half
blend of flesh, bone, and star stuff- but clumsy and pain- as much damage on a successful one.
ful when used to manipulate other things.
CULT OF T HARI ZDUN T HE C HAINED GOD
A star spawn seer is almost always accompanied Tharizdun's Spark (Recharge 6). As a bonus action, the cultist
by one or more star spawn hulks. Although the hulk touches a simple or martial weapon or a natural weapon, if it
is a worthy combatant in its own right, it's also a vital has one. The next creature hit by the touched weapon must
part of a tactic often used by seers. When a seer deals succeed on a DC 15 Wisdom saving throw or experience short-
psychic damage to a hulk, the hulk isn't hurt, while the term madness for 10 minutes. Consult the Short-Term Mad-
effect ricochets off the hulk and expands to assault other ness table (see "Madness Effects" in chapter 8 of the Dungeon
creatures. Master's Guide) to determine the form of the madness. The
affected creature can repeat the saving throw at the end of each
The seer's goal is to tap the energy sources and minute, ending the effect on itselfon a success.
master the rites that will enable it to extend a bridge
between the vulnerable sanity of the Material Plane and ELDER EVILS
the squirming madness of an Elder Evil's prison.
Exactly who or what the Elder Evils are remains in dispute
ELDER EVIL BLESSINGS among the rare sources of knowledge about them. Few
creatures in the mu ltiverse have any awareness of these
Through generations ofstudy and grim practice, the beings, and no one can claim to know them al l.
disciples of certain Elder Evils have mastered the ability
to bestow supernatural gifts on minions they select for Some Elder Evils are called gods, primordials, or fiends.
the privilege. Any creature that serves a cult of Elder Yet some scholars versed in esoteric mysteries insist they
Evil, including a star spawn, can be given one of these are none ofthese, but in fact are beings set apart from
rewards- usually as compensation for faithful service, what mortals consider reality. Some Elder Evils are al leged
but sometimes as a chance for a creature that breached to be creatures of the Far Realm, while others are thought
the cult's laws to redeem itself. The following powers to be trapped in a particular plane or world, or held in
are unique to specific cults, and typically a creature has check somehow by wandering stars, imprisoned in t he
no more than one of them. vastness of the night sky.

CULT O F BOREM O F THE L A KE O F BOILING The names given to these terrible entities include such
M UD strange descriptions as ltyak-Ortheel the Elf-Eater, Dendar
Borem's Embrace (1/Day). The cultist touches one creature the Night Serpent, Borem ofthe Lake of Boiling Mud,
within S feet of it. The target must succeed on a DC 15 Dexter- Kezef the Chaos Hound, Zargon the Returner, Carn nod
ity saving throw or be coated in sticky, steaming mud. Whi le it the Unseen, Holashner the Hunger Below, Piscaethces the
is coated in this way, the target's speed is ha lved, it can't use Blood Queen, Shothotugg the Eater ofWorl ds, Y'chak the
reactions, and it takes 10 (3d6) fire damage at the start of each Violet Flame, Bolothamogg Who Watches from Beyond
of its turns. The effect lasts for 1 minute, until the cultist is in- the Stars, Hargut of the Gray Pestilence, Haask the Voice
capacitated or dies, or unti l the target is immersed in water. of Hargut, Ragnorra the Mother of Monsters, the Hulks of
Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder
C ULT OF A T ROPUS T HE WORLD BORN DEA D Elemental Eye, Atropus the World Born Dead, Pandorym
Gaze ofCorruption (Recharge 6). The cultist targets one crea- the Utter Annih ilation, Haemnathuun the Blood lord,
Maram of the Great Spear, Tyranthraxus the Flamed One,
ture it can see within 30 feet ofit. The target must succeed on the unnamed Queen of Chaos, and Father Llymic, the
a DC 15 Constitution saving throw or take 16 (3d10) necrotic Alien Thought Given Flesh.
damage and be poisoned for 1 minute. The poisoned target
can repeat the saving t hrow at the end of each of its turns, end- The extent to which these beings have power beyond
ing the effect on itselfon a success. their native environments varies, as do notions of their
relative strength. But they are all forces ofcorruption and
C ULT OF H AASK THE VOICE OF H A RGUT evil. Nothing good can come from their influence. No
Haask's Presence (1/Day). The cultist transforms into a Tiny, bargain made with them ends in anything other than mad-
leech-like being and te leports onto the shoulder of a humanoid ness, plague, death, or worse.
that it can see within 30 feet of it. The targeted humanoid must
CHAPTER 6 I BESTIARY
23;

STEEDERS

Giant hunting spiders, steeders prowl the depths of the
Underdark. Most steeders are encountered in the com-

pany of duergar.
Fem ale Dominance. Fe male steede rs grow large r

and stronger than males, and the female often devours
the male after breeding. In captivity, males are used as
draft animals, while females serve as s teeds in battle.

Lone Predators. Steeders consider other steeders
as enemies and attempt to tear apart perceived threats.
Their duergar handlers must stable steeders separate
from one another and place blinders on
them when they're put to work to keep
them from attacking each other.

Low Cunning. Steeders are intelligent
enough to learn simple hand signals and

vocal commands, but even a domesticated
steeder can turn against its handler.

Training these beasts requires a rider
to bond with the steeder, a process that
begins shortly after the c reature hatches.
The rider stays with the steeder as it

grows to full size, working throughout

that time to channel the beast's predatory
instincts.

Deadly Hunters. Rather than spinning

webs, steeders excrete a viscous sub-
stance from their legs. This goo allows
them to creep along walls and ceilings
and to grapple prey.

FEMALE STEEDER .r .. MALE STEEDER

Large monstrosity, unaligned Medium monstrosity, unaligned

Armor Class 14 {natural armor) Armor Class 12 (natural armor)
Hit Points 30 (4dl0 + 8) Hit Points 13 (2d8 + 4)
Speed 30 ft., climb 30 ft . Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 2 (-4) 10 (+O) 3 {- 4) 15 (+2) 12 (+l) 14 {+2) 2 (- 4) 10 (+0) 3 (- 4)

Skills Stealth +7, Perception +4 S kills Stealth +5, Perception +4
Senses darkvision 120 ft., passive Perception 14 Senses darkvision 120 ft., passive Perception 14
Languages - Languages -
Challenge 1/4 (SO XP)
Challe nge l (200 XP)

Spider Climb. The steeder can clim b difficu lt surfaces, in- Spider Climb. The steeder can climb difficu lt surfaces, in-
cluding upside down on ceilings, without needing to make an cluding upside down on ceilings, without needing to make an
ability check. ability check.

Extraordinary Leap. The distance ofthe steeder's long jumps Extraordinary Leap. The distance of the steeder's long jumps
is t rip led; every foot of its walking speed that it s pends on the is tripled; every foot of its wal king speed t hat it spends on the
jump allows it to move 3 feet. jump allows it to jump 3 feet.

ACT IONS ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (ld8 + 3) piercing damage plus 9 {2d8) poison damage. Hit: 6 (ld8 + 2) pierci ng dam age plus 4 (ld8) poison damage.

Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one Sticky Leg. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Medium or smaller creature. Hit: The target is stuck to the Small or Tiny creature. Hit: The target is stuck to the steeder's
steeder's leg and grappled until it escapes (escape DC 12). The leg and grappled until it escapes (escape DC 12). The steeder
steeder can have only one creature grappled at a time. can have only one creature grappled at a time.

CHAPTER 6 I BESTIARY

STEEL PREDATOR and exiled. Now it operates a s hop in Sigil where, for a
s teep price, anyone can commission the manufacture of
A s teel predator is a merciless machine with one pur- a s teel predator.
pose: to locate and kill its target regardless of distance
and obstacles. Assassins on Demand. To create a steel predator, the
hexton's machine mus t be fed something that identifies
Modron Engineering. Steel predators are created by the predator's target, s uch as a lock of hair, a well-worn
a particular hexton modron, using a machine located glove , or a much-used weapon. The moment the newly
in the city of S igil. It was n't always headquartered in manufactured s teel predator e merges , it bounds away
the City of Doors , however. On its or iginal home, the in search of its prey. It senses the location of its ta rget
plane of Mechanus, the ingenious hexton was lauded across pla na r bounda ries, but such detection is accurate
for its invention- until it turned its cre ations against its only to within a thousand yards; to close the remaining
s uperiors . Steel pre dators wre aked havoc across the dista nce, the s teel predator locates its prey by sight
modron hie ra rchy until the rogue hexton was trapped a nd s mell.

STEEL PREDATOR Once battle is joined, the predator ignores eve ry other
threat to attack its target, unless other creatures prevent
Large construct, lawful evil it from reaching the targe t. In that case, it does what it
mus t to fulfill its mission.
Armor Class 20 (natural armor)
Hit Points 207 (18dl0 + 108) Rogue Killers. If a ll goes according to plan, a steel
Speed 40 ft. pre dator s lays its target and then voluntarily re turns to
Sigil, whe re it's broken down into parts that can be used
STR DEX CON INT WIS CHA in anothe r s teel predator. Battle damage can cause this
24 (+7) 17 (+3) 22 (+6) 4 (-3) 14 (+2) 6 (-2) instinct to fail , however, causing the steel predator to lin-
ger in the a rea, hunting and killing other creatures tha t
Skills Perception +7, Stealth +8, Survival +7 resemble its ta rget, that fit the target's general descrip-
Damage Resistance s cold, lightning, necrotic, thunder tion, or that simply live nearby. Such rogues become the
Damage Immunities poison, psychic; bludgeoning, piercing, most da ngerous of predators.

and slashing from nonmagical attacks Constructed Nature. A steel predator doesn't require
Condition Immunities charmed, exhaustion, frightened, air, food, drink, or sleep.

paralyzed, petrified, poisoned, stunned l
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages understands Modron and the language of its owner CHAPTER 6 I BESTTARY

but can't speak
Challenge 16 (15,000 XP)

Innate Spellcasting. The steel predator's innate spellcasting
ability is Wisdom. The steel predator can innately cast the fol-
lowing spells, requiring no components:

3/day each: dimension door (self only). plane shift (self only)

Magic Resistance. The steel predator has advantage on saving
th rows against spells and other magical effects.

.. -·ACTIONS ~I ~
Magic Weapons. The steel predator's weapon attacks

are magical.

,.·

Multiattack. The steel predator makes three attacks: one with
its bite and two with its claw.

Bite. Melee Weapon Attack: +12 to hit, reach S ft., one target.
Hit: 14 (2d6 + 7) piercing damage.

Claw. Melee Weapon Attack:+12 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) slashing damage.

Stunning Roar (Recharge 5-6). The steel predator emits a roar
in a 60-foot cone. Each creature in that area must make a DC
19 Constitution saving throw. On a failed save, a creature takes
27 (SdlO) thunder damage, drops everything it's holding, and
is stunned for 1 minute. On a successful save, a creature takes
halfas much damage. The stunned creature can repeat the sav-
ing throw at the end ofeach of its turns, ending the effect on
itself on a success.

-

·•

-



STONE CURSED STONE CURSED , ...,,... ..
'
The stone cursed are spawned through a foul alchem- Medium construct, lawful evil
ical ritual performed on a humanoid that has been
turned to s tone. The ritual, which requires a mixture of Armor Class 17 (natural armor)
basilisk blood and the ashes from the burned feathers Hit Points 19 (3d8 + 4)
of a cockatrice, awakens a dim echo of the petrified Speed 10 ft.
victim's spirit, animating the s tatue and turning it into a
useful guardian. STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 14 (+2) 5 (-3) 8 (-1) 7 (-2)
Lingering Spirits. The stone cursed possess a malev-
olent drive to slay the living, yet they are utterly loyal to Damage Vulnerabilities bludgeoning
whoever performed the ritual to animate them, and they Damage Immunities poison
obey that being's orders to the best of their ability. Condition Immunities charmed, exhaustion, frightened,

In combat, stony claws that drip with thick, gray petrified, poisoned
sludge emerge from a stone cursed's fingers. This al- Senses passive Perception 9
chemical sludge transforms those slashed by the claws La nguages the languages it knew in life
into statues. Challenge 1 (200 XP)

A Strange Harvest. As part of the ritual used to Cunning Opportunist. The sto ne cursed has advantage on the
create a stone cursed, a fist-sized obsidian skull forms attack rolls of opportunity attacks.
within the creature's torso. The skull isn't visible while
the stone cursed is active, but when it is slain, the statue False Appearance. While the stone cursed remains motionless,
shatters and the skull clatters to the ground. Because it is indistinguishable from a normal statue.
it is the nexus for the alchemy used to create these hor-
rors, a dim echo of the original victim's memories res- ACTIONS
onates within the skull. A skilled magic-wielder can at-
tempt to extract memories from it to gain insight into the Petrifying Claws. Me/ee Weapon Attack: +5 to hit, reach 5 ft.,
victim's past or find lore that otherwise would be lost. one target. Hit: 8 (ldl O+ 3) slashing damage, or 14 (2d10 + 3)
slashing damage if the attack roll had advantage. If the target
Constructed Nature. A stone cursed doesn't require is a creature, it must succeed on a DC 12 Constitution saving
air, food, drink, or sleep. throw, or it begins to turn to stone and is restrained until the
end of its next turn, when it must repeat the saving throw. The
CRYPTIC WHISPERS effect ends ifthe second save is successful; otherwise the tar-
get is petrified for 24 hours.
Even though creatures transformed into stone cursed are
long dead, a vague whisper of their memories lives on in
the obsidian skull embedded within the stone cursed's
body. At the end of a short rest, a character can make a
DC 20 Intelligence (Arcana) check to attempt to extract a
memory from the skull- a memory that is a response to a
verbal question posed by the character to the skull. Once
this check is made, whether it succeeds or fails, the skull
can't be used in this manner again.

C HAPTER 6 I BESTI A RY

.. . ,... ..' ..... .,

SWORD WRAITH ' .. '=• ,.. .' '

When a glory-obsessed warrior dies in battle without I
earning the honor it desperately sought, its valor-hungry
spirit might haunt the battlefield as a sword wraith. ····i '

Brooding Spirits. The most likely spots for encoun- 'I.
tering sword wraiths are scenes of ancient ambushes,
battlefields where soldiers were felled by magic with
no chance to fight back, and sites where enemies were
hemmed in and slaughtered without quarter.

Honor Above All. Sword wraiths fly into a rage if
anyone questions their valor. Conversely, they are easily
appeased by praise. Little pleases them more than hear-
ing a ballad performed in their honor. Towns located
near ancient battlefields hold annual festivals of remem-
brance to keep sword wraiths there placated.

Undead Nature. A sword wraith doesn't require air,
food, drink, or sleep.

SWORD WRAITH COMMANDER

Medium undead, lawful evil

Armor Class 18 (breastplate, shield) j
Hit Points 127 (15d8 + 60)
Speed 30 ft. f

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+O) 12 (+l) 14 (+2)

Skills Perception +4

Damage Resistances necrotic; bludgeoning, piercing, and

slashing from nonmagical attacks

Damage Immunities poison Jl.
Condition Immunities exhaustion, frightened, poisoned, I

unconscious SWORD WRAITH WARRIOR
Senses darkvision 60 ft., passive Perception 14

Languages the languages it knew in life Medium undead, lawful evil • • "-

Challenge 8 (3,900 XP) . . . . . . .-.-.-.-.-.~~~~~~~--,,..-~~·=-~~•

Martial Fury. As a bonus action, the sword wraith can make Armor Class 16 (chain shirt, shield)
one weapon attack, which deals an ext ra 9 (2d8) necrotic dam- Hit Points 45 (6d8 + 18)
age on a hit. If it does so, attack rolls against it have advantage Speed 30 ft.
until the start of its next turn.
STR DEX CON INT WIS CHA
Turning Defiance. The sword wraith and any other sword 18 (+ 4) 12 (+1 ) 17 (+3) 6 (- 2) 9 (- 1) 10 (+O)
wraiths within 30 feet of it have advantage on saving throws
against effects that turn undead. Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
ACTIONS
Damage Immunities poison
Multiattack. The sword wraith makes two weapon attacks. Condition Immunities exhaustion, frightened, poisoned,

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft. , one tar- unconscious
get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing Senses darkvision 60 ft., passive Perception 9
damage if used with two hands. Languages the languages it knew in life
Challenge 3 (700 XP)
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 6 (ld8 + 2) piercing damage. Martial Fury. As a bonus action, the sword wraith can make
one weapon attack. lfit does so, attack rolls against it have ad-
Call to Honor (1/Day). To use this action, the sword wraith vantage until the start of its next turn.
must have taken damage during the current combat. Ifthe
sword wraith can use this action, it gives itself advantage on ACTIONS
attack rol ls unti l the end of its next turn, and ld4 + 1 sword
wraith warriors appear in unoccupied spaces within 30 feet Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft. , one tar-
of it. The warriors last until they drop to 0 hit points, and they get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing
take their turns immediately after the commander's turn on the damage if used with two hands.
same initiative count.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: S (ld8 + 1) piercing damage.

CHAPTER 6 I BESTIARY

TORTLES TORTLE DRUID ..

Tortles are omnivorous, turtle-like humanoids with Medium humanoid (tortle), lawful neutral '
she lls that cover most of their bodies. Tortles have a say-
ing: "We we ar our homes on our backs." Consequently, Armor Class 17 (natural)
tortles feel little need to stay put for tong. Hit Points 33 (6d8 + 6)
Speed 30 ft.
An adult tortle s tands about 6 feet tall and weighs
between 450 and 500 pounds. Males and females are
nearly identical in s ize and appearance.

Temporary Towns. A tortle settlement is primarily
us ed as a kind of moot, where tortles can socialize with
one another and trade with strangers. Tortles don't re-
gard these settlements as places worth defending with
their lives, and they abandon a settlement when it no
longer s erves their needs.

A Life ofWandering. Most tortles like to see how
other creatures live and discover new customs. The urge
to procre ate doesn't kick in until the end of a tor tle's life,
and a tortle can spend decades away from its native land
without feeli ng homesick.

Tor tles view the world as a place of everyday wonder.
They live for the chance to hear a soft wind blowing
throug h palm trees, to watch a frog croaking on a lily
pad, or to s tand in a crowded marketplace.

TORTLE .••• .::

Medium humanoid (tortle), lawful good
' ,...,.Armor Class 17 (natural) STR DEX CON INT WIS CHA
"' .~ 14 (+2) 10 (+O) 12 (+1) 11 (+O) 15 (+2) 12 (+1)
,-.rHit Points 22 (4d8 -t- 4) '•
..... - ~ . Skills Animal Handling +4, Nature +2, Survival +4
" . ..Speed 30 ft.
STR DEX CON INT WIS CHA Senses passive Perception 12
Languages Aquan, Common ~·
15 (+2) 10 (+O) 12 (+1) 11 (+0) 13 (+1) 12 (-t-1) Challenge 2 (450 XP)

Skills Athletics +4, Survival +3 Hold Breath. The tortle can hold its breath for 1 hour.
Senses passive Perception 11
language s Aquan, Common Spellcasting. The to rtle is a 4th-level spellcaster. Its s pellcast-
Challenge l/4 (SO XP) ing ability is Wisdom (spell save DC 12, +4 to hit with spell
attacks). It has the following druid spells prepared:
Hold Breath. The tortle can hold its breath for 1 hour.
Cantrips (at will): druidcraft, guidance, produce flame
A CTION S 1st level (4 slots): animal friendship, cure wounds, speak with

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. animals, thunderwave
Hit: 4 (ld4 + 2) slashing damage. 2nd level (3 slots): darkvision, hold person

Quarterstaff. Melee Weapon Attack: -t-4 to hit, reach 5 ft., one ACTION S
target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2)
bludgeoning damage if used with two hands. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (ld4 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320
ft., one target. Hit: 4 (ld8) piercing damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft ., one
target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2)
Shell Defense. The tortle withdraws into its shell. Until it bludgeoning damage if used with two hands.
emerges, it gains a +4 bonus to AC and has advantage on
Strength and Constitution saving throws. While in its shell, the Shell Defense. The tortle withd raws into its shell. Until it
tortl e is prone, its speed is 0 and can't increase, it has disad- emerges, it gains a +4 bonus to AC and has advantage on
vantage on Dexterity saving throws, it can't take reactions, and Strength and Constitution saving throws. While in its shell, the
the only action it can take is a bonus action to emerge. tortle is prone, its speed is 0 and can't increase, it has disad-
vantage on Dexterity saving throws, it can't take reactions, and
th e only action it can t ake is a bonus action to emerge.

CHAP1 ER 6 I BESTIARY

- -. -
• ..

TROLLS

Trolls that are nearly obliterated but survive and re-
generate from mere scraps of flesh can display bizarre
mutations. One of these warped trolls is especia lly
likely to arise if the creature regenerates in the pres-
ence of magical ema nations, planar energy, disease,
or death on a vast scale, or if its body was damaged
by elemental forces. Thes e mutated forms can also
be produced and shaped by the ritual magic of evil
s pe llca s ters.

DIRE TROLL •.'...... , .

Huge giant, chaotic evil _/'

Armor Class 15 (natural armor) ..
Hit Points 172 (15dl 2 + 75) •
Speed 40 ft.
....

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 9 (-1) 11 (+O) 5 (-3)

Saving Throws Wis +5, Cha +2 DIRE 'TROLL

Skills Perception +5 Trolls kill and eat almost anything- including, in rare
cases, other trolls. This cannibalism has the effe ct of
Damage Resistances bludgeoning, piercing, and slashing from causing the troll to grow to an unusua lly large size.
These dire trolls crave more and more troll flesh to fuel
nonmagical attacks their continued growth.

Condition Imm unities frightened, poisoned Dire trolls also increase their size by grafting flesh
and organs onto themselves. When a slab of quivering
Senses darkvision 60 ft., passive Perception 15 troll flesh is bound against a fresh wound on the dire
troll, its rege nerative capacity incorporates the new
Languages Giant ...,_ mass into its own musculature. Even more horrifying
are the multiple arms, eyes, claws, a nd other organs that
Challenge 13 (10,000 XP) ,. • a dire troll tears from its victims and grafts onto itself.
Over time, these creatures can accumulate many limbs.
Keen Senses. The troll has advantage on Wisdom (Perception)
checks that rely on smell or sight. VAPRAK THE DESTROYER

Regeneration. The troll regains 10 hit points at the start of its Although trol ls are hardly devout and seldom ponder spir-
turn. If the trol l takes acid or fi re damage, it regains only 5 hit itual questions, they do fear and venerate the entity known
points at the start of its next turn. The trol l dies only if it is hit as Vaprak the Destroyer. As with many lesser deities,
by an attack that deals 10 or more acid or fire damage whi le the Vaprak's true nature is something of a mystery, but it is
tro ll has 0 hit points. always portrayed as a horrid, missha pen, greenish creature
strongly resembl ing a troll. It's given to fits of mindless
ACTIONS destruction and is constantly paranoid about the plots and
ambitions ofother deities.
Multiattack. The troll makes five attacks: one with its bite and
four with its claws. Among trolls, Vaprak is believed to devour those on the
brink of death, but only if the trol l is already cooked or
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one digested (slain by fire or acid). Otherwise, the god spits
target. Hit: 10 (l d8 + 6) piercing damage plus 5 (ldlO) poi- the soul back into the world to regenerate a new body, no
son damage. matter how little of its previous form remained. Thus, only
trolls s lain by acid or fire remain dead, because only those
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft. , one target. are consu med by Vaprak.
Hit: 16 (3d6 + 6) slashing damage.

Whirlwind ofClaws (Recharge 5-6). Each creature within 10
feet of the troll must make a DC 19 Dexterity saving throw, tak-
ing 44 (8dl0) slashing damage on a fai led save, or half as much
damage on a successful one.

CHAPTER 6 I BESTIARY

RoTTROLL

A troll that is infused with waves of necrotic energy as
it regen e rates c an develop a s ymbiotic relations hip with
that deathly power. The troll's body withers, and its fl esh
falls away from the body as quickly as it forms. Eve ntu-
ally a rot troll becomes unable to regenerate, though it
still heals normally. The c reature courses with necrotic
energy that flows out of its withered form. Simply s tand-
ing near a rot troll exposes other creatures to its lethal
emanations .

SPIRIT TROLL

A troll blasted with psychic e ne rgy can take a nonphys-
ical form when it regenerates. Its psyche survives , but
the body of a spirit troll is as ins ubstantial as shadow.
The troll might be unaware of the transition- it still
moves and attacks with tee th and claws as it always
did- but now it strikes at its victim's mind.

SPIRIT TROLL

....-La-rg-e g-ia-nt-, c-h-ao-tic-e-vil---~~~~~~~~~-=~-'-'--~~ ·:

Armor Class 17 (natural armor)

Hit Points 97 (15dl0 + 15)

Speed 30 ft.

r... ' STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 13 (+l} 8 (-1) 9 (-1) 16 (+3)

RoTTROLL Skills Perception +3

Large giant, chaotic evil Damage Resistances acid, cold, fire, lightning, thunde r
Damage Immunities bludgeo nin g, piercing, a nd s lashing from
Armor Class 16 (natural armor)
Hit Points 138 (12dl 0 + 72) nonmagical attacks
Speed 30 ft.
Condition Immunities exhaustion, grappled, paralyzed,

petrified, prone, restrained , unconscious

STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
18 (+4) 13 (+1) 22 (+6) 5 (- 3) 8 (- 1) 4 (-3)
Languages Giant

Challenge 11 (7,200 XP} """'"

Skills Perception +3 Incorporeal Movement. The troll can move through other
Damage Immunities necrotic creatures and objects as if they were difficult terrain. It takes 5
Senses darkvision 60 ft., passive Perception 13 (ldlO) force damage if it ends its turn inside an object.
Languages Giant
Challenge 9 (5,000 XP) Regeneration. The troll regains 10 hit points at the start of
each of its turns. Ifthe troll takes psychic or force damage, this
Rancid Degeneration. At the end of each ofthe troll's turns, trait doesn't function at the start ofthe troll's next turn. The
troll di es only if it starts its turn with 0 hit points and doesn't
each creature within 5 feet of it takes 11 (2dl0) necrotic dam- regenerate.

age, unless the trol l has taken acid or fire damage since the end ACTIONS
• . ..
of its last turn. Multiattack. The troll makes three attacks: one with its bite and
two with its claws.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Multiattack. The troll makes three attacks: one with its bite and Hit: 19 (3dl0 + 3) psychic damage, and the target must suc-
two with its claws. ceed on a DC 15 Wisdom saving throw or be stunned for 1 min-
ute. The stunned target can repeat the saving throw at the end
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar- ofeach of its turns, ending the effect on itself on a success.
get. Hit: 7 (1 d6 + 4) piercing damage plus 16 (3dl0) ne-
crotic damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 14 (2dl0 + 3) psychic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage plus 5 (ldlO) ne-
crotic damage.

24 1 CHAPTER 6 I BESTIARY

••

VENOM TROLL

f

VENOM TROLL VENOM TROLL

Large giant, chaotic evil A troll ravaged by massive doses of poison might mutate
into a venom troll. Lingering poison infuses its blood
Armor Class 15 (natural armor) and tissue, and poison leaks from its pores to coat its
Hit Points 94 (9d10 + 45) fangs and claws. These creatures are especially danger-
Speed 30 ft . ous in close combat, because poison drips off their flesh
and sprays out from every wound they receive.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (- 2) 9 (-1) 7 (- 2) trait doesn't function at the start ofthe troll's next turn. The
troll dies only if it starts its turn with 0 hit points and doesn't
Skills Perception +2 regenerate.
Damage Immunities poison
Condition Immunities poisoned ACTIONS
Senses darkvision 60 ft., passive Perception 12 Multiattack. The troll makes three attacks: one with its bite
Languages Giant and two with its claws.

Challenge 7 (2,900 XP) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) piercing damage plus 4 (ld8) poison dam-
Keen Smell. The troll has advantage on Wisdom (Perception) age, and the creature is poisoned until the start of the troll's
checks that rely on smell. next turn.

Poison Splash. When the troll takes damage of any type but Claws. Melee Weapon Attack: +7 to hit, reach S ft., one target.
Hit: 11 (2d6 + 4) s lashing damage plus 4 (ld8) poison damage.
psychic, each creature within 5 feet of the troll takes 9 (2d8)
poison damage. Venom Spray (Recharge 6). The troll slices itself with a claw,
re leasing a spray of poison in a l 5-foot cube. The troll takes 7
Regeneration. The trol l regains 10 hit points at the start of (2d6) slashing damage (this damage can't be reduced in any
each of its turns. If the troll takes acid or fire damage, this way) . Each creature in the area must make a DC 16 Constitution
saving throw. On a failed save, a creature takes 18 (4d8) poison
damage and is poisoned for 1 minute. On a successful save,
the creature takes ha lf as much damage and isn't poisoned.
A poisoned creature can repeat the saving throw at the end of
each of its turns, ending the effect on itselfon a success.

CHAPTER 6 I BESTI ARY





VAMPIRIC MIST VAMPIRIC MIST

Medium undead, chaotic evil In billowing clouds of fog lurk vampiric mists, the
wretched remnants of vampires that were preve nted
Armor Class 13 ' from finding rest. Indistinguis hable from the mists they
lurk within, they strike unseen a nd undetected to bleed
Hit Points 30 (4d8 + 12) their victims dry.
Speed 0 ft., fly 30 ft. (hover)
Former Vampires. Vampiric mists, sometimes called
STR DEX CON INT WIS CHA crimson mists, are all that remain of vampires who
6 (-2) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 7 (-2) couldn't return to their burial places after being de-
feated or s uffe ring some m ishap. Denied the restorative
Saving Throws Wis +3 power of these places , the vampires' bodies dissolve into
Da mage Resistances acid, cold, lightning, necrotic, thunder; mist. The trans formation strips the intellige nce and per-
sonality from them until only an unholy, insatiable thirst
bludgeoning, piercing, and slashing from nonmagical attacks for blood remains.
Damage Immunities poison
Condition Imm unities charmed, exhaustion, grappled, Blood Th ief. Indistinguishable from fog aside from
the charnel reek it exudes, a vampiric mist descends
paralyzed, petrified, poisoned, prone, restrained on a creature and causes the blood in its body to ooze
Sens es darkvision 60 ft., passive Perception 11 through the creature's pores or spill out from its eyes,
Languages - nose, and mouth. This blood wafts out from the victim
like crimson s moke, which the mis t then consumes.
Challenge 3 (700 XP) The feeding causes no pain or discomfort to the victim,
so vampiric mists can feed on sleepers without waking
Life Sense. The mist can sense the location of any creature them. The more a mist feeds, the redder it gets, such
within 60 feet of it, unless that creature's type is construct that it turns pink, then red, and finally a deep s carlet hue
or undead. tha.t rains blood droplets whe reve r it goes.

Attract ed to Blood. Like s ha rks in water, vampiric
mists can scent blood from up to a mile away. Any in-
jury, no matter how small, might catch their attention
and draw them toward their victims. In battle, a mist fo-
cuses its attacks on injured targets, since open wounds
are a more ready source of blood.

Undead Nature. A vampiric mis t doesn't require
air or sleep.

Forbiddance. The mist can't enter a residence without an invi-
tation from one of the occupants.

Misty Form. The mist can occupy another creature's space and
vice versa. In addition, if air can pass through a space, the mist
can pass through it without squeezing. Each foot of movement
in water costs it 2 extra feet, rather than 1 extra foot. The mist
can't manipulate objects in any way that requ ires fingers or
manual dexterity.

Sunligh t Hypersensit ivit y. The mist takes 10 radiant damage
whenever it starts its turn in sunlight. While in sunlight, the
mist has disadvantage on attack rolls and ability checks.

ACTIONS

Life Drain. The mist touches one creature in its space. The
target must succeed on a DC 13 Constitution saving throw (un-
dead and constructs au tomatically succeed), or it takes 10 (2d6
+ 3) necrotic damage, the mist regains 10 hit points, and the
target's hit point maximum is reduced by an amount equal to
the necrotic damage taken. This reduction lasts until the target
finishes a long rest. The target dies if its hit point maximum is
reduced to 0.

"

C H APTE R 6 ( BESTI ARY

'

...,.CANOLOTH - '.

........ ' .Medium fiend (yugoloth), neutral evil'""

YuGOLOTHS Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Mercenaries that ply their trade throughout the Lower Speed 50 ft.
Planes and in other realms, yugoloths have a reputation
for effectiveness that is matched only by their desire for STR DEX CON INT WIS CHA
ever more we alth. Although yugoloths aren't especially 18 (+4) 10 (+O) 17 (+3) 5 (-3) 17 (+3) 12 (+1)
loyal and typically try to exploit every potential loophole
in a contract, they undertake any task for which they are Skills Investigation +3, Perception +9
hired, no matter how des picable. Yugoloths come in a Damage Resistances cold, fire, lightning; bludgeoning, piercing,
wide variety of forms, including those described in the
Monster Manual a nd the s ix creatures presented here. and slashing from nonmagical attacks
Damage Immunities acid, poison
CANOLOTH
Condition Immunities poisoned
Canoloths prefer to enter into contracts to guard valu- Senses darkvision 60 ft., truesight 120 ft.,
able treasures and important locations. They always do
exactly as asked- never any more, never any less. passive Perception 19
Languages Abyssal, Infernal, telepathy 60 ft.
With senses sharp enough to pinpoint the locations Challenge 8 (3,900 XP)
of nearby invisible creatures, canoloths respond unfail-
ingly to any threat to their charges. Furthermore, they Dimensional Lock. Other creatures can't teleport to or from
e mit a magical distortion field that prevents creatures a space within 60 feet of the canoloth. Any attempt to do so
close to them from teleporting. is wasted.

Canoloths confront intruders with swift and terrible Magic Resistance. The canoloth has advantage on saving
force, projecting long, spiny tongues to grab their foes th rows against spells and other magical effects.
and drag them close. What happens next depends on
the contract. Unless instructed to kill, a canoloth merely Magic Weapons. The canoloth's weapon attacks are magical.
holds onto its prisoner, but if given the order to do so, it
tears its prey limb from limb. Uncanny Senses. The canoloth can' t be surprised while it isn't
incapacitated.

ACTIONS

Multiattack. The canoloth makes two attacks: one with its
tongue or its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
25 (6d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2dl0 + 4) slashing damage.

Tongue. Ranged Weapon Attack: +7 to hit, range 30 ft_., one t.ar-
get. Hit: 17 (2dl2 + 4) piercing damage. If the target is Medium
or smaller, it is grappled (escape DC 15), pulled up to 30 feet
toward the canoloth, and restrained until the grapple ends. The
canoloth can grapple one target at a time with its tongue.

CHAPTER 6 I BESTIARY

•• Dhergoloths rush into battle like whirlwinds of destruc-
tion, lashing out with five sets of claws, which extend
• from their squat, barrel-shaped bodies. They take
contracts to put down uprisings, clear out rabble, and
C ll APTE R 6 I BESTIARY eliminate scouts and skirmishers, and they revel in the
butchery they create, their unhinged laughter rising
above their victims' screams.

Since dhergoloths are little more than dumb brutes,
employers must use caution when instructing these
fiends. They can handle simple orders that don't take

a lot of time to resolve. When given anything complex
to do, they either forget what they're told or don't listen
in the first place, and then bungle the task that was
set for them.

DHERGOLOTH

Medium fiend (yugoloth), neutral evil

Armor Class 15 (natural armor) .J.,. ·.
Hit Points 119 (14d8 +56)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+O) 19 (+4) 7 (- 2) 10 (+0) 9 (-1)

Saving Throws Str +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing,

and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft.,

passive Perception 10
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 7 (2,900 XP)

Innate Spet/casting. The dhergoloth's innate spellcasting ability

is Charisma (spell save DC 10). It can innately cast t he follow-

ing spells, requiring no material components: ...... .,•

At will: darkness.fear '· ·.
3/day: sleep

Magic Resistance. The dhergoloth has advantage on saving
throws against spells and other magical effects.

Magic Weapons. The dhergoloth's weapon attacks are magical.

ACTIONS

Multiattack. The dhergoloth makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.

Flailing Claws (Recharge 5-6). The dhergoloth moves up to its
walking speed in a straight line and targets each creature within
5 feet of it during its movement. Each target must succeed
on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slash-
ing damage.

Teleport. The dhergoloth magically te leports, along with any
equipment it is wearing or carrying, up to 60 feet to an unoccu-
pied space it can see.

-.

.

HYDROLOTH •

Medium fiend (yugoloth), neutral evil ,.,,,

Armor Class 15 \
Hit Points 135 (18d8 + 54) 1
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+O) 14 (+2)

Skills Insight +4, Perception +4
Damage Vulnerabilities fire
Damage Resist ances cold, lightning; bludgeoning, piercing, and

slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft. , passive Perception 14
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 9 (5,000 XP)

Amphibious. The hydroloth can breathe air and water.

Innate Spellcasting. The hydroloth's innate spellcasting ability
is Intelligence (spell save DC 16). It can innately cast the follow·
ing spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self
only), water walk

3/day each: control water, crown ofmadness.fear, phantasmal
killer, suggestion

Watery Advantage. While submerged in liquid, the hydroloth HYDROLOTH
has advantage on attack rolls.
Like the thought-stealing waters of the River Styx they
ACTIONS inhabit, hydroloths filch the memories of creatures they
attack, s tealing away their thoughts for delivery to what-
Multiattack. The hydroloth makes two melee attacks. In place ever master they happen to s erve. Hydroloths are skilled
ofone ofthese attacks, it can cast one spell that takes l ac- at finding lost things, especially those that have been
tion to cast. swallowed up in the deeps.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. For amphibious assaults or underwater conflicts,
Hit: 14 (2d8 + 5) slashing damage. hydroloths have no equal among yugoloths. They some-
times hire themselves out to a ttack and scuttle ships
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. and raid coastal settlements.
Hit: 16 (2dl0 + 5) piercing damage.
MERRENOLOTH
Steal Memory (1/Day) . The hydroloth targets one creature it
can see within 60 feet of it. The target takes 4d6 psychic dam- The grim, gaunt captains of the ferries on the River
age, and it must make a DC 16 Intelligence saving throw. On a Styx, mer re noloths have total command of their ves sels,
successful save, the target becomes immune to this hydroloth's ensuring that their passengers reach their destinations
Steal Memory for 24 hours. On a failed save, the target loses all safely. Sometimes merrenoloths can be coaxed away
proficiencies, it can't cast spells, it can't understand language, from the Lower Planes to captain other vessels, afford-
and if its Intelligence and Charisma scores are higher than ing those ships and crews the same protection.

s. they become 5. Each time the target finishes a long rest, it Whenever a merrenoloth takes on a contract to cap-
tain a s hip, it bonds with the ve hicle to make sure noth-
can repeat the saving throw, ending the effect on itself on a ing goes awry with it during the journey. A merrenoloth
success. A greater restoration or remove curse spell cast on the can navigate its s hip safely through the worst storms,
target ends this effect early. always s tays on course, and never runs afoul of the myr-
iad hazards that can thwart lesser captains.
Teleport. The hydroloth magically teleports, a long with any
equipment it is wearing or carrying, up to 60 feet to an unoccu· CHAPTER 6 I BESTIARY
pied space it can see.


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