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[Campaign] 2018 Frog God Games

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Published by Sanguinetti, 2022-06-28 03:59:17

Rappan Athuk

[Campaign] 2018 Frog God Games

Rappan Athuk

Senses passive Perception 11 Languages —
Languages Common, Deep Speech, Draconic, Infernal, Challenge 4 (1,100 XP)

Undercommon Blood Frenzy. The crimson basilisk has advantage on attack rolls
Challenge 9 (5,000 XP) against any creature that doesn’t have all its hit points.

Spellcasting. Banth is a 12th-level spellcaster. His spellcasting ability Wounding Gaze. If a target starts its turn within 30 feet of the basilisk
is Intelligence (spell save DC 16, +8 to hit with spell attacks). He can cast and the two of them can see each other, the basilisk can force the target to
the follow spells: make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated.
On a failed save, the target takes 7 (2d6) necrotic damage as blood weeps
Cantrips (at will): dancing lights, light, minor illusion, prestidigitation, from the victim’s eyes, ears, nose, and mouth. It must repeat the saving
shocking grasp throw at the end of its next turn. On a success, the effect ends. On a failure,
the target takes an additional 7 (2d6) necrotic damage and will continue
1st level (4 slots): burning hands, disguise self, expeditious retreat, to take recurring damage at the end of each of its turns unless the basilisk
mage armor is incapacitated or the effect is ended by the greater restoration spell or
other magic.
2nd level (3 slots): alter self, mirror image, misty step, rope trick, see
invisibility A creature that isn’t surprised can avert its eyes to avoid the saving
throw at the start of its turn. If it does so, it can’t see the creature until
3rd level (3 slots): blink, dispel magic, gaseous form, haste the start of its next turn, when it can avert its eyes again. If it looks at the
4th level (3 slots): greater invisibility, polymorph, stoneskin basilisk in the meantime, it must immediately make the save.
5th level (2 slots): arcane hand, cone of cold, modify memory
6th level (1 slots): chain lightning, wall of ice Actions

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6
20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. + 3) piercing damage and 7 (2d6) acid damage. In addition, nonmagical
armor or a shield being worn or carried is partly dissolved and takes a
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., permanent and cumulative –1 penalty to the AC it offers. Armor reduced
one target. Hit: 6 (ld8 + 2) piercing damage. to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Barthum Cobb

Medium humanoid (half-orc), chaotic neutral Bats
Armor Class 15 (chain shirt)
Hit Points 85 (10d8 + 40) Doombat
Speed 45 ft.

STR DEX CON INT WIS CHA Large beast, unaligned
22 (+6) 14 (+2) 18 (+4) 8 (–1) 9 (–1) 8 (–1) Armor Class 15 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 10 ft., fly 50 ft.

Saving Throws Str +8, Con +6 STR DEX CON INT WIS CHA
Skills Athletics +8 17 (+3) 18 (+4) 16 (+3) 2 (–4) 12 (+1) 6 (–2)
Senses darkvision 60 ft., passive Perception 9
Languages Common, Orc Skills Perception +3
Challenge 4 (1,100 XP) Senses blindsight 60 ft., passive Perception 13
Languages —
Brutal Critical. Barthum can roll one additional weapon damage die Challenge 3 (700 XP)
when determining the extra damage for a critical hit with a melee attack.
Yip. Doombats constantly yip while in combat, and the noise interferes
Reckless. At the start of his turn, Barthum can gain advantage on all with the concentration of those attempting to cast spells. All creatures
melee weapon attack rolls that turn but attack rolls against him have within a 30-foot radius that are maintaining concentration on a spell when
advantage until the start of his next turn. the doombat yips must succeed on a DC 10 Constitution saving throw or
lose concentration on that spell.
Actions
Actions
Multiattack. Barthum makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Multiattack. The doombat makes one bite attack and one tail attack.
Hit: 7 (1d2 + 6) bludgeoning damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
12 (1d12 + 6) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8
+ 4) bludgeoning damage.
Basilisk, Crimson Shriek (Recharge 5-6). The doombat emits a piercing shriek. All
creatures within a 60-foot radius must succeed on a DC 13 Wisdom saving
Medium monstrosity, unaligned throw or be poisoned for 1 minute. The target can repeat the saving throw
Armor Class 14 (natural armor) at the end of each of its turns, ending the effect on itself on a success.
Hit Points 67 (9d8 + 27)
Speed 20 ft.

STR DEX CON INT WIS CHA

16 (+3) 10 (+0) 16 (+3) 2 (–4) 12 (+1) 10 (+0)

Skills Perception +5
Senses darkvision 60 ft., passive Perception 15

500

Appendix A: Bestiary

Stone Bat Keen Smell. A bebilith has advantage on Wisdom (Perception) checks

Small construct, neutral that rely on smell.
Armor Class 14 (natural armor)
Hit Points 27 (5d6 + 10) Magic Resistance. The bebilith has advantage on saving throws against
Speed fly 20 ft.
spells and other magical effects.

Magic Weapons. A bebilith’s weapon attacks are magical.

Rend Armor. When a bebilith hits a creature wearing nonmagical

armor or carrying a shield with both claw attacks in the same round, the

STR DEX CON INT WIS CHA armor or shield takes a permanent –1 penalty to the AC it offers. Armor
10 (+0) 14 (+2) 15 (+2) 2 (–4) reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. A

1 (–5) 1 (–5) damaged shield or suit of armor can be repaired by a blacksmith.

Senses darkvision 60 ft., passive Perception 5 Actions
Languages —
Challenge 1 (200 XP) Multiattack. A bebilith makes three attacks: one with its bite and two
with its claws
Regeneration. The stone bat regains 10 hit points at the start of its turn.
Rejuvenation. The stone bat reforms within 24 hours if it is destroyed. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18
It appears within 5 feet of where it was destroyed. (3d6 + 8) piercing damage. If the target is a creature, it must succeed on
a DC 15 Constitution saving throw against disease. If the saving throw
Actions fails, the target takes 22 (4d10) poison damage immediately and becomes
poisoned until the disease is cured. Every 24 hours that elapse, the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 creature must repeat the saving throw and reduce its hit point maximum
+ 2) piercing damage. by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The
creature dies if the disease reduces its hit point maximum to 0.
Bear, Cave
Claws. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22
Large beast, unaligned (3d8 + 9) slashing damage.
Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15) Beetles
Speed 40 ft., swim 30 ft.
Giant Rhinoceros Beetle
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (–4) 13 (+1) 7 (–2) Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 20 ft.

Skills Perception +3 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 13 23 (+6) 10 (+0) 18 (+4) 1 (–5) 10 (+0) 9 (–1)
Languages —
Challenge 2 (450 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks Senses darkvision 60 ft., passive Perception 10
that rely on smell. Languages —
Challenge 6 (2,300 XP)
Actions
Trample. If the giant rhinoceros beetle moves at least 20 feet straight
Multiattack. The bear makes two attacks: one with its bite and one with toward a creature and then hits it with a gore attack on the same turn, the
its claws. target must succeed on a DC 16 Strength saving throw or be knocked
prone. If the target is prone, the giant rhinoceros beetle can make one slam
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 attack against it as a bonus action.
+ 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) slashing damage.

Bebilith

Huge fiend, chaotic evil
Armor Class 15 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA

27 (+8) 12 (+1) 23 (+6) 10 (+0) 13 (+1) 13 (+1)

Saving Throws Dex +5, Con +10
Skills Perception +5, Stealth +5
Damage Resistances acid, lightning
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Telepathy 120 ft. (Abyssal only)
Challenge 11 (7,200 XP)

501

Rappan Athuk

Actions Beetlor

Multiattack. The giant rhinoceros beetle makes one bite attack and one Large monstrosity, neutral
gore attack. Armor Class 16 (natural armor)
Hit Points 68 (8d10 + 24)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 Speed 30 ft., burrow 15 ft.
(1d8 + 6) piercing damage.
STR DEX CON INT WIS CHA
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 8 (–1)
(2d10 + 6) piercing damage. 22 (+6) 18 (+4) 17 (+3) 10 (+0) 10 (+0)

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17
(2d10 + 6) bludgeoning damage.

Giant Stag Beetle Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Large beast, unaligned
Armor Class 15 (natural armor) Senses darkvision 120 ft., tremorsense 60 ft., passive
Hit Points 85 (10d10 + 30) Perception 10
Speed 20 ft., fly 20 ft.
Languages —
Challenge 6 (2,300 XP)

STR DEX CON INT WIS CHA Confusion. When a creature starts its turn within 30 feet of the beetlor
19 (+4) 10 (+0) 16 (+3) 2 (–4) 13 (+1) 6 (–2) and is able to see the beetlor’s multi-faceted eyes, the beetlor can force
the creature to make a DC 15 Charisma saving throw if the beetlor isn’t
Senses darkvision 60 ft, passive Perception 11 incapacitated. On a failure, the creature can’t take reactions until the start
Languages — of its next turn and rolls a d8 to determine what it does during its turn.
Challenge 4 (1,100 XP) On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no
action or bonus action and uses all its movement to move in a randomly
Trample. If the giant stag beetle moves at least 20 feet straight toward a creature determined direction. On a 7 or 8, the creature makes a melee attack
and then hits it with a gore attack on the same turn, that target must succeed on a against a randomly determined creature within its reach or does nothing if
DC 14 Strength saving throw or be knocked prone. If the target is prone, the giant it can’t make such an attack.
stag beetle can make one slam attack against it as a bonus action.
A creature that isn’t surprised can avert its eyes to avoid the saving
Actions throw at the start of its turn. If the creature does so, it can’t see the beetlor
until the start of its next turn, when it can avert its eyes again. If the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 creature looks at the beetlor in the meantime, it must immediately make
(2d6 + 4) piercing damage. the save.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 Tunneler. The beetlor can burrow through solid rock leaving a 6 foot-
(2d12 + 4) piercing damage. wide, 10-foot-high tunnel in its wake.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 Actions
(2d10 + 4) bludgeoning damage.
Multiattack. The beetlor makes three attacks: one with its bite and two
Goliath Beetle with its claws.

Huge beast, unaligned Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11
Armor Class 17 (natural armor) (1d10 + 6) piercing damage.
Hit Points 168 (16d12 + 64)
Speed 20 ft., fly 20 ft. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13
(3d4 + 6) slashing damage.

STR DEX CON INT WIS CHA Beoric the Whale
25 (+7) 9 (–1) 18 (+4) 2 (–4) 13 (+1) 6 (–2)
Medium humanoid (human), chaotic neutral
Armor Class 12 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

Senses darkvision 60 ft, passive Perception 11 STR DEX CON INT WIS CHA
Languages — 8 (–1) 12 (+1)
Challenge 10 (5,900 XP) 18 (+4) 10 (+0) 14 (+2) 13 (+1)

Trample. If the goliath beetle moves at least 20 feet straight toward a Saving Throws Str +6, Con +4
creature and then hits it with a gore attack on the same turn, that target must Skills Athletics +8
succeed on a DC 17 Strength saving throw or be knocked prone. If the target Senses passive Perception 9
is prone, the beetle can make one Slam attack against it as a bonus action. Languages Aquan, Common
Challenge 2 (450 XP)
Actions
Actions
Multiattack. The beetle makes one bite attack and one gore attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(2d8 + 7) piercing damage. (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 two hands.
(3d12 + 7) piercing damage.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one
(3d10 + 7) bludgeoning damage. target. Hit: 4 (1d8) piercing damage.

502

Appendix A: Bestiary

Reactions orchid has three tentacles that it can attack with.
Blood Drain. The blood orchid feeds on the creature it is grappling.

Parry. Beoric adds 3 to his AC against one melee attack that would The creature must succeed on a DC 13 Constitution saving throw or its
hit him. To do so, Beoric must see the attacker and be wielding a melee hit point maximum is reduced by 5 (1d10). This reduction lasts until the
weapon. creature finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0.

Berserker Blood Orchid Grand Savant

Medium humanoid (any), any alignment Huge aberration, lawful evil
Armor Class 14 (chain shirt) Armor Class 17 (natural armor)
Hit Points 105 (10d12+30) Hit Points 136 (13d12 + 52)
Speed 40 ft. Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 9 (–1) 16 (+3) 10 (+0)
20 (+5) 13 (+1) 18 (+4) 13 (+1) 16 (+3) 20 (+5)

Saving Throws Str +7, Con +5 Skills Stealth +5
Skills Acrobatics +5, Athletics +9, Performance +4, Survival +7 Damage Resistances acid, cold, lightning, fire
Senses passive Perception 13 Damage Immunities thunder
Languages Any one language Senses darkvision 60 ft., passive Perception 13
Challenge 3 (700 XP) Languages telepathy 120 ft.
Challenge 9 (5,000 XP)
Brutal Critical. The berserker can roll one additional weapon damage
die when determining the extra damage for a critical hit with a melee Spellcasting. The blood orchid grand savant is a 7th-level spellcaster.
attack. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell
attacks). It can cast the following spells:
Reckless. At the start of its turn, the berserker can gain advantage on
all melee weapon attack rolls that turn but attack rolls against it have Cantrips (at will): dancing lights, fire bolt, light, mage hand
advantage until the start of its next turn. 1st level (4 slots): burning hands, color spray, detect magic, magic
missile
Actions 2nd level (3 slots): darkness, ray of enfeeblement, scorching ray
3rd level (3 slots): lightning bolt, vampiric touch
Multiattack. A berserker makes two greataxe attacks per turn. 4th level (1 slots): fire shield
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Hyper-Awareness. A blood orchid cannot be surprised.
11 (1d12 + 5) slashing damage. Telepathic Bond. Blood orchids have a telepathic link to other blood
orchids that are within 120 feet.
Blood Orchids
Actions

Blood Orchid Multiattack. The blood orchid uses Blood Drain and makes up to three
attacks with its tentacles.
Large aberration, lawful evil
Armor Class 14 (natural armor) Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Hit Points 76 (9d10 + 27) 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC
Speed 5 ft., fly 30 ft. 16 Constitution saving throw or be poisoned for 1 hour. The target is also
grappled (escape DC 15). Until this grapple ends the creature is restrained,
STR DEX CON INT WIS CHA and the blood orchid can’t use this tentacle on another target. The blood
orchid has three tentacles that it can attack with.
15 (+2) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 13 (+1)
Blood Drain. The blood orchid feeds on the creature it is grappling.
Skills Stealth +4 The creature must succeed on a DC 16 Constitution saving throw or its
Damage Resistances acid, cold, lightning, fire hit point maximum is reduced by 5 (1d10). This reduction lasts until the
Damage Immunities thunder creature finishes a long rest. The target dies if this effect reduces its hit
Senses darkvision 60 ft., passive Perception 11 point maximum to 0.
Languages telepathy 120 ft.
Challenge 5 (1,800 XP) Blood Orchid Savant

Hyper-Awareness. A blood orchid cannot be surprised. Large aberration, lawful evil
Telepathic Bond. Blood orchids have a telepathic link to other blood Armor Class 15 (natural armor)
orchids that are within 120 feet. Hit Points 97 (13d10 + 26)
Speed 5 ft., fly 30 ft.

Actions STR DEX CON INT WIS CHA
18 (+4)
Multiattack. The blood orchid uses Blood Drain and make up to three 15 (+2) 14 (+2) 14 (+2) 13 (+1) 16 (+3)
attacks with its tentacles.
Skills Stealth +5
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Damage Resistances acid, cold, lightning, fire
11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC Damage Immunities thunder
13 Constitution saving throw or be poisoned for 1 hour. The target is also Senses darkvision 60 ft., passive Perception 13
grappled (escape DC 11). Until this grapple ends the creature is restrained, Languages telepathy 120 ft.
and the blood orchid can’t use this tentacle on another target. The blood Challenge 7 (2,900 XP)

503

Rappan Athuk

Spellcasting. The blood orchid savant is a 4th-level spellcaster. Its Actions
spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell

attacks). It can cast the following spells: Multiattack. The bodak can use its Scornful Glare and makes two slam
Cantrips (at will): dancing lights, fire bolt, light, mage hand attacks.
1st level (4 slots): burning hands, color spray, detect magic, magic
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8
missile (1d8 + 4) bludgeoning damage and 13 (3d8) necrotic damage.
2nd level (3 slots): darkness, ray of enfeeblement, scorching ray
Hyper-Awareness. A blood orchid cannot be surprised. Scornful Glare (Recharge 4-6). The bodak targets one creature it can
Telepathic Bond. Blood orchids have a telepathic link to other blood see within 60 feet of it. If the target can see the bodak, it must attempt
a DC 12 Wisdom saving throw. The creature takes 22 (4d10) necrotic
orchids that are within 120 feet. damage and is frightened for 1 minute on a failed save. On a successful

Actions save, the creature takes half as much damage and is not frightened.

Multiattack. The blood orchid uses Blood Drain and makes up to three Bodak Priest
attacks with its tentacles.
Medium undead, chaotic evil
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Armor Class 18 (natural armor)
11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC Hit Points 156 (24d8 + 48)
13 Constitution saving throw or be poisoned for 1 hour. The target is also Speed 30 ft.
grappled (escape DC 12). Until this grapple ends the creature is restrained,

and the blood orchid can’t use this tentacle on another target. The blood STR DEX CON INT WIS CHA
orchid has three tentacles that it can attack with.

Blood Drain. The blood orchid feeds on the creature it is grappling. 13 (+1) 18 (+4) 15 (+2) 8 (–1) 25 (+7) 20 (+5)
The creature must succeed on a DC 13 Constitution saving throw or its

hit point maximum is reduced by 5 (1d10). This reduction lasts until the Saving Throws Con +6, Wis +11
creature finishes a long rest. The target dies if this effect reduces its hit Skills Perception +11, Stealth +8
point maximum to 0. Damage Resistances acid, fire, necrotic; bludgeoning,

piercing, and slashing from nonmagical weapons

Bodaks Damage Immunities lightning, poison
Condition Immunities charmed, frightened, poisoned

Bodak Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Common
Medium undead, chaotic evil Challenge 12 (8,400 XP)
Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48) Abyssal Blessing of Orcus. The bodak priest gains 10 temporary hit
Speed 30 ft. points when it reduces a hostile creature that is not undead to 0 hit points.

Aura of Obliteration. As a minion of Orcus, the bodak is surrounded

STR DEX CON INT WIS CHA by an annihilating aura of obliteration. All creatures other than undead and

fiends that start their turn within 30 feet of the bodak take 9 (2d8) necrotic

18 (+4) 18 (+4) 16 (+3) 6 (–2) 14 (+2) 10 (+0) damage. The bodak can emit or suppress this aura using a bonus action.
Gaze of Orcus. If a creature starts its turn within 30 ft. of the bodak

Saving Throws Con +7, Wis +6 and the two of them can see ach other, the bodak can force the creature to
Skills Perception +6, Stealth +8 make a DC 12 Constitution saving throw if the bodak isn’t incapacitated.
Damage Resistances acid, fire, necrotic; bludgeoning, On a failed save, the creature creature drops to 0 hit points, unless it is
immune to the frightened condition. On a success, the creature takes 22
piercing, and slashing from nonmagical weapons (4d10) psychic damage. A creature that is slain by the bodak’s Gaze rises
Damage Immunities lightning, poison as a bodak 24 hours later unless restored to life by magical means.
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 16 A creature that isn’t surprised can avert its eyes to avoid the saving
Languages Abyssal, Common throw at the start of its turn. If it does so, it can’t see the bodak until the
Challenge 9 (5,000 XP) start of its next turn, when it can avert its eyes again. If it looks at the
bodak in the meantime, it must immediately make the save.

Aura of Obliteration. As a minion of Orcus, the bodak is surrounded Sunlight Antipathy. The bodak takes 5 radiant damage when it starts
by an annihilating aura of obliteration. All creatures other than undead and its turn in sunlight. While in sunlight, it has disadvantage on attack rolls
fiends that start their turn within 30 feet of the bodak take 9 (2d8) necrotic and ability checks.
damage. The bodak can emit or suppress this aura using a bonus action.
Spellcasting. The bodak priest is a 6th-level spellcaster. Its spellcasting
Gaze of Orcus. If a creature starts its turn within 30 ft. of the bodak and ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has
the two of them can see each other, the bodak can force the creature to the following cleric spells prepared:
make a DC 12 Constitution saving throw if the bodak isn’t incapacitated.
On a failed save, the creature drops to 0 hit points, unless it is immune Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
to the frightened condition. On a success, the creature takes 22 (4d10) 1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds
psychic damage. A creature that is slain by the bodak’s Gaze rises as a 2nd level (3 slots): enhance ability, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic

bodak 24 hours later unless restored to life by magical means. Actions
A creature that isn’t surprised can avert its eyes to avoid the saving

throw at the start of its turn. If it does so, it can’t see the bodak until the Multiattack. The bodak can use its Scornful Glare and makes two slam
start of its next turn, when it can avert its eyes again. If it looks at the attacks.
bodak in the meantime, it must immediately make the save.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8
Sunlight Antipathy. The bodak takes 5 radiant damage when it starts (1d8 + 4) bludgeoning damage and 13 (3d8) necrotic damage.
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls
and ability checks. Caress of Orcus (Recharges after a Short or Long Rest). Melee
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic

damage, and the target’s Strength score is reduced by 1d6. The target dies

504

Appendix A: Bestiary

if this reduces its Strength to 0. Otherwise, the reduction lasts until the Speed 0 ft., fly 40 ft

target finishes a short or long rest.

Scornful Glare (Recharge 4-6). The bodak targets one creature it can STR DEX CON INT WIS CHA
see within 60 feet of it. If the target can see the bodak, it must attempt

a DC 12 Wisdom saving throw. The creature takes 22 (4d10) necrotic 22 (+6) 14 (+2) 20 (+5) 3 (–4) 11 (+0) 1 (–5)

damage and is frightened for 1 minute on a failed save. On a successful

save, the creature takes half as much damage and is not frightened. Damage Immunities fire, poison, psychic; bludgeoning,

piercing, and slashing from nonmagical weapons

Condition Immunities blinded, charmed, deafened,

Bone Crawler exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft, passive Perception 10
Huge aberration, neutral
Armor Class 16 (natural armor) Languages understands Abyssal and Infernal but can’t
Hit Points 161 (14d12 + 70) speak
Speed 30 ft., climb 10 ft.
Challenge 10 (5,900 XP)

Fire Absorption. Whenever the reflection is subjected to fire damage,

STR DEX CON INT WIS CHA it takes no damage and instead gains a number of hit points equal to the
23 (+6) 16 (+3) 20 (+5) 9 (–1) 15 (+2) 9 (–1) fire damage dealt.

Immutable Form. The bone reaper reflection is immune to any spell or

Skills Perception +7 effect that would alter its form.
Damage Immunities poison, psychic; bludgeoning, piercing, Lightning Disruption. If the bone reaper reflection takes lightning

and slashing from nonmagical weapons damage, the bone reaper reflection is slowed until the end of its next turn.
Condition Immunities charmed, exhaustion, frightened, While slowed, the reflection can only move at half speed, cannot take
reactions, and can only make one Claw attack on its turn.
paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 17 Magic Resistance. The bone reaper reflection has advantage on saving
Languages Deep Speech throws against spells or other magical effects.
Challenge 13 (10,000 XP)
Magic Weapons. The bone reaper reflection’s weapon attacks are
magical.

Spiked Bone Armor. The bone crawler is encased in a shell of iron- Reflection. The bone reaper reflection is only visible through mirrors,
hard bones that can absorb 150 hit points worth of damage. Against area and can only be directly attacked by viewing its reflection and striking
of effect attacks, the bone crawler’s bone armor will still take damage blindly at where it would be from that view. Attack rolls against the bone
regardless of whether the bone crawler succeeded on the save. If the bone reaper reflection have disadvantage. True seeing or see invisibility has no
crawler succeeds on the save, the armor takes half the total damage dealt effect on the reflection’s visibility.
by the attack. If the bone crawler fails its saving throw, the armor takes
double damage from the area effect. The reflection’s anchor is the statue, of which the monster attacking
is merely a reflection. Damage dealt to the statue is inflicted on the bone
For every 10 hit points of damage the armor takes, the armor gains an reaper reflection, and vice versa. If there are no reflective surfaces within
additional bone spike. A creature that starts its turn within 5 ft. of the bone 60 feet of a given target creature, or if the creature does not give off a
crawler takes damage due to the bone spikes. For every bone spike the reflection either naturally or magically, the bone reaper reflection cannot
armor has accumulated, the adjacent creatures take 1d4 piercing damage. make attacks against that creature.

The bone crawler can repair its armor over a 24 hour period by absorbing Actions
additional bones into its hulking mass. As the bone crawler absorbs bones,

it secretes a substance that will harden, coating the bones, and create the Multiattack. The bone reaper reflection makes two claw attacks.
iron-hard shell. For every 3 hit points of bone absorbed by the crawler, 1 Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28
hit point of damage is repaired on the armor. For example, if the crawler (4d10 + 6) slashing damage.
absorbs the skeleton of a creature that had 75 hit points it would repair 25

hit points of damage on its armor. Bone Warrior
FalseAppearance. While motionless, a bone crawler is indistinguishable
Medium undead, neutral
from a mound of bones. Armor Class 18 (chain mail, shield)
Improved Critical. The bone crawler’s bone blade attacks score a Hit Points 44 (8d8 + 8)

critical hit on a roll of 19 or 20.

Actions Speed 30 ft.

Multiattack. The crawler can make up to 6 attacks using its bone blades STR DEX CON INT WIS CHA

and bone whips. 15 (+2) 14 (+2) 13 (+1) 2 (–4) 10 (+0) 14 (+2)

Bone Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 11 (1d10 + 6) slashing damage. Damage Vulnerabilities bludgeoning

Bone Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Damage Immunities poison

Hit: 9 (1d6 + 6) bludgeoning damage. Condition Immunities exhaustion, poisoned

Whirling Frenzy (Recharge 5-6). The bone crawler spins its bone Senses darkvision 60 ft., passive Perception 10

blades in a swirling storm of sharpened edges. Creatures within 10 feet Languages understands all languages it knew in life but

of the crawler must succeed on a DC 15 Dexterity saving throw, taking can’t speak

15 (2d8 + 6) slashing damage on a failure, or half as much damage on a Challenge 2 (450 XP)

successful one.

Deathless. A slain bone warrior reforms and animates 1 hour after

Bone Reaper Reflection being slain. Only a disintegrate spell or equivalent destructive force can
completely destroy a bone warrior.
Large construct, neutral

Armor Class 17 (natural armor)

Hit Points 105 (10d10 + 50)

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Actions Web Walker. The retriever ignores movement restrictions caused by
webbing.

Multiattack. The bone warrior makes two attacks: one with its Actions

longsword or battleaxe and one shield bash. Multiattack. The retriever makes three attacks: one with its bite and
Longsword or Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., two with its claws.

one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit:
damage if used with two hands. 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 17
Constitution saving throw, taking 9 (2d8) poison damage on a failed save,
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 or half as much damage on a successful one.
(1d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature,
it must succeed on a DC 12 Strength saving throw or be knocked prone. Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15

Bonesucker (3d6 + 5) slashing damage.
Eye Rays. The retriever’s eyes produce four different magical rays, each of
Large aberration, neutral evil
Armor Class 14 (natural armor) which can only be used once every four rounds. The retriever can only fire a
Hit Points 102 (12d10 + 36) single ray each round, choosing one target it can see within 90 feet of it:
Speed 20 ft.
Cold Ray. The targeted creature must succeed on a DC 15 Dexterity
saving throw, taking 36 (8d8) cold damage on a failed save, or half as
much on a successful one.

STR DEX CON INT WIS CHA Fire Ray. The targeted creature must succeed on a DC 15 Dexterity

saving throw, taking 35 (10d6) fire damage on a failed save, or half as

18 (+4) 13 (+1) 17 (+3) 10 (+0) 12 (+1) 13 (+1) much on a successful one.
Lightning Ray. The targeted creature must succeed on a DC 15 Dexterity

Skills Perception +5, Stealth +3 saving throw, taking 33 (6d10) lightning damage on a failed save, or half
Senses darkvision 60 ft., passive Perception 15 as much on a successful one.
Languages Deep Speech
Challenge 4 (1,100 XP) Petrification Ray. The targeted creature must succeed on a DC 15
Dexterity saving throw. On a failed save, the creature magically begins to
turn to stone and is restrained. It must repeat the saving throw at the end

All Around Vision. A bonesucker can see in all directions at once and of its next turn. On a success, the effect ends. On a failure, the creature is
petrified until freed by the greater restoration spell or other magic.
cannot be surprised.

Magic Weapons. The bonesucker’s weapon attacks are magical.

Actions Brass Man

Large construct, neutral

Multiattack. The bonesucker makes four melee attacks. Armor Class 16 (natural armor)
Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: Hit Points 136 (16d10 + 48)
14 (4d4 + 4) bludgeoning damage. The target is grappled (escape DC Speed 30 ft.

14) if the bonesucker isn’t already grappling a creature, and the target is STR DEX CON INT WIS CHA
restrained until the grapple ends.

Liquify Bones. If the bonesucker is grappling a creature at the start of 21 (+5) 10 (+0) 16 (+3) 2 (–4) 11 (+0) 1 (–5)
its turn, it can feed on the creature. The grappled creature’s Strength score

is reduced by 1d4. The target dies if this reduces its Strength score to zero. Damage Vulnerabilities cold
Otherwise, the reduction lasts until the target finishes a long rest or lesser Damage Immunities fire, poison, psychic; bludgeoning,
restoration or better is used on the target.
piercing, and slashing from nonmagical weapons that

aren’t adamantine

Boris the Retriever Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Huge construct, chaotic evil
Armor Class 18 (natural armor) Senses darkvision 60 ft., passive Perception 10
Hit Points 170 (20d12 + 40) Challenge 9 (5,000 XP)

Speed 50 ft., climb 30 ft. Fire Absorption. Whenever the brass man is subjected to fire damage,

it takes no damage and instead regains a number of hit points equal to the

STR DEX CON INT WIS CHA fire damage dealt.

21 (+5) 16 (+3) 15 (+2) 3 (–4) 11 (+0) 1 (–5) Immutable Form. The brass man is immune to any spell or effect that
would alter its form.

Skills Perception +10 Magic Resistance. The brass man has advantage on saving throws
Damage Immunities necrotic, poison, psychic; bludgeoning, against spells and other magical effects.

piercing, and slashing from nonmagical weapons that Magic Weapons. The brass man’s weapon attacks are magical.

aren’t adamantine Actions
Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned Multiattack. The brass man makes one greatsword attack and one slam attack.
Senses darkvision 120 ft., passive Perception 20 Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Languages understands the languages of its creator but Hit: 19 (4d6 + 5) slashing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18
can’t speak (3d8 + 5) bludgeoning damage.
Challenge 13 (10,000 XP)

Spider Climb. The retriever can climb difficult surfaces, including Molten Breath (Recharge 6). The brass man exhales molten brass in
upside down on ceilings, without needing to make an ability check. a 25-foot line. Each creature in that area must make a DC 13 Dexterity
saving throw, taking 28 (8d6) fire damage on a failed save, or half as much
Web Sense. While in contact with a web, the retriever knows the exact on a successful one.
location of any other creature in contact with the same web.

506

Brigands Appendix A: Bestiary

Brigand Leader frost
1st level (4 slots): color spray, detect magic, mage armor, magic missile
Medium humanoid (any race), neutral evil 2nd level (3 slots): barkskin, blindness/deafness, ray of enfeeblement
Armor Class 16 (studdead leather, shield) 3rd level (3 slots): dispel magic, lightning bolt, slow
Hit Points 71 (11d8 + 22) 4th level (3 slots): dimension door, greater invisibility
Speed 30 ft. 5th level (1 slots): dominate person

Actions

STR DEX CON INT WIS CHA Quarterstaff. Melee: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with
10 (+0) 15 (+2) 14 (+2) 11 (+0) 14 (+2) 10 (+0) two hands.

Saving Throws Dex +4, Wis +4 Dagger. Melee or ranged attack: +5 to hit, reach 5 ft. or range 20/60 ft.,
Skills Deception +4, Intimidation +4, Perception +4, one target. Hit: 4 (1d4 + 2) piercing damage.

Stealth +4 Bugjuice
Senses passive Perception 14
Language Common, Goblin Medium humanoid (human), chaotic good
Challenge 2 (450 XP) Armor Class 15 (chain shirt)
Hit Points 85 (10d8 + 40)
Pack Tactics. The brigand leader has advantage on attack rolls against Speed 40 ft.
a creature if at least one of the brigand leader’s allies is within 5 feet of the
creature and the ally isn’t incapacitated. STR DEX CON INT WIS CHA

Actions 20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 14 (+2)

Multiattack. A brigand leader makes three melee attacks: two with its Saving Throws Str +7, Con +6
rapier and one with its dagger. Skills Athletics +7, Perception +3, Survival +3
Senses passive Perception 13
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 Languages Common
(1d8 + 2) piercing damage. Challenge 3 (700 XP)

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range Brute. A melee weapon deals one extra die of its damage when Bugjuice
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. hits with it (included in the attack).

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one Reckless. At the start of her turn, Bugjuice can gain advantage on all
target. Hit: 5 (1d6 + 2) piercing damage. melee weapon attack rolls that turn, but attack rolls against her have
advantage until the start of her next turn.
Reactions
Actions
Parry. The brigand leader adds 3 to its AC against one melee attack
that would hit it. To do so, the brigand leader must see the attacker and be Multiattack. Bugjuice makes two greatsword attacks per turn.
wielding a melee weapon. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
15 (3d6 + 5) slashing damage.
Brigand Sorcerer Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Medium humanoid (any), neutral evil
Armor Class 12 (15 with mage armor) Cadavers
Hit Points 84 (13d8 + 26)
Speed 30 ft. Cadaver

STR DEX CON INT WIS CHA Medium undead, chaotic evil
Armor Class 12
13 (+1) 15 (+2) 15 (+2) 13 (+1) 14 (+2) 16 (+3) Hit Points 22 (4d8 + 4)
Speed 30 ft.
Saving Throws Int +4, Wis +5
Skills Arcana +7, History +7 STR DEX CON INT WIS CHA
Senses passive Perception 12
Languages Common, Draconic, Goblin
Challenge 5 (1,800 XP)

Verdant Bloodline. The brigand sorcerer can innately cast druidic 13 (+1) 14 (+2) 13 (+1) 2 (–4) 10 (+0) 10 (+0)

magic.
Innate Spellcasting. The brigand sorcerer’s innate spellcasting ability Damage Immunities cold, poison
is Charisma (spell save DC 14, + 16 to hit with spell attacks). It can Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
innately cast the following spells, requiring no components:
Languages understands the languages it knew in life but
At will: guidance, produce flame
can’t speak
3/day each: entangle, faerie fire, longstrider
Challenge 1 (200 XP)
1/day each: barkskin, speak with plants

Spellcasting. The brigand sorcerer is a 9th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell Reanimation. When reduced to 0 hit points, the cadaver falls inert
and begins the process of reanimating. While in this state, the cadaver
attacks). It can cast the following spells:
Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of regenerates 1 hit point per round. Hit points lost to magical weapons or

507

Rappan Athuk

radiant damage are not regained during this process. When the creature (2d6 + 4) piercing damage. If the target is a creature, it must succeed on

reaches its full hit point total less any magical weapon or radiant damage, a DC 13 Constitution saving throw against disease or become poisoned

it rises, ready to fight again. until the disease is cured. Every 24 hours that elapse, the target must

A fallen cadaver can be prevented from reanimating by salting and repeat the saving throw, reducing its hit point maximum by 5 (1d10) on

burning the bones, casting gentle repose on it, or bathing the bones in a failure. The disease is cured on a success. The target dies if the disease

cleansing sacred flame. reduces its hit point maximum to 0. This reduction to the target’s hit point

maximum lasts until the disease is cured.

Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage. If the target is a creature, it must succeed on

Multiattack. The cadaver makes one bite attack and two claw attacks. a DC 13 Constitution saving throw against disease or become poisoned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 until the disease is cured. Every 24 hours that elapse, the target must
+ 2) piercing damage. If the target is a creature, it must succeed on a DC repeat the saving throw, reducing its hit point maximum by 5 (1d10) on
13 Constitution saving throw against disease or become poisoned until a failure. The disease is cured on a success. The target dies if the disease
the disease is cured. Every 24 hours that elapse, the target must repeat the reduces its hit point maximum to 0. This reduction to the target’s hit point
saving throw, reducing its hit point maximum by 5 (1d10) on a failure. maximum lasts until the disease is cured.

The disease is cured on a success. The target dies if the disease reduces its

hit point maximum to 0. This reduction to the target’s hit point maximum

lasts until the disease is cured. Captain
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
Medium humanoid (any race), any alignment
(1d8 + 2 slashing damage. If the target is a creature, it must succeed on Armor Class 18 (chain mail and shield)
a DC 13 Constitution saving throw against disease or become poisoned Hit Points 65 (10d8+20)
until the disease is cured. Every 24 hours that elapse, the target must Speed 30 ft.
repeat the saving throw, reducing its hit point maximum by 5 (1d10) on

a failure. The disease is cured on a success. The target dies if the disease

reduces its hit point maximum to 0. This reduction to the target’s hit point STR DEX CON INT WIS CHA
maximum lasts until the disease is cured.
18 (+4) 10 (+0) 15 (+2) 12 (+1) 12 (+1) 16 (+3)

Cadaver Lord Saving Throws Str +6, Con +4
Skills Athletics +6, Perception +5, Intimidation +7
Medium undead, chaotic evil Senses passive Perception 15
Armor Class 14 Languages Common, Dwarven
Hit Points 32 (5d8 + 310 Challenge 4 (1,100 XP)
Speed 30 ft.

STR DEX CON INT WIS CHA Brave. The captain has advantage on all saving throws against fear.
15 (+2) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 16 (+3) Leadership (Recharges after a Short or Long Rest). For 1 minute, the
captain can utter a special command or warning whenever a nonhostile
Damage Resistances bludgeoning, piercing, and slashing creature that it can see within 30 feet of it makes an attack roll or a saving
from nonmagical weapons throw. The creature can add a d4 to its roll provided it can hear and
understand the captain. A creature can benefit from only one Leadership
Damage Immunities cold, poison die at a time. This effect ends if the captain is incapacitated.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Actions
Languages Common
Challenge 4(1,100 XP) Multiattack. The captain makes three melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Innate Spellcasting. The cadaver lord’s spellcasting ability is Charisma Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands.
(spell save DC 14, +6 to hit with spell attacks). The cadaver lord can Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400, one
innately cast each of the following spells 1/day, requiring no material target. Hit: 5 (1d10) piercing damage.
components: darkness, fear, create undead.
Carrion Claw
Create Cadaver. A humanoid slain by a cadaver lord rises 24 hours
later as a cadaver under the cadaver lord’s control. The cadaver lord can Large monstrosity, neutral evil
have no more than three cadavers under its control at one time. Armor Class 14 (natural armor)
Hit Points 135 (18d10 + 36)
Magic Resistance. The cadaver lord has advantage on saving throws Speed 40 ft., climb 40 ft.
against spells and other magical effects.
STR DEX CON INT WIS CHA
Reanimation. When reduced to 0 hit points, the cadaver falls inert 18 (+4) 14 (+2) 14 (+2) 4 (–3) 12 (+1) 11 (+0)
and begins the process of reanimating. While in this state, the cadaver
regenerates 1 hit point at the start of its turn. Hit points lost to magical Skills Perception +5, Stealth +6
weapons or radiant damage are not regained. When the creature reaches Senses darkvision 60 ft., passive Perception 15
its full hit point total less any magical weapon or radiant damage suffered, Languages —
it rises, ready to fight again. Challenge 9 (5,000 XP)

A fallen cadaver can be prevented from reanimating by salting and
burning the bones, casting gentle repose on it, or bathing the bones in
cleansing sacred flame.

Actions Spider Climb. The carrion claw can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Multiattack. The cadaver lord makes one bite attack and two claw
attacks. Magical Light Sensitivity. While in magical light, the carrion claw has
disadvantage on attack rolls, and opponents have advantage on attack rolls
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 against it.

508

Actions Appendix A: Bestiary

1 minute. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Multiattack. The carrion claw makes one bite attack and three claw Caterprism
attacks.
Large elemental, neutral
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 Armor Class 15 (natural armor)
(2d6 + 4) piercing damage. If the target is a creature other than undead, it Hit Points 76 (8d10 + 32)
must succeed on a DC 14 Constitution saving throw or be paralyzed for Speed 30 ft., burrow 20 ft.
1 minute. The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 4 (–3) 13 (+1) 11 (+0)
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17
(3d8 +4) slashing damage.

Caryatid Column Skills Perception +4
Condition Immunities prone
Medium construct, unaligned Senses darkvision 60 ft., tremorsense 60 ft., passive
Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 18) Perception 14
Languages —
Speed 20 ft. Challenge 7 (2,900 XP)

STR DEX CON INT WIS CHA Crystalline Mandibles. The caterprism’s mandibles ignore resistance to
16 (+3) 14 (+2) 16 (+3) 2 (–4) 11 (+0) 1 (–5) slashing damage. In addition, when the caterprism attacks a creature with
at least one head with its bite attack and rolls a natural 20 on the attack
Damage Resistances piercing and slashing damage from roll, it cuts off one of the creature’s heads. The creature dies if it cannot
nonmagical weapons that aren’t adamantine survive without the lost head. A creature is immune to this ability if it is
immune to slashing damage, doesn’t have or need a head, has legendary
Damage Immunities poison, psychic actions, or the GM decides that the creature is too big for the head to be
Condition Immunities charmed, exhaustion, frightened, cut off with this attack. Such a creature instead takes an extra 27 (6d8)
slashing damage from the hit.
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10 Tunneler. Caterprism can burrow through solid rock at 5 feet per round
Languages understands the languages of its creator but leaving a 5 foot-wide, 8-foot-high tunnel in its wake.

can’t speak
Challenge 2 (450 XP)

Immutable Form. The caryatid column is immune to any spell or effect Actions
that would alter its form.
Multiattack. The caterprism makes one bite and two claw attacks.
Magic Resistance. The caryatid column has advantage on saving Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
throws against spells and other magical effects. (2d8 +5) slashing damage. If the caterprism scores a critical hit, it rolls
damage dice four times, instead of twice.
Magic Weapons. The caryatid column’s weapon attacks are magical. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 16
Shatter Weapons. Whenever a character strikes a caryatid column with (2d10 + 5) slashing damage.
a non-adamantine, nonmagical weapon, the character must succeed on a Crystal Breath (Recharge 5-6). The caterprism spews forth a crystalline
DC 14 Strength saving throw or the weapon shatters into pieces. silk-like substance in a 30-foot cone that instantly hardens into razor sharp
crystalline spears. Each creature in that area must make a DC 15 Dexterity
Actions saving throw, taking 28 (8d6) piercing damage on a failed save, or half as
much damage on a successful one.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (1d10 + 3) slashing damage.

Cat, Feral Undead Catoblepas

Tiny undead, neutral evil Large monstrosity, neutral
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 2 (1d4) Hit Points 178 (17d10 + 85)
Speed 40 ft., swim 20 ft.
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 7 (–2) 20 (+5) 8 (–1) 21 (+5) 5 (–3) 15 (+2) 10 (+0)

Skills Perception +3, Stealth +6 Senses darkvision 60 ft. passive Perception 12
Damage Immunities poison Languages —
Condition Immunities poisoned Challenge 12 (8,400 XP)
Senses darkvision 60 ft., passive Perception 13
Languages — Keen Smell. The catoblepas has advantage on Wisdom (Perception)
Challenge 1/2 (100 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that checks that rely on smell.
rely on smell. Stench. Any creature other than a catoblepas that starts its turn within 10

Actions feet of the catoblepas must succeed on a DC 16 Constitution saving throw or
be poisoned until the start of the creature’s next turn. On a successful saving
throw, the creature is immune to the stench of any catoblepas for 1 hour.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 Charge. If the catoblepas moves at least 20 feet straight toward a target
slashing damage. If the target is a creature other than an elf or undead, it and then hits it with a gore attack on the same turn, the target takes an
must succeed on a DC 10 Constitution saving throw or be paralyzed for extra 9 (2d8) piercing damage. If the target is a creature, it must succeed

509

Rappan Athuk

on a DC 14 Strength saving throw or be pushed up to 10 feet away and Skills Deception +8, Perception +9, Religion +5

knocked prone. Senses truesight 120 ft., passive Perception 19

Actions Languages Abyssal, Common
Challenge 12 (8,400 XP)

Multiattack. The catoblepas makes three attacks: one with its hooves, Abyssal Blessing of Orcus. Celleen gains 20 temporary hit points
one gore, and one with its tail. when she reduces a hostile creature that is not undead to 0 hit
points.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) piercing damage. Unholy Strike. Once on each of Celleen’s turns when she hits a creature
with a weapon attack, she can cause the attack to deal an extra 18 (4d8)
Hooves. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 necrotic damage to the target.
(2d8 + 5) slashing damage.
Spellcasting. Celleen is a 14th-level spellcaster. Her spellcasting ability
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 is Wisdom (spell save DC 17, +9 to hit with spell attacks). She can cast
(5d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 the following spells:
Strength saving throw or be pushed 10 feet away from the catoblepas and
knocked prone. Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, charm person, cure wounds, detect
Poison Breath (Recharge 5-6). The catoblepas exhales its horrid, magic, sanctuary
stinking breath in a 60-foot cone. Each creature in that area must make 2nd level (3 slots): blindness/deafness, darkness, enhance ability, silence
a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on 3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
a failed save, or half as much damage on a successful one. If the saving 4th level (2 slots): blight, divination, guardian of faith
throw fails by 5 or more, the target instead takes 63 (14d8) poison damage. 5th level (2 slots): contagion, commune, flame strike
The target dies if reduced to 0 hit points by this breath. 6th level (1 slot): blade barrier, creatue undead, planar ally
7th level (1 slot): fire storm, symbol
Stench. Any creature that starts its turn within 10 feet of the catoblepas
must succeed on a DC 12 Constitution saving throw against poison. On Actions
a failed save, the creature spends its action that turn retching and reeling
and is poisoned until the start of its next turn. Creatures that don’t need Frosty Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
to breathe or are immune to poison automatically succeed on this saving Hit: 4 (1d6 + 1) bludgeoning damage and 3 (1d6) cold damage and target’s
throw. On a successful saving throw, the creature is immune to the speed is reduced by 10 ft. until the start of Celleen’s next turn.
catoblepas’s stench for 24 hours.
Caress of Orcus (Recharges after a Short or Long Rest). Melee
Cave Fisher Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) necrotic
damage, and the target’s Strength score is reduced by 1d8. The target dies
Large monstrosity, unaligned if this reduces its Strength to 0. Otherwise, the reduction lasts until the
Armor Class 12 (natural armor) target finishes a short or long rest.
Hit Points 51 (6d10 + 18)
Speed 20 ft., climb 20 ft. If a non-evil humanoid dies from this attack, a shadow rises from the
corpse in 24 hours under the priest’s control, unless the humanoid is
STR DEX CON INT WIS CHA restored to life or its body is destroyed. Celleen can have no more than
17 (+3) 12 (+1) 17 (+3) 1 (–5) 10 (+0) 4 (–3) four shadows under her control at one time.

Skills Perception +4 Chaos Beast
Senses darkvision 60 ft., passive Perception 14
Languages — Medium aberration, chaotic neutral
Challenge 1 (200 XP) Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Actions Speed 30 ft.

Multiattack. The cave fisher makes two claw attacks. STR DEX CON INT WIS CHA
Claws. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 7 (–2)
slashing damage. 17 (+3) 15 (+2) 16 (+3) 10 (+0) 12 (+1)
Filament. Ranged Attack: +3 to hit, range 60 ft., one target. Hit: the
target is restrained by the filament and must succeed on a DC 13 Strength Skills Perception +7
saving throw or be pulled up to 25 feet toward the cave fisher. As an Damage Resistances acid, necrotic, slashing
action, the restrained target can make a DC 13 Strength check, breaking Condition Immunities blinded, charmed, deafened,
free of the filament on a success. The filament can also be attacked and
destroyed (AC 12; hp 5; immunity to bludgeoning, piercing, and psychic exhaustion, frightened, prone
damage). A cave fisher can create a new filament in 1 minute, but can only Senses darkvision 60 ft., passive Perception 17
have one active filament at a time. Languages None
Challenge 6 (2,300 XP)

Celleen Amorphous. The chaos beast can move through a space as narrow as 1
inch wide without squeezing.
Medium humanoid (human), chaotic evil
Armor Class 20 (+2 chain mail, shield) Destabilize. A creature that touches the chaos beast or hits it
Hit Points 110 (17d8 + 34) with a melee attack while within 5 feet of it must make a DC 15
Speed 30 ft. Constitution saving throw or be poisoned for 1 minute. A creature
poisoned in this way takes 21 (6d6) necrotic damage each turn that
STR DEX CON INT WIS CHA it fails on the saving throw, and the creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
13 (+1) 15 (+2) 14 (+2) 13 (+1) 20 (+5) 18 (+4) success. If the creature’s saving throw is successful or the effect ends
for it, the creature is immune to the chaos beast’s Destabilize effect
for the next 24 hours.

Saving Throws Int +5, Wis +9, Cha +8 510

Actions Appendix A: Bestiary

Speed 20 ft.

Multiattack. The chaos beast makes two claw attacks. STR DEX CON INT WIS CHA
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 16 (+3) 12 (+1) 13 (+1) 6 (–2) 13 (+1) 14 (+2)
(2d6 + 3) slashing damage plus 10 (3d6) necrotic damage. The creature
must make a DC 15 Constitution saving throw or be affected by the Damage Resistances necrotic, poison; bludgeoning
Destabilize effect. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Chaos Wurm Languages understands the languages it knew in life but

Large aberration, chaotic neutral can’t speak
Armor Class 19 (natural armor) Challenge 2 (450 XP)
Hit Points 310 (27d10 + 162)
Speed 40 ft., fly 40 ft., swim 40 ft. Deceitful Death. When a coffer corpse is struck for 6 or more hit points
of damage in a single round, it slumps to the ground, seemingly destroyed.
STR DEX CON INT WIS CHA If it has a target in its Death Grip, it releases the hold when it falls. A DC
16 Wisdom (Perception) check sees through the ruse. On its next turn, the
28 (+9) 12 (+1) 23 (+6) 20 (+5) 24 (+7) 23 (+6) coffer corpse rises again as if reanimated, triggering its fear ability.

Saving Throws Dex +7, Con +12, Wis +13 Fear. A creature that witnesses a coffer corpse rise after it uses Deceitful
Skills Acrobatics +7, Deception +12, Intimidation +12, Death must succeed on a DC 13 Wisdom saving throw or be frightened
for 1 minute. A creature can repeat the saving throw at the end of each of
Perception +13, Persuasion +12 its turns, ending the effect on itself on a success. If the creature’s saving
Damage Resistances lightning, thunder; bludgeoning, throw is successful or the effect ends for it, the creature is immune to the
coffer corpse’s Fear for the next 24 hours.
piercing, and slashing from nonmagical weapons
Damage Immunities acid Actions
Condition Immunities exhaustion, frightened, paralyzed,
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12
petrified, restrained (2d8 + 3) bludgeoning damage. The target is grappled (escape DC 13) if it
Senses darkvision 120 ft. passive Perception 23 is a Medium or smaller creature and the coffer corpse doesn’t have another
Languages all, telepathy 120 ft. creature grappled.
Challenge 18 (20,000 XP)
Death Grip. The coffer corpse chokes the life from one grappled
Immutable Form. The chaos wurm is immune to any spell or effect that creature. The creature takes 7 (1d8 + 3) bludgeoning damage and is
would alter its form. grappled and restrained.

Innate Spellcasting. The chaos wurm’s spellcasting ability is Commander
Charisma (spell save DC 20, +12 to hit with spell attacks). The chaos
wurm can innately cast the following spell, requiring no material Medium humanoid (any race), any alignment
components: Armor Class 19 (splint, shield)
Hit Points 110 (17d8+34)
At will: detect evil and good, dispel magic, tongues, vicious mockery Speed 30 ft.
3/day each: confusion, mirage arcane
1/day each: prismatic spray, weird STR DEX CON INT WIS CHA
Magic Resistance. The chaos wurm has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The chaos wurm’s weapon attacks are magical.

19 (+4) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 12 (+1)

Actions Saving Throws Str +7, Con +5
Skills Animal Handling +5, Athletics +7, Insight +5, Perception +5
Multiattack. The chaos wurm makes four attacks: one with its bite, two Senses passive Perception 15
with its claws, and one with its tail. Languages Common, Dwarven
Challenge 5 (1,800 XP)
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23
(4d6 + 9) piercing damage. Indomitable (1/day). The commander rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 action, the commander can regain 10 hit points.
(2d8 + 9) slashing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute,
the commander can utter a special command or warning whenever a
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 nonhostile creature that it can see within 30 feet of it makes an attack roll or
(3d10 + 9) bludgeoning damage. a saving throw. The creature can add a d4 to its roll provided it can hear and
understand the commander. A creature can benefit from only one Leadership
Swirling Chaos (Recharge 5-6). The chaos wurm unleashes die at a time. This effect ends if the commander is incapacitated.
a wave of swirling chaos in a 60-foot cone that tears at reality,
causing its victims blinding pain. Each creature in that area takes Actions
45 (10d8) psychic damage, or half damage with a successful DC
18 Wisdom saving throw. Targets that fail this saving throw must
also succeed on a DC 14 Constitution saving throw or be blinded
for 1d4 rounds.

Teleport. The chaos wurm magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Coffer Corpse Multiattack. The commander makes three melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8
Medium undead, chaotic evil + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Armor Class 12 (natural armor) Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400, one
Hit Points 27 (5d8 + 5) target. Hit: 6 (1d10 + 1) piercing damage.

511

Rappan Athuk

Corrak the Doppleganger Actions

Medium monstrosity (shapechanger), neutral evil Multiattack. The giant crayfish makes two attacks with its pincers.
Armor Class 15 (leather armor) Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
Hit Points 77 (14d8 + 14) (2d6 + 3) slashing damage, and the target is grappled (escape DC 13). The
Speed 30 ft. crayfish has two claws, each of which can grapple only one target.

STR DEX CON INT WIS CHA Crimson Death

18 (+4) 18 (+4) 12 (+1) 17 (+3) 12 (+1) 13 (+1) Medium aberration, neutral evil
Armor Class 18 (natural armor)
Saving Throws Dex +7, Int +6 Hit Points 135 (18d8 + 54)
Skills Acrobatics +7, Deception +4, Perception +4, Stealth Speed 60 ft. (30 ft. after feeding)

+10 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant, Orc, Undercommon 11 (+0) 18 (+4) 16 (+3) 17 (+3) 16 (+3) 16 (+3)
Challenge 5 (1,800 XP)

Shapechanger. Corrak can use its action to polymorph into a Small Saving Throws Wisdom +6
or Medium humanoid it has seen, or back into its true form. Its statistics, Skills Athletics +6, Perception +9, Stealth +10
other than its size, are the same in each form. Any equipment it is wearing Damage Resistance bludgeoning, slashing and piercing
or carrying isn’t transformed. It reverts to its true form if it dies.
from nonmagical weapons that aren’t silvered
Ambusher. In the first round of a combat, Corrak has advantage on Senses darkvision 60 ft., passive Perception 19
attack rolls against any creature it has surprised. Languages Deep Speech (can’t speak)
Challenge 6 (2,300 XP)
Cunning Action. On each of its turns, Corrak can use a bonus action to
take the Dash, Disengage, or Hide action. Torpor. After draining a creature’s hit points to zero, the crimson
death, sated from its feeding, moves at half its normal speed and performs
Sneak Attack. Once per turn, Corrak deals an extra 14 (4d6) damage Dexterity (Stealth) checks at disadvantage (because it flushes crimson,
when it hits a target with a weapon attack and has advantage on the attack hence the name). Attacks against the crimson death are made at advantage.
roll, or when the target is within 5 feet of an ally of Corrak that isn’t These effects last for one hour.
incapacitated and Corrak doesn’t have disadvantage on the attack roll.
Actions
Surprise Attack. If Corrak surprises a creature and hits it with an attack
during the first round of combat, the target takes an extra 10 (3d6) damage Multiattack. The crimson death makes two attacks with its tentacles.
from the attack. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 +4) bludgeoning damage.
Actions Engulf. If one or more tentacles hit a target, the crimson death may use
a bonus action to move into the same space as the target. Whenever the
Multiattack. Corrak makes two attacks with its claws or two attacks crimson death enters a creature’s space, the creature must make a DC 15
with its rapier per turn. Dexterity saving throw. On a successful save, the creature can choose to
be pushed 5 feet or back or to the side of the crimson death. A creature that
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 chooses not to be pushed suffers the consequences of a failed saving throw.
(2d8 + 4) slashing damage. On a failed save, the crimson death enters the creature’s space and the
creature takes 4 (1d8) bludgeoning and 4 (1d8) necrotic damage. The
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 engulfed creature cannot breathe, is restrained, and takes 22 (5d8) necrotic
(1d8 + 4) piercing damage. damage at the start of each of the crimson death’s turns. When the crimson
death moves, the creature moves with it. A crimson death can hold only one
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., Large creature or up to four Medium or smaller creatures inside it at a time.
one target. Hit: 8 (1d8 + 4) piercing damage. An engulfed creature can try to escape by taking an action to make a
DC 15 Strength check. On a success, the creature escapes and enters an
Read Thoughts. Corrak magically reads the surface thoughts of one unoccupied space of its choice within 5 feet of the crimson death.
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of
wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. Crypt Thing
While the target is in range, Corrak can continue reading its thoughts, as long
as Corrak’s concentration isn’t broken (as if concentrating on a spell). While Medium undead, neutral
reading the target’s mind, Corrak has advantage on Wisdom (Insight) and Armor Class 15 (natural armor)
Charisma (Deception, Intimidation, and Persuasion) checks against the target. Hit Points 84 (13d8 + 26)
Speed 30 ft.
Crayfish, Giant

Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 2 (–4) STR DEX CON INT WIS CHA

Skills Stealth +4 12 (+1) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 16 (+3)
Senses blindsight 30 ft., passive Perception 10
Languages — Skills Deception +6, Perception +5
Challenge 2 (450 XP) Senses darkvision 60 ft., passive Perception 15
Languages Common
Amphibious. The giant crayfish can breathe air and water. Challenge 7 (2,900 XP)

Magic Weapons. The crypt thing’s weapon attacks are magical.

512

Actions Appendix A: Bestiary

Languages —
Challenge 8 (3,900 XP)

Multiattack. The crypt thing makes two attacks with its claws. Antimagic Susceptibility. The dam-thing is incapacitated while in the
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 area of an antimagic field. If targeted by dispel magic, the dam-thing must
(3d6 + 3) slashing damage and 10 (3d6) necrotic damage. succeed on a Constitution saving throw against the caster’s spell save DC
or fall unconscious for 1 minute.
Teleport Other (1/day). As an action, the crypt thing can teleport all
creatures within 50 feet of it to a randomly determined location. A creature False Appearance. While it remains motionless, the dam-thing is
affected by the crypt thing’s Teleport Other must make a DC 15 Wisdom indistinguishable from what it is built to resemble, a dam that holds back
saving throw to avoid being teleported. a small amount of water.

An affected creature is teleported in a random direction and a random Immutable Form. The dam-thing is immune to any spell or effect that
distance (1d10 x 100 feet) away from the crypt thing. Roll randomly for would alter its form.
each creature that fails its saving throw.
Sleep Vulnerability. Built into the construct is a susceptibility to the
If the affected creature would arrive in a place already occupied by sleep spell. If the dam-thing is subjected to the effects of a sleep spell, it is
an object or another creature, the affected creature takes 14 (4d6) force automatically affected by the spell, regardless of the amount of hit points
damage and is not teleported. the dam-thing still has.

Daarog Actions

Medium humanoid (half-orc), neutral evil Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit:
Armor Class 14 (chain shirt) 18 (4d6 + 4) piercing damage. If the attack hits, the dam-thing can use a
Hit Points 85 (10d8 + 40) bonus action to Constrict the target.
Speed 45 ft.
Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 22 (4d8 + 4) bludgeoning damage, and the target is grappled (escape
20 (+5) 12 (+1) 18 (+4) 6 (–2) 7 (–2) 13 (+1) DC16). Until this grapple ends, the creature is restrained, and the construct
can’t constrict another target.
Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +5, Perception +2 Death
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin, Orc Large undead, lawful evil
Challenge 4 (1,100 XP) Armor Class 17 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 0 ft., fly 60 ft. (hover)

Brutal Critical. Daarog can roll one additional weapon damage die STR DEX CON INT WIS CHA
when determining the extra damage for a critical hit with a melee attack.
10 (+0) 17 (+3) 18 (+4) 20 (+5) 20 (+5) 20 (+5)
Reckless. At the start of his turn, Daarog can gain advantage on all
melee weapon attack rolls that turn but attack rolls against him have Saving Throws Dex +8, Con +9, Int +10, Wis +10, Cha +10
advantage until the start of his next turn. Skills History +15, Deception +10, Insight +10, Perception +10,

Actions Persuasion +10
Damage Resistances acid, cold, fire, lightning, thunder;
Multiattack. Daarog makes two attacks: one with his shortsword and
one with his spear, or two with his longbow. bludgeoning, piercing, and slashing from nonmagical
weapons
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Damage Immunities necrotic, poison
8 (1d6 + 5) piercing damage. Condition Immunities charmed, exhaustion, frightened,
grappled, incapacitated, paralyzed, petrified, poisoned,
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., prone, restrained, unconscious
one target. Hit: 8 (1d6 + 5) piercing damage. Senses truesight 240 ft., passive Perception 20
Languages all, telepathy 240 ft.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one Challenge 13 (10,000 XP)
target. Hit: 5 (1d8 + 1) piercing damage.

Dam-thing Incorporeal Movement. Death can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
Huge construct, unaligned ends its turn inside an object.
Armor Class 16 (natural armor)
Hit Points 95 (10d12 + 30) Inevitable. Death always goes last in any combat round and always hits,
Speed 30 ft., swim 30ft. regardless of the target.

STR DEX CON INT WIS CHA Actions

19 (+4) 14 (+2) 16 (+3) 1 (–5) 10 (+0) 3 (–4) Reaping. Death touches one creature within 5 feet of it. If the creature
is not undead or a construct, the target takes 21 (6d6) psychic damage and
Skills Perception +3, Stealth +5 must make a DC 20 Constitution saving throw. On a failure, the creature’s
Damage Immunities poison, psychic; bludgeoning, piercing, hit point maximum is reduced by an amount equal to the psychic damage
taken. This reduction lasts until the target finishes a long rest. The target
and slashing from nonmagical weapons not made of dies if this effect reduces its hit point maximum to 0.
adamantine
Condition Immunities charmed, exhaustion, frightened, The Sound of Inevitability (1/day). Death comes for everyone within
paralyzed, petrified, poisoned 30 feet of it. All creatures other than constructs and undead must succeed
Senses blindsight 60 ft. (blind beyond this radius), passive on a DC 20 Constitution saving throw. On a failure, a creature drops to 0
Perception 13 hit points. On a success, a creature takes 35 (10d6) psychic damage.

513

Rappan Athuk

Decapus

Medium aberration, chaotic evil
Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 10 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14(+2) 13(+1) 15(+2) 10(+0) 10(+0) 8(–1)

Skills Stealth +4
Senses darkvision 60 ft., passive Perception 10
Languages Common, Deep Speech, Sylvan
Challenge 5 (1,800 XP)

Brachiation. A decapus can move through trees at its base climb speed
(30 feet per round) by using its tentacles to swing from tree to tree. Trees
used by the decapus in this manner can be no further than 10 feet apart.

Mimicry. The decapus can mimic any sounds it has heard, including
voices. A creature that hears the sounds can tell they are imitations with a
successful DC 13 Wisdom (Insight) check.

Actions

Multiattack. The decapus makes up to four tentacle attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it
is grappled (escape DC 13) and restrained until the grapple ends. The
decapus has many tentacles but can only grapple two targets at any
given time.

Defender Globe Damage Resistances bludgeoning, piercing, and slashing
from magic weapons
Small elemental, neutral
Armor Class 14 (natural armor) Damage Immunities necrotic, poison, psychic; bludgeoning,
Hit Points 22 (5d6 + 5) piercing, and slashing from nonmagical weapons
Speed 5 ft., fly 40 ft.
Condition Immunities charmed, deafened, exhaustion,
STR DEX CON INT WIS CHA frightened, paralyzed, petrified, poisoned, prone, stunned

Senses truesight 120 ft., passive Perception 22
Languages All, telepathy 120 ft.
Challenge 24 (62,000 XP)

4 (–3) 16 (+3) 12 (+1) 4 (–3) 12 (+1) 14 (+2) Annulment. If the demilich is subjected to an effect that allows it to
make a saving throw to take only half damage, it instead takes no damage
Damage Resistance cold, fire if it succeeds on the saving throw, and only half damage if it fails.
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 11 Legendary Resistance (3/day). If the demilich fails a saving throw, it
Languages — can choose to succeed instead.
Challenge 1 (200 XP)
Turn Immunity. The demilich is immune to effects that turn undead.
Hyper-Awareness. The defender globe cannot be surprised. Spellcasting. The demilich is an 18th-level spellcaster. Its spellcasting
Flight. The defender globe’s ability to fly is magical in nature and does ability is Intelligence (spell save DC 28, +20 to hit with spell attacks). It
not work in areas where an antimagic effect is active. has the following spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
Actions 1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror
Electrical Bolt. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one image
target. Hit: 10 (2d6 + 3) lightning damage. 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
Demilich, Advanced 5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
Tiny undead, neutral evil 7th level (1 slot): finger of death, plane shift
Armor Class 21 (natural armor) 8th level (1 slot): dominate monster, power word stun
Hit Points 172 (23d4 + 115) 9th level (1 slot): power word kill
Speed 0 ft., fly 30 ft. (hover)
Actions

STR DEX CON INT WIS CHA Drain Life. Each non-undead creature within 10 feet of the demilich

must make a DC 17 Constitution saving throw against this magic, taking

10 (+0) 10 (+0) 20 (+5) 23 (+6) 20 (+5) 23 (+6) 21 (6d6) necrotic damage on a failure, and the demilich regains hit points
equal to the total dealt to all targets.

Saving Throws Con +12, Int +13, Wis +12 Soul Shatter (Recharge 6). The demilich emits a string of vile words
Skills Arcana +13, History +13, Perception +12, Religion +13 of power. All creatures within 30 feet of the demilich that it can see must

514

Appendix A: Bestiary

succeed on a DC 17 Constitution saving throw or drop to 0 hit points. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16

On a successful save, the creature takes 22 (4d10) psychic damage and is (2d8 + 7) piercing damage.

frightened until the end of its next turn. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18

(2d10 + 7) slashing damage. If the target is a Medium or smaller creature,

Legendary Actions it is grappled (escape DC 17). The baregara can grapple one target at a
time.

The demilich can take 3 legendary actions, choosing from the options Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16
below. Only one legendary action option can be used at a time and only at (2d8 + 7) piercing damage.
the end of another creature’s turn. The demilich regains spent legendary
actions at the start of its turn. Teleport. The baregara magically teleports, along with any equipment
it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Flight. The demilich can move up to its full movement speed and does

not invoke opportunity attacks while doing so. Gharros
Bone Dust. Blinding bone dust swirls magically around the demilich. Each
Large fiend (demon), chaotic evil
creature within 5 feet of the demilich must succeed on a DC 17 Constitution Armor Class 20 (natural armor)
saving throw or be blinded until the end of the creature’s next turn. Hit Points 270 (20d10 + 160)
Speed 30 ft.
Frightening Glare (Costs 2 Actions). The demilich targets one creature
it can see within 60 feet of it. If the target can see the demilich, it must

succeed on a DC 17 Wisdom saving throw against this magic or become

frightened until the end of the the demilich’s next turn. If the target fails STR DEX CON INT WIS CHA
the saving throw by 5 or more, it is also paralyzed for the same duration. A
target that succeeds on the saving throw is immune to the Dreadful Glare 26 (+8) 18 (+4) 26 (+8) 18 (+4) 18 (+4) 20 (+5)

effect for the next 24 hours. Saving Throws Con +13, Wis +9, Cha +10
Profane Curse (Costs 3 Actions). The demilich targets one creature it can Skills Athletics +13, Perception +9, Survival +9
Damage Resistance cold, fire, lightning; bludgeoning,
see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving
throw or be magically cursed. Until the curse ends, the target has disadvantage piercing, and slashing from nonmagical weapons
on ability checks, attack rolls, and saving throws. The target can repeat the Damage Immunities poison
saving throw at the end of each of its turns, ending the curse on a success. Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 19

Demons Languages Abyssal, telepathy 120 ft.
Challenge 16 (15,000 XP)

Baregara Innate Spellcasting. The demon’s spellcasting ability is Wisdom (spell
save DC 17, +9 to hit with spell attacks). It can innately cast the following
Large fiend (demon), chaotic evil spells requiring no material components:
Armor Class 19 (natural armor)
Hit Points 189 (18d10 + 90) At will: darkness, detect evil and good, detect magic, mirror image
Speed 30 ft., climb 40 ft. 3/day each: hallow, telekinesis, teleport
1/day: conjure fiendGM
STR DEX CON INT WIS CHA Rampage. When the Gharros reduces a creature to 0 hit points with a
melee attack on its turn, the demon can take a bonus action to move up to
25 (+7) 19 (+4) 20 (+5) 15 (+2) 16 (+3) 17 (+3) half its speed and make a halberd attack.
Improved Critical. The demon’s attacks score a critical hit on a roll of
Saving Throws Dex +8, Con +9 19 or 20.
Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, Actions

piercing, and slashing from nomagical weapons Multiattack. Gharros makes three attacks: one halberd attack and two
Damage Immunities acid, poison sting attacks.
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 17 Halberd. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
Languages Abyssal, telepathy 120 ft. 19 (2d10 + 8) slashing damage.
Challenge 10 (5,900 XP)
Sting. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17
Innate Spellcasting. The baregara’s spellcasting ability is Wisdom (2d8 + 8) piercing damage, and the target must make a DC 18 Constitution
(spell save DC 15, +7 to hit with spell attacks). The baregara can innately saving throw, taking 17 (5d6) poison damage on a failed save, or half as
cast the following spells, requiring no material components: much damage on a successful one.

At will: dispel magic Pestilenzi
3/day: disguise self, hold person, invisibility (self only)
1/day: conjure fiendGM, entangle, phantasmal force Small fiend (demon), chaotic evil
Magic Resistance. The baregara has advantage on saving throws Armor Class 15 (natural armor)
against spells and other magical effects. Hit Points 27 (5d6 + 10)
Reckless. At the start of its turn, the baregara can gain advantage on Speed 20 ft., fly 60 ft.
all melee weapon attack rolls it makes during that turn, but attack rolls
against it have advantage until the start of its next turn. STR DEX CON INT WIS CHA
Running Leap. The baregara’s long jump is up to 40 feet and its high 11 (+0) 18 (+4) 14 (+2) 9 (–1) 15 (+2) 12 (+1)
jump is up to 20 feet when it has a running start.

Actions Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons

Multiattack. The baregara makes up to four attacks: one with its bite, Damage Immunities poison
Condition Immunities poisoned
two with its claws, and one gore attack.
Senses darkvision 60 ft., passive Perception 12

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Rappan Athuk

Languages Abyssal, telepathy 120 ft. Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6
Challenge 3 (700 XP) + 9) piercing damage. If the target is a creature, it must succeed on a DC 20
Constitution saving throw against disease or become poisoned until the disease
Innate Spellcasting: The pestilenzi demon’s spellcasting ability is is cured. Every 24 hours that elapse, the target must repeat the saving throw,
Wisdom (spell save DC 12, +4 to hit with spell attacks). The demon can reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on
innately cast the following spells, requiring no material components: a success. The target dies if the disease reduces its hit point maximum to 0. This
reduction to the target’s hit point maximum lasts until the disease is cured. The
At will: teleport, invisibility (self only) disease can be magically cured by a greater restoration or heal spell.
3/day each: grease, gust of wind
1/day: fear Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit:
Pestilenzi Rot. The pestilenzi demon is suffused with rot and decay, its 27 (4d8 + 9) slashing damage. If the target is a creature, it must make
bite carrying horrid infections that prevent hit points from being regained a DC 20 Constitution saving throw. On a failure, the target’s Dexterity
while slowly withering the infected creature to a dried husk. score is reduced by 1d4. The target dies if this reduces its Dexterity to 0.
Otherwise, the reduction lasts until the target finishes a long rest.
Actions
Teleport. Maphistal magically teleports, along with any equipment it
is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + Legendary Actions
4) piercing damage and the creature must succeed on a DC 14 Constitution
saving throw against disease or become poisoned until the disease is cured Maphistal can take 3 legendary actions, choosing from the options below.
and unable to regain hit points. Every 24 hours that elapse, the target must Only one legendary action can be used at a time and only at the end of another
repeat the saving throw, reducing its hit point maximum by 5 (1d10) on creature’s turn. Maphistal regains spent legendary actions at the start of its turn.
a failure. The disease is cured on a success. The target dies if the disease
reduces its hit point maximum to 0. This reduction to the target’s hit point Attack. Maphistal makes one claw attack.
maximum and the inability to regain hit points lasts until the disease is cured. Circle of Death. Maphistal casts circle of death.
Teleport. Maphistal uses its Teleport action.
Summon Demon (1/day). The demon has a 20 percent chance of
summoning 1d4 dretches or one pestilenzi demon.

Lord Maphistal Denizen of Leng

Large fiend (demon), chaotic evil Medium aberration, chaotic evil
Armor Class 21 (natural armor) Armor Class 17 (natural armor)
Hit Points 400 (32d10 + 224) Hit Points 93 (11d8 + 44)
Speed 40 ft., fly 80 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

28 (+9) 16 (+3) 24 (+7) 18 (+4) 20 (+5) 23 (+6) 14 (+2) 18 (+4) 19 (+4) 18 (+4) 17 (+3) 20 (+5)

Saving Throws Con +15, Wis +13, Cha +14 Saving Throws Con +7, Int +7, Cha +8
Skills Deception +14, Intimidation +14, Perception +13 Skills Arcana +7, Deception +8, Insight +6, Perception +6,
Damage Resistance cold, fire, lightning; bludgeoning,
Stealth +7
piercing, and slashing from nonmagical weapons Damage Resistances cold, lightning
Damage Immunities necrotic, poison Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
poisoned Languages all
Senses truesight 120 ft., passive Perception 23 Challenge 5 (1,800 XP)
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP) Regeneration. The denizen of Leng regains 5 hit points at the start of its
turn if it has at least 1 hit point and its planar connection to its homeworld
Innate Spellcasting. Maphistal’s spellcasting ability is Charisma (spell of Leng isn’t interrupted. If its ability to plane shift (or other form of
save DC 22, +14 to hit with spell attacks). It can innately cast the following planar travel) is suppressed, this trait doesn’t function at the start of the
spells requiring no material components: denizen of Leng’s next turn.

At will: circle of death, detect evil and good, detect magic, dispel magic Rejuvenation. If the denizen of Leng dies in a location not on its
3/day: animate dead, blight, hallow, suggestion, telekinesis homeworld, it returns to life in 4d6 hours on its homeworld of Leng,
1/day: conjure fiendGM, fire storm, power word stun regaining all its hit points and becoming active again.
Legendary Resistance (3/day). If Maphistal fails a saving throw, it can
choose to succeed instead. Sneak Attack (1/turn). The denizen of Leng deals an extra 17 (5d6) damage
Magic Resistance. Maphistal has advantage on saving throws against when it hits a target with a weapon attack and has advantage on the attack roll,
spells and other magical effects. or when the target is within 5 feet of one of its allies that isn’t incapacitated
Magic Weapon. Maphistal’s melee attacks are magical and the denizen of Leng doesn’t have disadvantage on the attack roll.
Rampage. When Maphistal reduces a creature to 0 hit points with a
melee attack on its turn, Maphistal can take a bonus action to move up to Innate Spellcasting. The denizen of Leng’s spellcasting ability is
half its speed and make a bite attack. Charisma (spell save DC 16, +8 to hit with spell attacks). The denizen
Unholy Aura. Malevolent shadows swirl around Maphistal and radiate of Leng can innately cast the following spells, requiring no material
out from it in a 30-foot radius. Non-evil creatures in this area have components:
disadvantage on attack rolls against Maphistal and its allies.
3/day each: detect thoughts, hypnotic patter, levitate, minor image
1/day each: locate object, plane shift (self only)

Actions Actions

Multiattack. Maphistal makes three attacks: one with its bite and two Multiattack. The denizen of Leng makes three attacks: one with its bite

with its claws. and two with its claws.

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Appendix A: Bestiary

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: Abyssal Blessing of Orcus. The power of Orcus imbues Deserach with

11 (2d6 + 4) piercing damage and the target must succeed on a DC 15 additional spell slots.

Constitution saving throw or incur one level of exhaustion. Eschewal. If Deserach is subjected to an effect that allows her to make

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 a saving throw to take only half damage, she instead takes no damage if

(1d8 + 4) slashing damage. she succeeds on the saving throw, and only half damage if she fails.

Magic Resistance. Deserach has advantage on saving throws against

Derro spells and other magical effects.
Spellcasting. Deserach is an 18th-level spellcaster. Her spellcasting
Small humanoid (derro), chaotic evil
Armor Class 14 (natural armor) ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). She
Hit Points 30 (4d6 + 16) can cast the following spells:
Speed 25 ft.
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror

STR DEX CON INT WIS CHA image
11 (+0) 15 (+2) 18 (+4) 10 (+0) 5 (–3) 16 (+3) 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door

Damage Immunities psychic 5th level (3 slots): cloudkill, scrying
Condition Immunities charmed, frightened 6th level (2 slot): disintegrate, globe of invulnerability
Senses darkvision 60 ft., passive Perception 7 7th level (2 slot): finger of death, plane shift
Languages Undercommon 8th level (2 slot): dominate monster, power word stun
Challenge 2 (450 XP) 9th level (2 slot): power word kill, prismatic wall
Turn Immunity. Deserach is immune to effects that turn undead.

Innate Spellcasting. The derro’s spellcasting ability is Charisma (spell Actions
save DC 13, +5 to hit with spell attacks). The derro can innately cast the
following spells, requiring no material components: Devour Soul. Each non-undead creature within 10 feet of Deserach
must make a DC 17 Constitution saving throw against this magic, taking
At will: minor illusion, thaumaturgy 14 (4d6) necrotic damage on a failure, and Deserach regains hit points
1/day each: color spray, darkness equal to the total dealt to all targets.
Insane. The derro is immune to all spells and magical effects that
impact the mind. Soul Shatter (Recharge 6). Deserach emits a string of vile words of
Shadow Stealth. While in dim light or darkness, the derro can take the power. All creatures within 30 feet of her that she can see must succeed on
Hide action as a bonus action. a DC 17 Constitution saving throw or drop to 0 hit points. On a successful
Sneak Attack (1/turn). The derro deals an extra 7 (2d6) damage save, the creature takes 33 (6d10) psychic damage and is frightened until
when it hits a target with a weapon attack and has advantage on the the end of its next turn.
attack roll, or when the target is within 5 feet of one of the derro’s
allies that isn’t incapacitated and the derro doesn’t have disadvantage Legendary Actions
on the attack roll.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on Deserach can take 3 legendary actions, choosing from the options
attack rolls, as well as on Wisdom (Perception) checks that rely on sight below. Only one legendary action option can be used at a time and only
at the end of another creature’s turn. Deserach regains spent legendary
Actions actions at the start of her turn.

Multiattack. The derro makes two attacks with its shortsword. Flight. Deserach can move up to her full movement speed and does not
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: invoke opportunity attacks while doing so.
5 (1d6 + 2) piercing damage and 3 (1d6) poison damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., Bone Dust. Blinding bone dust swirls magically around Deserach. Each
one target. Hit: 6 (1d8 + 2) piercing damage. creature within 5 feet of her must succeed on a DC 17 Constitution saving
throw or be blinded until the end of the creature’s next turn.
Deserach
Cast Spell (Costs 2 Actions). Deserach casts a spell.
Tiny undead, neutral evil Curse of Corruption (Costs 3 Actions). Deserach targets one creature
Armor Class 21 (natural armor) she can see within 30 feet of her. The target must succeed on a DC 17
Hit Points 195 (26d4 + 130) Wisdom saving throw or be magically cursed. Until the curse ends,
Speed 0 ft., fly 30 ft. (hover) the target has disadvantage on attack rolls made against Deserach, and
on saving throws and ability checks made with one ability score (GM
choice). The target can repeat the saving throw at the end of each of its
turns, ending the curse on a success.

STR DEX CON INT WIS CHA Devils

10 (+0) 10 (+0) 20 (+5) 23 (+6) 20 (+5) 23 (+6)

Saving Throws Con +12, Int +13, Wis +12 Interlocuter Chain
Skills Arcana +13, History +13, Perception +12, Religion +13
Damage Resistances bludgeoning, piercing, and slashing Large fiend (devil), lawful evil
Armor Class 20 (natural armor)
from magic weapons Hit Points 273 (26d10 + 130)
Damage Immunities necrotic, poison, psychic; bludgeoning, Speed 40 ft.

piercing, and slashing from nonmagical weapons STR DEX CON INT WIS CHA
Condition Immunities charmed, deafened, exhaustion, 20 (+5)
23 (+6) 19 (+4) 20 (+5) 24 (+7) 21 (+5)
frightened, paralyzed, petrified, poisoned, prone, stunned
Senses truesight 120 ft., passive Perception 22 Saving Throws Con +10, Int +12, Wis +10, Cha +10
Languages All, telepathy 120 ft.
Challenge 24 (62,000 XP)

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Rappan Athuk

Skills Deception +15, Insight +15, Medicine +10, Nature +12, Damage Resistances cold; bludgeoning, piercing and
Perception +10 slashing from nonmagical weapons that aren’t silvered

Damage Resistances cold; bludgeoning, piercing and Damage Immunities fire, poison
slashing from nonmagical weapons that aren’t silvered Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Damage Immunities fire, poison Languages Infernal, telepathy 120 ft.
Condition Immunities poisoned Challenge 13 (10,000 XP)
Senses darkvision 120 ft., passive Perception 20
Languages all, telepathy 120 ft. Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Challenge 15 (13,000 XP) Magic Resistance. The devil has advantage on saving throws against
spells and other magical effects.
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision. Innate Spellcasting: The lilin’s spellcasting ability is Charisma (spell
Magic Resistance. The devil has advantage on saving throws against save DC 22, +14 to hit with spell attacks). The lilin can innately cast the
spells and other magical effects. following spells, requiring no material components:
Polyglot. The devil is fluent in all languages. At will: charm person, suggestion
Tormentor. The devil is extremely gifted in the methods of torture and 3/day: animate dead
causing excrutiating pain. 1/day: conjure fiendGM
Surgical Strikes. The devil scores a critical hit on a roll of 18, 19, or 20. Spellcasting. The lilin is a 13th-level spellcaster. Its spellcasting ability
Innate Spellcasting: The devil’s spellcasting ability is Intelligence is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast
(spell save DC 20, +12 to hit with spell attacks). The devil can innately the following spells:
cast the following spells, requiring no material components: Cantrips (at will): chill touch, fire bolt, mage hand, minor illusion,
At will: acid splash, plane shift, shocking grasp, spare the dying prestidigitation
3/day each: cure wounds, greater restoration 1st level (4 slots): burning hands, detect magic, false life, magic missile,
1/day: revivify shield
2nd level (3 slots): darkness, flaming sphere, ray of enfeeblement,
Actions scorching ray
3rd level (3 slots): dispel magic, fireball, haste, stinking cloud
Multiattack. The devil makes three melee attacks. 4th level (3 slots): confusion, fire shield, greater invisibility, wall of fire
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 5th level (3 slots): cloudkill, dominate person, wall of stone
24 (4d8 + 6) slashing damage, and the target must succeed on a DC 18 6th level (1 slot): circle of death, eyebite
Constitution saving throw or be incapacitated by excruciating pain until 7th level (1 slot): fire storm
the end of the devil’s next turn.
Chain. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: Actions
13 (2d6 + 6) slashing damage. The target is grappled (escape DC 18) if the
devil isn’t already grappling a creature. Until this grapple ends, the target Multiattack. The lilin makes two attacks with its claws.
is restrained, and must succeed on a DC 18 Constitution saving throw Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14
or be incapacitated by excruciating pain, and the target takes 10 (3d6) (2d8 + 5) slashing damage.
piercing damage at the start of each of its turns. Teleport. The lilin magically teleports, along with any equipment it is
Animate Chains (Recharges after a Short or Long Rest). Up to four wearing or carrying, up to 120 feet to an unoccupied space it can see.
chains the devil can see within 60 feet of it magically sprout razor-edged
barbs and animate under the devil’s control, provided that the chains Devourer
aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to Large undead, neutral evil
piercing damage, and immunity to psychic and thunder damage. When the Armor Class 18 (natural armor)
devil uses Multiattack on its turn, it can use each animated chain to make Hit Points 172 (23d10 + 46)
one additional chain attack. An animated chain can grapple one creature Speed 0 ft., fly 50 ft. (hover)
of its own but can’t make attacks while grappling. An animated chain
reverts to its inanimate state if reduced to 0 hit points or if the devil is
incapacitated or dies.

Reactions STR DEX CON INT WIS CHA

27 (+8) 16 (+3) 15 (+2) 19 (+4) 16 (+3) 20 (+5)

Unnerving Mask. When a creature the devil can see starts its turn Skills Perception +8, Stealth +8
within 30 feet of the devil, the devil can create the illusion that it looks like Damage Resistances acid, fire, lightning; bludgeoning,
one of the creature’s departed loved ones or bitter enemies. If the creature
can see the devil, it must succeed on a DC 18 Wisdom saving throw or be piercing, and slashing from nonmagical weapons
frightened until the end of its turn. Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Lilin Sorceress Senses darkvision 60 ft., passive Perception 18
Languages Abyssal, Celestial, Common, Infernal
Medium fiend (devil), lawful evil Challenge 14 (11,500 XP)
Armor Class 18 (natural armor)
Hit Points 228 (24d8 + 120) Innate Spellcasting: The devourer’s spellcasting ability is Charisma
Speed 30 ft., fly 50 ft. (spell save DC 18, +10 to hit with spell attacks). The devourer can innately
cast the following spells, requiring no material components:
STR DEX CON INT WIS CHA
At will: animate dead
14 (+2) 20 (+5) 20 (+5) 17 (+3) 18 (+4) 29 (+9) 3/day each: chill touch, inflict wounds, ray of enfeeblement
1/day each: create undead, true seeing
Saving Throws Dex +10, Con +10, Cha +14 Devour Soul. When the devourer reduces a creature to 0 hit points, that
Skills Arcana +8, Deception +14, Perception +9, Persuasion +14 creature must succeed on a DC 18 Wisdom saving throw or the devourer
consumes the creature’s soul. Creatures that die in this manner can only be

518

restored to life by a true resurrection or wish spell. Appendix A: Bestiary

Actions Dragons

Multiattack. The devourer makes one bite attack and two attacks with Adult Umbral
its claws.
Huge dragon, chaotic evil
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 17 Armor Class 19 (natural armor)
(2d8 + 8) piercing damage. Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft.
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit:
15 (2d6 + 8) slashing damage. STR DEX CON INT WIS CHA
20 (+5)
Torment Soul (Recharge 6). The devourer creates a howling whirlwind 28 (+9) 10 (+0) 25 (+7) 20 (+5) 20 (+5)
of necrotic energy in a 20-foot radius centered on itself. Each creature
in that area that is not undead or a construct must succeed on a DC 18 Saving Throws Dex +6, Con +13, Wis +11, Cha +11
Constitution saving throw, taking 55 (10d10) necrotic damage on a failed Skills Perception +11, Stealth +12
save, or half as much damage on a successful one. Damage Resistances necrotic
Damage Immunities fire
Devouring Mist Senses blindsight 60 ft., darkvision 120 ft., passive

Large undead, neutral evil Perception 21
Armor Class 15 (natural armor) Languages Common, Draconic
Hit Points 123 (19d10 + 19) Challenge 17 (18,000 XP)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA Innate Spellcasting. The dragon’s spellcasting ability is Charisma
7 (–2) 19 (+4) 13 (+1) 8 (–1) 16 (+3) 16 (+3) (spell save DC 19, +11 to hit with spell attacks). The dragon can innately
cast the following spells at will, requiring no material components: detect
Skills Perception +7, Stealth +8 evil and good, darkness, ray of exhaustionPG.
Damage Resistance acid, fire, lightning, thunder;
Legendary Resistance .(3/day) If the dragon fails a saving throw, it can choose to
bludgeoning, piercing, and slashing from nonmagical succeed instead.
weapons
Damage Immunities cold, necrotic, poison Living Shadow. While in dim light or darkness, the dragon has
Condition Immunities charmed, exhaustion, frightened, resistance to damage that isn’t force, psychic or radiant.
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 17 Shadow Stealth. While in dim light or darkness, the dragon can take the
Languages — Hide action as a bonus action.
Challenge 10 (5,900 XP)
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on
Mist Form. The devouring mist can occupy another creature’s space attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
and vice versa. In addition, if air can pass through a space, the mist can
pass through it without squeezing. The mist moves through water as if it Actions
were difficult terrain. The mist can’t use objects in any way that requires
hands; it can apply simple force only. Multiattack. The dragon can use its Frightful Presence and make three
attacks: one with its bite and two with its claws.
Blood Sense. The devouring mist can sense living creatures that have
blood or similar vital fluids in a radius of 60 feet. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20
(2d10 + 9) piercing damage plus 10 (3d6) necrotic damage.
Sunlight Hypersensitivity. The devouring mist takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, the mist has Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18
disadvantage on attack rolls and ability checks (2d8 + 9) slashing damage.

Actions Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22
(3d8 + 9) bludgeoning damage.
Blood Drain. One creature other than a construct or undead that is in
the devouring mist’s space must make a DC 16 Constitution saving throw. Frightful Presence. Each creature of the dragon’s choice that is within
On a failed save, the target takes 28 (8d6) necrotic damage and its hit point 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom
maximum is reduced by an amount equal to the necrotic damage taken. In saving throw or become frightened for 1 minute. A creature can repeat the
addition, the mist regains hit points equal to that amount. This reduction saving throw at the end of each of its turns, ending the effect on itself on
to the target’s hit point maximum lasts until the target finishes a long rest. a success. If a creature’s saving throw is successful or the effect ends for
It dies if this effect reduces its hit point maximum to 0. it, the creature is immune to the dragon’s Frightful Presence for the next
24 hours.
A humanoid slain by this attack rises 24 hours later as a zombie under
the mist’s control, unless the humanoid is restored to life or its body is Shadow Breath (Recharge 5–6). The dragon exhales shadowy flames
destroyed. The mist can have no more than twelve zombies under its in a 60-foot cone. Each creature in the that area must make a DC 21
control at one time. Dexterity saving throw, taking 63 (18d6) necrotic damage on a failed save,
or half as much damage on a successful one. A humanoid reduced to 0 hit
points by this damage dies, and an undead shadow rises from its corpse
and act immediately after the dragon in the initiative count. The shadow is
under the dragon’s control.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
at the end of another creature’s turn. The dragon regains spent legendary
actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each

519

Rappan Athuk

creature within 10 feet of the dragon must succeed on a DC 22 Dexterity Wing Attack (Costs 2 Actions). The dragon beats its wings. Each

saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked creature within 10 feet of the dragon must succeed on a DC 25 Dexterity

prone. The dragon can then fly up to half its flying speed. saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked

prone. The dragon can then fly up to half its flying speed.

Ancient Umbral Drusilla

Gargantuan dragon, chaotic evil Medium humanoid (human), neutral
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252) Aror Class 14 (leather)
Speed 40 ft., climb 40 ft., fly 80 ft.
Hit Points 127 (17d8 + 51)
STR DEX CON INT
WIS CHA Speed 30 ft.

30 (+10) 10 (+0) 29 (+9) 23 (+6) 24 (+7) 23 (+6) STR DEX CON INT WIS CHA

Saving Throws Dex +7, Con +16, Wis +14, Cha +13 16 (+3) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 15 (+2)
Skills Perception +14, Stealth +14
Damage Resistances necrotic Saving Throws Int +6, Wis +8
Damage Immunities fire Skills Animal Handling +8, Medicine +12, Nature +10,
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception +8, Survival +12
Perception 24 Senses passive Perception 18
Languages Common, Draconic Languages Common, Aquan, Druidic, Sylvan
Challenge 24 (62,000 XP) Challenge 9 (5,000 XP)

Legendary Resistance (3/day). If the dragon fails a saving throw, it can Spellcasting. Drusilla is a 13th-level spellcaster. Her spellcasting
choose to succeed instead. ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has
the following druid spells prepared:
Living Shadow. While in dim light or darkness, the dragon has
resistance to damage that isn’t force, psychic or radiant. Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle. faerie fire, speak with animals
Shadow Stealth. While in dim light or darkness, the dragon can take the 2nd level (3 slots): barkskin, hold person
Hide action as a bonus action. 3rd level (3 slots): call lightning, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, wall of fire
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on 5th level (3 slots): insect plague, tree stride
attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 6th level (1 slot): heal, sunbeam
7th level (1 slot): fire storm
Innate Spellcasting. The dragon’s spellcasting ability is Charisma
(spell save DC 21, +13 to hit with spell attacks). The dragon can innately Actions
cast the following spells at will, requiring no material components: detect
evil and good, darkness. +3 Club. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9
(ld6 + 6) bludgeoning damage.
Actions
Change Shape (2/Short or Long Rest). Drusilla magically polymorphs
Multiattack. The dragon can use its Frightful Presence and make three into a beast or elemental with a challenge rating of 6 or less and can remain
attacks: one with its bite and two with its claws. in this form for up to 9 hours. Drusilla can choose whether her equipment
falls to the ground, melds with her new form, or is worn by the new form.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 Drusilla reverts to her true form if she dies or falls unconscious. Drusilla
(3d10 + 10) piercing damage plus 14 (4d6) necrotic damage. can revert to her true form using a bonus action on her turn.

Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 While in a new form, Drusilla retains her game statistics and ability to
(3d8 + 10) slashing damage. speak, but her AC, movement modes, Strength, and Dexterity are replaced
by those of the new form, and she gains any special senses, proficiencies,
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 traits, actions, and reactions (except class features, legendary actions,
(4d8 + 10) bludgeoning damage. and lair actions) that the new form has but that she lacks. She can cast
her spells with verbal or somatic components in her new form. The new
Frightful Presence. Each creature of the dragon’s choice that is within form’s attacks count as magical for the purpose of overcoming resistances
120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom and immunity to nonmagical attacks.
saving throw or become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on Dryot
a success. If a creature’s saving throw is successful or the effect ends for
it, the creature is immune to the dragon’s Frightful Presence for the next Small humanoid (gnome), chaotic good
24 hours. Armor Class 12 (15 with mage armor)
Hit Points 31 (7d8)
Shadow Breath (Recharge 5–6). The dragon exhales shadowy flames Speed 30 ft.
in a 90-foot cone. Each creature in the that area must make a DC 24
Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save,
or half as much damage on a successful one. A humanoid reduced to 0 hit
points by this damage dies, and an undead shadow rises from its corpse
and acts immediately after the dragon in the initiative count. The shadow
is under the dragon’s control.

Legendary Actions STR DEX CON INT WIS CHA
11 (+0)
The dragon can take 3 legendary actions, choosing from the options 10 (+0) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

below. Only one legendary action option can be used at a time and only Saving Throws Int. +4, Wis +2
at the end of another creature’s turn. The dragon regains spent legendary Skills Arcana +4
actions at the start of its turn. Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Gnome, Sylvan
Detect. The dragon makes a Wisdom (Perception) check. Challenge 3 (700 XP)
Tail Attack. The dragon makes a tail attack.

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Appendix A: Bestiary

Spellcasting. Dryot is a 6th-level spellcaster. His spellcasting ability rises as a sword wight in the space of its corpse or in the nearest unoccupied

is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the space. The sword wight is under the Duke Aerim’s control. Duke Aerim can

following wizard spells prepared: have no more than seven sword wights under its control at one time.

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray Malevolence (Recharge 5-6). The Bloodwraith has a limited ability

1st level (4 slots): color spray, disguise self, mage armor, magic missile to possess a creature that is in possession of any portion of its remains,

2nd level (3 slots): blur, darkness, invisibility any of the objects within its tomb, or any items that belonged to it in life

3rd level (3 slots): major image, phantom steed and within 30 feet of it. A creature that meets these criteria must succeed

Illusionist. Dryot can cast the silent image spell at will and can cast the on a DC 16 Charisma saving throw or be possessed by the Duke Aerim;

mirror image spell once without expending a spell slot. He regains the use Duke Aerim disappears and the target is incapacitated and loses control

of this ability when he takes a long rest. of its body. Duke Aerim now controls the body but doesn’t deprive the

target of awareness. Duke Aerim can’t be targeted by any attack, spell,

Actions or other effect, except ones that turn undead, and it retains its alignment,
Intelligence, Wisdom, Charisma, and immunities and resistances. Duke

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Aerim otherwise uses the possessed target’s statistics, but doesn’t gain
Hit: 1 (1d2) bludgeoning damage. access to the target’s knowledge, class features, or proficiencies.

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. The possession lasts until the body drops to 0 hit points, Duke Aerim
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used ends it as a bonus action, or Duke Aerim is turned or forced out by an
with two hands. effect like the dispel evil and good spell. When the possession ends, Duke
Aerim appears in an unoccupied space within 5 feet of the body. The target

Duke Aerim, The Bloodwraith is immune to Duke Aerim’s Possession for 24 hours after succeeding on
the saving throw or after the possession ends.

Medium undead, lawful evil Limited Teleport. Duke Aerim magically teleports, along with any
Armor Class 17 (natural armor) equipment it is wearing or carrying, up to 150 feet to an unoccupied space
Hit Points 117 (18d8 + 36) it can see that is adjacent to its remains, an object from its lair, or an object
Speed 0 ft., fly 60 ft. (hover) that it possessed in life.

STR DEX CON INT WIS CHA Dungie, The Dung Monster
6 (–2)
18 (+4) 15 (+2) 14 (+2) 17 (+3) 21 (+5) Large aberration, neutral evil
Armor Class 14 (natural armor)
Saving Throws Con +6, Wis +7, Cha +9 Hit Points 147 (14d10 + 70)
Skill Insight +7, Perception +7, Stealth +8 Speed 10 ft., climb 10 ft.
Damage Resistances acid, cold, fire, lightning, thunder;
STR DEX CON INT WIS CHA
bludgeoning, piercing, and slashing from nonmagical
weapons that aren’t silvered 20 (+5) 12 (+1) 21 (+5) 10 (+0) 13 (+1) 10 (+0)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, Skills Perception +5, Stealth +5
paralyzed, petrified, poisoned, prone, restrained Damage Resistances bludgeoning, piercing, and slashing
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Celestial, Common from nonmagical weapons
Challenge 12 (8,400 XP) Damage Immunities acid, cold, lightning
Condition Immunities blinded, charmed, deafened,
Incorporeal Movement. Duke Aerim can move through other creatures
and objects as if they were difficult terrain. It takes 5 (1d10) force damage exhaustion, frightened, paralyzed, petrified, poisoned,
if it ends its turn inside an object. prone, stunned
Senses blindsight 90 ft., darkvision 60 ft., passive Perception 15
Rejuvenation. Duke Aerim reforms within its lair 2d4 days after being Languages —
slain, regaining all its hit points and becoming active again. Challenge 9 (5,000 XP)

Sunlight Sensitivity. While in sunlight, Duke Aerim has disadvantage Magic Resistance. Dungie has advantage on saving throws against
on attack rolls, as well as on Wisdom (Perception) checks that rely on spells and other magical effects.
sight.
Shapechanger. Dungie can use its action to polymorph into an object
Sacrilegious Aura. Duke Aerim exudes an aura of desecration out to a or back into its true, amorphous form. Its statistics are the same in each
radius of 30 feet. Duke Aerim and any undead within the defiled area have form. Any equipment it is wearing or carrying isn’t transformed. It reverts
advantage on saving throws against effects that turn undead. to its true form if it dies.

Actions Adhesive (Object Form Only). Dungie adheres to anything that
touches it. A Huge or smaller creature adhered to Dungie is also grappled
Multiattack. Duke Aerim can use Malevolence or Limited Teleport and by it (escape DC 16). Ability checks made to escape this grapple have
make one attack with Life Drain. disadvantage.

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. False Appearance (Object Form Only). While Dungie remains
Hit: 26 (5d8 + 4) necrotic damage. The target must succeed on a DC 16 motionless, it is indistinguishable from an ordinary object.
Constitution saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the target Grappler. Dungie has advantage on attack rolls against any creature
finishes a long rest. The target dies if this effect reduces its hit point grappled by it.
maximum to 0.
Rejuvenation. If destroyed, Dungie gains a new body in 24 hours,
Create Devouring Mist (3/day). Duke Aerim coughs, expelling a regaining all its hit points and becoming active again. The new body
devouring mist in an unoccupied space within 10 feet of it. The devouring appears in the room latrine in Rappan Athuk.
mist is under Duke Aerim’s control. Duke Aerim can have no more than
three devouring mists under its control at one time. Actions

Create Sword Wight. Duke Aerim targets a humanoid within 10 feet of it Multiattack. Dungie makes three attacks: two slams with its pseudopod
that has been dead for no longer than 1 minute and died violently. The target and one with its bite.

521

Rappan Athuk

Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. grapple ends. The swallowed target is blinded and restrained, it has total

Hit: 12 (2d6 + 5) bludgeoning damage. If the mimic is in object form, the cover against attacks and other effects outside the eel, and it takes 10 (3d6)

target is subjected to its Adhesive trait. acid damage at the start of each of the eel’s turns. The eel can have only

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 one target swallowed at a time.

(2d8 + 5) piercing damage plus 18 (4d8) acid damage. If the eel takes 25 damage or more on a single turn from the creature

Engulf. Dungie moves up to its speed. While doing so, it can enter inside of it, the eel must succeed on a DC 12 Constitution saving throw

Large or smaller creatures’ spaces. Whenever Dungie enters a creature’s at the end of that turn or regurgitate the swallowed creature, which falls

space, the creature must make a DC 16 Dexterity saving throw. prone in a space within 10 feet of the eel. If the eel dies, a swallowed

On a successful save, the creature can choose to be pushed 5 feet back creature is no longer restrained by it and can escape from the corpse using

or to the side of Dungie. A creature that chooses not to be pushed suffers 15 feet of movement, exiting prone.

the consequences of a failed saving throw.

On a failed save, Dungie enters the creature’s space, and the creature Eldritch Archer
takes 14 (4d6) acid damage and is engulfed. The engulfed creature can’t
breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of Medium humanoid (elf), neutral
Dungie’s turns. When Dungie moves, the engulfed creature moves with it. Armor Class 16 (chain mail)
Hit Points 88 (16d8 + 16)
An engulfed creature can try to escape by taking an action to make a Speed 30 ft.
DC 18 Strength check. On a success, the creature escapes and enters an

unoccupied space of its choice within 5 feet of Dungie.

STR DEX CON INT WIS CHA

Eel, Electric 12 (+1) 20 (+5) 13 (+1) 16 (+3) 16 (+3) 12 (+1)

Small beast, unaligned Saving Throws Dex +8, Int +6
Armor Class 13 (natural armor)
Hit Points 22 (3d6 + 12) Skills Perception +6, Stealth +8, Survival +6
Speed swim 30 ft.
Senses darkvision 60 ft., passive Perception 16
STR DEX CON INT
Languages Common, Elven

WIS CHA Challenge 7 (2,900 XP)

13 (+1) 14 (+2) 19 (+4) 1 (–5) 10 (+0) 6 (–2) Eldritch Arrow. Once per turn, the eldritch archer can apply an eldritch
effect to an arrow fired from its longbow. The eldritch effect does 4 (1d8)
Skills Perception +4 damage. The damage type can be either acid, cold, fire, lightning, or
Damage Immunities lightning poison.
Senses passive Perception 14
Languages — Fey Ancestry. The elf has advantage on saving throws against being
Challenge 1 (200 XP) charmed, and magic can’t put the elf to sleep.

Water Breathing. The eel can only breathe underwater. Keen Hearing and Sight. The elf has advantage on Wisdom (Perception)
checks related to hearing or sight.
Actions
Spellcasting. The elf is a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save
+ 2) piercing damage plus 9 (2d8) lightning damage. DC 14, +6 to hit with spell attacks). It can cast the following spells:
Cantrips (at will): fire bolt, mage hand, mending, prestidigitation
1st level (4 slots): burning hands, expeditious retreat, shield
2nd level (3 slots): darkness, enhance ability, silence
3rd level (2 slots): blink, gaseous form

Eel, Gulper Actions

Large beast, unaligned Multiattack. The eldritch archer makes two melee or three ranged
Armor Class 14 (natural armor) attacks.
Hit Points 112 (15d10 + 30)
Speed swim 50 ft. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9
(1d8 + 5) piercing damage.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 2 (–4) 12 (+1) 2 (–4) +2 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one
target. Hit: 11 (1d8 + 7) piercing damage.

Skills Perception +3, Stealth +4 Elementals
Senses blindsight 60 ft., passive Perception 13
Languages — Common Time Elemental
Challenge 3 (700 XP)
Medium elemental, neutral
Keen Smell. The eel has advantage on Wisdom (Perception) checks that Armor Class 17 (natural armor)
rely on smell. Hit Points 97 (13d8 + 39)
Speed 50 ft., fly 50 ft. (hover)
Water Breathing. The eel can only breathe underwater.

Actions STR DEX CON INT WIS CHA

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 16 (+3) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 11 (+0)

(5d6 + 3) piercing damage, and the target is grappled (escape DC 13). Damage Resistance bludgeoning, piercing, and slashing
Until this grapple ends, the eel can bite only the grappled creature and has from nonmagical weapons
advantage on attack rolls to do so.
Damage Immunities poison, psychic
Swallow. The eel makes one bite attack against a Medium or smaller Condition Immunities exhaustion, grappled, paralyzed,
target it is grappling. If the attack hits, the target is swallowed, and the
522

Appendix A: Bestiary

petrified, poisoned, prone, restrained, unconscious within 5 feet of it. The target must make a DC 17 Constitution saving

Senses darkvision 60 ft., passive Perception 12 throw or be aged 1d4 x 10 years. The aging effect can be reversed with a
Languages telepathy 120 ft. greater restoration spell, but only within 24 hours of it occurring.
Challenge 7 (2,900 XP)
Multi-Manifestation (Recharge 5-6). The time elemental summons

1d4 duplicate manifestations of itself from alternate dimensions. Each of

Cell Death. Damage dealt by the elemental can only be healed these manifestations have the same statistics of the time elemental but can
magically. In addition, a creature that is slain by a time elemental can only only use melee attacks. Attacks that deal damage to one manifestation

be restored to life by a true resurrection or wish spell. deal the same damage to the elemental and the other manifestations. The

Foresight. A time elemental can see a few seconds into the future. This manifestations can attack on the turn they are summoned, and attack on

ability prevents it from being surprised. the time elemental’s initiative.

Immunity to Temporal Magic. Time elementals are immune to all time- The elemental can have no more than four manifestations under

related spells and effects that are not cast by other time elementals. its control at any time. The manifestations disappear at the start of the

elemental’s next turn.

Actions Temporal Displacement (1/day). The time elemental can remove a
target creature from the current timeline. The target must succeed on a

Multiattack. The time elemental makes two slam attacks. DC 18 Constitution saving throw, or disappear in a flash of white energy.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 For a number of minutes equal to the time elemental’s Wisdom modifier,
(2d8 + 5) bludgeoning damage. it is as if the displaced creature never existed. The creature is completely
Multi-Manifestation (Recharge 5-6). The time elemental summons undetectable while in this state.
1d4 duplicate manifestations of itself from alternate dimensions. Each of
these manifestations has the same statistics of the time elemental but can A displaced creature can us its action to attempt to end the displacement.
only use melee attacks. Attacks that deal damage to one manifestation When it does so, it makes a DC 18 Intelligence check. If it succeeds, it
deal the same damage to the elemental and the other manifestations. The escapes, and the effect ends.
manifestations can attack on the turn they are summoned, and attack on
the time elemental’s initiative. When the effect ends, the creature reappears in the same space it was in
The elemental can have no more than four manifestations under before being displaced. If the space is occupied when the creature returns,
its control at any time. The manifestations disappear at the start of the it appears in the nearest open space and takes no damage.
elemental’s next turn.
Time Jaunt. A time elemental can slip through the time stream and Time Jaunt. A time elemental can slip through the time stream and
appear anywhere on the same plane of existence as if by teleport. This appear anywhere on the same plane of existence as if by teleport. This
ability transports the time elemental and up to four other creatures of the
elemental’s choice that are within a 30 feet of it. Unwilling creatures must
succeed on a DC 17 Wisdom saving throw to avoid being carried away.

ability transports the time elemental and up to four other creatures of the

elemental’s choice that are within a 30 feet of it. Unwilling creatures must Royal Time Elemental
succeed on a DC 15 Wisdom saving throw to avoid being carried away.
Large elemental, neutral

Noble Time Elemental Armor Class 20 (natural armor)
Hit Points 380 (40d10 + 160)
Large elemental, neutral Speed 50 ft., fly 50 ft. (hover)

Armor Class 18 (natural armor)

Hit Points 123 (13d10 + 52) STR DEX CON INT WIS CHA
Speed 50 ft., fly 50 ft. (hover)
18 (+4) 20 (+5) 18 (+4) 21 (+5) 21 (+5) 20 (+5)

STR DEX CON INT WIS CHA Saving Throws Con +10, Wis +11, Cha +11

18 (+4) 20 (+5) 18 (+4) 18 (+4) 18 (+4) 15 (+2) Skills Insight +11, Perception +11, Stealth +11
Damage Resistance bludgeoning, piercing, and slashing

Saving Throws Con +9, Wis +9, Cha +7 from nonmagical weapons
Skills Insight +9, Perception +9, Stealth +10 Damage Immunities poison, psychic
Damage Resistance bludgeoning, piercing, and slashing Condition Immunities exhaustion, grappled, paralyzed,

from nonmagical weapons petrified, poisoned, prone, restrained, unconscious
Damage Immunities poison, psychic Senses darkvision 60 ft., passive Perception 21
Condition Immunities exhaustion, grappled, paralyzed, Languages telepathy 120 ft.
Challenge 17 (18,000 XP)
petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 19 Cell Death. Damage dealt by the elemental can only be healed
Languages telepathy 120 ft. magically. In addition, a creature that is slain by a time elemental can only
Challenge 13 (10,000 XP) be restored to life by a true resurrection or wish spell.

Cell Death. Damage dealt by the elemental can only be healed Foresight. A time elemental can see a few seconds into the future. This
magically. In addition, a creature that is slain by a time elemental can only ability prevents it from being surprised.
be restored to life by a true resurrection or wish spell.
Immunity to Temporal Magic. Time elementals are immune to all time-
Foresight. A time elemental can see a few seconds into the future. This related spells and effects that are not cast by other time elementals.

ability prevents it from being surprised. Actions
Immunity to Temporal Magic. Time elementals are immune to all time-

related spells and effects that are not cast by other time elementals.

Multiattack. The time elemental makes two slam attacks.

Actions Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23
(4d8 + 5) bludgeoning damage.

Multiattack. The time elemental makes two slam attacks. Alter Age (1/day). The elemental can attempt to age a target creature
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 within 5 feet of it. The target must make a DC 17 Constitution saving
(3d8 + 5) bludgeoning damage. throw or be aged 1d4 x 10 years. The aging effect can be reversed with a
Alter Age (1/day). The elemental can attempt to age a target creature greater restoration spell, but only within 24 hours of it occurring.

Multi-Manifestation (Recharge 5-6). The time elemental summons
523

Rappan Athuk

1d4 duplicate manifestations of itself from alternate dimensions. Each of Languages Common, Deep Speech, telepathy 120 ft.

these manifestations have the same statistics of the time elemental but can Challenge 7 (2,900 XP)
only use melee attacks. Attacks that deal damage to one manifestation

deal the same damage to the elemental and the other manifestations. The Alien Mind. Encephalon gorgers can maintain concentration on 3

manifestations can attack on the turn they are summoned, and attack on simultaneous spell effects.

the time elemental’s initiative. Mindsense. The encephalon gorger is aware of the presence of

The elemental can have no more than four manifestations under creatures within 300 feet of it that have an Intelligence of 3 or higher.

its control at any time. The manifestations disappear at the start of the It knows the relative distance and direction of each creature, as well as

elemental’s next turn. the creature’s approximate Intelligence score (within 3 points). Creatures

Temporal Displacement (1/day). The time elemental can remove a under the effects of magic that protects the mind cannot be detected by the

target creature from the current timeline. The target must succeed on a encephalon gorger.
DC 18 Constitution saving throw, or disappear in a flash of white energy. Mind Screen. The mind of an encephalon gorger is an alien and
For a number of minutes equal to the time elemental’s Wisdom modifier, dangerous place. Should a creature attempt to scan the mind or read the

it is as if the displaced creature never existed. The creature is completely thoughts of an encephalon gorger (with detect thoughts, telepathy, or

undetectable while in this state. the like), it must succeed on a DC 15 Intelligence saving throw or be

A displaced creature can us its action to attempt to end the displacement. driven insane, gaining a flaw from the Indefinite Madness table (see the

When it does so, it makes a DC 18 Intelligence check. If it succeeds, it SRD). On a successful save, the creature is confused for 1 minute (as the

escapes, and the effect ends. confusion spell).

When the effect ends, the creature reappears in the same space it was in

before being displaced. If the space is occupied when the creature returns, Actions

it appears in the nearest open space and takes no damage.

Time Jaunt. A time elemental can slip through the time stream and Multiattack. The encephalon gorger makes two attacks with its claws
appear anywhere on the same plane of existence as if by teleport. This and uses Mindfeed if it has a creature grappled.
ability transports the time elemental and up to four other creatures of the
elemental’s choice that are within a 30 feet of it. Unwilling creatures must Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
succeed on a DC 18 Wisdom saving throw to avoid being carried away. (2d6 + 3) slashing damage If the target is Medium or smaller, it is grappled
(escape DC 16). Until this grapple ends, the target is restrained, and the

encephalon gorger can only use its Mindfeed on the grappled creature and

has advantage on attack rolls to do so.

Embodiments of the Eleven Profane Tides Mindfeed. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that
is grappled by the encephalon gorger. Hit: 7 (1d8 + 3) piercing damage,
Medium elemental, chaotic evil and the target must succeed on a DC 15 Intelligence saving throw, or take
Armor Class 16 (chain mail) 33 (6d10) psychic damage, and the target’s Intelligence score is reduced
Hit Points 127 (17d8 + 51) by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the
Speed 30 ft., swim 30 ft. reduction lasts until the target finishes a long rest.

Adrenal Surge (2/day). The encephalon gorger surges with adrenaline

STR DEX CON INT WIS CHA until the end of its turn. While under this effect, it gains a +2 bonus to its

20 (+5) 13 (+1) 17 (+3) 10 (+0) 11 (+0) 10 (+0) AC, it has advantage on Dexterity saving throws, and it gains an additional
action on its turn (as the haste spell).

Damage Resistances acid; bludgeoning, piercing, and Eremite
slashing from nonmagical weapons
Medium fiend, lawful evil
Damage Immunities poison Armor Class 20 (natural armor)
Condition Immunities paralyzed, petrified, poisoned, prone Hit Points 310 (23d8 + 207)
Senses darkvision 60 ft., passive Perception 10 Speed 40 ft., fly 60 ft.
Languages Aquan, Common
Challenge 7 (2,900 XP)

Magic Resistance. The embodiment has advantage on saving throws STR DEX CON INT WIS CHA
against spells and other magical effects.
29 (+9) 26 (+8) 29 (+9) 21 (+5) 20 (+5) 30 (+10)
Magic Weapons. The embodiment’s weapon attacks are magical.

Actions Saving Throws Dex +16, Con +17, Cha +18
Skills Arcana +13, Deception +18, Medicine +13, Nature +13,
Multiattack. The embodiment makes three longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Perception +13
9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used Damage Resistances lightning; bludgeoning, piercing, and
with two hands.
slashing from nonmagical weapons
Encephalon Gorger Damage Immunities cold, poison
Condition Immunities frightened, poisoned
Medium aberration, chaotic evil Senses truesight 120 ft., passive Perception 23
Armor Class 16 (natural armor) Languages Common, Infernal; telepathy 120 ft.
Hit Points 71 (11d8 + 22) Challenge 25 (75,000 XP)
Speed 30 ft.
Legendary Resistance (3/day). If the eremite fails a saving throw, it can
STR DEX CON INT WIS CHA choose to succeed instead.

12 (+1) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 15 (+2) Innate Spellcasting. The eremite’s innate spellcasting ability is
Charisma (spell save DC 26, +18 to hit with spell attacks). It can cast the
Skills Perception +5, Stealth +6 following spells without material components.
Senses darkvision 60 ft., passive Perception 15
At will: telekinesis
3/day: plane shift
1/day each: forcecage, symbol
Graft Flesh. As an action, the eremite can graft to its own body the

524

Appendix A: Bestiary

viscera it harvests using its Evisceration ability. Doing so heals the eremite Magic Resistance. The dragon has advantage on saving throws against

as if a heal spell were cast on it. spells and other magical effects.

Painbringer. The eremite’s attacks inflict excruciating pain Innate Spellcasting. The dragon’s innate spellcasting ability is

Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately

Actions cast the following spells, requiring no material components:
At will: dancing lights, mage hand, minor illusion

Multiattack. The eremite makes four attacks: one with its bite, two with 3/day each: color spray, mirror image, suggestion
its claws, and one with its wings. 1/day each: major image, hallucinatory terrain, polymorph

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit:

19 (3d6 + 9) piercing damage, and the target must succeed on a DC 15 Actions
Constitution saving throw or be incapacitated by excruciating pain until

the end of the eremite’s next turn. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2

Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: + 3) piercing damage.

25 (3d10 + 9) slashing damage, and the target must succeed on a DC 15 Breath of Confusion (Recharge 5-6). The dragon exhales a puff of gas at

Constitution saving throw or be incapacitated by excruciating pain until one creature within 5 feet of it. The target must succeed on a DC 12 Wisdom

the end of the eremite’s next turn. The target is also grappled (escape DC saving throw, or for 1 minute, the target can’t take reactions and must roll a

23). Until this grapple ends, the creature is restrained, and the eremite d8 at the start of each of its turns to determine its behavior during the turn.

can’t grapple another target. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no

Wings. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 action or bonus action and uses all its movement to move in a randomly

(2d12 + 9) bludgeoning damage, and the target must succeed on a DC 15 determined direction. On a 7 or 8, the creature makes a melee attack against

Constitution saving throw or be incapacitated by excruciating pain until a randomly determined creature within its reach or does nothing if it can’t

the end of the eremite’s next turn. make such an attack. At the end of each of its turns, an affected target can

Evisceration. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature make a Wisdom saving throw. If it succeeds, this effect ends for the target.

that is grappled by the eremite. Hit: 25 (3d10 + 9) slashing damage, and the

target’s Constitution score is reduced by 1d6. The target dies if this reduces Fear Guard
its Constitution to 0. Otherwise, the reduction lasts until the target finishes
a long rest. Medium undead, chaotic evil
Armor Class 13 (natural armor)
The creature must also succeed on a DC 19 Constitution saving throw Hit Points 58 (9d8 + 18)
or be knocked unconscious from excruciating pain as the eremite excises Speed 0 ft., fly 30 ft.
flesh or an internal organ from the creature.

Unnerving Gaze. A creature of the eremite’s choice that is within 60

feet of the eremite and aware of it must succeed on a DC 19 Wisdom STR DEX CON INT WIS CHA
saving throw or be paralyzed for 1 minute. The paralyzed creature can 6 (–2)
repeat the saving throw at the end of each of its turns, ending the effect on 15 (+2) 15 (+2) 10 (+0) 12 (+1) 18 (+4)

itself on a success. On a failure, the creature’s Wisdom score is reduced Damage Resistances acid, cold, fire, lightning, thunder;
by 1d4. The target dies if this reduces its Wisdom to 0. Otherwise, the bludgeoning, piercing, and slashing from nonmagical
reduction lasts until the target finishes a long rest. weapons

Teleport. The eremite magically teleports, along with any equipment it Damage Immunities necrotic, poison
is wearing or carrying, up to 120 feet to an unoccupied space it can see. Condition Immunities charmed, exhaustion, grappled,

Legendary Actions paralyzed, petrified, poisoned, prone, restrained,
unconscious

The eremite can take 3 legendary actions, choosing from the options Senses darkvision 60 ft., passive Perception 11
below. Only one legendary action can be used at a time and only at the end Languages understands all languages it knew in life but
of another creature’s turn. The eremite regains spent legendary actions at
the start of its turn. can’t speak
Challenge 5 (1,800 XP)

Move. The eremite moves up to its speed without provoking Innate Spellcasting. The fear guard’s spellcasting ability is Charisma
opportunity attacks. (spell save DC 15, +7 to hit with spell attacks). The fear guard can innately
cast the following spells at will, requiring no material components:
Attack. The eremite makes one bite attack or one wing attack. darkness, ray of enfeeblement
Graft Flesh (Costs 3 Actions). The eremite uses its Graft Flesh ability.

Faerie Dragon Incorporeal Movement. The fear guard can move through other
creatures and objects as if they were difficult terrain. It takes 5 (1d10)
Tiny dragon, chaotic good force damage if it ends its turn inside an object.
Armor Class 15 (natural armor)
Hit Points 10 (3d4 + 3) Sunlight Sensitivity. While in sunlight, the fear guard’s speed is halved
Speed 10 ft., fly 60 ft., swim 30 ft. and it has disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.

STR DEX CON INT WIS CHA Actions
9 (–1)
17 (+3) 13 (+1) 16 (+3) 14 (+2) 18 (+4) Ethereal Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) necrotic damage, and the target’s Wisdom score is reduced
Skills Arcana +5, Perception +4, Stealth +5 by 1d4. The target dies if this reduces its Wisdom to 0. Otherwise, the
Senses darkvision 60 ft., passive Perception 14 reduction lasts until the target finishes a short or long rest.
Languages Draconic, Sylvan, telepathy 60 ft. (faerie dragons only)
Challenge 2 (450 XP) Create Fear Guard. The fear guard targets a humanoid within 10 feet
of it that has been dead for no longer than 1 minute and died violently.
Superior Invisibility. As a bonus action, the dragon can magically turn The target’s spirit rises as a fear guard in the space of its corpse or in the
invisible until its concentration ends (as if concentrating on a spell). Any nearest unoccupied space. The fear guard is under the fear guard’s control.
equipment the dragon wears or carries turns invisible with it. The fear guard can have no more than two fear guards under its control
at one time.

525

Rappan Athuk

Felrara Fidele Angel

Medium humanoid (human), neutral evil Medium celestial, lawful good
Armor Class 15 (scale mail) Armor Class 16 (natural armor)
Hit Points 52 (8d8 + 16) Hit Points 104 (16d8 + 32)
Speed 30 ft. Speed 40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle

form)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 15 (+2) 8 (–1) 9 (–1)

20 (+5) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 18 (+4)

Skills Athletics +7 Saving Throws Dex +7, Con +5, Int +5, Wis +6, Cha +7
Senses passive Perception 9 Skills Insight +6, Perception +6
Languages Common, Giant, Halfling Damage Resistances fire, lightning, poison; bludgeoning,
Challenge 1 (200 XP)
piercing, slashing from nonmagical weapons
Actions Damage Immunities acid, cold
Condition Immunities charmed, petrified, poisoned
+1 Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 16
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands. Languages Common, Celestial, Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320, one target.
Hit: 4 (1d6 + 1) piercing damage. Shapechange. The angel can change between winged celestial form,
its original mortal form, and that of a Medium-sized eagle. Its statistics
Fedorla are the same in each form, with the exception of its attacks in eagle form.

Large giant, chaotic evil Ever Touching. Fidele angels maintain awareness of their mate’s
Armor Class 15 (chain shirt) disposition and health. Damage taken by one is split evenly between both,
Hit Points 207 (18d10 + 108) with the original target of the attack taking the extra point when damage
Speed 30 ft. doesn’t divide evenly. Any other baneful effect, such as ability damage,
affects both equally.
STR DEX CON INT WIS CHA
9 (–1) Innate Spellcasting. The angel’s innate spellcasting ability is Wisdom
22 (+6) 14 (+2) 22 (+6) 10 (+0) 16 (+3) (spell save DC 14, +6 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
Saving Throws Con +11, Wis +8
Skills Perception +8, Religion +5 At will: guidance, light, purify food and drink, spare the dying
Senses darkvision 60 ft., passive Perception 18 3/day: cure wounds, scorching ray (5 rays)
Languages Giant 1/day: bless, daylight, detect evil and good, enhance ability, hallow,
Challenge 14 (11,500 XP) protection from evil and good
Magic Resistance. The angel has advantage on saving throws against
Keen Smell. Fedorla has advantage on Wisdom (Perception) checks spells and other magical effects.
that rely on smell. Magic Weapons. The angel’s weapon attacks are magical while it is in
eagle form.
Regeneration. Fedorla regains 10 hit points at the start of her turn. If To My Lover’s Side. If separated from its mate, each fidele angel can
Fedorla takes acid or fire damage, this trait doesn’t function at the start of use both plane shift and teleport 1/day to reunite.
her next turn. Fedorla dies only if she starts her turn with 0 hit points and Unshakeable Fidelity. Fidele angels are never voluntarily without their
doesn’t regenerate. partners. No magical effect or power can cause a fidele angel to act against
its mate, and no charm or domination effect can cause them to leave their
Spellcasting. Fedorla is a 10th-level spellcaster. Her spellcasting ability side or to change their feelings of love and loyalty toward each other.
is Wisdom (spell save DC 16, +8 to hit with spell attacks). Fedorla has the
following cleric spells prepared: Actions

Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy Multiattack. The angel makes two longsword attacks or two longbow
1st level (4 slots): bless, cure wounds, detect magic, shield of faith attacks; in eagle form, it instead makes two talon attacks and one beak
2nd level (3 slots): aid, blindness/deafness, hold person attack.
3rd level (3 slots): animate dead, dispel magic, spirit guardian
4th level (3 slots): death ward, freedom of movement, guardian of faith +1 Longsword (Mortal or Angel Form Only). Melee Weapon Attack:
5th level (2 slots): flame strike, hallow +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11
(1d10+ 6) slashing damage if used with two hands.
Actions
+1 Longbow (Mortal or Angel Form Only). Ranged Weapon Attack:
Multiattack. Fedorla makes three attacks: one with her bite and two +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
with her claws or two with her maul.
Beak (Eagle Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 one target. Hit: 9 (1d8 + 5) piercing damage.
(1d6 + 6) piercing damage.
Talons (Eagle Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 one target. Hit: 12 (2d6 + 5) slashing damage.
(2d6 + 6) slashing damage.
The Fidele Angel can be found in Tome of Beasts by Kobold Press.
Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13
(2d6 + 6) bludgeoning damage.

526

Appendix A: Bestiary

Fire Crabs

Large Fire Crab

Huge elemental, unaligned
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA

22 (+6) 10 (+0) 20 (+5) 2 (–4) 16 (+3) 2 (–4)

Skills Athletics +10
Damage Vulnerabilities cold
Damage Immunities fire
Condition Immunities charmed
Senses darkvision 60 ft., tremorsense 60 ft.,

passive Perception 13
Languages understands Ignan but can’t speak
Challenge 10 (5,900 XP)

Heated Body. A creature that touches the large fire crab
or hits it with a melee attack while within 5 feet of it takes
14 (4d6) fire damage.

Actions

Multiattack. The large fire crab makes two claw attacks grappling a target.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 Constrict. If a target is grappled, the medium fire crag squeezes it and
(1d12 + 6) bludgeoning damage plus 14 (4d6) fire damage. If both claw
attacks hit in the same turn and the target is huge sized or smaller, target the target takes 8 (1d8 + 4) bludgeoning damage and 7 (2d6) fire damage.
is grappled (escape DC 16). While grappled, a target takes 14 (4d6) fire
damage at the start of its turn. The fire crab can only grapple one target at Small Fire Crab
a time and cannot perform a claw attack while grappling a target.
Constrict. If a target is grappled, the large fire crag squeezes it and the Small elemental, unaligned
target takes 12 (1d12 + 6) bludgeoning damage and 14 (4d6) fire damage. Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Medium Fire Crab Speed 20 ft., swim 20 ft.

Medium elemental, unaligned STR DEX CON INT WIS CHA
Armor Class 15 (natural armor) 14 (+2) 14 (+2) 14 (+2) 2 (–4) 10 (+0) 2 (–4)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft. Damage Vulnerabilities cold
Damage Immunities fire
STR DEX CON INT WIS CHA Condition Immunities charmed
18 (+4) 10 (+0) 16 (+3) 2 (–4) 14 (+2) 2 (–4) Senses darkvision 60 ft., tremorsense 60 ft., passive

Skills Athletics +7 Perception 10
Damage Vulnerabilities cold Languages understand Ignan but can’t speak
Damage Immunities fire Challenge 2 (450 XP)
Condition Immunities charmed
Senses darkvision 60 ft., tremorsense 60 ft., passive Heated Body. A creature that touches the small fire crab or hits it with a
melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Perception 12
Languages understand Ignan but can’t speak Actions
Challenge 5 (1,800 XP)
Multiattack. The small fire crab makes two claw attacks.
Heated Body. A creature that touches the medium fire crab or hits it Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.

Actions

Multiattack. The medium fire crab makes two claw attacks
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. If both claw
attacks hit in the same turn and the target is Large size or smaller, the
target is grappled (escape DC 15). While grappled, the target is restrained
and takes 7 (2d6) fire damage at the start of their turn. The fire crab can
only grapple one target at a time and cannot perform a claw attack while

527

Rappan Athuk

Fiilaar Sunlight Sensitivity. While in sunlight, Filtau has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Medium humanoid (human, shapechanger), neutral evil Actions
Armor Class 14 (leather)
Hit Points 44 (8d8 + 8)

Speed 30 ft. Multiattack. Filtau makes four attacks: three with his shortsword and

one with his shield.

STR DEX CON INT WIS CHA +1 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage and 10 (3d6) poison damage.
13 (+1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 10 (+0)
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Skills Acrobatics +5, Perception +4, Stealth +5 Hit: 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC
Damage Immunities bludgeoning, piercing, and slashing 14 Strength saving throw or be knocked prone.

from nonmagical weapons not made with silvered Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one
weapons target. Hit: 6 (1d6 + 3) piercing damage and the target must succeed on a
Senses darkvision 60 ft. (rat form only), passive Perception 14 DC 15 Constitution saving throw or be poisoned for 1 hour. If the creature
Languages Common, Goblin, Orc fails the saving throw by 5 or more, the creature is also unconscious
Challenge 2 (450 XP) while poisoned in this way. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.

Shapechanger. Fiilaar can use her action to polymorph into a rat- Flumphs
humanoid hybrid or into a giant rat, or back into its true form, which is
humanoid. Her statistics, other than her size, are the same in each form. Flumph
Any equipment she is wearing or carrying isn’t transformed. It reverts to
its true form if she dies. Small aberration, lawful good
Armor Class 15 (natural armor)
Keen Smell. Fiilaar has advantage on Wisdom (Perception) checks that Hit Points 10 (3d6)
rely on smell. Speed 5 ft., fly 20 ft.

Sneak Attack. Once per turn, Fiilaar deals an extra 10 (3d6) damage STR DEX CON INT WIS CHA
when she hits a target with a weapon attack and has advantage on the 14 (+2) 10 (+0)
attack roll, or when the target is within 5 feet of an ally of Filaar that isn’t 10 (+0) 16 (+3) 11 (+0) 10 (+0)
incapacitated and Fiilaar doesn’t have disadvantage on the attack roll.

Actions

Multiattack (Humanoid or Hybrid Form Only). Fiilaar makes two Skills Stealth +7
attacks, only one of which can be a bite. Damage Resistances acid
Senses darkvision 60 ft., passive Perception 12
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, Languages —
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Challenge 1 (200 XP)
humanoid, it must succeed on a DC 12 Constitution saving throw or be
cursed with wererat lycanthropy. Actions

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. (1d4 + 3) piercing damage and 3 (1d6) acid damage.

Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Stench Spray (Recharge 5-6). When the flumph unleashes its stench
Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing spray, all creatures within a 20-foot radius of it must succeed on a DC 11
damage. Dexterity saving throw or be covered in a disgusting, oily fluid. A covered
creature is poisoned for 1d4 hours, and any creature within 5 feet of it is
Filtau also poisoned. Creatures poisoned in this manner also have disadvantage
on Dexterity (Stealth) checks. The fetid flumph musk can only be removed
Medium humanoid (drow elf), chaotic evil by vigorously bathing in lamp oil or kerosene. The smell wears off once
Armor Class 19 (drow chain mailGM, +1 shield) the creature is no longer poisoned.
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA Flumph Hunter

16 (+3) 17 (+3) 17 (+3) 10 (+0) 14 (+2) 8 (–1) Small aberration, lawful good
Armor Class 17 (natural armor)
Saving Throws Dex +7, Con +7, Wis +6 Hit Points 60 (11d6 + 22)
Skills Athletics +7, Perception +6, Stealth +7 Speed 5 ft., fly 20 ft.
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon STR DEX CON INT WIS CHA
Challenge 9 (5,000 XP) 8 (–1)
12 (+1) 20 (+5) 15 (+2) 12 (+1) 14 (+2)

Drow Chain. Filtau has advantage on stealth checks as long as he is Skills Perception +6, Stealth +7

not in sunlight.
Fey Ancestry. Filtau has advantage on saving throws against being Damage Resistances acid
Senses darkvision 60 ft., passive Perception 16
charmed, and magic can’t put him to sleep.
Innate Spellcasting. Filtau’s spellcasting ability is Charisma (spell save Languages —
DC 14, +6 to hit with spell attacks). He can innately cast the following Challenge 3 (700 XP)

spells, requiring no material components: Keen Hearing and Sight. The flumph has advantage on Wisdom

At will: dancing lights (Perception) checks that rely on hearing or sight.

1/day each: darkness, faerie fire

528

Appendix A: Bestiary

Actions Keen Hearing and Sight. The flumph has advantage on Wisdom
(Perception) checks that rely on hearing or sight.

Multiattack. The flumph makes two stinging dart attacks. Spellcasting. The flumph is a 2nd-level spellcaster. Its spellcasting
Stinging Dart. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can
or range 60 ft., one target. Hit: 8 (1d6 + 5) piercing damage and 3 (1d6) cast the following spells:
acid damage.
1st level (3 slots): alarm, fog cloud, hunter’s mark

Stench Spray (Recharge 5-6). When the flumph unleashes its stench Actions
spray, all creatures within a 20-foot radius of it must succeed on a DC 11

Dexterity saving throw or be covered in a disgusting, oily fluid. A covered Multiattack. The flumph makes two stinging dart attacks.
creature is poisoned for 1d4 hours, and any creature within 5 feet of it is Stinging Dart. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.,
also poisoned. Creatures poisoned in this manner also have disadvantage or range 60 ft., one target. Hit: 8 (1d6 + 5) piercing damage and 3 (1d6)
on Dexterity (Stealth) checks. The fetid flumph musk can only be removed acid damage.
by vigorously bathing in lamp oil or kerosene. The smell wears off once Stench Spray (Recharge 5-6). When the flumph unleashes its stench
the creature is no longer poisoned. spray, all creatures within a 20-foot radius of it must succeed on a DC 11

Flumph Leader Dexterity saving throw or be covered in a disgusting, oily fluid. A covered
creature is poisoned for 1d4 hours, and any creature within 5 feet of it is
Small aberration, lawful good also poisoned. Creatures poisoned in this manner also have disadvantage
Armor Class 16 (natural armor) on Dexterity (Stealth) checks. The fetid flumph musk can only be removed
Hit Points 45 (10d6 + 10) by vigorously bathing in lamp oil or kerosene. The smell wears off once
Speed 5 ft., fly 20 ft. the creature is no longer poisoned.

STR DEX CON INT WIS CHA Flumph Protector

10 (+0) 18 (+4) 13 (+1) 12 (+1) 18 (+4) 16 (+3) Small aberration, lawful good
Armor Class 15 (natural armor)
Skills Arcana +5, Perception +6, Stealth +6 Hit Points 31 (7d6 + 7)
Damage Resistances acid Speed 5 ft., fly 20 ft.
Senses darkvision 60 ft., passive Perception 16
Languages — STR DEX CON INT WIS CHA
Challenge 4 (1,100 XP)
10 (+0) 14 (+2) 13 (+1) 12 (+1) 18 (+4) 15 (+2)

Spellcasting. The flumph is a 7th-level spellcaster. Its spellcasting Skills Perception +6, Stealth +6
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can Damage Resistances acid
cast the following spells: Senses darkvision 60 ft., passive Perception 16
Languages —
Cantrips (at will): light, mage hand, ray of frost, resistance Challenge 2 (450 XP)
1st level (4 slots): burning hands, color spray, magic missile
2nd level (3 slots): blindness/deafness, enlarge/reduce, see invisibility Spellcasting. The flumph is a 4th-level spellcaster. Its spellcasting
3rd level (3 slots): hypnotic pattern, slow ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can
4th level (1 slots): hallucinatory terrain, phantasmal killer cast the following spells:

Actions Cantrips (at will): light, mage hand, ray of frost, resistance
1st level (4 slots): burning hands, color spray, magic missile
Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 2nd level (3 slots): blindness/deafness, enlarge/reduce, see invisibility
(1d4 + 4) piercing damage and 10 (3d6) acid damage.
Actions
Stench Spray (Recharge 5-6). When the flumph unleashes its stench
spray, all creatures within a 20-foot radius of it must succeed on a DC 13 Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Dexterity saving throw or be covered in a disgusting, oily fluid. A covered (1d4 + 2) piercing damage and 10 (3d6) acid damage.
creature is poisoned for 1d4 hours, and any creature within 5 feet of it is
also poisoned. Creatures poisoned in this manner also have disadvantage Stench Spray (Recharge 5-6). When the flumph unleashes its stench
on Dexterity (Stealth) checks. The fetid flumph musk can only be removed spray, all creatures within a 20-foot radius of it must succeed on a DC 13
by vigorously bathing in lamp oil or kerosene. The smell wears off once Dexterity saving throw or be covered in a disgusting, oily fluid. A covered
the creature is no longer poisoned. creature is poisoned for 1d4 hours, and any creature within 5 feet of it is
also poisoned. Creatures poisoned in this manner also have disadvantage
Flumph Master Hunter on Dexterity (Stealth) checks. The fetid flumph musk can only be removed
by vigorously bathing in lamp oil or kerosene. The smell wears off once
Small aberration, lawful good the creature is no longer poisoned.
Armor Class 17 (natural armor)
Hit Points 82 (15d6 + 30)
Speed 5 ft., fly 20 ft.

STR DEX CON INT WIS CHA
8 (–1)
12 (+1) 20 (+5) 15 (+2) 12 (+1) 14 (+2)
529
Skills Perception +6, Stealth +7, Survival +6
Damage Resistances acid
Senses darkvision 60 ft., passive Perception 16
Languages —
Challenge 4 (1,100 XP)

Footman Rappan Athuk

Medium humanoid (any race), any alignment Giant Killer Frog
Armor Class 15 (studded leather, shield)
Hit Points 38 (7d8 + 7) Large beast, unaligned
Speed 30 ft. Armor Class 16 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 5 (–3) 10 (+0) 10 (+0)
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages —
Challenge 1 (200 XP) Challenge 6 (2,300 XP)

Actions Amphibious. The giant killer frog can breathe air and water.
Keen Smell. The giant killer frog has advantage on Wisdom (Perception)
Multiattack. The footman makes two attacks with its spear or two checks that rely on smell.
attacks with its longsword. Standing Leap. The giant killer frog’s long jump is up to 30 feet and its
high jump is up to 20 feet, with or without a running start.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) Actions
piercing damage if used with two hands.
Multiattack. The giant killer frog makes three attacks: one with its bite
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: and two with its claws.
6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) piercing damage if used with
two hands. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14
(2d8 + 5) slashing damage.
Frogs
Killer Frog
Giant Blind Albino Cave Frog
Small beast, unaligned
Medium beast, unaligned Armor Class 12 (natural armor)
Armor Class 12 (natural armor) Hit Points 11 (2d6 + 4)
Hit Points 37 (5d8 + 15) Speed 30 ft., swim 30 ft.
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 1 (–5) 14 (+2) 6 (–2) 12 (+1) 13 (+1) 14 (+2) 2 (–4) 9 (–1) 6 (–2)

Senses blindsight 30 ft., tremorsense 120 ft., passive Skills Perception +3
Perception 12 Senses passive Perception 3
Languages —
Languages — Challenge 1/4 (50 XP)
Challenge 1 (200 XP)

Amphibious. The frog can breathe air and water. Amphibious. The killer frog can breathe air and water.
Keen Smell. The frog has advantage on Wisdom (Perception) checks Keen Smell. The killer frog has advantage on Wisdom (Perception)
that rely on smell. checks that rely on smell.
Standing Leap. The frog’s long jump is up to 30 feet and its high jump Standing Leap. The killer frog’s long jump is up to 15 feet and its high
is up to 20 feet, with or without a running start. jump is up to 10 feet, with or without a running start.

Actions Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 Multiattack. The killer frog makes two attacks: one with its bite and
+ 2) piercing damage, and the target is grappled (escape DC 12). Until this one with its claws.
grapple ends, the target is restrained, and the frog can’t bite another target.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4
Swallow. The frog makes one bite attack against a Small or smaller + 1) piercing damage.
target it is grappling. If the attack hits, the target is swallowed, and the
grapple ends. The swallowed target is blinded and restrained, it has total Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
cover against attacks and other effects outside the frog, and it takes 10 (1d4 + 1) slashing damage.
(4d4) acid damage at the start of each of the frog’s turns. The frog can
have only one target swallowed at a time. If the frog dies, a swallowed
creature is no longer restrained by it and can escape from the corpse using
5 feet of movement, exiting prone.

530

Appendix A: Bestiary

Frog Spawn of Tsathogga Hit: 24 (4d8 + 6) bludgeoning damage. If the target is Huge or smaller, it
is grappled (escape DC 16). While grappling a creature, the froghemoth

Small aberration, unaligned cannot use that tentacle. The froghemoth has four tentacles.
Armor Class 13 (natural armor) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28
Hit Points 16 (3d6 + 6)
(4d10 + 6) piercing damage and the target is swallowed if it is a Medium

Speed 30 ft., swim 30 ft. or smaller creature. A swallowed creature is blinded and restrained, has
total cover against attacks and other effects outside the froghemoth, and

STR DEX CON INT WIS CHA takes 14 (4d6) acid damage at the start of each of the froghemoth’s turns.
The froghemoth can hold up to 2 Medium or smaller creatures in its

11 (+0) 15 (+2) 14 (+2) 1 (–5) 8 (–1) 6 (–2) gullet. If the froghemoth takes 30 damage or more during a single turn

from a creature inside it, the froghemoth must succeed on a DC 20

Skills Stealth +6 Constitution saving throw at the end of its turn or disgorge all swallowed

Damage Immunities poison creatures, each of which falls prone within 20 feet of the froghemoth. If

Condition Immunities poisoned the froghemoth dies, a swallowed creature is no longer restrained by it

Senses blindsight 60 ft., passive Perception 9 and can escape from the corpse using 10 feet of movement, exiting prone.

Languages — Tongue. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit:

Challenge 1 (200 XP) 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 18

Amphibious. The frog spawn can breathe air and water. Strength saving throw or be pulled up to 25 feet to an unoccupied space
Keen Smell. The frog spawn has advantage on Wisdom (Perception) adjacent to the froghemoth. The froghemoth can then make a bite attack
checks that rely on smell. against the creature as a bonus action.

Pack Tactics. The frog spawn has advantage on an attack roll against Frogman, The
a creature if at least one of the frog spawn’s allies is within 5 feet of the

creature and the ally isn’t incapacitated. Medium aberration, neutral
Standing Leap. The frog spawn’s long jump is up to 10 feet and its high Armor Class 14 (natural armor)
Hit Points 84 (8d8 + 48)
jump is up to 5 feet, with or without a running start. Speed 30 ft., swim 60 ft.
Swarm Characteristics. The frog spawn can occupy another creature’s

space and vice versa.

Actions STR DEX CON INT WIS CHA
9 (–1)
Multiattack. The frog spawn makes two attacks: one with its bite and 12 (+1) 14 (+2) 22 (+6) 14 (+2) 11 (+0)
one with its tongue.
Skills Perception +4, Stealth +6
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 Senses darkvision 60 ft., passive Perception 14
+ 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Languages Aquan, Frogman, Undercommon
Constitution saving throw against disease or become poisoned until the disease Challenge 4 (1,100 XP)
is cured. Every 4 hours that elapse, the target must repeat the saving throw,
reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured Amphibious. The frogman can breathe air and water.
on a success. The target dies if the disease reduces its hit point maximum to 0. Keen Smell. The frogman has advantage on Wisdom (Perception)
This reduction to the target’s hit point maximum lasts until the disease is cured. checks that rely on smell.
Standing Leap. The frogman’s long jump is up to 15 feet and its high
Tongue. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: jump is up to 10 feet, with or without a running start.
4 (1d4 + 2) slashing damage and 3 (1d6) poison damage.

Froghemoth Actions

Huge monstrosity, neutral Multiattack. The frogman makes three attacks: two with its claws and
Armor Class 14 one with its bite.
Hit Points 175 (14d12 + 84)
Speed 40 ft., swim 30 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6
+ 2) piercing damage.
STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 23 (+6) 2 (–4) 13 (+1) 4 (–3) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11
(2d8 + 2) slashing damage.

Saving Throws Con +10, Wis +5 Fungus Men
Skills Perception +9, Stealth +5
Damage Immunities fire, lightning Fungus Man
Senses darkvision 60 ft., passive Perception 19
Languages — Small plant, unaligned
Challenge 12 (8,400 XP) Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4)
Amphibious. The froghemoth can breathe air and water. Speed 20 ft.
Shock Sickness. Taking lightning damage causes the froghemoth to go
into a torpor, mimicking the effects of the slow spell. This effect lasts until STR DEX CON INT WIS CHA
the end of the froghemoth’s next turn. 10 (+0) 13 (+1) 13(+1) 9 (–1) 12 (+1) 10 (+0)

Actions Skills Perception +3
Damage Vulnerabilities fire

Multiattack. The froghemoth makes up to two attacks with its tentacles, Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion
and it can use its bite or its tongue.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Senses darkvision 60 ft., passive Perception 13

531

Languages — Rappan Athuk
Challenge 1/4 (50 XP)
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10
(1d10 + 5) bludgeoning damage

Actions Gabriel

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 Medium humanoid (human), neutral good
(2d4) bludgeoning damage. Armor Class 10
Hit Points 31 (7d8)
Spore Cloud. The fungus man releases a cloud of spores in a 10-foot Speed 30 ft.
radius. All creatures in this area must succeed on a DC 11 Constitution
saving throw or be poisoned for 1 minute. The target can repeat the saving STR DEX CON INT WIS CHA
throw at the end of each of its turns, ending the effect on itself on a success. 14 (+2) 11 (+0) 10 (+0) 9 (–1) 16 (+3) 15 (+2)

Fungus Man King Skills Medicine +7, Religion +3
Senses passive Perception 13
Medium plant, unaligned Languages Common
Armor Class 14 (natural armor) Challenge 2 (450 XP)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA Spellcasting. Gabriel is a 6th-level spellcaster. His spellcasting ability
14 (+2) 15 (+2) 17 (+3) 9 (–1) 12 (+1) 10 (+0) is Wisdom (spell save DC 13, +5 to hit with spell attacks). He can cast the
following spells:
Damage Vulnerabilities fire
Damage Immunities poison Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
Condition Immunities blinded, deafened, exhaustion 1st level (4 slots): bless, cure wounds, healing word, shield of faith
Senses darkvision 60 ft., passive Perception 11 2nd level (3 slots): aid, continual flame, lesser restoration
Languages — 3rd level (3 slots): beacon of hope, magic circle, speak with dead
Challenge 3 (700 XP)
Actions

Actions Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 3 (1d2 + 2) bludgeoning damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12
(3d6 + 2) bludgeoning damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage if
Spore Cloud. The fungus man king releases a cloud of spores in used with two hands.
a 10-foot radius. All creatures in this area must succeed on a DC 13
Constitution saving throw or be poisoned for 1 minute. The target can Gambado
repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success. Medium aberration, chaotic neutral
Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 40 ft.

Fwand STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 6 (–2) 12 (+1) 8 (–1)
Large monstrosity, neutral evil
Armor Class 14 (natural armor) Skills Perception +3, Stealth +5
Hit Points 102 (12d10 + 36) Senses darkvision 60 ft., passive Perception 13
Speed 30 ft., climb 30 ft. Languages —
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 4 (–3) 12 (+1) 13 (+1) False Appearance. While motionless, the gambado is indistinguishable
from a mundane skull.
Saving Throws Dex +5, Con +6
Skills Athletics +8, Perception +7, Stealth +5 Actions
Senses blindsight 60 ft., tremorsense 60 ft., passive
Multiattack. The gambado makes three attacks: two with its claws and
Perception 17 one bite.
Languages Deep Speech
Challenge 5 (1,800 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
Blinded by Silence. The effects of a silence spell render Fwand
effectively blind. Fwand automatically fails any ability check that requires Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
the hearing. Attack rolls against Fwand have advantage, and the Fwand (1d8 + 2) slashing damage.
attacks with disadvantage.

Actions

Multiattack. Fwand makes three attacks: one with its bite and two slam
attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8
+ 5) piercing damage.

532

Appendix A: Bestiary

Gar, Giant Actions

Huge beast, unaligned Multiattack. The green guardian makes four attacks: two with its claws
Armor Class 14 (natural armor) and one with its bite and one with its gore.
Hit Points 112 (9d12 + 54)
Speed swim 60 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 22 (+6) 2 (–4) 13 (+1) 2 (–4) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9
(2d6 + 2) slashing damage. If both claws attacks hit the same target, then
Skills Athletics +12, Perception +7 it is grappled (escape DC 12) and restrained. At the start of the gargoyle’s
Senses passive Perception 17 next turn, it will attempt to fly off with the target.
Languages —
Challenge 6 (2,300 XP) Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13
(2d10 + 2) piercing damage.
Water Breathing. The giant gar can only breathe underwater.
Gelver the Lunatic
Actions
Medium humanoid (human), neutral good
Armor Class 15 (chain shirt, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 STR DEX CON INT WIS CHA
(6d6 + 9) piercing damage, and the target is grappled (escape DC 20). 15 (+2) 11 (+0) 12 (+1) 10 (+0) 5 (–3) 8 (–1)
Until this grapple ends, the target is restrained, and the gar can’t bite
another target. Senses passive Perception 7
Languages Common
Swallow. The gar makes one bite attack against a Large or smaller Challenge 1/2 (100 XP)
target it is grappling. If the attack hits, the target is swallowed, and the
grapple ends. The swallowed target is blinded and restrained, it has total Insane. Gelver is immune to all spells and magical effects that impact
cover against attacks and other effects outside the gar, and it takes 21 the mind.
(6d6) acid damage at the start of each of the gar’s turns. The gar can have
only one target swallowed at a time. Unstable. Gelver’s psyche is shattered. He shrieks wildly and as loud as
possible at the first sign of confrontation.
If the gar dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting prone.

Gargoyle, Green Guardian Actions

Medium elemental, chaotic evil Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Armor Class 15 (natural armor) 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with
Hit Points 85 (10d8 + 40) two hands.
Speed 40 ft., fly 60 ft.
Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one
STR DEX CON INT target. Hit: 4 (1d8) piercing damage.
WIS CHA

15 (+2) 14 (+2) 18 (+4) 6 (–2) 11 (+0) 7 (–2) Gernalda

Skills Perception +6 Medium humanoid (human), chaotic evil
Damage Resistance bludgeoning, piercing, and slashing Armor Class 20 (plate, shield)
Hit Points 123 (19d8 + 38)
from nonmagical weapons that aren’t adamantine Speed 30 ft.
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 16
Languages Common, Terran 15 (+2) 14 (+2) 15 (+2) 11 (+0) 18 (+4) 15 (+2)
Challenge 4 (1,100 XP)

Diving Charge. If the green guardian flies at least 20 feet straight Saving Throws Con +6, Wis +8, Cha +6
towards a target and then hits with its gore attack, the target takes an Skills History +8, Religion +8
additional 7 (2d6) piercing damage. If the target is a creature, it must make Senses truesight 120 ft., passive Perception 14
a DC 13 Strength saving throw or be knocked prone. Languages Abyssal, Common
Challenge 11 (7,200 XP)
False Appearance. While the gargoyle remains motionless, it is
undistinguishable from an inanimate statue. Abyssal Blessing of Orcus. Gernalda gains 15 temporary hit points
when she reduces a hostile creature that is not undead to 0 hit points.
Magic Weapons. The gargoyle’s attacks are magical.
Reanimation. The eyes of a green guardian gargoyle are made of two Unholy Strike. Once on each of the Gernalda’s turns when she hit a
pieces of jet (500 gp each) that detect as both magic (faint conjuration) creature with a weapon attack, she can cause the attack to deal an extra 18
and evil. After being destroyed, a green guardian automatically reanimates (4d8) necrotic damage to the target.
in 1d8+2 days unless the eye gems are crushed and disenchanted with both
dispel magic and remove curse. Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
Swoop. If the green guardian flies at least 20 feet straight towards a their weapons with the ability to paralyze a foe (included in the attack). In
target and then hits it with gore attack on the same turn, the target takes an the hands of any but a true follower of Orcus, an unholy weapon loses its
additional 9 (2d8) piercing damage. If the target is a creature, it must make power to paralyze a foe.
a DC 13 Strength saving throw or be knocked prone.
Spellcasting. Gernalda is a 14th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has
the following cleric spells prepared:

533

Rappan Athuk

Cantrips (at will): chill touch, guidance, resistance, thaumaturgy, true Ghost of Igni
strike

1st level (4 slots): bane, bless, cure wounds, detect magic, false life, Medium undead, lawful good
inflict wounds Armor Class 20 (spectral plate, spectral shield)
Hit Points 161 (19d8 + 76)
2nd level (3 slots): aid, enhance ability, hold person, prayer of healing, Speed fly 50 ft.
spiritual weapon

3rd level (3 slots): animate dead, bestow curse, dispel magic, prayerGM

4th level (3 slots): blight, death ward, freedom of movement STR DEX CON INT WIS CHA
5th level (2 slots): flame strike, geas, scrying
6th level (1 slot): blade barrier, planar ally 18 (+4) 12 (+1) 18 (+4) 14 (+2) 13 (+1) 20 (+5)

7th level (1 slot): symbol

Saving Throws Con +9, Wis +6, Cha +10

Actions Skills Perception +6, Religion +7
Damage Resistances acid, fire, lightning, thunder;

Unholy Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. bludgeoning, piercing, and slashing from nonmagical
Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning weapons
damage if used with two hands. If the target is a creature other than an elf Damage Immunities cold, necrotic, poison
or undead, it must succeed on a DC 10 Constitution saving throw or be Condition Immunities charmed, exhaustion, frightened,
paralyzed for 1 minute. The target can repeat the saving throw at the end grappled, paralyzed, petrified, poisoned, prone, restrained
of each of its turns, ending the effect on itself on a success. Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Celestial, Common
Caress of Orcus (Recharges after a Short or Long Rest). Melee Challenge 15 (13,000 XP)
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic

damage, and the target’s Strength score is reduced by 1d6. The target dies Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when
if this reduces its Strength to 0. Otherwise, the reduction lasts until the it is on the Material Plane, and vice versa.
target finishes a short or long rest.
Incorporeal Movement. The ghost can move through other creatures
If a non-evil humanoid dies from this attack, a shadow rises from the and objects as if they were difficult terrain. It takes 5 (1d10) force damage
corpse in 24 hours under Gernalda’s control, unless the humanoid is if it ends its turn inside an object.
restored to life or its body is destroyed. Gernalda can have no more than
four shadows under her control at one time. Spellcasting. Igni is a 12th-level spellcaster. Its spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the

Ghotan following spells:
Cantrips: chill touch, shocking grasp

Medium humanoid (bugbear), neutral evil 1st level (4 slots): command, false life, hellish rebuke, inflict wounds
Armor Class 15 (+2 leather armor) 2nd level (3 slots): aid, darkness, ray of enfeeblement
Hit Points 123 (13d8 + 65) 3rd level (3 slots): bestow curse, dispel magic, fear

Speed 40 ft. Actions

STR DEX CON INT WIS CHA Multiattack. Igni makes two attacks with his spectral longsword and
one spectral shield bash.
20 (+5) 14 (+2) 20 (+5) 13 (+1) 13 (+1) 10 (+0)
Spectral Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Saving Throws Str +8, Con +8 target. Hit: 22 (4d8 + 4) slashing damage plus 14 (4d6) necrotic damage.
Skills Athletics +8, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14 Spectral Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Languages Common, Draconic, Goblin target. Hit: 14 (3d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.
Challenge 5 (1,800 XP)
Aura of Dread (Recharges after Short or Long Rest). Igni radiates an
Brute. A melee weapon deals one extra die of its damage when Ghotan aura of unadulterated terror. Each enemy within 30 feet of the ghost must
hits with it (included in the attack). succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If
a frightened target ends its turn more than 30 feet away from Igni, the target
Brutal Critical. Ghotan can roll one additional weapon damage die can repeat the saving throw, ending the effect on itself with a success.
when determining the extra damage for a critical hit with a melee attack.
Etherealness. Igni enters the Ethereal Plane from the Material Plane,
Surprise Attack. If Ghotan surprises a creature and hits it with an attack or vice versa. It is visible on the Material Plane while it is in the Border
during the first round of combat, the target takes an extra 14 (4d6) damage Ethereal, and vice versa, yet it can’t affect or be affected by anything on
from the attack. the other plane.

Actions Horrifying Visage. Each non-undead creature within 60 feet of the ghost
that can see it must succeed on a DC 16 Wisdom saving throw or be frightened
Multiattack. Ghotan makes two melee attacks with his morningstar. for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. A frightened target can repeat the saving throw at the end of each of its turns,
Hit: 14 (2d8 + 5) piercing damage. ending the frightened condition on itself on a success. If a target’s saving
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range throw is successful or the effect ends for it, the target is immune to this ghost’s
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Horrifying Visage for the next 24 hours. The aging effect can be reversed with
a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that Igni can see within 5 feet
of it must succeed on a DC 16 Charisma saving throw or be possessed
by the ghost; Igni then disappears, and the target is incapacitated and
loses control of its body. Igni now controls the body but doesn’t deprive
the target of awareness. Igni can’t be targeted by any attack, spell, or
other effect, except ones that turn undead, and it retains its alignment,
Intelligence, Wisdom, Charisma, and immunity to being charmed and
frightened. It otherwise uses the possessed target’s statistics, but doesn’t
gain access to the target’s knowledge, class features, or proficiencies.

534

Appendix A: Bestiary

The possession lasts until the body drops to 0 hit points, Igni ends it and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity

as a bonus action, or Igni is turned or forced out by an effect like the to being charmed and frightened. It otherwise uses the possessed target’s

dispel evil and good spell. When the possession ends, Igni reappears in an statistics, but doesn’t gain access to the target’s knowledge, class features,

unoccupied space within 5 feet of the body. The target is immune to Igni’s or proficiencies.

Possession for 24 hours after succeeding on the saving throw or after the The possession lasts until the body drops to 0 hit points, the ghost of

possession ends. Kor ends it as a bonus action, or the ghost is turned or forced out by an

effect like the dispel evil and good spell. When the possession ends, the

Ghost of Kor the Storm Giant ghost reappears in an unoccupied space within 5 feet of the body. The
target is immune to this ghost’s Possession for 24 hours after succeeding
Huge undead, chaotic good on the saving throw or after the possession ends.
Armor Class 16 (natural armor)

Hit Points 272 (32d12 + 64) Ghul
Speed fly 50 ft.

Medium undead, chaotic evil

STR DEX CON INT WIS CHA Armor Class 15 (natural armor)
7 (–2) Hit Points 67 (9d8 + 27)
14 (+2) 15 (+2) 16 (+3) 20 (+5) 19 (+4) Speed 30 ft., climb 20 ft.

Saving Throws Int +8, Wis +10, Cha +9 STR DEX CON INT WIS CHA
Skills Perception +10

Damage Resistances acid, fire, lightning, thunder; 18 (+4) 15 (+2) 16 (+3) 15 (+2) 16 (+3) 18 (+4)

bludgeoning, piercing, and slashing from nonmagical

weapons Skills Perception +6, Stealth +5

Damage Immunities cold, necrotic, poison Damage Resistances fire, necrotic; bludgeoning, piercing,

Condition Immunities charmed, exhaustion, frightened, and slashing from nonmagical weapons that aren’t

grappled, paralyzed, petrified, poisoned, prone, restrained silvered

Senses darkvision 60 ft., passive Perception 20 Damage Immunities poison

Languages Auran, Common, Draconic, Giant Condition Immunities exhaustion, poisoned

Challenge 14 (11,500 XP) Senses darkvision 60 ft., passive Perception 16

Languages Common, Ignan, Infernal

Ethereal Sight. The ghost of Kor can see 60 feet into the Ethereal Plane Challenge 5 (1,800 XP)

when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost of Kor can move through other Elemental Demise. If the ghul dies, its body disintegrates into a warm,

creatures and objects as if they were difficult terrain. It takes 5 (1d10) putrid breeze, leaving behind only the equipment the ghul was wearing

force damage if it ends its turn inside an object. or carrying.

Innate Spellcasting. Kor’s innate spellcasting ability is Charisma (spell Genie-kin. Ghuls are undead djinn and are considered genies even

save DC 17, +9 to hit with spell attacks). It can innately cast the following though their type is undead.

spells, requiring no material components: Magic Weapons. The ghul’s attacks are magical.

At will: detect magic, feather fall, levitate, light Shapechange. The ghul can use an action to polymorph into the shape

3/day each: control weather, water breathing of a hyena, or back into its true form. Any equipment it carries is subsumed

Strength of the Titans. When attacking with the Mattock of the Titans, into the hyena form. While in this form, the ghul does not detect as undead

Kor is filled with the strength of the titans, granting it a Strength score of to any effect which detects undead, such as the spell detect evil and good,

29 (+9) as when it was alive. but is still vulnerable to spells and other effects that affect undead, such as

a cleric’s Turn Undead ability.

Actions Actions

Multiattack. Kor makes two melee attacks.

Mattock of the Titans. Melee Weapon Attack: +17 to hit, reach 10 ft., Multiattack. The ghul makes three attacks: one with its bite and two

one target. Hit: 26 (4d6 + 12) piercing damage. with its claws.

Withering Touch. Melee Weapon Attack: +7 to hit, reach 10 ft., one Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9

target. Hit: 30 (8d6 + 2) necrotic damage. (1d10 + 4) piercing damage.

Etherealness. The ghost of Kor enters the Ethereal Plane from the Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7

Material Plane, or vice versa. It is visible on the Material Plane while it is (1d6 + 4) slashing damage, and the target must make a DC 15 Constitution

in the Border Ethereal, and vice versa, yet it can’t affect or be affected by saving throw. On a failed save, the target takes an additional 7 (2d6)

anything on the other plane. necrotic damage and its hit point maximum is reduced by an amount equal

Horrifying Visage. Each non-undead creature within 60 feet of the to the damage taken. This reduction lasts until the creature finishes a long

ghost of Kor that can see it must succeed on a DC 18 Wisdom saving rest. The target dies if this effect reduces its hit point maximum to 0.

throw or be frightened for 1 minute. If the save fails by 5 or more, the

target also ages 1d4 × 10 years. A frightened target can repeat the saving Giant, Cave
throw at the end of each of its turns, ending the frightened condition on
itself on a success. If a target’s saving throw is successful or the effect Huge giant, chaotic evil
ends for it, the target is immune to this ghost’s Horrifying Visage for the Armor Class 14 (natural armor)
next 24 hours. The aging effect can be reversed with a greater restoration Hit Points 137 (11d12+ 66)
spell, but only within 24 hours of it occurring. Speed 40 ft.

Possession (Recharge 6). One humanoid that the ghost of Kor can see

within 5 feet of it must succeed on a DC 18 Charisma saving throw or STR DEX CON INT WIS CHA
be possessed by the ghost; the ghost then disappears, and the target is 23 (+6) 10 (+0) 22 (+6) 6 (–2) 10 (+0) 7 (–2)
incapacitated and loses control of its body. The ghost now controls the

body but doesn’t deprive the target of awareness. The ghost can’t be
targeted by any attack, spell, or other effect, except ones that turn undead, Skills Perception +3

Senses darkvision 120 ft., passive Perception 13

535

Languages Giant Rappan Athuk
Challenge 6 (2,300 XP)
Queen’s Scent. Giant ants defending the queen have advantage on all
attack rolls.

Actions Actions

Multiattack. The cave giant makes two greataxe attacks. Multiattack. The giant ant queen makes two bite attacks and one sting
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: attack.
19 (2d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 20/240 ft., one target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8
Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must + 3) bludgeoning damage and the target is grappled (escape DC 13). Until
succeed on a DC 16 Strength saving throw or be knocked prone. this grapple ends, the target is restrained, and the giant ant can’t bite a
different target.
Reactions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
Rock Catching. If a rock or similar object is hurled at the giant, the (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution
giant can, with a successful DC 10 Dexterity saving throw, catch the saving throw, taking 22 (4d10) poison damage on a failed save, or half as
missile and take no bludgeoning damage from it. much damage on a successful one.

The giant ant queen can be found in the Tome of Beasts by Kobold
Press.

Giant Ants Giant Ant Warrior

Giant Ant Large beast, unaligned
Armor Class 14 (natural armor)
Large beast, unaligned Hit Points 126 (12d10 + 60)
Armor Class 14 (natural armor) Speed 40 ft.
Hit Points 52 (7d10 + 14)
Speed 40 ft. STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 1 (–5) 12 (+1) 2 (–4)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (–5) 9 (–1) 2 (–4) Senses blindsight 60 ft., passive Perception 11
Languages —
Senses blindsight 60 ft., passive Perception 9 Challenge 5 (1,800 XP)
Languages —
Challenge 2 (450 XP) Keen Smell. The giant ant warrior has advantage on Wisdom
(Perception) checks that rely on smell.
Keen Smell. The giant ant has advantage on Wisdom (Perception)
checks that rely on smell. Pack Tactics. The giant ant warrior has advantage on attack rolls if at
least one of the giant ant’s allies is within 5 feet of the creature and the
Actions ally isn’t incapacitated.

Multiattack. The giant ant makes one bite attack and one sting attack. Rampage. When the giant ant warrior reduces a creature to 0 hit points
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 with a melee attack on its turn, the giant ant can take a bonus action to
+ 2) bludgeoning damage and the target is grappled (escape DC 12). Until move up to half its speed and make a bite attack.
this grapple ends, the target is restrained, and the giant ant can’t bite a
different target. Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) piercing damage, and the target must make a DC 12 Constitution Multiattack. The giant ant warrior makes one bite attack and one sting
saving throw, taking 22 (4d10) poison damage on a failed save, or half as attack.
much damage on a successful one.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8
The giant ant can be found in the Tome of Beasts by Kobold Press. + 5) bludgeoning damage and the target is grappled (escape DC 15). Until
this grapple ends, the target is restrained, and the giant ant can’t bite a
Giant Ant Queen different target.

Large beast, unaligned Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
Armor Class 15 (natural armor) (2d6 + 5) piercing damage, and the target must make a DC 12 Constitution
Hit Points 85 (10d10 + 30) saving throw, taking 22 (4d10) poison damage on a failed save, or half as
Speed 40 ft. much damage on a successful one.

STR DEX CON INT WIS CHA Giant Ant Worker
17 (+3) 13 (+1) 16 (+3) 2 (–4) 11 (+0) 4 (–3)
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 45 (7d10 + 7)
Speed 40 ft.

Senses blindsight 60 ft., passive Perception 10 STR DEX CON INT WIS CHA
Languages — 13 (+1) 10 (+0) 13 (+1) 1 (–5) 7 (–2) 2 (–4)
Challenge 4 (1,100 XP)
Senses blindsight 60 ft., passive Perception 8
Keen Smell. The giant ant queen has advantage on Wisdom (Perception) Languages —
checks that rely on smell. Challenge 1 (200 XP)

536

Appendix A: Bestiary

Keen Smell. The giant ant worker has advantage on Wisdom the following spells at will, requiring no material components: blur, color

(Perception) checks that rely on smell. spray, confusion, dispel magic, fear, ray of frost, ray of enfeeblement,

Actions telekinesis.
Amorphous. The gibbering abomination can move through a space as

narrow as 1 inch wide without squeezing.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 Arcane Frenzy. The gibbering abomination can use its innate
+ 1) bludgeoning damage. spellcasting more frequently than other creatures. During a single turn,
the gibbering abomination can use its action and bonus action to innately
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 cast a spell. The gibbering abomination cannot cast the same spell twice
(1d6 + 1) piercing damage. during its turn.

Deathless. Unless the gibbering abomination is slain by a disintegrate

Giant Tick spell or its remains are completely incinerated, the abomination returns to
life with 1 hit point in 1 hour.

Small beast, unaligned Hyper-Awareness. The gibbering abomination can’t be surprised.
Armor Class 13 (natural armor) Pain Immunity. The gibbering abomination is immune to any effect or
Hit Points 10 (3d6) condition caused as a result of extreme pain or agony. This ability does not
Speed 10 ft., climb 20 ft. protect it against damage the abomination would suffer.
Regeneration. The abomination regains 20 hit points at the start of its

STR DEX CON INT WIS CHA turn if it has at least 1 hit point. If the abomination has taken cold damage,
11 (+0) 10 (+0) 11 (+0) 2 (–4) 10 (+0) 2 (–4) this trait doesn’t function at the start of the abomination’s next turn.

Senses darkvision 60 ft., passive Perception 10 Actions

Languages — Multiattack. The gibbering abomination makes up to three bite attacks,
Challenge 1/4 (50 XP) and uses Blood Drain on grappled creatures.

Keen Smell. The tick has advantage on Wisdom (Perception) checks Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22
that rely on smell. (4d8 + 4) piercing damage, and the target is grappled (escape DC 14),
and it is restrained until this grapple ends. While grappling the target, the
Red Ache. Creatures bitten by a giant tick must make a DC 15 abomination has advantage on attack rolls against it. The abomination can
Constitution saving throw or become infected with this disease. Within grapple up to three creatures.
4 hours of infection, the infected creature will develop red welts that are
hot to the touch all over its skin. Its joints will swell and its bones will Blood Drain. Each creature that is not a construct or undead, and that
ache painfully. While infected, the creature has disadvantage on Strength is grappled by the abomination must make a DC 18 Constitution saving
checks, Strength saving throws, and attack rolls that use Strength. The throw. On a failed save, the target takes 10 (3d6) necrotic damage, its hit
saving throw can be repeated after every long rest and if successful in 2 point maximum is reduced by an amount equal to the necrotic damage
consecutive tries (two long rests in a row), the creature is cured and the taken, and the abomination regains hit points equal to that amount. This
effects of the disease end. A greater restoration spell will also cure the reduction to the target’s hit point maximum lasts until the target finishes a
disease. long rest. It dies if this effect reduces its hit point maximum to 0.

Disruptive Cacophony (Recharge 5-6). The abomination emits a

Actions horrible quasi-arcane chanting that can disrupt spellcasters within 90 feet
of it. Any creature attempting to cast a spell that can hear the abomination’s

Disruptive Cacophony must succeed on a DC 18 Constitution saving throw
Blood Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. or the spell fails. The disruption lasts until the start of the abomination’s
Hit: 2 (1d4) piercing damage and the tick attaches to the target. While next turn.

attached, the tick doesn’t attack. Instead, at the start of each of the ticks’s

turns, the target loses 2 (1d4) hit points due to blood loss.

Gibbering OrbsThe tick can detach itself by spending 5 feet of its movement. It does

so after it drains 10 hit points of blood from the target or the target dies. A

creature, including the target, can use its action to detach the tick. Lesser Gibbering Orb

Gibbering Abomination Large aberration, chaotic evil
Armor Class 16 (natural armor)
Large aberration, chaotic evil Hit Points 136 (16d10 + 48)
Armor Class 17 (natural armor) Speed 5 ft., fly 30 ft.

Hit Points 200 (16d10 + 112)

Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 17 (+3) 20 (+5) 14 (+2) 21 (+5)

18 (+4) 16 (+3) 24 (+7) 10 (+0) 6 (–2) 19 (+4) Skills Perception +12
Condition Immunities prone

Saving Throws Con +12, Cha +9 Senses darkvision 60 ft., passive Perception 12

Skills Perception +8, Stealth +8 Languages all

Damage Resistance lightning, thunder; bludgeoning, Challenge 14 (11,500 XP)

piercing, and slashing from nonmagical weapons Hyper-Awareness. A lesser gibbering orb can see in all directions at

Condition Immunities prone once and cannot be surprised.

Senses darkvision 60 ft., passive Perception 18 Flyby. The lesser gibbering orb doesn’t provoke an opportunity attack

Languages Deep Speech when it flies out of an enemy’s reach.

Challenge 16 (15,000 XP) Gibbering. The lesser gibbering orb babbles incoherently while it can

Innate Spellcasting. The gibbering abomination’s spellcasting ability see any creature and isn’t incapacitated. Each creature that starts its turn
is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast within 20 feet of the orb and can hear the gibbering orb must succeed

537

Rappan Athuk

on a DC 16 Wisdom saving throw. On a failure, the creature can’t take Gibbering Orb
reactions until the start of its next turn and rolls a d8 to determine what it

does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, Huge aberration, chaotic evil
the creature takes no action or bonus action and uses all its movement to Armor Class 26 (natural armor)
move in a randomly determined direction. On a 7 or 8, the creature makes Hit Points 420 (29d12 + 232)
a melee attack against a randomly determined creature within its reach or Speed 5 ft., fly 20 ft.
does nothing if it can’t make such an attack.

Esoteric Theft. When a creature dies by being swallowed whole (or STR DEX CON INT WIS CHA
when a creature killed by the lesser gibbering orb in some other fashion is

eaten by it), the lesser gibbering orb absorbs the creature’s known spells, 30 (+10) 30 (+10) 26 (+8) 30 (+10) 23 (+6) 21 (+5)

prepared spells, and innate magic abilities. The orb can use one of the

absorbed abilities per turn as a bonus action. Each originates from an eye Saving Throws Int +19, Wis +15, Cha +14

that is not producing an eye ray that round. Stolen spells and innate magic Skills Arcana +19, Perception +15

abilities are lost after 24 hours. Damage Resistance cold, fire, force, lightning, necrotic,

poison, psychic, radiant, thunder; bludgeoning, piercing,

Actions and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened,

Multiattack. The lesser gibbering orb makes three bite attacks. paralyzed, petrified, poisoned, prone
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 Senses darkvision 60 ft., passive Perception 25
(4d8 + 3) piercing damage. The target is grappled (escape DC 13) if the Languages all
lesser gibbering orb isn’t already grappling a creature, and the target is Challenge 30 (155,000 XP)

restrained until the grapple ends. Hyper-Awareness. A gibbering orb can see in all directions at once and
Swallow. The lesser gibbering orb makes one bite attack against a cannot be surprised.

Medium or smaller target it is grappling. If the attack hits, the target is Flyby. The gibbering orb doesn’t provoke an opportunity attack when it
swallowed, and the grapple ends. The swallowed target is blinded and flies out of an enemy’s reach.
restrained, it has total cover against attacks and other effects outside the
gibbering orb, and it takes 10 (3d6) acid damage at the start of each of the Gibbering. The gibbering orb babbles incoherently while it can see any
lesser gibbering orb’s turns. The gibbering orb can have only one target creature and isn’t incapacitated. Each creature that starts its turn within
swallowed at a time. 20 feet of the orb and can hear the gibbering must succeed on a DC 16
Wisdom saving throw. On a failure, the creature can’t take reactions until
If the gibbering orb takes 30 damage or more on a single turn from the start of its next turn and rolls a d8 to determine what it does during
the swallowed creature, the gibbering orb must succeed on a DC its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature
13 Constitution saving throw at the end of that turn or regurgitate the takes no action or bonus action and uses all its movement to move in a
creature, which falls prone in a space within 10 feet of the orb. If the lesser randomly determined direction. On a 7 or 8, the creature makes a melee
gibbering orb dies, a swallowed creature is no longer restrained by it and attack against a randomly determined creature within its reach or does
can escape from the corpse using 5 feet of movement, exiting prone. nothing if it can’t make such an attack.

Eye Rays. The orb casts three of the following spells as eye rays at Magic Resistance. The gibbering orb has advantage on saving throws
random (reroll duplicates), choosing one to three targets it can see within against spells and other magical effects.
150 ft. of it. The spells have a save DC of 16 and a +8 to hit.
Esoteric Theft. When a creature dies by being swallowed whole (or

d20 Eye Ray when a creature killed by the gibbering orb in some other fashion is eaten
by it), the gibbering orb absorbs the creature’s known spells, prepared

1 acid arrow spells, and innate magic abilities. The orb can use one of the absorbed
2 blindness/deafness abilities per turn as a bonus action. Each originates from an eye that is not
producing an eye ray that round. Stolen spells and innate magic abilities

3 chill touch are lost after 24 hours.

4 color spray Actions
5 enthrall

6 dispel magic Multiattack. The gibbering orb makes six bite attacks.
7 flaming sphere Bites. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 37
8 grease (6d8 + 10) piercing damage. The target is grappled (escape DC 25) if the
9 hypnotic pattern gibbering orb isn’t already grappling a creature, and the target is restrained
10 inflict wounds until the grapple ends.
11 bestow curse Swallow. The gibbering orb makes one bite attack against a Large or
12 magic missile smaller target it is grappling. If the attack hits, the target is swallowed, and
13 ray of enfeeblement the grapple ends. The swallowed target is blinded and restrained, it has
14 ray of frost total cover against attacks and other effects outside the gibbering orb, and
15 shatter it takes 21 (6d6) acid damage at the start of each of the gibbering orb’s
16 sleep turns. The gibbering orb can have only one target swallowed at a time.
17 slow If the gibbering orb dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 5 feet of
movement, exiting prone.
Eye Rays. The orb casts three of the following spells as eye rays at
random (reroll duplicates), choosing one to three targets it can see within
150 ft. of it. . The spells have a save DC of 18 and a +10 to hit.

18 scorching ray d20 Eye Ray
19 lightning bolt 1 acid arrow
20 hideous laughter 2 blindness/deafness

538

d20 Eye Ray Appendix A: Bestiary
3 chill touch
4 prismatic spray Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
5 forcecage 1st level (4 slots): bane, bless, charm person, cure wounds, detect
6 dispel magic magic, shield of faith
7 irresistible dance 2nd level (3 slots): darkness enhance ability, hold person, silence
8 feeblemind 3rd level (3 slots): animate dead, bestow curse, dispel magic, prayerPG
9 hypnotic pattern 4th level (3 slots): blight, death ward
10 inflict wounds 5th level (2 slots): flame strike, mass cure wounds
11 bestow curse 6th level (1 slots): create undead
12 magic missile
13 ray of enfeeblement Actions
14 ray of frost
15 finger of death Multiattack. Gilth can use its Mindfeed and make two attacks with its
16 disintegrate claws.
17 slow
18 scorching ray Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
19 lightning bolt 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is
20 power word stun grappled (escape DC 16). Until this grapple ends, the target is restrained,
and Gilth can only use its Mindfeed on the grappled creature and has
advantage on attack rolls to do so.

Mindfeed. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that
is grappled by the encephalon gorger. Hit: 8 (1d8 + 4) piercing damage,
and the target must succeed on a DC 16 Intelligence saving throw, taking
33 (6d10) psychic damage on a failed save, and the target’s Intelligence
score is reduced by 1d4. The target dies if this reduces its Intelligence to 0.
Otherwise, the reduction lasts until the target finishes a long rest.

Adrenal Surge (2/day). Gilth surges with adrenaline until the end of its
turn. While under this effect, it gains a +2 bonus to its AC, it has advantage
on Dexterity saving throw, and it gains an additional action on its turn (as
the haste spell).

Gilth, Priest of Orcus Glazerel

Medium aberration, chaotic evil Medium fiend (half-devil), lawful evil
Armor Class 17 (natural armor) Armor Class 21
Hit Points 165 (22d8 + 66) Hit Points 195 (23d8 + 92)
Speed 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 18 (+4) 23 (+6) 20 (+5) 30 (+10)

12 (+1) 18 (+4) 16 (+3) 19 (+4) 21 (+5) 19 (+4) Saving Throws Int +13, Wis +12, Cha +17
Skills Arcana +13, Perception +12, Persuasion +17
Saving Throws Wis +9, Cha +8 Damage Resistances cold, fire, lightning; bludgeoning,
Skills Arcana +8, Perception +9, Religion +9
Damage Resistances cold piercing and slashing from nonmagical weapons that
Senses truesight 120 ft., passive Perception 19 aren’t silvered
Languages Abyssal, Common, Deep Speech, Draconic, Damage Immunities poison
Condition Immunities poisoned
Ignan Senses truesight 120 ft., passive Perception 22
Challenge 10 (5,900 XP) Languages all; telepathy 120 ft.
Challenge 24 (62,000 XP)
Alien Mind. Gilth can maintain concentration on 3 simultaneous spell
effects. Fiendish Blessing. Glazerel’s AC includes its Charisma bonus.
Magic Resistance. Glazerel has advantage on saving throws against
Mindsense. Gilth is aware of the presence of creatures within 60 feet spells and other magical effects.
of it that have an Intelligence of 4 or higher. It knows the relative distance Innate Spellcasting: Glazerel’s spellcasting ability is Charisma (spell
and direction of each creature, as well as the creature’s approximate save DC 25, +17 to hit with spell attacks). Glazerel can innately cast the
Intelligence score (within 3 points). Creatures under the effects of magic following spells, requiring no material components:
that protects the mind cannot be detected by the encephalon gorger. At will: charm person, suggestion
3/day each: darkness, detect magic, detect thoughts
Mind Screen. The mind of Gilth is an alien and dangerous place. 1/day: plane shift (self only)
Should a creature attempt to scan the mind or read its thoughts (with Spellcasting. Glazerel is a 20th-level spellcaster. Its spellcasting ability
detect thoughts, telepathy, or the like), it must succeed on a DC 16 is Charisma (spell save DC 25, +17 to hit with spell attacks). It can cast
Intelligence saving throw or be driven insane, gaining a flaw from the the following spells:
Indefinite Madness table (see the fifth edition SRD). On a successful save, Cantrips (at will): chill touch, fire bolt, mage hand, mending,
the creature is confused for 1 minute (as the confusion spell). prestidigitation, ray of frost
1st level (4 slots): burning hands, false life, magic missile, protection
Abyssal Blessing of Orcus. Gilth gains 10 temporary hit points when it from evil and good, thunderwave
reduces a hostile creature that is not undead to 0 hit points. 2nd level (3 slots): blindness/deafness, flaming sphere, misty step, ray
of enfeeblement, scorching ray
Unholy Strike. Once on each of Gilth’s turns when it hits a creature 3rd level (3 slots): dispel magic, fireball, haste, hypnotic pattern,
with a melee attack, it can cause the attack to deal an extra 13 (3d8)
necrotic damage to the target.

Spellcasting. Gilth is a 11th-level spellcaster. Its spellcasting ability
is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the
following spells prepared:

539

Rappan Athuk

stinking cloud

Goblins4th level (3 slots): black tentacles, confusion, fire shield, greater

invisibility, wall of fire

5th level (3 slots): arcane hand, cloudkill, dominate person, planar Goblin Berserker
binding, wall of stone
Small humanoid (goblin), neutral evil
6th level (2 slots): chain lightning, contagion, irresistible dance, magic Armor Class 15 (studded leather)
jar Hit Points 51 (6d6 + 30)
Speed 40 ft.
7th level (2 slots): arcane sword, finger of death, prismatic spray,
teleport

8th level (1 slot): demiplane, incendiary cloud

9th level (1 slot): gate, time stop, wish STR DEX CON INT WIS CHA
Mage’s Evasion. If Glazerel is reduced to 0 hit points, fails a hostile 20 (+5) 14 (+2) 20 (+5) 8 (–1) 12 (+1) 8 (–1)
Constitution or Wisdom saving throw, comes under the effect of the silence

spell, or utters the safe word “Diabalaire,” it is immediately transported Skills Athletics +7, Perception +5, Stealth +6
to its private demiplane sanctuary where its retinue of servants attend to Senses darkvision 60 ft., passive Perception 15
its recovery. Languages Goblin
Challenge 2 (450 XP)
Polyglot. Glazerel is fluent in all languages.
Unholy Aura. Malevolent shadows swirl around Glazerel and radiate

out from it in a 30-foot radius. Non-evil creatures in this area have Nimble Escape. The goblin can take the Disengage or Hide action as a

disadvantage on attack rolls against Glazerel and its allies. bonus action on each of its turns.

Actions Reckless. At the start of its turn, the goblin can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it have

Multiattack. The half-devil makes three attacks: one with his bite and advantage until the start of its next turn.
two with his claws. Sneak Attack (1/turn). The goblin deals an extra 7 (2d6) damage

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d6 when it hits a target with a weapon attack and has advantage on the attack
+ 1) piercing damage. roll, or when the target is within 5 feet of an ally of the goblin that isn’t
incapacitated and the goblin doesn’t have disadvantage on the attack roll.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10

(2d8 + 1) slashing damage. Actions
Hellfire (1/day). A wave of black fire expands outwards from Glazerel

in a 60-foot radius, spreading around corners, and turning flammable Multiattack. The goblin makes two attacks with its war pick.
objects to ash. All creatures in this area must make a DC 20 Dexterity War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
saving throw. A creature takes 42 (12d6) fire damage and 42 (12d6) poison (1d8 + 5) piercing damage.
damage on a failed save, or half as much damage on a successful one. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Teleport. Glazerel magically teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied space it can see.

Gloom Crawler Goblin Elite Guard

Huge monstrosity, neutral Small humanoid (goblin), neutral evil
Armor Class 17 Armor Class 18 (scale mail, shield)
Hit Points 136 (13d12 + 52) Hit Points 130 (20d6 + 60)
Speed 20 ft., climb 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 18 (+4) 4 (–3) 12 (+1) 2 (–4) 6 (–2)
18 (+4) 20 (+5) 16 (+3) 10 (+0) 11 (+0)

Skills Perception +11, Stealth +12 Skills Perception +3, Stealth +8
Senses darkvision 60 ft., passive Perception 21 Senses darkvision 60 ft., passive Perception 13
Languages — Languages Goblin
Challenge 13 (10,000 XP) Challenge 5 (1,800 XP)

Panoptic. The gloom crawler has advantage on Wisdom (Perception) Nimble Escape. The goblin can take the Disengage or Hide action as a
checks and on saving throws against being blinded. bonus action on each of its turns.

Actions Second Wind (Recharges after a Short or Long Rest). As a bonus
action, the goblin can regain 15 hit points.
Multiattack. The gloom crawler makes three tentacles attacks and one
bite attack. Actions

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 Multiattack. The goblin makes two shortsword attacks.
(2d8 + 7) piercing damage. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
8 (1d6 + 5) piercing damage.
Tentacles. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or
DC 19). At the beginning of the gloom crawler’s turns, it can choose to smaller creature, it must succeed on a DC 15 Strength saving throw or
pull a grappled creature 15 feet to its mouth, or constrict its tentacles to be knocked prone.
deal 10 (1d10 + 5) bludgeoning damage to the grappled target. The gloom Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft.,
crawler can grapple up to three different targets. one target. Hit: 10 (1d10 + 5) piercing damage.

540

Appendix A: Bestiary

Reactions Goblin Leader

Parry. The goblin adds 3 to its AC against one melee attack that would Small humanoid (goblin), neutral evil
hit it. To do so, the goblin must see the attack and be wielding a weapon. Armor Class 17 (studded leather)
Hit Points 60 (11d6 + 22)
Goblin Enforcer Speed 30 ft.

Small humanoid (goblin), neutral evil STR DEX CON INT WIS CHA
Armor Class 16 (chain mail) 11 (+0) 20 (+5) 14 (+2) 12 (+1) 8 (–1) 10 (+0)
Hit Points 112 (15d6 + 60)
Speed 30 ft. Skills Perception +3, Sleight of Hand +9, Stealth +9
Senses darkvision 60 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages Common, Goblin
6 (–2) Challenge 3 (700 XP)
20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1)

Saving Throws Nimble Escape. The goblin can take the Disengage or Hide action as a
Skills Perception +7, Stealth +9 bonus action on each of its turns.
Senses darkvision 60 ft., passive Perception 17
Languages Goblin Sneak Attack (1/turn). The goblin deals an extra 14 (4d6) damage
Challenge 5 (1,800 XP) when it hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of the goblin that isn’t
incapacitated and the goblin doesn’t have disadvantage on the attack roll.

Brute. A melee weapon deals one extra die roll of its damage when the Actions
goblin hits with it (included in the attack).
Multiattack. The goblin makes two attacks with its dagger.
Nimble Escape. The goblin can take the Disengage or Hide action as a +1 Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
bonus action on each of its turns. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC
14 Constitution saving throw, taking 14 (4d6) poison damage on a failed
Reckless. At the start of its turn, the goblin can gain advantage on all save, or half as much damage on a successful one.
melee weapon attack rolls during that turn, but attack rolls against it have Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
advantage until the start of its next turn. one target. Hit: 9 (1d8 + 5) piercing damage, and the target must succeed
on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on
Actions a failed save, or half as much damage on a successful one.

Multiattack. The goblin makes two greataxe attacks. Reactions
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
18 (2d12 + 5) slashing damage. Redirect Attack. When a creature the goblin can see targets it with an
Javelin. Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., attack, the goblin chooses another goblin with fewer hit dice within 5 feet
one target. Hit: 8 (1d6 + 5) piercing damage. of it. The two goblins swap places, and the chosen goblin becomes the
target instead.
Reactions

Parry. The goblin adds 3 to its AC against one melee attack that would Goblin Lieutenant
hit it. To do so, the goblin must see the attack and be wielding a weapon.
Small humanoid (goblin), neutral evil
Goblin Guard Armor Class 14 (studded leather)
Hit Points 45 (10d6 + 10)
Small humanoid (goblin), neutral evil Speed 30 ft.
Armor Class 16 (chain mail)
Hit Points 33 (6d6 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 13 (+1) 11 (+0) 10 (+0)
11 (+0) 20 (+5) 14 (+2) 8 (–1) 12 (+1) 8 (–1)
Skills Perception +4, Sleight of Hand +4, Stealth +6
Skills Stealth +7 Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin
Languages Goblin Challenge 2 (450 XP)
Challenge 2 (450 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
bonus action on each of its turns.
Sneak Attack (1/turn). The goblin deals an extra 10 (3d6) damage
Actions when it hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of the goblin that isn’t
incapacitated and the goblin doesn’t have disadvantage on the attack roll.

Multiattack. The goblin guard makes two shortsword attacks. Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
8 (1d6 + 5) piercing damage. Multiattack. The goblin makes two attacks with its handaxe and one
Javelin. Melee or Ranged Weapon Attack: +7 to hit, range 30/120 ft., attack with its dagger.
one target. Hit: 8 (1d6 + 5) piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or

541

Rappan Athuk

range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Cantrips (at will): chill touch, mage hand, message, poison spray, ray

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range of frost

20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 1st level (4 slots): detect magic, false life, mage armor, magic missile,

Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one shield

target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on 2nd level (3 slots): blur, darkness, invisibility, mirror image, ray of

a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a enfeeblement

failed save, or half as much damage on a successful one. 3rd level (3 slots): animate dead, bestow curse, dispel magic, haste,

lightning bolt, slow

Reactions 4th level (3 slots): black tentacles, dimension door, wall of fire
5th level (2 slots): cone of cold, dominate person

Redirect Attack. When a creature the goblin can see targets it with an Ring of Protection. The Overseer has a +1 bonus to AC and saving
attack, the goblin chooses another goblin with fewer hit dice within 5 feet throws while wearing the ring of protection.

of it. The two goblins swap places, and the chosen goblin becomes the Actions

target instead.

Goblin Miner +2 Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
8 (1d4 + 6) piercing damage.
Small humanoid (goblin), neutral evil
Armor Class 15 (leather) Curse of the Grave (1/day). The Overseer chooses one target within 60
Hit Points 27 (5d6 + 10) feet of it that it can see to make a Wisdom saving throw. On a failed saving
Speed 30 ft. throw, the target is cursed by the goblin for 1 minute. The cursed target has
vulnerability to necrotic damage. The curse can be ended early with spells
such as remove curse.

STR DEX CON INT WIS CHA Goblin Priest of Orcus
15 (+2) 19 (+4) 14 (+2) 8 (–1) 12 (+1) 8 (–1)
Small humanoid (goblin), chaotic evil
Skills Perception +5, Stealth +8 Armor Class 18 (chain mail, shield)
Senses darkvision 60 ft., passive Perception 15 Hit Points 66 (12d6 + 24)
Languages Common, Goblin Speed 30 ft.
Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a STR DEX CON INT WIS CHA
bonus action on each of its turns.
10 (+0) 13 (+1) 15 (+2) 10 (+0) 20 (+5) 17 (+3)
Sneak Attack (1/turn). The goblin deals an extra 7 (2d6) damage
when it hits a target with a weapon attack and has advantage on the attack Saving Throws Con +5, Wis +8
roll, or when the target is within 5 feet of an ally of the goblin that isn’t Skills Arcana +3, Investigation +3, Perception +8, Religion +3,
incapacitated and the goblin doesn’t have disadvantage on the attack roll.
Stealth +4
Actions Senses truesight 120 ft., passive Perception 18
Languages Abyssal, Goblin
Challenge 7 (2,900 XP)

Multiattack. The goblin makes two attacks with its mace. Abyssal Blessing of Orcus. The goblin priest of Orcus gains 15
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 temporary hit points when it reduces a hostile creature that is not undead
(1d6 + 2) bludgeoning damage. to 0 hit points.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed Nimble Escape. The goblin can take the Disengage or Hide action as a
on a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on bonus action on each of its turns.
a failed save, or half as much damage on a successful one.
Unholy Strike. Once on each of the priest’s turns when it hits a creature
Goblin Overseer, The with a weapon attack, the priest can cause the attack to deal an extra 13
(3d8) necrotic damage to the target.
Small humanoid (goblin), neutral evil
Armor Class 15 (ring of protection) Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
Hit Points 66 (12d6 + 24) their weapons with the ability to paralyze a foe (included in the attack). In
Speed 30 ft. the hands of any but a true follower of Orcus, an unholy weapon loses its
power to paralyze a foe.
STR DEX CON INT WIS CHA
Spellcasting. The goblin priest of Orcus is a 10th-level spellcaster.
11 (+0) 18 (+4) 15 (+2) 20 (+5) 16 (+3) 11 (+0) Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
attacks). It can cast the following spells:
Saving Throws Int +9, Wis +7
Skills Arcana +9, Investigation +9, Perception +7, Stealth +8 Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
Senses darkvision 60 ft., passive Perception 17 1st level (4 slots): bane, bless, cure wounds, detect magic, inflict
Languages Common, Draconic, Giant, Goblin, Orc, wounds, shield of faith
2nd level (3 slots): enhance ability, hold person, silence, spiritual
Undercommon weapon
Challenge 9 (5,000 XP) 3rd level (3 slots): animate dead, bestow curse, dispel magic, magic
circle
4th level (3 slots): blight, death ward, guardian of faith
5th level (2 slots): dispel evil and good, mass cure wounds

Nimble Escape. The Overseer can take the Disengage or Hide action as Actions

a bonus action on each of his turns.
Spellcasting. The Overseer is a 6th-level spellcaster. His spellcasting Unholy Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He Hit: 3 (1d6) bludgeoning damage. If the target is a creature other than an
can cast the following spells:

542

Appendix A: Bestiary

elf or undead, it must succeed on a DC 10 Constitution saving throw or be advantage until the start of its next turn.
paralyzed for 1 minute. The target can repeat the saving throw at the end Unpredictable. Opportunity attacks against the crazed goblin are made
of each of its turns, ending the effect on itself on a success.
with disadvantage.
Caress of Orcus (Recharges after a Short or Long Rest). Melee
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic Actions
damage, and the target’s Strength score is reduced by 1d6. The target dies
if this reduces its Strength to 0. Otherwise, the reduction lasts until the Multiattack. The goblin makes two attacks: one with its bite and one
target finishes a short or long rest. with its handaxe.

If a non-evil humanoid dies from this attack, a shadow rises from the Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d3
corpse in 24 hours under the priest’s control, unless the humanoid is + 5) piercing damage, and the target must succeed on a DC 15 Constitution
restored to life or its body is destroyed. The priest can have no more than saving throw or contract goblin gout.
four shadows under its control at one time.
Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Goblin Scout Goblin Shaman

Small humanoid (goblin), neutral evil Small humanoid (goblin), neutral evil
Armor Class 16 (studded leather) Armor Class 17 (studded leather, +1 shield)
Hit Points 40 (9d6 + 9) Hit Points 54 (12d6 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 18 (+4) 13 (+1) 8 (–1) 10 (+0) 10 (+0) STR DEX CON INT WIS CHA

Skills Acrobatics +6, Perception +4, Stealth +8 10 (+0) 15 (+2) 13 (+1) 10 (+1) 16 (+3) 10 (+0)
Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin Skills Perception +5, Religion +5
Challenge 2 (450 XP) Senses darkvision 60 ft., passive Perception 15
Languages Common, Goblin
Keen Hearing and Sight. The goblin scout has advantage on Wisdom Challenge 2 (450 XP)
(Perception) checks that rely on hearing or sight.
Spellcasting. The goblin shaman is a 5th-level spellcaster. Its
Nimble Escape. The goblin scout can take the Disengage or Hide action spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
as a bonus action on each of its turns. attacks). The goblin shaman has the following spells prepared:

Sneak Attack (1/turn). The goblin scout deals an extra 10 (3d6) damage Cantrips (at will): guidance, ray of frost, thaumaturgy
when it hits a target with a weapon attack and has advantage on the attack 1st level (4 slots): bless, cure wounds, detect magic, protection from
roll, or when the target is within 5 feet of an ally of the goblin that isn’t evil and good
incapacitated and the goblin doesn’t have disadvantage on the attack roll. 2nd level (3 slots): augury, enhance ability, ray of enfeeblement
3rd level (2 slots): fear, speak with dead
Actions
Actions
Multiattack. The goblin makes two melee attacks or two ranged attacks.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 4) piercing damage. (1d6) bludgeoning damage.
Short Bow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. Goblin Slaver

Goblin Scout, Crazed Small humanoid (goblin), chaotic evil
Armor Class 18 (chain mail, shield)
Small humanoid (goblin), neutral evil Hit Points 90 (12d6 + 48)
Armor Class 15 Speed 30 ft.
Hit Points 40 (9d6 + 9)
Speed 30 ft. STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 8 (–1) 18 (+4) 8 (–1)

12 (+1) 20 (+5) 13 (+1) 10 (+0) 0 (–5) 4 (–3) Saving Throws Con +8, Wis +8
Skills Athletics +9, Perception +8, Religion +7
Skills Acrobatics +7, Perception –1, Stealth +7 Senses truesight 120 ft., passive Perception 18
Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin
Languages Common, Goblin Challenge 9 (5,000 XP)
Challenge 2 (450 XP)

Goblin Gout. A crazed creature no longer desires magical trinkets such Abyssal Blessing of Orcus. The goblin slaver gains 15 temporary hit
as weapons, armor, or magic items. Instead, it seeks only to take trophies points when it reduces a hostile creature that is not undead to 0 hit points.
from those it kills, such as teeth or ears. It leaves behind anything of actual
value. Typically, a crazed creature possesses one weapon and shabby Nimble Escape. The goblin slaver can take the Disengage or Hide
leather armor. action as a bonus action on each of its turns.

Insane. The crazed goblin is immune to all spells and magical effects Unholy Strike. Once on each of the slaver’s turns when it hits a creature
that impact the mind. with a weapon attack, the slaver can cause the attack to deal an extra 13
(3d8) necrotic damage to the target.

Reckless. At the start of its turn, the crazed goblin can gain advantage Spellcasting. The goblin slaver is a 10th-level spellcaster. Its spellcasting
on all melee weapon attack rolls that turn but attack rolls against it have ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can
543

Rappan Athuk

cast the following spells: Nimble Escape. The Torturer can take the Disengage or Hide action as
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy a bonus action on each of its turns.
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict
Sneak Attack (1/turn). The Torturer deals an extra 14 (4d6) damage
wounds, shield of faith when it hits a target with a weapon attack and has advantage on the attack
2nd level (3 slots): enhance ability, hold person, silence, spiritual roll, or when the target is within 5 feet of an ally of the goblin that isn’t
incapacitated and the goblin doesn’t have disadvantage on the attack roll.
weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, magic circle Spellcasting. The Torturer is a 6th-level spellcaster. Its spellcasting
4th level (3 slots): blight, death ward, guardian of faith ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It
5th level (2 slots): dispel evil and good, mass cure wounds can cast the following spells:

Actions Cantrips (at will): chill touch, mage hand, message, poison spray, ray
of frost
Multiattack. The slaver makes three attacks with its longsword.
Unholy Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 1st level (4 slots): detect magic, false life, mage armor, magic missile,
target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage shield
if used with two hands. If the target is a creature other than an elf or
undead, it must succeed on a DC 10 Constitution saving throw or be 2nd level (3 slots): alter self, blur, darkness, invisibility, ray of
paralyzed for 1 minute. The target can repeat the saving throw at the end enfeeblement
of each of its turns, ending the effect on itself on a success.
Caress of Orcus (Recharges after a Short or Long Rest). Melee 3rd level (3 slots): bestow curse, dispel magic, haste, lightning bolt
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic
damage, and the target’s Strength score is reduced by 1d6. The target dies Actions
if this reduces its Strength to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest. Multiattack. The Torturer makes three attacks: two with its shortsword
If a non-evil humanoid dies from this attack, a shadow rises from the and one with its dagger.
corpse in 24 hours under the slaver’s control, unless the humanoid is
restored to life or its body is destroyed. The slaver can have no more than Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
four shadows under its control at one time. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15
Constitution saving throw, taking 14 (4d6) poison damage on a failed
Goblin Thug save, or half as much damage on a successful one.

Small humanoid (goblin), neutral evil +1 Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Armor Class 15 (leather, shield) Hit: 8 (1d4 + 6) piercing damage, and the target must make a DC 15
Hit Points 27 (6d6 + 6) Constitution saving throw, taking 14 (4d6) poison damage on a failed
Speed 30 ft. save, or half as much damage on a successful one.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage
on a failed save, or half as much damage on a successful one.

Goblin Underpriest of Orcus

STR DEX CON INT WIS CHA Small humanoid (goblin), chaotic evil
Armor Class 18 (chain mail, shield)
11 (+0) 15 (+2) 12 (+1) 10 (+0) 9 (–1) 6 (–2) Hit Points 56 (16d6)

Senses darkvision 60 ft., passive Perception 9 Speed 30 ft.

Languages Common, Goblin STR DEX CON INT WIS CHA
Challenge 1/2 (100 XP)

10 (+0) 13 (+1) 10 (+0) 12 (+1) 18 (+4) 12 (+1)

Nimble Escape. The goblin thug can take the Disengage or Hide action

as a bonus action on each of its turns. Saving Throws Wis +7, Cha +4

Skills Medicine +7, Perception +7, Religion +4, Stealth +4

Actions Senses truesight 120 ft., passive Perception 17

Languages Dwarven, Goblin

Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Challenge 6 (2,300 XP)

Hit: 4 (1d8) piercing damage. Abyssal Blessing of Orcus. The goblin underpriest of Orcus gains 10
Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or range temporary hit points when it reduces a hostile creature that is not undead
to 0 hit points.
30/120 ft., one target. Hit: 3 (1d6) piercing damage.

Goblin Torturer Unholy Strike. Once on each of the underpriest’s turns when it hit a
creature with a weapon attack, the priest can cause the attack to deal an

Small humanoid (goblin), chaotic evil extra 9 (2d8) necrotic damage to the target.

Armor Class 15 (18 with mage armor) Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing

Hit Points 72 (16d6 + 16) their weapons with the ability to paralyze a foe (included in the attack). In

Speed 30 ft. the hands of any but a true follower of Orcus, an unholy weapon loses its

power to paralyze a foe.

STR DEX CON INT WIS CHA Spellcasting. The goblin underpriest of Orcus is an 8th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell

12 (+1) 20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) attacks). It can cast the following spells:

Cantrips (at will): chill touch, guidance, resistance, thaumaturgy

Saving Throws Int +8, Wis +4 1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds

Skills Arcana +8, Intimidation +9, Perception +8, Stealth +9 2nd level (3 slots): enhance ability, hold person, silence

Senses darkvision 60 ft., passive Perception 18 3rd level (3 slots): animate dead, bestow curse, dispel magic

Languages Common, Draconic, Giant, Goblin, Orc, 3rd level (2 slots): death ward, guardian of faith

Undercommon

Challenge 12 (8,400 XP) 544

Appendix A: Bestiary

Actions paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Unholy Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages understands the languages of its creator but
target. Hit: 5 (1d8 + 1) piercing damage. If the target is a creature other
than an elf or undead, it must succeed on a DC 10 Constitution saving can’t speak
throw or be paralyzed for 1 minute. The target can repeat the saving throw Challenge 8 (3,900 XP)
at the end of each of its turns, ending the effect on itself on a success.
Amorphous. The blood golem can move through a space as narrow as
Caress of Orcus (Recharges after a Short or Long Rest). Melee 1 inch wide without squeezing.
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) necrotic
damage, and the target’s Strength score is reduced by 1d4. The target dies Berserk. Whenever the golem starts its turn with 40 hit points or fewer,
if this reduces its Strength to 0. Otherwise, the reduction lasts until the roll a d6. On a 6, the golem goes berserk. On each of its turns while
target finishes a short or long rest. berserk, the golem attacks the nearest creature it can see. If no creature
is near enough to move to and attack, the golem attacks an object, with
If a non-evil humanoid dies from this attack, a shadow rises from the preference for an object smaller than itself. Once the golem goes berserk,
corpse in 24 hours under the underpriest’s control, unless the humanoid is it continues to do so until it is destroyed or regains all its hit points.
restored to life or its body is destroyed. The underpriest can have no more
than three shadows under its control at one time. The golem’s creator, if within 60 feet of the berserk golem, can try
to calm it by speaking firmly and persuasively. The golem must be able
Goblin Warrior to hear its creator, who must take an action to make a DC 15 Charisma
(Persuasion) check. If the check succeeds, the golem ceases being berserk.
Small humanoid (goblin), neutral evil If it takes damage while still at 40 hit points or fewer, the golem might go
Armor Class 17 (chain shirt, shield) berserk again.
Hit Points 21 (6d6)
Speed 30 ft. Blood Ooze. The blood golem takes up its entire space. Other creatures
can enter the space, but a creature that does so is subjected to the blood
STR DEX CON INT WIS CHA golem’s Engulf and has disadvantage on the saving throw.
10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (–1) 10 (+0)
Creatures inside the blood golem can’t be seen and have total cover.
Skills Stealth +6 A creature within 5 feet of the blood golem can take an action to pull
Senses darkvision 60 ft., passive Perception 9 a creature or object out of the cube. Doing so requires a successful DC
Languages Common, Goblin 12 Strength check, and the creature making the attempt takes 10 (3d6)
Challenge 1 (200 XP) necrotic damage.
The blood golem can hold only one Large creature or up to four Medium
Nimble Escape. The goblin warrior can take the Disengage or Hide or smaller creatures inside it at a time.
action as a bonus action on each of its turns. Blood Sense. The blood golem can magically sense the presence of
blood in living creatures up to 1 mile away. It knows the general direction
Actions they’re in but not their exact locations.
Blood Splatter. Any time the golem is hit in combat, a gout of blood
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 erupts from its body. All creatures within 10 feet of the golem must
(1d6 + 2) slashing damage. succeed on a DC 15 Dexterity saving throw or be blinded until the end of
the creature’s next turn.
Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one Immutable Form. The golem is immune to any spell or effect that
target. Hit: 5 (1d6 + 2) piercing damage. would alter its form.
Magic Resistance. The golem has advantage on saving throws against
Reactions spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Redirect Attack. When a creature the goblin can see targets it with an Split. When a blood golem reaches its maximum hit points for its Hit
attack, the goblin chooses another goblin with fewer hit dice within 5 feet Dice, it splits into two identical golems. Each golem has hit points equal
of it. The two goblins swap places, and the chosen goblin becomes the to half the maximum hit points of the original golem. New golems are one
target instead. size smaller than the original golem.

Golems Actions

Blood Golem Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
Large aberration, neutral 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15
Armor Class 17 (natural armor) Constitution saving throw. On a failed save, the target takes plus 14 (3d6
Hit Points 102 (12d10 + 36) + 4) necrotic damage, its hit point maximum is reduced by the amount
Speed 20 ft. equal to the necrotic damage, and the blood golem regains hit points equal
to that amount. The reduction in the target’s hit point maximum lasts until
STR DEX CON INT WIS CHA the target finishes a long rest. The target dies if this reduces its hit point
14 (+2) 19 (+4) 16 (+3) 2 (–4) 14 (+2) 1 (–5) maximum to 0.
Engulf. The blood golem moves up to its speed. While doing so, it
Damage Vulnerabilities cold can enter Large or smaller creatures’ spaces. Whenever the blood golem
Damage Immunities fire, poison, psychic; bludgeoning, enters a creature’s space, the creature must make a DC 12 Dexterity saving
throw.
piercing, and slashing from nonmagical weapons that On a successful save, the creature can choose to be pushed 5 feet back
aren’t adamantine or to the side of the blood golem. A creature that chooses not to be pushed
Condition Immunities charmed, exhaustion, frightened, suffers the consequences of a failed saving throw.
On a failed save, the blood golem enters the creature’s space, and the
creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed
creature can’t breathe, is restrained, and takes 21 (6d6) necrotic damage at
the start of each of the blood golem’s turns. When the blood golem moves,
the engulfed creature moves with it.

545

Rappan Athuk

An engulfed creature can try to escape by taking an action to make a DC Senses darkvision 120 ft., passive Perception 10
12 Strength check. On a success, the creature escapes and enters a space of Languages understands the languages of its creator but
its choice within 5 feet of the blood golem.
can’t speak
Challenge 18 (20,000 XP)

Brass Golem Immutable Form. The greater stone golem is immune to any spell or
effect that would alter its form.
Huge construct, neutral
Armor Class 18 (natural armor) Magic Resistance. The greater stone golem has advantage on saving
Hit Points 297 (22d12 + 154) throws against spells and other magical effects.
Speed 40 ft.
Magic Weapons. The greater stone golem’s weapon attacks are magical.

STR DEX CON INT WIS CHA Actions
30 (+10) 10 (+0) 25 (+7) 3 (–4) 10 (+0) 1 (–5)
Multiattack. The greater stone golem makes two slam attacks.
Damage Immunities fire, poison, psychic; bludgeoning, Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 32
piercing, and slashing from nonmagical weapons that (5d8 + 10) bludgeoning damage.
aren’t adamantine Slow (Recharge 5–6). The golem targets one or more creatures it can
see within 10 feet of it. Each target must make a DC 19 Wisdom saving
Condition Immunities charmed, exhaustion, frightened, throw against this magic. On a failed save, a target can’t use reactions,
paralyzed, petrified, poisoned its speed is halved, and it can’t make more than one attack on its turn. In
addition, the target can take either an action or a bonus action on its turn,
Senses darkvision 120 ft., passive Perception 10 not both. These effects last for 1 minute. A target can repeat the saving
Languages understands the languages of its creator but throw at the end of each of its turns, ending the effect on itself on a success.

can’t speak
Challenge 16 (15,000 XP)

Death Throes. When the brass golem dies, it explodes, and each Necromantic Golem
creature within 30 feet of it must make a DC 15 Dexterity saving throw,
taking 54 (12d8) fire damage on a failed save, or half as much damage on Large construct, neutral
a successful one. The explosion ignites flammable objects in that area that Armor Class 15 (natural armor)
aren’t being worn or carried. Hit Points 142 (15d10 + 60)
Speed 30 ft.
Immutable Form. The golem is immune to any spell or effect that
would alter its form. STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 18 (+4) 2 (–4) 12 (+1) 1 (–5)
Magic Resistance. The golem has advantage on saving throws against
spells and other magical effects. Damage Immunities lightning, necrotic, poison;
bludgeoning, piercing, and slashing from nonmagical
Magic Weapons. The golem’s weapon attacks are magical. weapons that aren’t adamantine

Actions Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Multiattack. The golem makes two melee attacks.
Brass Greatsword. Melee Weapon Attack: +15 to hit, reach 15 ft., one Senses darkvision 120 ft., passive Perception 11
target. Hit: 26 (3d10 + 10) slashing damage plus 10 (3d6) fire damage. Languages understands the languages of its creator but
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23
(3d8 + 10) bludgeoning damage plus 10 (3d6) fire damage. can’t speak
Cinder Cloud (Recharge 5–6). The golem exhales a swirling cloud of Challenge 10 (5,900 XP)
smoke and white-hot embers in a 20-foot radius cloud in front of it. The
cloud spreads around corners and everything within it is heavily obscured. Immutable Form. The necromantic golem is immune to any spell or
The cloud persists for 1 minute or until wind of 10 miles per hour or effect that would alter its form.
greater disperses it.
When the cloud appears, each creature in that area must make a DC 15 Magic Resistance. The necromantic golem has advantage on saving
Dexterity saving throw. A creature takes 45 (10d8) fire damage on a failed throws against spells and other magical effects.
save, or half as much damage on a successful one. A creature must also
make this saving throw when it enters the cloud’s area for the first time or Magic Weapons. The necromantic golem’s weapon attacks are magical.
ends its turn there. A creature can only take damage from the cloud once Regeneration. A necromantic golem heals 10 hit point at the start of
on each of its turns. its turn if it has at least 1 hit point. If the necromantic golem takes radiant
damage or damage from holy water, this trait doesn’t function at the start
of the necromantic golem’s next turn.

Greater Stone Golem Actions

Huge construct, neutral Multiattack. The necromantic golem makes two slam attacks.
Armor Class 17 (natural armor) Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18
Hit Points 406 (28d12 + 224) (3d8 + 5) bludgeoning damage plus 18 (4d8) necrotic damage.
Speed 30 ft. Enervating Ray (1/day). A necromantic golem can unleash a ray of
negative energy in a 30-foot line. All creatures along the line take 14 (4d6)
STR DEX CON INT WIS CHA necrotic damage and lose 2d4 Constitution. The target dies if this reduces
30 (+10) 7 (–2) 28 (+8) 3 (–4) 11 (+0) 1 (–5) its Constitution to 0. Otherwise, the reduction lasts until the target finishes
a short or long rest.
Damage Immunities poison, psychic; bludgeoning, piercing, Unholy Blast (Recharge 5-6). A necromantic golem can unleash a blast
and slashing from nonmagical weapons that aren’t of negative energy in a 20-foot cone. All creatures in the area must make
adamantine a DC 16 Dexterity saving throw, taking 24 (7d6) necrotic damage on a
failed save, or half as much on a successful one.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned

546

Orcus Golem Appendix A: Bestiary

Medium construct, neutral Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13
Armor Class 15 (natural armor) (3d6 + 3) bludgeoning damage.
Hit Points 52 (8d8 + 16)
Speed 30 ft. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape
DC 14). Until this grapple ends, the creature is restrained, and the golem
can’t constrict another target.

STR DEX CON INT WIS CHA Gorgimera
24 (+7) 13 (+1) 15 (+2) 2 (–4) 11 (+0) 1 (–5)
Large monstrosity, neutral
Damage Immunities poison, psychic; bludgeoning, piercing, Armor Class 14 (natural armor)
and slashing from nonmagical weapons that aren’t Hit Points 114 (12d10 + 48)
adamantine Speed 40 ft., fly 50 ft.

Condition Immunities charmed, exhaustion, frightened, STR DEX CON INT WIS CHA
paralyzed, petrified, poisoned 19 (+4) 13 (+1) 19 (+4) 4 (–3) 13 (+1) 10 (+0)

Senses darkvision 120 ft., passive Perception 10 Saving Throws Dex +6, Con +9
Languages understands the languages of its creator but Skills Perception +11
Senses darkvision 60 ft., passive Perception 21
can’t speak Languages Draconic
Challenge 7 (2,900 XP) Challenge 13 (10,000 XP)

Fortified with Adamantine. Any critical hit against the Orcus golem Roll a d10 and refer to the table below for the color of the gorgimera’s
becomes a normal hit. dragon head.

Immutable Form. The Orcus golem is immune to any spell or effect d10 Head Color Breath Weapon
that would alter its form.
1–2 Black 40-foot long, 5-foot wide line of acid
Magic Resistance. The Orcus golem has advantage on saving throws
against spells and other magical effects.

Magic Weapons. The Orcus golem’s weapon attacks are magical.
See Invisible. The Orcus golem can see invisible creatures and objects
as if they were visible.

Actions 3–4 Blue 40-foot long, 5-foot wide line of
lightning

Multiattack. The Orcus golem makes two slam attacks. 5–6 Green 20-foot cone of poisonous gas
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20
(3d8 + 7) bludgeoning damage. 7–8 Red 20-foot cone of fire
Dimensional Step. The Orcus golem magically teleports, along with
any equipment it is wearing or carrying, up to 120 feet to an unoccupied 9–10 White 20-foot cone of cold
space it can see.
Flyby. The gorgimera doesn’t provoke an opportunity attack when it
Rope Golem flies out of an enemy’s reach.

Medium construct, neutral Keen Smell. The gorgimera has advantage on Wisdom (Perception)
Armor Class 13 (natural armor) checks that rely on smell.
Hit Points 52 (8d8 + 16)
Speed 30 ft. Charge. If the gorgimera moves at least 20 feet straight towards
a creature and then hits with a gore attack on the same turn, the target
takes an extra 9 (2d8) piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away
and knocked prone.

STR DEX CON INT WIS CHA Actions

17 (+3) 10 (+0) 15 (+2) 2 (–4) 11 (+0) 1 (–5) Multiattack. The gorgimera makes five melee attacks: two with its
claws, two bites, and one gore attack. Alternatively, it can use its two
Damage Immunities lightning, poison; bludgeoning, breath weapons in place of the bite attacks.
piercing, and slashing from nonmagical weapons that
aren’t adamantine Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17
(3d8 + 4) piercing damage.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) slashing damage.
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) piercing damage.
can’t speak
Challenge 4 (1,100 XP) Dragon Breath (Recharge 5-6). The dragon head exhales its breath
based on the results from the table above. Each creature in the area affected
Immutable Form. The rope golem is immune to any spell or effect that must make a DC 18 Dexterity saving throw, taking 31 (7d8) damage on a
would alter its form. failed save, of half as much on a successful one. Damage type determined
by the table above.
Magic Resistance. The rope golem has advantage on saving throws
against spells and other magical effects. Gorgon Breath. (Recharge 5-6). The gorgon head exhales petrifying
gas in a 30-foot cone. Each creature in that area must succeed on a DC
Magic Weapons. The rope golem’s weapon attacks are magical. 18 Constitution saving throw. On a failed save, a target begins to turn to
stone and is restrained. The restrained target must repeat the saving throw
Actions at the end of its next turn. On a success, the effect ends on the target. On
a failure, the target is petrified until freed by the greater restoration spell
Multiattack. The rope golem makes two slam attacks. or other magic.

547

Rappan Athuk

Grawlic While coated in this substance, the target is restrained and must hold its
breath to keep from drowning (reference the SRD for Suffocating rules).
Medium humanoid (dwarf), lawful neutral The target can repeat the saving throw at the end of each of its turns,
Armor Class 16 (studded leather) ending the effect on itself on a success.
Hit Points 52 (8d8 + 16)
Speed 25 ft. Grezell

STR DEX CON INT WIS CHA Medium undead, chaotic evil
6 (–2) Armor Class 22 (+1 plate armor, +1 shield)
10 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) Hit Points 161 (19d8 + 76)
Speed 30 ft.

Saving Throws Dex +6, Int +2 STR DEX CON INT WIS CHA
Skills Acrobatics +6, Perception +4, Sleight of Hand +6,
23 (+6) 19 (+4) 18 (+4) 17 (+3) 18 (+4) 18 (+4)
Stealth +8
Senses darkvision 60 ft., passive Perception 14 Saving Throws Dex +9, Con +9, Wis +9, Cha +9
Languages Common, Dwarven Skills Athletics +11, Perception +9, Stealth +9
Challenge 3 (700 XP) Damage Resistances necrotic; bludgeoning, piercing, and

Cunning Action. On each of his turns, Grawlic can use a bonus action slashing from nonmagical weapons
to take the Dash, Disengage, or Hide action. Senses darkvision 120 ft., passive Perception 19
Languages Common, Celestial
Evasion. If Grawlic is subjected to an effect that allows him to make Challenge 16 (15,000 XP)
a Dexterity saving throw to take only half damage, he instead takes no
damage if he succeeds on the saving throw, and only half damage if he Berserk. If Itara or Swoana are slain, Grezell goes berserk and
fails. gains advantage on all melee weapon attack rolls, but all attack rolls
against him have advantage. This effect lasts until he is slain or
Sneak Attack. Once per turn, Grawlic deals an extra 10 (3d6) damage combat ends.
when he hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of Grawlic that isn’t Blood Starvation. Grezell has been imprisoned within this room and
incapacitated and Grawlic doesn’t have disadvantage on the attack roll. his crypt for almost three centuries, deprived of bloody sustenance for the
entirety of his imprisonment. His Legendary Resistance and Regeneration
Actions traits are limited until he feeds.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Bound by Death. The ward placed by Bofred binds Grezell to the
7 (1d6 + 4) piercing damage. immediate vicinity of this room and to his crypt. If his corporeal form is
slain, he reappears in a comatose state within his crypt.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature other Shapechanger. If Grezell isn’t in sunlight or running water, he can use
than an elf or undead, it must succeed on a DC 12 Constitution saving his action to polymorph into a Tiny bat or a Medium cloud of mist, or back
throw or be paralyzed for 1 minute. The target can repeat the saving throw into his true form.
at the end of each of its turns, ending the effect on itself.
While in bat form, Grezell can’t speak, his walking speed is 5 feet,
Gremlin, Fuath and he has a flying speed of 30 feet. His statistics, other than his size
and speed, are unchanged. Anything he is wearing transforms with
Small fey, chaotic evil him, but nothing he is carrying does. He reverts to his true form if
Armor Class 13 (natural armor) he dies.
Hit Points 22 (4d6 + 8)
Speed 20 ft., climb 10 ft., swim 30 ft. While in mist form, Grezell can’t take any actions, speak, or manipulate
objects. He is weightless, has a flying speed of 20 feet, can hover, and can
STR DEX CON INT WIS CHA enter a hostile creature’s space and stop there. In addition, if air can pass
7 (–2) 8 (–1) through a space, the mist can do so without squeezing, and he can’t pass
13 (+1) 14 (+2) 10 (+0) 13 (+1) through water. He has advantage on Strength, Dexterity, and Constitution
saving throws, and is immune to all nonmagical damage, except the
Damage Resistances cold damage he takes from sunlight.
Senses darkvision 60 ft., passive Perception 11
Languages Aquan Legendary Resistance (3/day). Once Grezell feeds he can then choose
Challenge 1/2 (100 XP) to succeed on a saving throw that he has failed.

Sunlight Sensitivity. While in sunlight, the gremlin has disadvantage Regeneration. Grezell regenerates 10 hit points (until he feeds at which
on attack rolls, as well as on Wisdom (Perception) checks that rely on point he regenerates 20 hit points) at the start of his turn if he has at least
sight. 1 hit point and isn’t in sunlight or running water. If Grezell takes radiant
damage or damage from holy water, this trait doesn’t function at the start
Water Breathing. The fuath gremlin can only breathe underwater. of his next turn.

Actions Spider Climb. Grezell can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
Multiattack. The fuath gremlin makes two attacks with its claws.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 Vampire Weaknesses. Grezell has the following flaws:
(1d4 + 1) slashing damage. Forbiddance. Grezell can’t enter a residence without an invitation from
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: one of the occupants.
3 (1d4 + 1) piercing damage. Harmed by Running Water. Grezell takes 20 acid damage if he ends his
Congeal Water (1/day). One creature of the fuath gremlin’s choice turn in running water.
within 30 feet of it must succeed on a DC 10 Dexterity saving throw or be Stake to the Heart. If a piercing weapon made of wood is driven into
coated in a thick, viscous coating of clinging water-like fluid for 1 minute. Grezell’s heart while he is incapacitated in his resting place, Grezell is
paralyzed until the stake is removed.
Sunlight Hypersensitivity. Grezell takes 20 radiant damage when he
starts his turn in sunlight. While in sunlight, he has disadvantage on attack
rolls and ability checks.

548

Appendix A: Bestiary

Actions At will: druidcraft
3/day each: entangle, invisibility

Multiattack (Vampire Form Only). Grezell makes three attacks, only Spellcasting. The grig fiddler is a 5th level spellcaster. Its spellcasting
one of which can be a bite attack. ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can
cast the following bard spells.
+1 Longsword (Vampire Form Only). Melee Weapon Attack: +12 to
hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage or 12 (1d10 Cantrips (at will): dancing light, minor illusion, vicious mockery
+ 7) slashing damage if used with two hands. 1st level (4 slots): animal friendship, charm person, comprehend
languages
Shield Bash (Vampire Form Only). Melee Weapon Attack: +11 to hit, 2nd level (3 slots): blindness/deafness, hold person, see invisibility
reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage, and the 3rd level (2 slots): dispel magic, speak with plants
target must succeed on a DC 15 Constitution saving throw or be stunned Surprise Attack. If the grig surprises a creature and hits it with an attack
until the end of Grezell’s next turn. during the first round of combat, the target takes an extra 10 (3d6) damage
from the attack.
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit,
reach 5 ft., one willing creature that is grappled by Grezell, incapacitated,

or restrained. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) necrotic Actions
damage. The target’s hit point maximum is reduced by an amount equal

to the necrotic damage taken, and Grezell regains hit points equal to that Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
amount. The reduction lasts until the target finishes a long rest. The target 5 (1d6 + 2) piercing damage.
dies if this effect reduces its hit point maximum to 0. A humanoid slain
in this way and then buried in the ground rises the following night as a Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
vampire spawn under Grezell’s control. target. Hit: 6 (1d8 + 2) piercing damage.

Charm. Grezell targets one humanoid it can see within 30 feet of it. If the Fiddle (Recharge 5-6). The grig begins playing with its legs in a lively
target can see Grezell, the target must succeed on a DC 17 Wisdom saving tune. Creatures within 30 feet that can hear the grig must make a DC 14
throw against this magic or be charmed by it. The charmed target regards Wisdom saving throw. On a failed save, the creature is charmed for 1
Grezell as a trusted friend to be heeded and protected. Although the target isn’t minute. While charmed by the grig, it uses its action to dance in place,
under Grezell’s control, it takes the vampire’s requests or actions in the most capering comically. The creature can repeat the saving throw at the end
favorable way it can, and it is a willing target for Grezell’s bite attack. Each of each of its turns, ending the effect on a success. If the saving throw is
time Grezell or his companions do anything harmful to the target, it can repeat successful, or the effect ends for it, the creature is immune to that grig’s
the saving throw, ending the effect on itself on a success. Otherwise, the effect Fiddle ability for 24 hours.

lasts 24 hours or until Grezell is destroyed, is on a different plane of existence Grig
than the target or takes a bonus action to end the effect.
Tiny fey, neutral good
Children of the Night (1/day). Grezell magically calls 2d4 swarms of Armor Class 13 (natural armor)
bats or rats, provided that the sun isn’t up. While outdoors, Grezell can Hit Points 28 (8d4 + 8)
call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting Speed 30 ft., fly 40ft.
as Grezell’s allies and obeying its spoken commands. The beasts remain
for 1 hour, until Grezell dies, or until he dismisses them as a bonus action.

Legendary Actions STR DEX CON INT WIS CHA
5 (–3)
Grezell can take 3 legendary actions, choosing from the options below. 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Only one legendary action option can be used at a time and only at the end
of another creature’s turn. Grezell regains spent legendary actions at the Skills Acrobatics +4, Perception +3, Performance +6, Stealth
start of his turn. +6

Move. Grezell moves up to his speed without provoking opportunity Senses darkvision 60 ft., passive Perception 13
attacks. Languages Common, Sylvan
Challenge 1 (200 XP)
Longsword. Grezell makes one greatsword attack.
Bite (Costs 2 Actions). Grezell makes one bite attack. Innate Spellcasting. The grig’s innate spellcasting ability is Charisma
(spell save DC12, +4 to hit with spell attacks). It can cast the following
Grigs spells innately, without requiring material components.

Fiddler Grig At will: druidcraft
3/day each: disguise self, entangle, invisibility
Tiny fey, neutral good Surprise Attack. If the grig surprises a creature and hits it with an attack
Armor Class 14 (natural armor) during the first round of combat, the target takes an extra 10 (3d6) damage
Hit Points 45 (13d4 + 13) from the attack.
Speed 30 ft., fly 40 ft.
Actions

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (–3) 5 (1d6 + 2) piercing damage.
14 (+2) 12 (+1) 10 (+0) 13 (+1) 16 (+3)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
Saving Throws Dex +4, Cha +5 target. Hit: 6 (1d8 + 2) piercing damage.
Skills Acrobatics +4, Perception +3, Performance +7, Stealth +6
Senses darkvision 60 ft., passive Perception 13 Fiddle (Recharge 5-6). The grig begins playing with its legs in a lively
Languages Common, Sylvan tune. Creatures within 30 feet that can hear the grig must make a DC13
Challenge 4 (1,100 XP) Wisdom saving throw. On a failed save, the creature is charmed for 1
minute. While charmed by the grig, it uses its action to dance in place,
Innate Spellcasting. The grig fiddler’s innate spellcasting ability is capering comically. The creature can repeat the saving throw at the end
Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the of each of its turns, ending the effect on a success. If the saving throw is
following spells innately, without requiring material components. successful, or the effect ends for it, the creature is immune to that grig’s
Fiddle ability for 24 hours.

549


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