151 Venus Flydra Large plant, unaligned Armor Class 14 (natural armor) Hit Points 71 (11d10 + 11) Speed 20 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 1 (-5) Senses passive Perception 11 Languages --- Challenge 4 (1,100 XP) Multiple Heads. The flydra has four heads. While it has more than one head, the flydra has advantage on Saving Throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the flydra takes 15 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire or acid damage since its last turn. The flydra regains 5 hit points for each head regrown in this way. Reactive Heads. For each head the flydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the flydra sleeps, at least one of its heads is awake. Actions Multiattack. The flydra makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target takes 2 (1d4) acid damage at the beginning of each of its turns. Each of the flydra’s heads can have only one creature grappled at a time, but multiple heads can be grappling the same creature. A creature trying to break free from multiple heads makes their escape checks individually. Take Root. The flydra extends roots deep into the dirt around itself. Until the flydra uses an action to end this effect, it gains the following traits: The flydra's move speed is 0 ft. As long as the flydra has at least 1 hit point, it regains 10 hit points at the start of each of its turns.
152 Two-Headed Fey Lizard Large monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 82 (11d10 + 22) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 4 (-3) Senses darkvision 60 ft., passive Perception 11 Languages--- Challenge 5 (1,800 XP) Two Heads. The lizard has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Venomous Blend. The fey lizard’s heads each inflict a different type of venom with its bite. One of them causes its victims to temporarily go blind, the other causes them to become poisoned. If a creature is afflicted by both types of venom at the end of its turn, it falls unconscious for 1d4 rounds. Wakeful. When one of the lizard’s heads is asleep, its other head is awake. Actions Multiattack. The lizard makes three attacks: one with each of its heads and one with its claws. Left-Head Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become blinded for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Right-Head Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Barkskin Troll Large giant, chaotic evil Armor Class 17 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 20 (+5) 7 (-2) 10 (+0) 8 (-1) Skills Perception +3 Senses passive Perception 13 Languages Giant Challenge 8 (3,900 XP) Regeneration. The troll regains 10 hit points at the start of each of its turns. If the trolls takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its tree club. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to wood and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned to wood for 24 hours and is considered petrified. Tree Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Splintering Smash (Recharge 6). The troll smashes its tree club on the ground, causing roots to explode forth from the ground in a 30-foot cone. These roots erupt with enough force that they can impale creatures. Each creature in this area must make a DC 15 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one. This area is considered difficult terrain for the next month or until a creature spends 1 hour cleaning it up.
Satyrs This section expands upon the satyrs found in the Monster Manual. For more information about satyr lore, you can consult the Monster Manual on page 267. The satyrs below are intended to give you more options for these party-loving fey humanoids. These options are all quite a bit stronger than the default satyr and can open up new opportunities involving satyrs for higher level parties. The satyr reveler embraces the satyr way, treating battle like a festivity as it dances around with a whip cracking to the beat of its own song. Enchantresses are potent spellcasters that specialize in magics that charm and disable opponents rather than harm them, though its words can be quite harmful on their own. Finally, the satyr party fanatic comes equipped with an entire arsenal of fireworks that are ready to detonate at a moment’s notice. These are dangerous and chaotic foes with numerous possibilities so multiple encounters with them can still be unique. 153 Satyr Reveler Medium fey, chaotic neutral Armor Class 14 (leather armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 14 (+2) Senses passive Perception 11 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. Revel in Battle. If the satyr hits with both its shortsword and whip attacks, it can make a ram attack as a bonus action. Actions Multiattack. The satyr makes two attacks: one with its shortsword and one with its whip. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Whip. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Satyr Enchantress Medium fey, chaotic neutral Armor Class 14 (leather armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 13 (+1) 12 (+1) 16 (+3) Skills Performance +5, Persuasion +5, Sleight of Hand +5 Senses passive Perception 11 Languages Common, Elvish, Sylvan Challenge 3 (700 XP) Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. Spellcasting. The enchantress is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The enchantress has the following bard and wizard spells prepared: Cantrips (at will): friends, mage hand, vicious mockery (2d4) 1st level (4 slots): charm person, cure wounds, faerie fire, magic missile 2nd level (3 slots): enthrall, hold person, suggestion 3rd level (2 slots): hypnotic pattern, major image Actions Multiattack. The satyr makes two attacks: one with its shortsword and one with its ram. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Reactions Hurtful Quip (2/Day). When a creature that the enchantress can see within 60 feet makes an attack roll, ability check, or a damage roll, the enchantress speaks a distracting and hurtful quip. Roll a d8 and subtract the result from that creature's roll.
154 Satyr Party Fanatic Medium fey, chaotic neutral Armor Class 15 (studded leather armor) Hit Points 88 (16d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 16 (+3) Skills Performance +9, Persuasion +6, Sleight of Hand +6 Senses passive Perception 11 Languages Common, Elvish, Sylvan Challenge 5 (1,800 XP) Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. Explosive Finale. When the fanatic is reduced to 0 hit points, the rest of its fireworks detonate. Each creature within 15-feet of the fanatic must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Fireworks Supplies. The fanatic has a collection of fireworks at its disposal. Randomly choose two of the following attacks to have available to the fanatic: Firecracker Barrage, Mortar Shell, Stink Bomb, Flash Bomb. It can use each of these attacks 3 times per day. Actions Multiattack. The satyr makes three attacks: two with its oversized sparkler and one with its fireworks if available. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. Oversized Sparkler. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 7 (2d6) fire damage. Firecracker Barrage (3/Day). The fanatic throws out a huge web of firecrackers at a point within 15 feet. Each creature within 5 feet of this point must make a DC 14 Dexterity saving throw, taking 15 (6d4) fire damage on a failed save, or half as much damage on a successful one. These firecrackers continue to explode until the start of the fanatic’s next turn. Any creature that ends its turn in this area or enters this area for the first time on a turn must immediately repeat this saving throw. Mortar Shell (3/Day). Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 5 (2d4) bludgeoning damage. Hit or miss, the mortal then explodes. Each creature within 10 feet of the original target must make a DC 14 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. If this attack hit its initial target successfully, that creature makes this save with disadvantage. Stink Bomb (3/Day). The fanatic launches a stink bomb at a point within 30 feet and disgusting blast of putrid gas explodes from it. Each creature within 15 feet of the bomb must succeed on a DC 14 Constitution saving throw or becomes poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Flash Bomb (3/Day). The fanatic launches a flash bomb at a point within 30 feet and a blinding flash of light erupts from it. Each creature within 15 feet of the bomb must succeed on a DC 14 Constitution saving throw or becomes blinded until the end of its next turn.
Sprites This section expands upon the sprites found in the Monster Manual. For more information about sprites lore, you can consult the Monster Manual on page 283. The sprites below are intended to give you more options for these fey tricksters and show some of their more potent capabilities. These allow sprites to be used beyond the first few levels levels so you can incorporate them into your party’s adventures in the fey wilds. The thornshaper sprite is a weak spellcaster that has minor control of the forest. Its signature move it causing leaves to cover the mouths of spellcasters to prevent them from using their spells. The venomancer uses a dangerous poisonous blowgun to weaken foes for its allies and can even teleport short distances, leaving behind nothing but a cloud of poison. The sharpshooter is a master with the bow and can unleash volleys of attacks down on enemies from the protection of the canopy. Finally is the feyleaf warship, a magical construct that is useless on its own, but with a crew of sprites aboard becomes a force threatening enough to put even higher level parties at risk. Its spell shield ability makes it so even a well-placed fireball isn’t enough to get the job done! 155 Thornshaper Sprite Tiny fey, neutral good Armor Class 15 (leather armor) Hit Points 5 (2d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 10 (+0) 12 (+1) 14 (+2) 10 (+0) Skills Animal Handling +4, Perception +4, Stealth +8 Senses passive Perception 14 Languages Common, Elvish, Sylvan Challenge 1/2 (100 XP) Spellcasting. The sprite is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The sprite has the following druid spells prepared: Cantrips (at will): druidcraft, thorn whip 1st level (2 slots): entangle, fog cloud, speak with animals Actions Shortbow. Melee Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and if the target is a creature it must succeed on a DC 12 Dexterity saving throw or take an additional 2 (1d4) piercing damage as the arrow explodes into a storm of thorns. Leaf Gag. The sprite summons forth a storm of ethereal leaves to swarm around the face of a creature within 60 feet. That creature must succeed on a DC 12 Dexterity saving throw or the leaves take purchase and hold that creature’s mouth shut, preventing it from speaking. These leaves persist for 1d4 +1 rounds before dissipating. Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
156 Venomancer Sprite Tiny fey, neutral good Armor Class 15 (leather armor) Hit Points 10 (4d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 12 (+1) Skills Arcana +4, Medicine +4, Stealth +6 Senses passive Perception 11 Languages Common, Elvish, Sylvan Challenge 1 (200 XP) Actions Poison Blowgun. Melee Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 12 Constitution saving throw or take an additional 5 (2d4) poison damage and become poisoned for 1 minute. Enchant Arrows. The venomancer enchants the arrows of another sprite within 10 feet that it can see. That sprite’s arrows each deal an additional 2 (1d4) poison damage for the next minute. Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. Reactions Poisonous Poof (1/Short Rest). The sprite disappears in a blast of poisonous gas and teleports to a location it can see within 30 feet. Each creature within 5 feet of the sprite when it disappeared must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Sharpshooter Sprite Tiny fey, neutral good Armor Class 15 (leather armor) Hit Points 7 (3d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 10 (+0) 14 (+2) 14 (+2) 12 (+1) Skills Perception +4, Stealth +8 Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1 (200 XP) Actions Multiattack. The sprite makes two attacks with its shortbow. Enchanted Shortbow. Melee Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 2 (1d4) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Flicker Shots (1/Day). The sprite teleports up to 30 feet, then make a shortbow attack. It can then teleport an additional 2 times and make an additional 2 shortbow attacks. Each of these attacks must be made against a different target. Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
157 Feyleaf Warship Medium construct (vehicle), unaligned Armor Class 14 (natural armor) Hit Points 70 Speed 0 ft., fly 30 ft. Passengers 8 Tiny creatures Challenge 3 (700 XP) Weapons Cannon. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. There are 4 cannons on the warship, each of which requires one sprite to operate. Harpoon. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target is impaled by the harpoon. A target that is impaled can move no further than 30 feet from the warship unless it succeeds on a DC 15 Strength (Athletics) check to move the ship with it, in which case all movement is considered difficult terrain. A creature can be freed from this impalement by cutting the rope attached to the harpoon or by using its action to pull the harpoon free which deals 1 piercing damage. There is one harpoon on the ship and requires one sprite to operate. As long as a creature is impaled, additional attacks can’t be made with the harpoon. Features Archery Towers. The warship has two archery towers, one at the front and one at the back. Each of these can comfortable hold a single sprite and provides threequarters cover for that creature while it remains in the tower. An archer in one of these towers can fire unimpeded. Invisibility. The warship magically turns invisible until one of its weapons are fired. Any creatures the warship carries become invisible with it. Piloted. The warship is a vehicle and therefore always requires a pilot for movement. If the ship does not have a pilot, it simply hovers in place until it receives a new pilot. The pilot of the ship is in a small room on the deck that has a window for sight and provides three-quarters cover. Regrowth. If the warship is destroyed, it absorbs the energy of the wilds to rebuild itself over one week, regaining 10 hit points per day. The ship becomes operational after three days. Spellshield (Recharge 6). The ship absorbs the magic of a spell that would deal damage to it. This completely negates the effect of the spell for both the ship and all of its passengers.
Sylphs Sylphs are fey spirits of the wind. They are similar in nature to the pixie, but are much larger and a bit more chaotic. They seek out areas of intense weather - the tallest of mountains or amongst the canopies of grand forests. Joy for a sylph is gliding along the breeze, hair and clothing thrashing wildly behind them. Sylphs are humanoid in shape with skin and hair colors ranging from golden to violet. Their size is similar to that of a human, ranging from 5 to 6 feet tall on average. On their backs are sets of beautiful wings that closely resemble those of a butterfly. The pattern on each sylph’s wings is distinct, though relatives will have some overlapping markings and colors. These wings are crucial for flight but are also used to find suitable mates through beautiful dances and rituals that are performed during major storms. Powerful Spellcasters. Each sylph is born with innate magical capabilities that allow them to shape the air around them. As sylphs grow older and more powerful, their ability to manipulate winds extends even further and can summon forth blasts of lightning or even call upon lesser wind spirits to aid them in battle. A sylph’s wings shine with bright light when they cast their spells and a sylph that has lost its wings (and thus its ability to fly) loses all of its spellcasting capabilities. Aerial Nomads. A sylph rarely stays in one place for long. Some choose to live in solitude, traveling across the wilds to seek out new locations of power, while others form clans of up to forty that stay together for safety in numbers. A sylph clan has an area they call home amongst the trees, but they will travel up to one hundred miles in a single day as they explore. Clans will travel for weeks at a time before returning home, sometimes even choosing to abandon their old home in favor of a new one. Environmental Protectors. The sylphs are typically a friendly and inviting race, even to those that are not native to the Fey Wilds. They will help those in need, sometimes even offering transportation to someone lost in the expansive forests. However, if the sylphs encounter someone that would seek to harm their home, their attitude is quick to change. They will attack quickly and relentlessly to drive these creatures that disrespect nature away! They rarely kill, but they will do enough harm that their victims won’t want to return. 158
159 Sylph Medium fey, chaotic good Armor Class 14 Hit Points 18 (4d8) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 11 (+0) 11 (+0) 14 (+2) 11 (+0) Damage Resistances lightning Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1 (200 XP) Innate Spellcasting. The sylph’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: gaseous form, gust Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects. Wind Barrier. As a bonus action, the sylph can cause powerful winds to thrash around its body until it chooses to end the effect as a bonus action or when it is knocked unconscious. While the barrier-persists, ranged weapon attacks against the sylph are made at disadvantage and any cloud based spells are dispersed. Actions Multiattack. The sylph makes two attacks with its claws. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Wind Burst. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be pushed back 10 feet. If the creature rolls a 5 or lower for this saving throw, it is also knocked prone. Sylph Aeromancer Medium fey, chaotic good Armor Class 14 Hit Points 31 (7d8) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 11 (+0) 13 (+1) 15 (+2) 11 (+0) Damage Resistances lightning Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) Innate Spellcasting. The sylph’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: gaseous form, gust 1/day each: thunderwave, wind wall Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects. Storm Barrier. As a bonus action, the sylph can cause a small storm to thrash around its body until it chooses to end the effect as a bonus action or when it is knocked unconscious. While this storm persists, the sylph can use its storm bolt reaction whenever an enemy within 30 feet hits it with an attack. Actions Multiattack. The sylph makes two attacks with its claws. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Slicing Gusts. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 11 (3d4 + 4) slashing damage. Wind Prison (1/Day). The sylph summons powerful winds to close in around a creature it can see within 60 feet. That creature must succeed on a DC 12 Strength saving throw or become restrained for 1 minute. That creature can repeat this saving throw at the end of each of its turns, ending the effect on a success as it breaks free from the prison. Reactions Storm Bolt. If the sylph's storm barrier is active, whenever an enemy within 30 feet hits that the sylph can see hits it with an attack, the sylph can unleash a blast of lightning at that enemy. That creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) lightning damage. That creature is also unable to take reactions until the start of its next turn.
160 Sylph Mote-Caller Medium fey, chaotic good Armor Class 14 Hit Points 54 (12d8) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 10 (+0) 13 (+1) 17 (+3) 11 (+0) Damage Resistances lightning Senses passive Perception 13 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) Innate Spellcasting. The sylph’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: gaseous form, gust 3/day: wind wall Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects. Wind Barrier. As a bonus action, the sylph can cause powerful winds to thrash around its body until it chooses to end the effect as a bonus action or when it is knocked unconscious. While the barrierpersists, ranged weapon attacks against the sylph are made at disadvantage and any cloud based spells are dispersed. Actions Multiattack. The sylph makes three attacks with its wind blades or two with its wind burst. Wind Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Wind Burst. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be pushed back 10 feet. If the creature rolls a 5 or lower for this saving throw, it is also knocked prone. Summon Motes of Wind (1/Day). The sylph summons four elemental motes of wind in unoccupied spaces within 30 feet. These motes last for 10 minutes or until the sylph is knocked unconscious and the motes follow the sylph’s instructions. Reactions Consume Mote. The sylph absorbs the energy of a wind mote within 30 feet. The mote is destroyed and the sylph regains hit points equal to twice the current hit points of the mote. Wind Mote Tiny elemental, unaligned Armor Class 13 Hit Points 7 (3d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 10 (+0) 4 (-3) 10 (+0) 6 (-2) Damage Immunities lightning Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses passive Perception 10 Languages --- Challenge 1/4 (50 XP) Air Form. The mote can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Gust. Target creature within 10 feet must succeed on a DC 10 Strength saving throw or be pushed 10 feet.
161 Sylph Storm Lord Medium fey, chaotic good Armor Class 18 (natural armor) Hit Points 99 (18d8 + 18) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 12 (+1) 15 (+2) 18 (+4) 15 (+2) Skills Acrobatics +8, Nature +5, Perception +7, Persuasion +5 Saving Throws Dex +8, Wis +7, Cha +5 Damage Resistances lightning Senses passive Perception 17 Languages Common, Elvish, Sylvan Challenge 7 (2,900 XP) Innate Spellcasting. The sylph’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: gust of wind, gaseous form 3/day each: control winds, lightning bolt, wind wall 1/day: wind walk Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects. Storm Barrier. As a bonus action, the sylph can cause a small storm to thrash around its body until it chooses to end the effect as a bonus action or when it is knocked unconscious. While this storm persists, whenever a creature within 30 feet of the sylph hits it with an attack, an arc of lightning jolts to the target, dealing 5 (1d10) lightning damage. Actions Multiattack. The sylph makes three attacks with its storm blades or two with its storm burst. Storm Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 5 (1d10) lightning damage. Storm Burst. Ranged Weapon Attack: +8 to hit, range 120 ft., one creature. Hit: 18 (4d8) lightning damage and a blast of lightning arcs to another target creature within 30 feet. That target must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Flash of Lightning (Recharge 5-6). A blindingly bright bolt of lightning strikes the sylph and allows it to teleport to a location it can see within 200 feet. Each creature within 30 feet of the lightning strike must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn. Each creature within 5 feet of the sylph must also make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Devorator A devorator is an insatiable demon that feeds on the flesh of the living. It prefers the tender meat of children most of all and will do whatever is required to obtain more of it - making bargains with humans that worship it or breaking into homes in the middle of the night. To a devorator, the next meal is the most important thing in life and it is always scheming to ensure that meal is delicious and filling. Being of Worship. A devorator will make its way to the material plane as quickly as it can, for while a devorator loves to feast, it is also a glutton for idolization. It will find a group of twisted individuals and offer them great power once it has grown to full strength - but to do so it will need to feed. For a devorator, a ritual sacrifice of a meal upon an altar makes the meat twice as appetizing. Horrifying Visage. Few can stand to look at a devorator - even amongst those that worship it. Its bulging, bloodshot eyes, maw of razor teeth, and constantly flicking tongue paint a picture of insanity that is physically painful to gaze upon. The devorator constantly runs its pointed tongue across its teeth, often drawing blood that drips down its chin and chest. A creature that looks upon the devorator will always have the feeling that with any wrong move the demon may jump out and tear out the flesh of their throat - and they are correct in that feeling. You can find an entire adventure around the hungry devorator in Nerzugal’s Tome of Horrifying Adventures in the adventure - The Lighthouse. 162 Devorator Medium fiend (demon), chaotic evil Armor Class 13 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 13 (+1) 10 (+0) 8 (-1) Saving Throws Dex +5, Con +4, Wis +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses passive Perception 10 Languages Abyssal Challenge 3 (700 XP) Insatiable Hunger. The devorator has advantage on attack rolls while it has a creature grappled in its jaws. Magic Resistance. The devorator has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is a creature of size Medium or smaller, it is grappled (escape DC 13). The devorator can only grapple one creature at a time in its jaws. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 5 (2d4) necrotic damage. Consume Flesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature currently grappled in the devorator’s jaws. Hit: 9 (2d8) piercing damage plus 9 (2d8) necrotic damage and the devorator regains hit points equal to the necrotic damage dealt. The devorator ends its grapple after this attack. Legendary Actions The devorator can take 1 legendary action per turn, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The devorator regains spent legendary actions at the start of its turn. Rip and Tear. The devorator makes an attack with its claws. Vicious Snarl. The devorator performs a vicious display of its teeth and lets out a guttural snarl towards a creature within 20 feet that it can see. That creature must succeed on a DC 13 Wisdom saving throw or becomes frightened of the devorator for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turn, ending the effect on a success. The devorator can only use this ability if it does not have a creature grappled in its jaws.
Dolls The dolls below are the creations of a scientist or tinkerer of the world with intentions that are far from noble. Some of these dolls perfectly resemble children’s playthings, perched on a shelf or left out in the middle of the floor where it can gain information or even kill as needed. Other dolls are made from the remains of humanoids - their innards harvested and replaced with stuffing. At a passing glance, they look the same as ordinary folk, but on closer inspection you can notice the dead stares behind the glass eyes set in their skull. You will see the way they walk with a shamble, as if they are always struggling to stay upright. They are abominations and they are quite effective as agents of evil. You can find an entire adventure around these twisted creations in Nerzugal’s Tome of Horrifying Adventures in the adventure - Stuffed. 163 Button-Eyed Doll Tiny construct, chaotic evil Armor Class 12 Hit Points 7 (3d4) Speed 25 ft. STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 4 (-3) 10 (+0) 12 (+1) Skills Stealth +4 Damage Resistances bludgeoning Damage Vulnerabilities fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunity poison, psychic Senses darkvision 30ft., passive Perception 10 Languages understands Common but can’t speak Challenge 1/4 (50 XP) False Appearance. While the doll remains motionless, it is indistinguishable from an ordinary toy. Friends Forever (1/Day). If the doll hits a creature with both of its needle attacks on a single turn, it can use a bonus action to sew itself to the target. While sewn together, that creature’s movement speed is reduced by 5 ft. A creature may use its action to make a DC 12 Strength (Athletics) check, tearing the doll free on a success and dealing 2 (1d4) piercing damage to the creature to which the doll was attached. The doll has advantage on all needle attacks against a creature that it is sewn to. Actions Multiattack. The doll makes two attacks with its needle. Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Over-Stuffed Doll Small construct, chaotic evil Armor Class 10 Hit Points 22 (4d6 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 15 (+2) 4 (-3) 10 (+0) 10 (+0) Skills Stealth +2 Damage Resistances bludgeoning Damage Vulnerabilities fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunity poison, psychic Senses darkvision 30ft., passive Perception 10 Languages understands Common but can’t speak Challenge 1/2 (100 XP) False Appearance. While the doll remains motionless, it is indistinguishable from an ordinary toy. Poisonous Stuffing. A creature that hits the doll with a piercing or slashing melee weapon attack while within 5 feet of it takes 2 (1d4) poison damage as noxious stuffing explodes into the air. Actions Multiattack. The doll makes two attacks with its stuffed strike attack. Stuffed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
164 Small Corpse Doll Small construct, chaotic evil Armor Class 12 Hit Points 10 (3d6) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 5 (-3) 10 (+0) 5 (-3) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunity poison Senses passive Perception 10 Languages understands Common but can’t speak Challenge 1/2 (100 XP) False Appearance. While the doll remains motionless, it is indistinguishable from an ordinary humanoid child. Stitched Together. When the doll is reduced to 0 hit points for the first time, it is instead reduced to 1 hit point. The stitches holding it together comes undone and it falls prone into a heap of loose skin and stuffing. The doll’s movement speed is reduced to 10 ft. and it dies at the end of its next turn. If the doll is reduced to 0 hit points again before the end of its next turn, it dies. Actions Poisoned Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage. Large Corpse Doll Medium construct, chaotic evil Armor Class 11 Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 6 (-2) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunity poison Senses passive Perception 10 Languages understands Common but can’t speak Challenge 1 (200 XP) False Appearance. While the doll remains motionless, it is indistinguishable from an ordinary adult humanoid. Impact Absorbing Fluff. Any critical hit against the doll with a melee weapon attack becomes a normal hit. Stitched Together. When the doll is reduced to 0 hit points for the first time, it is instead reduced to 1 hit point. The stitches holding it together comes undone and it falls prone into a heap of loose skin and stuffing. The doll’s movement speed is reduced to 10 ft. and it dies at the end of its next turn. If the doll is reduced to 0 hit points again before the end of its next turn, it dies. Actions Multiattack. The doll makes two attacks with its shortsword. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hidden Needles (1/Day). The doll launches a barrage of needles out of the palm of its hand in a 15-foot line. Each creature in this area must make a DC 12 Dexterity saving throw, taking 10 (4d4) piercing damage on a failed saving throw, or half as much damage on a successful one.
Draconic Clans Draconic clans are groups of humanoid creatures that worship dragons to such a degree that they take on the properties of these ancient beasts. These clans are often are a sprawling and diverse collection of individuals that are all fascinated enough by the ancient chromatic and metallic dragons that they are willing to dedicate their entire lives to their worship. In this way, they are similar to a cult or religious sect. Each member of the clan plays a distinct role, but all of them work towards the goal of preserving dragon life against any and all who might wish to harm them. Draconic Defenders. Some dragons do not wish to be the target of such worship, fearing that this is all a ploy to gain the dragon’s trust and eventually swindle its hoard! In these instances, the clans are wiped out with swiftness. Other dragons view these creatures as an additional layer of protection that comes at little to no cost to themselves - they also often come with gifts of gold and jewelry to add to the dragon’s wealth! When enough trust is built, the dragons will even let these clan members take on additional responsibilities. Draconic Warriors Draconic warriors are the first line of defense in the draconic clans. They brandish glaives with tips made from the teeth of the very dragons they worship - some collected from the dead and others from those lost naturally by the dragon as it consumes its meals. There are a limited number of dragontooth glaives, so only the best of the fighters may wield them and move into this rank. Up and coming members of the clans will challenge warriors for the right to wield a glaive or will scout dangerous lands of new teeth so they can construct their own. Draconic Wardens Those who have proven themselves exceptionally loyal to their dragon and to the clan achieve the rank of warden. They take spears into battle and can conjure magics inspired by their idol to blast down any who would attempt to enter their lands. To become a warden, one must have served the clan for no less than 2 years and have already proven themselves worthy as a draconic warrior. Scaled Protector Scaled protectors are the third rank of prestige in the clan. Their numbers are limited to two dozen at most, though the number of these protectors present swells and falls depending on the dragon’s needs. These protectors may be tasked with eliminating nearby beasts that could threaten the dragon’s younglings, to encourage a local town to make donations to the dragon and ensure their town will not be leveled, or sometimes to go out and help those in need if they worship a metallic dragon. Dragon Caller Dragon callers have a special bond with dragons and can perform ritualistic dances that draw them to the caller’s location. Callers are used to signal to dragons when a meal or treasure is discovered, when enemies are invading their lands, or when someone is ready to make an offering. They do not merely rely on the strength of dragons, however. A skilled caller can infuse its fists with elemental magics and strike down foes with fluid, beautiful movements and attacks. Draconic Spellweaver Spellweavers are the second most powerful members of the draconic clans. They have studied and been integrated with dragons for so long that they absorb some of their magical capabilities. They know dragons so well that they have resistances to all of their damage types and can bend magic to any chromatic element. Depending on the dragon, it may also bless a spellweaver with a fraction of its power, transforming them into a dragonblood sorcerer. This spellcasting is innate, surging up through the spellweaver’s blood in the form of powerful blessings. The spellweavers are incredibly dangerous when supported by the other members of the clan and can eliminate entire armies of invaders with a single spell. Apex Hunter Apex hunters are the highest possible rank for members of the draconic clans. Many of these hunters are strong enough to take down young dragons on their own, though they would never consider using their capabilities for such a purpose. Instead, these hunters travel the lands seeking treasures and lands that the dragon it worships could claim with little effort. The hunter will take out any opposition, allowing its dragon to come in and reap the benefits with no resistance, a feat that often requires the slaying of powerful creatures. The apex hunters are so skilled in combat from observing dragons that they can even see through invisibility and illusions. 165
166 Draconic Warrior Medium humanoid (any race), lawful evil or chaotic good Armor Class 16 (chainmail) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 12 (+1) Damage Resistance varies (see Draconic Worship) Senses passive Perception 10 Languages Common, Draconic, and one additional language based on race Challenge 1/2 (100 XP) Draconic Worship. The warrior worships a dragon and has abilities that correspond to the dragon’s breath weapon damage type. The warrior also has resistance to that type of damage as well. The type of dragon is made obvious by adornments on the warrior’s armor and weaponry. Draconic Insight. The warrior automatically succeeds on saving throws against breath weapons. Actions Dragontooth Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Dragon Strike (Recharge 5-6). The warriors makes a glaive attack. On a hit, the target takes an additional 3 (1d6) elemental damage. The type of additional elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Draconic Warden Medium humanoid (any race), lawful evil or chaotic good Armor Class 17 (dragon leather, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 10 (+0) 13 (+1) 14 (+2) Skills Animal Handling +5, Arcana +2, Medicine +3, Perception +3 Damage Resistance varies (see Draconic Worship) Senses passive Perception 13 Languages Common, Draconic, and one additional language based on race Challenge 1 (200 XP) Draconic Worship. The warden worships a dragon and has abilities that correspond to the dragon’s breath weapon damage type. The warden also has resistance to that type of damage as well. The type of dragon is made obvious by adornments on the warden’s armor and weaponry. Draconic Insight. The warden automatically succeeds on saving throws against breath weapons. Actions Multiattack. The warden makes two attacks with its spear. The second attack has disadvantage. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Chromatic Burst. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 5 (1d10) elemental damage. The type of elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Reactions Warding Blow. When a creature the warden can see attacks an ally that is within 5 feet, the warden can use its reaction to make a melee weapon attack against the attacker.
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168 Scaled Protector Medium humanoid (any race), lawful evil or chaotic good Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) Skills Athletics +5, Intimidation +3 Damage Resistance varies (see Draconic Worship) Senses passive Perception 10 Languages Common, Draconic, and one additional language based on race Challenge 2 (450 XP) Draconic Worship. The protector worships a dragon and has abilities that correspond to the dragon’s breath weapon damage type. The protector also has resistance to that type of damage as well. The type of dragon is made obvious by adornments on the protector’s armor and weaponry. Draconic Insight. The protector automatically succeeds on saving throws against breath weapons. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus an additional 2 (1d4) elemental damage. The type of additional elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Unleash Energy (Recharge 6). The protector unleashes the energy stored in its weapon in a 15- foot cone. Each creature in this area must make a DC 13 Dexterity saving throw, taking 14 (4d6) elemental damage on a failed saving throw, or half as much damage on a successful one. The type of elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. While this ability is recharging, the protector’s weapon does not deal additional elemental damage on hit. Dragon Caller Medium humanoid (any race), lawful evil or chaotic good Armor Class 16 (dragon leather) Hit Points 78 (12d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 12 (+1) Skills Acrobatics +5, Animal Handling +4, Arcana +2, Perception +4 Damage Resistance varies (see Draconic Worship) Senses passive Perception 14 Languages Common, Draconic, and one additional language based on race Challenge 4 (1,100 XP) Draconic Worship. The caller worships a dragon and has abilities that correspond to the dragon’s breath weapon damage type. The caller also has resistance to that type of damage as well. The type of dragon is made obvious by adornments on the caller’s armor and weaponry. Draconic Insight. The caller automatically succeeds on saving throws against breath weapons. Actions Multiattack. The caller makes three attacks with its unarmed strike. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus an additional 3 (1d6) elemental damage. The type of additional elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Dragon’s Dance (Recharge 5-6). The caller performs and elaborate dance that causes its body to pulse with elemental energy. The caller can make up to three unarmed strikes during this dance and these unarmed strikes deal 7 (2d6) additional elemental damage on hit instead of 3 (1d6). Call of Dragons (1/Day). The caller performs a ritual by swiftly moving its hands is a set of precise movements. A shining symbol is painted into the air and lingers for a few seconds before exploding in a brilliant flash of light that leaves an angelic ringing sound resonating in the area. This sound is particularly alluring to dragons and can be heard by them up to 5 miles away. This does not compel the dragons, it merely makes a request of them.
169 Draconic Spellweaver Medium humanoid (any race), lawful evil or chaotic good Armor Class 15 (dragon leather) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 13 (+1) 10 (+0) 17 (+3) Skills Arcana +4, History +4, Persuasion +6 Damage Resistance acid, cold, fire, lightning, poison Senses passive Perception 10 Languages Common, Draconic, and one additional language based on race Challenge 5 (1,800 XP) Draconic Insight. The spellweaver automatically succeeds on saving throws against breath weapons. Draconic Mastery. The spellweaver worships all dragons and has knowledge over each of the elements that the chromatic dragons command. It has resistance to acid, cold, fire, lightning, and poison damage. Innate Spellcasting. The spellweaver’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material or verbal components: At will: chromatic orb 1/day each: ice storm, fear, fireball, lightning bolt Actions Elemental Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The spellweaver chooses either either acid, cold, fire, lightning, or poison and deals 18 (4d8) damage of that type. Dragon’s Breath Barrage (1/Day). The spellweaver unleashes a blast of powerful elemental energy in a 30- foot cone. Each creature in this area must make a DC 14 Dexterity saving throw, taking 7 (2d6) acid, cold, fire, lightning, and poison damage (10d6 total) on a failed saving throw, or half as much damage on a successful one. Apex Hunter Medium humanoid (any race), lawful evil or chaotic good Armor Class 18 (dragonscale plate mail) Hit Points 120 (16d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 17 (+3) Skills Acrobatics +6, Athletics +7, Animal Handling +5, Nature +4, Perception +5 Damage Resistance varies (see Draconic Worship) Senses darkvision 120 ft., passive Perception 15 Languages Common, Draconic, and one additional language based on race Challenge 7 (2,900 XP) Draconic Worship. The hunter worships a dragon and has abilities that correspond to the dragon’s breath weapon damage type. The hunter also has resistance to that type of damage as well. The type of dragon is made obvious by adornments on the hunter’s armor and weaponry. Draconic Insight. The hunter automatically succeeds on saving throws against breath weapons. Magic Weapons. The hunter's weapon attacks are magical. Actions Multiattack. The hunter makes two attacks with its pike or with its longbow. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus an additional 7 (2d6) elemental damage. The type of additional elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus an additional 7 (2d6) elemental damage. The type of additional elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Lunging Strike (Recharge 5-6). The hunter plants its feet, then leaps up to 15 feet in any direction with an immensely powerful strike, channeling the ferocity of the dragons through its weapon. Movement from this ability does not provoke attacks of opportunity. Upon landing, the hunter makes a pike attack with advantage. On hit, this attack deals an additional 11 (2d10) piercing damage and an additional 14 (4d6) elemental damage. The type of additional elemental damage dealt by this attack matches the damage type of the breath weapon used by the dragon it worships. Dragon’s Sight (1/Day). The hunter gains truesight up to 60 feet for the next hour. It can then make one attack with its pike or its longbow.
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Essence Harvesters Essence harvesters come in two distinct tiers of strength - the essence reaper and the soul lord - but they share similar goals of collecting souls and growing more powerful. The soul lord is the second tier in life for an essence reaper, a goal sought by all but reached by few. The essence reaper is a spirit that moves between the material and ethereal plane collecting souls to make itself more powerful. It can travel between these two locations with ease, including phasing out only specific fragments of its form. This causes attacks against it to be almost completely ineffective. The reaper’s strength in the ethereal plane is so great that it can even rip other creatures out of the material plane and pull them into the ethereal. It is on this plane that it can successfully harvest its victim’s spirit and add it to its own essence. Soul lords travel not only the material plane but the outer and elemental planes in search of worthy souls. The soul lord contains such immense strength that only the strongest of beings can hope to survive when the soul lord has become fixated on them. The soul lord will chase a meal across worlds with relentless and unwavering endurance. The soul lord can also expend the remaining fragments of souls it has consumed to increase the potency of its abilities. Souls expended in such a way are destroyed and the soul lord must harvest the essence of new creatures to return to full strength. A soul lord enjoys being filled to the brim with energy and will only ever resort to using its souls if it feels its existence is in danger. Hero Seeker. Essence harvesters pride themselves on obtaining souls of great strength and renown - treating them as if they were a collection to be proudly displayed to others. They will travel miles upon miles in search of the next harvest. A reaper is not foolish and will attack its target while they are alone, asleep, or already in peril. Countless adventuring parties have woken to an empty bed, assuming one of their own had grown weary of travels and took off into the night without a word, when in reality they have been consumed. Soul lords exhibit far less constraint - attacking whichever souls will grant it the most strength without need for stealth or sabotage. Ritual of Ascension. Once an essence reaper has collected enough souls, it can attempt a ritual of ascension. This is an incredibly dangerous ritual that sacrifices all of the souls that have been harvested, of which there must be at least one hundred if the ritual is to have any chance of success. The reaper unleashes the raw power of these souls and allows them to combine into one unified force whose power far exceeds the sum of its parts. The reaper must then defeat this soul amalgamation in a battle of determination and willpower. If the reaper is defeated, it is utterly destroyed and the souls wander the Ethereal plane as a Soul Amalgamation. If the reaper succeeds, its power increases three-fold and it transforms into a Soul Lord. 171
172 Essence Reaper Large undead, chaotic evil Armor Class 13 Hit Points 130 (20d10 + 20) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 10 (+0) 18 (+4) 16 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 14 Languages Telepathy 120 ft. Challenge 9 (5,000 XP) Ethereal Sight. The reaper can see 60 feet into the Ethereal plane when it is on the Material plane, and vice versa. Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Planar Phasing. Every other round (starting on round 2 of combat), the reaper shifts most of its form to the Ethereal plane. Each instance of damage dealt to the reaper while it is partially phased is reduced to 1. Actions Multiattack. The reaper makes a death grasp attack. It can then use cast out, dominate soul, or make an additional attack with its death grasp. Death Grasp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d8) necrotic damage. This attack is made with advantage against creatures on the Ethereal plane. Cast Out (Recharge 5-6). Up to two creatures that the reaper can see within 60 feet of it must succeed on a DC 16 Charisma saving throw or be pulled into the ethereal plane for 1 minute. Creatures on the Ethereal plane deal full damage to the reaper even when it is using its planar phasing ability. A creature cast out this way can repeat this saving throw at the end of each of its turns, ending the effect on a success. The creature is sent back to the Material plane in the nearest unoccupied space. If a creature dies while on the ethereal plane, its soul is absorbed into the reaper, restoring 30 hit points to it. A creature whose soul is captured this way can only be restored to life via the wish spell. Dominate Soul (Recharge 6). One humanoid that the reaper can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or become dominated by the reaper’s will for 1 minute. The reaper controls all of that creature’s actions during its turns while dominated. A creature controlled this way can repeat this saving throw at the end of each of its turns, ending the effect on a success.
173 Soul Lord Huge undead, chaotic evil Armor Class 18 (natural armor) Hit Points 345 (30d12 + 150) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 21 (+5) 14 (+2) 18 (+4) 22 (+6) Saving Throws Str +11, Int +8, Cha +12 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 14 Languages Telepathy 120 ft. Challenge 20 (24,500 XP) Ethereal Sight. The lord can see 120 feet into the Ethereal plane when it is on the Material plane, and vice versa. Incorporeal Movement. The lord can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance. If the soul lord fails a saving throw, it can choose to succeed instead by expending 15 of its souls. Locus of Souls. The soul lord can store the souls of up to 120 creatures in its body. Roll 3d20 + 60 to determine how many souls it currently has captured. These souls are expended to increase the strength of the soul lord's abilities. Planar Traveler. After spending one hour of deep meditation, the soul lord can cast plane shift. Actions Soul Rupture. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) necrotic damage. The soul lord can expend the power of 5 of its souls to gain advantage on this attack. Essence Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 22 (4d10) force damage. The soul lord can expend the power of 3 of its souls to add an additional 1d10 force damage to the attack. Grasp of Doom. The soul lord reaches out and grabs a creature within 10 feet in one of its massive clawed hands. That creature must succeed on a DC 19 Strength (Athletics) check or Dexterity (Acrobatics) check or become grappled (escape DC 19) by the soul lord. At the beginning of a grappled creature’s turns, it must succeed on a DC 20 Charisma saving throw or fail 1 death saving throw. A creature with 3 death saving throws dies even if it is not at 0 hit points. The soul lord can only have one creature grappled at a time. Soul Barrage (Recharge 5-6). The soul lord unleashes a barrage of energy across the battlefield, expending 20 of its souls to do so. These blasts of pure energy crash to the ground at four different points the soul lord can see within 120 feet. Each of these detonates in a 15- foot radius blast and each creature within one of these areas must make a DC 20 Dexterity saving throw, taking 77 (22d6) force damage on a failed saving throw, or half as much damage on a successful one. A creature in the area of more than one barrage is affected only once. Legendary Actions The soul lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The soul lord regains spent legendary actions at the start of its turn. Blast and Rupture. The soul lord uses its soul rupture or essence blast. Mending. The soul lord expends up to 10 of its souls, regaining 1d6 hit points for each soul expended this way. Unrivaled Dread (Costs 3 Actions). Target creature within 120 feet of the soul lord must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must use its action to move as far away from the soul lord as possible. At the end of a frightened creature’s turn, if it can no longer see the soul lord, it can repeat this saving throw, ending the effect on a success. A creature that fails this saving throw by 10 or more is so terrified that it falls unconscious for 1d4 rounds.
Elemental-Infused Beasts Elemental creatures come in all shapes and sizes, but the origins of them is largely a mystery. Some theorize it is due to creatures spending a great deal of their time living along elemental leylines and absorbing their energy. Over hundreds of generations, this elemental energy fundamentally changes them into another creature all together. Some think they are the descendants of a mad scientist’s creations from centuries ago. When the original creatures were released into the world, they bred with others of their kind and propagated. Perhaps they are the result of a mischievous entity bringing over beasts from the various elemental planes? No matter the cause, these unique creatures have powerful capabilities that make them far more formidable than their non-elemental counterparts - though only the most powerful of them can match the strength of a pure elemental entity. Elemental Metamorphosis. Each of these creatures have two stages in life. The first form exhibits some elemental capabilities, but when they morph into the second it unlocks a wealth of energy. When the creature is exposed to a deadly natural disaster of their element, they will sometimes absorb a fragment of its power and transform into their second stage of life. This has roughly a fifty percent success rate, with half of them ascending to new levels of strength and the other half perishing as the transformation puts too great a strain on their body. For a frost crab, this would be enduring the full force of a blizzard. For a spark bat, this would be getting hit by a bolt of lightning. Pack Creatures. No matter the ordinary behavior of the non-elemental version of the creature, the elemental-infused beasts always seem to stick together. It is incredibly rare to find less than four of them in a group, making them even more dangerous to encounter. Unprepared adventurers or travelers may find themselves facing down a pack of ten rubbleback boars or half a dozen gushing crocodiles! Often the groups will contain a mix of both the basic and advanced forms of each of these creatures. They are exceptionally loyal to one another and will gladly fight to the death to save a pack member in danger. Additionally, they have a magical bond to one another. If someone manages to capture a single elemental creature and take it away from its pack, the rest of the pack will always find a way to track them down no matter the distance traveled. Exotic and Elusive. Elemental-infused creatures are not common in the world, though they are sought after by many. Rangers will attempt to kill off all but one member of a pack so that the last can be trained as a fighting companion. Druids seek them out to gain the ability to transform into these powerful beasts when needed. Apothecaries also pay hefty sums for the components of these creatures as they can be made into potent mixtures. No matter the reason, finding a pack of elemental beasts is incredibly difficult and finding them should be no small task! 174
175 Frost Crab Small beast, unaligned Armor Class 16 (natural armor) Hit Points 13 (3d6 + 3) Speed 25 ft., swim 25 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 4 (-3) Senses blindsight 30 ft., passive Perception 10 Languages --- Challenge 1/2 (100 XP) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 2 (1d4) cold damage, and if the target is a creature of size Medium or smaller it is grappled (escape DC 12). The crab has two claws, each of which can grapple only one target. Frost Burst (Recharge 4-6). The crab snaps its claw with lightning speed and causes a blast of icy wind to erupt in a 15-foot cone. Each creature in this area must succeed on a DC 12 Constitution saving throw or take 5 (2d4) cold damage. Any water in this area is immediately frozen. Icewind Crab Large beast, unaligned Armor Class 17 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 15 (+2) 4 (-3) 10 (+0) 4 (-3) Damage Resistances cold Senses blindsight 30 ft., passive Perception 10 Languages --- Challenge 2 (450 XP) Amphibious. The crab can breathe air and water. Actions Multiattack. The crab makes two attacks with its claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) cold damage, and if the target is a creature of size Large or smaller it is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target. Frost Stomp (Recharge 4-6). The crab stomps a foot on the ground and sends out a pulse of cold energy in a 15-foot radius sphere centered on itself. Each non-crab creature in this area must make a DC 13 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. If a creature standing on the ground fails this save by 5 or more, it is also grappled until the end of its next turn as its feet are frozen in place. Additionally, any water in this area is immediately frozen.
176 Glacial Bear Large beast, unaligned Armor Class 12 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 18 (+4) 3 (-4) 14 (+2) 7 (-2) Damage Resistances cold Skills Perception +4 Senses passive Perception 14 Languages --- Challenge 3 (700 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Numbing Bite (1/Day). The bear causes its fangs to freeze solid and makes a bite attack against a target in range. This bite attack deals an additional 13 (3d8) cold damage on hit. Additionally, if the target is a creature, it must succeed on a DC 13 Constitution saving throw or become paralyzed until the end of its next turn. Blizzard Bear Large beast, unaligned Armor Class 13 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 19 (+4) 4 (-3) 15 (+2) 7 (-2) Damage Resistances cold Skills Perception +5 Senses passive Perception 15 Languages --- Challenge 5 (1,800 XP) Frozen Fur. The bear’s fur is filled with shards of razor sharp ice that exudes a freezing aura. A creature that touches the bear or hits it with a melee weapon attack while within 5 feet of it takes 4 (1d8) cold damage. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) cold damage, and if the target is a creature it must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion as bitter cold floods into its body. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 3 (1d6) cold damage. Icy Roar (Recharge 5-6). The bear unleashes a roar of icy power in a 30-foot cone. Each creature in this area must make a DC 14 Constitution saving throw, taking 13 (3d8) thunder damage and 13 (3d8) cold damage on a failed saving throw, or half as much damage on a successful one. Additionally, a creature that fails this saving throw by 5 or more is deafened for 1 minute and has its movement speed reduced by 15 feet on its next turn..
177 Crackling Scorpion Small beast, unaligned Armor Class 14 (natural armor) Hit Points 7 (2d6) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+1) 15 (+2) 11 (+0) 1 (-5) 8 (-1) 2 (-4) Senses blindsight 30 ft., passive Perception 9 Languages --- Challenge 1/4 (50 XP) Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) lightning damage. Sparking Sting (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) lightning damage, and if the target is a creature it must succeed on a DC 10 Constitution saving throw or become restrained until the end of its next turn as lightning pulses through its body. Storm Scorpion Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 1 (-5) 10 (+0) 2 (-4) Damage Resistances lightning Senses blindsight 60 ft., passive Perception 10 Languages --- Challenge 2 (450 XP) Actions Multiattack. The scorpion makes two attacks with its claws. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 2 (1d4) lightning damage. Storm Sting (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. If the creature fails with save by 5 or more, it is restrained until the end of its next turn as lightning pulses through its body.
178 Spark Bat Medium beast, unaligned Armor Class 14 Hit Points 45 (10d8) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 11 (+0) 3 (-4) 14 (+2) 6 (-2) Damage Resistances lightning Senses blindsight 60 ft., passive Perception 12 Languages --- Challenge 3 (700 XP) Echolocation. The bat can’t use its blindsight while deafened. Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) lightning damage. Spark. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 18 (4d8) lightning damage. Blinding Sparklight (Recharge 5-6). The bat spreads its wings and causes them to pulse with electricity that arcs out to nearby creatures. Up to 3 creatures of the bat’s choosing within 30 feet must make a DC 13 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed saving throw, or half as much damage on a successful one. Additionally, each creature within 30 feet of the bat must succeed on a DC 13 Constitution saving throw or become blinded until the end of its next turn. Blasting Bat Large beast, unaligned Armor Class 14 Hit Points 90 (12d10 + 24) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 15 (+2) 4 (-3) 16 (+3) 6 (-2) Damage Resistances lightning Senses blindsight 60 ft., passive Perception 13 Languages --- Challenge 5 (1,800 XP) Echolocation. The bat can’t use its blindsight while deafened. Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The bat makes two attacks with its sonic blast. Electrovenom Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 22 (4d10) lightning damage, and if the target is a creature it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, a creature can’t take reactions and its speed is halved. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Sonic Blast. The bat flaps its wings so quickly that it causes a sonic boom to crash through the area. Target creature within 60 feet of the bat must succeed on a DC 14 Constitution saving throw or take 18 (4d8) thunder damage and become deafened until the end of its next turn. Wreath of Lightning (Recharge 5-6). The bat flaps its wings rapidly and causes a horizontal ring of lightning to expand from its body. Each creature within 60 feet of the bat that is within 5 feet of it vertically must make a DC 14 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed saving throw, or half as much damage on a successful one. A creature that rolls a total of 5 or less for this saving throw is also stunned until the end of its next turn.
179 Flame Slug Small beast, unaligned Armor Class 11 (natural armor) Hit Points 14 (4d6) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 8 (-1) 10 (+0) 1 (-5) 9 (-1) 1 (-5) Senses passive Perception 9 Languages --- Challenge 1/2 (100 XP) Flaming Exterior. A creature that touches the slug or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. Flame Trail. The slug leaves behind a 1-foot wide trail of flaming slime as it moves. This slime continues burning for 1 minute before extinguishing. A creature can leap over these flames with success on a DC 5 Dexterity (Acrobatics) check. On a failure, the creature ignites. Until a creature takes an action to douse the fire, the ignited creature takes 4 (1d8) fire damage at the start of each of its turns. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4) fire damage. If you roll a 4 on the fire damage die and the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns. Superheated Stone. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4) fire damage. Molten Slug Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 13 (+1) 1 (-5) 11 (+0) 1 (-5) Damage Resistances fire Senses passive Perception 10 Languages --- Challenge 2 (450 XP) Molten Exterior. A creature that touches the slug or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Flame Trail. The slug leaves behind a 2-foot wide trail of flaming slime as it moves. This slime continues burning for 1 minute before extinguishing. A creature can leap over these flames with success on a DC 10 Dexterity (Acrobatics) check. On a failure, the creature ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) fire damage. If you roll a 6 on either of the fire damage dice and the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Superheated Stone. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) fire damage. Enrage Flames (1/Day). The slug enrages the flames surrounding an ignited target within 30 feet, causing the target to immediately take 16 (3d10) fire damage.
180 Flame Tiger Large beast, unaligned Armor Class 13 Hit Points 67 (9d10 + 18) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 10 (+0) Damage Resistances fire Skills Perception +3 Senses passive Perception 13 Languages --- Challenge 3 (700 XP) Flame Charge. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a bite attack on the same turn, the attack deals an extra 10 (3d6) fire damage and that target must succeed on a DC 13 Strength saving throw or be knocked prone and pushed up to 10 feet. Flaming Fur. A creature that touches the tiger or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The tiger makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) fire damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) fire damage. Fiery Retreat (Recharge 5-6). The tiger’s form becomes pure flames until the end of the turn. While in this flaming form, the tiger can’t make attacks and has resistance to all damage. Additionally, a creature that touches the tiger or hits it with a melee weapon attack while within 5 feet of it takes 11 (2d10) fire damage. Any flammable items that aren’t being worn or carried that the tiger touches while in this form are set ablaze. Blazing Tiger Large beast, unaligned Armor Class 13 Hit Points 102 (12d10 + 36) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 10 (+0) Damage Resistances fire Skills Perception +5 Senses passive Perception 15 Languages --- Challenge 5 (1,800 XP) Flame Charge. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a bite attack on the same turn, the attack deals an extra 13 (3d8) fire damage and that target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed up to 10 feet. Flaming Fur. A creature that touches the tiger or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Turn to Smoke. As an action, the tiger can take on a gaseous form, appearing as a cloud of smoke. While in this form, the tiger has a flying speed of 150 feet and has resistance to damage from nonmagical weapons. The only actions the tiger can take in this form is the Dash action or to revert to its normal form, which takes a single round. Actions Multiattack. The tiger makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) fire damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) fire damage. Overheat (Recharge 6). The tiger stomps the ground and unleashes a wave of immense heat from its body. Each creature within 30 feet of the tiger must make a DC 14 Constitution saving throw, taking 27 (6d8) fire damage on a failed save, and half as much damage on a successful one. A creature that fails this save by 5 or more also gains one level of exhaustion as a result of this extreme heat.
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182 Mist Tortoise Medium beast, unaligned Armor Class 16 (natural armor) Hit Points 13 (2d8 + 4) Speed 15 ft. STR DEX CON INT WIS CHA 15 (+2) 6 (-2) 14 (+2) 2 (-4) 13 (+1) 3 (-4) Senses blindsight 30 ft., passive Perception 11 Languages --- Challenge 1/4 (50 XP) Shroud of Fog. When the tortoise stops moving, a cloud of fog starts to form around it. After 10 minutes, the cloud is fully formed and heavily obscures a 15-foot radius sphere around the tortoise. Wind of at least 10 miles per hour disperses this fog and the fog cloud disappears 10 minutes after the tortoise leaves the area. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Water Spout (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 4 (1d8) bludgeoning damage and 2 (1d4) cold damage. Torrential Tortoise Large beast, unaligned Armor Class 16 (natural armor) Hit Points 60 (8d10 + 16) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 15 (+2) 3 (-4) 14 (+2) 3 (-4) Senses blindsight 60 ft., passive Perception 12 Languages --- Challenge 2 (450 XP) Mobile Rain Cloud. A rain cloud follows over the tortoise wherever it goes. When the tortoise stops moving, this rain cloud transforms into a more powerful cluster of storm clouds over 10 minutes. These storm clouds extends 50 feet around the tortoise in each direction, causing the area to become heavily obscured and dousing any open flames. Actions Multiattack. The tortoise makes two attacks: one with its bite and one with its slam. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Water Spout (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 9 (2d8) bludgeoning damage and 7 (2d6) cold damage.
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184 Gushing Crocodile Large beast, unaligned Armor Class 14 (natural armor) Hit Points 75 (10d10 + 20) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 5 (-3) Skills Stealth +2 Senses passive Perception 10 Languages --- Challenge 3 (700 XP) Aquatic Control. As a bonus action, the crocodile can unleash a constant flow of water from its body and cause water in a 15-foot radius area around itself to become difficult terrain. The crocodile can only use this ability for a maximum of 30 minutes a day. The crocodile can end this effect as a bonus action. Hold Breath. The crocodile can hold its breath for 15 minutes. Actions Multiattack. The crocodile makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 7 (1d8 + 3) bludgeoning damage. Waterlog (Recharge 4-6). The crocodile begins to expel a huge amount of icy cold water from its mouth, washing over a creature that it has grappled in its jaws. The grappled creature must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. If the creature fails the saving throw by 5 or more, it has disadvantage on all skill checks and attack rolls during its next turn as it coughs and chokes on the water. Hydrodile Large beast, unaligned Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., swim 50 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 8 (-1) Skills Stealth +3 Senses passive Perception 11 Languages --- Challenge 5 (1,800 XP) Aquatic Superiority. The hydrodile has advantage on attacks against creatures that are in at least 3 feet of water and don’t have a swim speed. Hold Breath. The hydrodile can hold its breath for 30 minutes. Actions Multiattack. The hydrodile uses its liquidate ability if available. It then makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hydrodile can’t bite another target. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the hydrodile. Hit: 13 (2d8 + 4) bludgeoning damage. Liquidate (Recharge 5-6). The hydrodile focuses its eyes on a creature it can see within 60 feet. That creature must succeed on a DC 13 Charisma saving throw or any items it is currently holding in its hands turn to water and splash to the ground. Water droplets from these items start to immediately condense. After one minute, all of the droplets come together and the items are restored to their original forms.
185 Rumbling Boar Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 15 (2d8 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 16 (+3) 2 (-4) 9 (-1) 4 (-3) Senses passive Perception 9 Languages --- Challenge 1/2 (100 XP) Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Actions Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Rupturing Spire (Recharge 5-6). The boar stomps its foot, causing a spire of sharpened stone to erupt from the ground beneath a creature within 30 feet. That creature must succeed on a DC 12 Dexterity saving throw or take 10 (4d4) piercing damage. Reactions Stone Flesh. The boar’s flesh briefly turns to stone. It gains resistance to the next melee weapon attack against it before the start of its next turn. Rubbleback Boar Large beast, unaligned Armor Class 14 (natural armor) Hit Points 38 (4d10 + 16) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 18 (+4) 3 (-4) 9 (-1) 4 (-3) Senses passive Perception 9 Languages --- Challenge 2 (450 XP) Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Firm Footing. The boar is not affected by nonmagical difficult terrain. Actions Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Sunder (Recharge 6). The boar stomps its foot, causing the earth in a 10-foot radius around it to split and crumble. Sharpened shards of stone erupt from the ground and some areas crumble. Other creatures in this area must make a DC 13 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5- foot-square portion of the area requires at least 1 minute to clear by hand. Reactions Stone Flesh. The boar’s flesh briefly turns to stone. It gains resistance to the next melee weapon attack against it.
186 Crashing Rhinoceros Large beast, unaligned Armor Class 17 (natural armor) Hit Points 51 (6d10 + 18) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 16 (+3) 2 (-4) 12 (+1) 6 (-2) Senses passive Perception 11 Languages --- Challenge 3 (700 XP) Charge. If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Crashing Stone (Recharge 6). The rhinoceros stomps the ground and causes large chunks of earth on either side of a creature within 60 feet that is on the ground to swing up and smash together with incredible force. That creature must succeed on a DC 13 Dexterity saving throw or take 22 (4d10) bludgeoning damage. Quaking Rhinoceros Large beast, unaligned Armor Class 20 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 19 (+4) 2 (-4) 12 (+1) 6 (-2) Senses passive Perception 11 Languages --- Challenge 5 (1,800 XP) Charge. If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Earth Glide. The rhinoceros can burrow through nonmagical, unworked earth and stone. While doing so, the rhinoceros doesn't disturb the material it moves through. Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Quaking Stomp (1/Day). The rhinoceros stomps its foot and causes the ground to rupture in chaotic fissures in an 80-foot radius area around it. A total of 1d6 such fissures open in locations randomly selected locations. Each is 1d6 x 10 feet deep, 10 feet wide, and extend for 40 feet. A creature standing on a spot where a fissure opens must succeed on a DC 14 Dexterity saving throw or fall in, taking 1d6 damage for every 10 feet it falls. A creature that successfully saves moves with the fissure's edge as it opens. Turn to Stone. The rhinoceros locks in place and its entire body turns to stone for up to 24 hours. While in this form, the rhinoceros has resistance to damage from nonmagical weapons, regenerates 10 hit points per minute as its flesh heals, and cannot move. The rhinoceros can end this effect as an action.
Giant Hagfish The giant hagfish is a sprawling eel-like creature nearly twenty feet in length, though it rarely stretches out to its full size. These aquatic creatures can bite with a set of sharp, needle-like teeth, but its primary defensive mechanism is through the copious amounts of slime that it can discharge to disorient or bind threats in place. If prepared correctly, this slimy fish can be quite the delicacy, but they often come at a premium due to just how difficult they are to catch and clean thanks to the slime. Eruption of Slime. When threatened, the hagfish can released a mucus that, when combined with water, produces over 500 gallons of slime. This slime is extraordinarily sticky and makes it nearly all but impossible for a predator to effectively attack. The hagfish folds itself back on its own body in a large knot to keep its head away from danger while waiting for the slime to do its work. For aquatic predators, this slime will their gills and make them unable to breathe for a short period of time! While struggling to breathe, the hagfish makes its escape! 187 Giant Hagfish Large beast, unaligned Armor Class 13 Hit Points 22 (3d10 + 6) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 1 (-5) 10 (+0) 1 (-5) Senses passive Perception 10 Languages --- Challenge 1 (200 XP) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Reactions Slime Discharge (1/Short Rest). The hagfish unleashes a discharge of extremely sticky slime in a 15-foot radius sphere centered on itself. If this is performed in the water, other creatures in this area are blinded. If performed on land, each creature in the area must succeed on a DC 14 Dexterity saving throw or become restrained. Each creature that starts its turn in the slime or that enters it during its turn must make a DC 14 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the slime or until it breaks free. A creature restrained by the slime can use its action to make a DC 14 Strength check, ending the effect on a success. Whether it is used on land or water, the area becomes difficult terrain until the slime is cleaned which takes 5 minutes per 5-square feet of slime. The hagfish is immune to the effects of this slime.
Musical Constructs Musical constructs are the works of an artificer obsessed with all things music. The way chords interact and the way groups of instruments can come together to create something greater than the sum of their parts was an inspiration to create devices that share those same properties. The result was the musical constructs - from the simple note device all the way up to the mighty orchestral device. The more of these devices that are joined together, the more powerful they become, feeding off each other’s strength the way instruments do during a performance. Symphony of Death. The primary strength of the note devices lies with just how many different combinations exist to take down those that would threaten the areas they protect. Almost all of the devices provide some sort of boon to its fellow musical constructs or some sort of detriment to its foes. Abilities can be made stronger by other devices or even be usable more swiftly. The combinations are nearly limitless, but each is sure to bring a new cacophony of pain. Sound Dampening. While many constructs and devices have a weakness to thunder damage, the musical constructs are designed specifically to be able to absorb such effects. As a result, each of the constructs has resistance to thunder damage from all sources. Orchestral Enhancement. The most powerful of all of the musical constructs is the mighty Orchestral Device. It is not only a threat on its own, but increases the power of nearly every other note device. These boons come in the form of increased armor, harder-hitting abilities, and increasing the duration of abilities. Only one Orchestra Device can be in an area at a time, otherwise it causes the music put off by the devices to go wild and they may even end up blowing themselves apart as they attempt to obey the needs of two competing forces. 188 Note Device Tiny construct, unaligned Armor Class 12 Hit Points 5 (2d4) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 14 (+2) Skills Performance +4 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1/8 (25 XP) Modular Design. The note device has three different constructions that modify its combat abilities. Choose randomly from the list below or choose the style of construction that meets your desires for the combat. Designs Whole Note - A slightly larger and more robust design. The note gains 3 hit points and has its AC increased to 13. Quarter Note - A standard design for the note and its most common form. The note’s Charisma score is increased to 16, causing the DC of its sound wave ability to increase to 13. Sixteenth Note - A small, sleek design. The note’s fly speed is increased to 30 feet and it has advantage on Dexterity saving throws. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Sound Wave. Target creature within 30 feet of the note that can hear it must succeed on a DC 12 Constitution saving throw or take 5 (2d4) thunder damage.
189 Staccato Device Tiny construct, unaligned Armor Class 14 Hit Points 10 (4d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 10 (+0) 2 (-4) 10 (+0) 14 (+2) Skills Performance +4 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1/4 (50 XP) Sharp and Impactful. A creature that is hit by 3 or more of the device’s stab attacks in a single turn takes an additional 1d4 piercing damage at the end of the device’s turn as the wound bleeds. Actions Multiattack. The device makes five attacks with its stab. Stab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If there is an orchestra device within 60 feet of this device, this attack deals 2 piercing damage instead. Rest Device Tiny construct, unaligned Armor Class 12 Hit Points 12 (5d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 14 (+2) Skills Performance +4 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1/2 (100 XP) Aura of Silence. The rest device produces a 10-foot radius sphere of silence around itself. Actions Multiattack. The device makes two attacks with its slam. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Song of Slumber (Recharge 5- 6). Target creature within 30 feet of the rest device that can hear it must succeed on a DC 12 Wisdom saving throw or fall asleep for 1d4 rounds or until it takes damage or another creatures uses its action to shake it awake. If there is an orchestra device within 60 feet of this device, the DC of this save is increased to 14 and the sleep persists for 1 minute.
190 Melody Device Tiny construct, unaligned Armor Class 12 Hit Points 15 (6d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 17 (+3) Skills Performance +5 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1/2 (100 XP) Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) thunder damage. Song of Enchantment (Recharge 5- 6). Target creature within 30 feet of the rest device that can hear it must succeed on a DC 13 Wisdom saving throw or becomes charmed by it for the next minute. A creature charmed this way has disadvantage on attacks against allies of the melody device. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. If there is an orchestra device within 60 feet of this device, the DC of this saving throw is increased to 15. Harmony Device Small construct, unaligned Armor Class 13 (natural armor) Hit Points 21 (6d6) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 16 (+3) Skills Performance +5 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1 (200 XP) Actions Multiattack. The device uses its song of harmony if available, then uses slam or sonic assault. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) thunder damage. Sonic Assault. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 9 (2d8) thunder damage. Song of Harmony (Recharge 6). Up to 3 other constructs within 30 feet of the harmony device gain 5 temporary hit points that persist for the next hour. If there is an orchestra device within 60 feet of this device, the temporary hit points gained increases to 10.
191 Largo Device Small construct, unaligned Armor Class 14 (natural armor) Hit Points 21 (6d6) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 10 (+0) 2 (-4) 10 (+0) 14 (+2) Skills Performance +4 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1 (200 XP) Actions Multiattack. The device uses its song of lethargy if available, then makes a slam attack. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) thunder damage. Sonic Pulse. The device lets out a deep, powerful wave of sonic energy. Each non-construct creature within 10 feet of the device must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. Song of Lethargy (Recharge 6). Each non-construct creature within 30 feet of the largo device that can hear it must succeed on a DC 12 Wisdom saving throw or become charmed for the next minute. While charmed by this effect, a creature can’t take reactions and can choose to take the move action or attack action on its turn, but not both. A creature can repeat this saving throw at the end of each of its turns, ending this effect on a success. If there is an orchestra device within 60 feet of this device, the DC of this save is increased to 14. Accelerando Device Small construct, unaligned Armor Class 14 Hit Points 27 (6d6 + 6) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 15 (+2) Skills Performance +4 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 2 (450 XP) Aura of Acceleration. Each other musical construct within 60 feet of the device has its movement speed increased by 10 feet and has advantage on Dexterity saving throws. If there is an orchestra device within 60 feet of this device, the aura also allows musical constructs CR 1 and below to make an additional slam attack as a bonus action. Actions Multiattack. The device uses its song of acceleration if available, then makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Sonic Wave. The device unleashes a 15-foot cone of sonic energy. Each non-construct creature in this area must make a DC 12 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a failed one. Song of Acceleration (Recharge 6). Each other note device within 60 feet of the accelerando device can immediately reroll the d6 that determines if its abilities recharge. Additionally, each of those devices can move up to 30 feet without provoking attacks of opportunity.
192 Crescendo Device Small construct, unaligned Armor Class 16 (natural armor) Hit Points 44 (8d6 + 16) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 17 (+3) Skills Performance +5 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 3 (700 XP) Aura of Amplification. Each other musical construct within 60 feet of the device deals an additional 2 (1d4) thunder damage with all damaging attacks and abilities. If there is an orchestra device within 60 feet of this device, the additional damage is increased to 4 (1d8) thunder damage instead. Actions Mutliattack. The device uses its crescendo if available, then makes two slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) thunder damage. Thunderous Crash. The device unleashes a thunderously loud noise in a 10-foot radius sphere centered on itself. Each non-construct creature in this area must make a DC 13 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a failed one. A creature that fails this saving throw by 5 or more is also deafened for 1 minute. This sound is audible up to 5,000 feet away. Crescendo (1/Day). The crescendo device releases a beautiful string of notes that resonates through the area and empowers other musical devices within 120 feet. The next 3 sources of thunder damage dealt by a musical device that hears these notes deal maximium damage instead of rolling. Orchestra Device Medium construct, unaligned Armor Class 17 (natural armor) Hit Points 104 (16d8 + 32) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 20 (+5) Skills Performance +11 Damage Resistances thunder Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Sensesdarkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 5 (1,800 XP) Orchestral Impact. The orchestra device lets out a constant pulse of energy that empowers the other devices. You can check the features of each other type of musical device to see how the orchestra device affects them. Actions Multiattack. The device uses its conduct ability if available, then makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 7 (2d6) thunder damage. Conduct (Recharge 6). The orchestra device issues a distinct musical cue to up to three musical devices within 60 feet. Each of those devices can use their reactions to immediately move up to half their movement and make a slam attack against a creature in range. Compose (1/Day). The orchestra device opens a hidden compartment and launches one of each type of note device (whole, quarter, and sixteenth) at unoccupied locations within 30 feet.
Oozes The oozes listed below expand upon the options found in the Monster Manual starting on page 241. If you wish to see additional lore on oozes, please consult the text for their entry. These stat blocks provide options for additional more powerful oozes as well as a few additional weak oozes to throw at your players. The mesmeric sludge hypnotizes its prey and will cause them to willingly walk into its amorphous form. The lava ooze melts the flesh off of its victim and makes the already dangerous situation of open lava even more terrifying. Finally, the chronooze is so powerful that time distorts around its form. It can cause equipment and even creatures to rapidly age and can shift part of its form to the past or future to avoid taking damage from attackers! 193 Lesser Black Pudding Medium ooze, unaligned Armor Class 7 Hit Points 22 (4d8 + 4) Speed 15 ft., climb 15 ft. STR DEX CON INT WIS CHA 14 (+2) 4 (-3) 12 (+1) 1 (-5) 6 (-2) 1 (-5) Damage Resistances acid, cold, lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses passive Perception 8 Languages --- Challenge 1 (200 XP) Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 1-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. In addition, nonmagical armor worn by the target is party dissolved and takes a permanent and cumulative -1 penalty to the AC that it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split. If a pudding has not split and is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are size Small.
194 Mesmeric Sludge Large ooze, unaligned Armor Class 7 Hit Points 52 (7d10 + 14) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 14 (+2) 4 (-3) 15 (+2) 1 (-5) 6 (-2) 14 (+2) Damage Resistances acid, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses passive Perception 8 Languages --- Challenge 3 (700 XP) Amorphous. The sludge can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The sludge can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The sludge uses its mesmeric shimmer if available, then makes a pseudopod attack. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. This attack is made with advantage against creatures it has charmed. Mesmeric Shimmer (Recharge 5-6). The sludge shimmers with a beautiful display of rapidly shifting lights. Each creature within 30 feet of the sludge that can see it must succeed on a DC 13 Wisdom saving throw or become charmed by the sludge for 1 minute. A creature charmed with way uses its action to move directly towards the sludge. A charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Lava Ooze Large ooze, unaligned Armor Class 8 Hit Points 101 (15d10 + 30) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 14 (+2) 1 (-5) 6 (-2) 1 (-5) Damage Resistances acid, fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses passive Perception 8 Languages --- Challenge 5 (1,800 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Crawling Immolation. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. As the ooze moves, it creates a trail of burning sludge in its wake. This area continues to burn for 1 minute and any creature that enters a burning space for the first time on a turn or ends its turn there takes 5 (1d10) fire damage. Additionally, any flammable object that isn’t being worn or carried in these spaces are ignited. False Appearance. While the ooze remains motionless, it is indistinguishable from a pool of lava. Actions Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 16 (3d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Reactions Heat Surge. The damage dealt to attackers by the ooze’s crawling immolation is increased to 11 (2d10) until the end of the turn.
195 Chronooze Large ooze, unaligned Armor Class 9 Hit Points 136 (16d10 + 48) Speed 25 ft., climb 25 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 17 (+3) 2 (-4) 6 (-2) 2 (-4) Damage Resistances acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses passive Perception 8 Languages --- Challenge 7 (2,900 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Temporal Anomaly. Any nonmagical object that hits the ooze contacts begins to rapidly age. If the object is a weapon, after dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls as it begins to rust and weather. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition is destroyed immediately after dealing damage. Actions Multiattack. The ooze makes two pseudopod attacks Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 9 (2d8) force damage, and if the target is a creature it must succeed on a DC 14 Constitution saving throw or age 1d4 years. On a result of 5 or less, the creature also gains one level of exhaustion. In addition, any nonmagical armor worn by the target is rapidly aged and starts to rust and fall apart. It takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. If the ooze hits any other nonmagical item with this attack, it is instantly aged twenty years and any results of such rapid aging immediately take effect. Reactions Temporal Shift. The ooze temporarily shifts part of its form into the future and gains resistance to all damage until the end of the turn.
Pangolot The pangolot is the much larger version of a pangolin. Its body is covered in scales that are incredibly tough - matching the defensive capabilities of most metals but at a fraction of the weight. As a result, pangolots are hunted for their armored scales so it can be used to make plate mail with properties similar to mithral. Unfortunately for these hunters, the pangolot’s scales are razor sharp and stops most wouldbe attackers in their tracks as they risks slicing themselves open just trying to break through. The pangolot can also fight back with a set of razor sharp claws and a tail that strikes with the force of a maul. Underground Networks. Pangolots dig extensive and farspanning underground networks to keep themselves safe from the power of nature and from predators that would hunt their young. Pangolots are so large that these tunnels are wide enough to fit a human with ease. These networks of tunnels span for dozens of miles and when abandoned by pangolots make excellent hideouts for bandit groups or secret passages for smugglers. A pangolot has a special connection with its tunnel and can sense a creature walking through it from up to a mile away. Solitary Creatures. Pangolots are solitary creatures except when they have recently mated, in which case the male and female will coexist in the tunnel for up to two years while the baby grows to adulthood. Pangolots ordinary behavior is to run away from danger and take refuge in their tunnels, but if the pangolot has a baby to protect it will quickly go on the offensive and hunt down would-be predators. The pangolot does a threatening display in which it curls into a ball and rolls in small circles, showing off its spikes, in an attempt to scare away creatures before they get to close. 196 Pangolot Large beast, unaligned Armor Class 18 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 2 (-4) 13 (+1) 4 (-3) Senses passive Perception 11 Languages --- Challenge 3 (700 XP) Actions Multiattack. The pangolot makes one attack with its claws and one with its tail. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Defensive Curl (Recharge 5-6). The pangolot quickly curls up into a tight ball and increases its AC by 2 until the start of its next turn. While curled, the pangolot can’t make attacks, and creatures that touch the pangolot or hit it with a melee weapon while within 5 feet take 4 (1d8) piercing damage from its sharpened scales.
Sanity Snatcher The sanity snatcher is an undead creature that feeds upon the memories of others to try to fill the gap left in its own mind. It will take on the characteristics of its victims, which can range from animals to humanoids. Depending on its most recent kill, the sanity snatcher may crawl around on all fours like a beast or skip down the road as a child does. After a while, these new memories fade and the sanity snatcher reverts a shambling, insatiable entity that only cares about obtaining new memories. The sanity snatcher’s life is one of sadness, frustration, and agony. It is the result of a terrible disease that eats away at the mind of a living creature, causing memories to fade. Eventually, the creature is unable to recognize its own family or the home they have lived in for decades may feel to them like some mystery location. In rare cases, this disease manifests in such a violent manner that it seizes control of that creature’s mind after death and transforms it into a monster. Horrifying Impersonator. After the sanity snatcher feeds, it gains the memories of its prey. These memories last between three days and three weeks depending on what was consumed. During this time, the snatcher sometimes loses its entire sense of self and becomes convinced it is the creature that it consumed. These foul entities have been known to go into homes and crawl into bed next to a widow that the snatcher sees as its wife. When met with hostility and fear, the snatcher may lose control and attack or it may scramble away in a state of confusion as it tries to piece together its thoughts. Food for Thought. When the sanity snatcher is left without food for too long, what is left of its consciousness begins to erode and only savagery is left behind. The undead is left with a blank mind and even as it tries to think the ideas fade away so quickly that rarely can it complete an entire thought. This causes the snatcher to be filled with frustration and rage, which fuels its hunger. Inevitably, the sanity snatcher will be unable to feast for a long enough time that its thoughts grow so short in duration that there is nothing left but madness. 197 Sanity Snatcher Medium undead, neutral evil Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 15 (+2) 10 (+0) 6 (-2) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands and speaks the known languages of the last creature it consumed Challenge 2 (450 XP) Thought Consumption. Whenever a creature within 30 feet of the sanity snatcher becomes afflicted by 3 or more short-term madness effects, that creature is knocked unconscious for the next 1d4 hours and the sanity snatcher gains 10 temporary hit points. Actions Multiattack. The snatcher makes two attacks with its tormenting strike. Tormenting Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Intelligence saving throw or become afflicted by a short-term madness effect (DMG pg. 258) for 1 hour. Thought Scour (Recharge 5-6). Target creature must succeed on a DC 13 Intelligence saving throw or take 11 (2d10) psychic damage and become incapacitated until the end of its next turn as all thought is wiped from its mind.
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Skeletons This section expands upon the skeletons found in the Monster Manual. For more information about skeleton lore, you can consult the Monster Manual on page 272. The skeletons below are intended to give you more options for this common undead foe, some of which are stronger than any of those found in the monster manuals and the others to help bridge the gap in power. Undying skeletons reassemble themselves when they are destroyed, returning to fight over and over again until the bones are buried or completely destroyed. Rotting skeletons are a bit more durable than a standard skeleton and emit a constant stream of noxious fumes and causes victims of its attacks to decay on strike. The ravager is a skeleton fueled by rage with less autonomy and sentience than other skeletons. It charges at targets and attempts to tear them asunder with vicious claws and teeth. The skeletal juggernaut is formed from the remains of a giant that have been reanimated for combat. It is massive and retains much of the strength it had in life, allowing it to deliver devastating blows with its bone club. 199 Undying Skeleton Medium undead, lawful evil Armor Class 13 (armor scraps) Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can’t speak Challenge 1/2 (100 XP) Undying. After being reduced to 0 hit points, if the skeleton was not killed by bludgeoning damage or a critical hit, the skeleton reforms over the next one minute. The skeleton regains 1 hit point per round while this is happening, but the skeleton remains incapacitated until the full minute has passed. This effect can also be prevented by burying the bones of the skeleton. Actions Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Rotting Skeleton Medium undead, lawful evil Armor Class 9 Hit Points 26 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 15 (+2) 6 (-2) 8 (-1) 1 (-5) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can’t speak Challenge 1 (200 XP) Rotting Fumes. At the end of each of the skeleton’s turns, each creature within 5 feet of it takes 3 (1d6) poison damage. Actions Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) necrotic damage.
200 Skeletal Ravager Medium undead, lawful evil Armor Class 14 Hit Points 55 (10d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 5 (-3) 9 (-1) 7 (-2) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can’t speak Challenge 3 (700 XP) Actions Multiattack. The ravager makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Ravaging Slashes (Recharge 6). The ravager uses its multiattack. The ravager’s attacks score a critical hit on a roll of 19-20 until the start of its next turn. Skeletal Juggernaut Huge undead, lawful evil Armor Class 15 (natural armor) Hit Points 147 (14d12 + 56) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 19 (+4) 8 (-1) 9 (-1) 6 (-2) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses passive Perception 9 Languages understands all languages it knew in life but can’t speak Challenge 6 (2,300 XP) Actions Multiattack. The juggernaut makes two boneclub attacks. Boneclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. Bone Toss. Ranges Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. Bone Storm (1/Day). The juggernaut summons a storm of bones around its body. Each creature within 15 feet must make a DC 15 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one.