Grimb Rappan Athuk
Small humanoid (goblin), neutral evil place of the god’s choosing.
Armor Class 15 (chain shirt) Mock the Dying. Death saving throws made within 60 feet of the jester
Hit Points 63 (14d6 + 14)
Speed 30 ft. have disadvantage.
Turn Resistance. The jester has advantage on saving throws against
any effect that turns undead.
Actions
STR DEX CON INT WIS CHA Joker’s Shuffle (recharge 6). The jester forces one Medium or Small
humanoid within 60 feet to make a DC 17 Charisma saving throw. If
12 (+1) 19 (+4) 13 (+1) 11 (+0) 14 (+2) 10 (+0) the saving throw fails, the jester and the target exchange locations via
teleportation and an illusion causes them to swap appearance: the jester
Skills Animal Handling +6, Perception +6, Survival +4, looks and sounds like the target, and the target looks and sounds like the
Stealth +8 jester. The illusion lasts for 1 hour unless it is dismissed earlier by the
jester as a bonus action, or dispelled (DC 17).
Senses darkvision 60 ft., passive Perception 16
Languages Common, Goblin Killing Joke (recharge 6). The jester performs an ancient, nihilistic joke
Challenge 2 (450 XP) of necromantic power. This joke has no effect on undead or constructs. All
other creatures within 60 feet of the jester must make a DC 17 Wisdom
Deadeye. As a bonus action, Grimb can add 1d6 to his next attack or saving throw. Those that fail fall prone in a fit of deadly laughter. The
damage roll with a longbow or shortbow. laughter lasts 1d4 rounds, during which time the victim is incapacitated
and unable to stand up from prone. At the end of its turn each round,
Keen Hearing and Sight. Grimb has advantage on Wisdom (Perception) an incapacitated victim must make a successful DC 17 Constitution
checks that rely on hearing or sight. saving throw or be reduced to 0 hit points. The laughter can be ended
early by rendering the victim unconscious or with greater restoration or
Actions comparable magic.
Multiattack. Grimb makes three melee attacks or two ranged attacks. Reactions
Shortsword. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. Ridicule Hope (recharge 4-6). When a spell that restores hit points is
Silver Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., cast within 60 feet of the jester, the jester can cause that spell to inflict
one target. Hit: 6 (1d4 + 4) piercing damage. damage instead of curing it. The damage equals the hit points the spell
+1 Short Bow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one would have cured and is necrotic.
target. Hit: 8 (1d6 + 5) piercing damage.
Reactions
Redirect Attack. When a creature Grimb can see targets him with an Guardian Cimota
attack, Grimb chooses another goblin with fewer hit dice within 5 feet of
it. The two swap places, and the chosen goblin becomes the target instead. Medium undead, lawful evil
Armor Class 16 (natural armor)
Grim Jester Hit Points 91 (14d8 + 28)
Speed fly 60 ft.
Medium undead, chaotic evil STR DEX CON INT WIS CHA
Armor Class 18 (natural armor)
Hit Points 136 (16d8 + 64) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 14 (+2) 21 (+5)
Speed 30 ft.
Skills Deception +8, Perception + 5, Stealth +6
STR DEX CON INT WIS CHA Damage Vulnerabilities radiant
Damage Resistances acid, fire, thunder; bludgeoning,
14 (+2) 22 (+6) 18 (+4) 16 (+3) 16 (+3) 20 (+5)
piercing, and slashing from nonmagical weapons
Saving Throws Dex +10, Con +8, Cha +9 Damage Immunities cold, lightning
Skills Acrobatics +10, Deception +9, Perception +7, Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Performance +9, Sleight of Hand +10, Stealth +10 Languages Common, Infernal
Damage Resistances cold Challenge 6 (2,300 XP)
Damage Immunities necrotic, poison; bludgeoning,
Innate Spellcasting. The guardian cimota’s spellcasting ability is
piercing, and slashing from nonmagical weapons Charisma (spell save DC 16, +8 to hit with spell attacks). The cimota can
Condition Immunities charmed, exhaustion, frightened, innately cast the following spells at will, without the need for material
spell components: darkness, blur, plane shift
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 17 Magic Resistance. The guardian cimota has advantage on saving
Languages Abyssal, Celestial, Common, Gnomish, telepathy throws against spells and other magical effects.
60 ft.
Challenge 11 (7,200 XP)
Innate Spellcasting. The jester’s spellcasting ability is Charisma (spell Actions
save DC 17, +9 to hit with spell attacks). It can innately cast the following
spells requiring no components: Multiattack. The guardian cimota makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
At will: disguise self, grease, inflict wounds, magic mouth, misty step (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage.
3/day each: contagion, mirror image
1/day each: delayed blast fireball, finger of death, mislead, seeming
Last Laugh. Unless it is destroyed in a manner amusing to the god of
death that created it, the grim jester is brought back after 1d20 days in a
550
Gudmund Appendix A: Bestiary
Medium humanoid (human), chaotic evil Condition Immunities confusion, exhaustion, paralysis,
Armor Class 24 (+2 plate, +2 shield) poisoned
Hit Points 97 (15d8 + 30)
Speed 30 ft. Senses darkvision 240 ft., passive Perception 13
Languages Deep Speech, Giant, Undercommon
STR DEX CON INT Challenge 12 (8,400 XP)
Towering Strength. A gug can lift items up to 4,000 pounds as a bonus
WIS CHA action.
14 (+2) 17 (+3) 14 (+2) 13 (+1) 20 (+5) 13 (+1) Actions
Saving Throws Con +6, Wis +9 Multiattack. The gug makes two slam attacks, two stomp attacks, or
Skills History +5, Investigation +5, Medicine +9, Religion +5 one of each.
Senses truesight 120 ft., passive Perception 15
Languages Abyssal, Common Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
Challenge 9 (5,900 XP) 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice
in the same turn, the target must make a successful DC 19 Constitution
Abyssal Blessing of Orcus. Gudmund gains 15 temporary hit points saving throw or gain one level of exhaustion.
when he reduces a hostile creature that is not undead to 0 hit points. Stomp. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20
Unholy Strike. Once on each of Gudmund’s turns when he hits a (2d12 + 7) bludgeoning damage.
creature with a weapon attack, the priest can cause the attack to deal an Legendary Actions
extra 18 (4d8) necrotic damage to the target.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing A gug can take 3 legendary actions, choosing from the options below.
their weapons with the ability to paralyze a foe (included in the attack). In Only one legendary action option can be used at a time and only at the
the hands of any but a true follower of Orcus, an unholy weapon loses its end of another creature’s turn. A gug regains spent legendary actions at
power to paralyze a foe. the start of its turn.
Spellcasting. Gudmund is a 12th-level spellcaster. His spellcasting Move. The gug moves up to half its speed.
ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He can Attack. The gug makes one slam or stomp attack.
cast the following spells: Grab. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the
target is grappled (escape DC 17).
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy Swallow. The gug swallows one creature it has grappled. The creature
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid
2nd level (3 slots): aid, enhance ability, hold person, silence, spiritual damage at the start of each of the gug’s turns. A swallowed creature is no
weapon longer grappled but is blinded and restrained, and has total cover against
3rd level (3 slots): animate dead, bestow curse, dispel magic, prayerPG, attacks and other effects from outside the gug. If the gug takes 75 points of
protection from energy damage in a single turn, the swallowed creature is expelled and falls prone
4th level (3 slots): blight, death ward, guardian of faith next to the gug. When the gug dies, a swallowed creature can crawl from
5th level (2 slots): dispel evil and good, flame strike, hallow the corpse by using 10 feet of movement, exiting prone.
6th level (1 slot): blade barrier, create undead, heal Throw. The gug throws one creature it has grappled. The creature is
Actions thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and
takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are
+2 Unholy Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. thrown into a chasm or off a cliff). A gug can throw a creature up to Large
Hit: 7 (1d6 + 4) bludgeoning damage. If the target is a creature other than size. Small creatures are thrown twice as far, but the damage is the same.
an elf or undead, it must succeed on a DC 10 Constitution saving throw
The gug can be found in Tome of Beasts by Kobold Press.
or be paralyzed for 1 minute. The target can repeat the saving throw at the
Gundarend of each of its turns, ending the effect on itself on a success.
Caress of Orcus (Recharges after a Short or Long Rest). Melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic Large aberration, chaotic evil
damage, and the target’s Strength score is reduced by 1d6. The target dies Armor Class 19 (natural armor)
if this reduces its Strength to 0. Otherwise, the reduction lasts until the Hit Points 190 (20d10 + 80)
target finishes a short or long rest. Speed 5 ft., fly 30 ft.
If a non-evil humanoid dies from this attack, a shadow rises from the STR DEX CON INT WIS CHA
corpse in 24 hours under Gudmund’s control, unless the humanoid is
restored to life or its body is destroyed. Gudmund can have no more than 21 (+5) 16 (+3) 18 (+4) 14 (+2) 17 (+3) 17 (+3)
four shadows under its control at one time.
Saving Throws Con +8, Wis +7, Cha +7
Gug Skills Deception +11, Perception +11, Stealth +7
Senses darkvision 60 ft., passive Perception 21
Huge giant, neutral evil Languages Common, Deep Speech, Undercommon
Armor Class 17 (natural armor) Challenge 11 (7,200 XP)
Hit Points 270 (20d12 + 140)
Speed 40 ft. All-Around Vision. Gundar’s eye stalks allows it to see in all directions
at once. It cannot be surprised.
STR DEX CON INT WIS CHA Stun Cone. Gundar’s central eye produces a cone extending straight
24 (+7) 10 (+0) 24 (+7) 10 (+0) 8 (–1) 14(+2) ahead from its front to a range of 30 feet. At the start of each of its turns,
the eye of the deep decides which way the cone faces and whether the cone
Saving Throws Str +11, Dex +4, Con +11, Cha +6 is active. All creatures in this area must succeed on a DC 17 Constitution
Skills Athletics +11, Perception +3, Stealth +4 saving throw or be stunned for 1 minute. A creature can repeat the saving
Damage Immunities poison throw at the end of each of its turns, ending the effect on itself on a success.
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Rappan Athuk
Flyby. Gundar doesn’t provoke an opportunity attack when it flies out Headless Horror
of an enemy’s reach.
Large monstrosity, neutral evil
Amphibious. Gundar can breathe both air and water. Armor Class 14 (natural armor)
Hit Points 102 (12d10 + 36)
Actions Speed 30 ft., climb 30 ft.
Multiattack. Gundar makes three attacks: two with its pincers and one STR DEX CON INT WIS CHA
with its bite. 20 (+5) 14 (+2) 16 (+3) 4 (–3) 12 (+1) 13 (+1)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 Saving Throws Dex +5, Con +6
(3d6 + 5) piercing damage. Skills Athletics +8, Perception +7, Stealth +8
Senses blindsight 60 ft., tremorsense 60 ft., passive
Pincers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) bludgeoning damage. The target is grappled (escape DC 17) if Perception 17
Gundar isn’t already grappling a creature, and the target is restrained until Languages Deep Speech
the grapple ends. Challenge 5 (1,800 XP)
Eye Rays. Each of Gundar’s two eye stalks can produce a magical ray Blinded by Silence. The effects of a silence spell render the headless
once per round. The creature can aim both of its eye rays in any direction horror effectively blind. The headless horror automatically fails any
and they have a range of 150 feet. ability check that requires the hearing. Attack rolls against the headless
horror have advantage, and the headless horror attacks with disadvantage.
Enfeeblement Ray Using its right eye, the eye of the deep unleashes a
powerful ray of enfeeblement. The target must make a DC 17 Wisdom Actions
saving throw or deal half damage with all attacks that use Strength for 1
minute. A creature can repeat the saving throw at the end of each of its Multiattack. The headless horror makes three attacks: one with its bite
turns, ending the effect on itself on a success. and two slam attacks.
Major Image. The eye of the deep concentrates its eye rays together Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8
to project a major image illusion. The illusion is generated at any point + 5) piercing damage.
within range and in the eye of the deep’s line of sight.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10
Paralytic Ray. Using its left eye, the eye of the deep unleashes a (1d10 + 5) bludgeoning damage.
powerful paralytic beam. The target must make a DC 17 Wisdom saving
throw or be paralyzed for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a success.
Harmek the Shaman
Medium humanoid (goblinoid), lawful evil Herald of Darkness
Armor Class 9
Hit Points 38 (7d8 + 7) Large fiend, neutral evil
Speed 30 ft. Armor Class 15 (chain shirt)
Hit Points 105 (10d10 + 50)
STR DEX CON INT WIS CHA Speed 30 ft., swim 30 ft., fly 50 ft.
12 (+1) 8 (–1) 13 (+1) 10 (+0) 16 (+3) 14 (+2) STR DEX CON INT WIS CHA
Skills Medicine +5, Perception +5 20 (+5) 14 (+2) 20 (+5) 12 (+1) 15 (+2) 20 (+5)
Senses darkvision 60 ft., passive Perception 15
Languages Common, Goblin Saving Throws Str +8, Con +8, Cha +8
Challenge 3 (700 XP) Skills Athletics +8, Deception +8, Perception +8
Damage Resistances bludgeoning, thunder
Martial Advantage. Once per turn, Harmek can deal an extra 7 (2d6) Damage Immunities cold, lightning, necrotic, poison
damage to a creature he hits with a weapon attack if that creature is within Condition Immunities exhaustion, frightened, paralyzed,
5 feet of an ally of Harmek that isn’t incapacitated.
petrified, poisoned
Spellcasting. Harmek is a 5th-level spellcaster. His spellcasting ability Senses darkvision 200 ft., passive Perception 18
is Wisdom (spell save DC 13, +5 to hit with spell attacks). Harmek has the Languages Common, Elvish, Goblin, Infernal, Sylvan
following spells prepared: Challenge 7 (2,900 XP)
Cantrips (at will): guidance, ray of frost, thaumaturgy Corrupting Touch. A herald of darkness can destroy any wooden,
1st level (4 slots): bane, cure wounds, detect magic, protection from leather, copper, iron, or paper object by touching it as a bonus action. A
evil and good mundane item is destroyed automatically; a magical item survives if its
2nd level (3 slots): augury, enhance ability, scorching ray owner makes a successful DC 16 Dexterity saving throw.
3rd level (2 slots): fear, speak with dead
Gift of Darkness.Aherald of darkness can transform any fey, human, or goblin
Actions into one of the shadow fey, if the target willingly accepts this transformation.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 Shadow Form. A herald of darkness can become incorporeal as a
(1d6 + 1) bludgeoning damage. shadow as a bonus action. In this form, it has a fly speed of 10 feet, it can
enter and occupy spaces occupied by other creatures, it gains resistance to
all nonmagical damage, it has advantage on physical saving throws, it can
pass through any gap or opening, and it can’t attack, interact with physical
objects, or speak. It can return to its corporeal form as a bonus action
Actions
Multiattack. The herald of darkness uses Majesty of the Abyss, if it is
available, and makes one melee attack.
552
Appendix A: Bestiary
Embrace Darkness. Melee Weapon Attack: +8 to hit, reach 5 ft., all
Herzordcreatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed
until the start of the herald’s next turn. Succeeding on a DC 17 Constitution
saving throw negates the paralysis. Medium humanoid (hobgoblin), lawful evil
Armor Class 18 (plate armor)
Majesty of the Abyss (Recharge 4-6). The herald of darkness emits a Hit Points 199 (21d8 + 105)
sinister burst of infernal power. All creatures within 30 feet and in direct Speed 30 ft.
line of sight of the herald take 19 (3d12) necrotic damage and must make
a DC 17 Constitution saving throw. Those who fail the saving throw are STR DEX CON INT WIS CHA
blinded for 2 rounds; those who succeed are frightened for 2 rounds.
Shadow Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 24 (+7) 15 (+2) 20 (+5) 14 (+2) 12 (+1) 8 (–1)
Hit: 18 (2d12 + 5) slashing damage.
The Herald of Darkness can be found in Tome of Beasts by Kobold Saving Throws Str +11, Con +9
Press. Skills Athletics +11, Perception +5
Senses darkvision 60 ft., passive Perception 15
Hesperix Languages Common, Dwarven, Goblin, Undercommon
Challenge 9 (5,000 XP)
Medium humanoid (human), chaotic evil
Armor Class 18 (+2 chain mail) Martial Advantage. Once per turn, Herzord can deal an extra 21 (6d6)
Hit Points 127 (17d8 + 51) damage to a creature he hits with a weapon attack if that creature is within
Speed 30 ft. 5 feet of an ally of Herzord that isn’t incapacitated.
Second Wind (2/day). As a bonus action, Herzord can regain 20 hit
STR DEX CON INT WIS CHA points.
16 (+3) 10 (+0) 16 (+3) 14 (+2) 18 (+4) 14 (+2) Actions
Saving Throws Con +7, Wis +8 Multiattack. Herzord makes three melee attacks.
Skills History +6, Investigation +6, Medicine +8, Religion +6 Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Senses truesight 120 ft., passive Perception 14 Hit: 14 (2d6 + 7) slashing damage.
Languages Abyssal, Common, Goblin
Challenge 10 (5,900 XP) Reactions
Abyssal Blessing of Orcus. Hesperix gains 15 temporary hit points Parry. Herzord adds 4 to his AC against one melee attack that would hit
when he reduces a hostile creature that is not undead to 0 hit points. him. To do so, he must see the attacker and be wielding a melee weapon.
Unholy Strike. Once on each of Hesperix’s turns when he hits a creature Hobgoblins
with a weapon attack, he can cause the attack to deal an extra 18 (4d8)
necrotic damage to the target. Hobgoblin Captain
Spellcasting. Hesperix is a 13th-level spellcaster. His spellcasting Medium humanoid (hobgoblin), lawful evil
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He can Armor Class 19 (half plate, shield)
cast the following spells: Hit Points 82 (11d8 + 33)
Speed 30 ft.
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, charm person, command, cure wounds, STR DEX CON INT WIS CHA
detect magic, sanctuary
2nd level (3 slots): aid, blindness/deafness, enhance ability, hold 16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 13 (+1)
person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic, prayerPG Saving Throws Int +4, Wis +4, Cha +4
4th level (3 slots): blight, death ward, guardian of faith Senses darkvision 60 ft., passive Perception 11
5th level (2 slots): flame strike, insect plague Languages Common, Goblin
6th level (1 slot): create undead, harm Challenge 5 (1,800 XP)
7th level (1 slot): fire storm
Martial Advantage. Once per turn, the hobgoblin captain can deal an
Actions extra 14 (4d6) damage to a creature it hits with a weapon attack if that
creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Dacris. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8
(1d10 + 3) slashing damage. Actions
Caress of Orcus (Recharges after a Short or Long Rest). Melee Multiattack. The hobgoblin captain makes three melee attacks or two
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) necrotic ranged attacks.
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 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
target finishes a short or long rest. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with
two hands.
If a non-evil humanoid dies from this attack, a shadow rises from the
corpse in 24 hours under Hesperix’s control, unless the humanoid is Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
restored to life or its body is destroyed. Hesperix can have no more than Hit: 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC
four shadows under his control at one time. 14 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
553
Rappan Athuk
Reactions Evasion. If the Executioner is subjected to an effect that allows him to
make a Dexterity saving throw to take only half damage, the Executioner
Parry. The hobgoblin captain adds 3 to its AC against one melee attack instead takes no damage if he succeeds on the saving throw, and only half
that would hit it. To do so, it must see the attacker and be wielding a melee damage if he fails.
weapon.
Sneak Attack (1/turn). The Executioner deals an extra 14 (4d6) damage
Hobgoblin Elite Guard 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 one of the Executioner’s allies that isn’t
incapacitated, and the Executioner doesn’t have disadvantage on the attack roll.
Medium humanoid (hobgoblin), lawful evil Actions
Armor Class 19 (half plate, shield)
Hit Points 161 (19d8 + 76) Multiattack. The Executioner makes three attacks: two with its rapier
Speed 30 ft. and one with its dagger.
STR DEX CON INT WIS CHA +1 Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 10 (1d8 + 6) piercing damage, and the target must make a DC 15
19 (+4) 15 (+2) 18 (+4) 12 (+1) 13 (+1) 13 (+1) Constitution saving throw, taking 14 (4d6) poison damage on a failed
save, or half as much damage on a successful one.
Saving Throws Con +7, Wis +4
Skills Perception +7 Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7
Senses darkvision 60 ft., passive Perception 17 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution
Languages Common, Goblin saving throw, taking 14 (4d6) poison damage on a failed save, or half as
Challenge 6 (2,300 XP) much damage on a successful one.
Martial Advantage. Once per turn, the hobgoblin elite guard can deal +1 Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320
an extra 14 (4d6) damage to a creature it hits with a weapon attack if that ft., one target. Hit: 9 (1d6 + 6) piercing damage, and the target must make
creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a
failed save, or half as much damage on a successful one.
Second Wind (Recharges after a Short or Long Rest). As a bonus
action, the hobgoblin elite guard can regain 20 hit points. Hobgoblin Lieutenant
Actions Medium humanoid (hobgoblin), lawful evil
Armor Class 17 (scale mail, shield)
Multiattack. The hobgoblin elite guard makes three melee attacks: two Hit Points 39 (6d8 + 12)
with its longsword and one shield bash. Speed 30 ft.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: STR DEX CON INT WIS CHA
8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with
two hands. 16 (+3) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 13 (+1)
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 10
Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller Languages Common, Goblin
creature, it must succeed on a DC 15 Strength saving throw or be knocked Challenge 3 (700 XP)
prone
Martial Advantage. Once per turn, the hobgoblin lieutenant can deal
Javelin. Melee or Ranged Weapon Attack: +7 to hit, range 30/120 ft., an extra 10 (3d6) damage to a creature it hits with a weapon attack if that
one target. Hit: 7 (1d6 + 4) piercing damage. creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Reactions Actions
Parry. The hobgoblin elite guard adds 3 to its AC against one melee Multiattack. The hobgoblin lieutenant makes two melee attacks.
attack that would hit it. To do so, it must see the attacker and be wielding Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
a melee weapon. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with
two hands.
Hobgoblin Executioner, The Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.
Medium humanoid (hobgoblin), chaotic evil Javelin. Melee or Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
Armor Class 17 (+1 leather) one target. Hit: 6 (1d6 + 3) piercing damage.
Hit Points 157 (21d8 + 63)
Speed 30 ft.
STR DEX CON INT WIS CHA Hobgoblin Offering Guard
14 (+2) 21 (+5) 16 (+3) 16 (+3) 10 (+0) 11 (+0) Medium humanoid (hobgoblin), lawful evil
Armor Class 19 (breastplate, shield)
Saving Throws Dex +9, Int +7 Hit Points 90 (12d8 + 36)
Skills Acrobatics +9, Deception +8, Perception +8, Stealth Speed 30 ft.
+13 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 18 10 (+0)
Languages Common, Dwarf, Goblin, Orc 16 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2)
Challenge 11 (7,200 XP)
Saving Throws Con +5, Wis +5
Assassinate. During its first turn, the Executioner has advantage on Senses darkvision 60 ft., passive Perception 12
attack rolls against any creature that hasn’t taken a turn. Any hit the Languages Common, Goblin
Executioner scores against a surprised creature is a critical hit.
Challenge 4 (1,100 XP)
554
Appendix A: Bestiary
Abyssal Blessing of Orcus. The hobgoblin offering guard gains 5 Hobgoblin Witchdoctor
temporary hit points when it reduces a hostile creature that is not undead
to 0 hit points. Medium humanoid (hobgoblin), lawful evil
Unholy Strike. Once on each of the hobgoblin offering guard’s turns Armor Class 13 (16 with mage armor)
when it hits a creature with a weapon attack, the hobgoblin offering guard Hit Points 52 (8d8 + 16)
can cause the attack to deal an extra 4 (1d8) necrotic damage to the target. Speed 30 ft.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
their weapons with the ability to paralyze a foe (included in the attack). In STR DEX CON INT WIS CHA
the hands of any but a true follower of Orcus, an unholy weapon loses its
power to paralyze a foe. 10 (+0) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 17 (+3)
Spellcasting. The hobgoblin offering guard is a 3rd-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell Skills Arcana +3, Religion +4, Perception +4
attacks). It has the following cleric spells prepared: Senses darkvision 60 ft., passive Perception 12
Cantrips (at will): guidance, resistance, thaumaturgy Languages Common, Goblin
1st level (4 slots): bane, cure wounds, protection from evil and good Challenge 4 (1,100 XP)
2nd level (2 slots): blindness/deafness, enhance ability
Spellcasting. The hobgoblin witchdoctor is a 7th-level spellcaster. Its
Actions spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). The hobgoblin witchdoctor can cast the following spells:
Multiattack. The hobgoblin offering guard makes two attacks with its Cantrips (at will): chill touch, guidance, poison spray, vicious mockery
battleaxe. 1st level (4 slots): bane, detect magic, inflict wounds, mage armor
2nd level (3 slots): augury, darkness, hold person, ray of enfeeblement
Unholy Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 3rd level (3 slots): bestow curse, conjure animals, dispel magic, stinking cloud
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage 4th level (1 slot): black tentacles
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 Venomous Hex. As a bonus action, the hobgoblin witchdoctor curses
paralyzed for 1 minute. The target can repeat the saving throw at the end one creature that it can see within 90 feet of it for 1 minute. Until the
of each of its turns, ending the effect on itself on a success. curse is removed, the hobgoblin witchdoctor deals an extra 7 (2d6) poison
damage to the target whenever the hobgoblin hits it with an attack.
Caress of Orcus (Recharges after a Short or Long Rest). Melee
Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) necrotic If the target drops to 0 hit points before the curse ends, the hobgoblin
damage, and the target’s Strength score is reduced by 1d3. The target dies can use a bonus action on a subsequent turn to curse a new creature.
if this reduces its Strength to 0. Otherwise, the reduction lasts until the
target finishes a short or long rest. A remove curse spell will end the curse early.
If a non-evil humanoid dies from this attack, a shadow rises from the
corpse in 24 hours under the hobgoblin offering guard’s control, unless the Actions
humanoid is restored to life or its body is destroyed. The guard can have
no more than two shadows under its control at one time. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Hobgoblin Shaman Spew Spiders (Recharges after a short or long rest). The
hobgoblin witchdoctor exhales venomous spiders in a 15-foot cone.
Medium humanoid (hobgoblin), lawful evil Each creature in that area must make a DC 14 Constitution saving
Armor Class 16 (breastplate) throw, taking 14 (4d6) poison damage on a failed save, or half as
Hit Points 32 (5d8 + 10) much damage on a successful one. The spiders die after the resolution
Speed 30 ft. of the hobgoblin’s turn.
STR DEX CON INT WIS CHA Human, Crazed Cannibal
15 (+2) 14 (+2) 15 (+2) 8 (–1) 15 (+2) 10 (+0)
Medium humanoid (human), neutral
Skills Deception +4, Persuasion +4, Religion +1 Armor Class 13 (hide armor)
Senses darkvision 60 ft., passive Perception 12 Hit Points 85 (9d8 + 45)
Languages Common, Goblin Speed 40 ft.
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the hobgoblin shaman can deal an STR DEX CON INT WIS CHA
extra 7 (2d6) damage to a creature it hits with a weapon attack if that 19 (+4) 13 (+1) 20 (+5) 12 (+1) 0 (–5) 8 (–1)
creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
Skills Perception –1
Spellcasting. The hobgoblin shaman is a 4th-level spellcaster. Its Senses passive Perception 9
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell Languages Common
attacks). The hobgoblin has the following cleric spells prepared: Challenge 3 (700 XP)
Cantrips (at will): mending, resistance, sacred flame Brute. A melee weapon deals one extra die of its damage when the
1st level (4 slots): bless, detect magic, divine favor, shield of faith crazed cannibal hits with it (included in the attack).
2nd level (3 slots): aid, hold person, spiritual weapon
Insane. The crazed cannibal is immune to all spells and magical effects
Actions that impact the mind.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Actions
6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with
two hands. Multiattack. The crazed cannibal makes two attacks: one with its bite
and one with its greatsword.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
555
Rappan Athuk
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d3 if it ends its turn inside an object that is not a book.
+ 4) piercing damage. If the target is a creature, it must succeed on a DC Innate Spellcasting. The inaed’s spellcasting ability is Charisma (spell
13 Constitution saving throw against disease or become poisoned until
the disease is cured. Every 24 hours that elapse, the target must repeat the save DC 14, +6 to hit with spell attacks). The inaed can innately cast
saving throw, reducing its hit point maximum by 5 (1d10) on a failure. the following spells 2/day each, requiring no material components: major
The disease is cured on a success. The target dies if the disease reduces its image, sleep, suggestion.
hit point maximum to 0. This reduction to the target’s hit point maximum
lasts until the disease is cured. Magic Resistance. The inaed has advantage on saving throws against
spells and other magical effects.
Rusted Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage. Actions
Hunter Invisibility. The inaed magically becomes invisible until it casts a spell
or begins entering a book.
Medium humanoid (any), any alignment Intellect Devourer
Armor Class 16 (studded leather armor)
Hit Points 75 (10d8 + 30) Tiny aberration, lawful evil
Speed 30 ft. Armor Class 13
Hit Points 36 (8d4 + 16)
STR DEX CON INT WIS CHA Speed 40 ft.
14 (+2) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
4 (–3)
Skills Nature +4, Perception +5, Survival +5 16 (+3) 14 (+2) 12 (+1) 14 (+2) 20 (+5)
Senses passive Perception 15
Languages Common, Draconic Skills Stealth +5
Challenge 3 (700 XP) Damage Resistances bludgeoning, piercing, and slashing
Deadeye. As a bonus action, the hunter can add 1d10 to its from nonmagical weapons
next attack or damage roll with a longbow or shortbow. Condition Immunities blinded, exhaustion, frightened,
Keen Hearing and Sight. The hunter has advantage on Wisdom paralyzed, poisoned
(Perception) checks related to hearing or sight. Senses blindsight 60 ft., passive Perception 12
Languages understands Deep Speech but can’t speak,
Actions
telepathy 60 ft.
Challenge 3 (700 XP)
Multiattack. The hunter can make two attacks each round with either Mindsense. The intellect devourer is aware of the presence of creatures
longbow or longsword. within 300 feet of it that have an Intelligence of 3 or higher. It knows
the relative distance and direction of each creature, regardless of physical
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. barriers. Creatures under the effects of magic that protects the mind cannot
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used be detected by the intellect devourer.
with two hands.
Actions
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
Inaed Multiattack. The intellect devourer makes one attack with its claws and
uses Consume Mind.
Tiny fey, neutral
Armor Class 14 (natural armor) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Hit Points 10 (3d4 + 3) (1d6 + 3) slashing damage.
Speed fly 60 ft.
Consume Mind. The intellect devourer chooses one creature it can see
within 30 feet of it that has an Intelligence of 3 or higher. The target must
succeed on a DC 13 Intelligence saving throw or take 16 (3d10) psychic
STR DEX CON INT WIS CHA damage. If the target fails the saving throw by 5 or more, its Intelligence
6 (–2) 17 (+3) 12 (+1) 11 (+0) 13 (+1) 18 (+4) score is reduced to 0. The target is incapacitated until it regains at least 1
point of Intelligence (either from completing a long rest or from a lesser
Skills Arcana +2, Perception +5 restoration spell).
Damage Immunities bludgeoning, piercing, and slashing Body Snatcher. The intellect devourer chooses one incapacitated
from nonmagical weapons. creature within 5 feet of it and engages it in a contest of Intelligence.
Condition Immunities exhaustion, grappled, paralyzed, The intellect devourer overpowers the creature’s mental defenses if it
beats the target on a contested Intelligence check. The intellect devourer
poisoned, prone, restrained, unconscious magically consumes the creature’s brain and teleports into its skull, taking
Senses darkvision 60 ft., passive Perception 15 full control of the target’s body. While inside the creature’s skull, the
Languages understands Common but cannot speak intellect devourer has total cover against attacks and other effects outside
Challenge 1/8 (25 XP) of the host. The intellect devourer retains its Intelligence, Wisdom, and
Book Haunt. An inaed inhabiting a book or other object is entirely Charisma scores, as well as its comprehension of language, its telepathy,
impervious to nonmagical melee attacks. The book absorbs the damage and its traits. Otherwise, it inherits the target’s statistics, memories and
instead. If the book is destroyed, the inaed appears in an unoccupied space knowledge, including spells and languages.
within 5 feet and immediately attempts to enter the nearest book. Entering
a book takes 1d4 rounds. During this time, the creature is visible but still If the host body drops to 0 hit points, the intellect devourer must leave
incorporeal. Books that have been freed of any inaed and books that have the host. It can also be magically forced from the host’s body by means of
been sanctified by a cleric are immune to infestation. a protection from evil and good spell being cast on the host. If the host’s
devoured brain is restored (only possibly with a wish spell), the intellect
Incorporeal Movement. The inaed can move through other creatures devourer is forced out of the host. The intellect devourer can choose to
and objects as if they were difficult terrain. It takes 5 (1d10) force damage leave the host at any time by spending 5 feet of its movement and then
556
Appendix A: Bestiary
teleporting to an unoccupied space within 15 feet of the target. Unless its (spell save DC 23, +15 to hit with spell attacks). Irtuk can cast the
brain is restored within 1 round, the body dies. following spells without requiring any material components.
3/day each: burning hands, fireball, flaming sphere, wall of fire
Iron Cobra 1/day each: dispel magic, conjure elemental
Spellcasting. Irtuk is a 17th-level spellcaster. Its spellcasting ability is
Small construct, neutral Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast the
Armor Class 13 (natural armor) following spells:
Hit Points 24 (6d6 + 3) Cantrips: chill touch, dancing lights, fire bolt, mage hand,
Speed 40 ft. prestidigitation, true strike
1st level (4 slots): burning hands, charm person, mage armor, shield
STR DEX CON INT WIS CHA 2nd level (3 slots): acid arrow, hideous laughter, hold person, scorching
12 (+1) 15 (+2) 13 (+1) 5 (–3) 12 (+1) 1 (–5) ray, see invisibility
3rd level (3 slots): fireball, haste, protection from energy, vampiric touch
Skills Perception +3, Stealth +4 4th level (3 slots): black tentacles, confusion, fire shield, wall of fire
Damage Immunities poison, psychic; bludgeoning, piercing, 5th level (2 slots): cloudkill, conjure elemental, dominate person
6th level (1 slot): chain lightning, disintegrate, irresistible dance
and slashing from nonmagical weapons that aren’t 7th level (1 slot): delayed blast fireball, finger of death, forcecage,
adamantine teleport
Condition Immunities charmed, exhaustion, frightened, 8th level (1 slot): antimagic field, feeblemind
paralyzed, petrified, poisoned 9th level (1 slot): time stop
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but Actions
can’t speak
Challenge 1 (200 XP) Multiattack. Irtuk makes two attacks: one with its spear and one with
Find Target. The iron cobra knows the location of a specific target its tail.
creature as long as that creature is within 1 mile of it. If the creature is +2 Spear. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or
moving, it knows the direction of that creature’s movement. If the target is
beyond this distance, the iron cobra can’t locate the target creature. range 20 ft./60 ft., one target. Hit: 18 (3d6 + 8) piercing damage, or 21
(3d8 + 8) piercing damage if used with two hands to make a melee attack,
Immutable Form. The iron cobra is immune to any spell or effect that plus 14 (4d6) fire damage.
would alter its form.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19
Magic Resistance. The iron cobra has advantage on saving throws (3d8 + 6) bludgeoning damage plus 14 (4d6) fire damage, and the target is
against spells and other magical effects. grappled (escape DC 18). Until this grapple ends, the target is restrained,
Irtuk can automatically hit the target with its tail, and Irtuk can’t make tail
Magic Weapon. The iron cobra’s weapon attacks are magical. attacks against other targets.
Poison. The iron cobra contains enough venom for three attacks. After
that, it does not deal the poison damage listed in its bite attack. Itara
Actions Medium undead, chaotic evil
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 Armor Class 15 (18 with mage armor)
+ 2) piercing damage, and the target must make a DC 11 Constitution Hit Points 153 (18d8 + 72)
saving throw, taking 10 (3d6) poison damage on a failed saving throw, or Speed 30 ft.
half as much damage on a successful one STR DEX CON INT WIS CHA
Irtuk 19 (+4) 20 (+5) 18 (+4) 15 (+2) 20 (+5) 22 (+6)
Large elemental, chaotic evil Saving Throws Dex +10, Int +7, Wis +10, Cha +11
Armor Class 13 (16 with mage armor) Skills Arcana +7, Deception +11, Insight +10, Perception +10,
Hit Points 448 (39d10 + 234)
Speed 50 ft. Stealth +10
Damage Resistances necrotic; bludgeoning, piercing, and
STR DEX CON INT WIS CHA
slashing from nonmagical weapons
23 (+6) 16 (+3) 23 (+6) 12 (+1) 18 (+4) 24 (+7) Senses darkvision 120 ft., passive Perception 20
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 15 (13,000 XP)
Saving Throws Dex +11, Con +14, Wis +12, Cha +15 Berserk. If Grezell or Swoana are slain, Itara goes berserk and gains
Skills Arcana +9, Deception +15, Insight +12, Perception +12, advantage on all melee weapon attack rolls, but all attack rolls against her
have advantage. This effect lasts until she is slain or combat ends.
Religion +9
Damage Vulnerabilities lightning Blood Starvation. Itara has been imprisoned within this room and her
Damage Resistances bludgeoning, piercing, and slashing crypt for almost three centuries, deprived of bloody sustenance for the
entirety of her imprisonment. Her Legendary Resistance and Regeneration
from nonmagical weapons traits are limited until she feeds.
Damage Immunities cold, fire
Senses darkvision 60 ft., passive Perception 22 Bound by Death. The ward placed by Bofred binds Itara to the
Languages Common, Ignan immediate vicinity of this room and to her crypt. If her corporeal form is
Challenge 26 (90,000 XP) slain, she reappears in a comatose state within her crypt.
Heated Body. A creature that touches Irtuk or hits it with a melee attack Spellcasting. Itara is a 12th-level spellcaster. Her spellcasting ability is
while within 5 feet of him takes 14 (4d6) fire damage. Intelligence (spell save DC 15, +7 to hit with spell attacks). She can cast
the following spells:
Heated Weapons. Any metal melee weapon Irtuk wields deals an extra
14 (4d6) fire damage on a hit (included in the attack). Cantrips: chill touch, dancing lights, mage hand, prestidigitation, ray
of frost, true strike
Innate Spellcasting. Irtuk’s innate spellcasting ability is Charisma
557
Rappan Athuk
1st level (4 slots): burning hands, detect magic, mage armor, magic lasts 24 hours or until Itara is destroyed, is on a different plane of existence
missile, shield than the target or takes a bonus action to end the effect.
2nd level (3 slots): alter self, darkness, hold person, mirror image, ray Children of the Night (1/day). Itara magically calls 2d4 swarms of bats
of enfeeblement, web or rats, provided that the sun isn’t up. While outdoors, she can call 3d6
3rd level (3 slots): fear, fireball, fly, haste, lightning bolt wolves instead. The called creatures arrive in 1d4 rounds, acting as Itara’s
4th level (3 slots): blight, confusion, dimension door, fire shield, greater allies and obeying her spoken commands. The beasts remain for 1 hour,
invisibility until Itara dies, or until she dismisses them as a bonus action.
5th level (2 slots): cone of cold, telekinesis
6th level (1 slot): chain lightning, circle of death Legendary Actions
Shapechanger. If Itara isn’t in sunlight or running water, she can use
her action to polymorph into a Tiny bat or a Medium cloud of mist, or back Itara can take 3 legendary actions, choosing from the options below.
into her true form. Only one legendary action option can be used at a time and only at the
end of another creature’s turn. Itara regains spent legendary actions at the
While in bat form, Itara can’t speak, her walking speed is 5 feet, and she start of her turn.
has a flying speed of 30 feet. Her statistics, other than her size and speed,
are unchanged. Anything she is wearing transforms with her, but nothing Move. Itara moves up to her speed without provoking opportunity
she is carrying does. She reverts to her true form if she dies. attacks.
While in mist form, Itara can’t take any actions, speak, or manipulate Unarmed Strike. Itara makes one silver dagger attack.
objects. She is weightless, has a flying speed of 20 feet, can hover, and can Bite (Costs 2 Actions). Itara makes one bite attack.
enter a hostile creature’s space and stop there. In addition, if air can pass
through a space, the mist can do so without squeezing, and she can’t pass Jackalwere
through water. She has advantage on Strength, Dexterity, and Constitution
saving throws, and is immune to all nonmagical damage, except the Medium humanoid (human, shapechanger), chaotic evil
damage she takes from sunlight. Armor Class 14
Hit Points 26 (4d8 + 8)
Legendary Resistance (3/day). Once Itara feeds she can then choose to Speed 30 ft.
succeed on a saving throw that she has failed.
Regeneration. Itara regenerates 10 hit points (until she feeds at which
point she regenerates 20 hit points) at the start of her turn if she has at STR DEX CON INT WIS CHA
least 1 hit point and isn’t in sunlight or running water. If Itara takes radiant
damage or damage from holy water, this trait doesn’t function at the start 15 (+2) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 10 (+0)
of her next turn.
Spider Climb. Itara can climb difficult surfaces, including upside down Skills Deception +4, Perception +5, Stealth +6
on ceilings, without needing to make an ability check. Damage Immunities bludgeoning, piercing, and slashing
Vampire Weaknesses. Itara has the following flaws: from nonmagical weapons that aren’t silvered
Forbiddance. Itara can’t enter a residence without an invitation from Senses passive Perception 15
one of the occupants. Languages Common (can’t speak in jackal form)
Harmed by Running Water. Itara takes 20 acid damage if she ends her Challenge 2 (450 XP)
turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Keen Smell. The jackalwere has advantage on Wisdom (Perception)
Itara’s heart while she is incapacitated in her resting place, she is paralyzed checks that rely on smell.
until the stake is removed. Pack Tactics. The jackalwere has advantage on an attack roll against
Sunlight Hypersensitivity. Itara takes 20 radiant damage when she starts a creature if at least one of the jackalwere’s allies is within 5 ft. of the
her turn in sunlight. While in sunlight, she has disadvantage on attack rolls creature and the ally isn’t incapacitated.
and ability checks. Rampage. When the jackalwere reduces a creature to 0 hit points with
a melee attack on its turn, the jackalwere can take a bonus action to move
Actions up to half its speed and make a bite attack.
Shapechanger. The jackalwere can use its action to polymorph into a
Multiattack (Vampire Form Only). Itara makes three attacks, only one specific Medium human or a jackal-humanoid hybrid, or back into its true
of which can be a bite attack. form, which is a jackal. Its statistics, other than its size, are the same in
each form. Any equipment it is wearing or carrying isn’t transformed. It
Silver Dagger (Vampire Form Only). Melee Weapon Attack: +10 to reverts to its true form if it dies.
hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of Actions
dealing damage, Itara can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, Multiattack (Jackal or Hybrid Form Only). The jackalwere makes
reach 5 ft., one willing creature that is grappled by Itara, incapacitated, two attacks: one with its battleaxe and one with its bite.
or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
damage. The target’s hit point maximum is reduced by an amount equal reach 5 ft., one target. Hit: 6 (1d8 + 4) piercing damage.
to the necrotic damage taken, and Itara regains hit points equal to that Battleaxe (Humanoid or Hybrid Form Only). Melee Weapon Attack:
amount. The reduction lasts until the target finishes a long rest. The target +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
dies if this effect reduces its hit point maximum to 0. A humanoid slain (1d10 + 2) slashing damage if used with two hands.
in this way and then buried in the ground rises the following night as a Sleep Gaze. The jackalwere gazes at one creature it can see within 30
vampire spawn under Itara’s control. feet of it. The target must make a DC 13 Wisdom saving throw. On a
Charm. Itara targets one humanoid she can see within 30 feet of it. If failed save, the target succumbs to a magical slumber, falling unconscious
the target can see Itara, the target must succeed on a DC 17 Wisdom saving for 10 minutes or until someone uses an action to shake the target awake.
throw against this magic or be charmed by her. The charmed target regards A creature that successfully saves against the effect is immune to this
Itara as a trusted friend to be heeded and protected. Although the target jackalwere’s gaze for the next 24 hours. Undead and creatures immune to
isn’t under Itara’s control, it takes Itara’s requests or actions in the most being charmed aren’t affected by it.
favorable way it can, and it is a willing target for her bite attack. Each time
Itara or her companions do anything harmful to the target, it can repeat the
saving throw, ending the effect on itself on a success. Otherwise, the effect
558
Appendix A: Bestiary
Jarvik Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
their weapons with the ability to paralyze a foe (included in the attack). In
Medium humanoid (human, shapechanger), neutral evil the hands of any but a true follower of Orcus, an unholy weapon loses its
Armor Class 15 (studded leather) power to paralyze a foe.
Hit Points 51 (6d8 + 24)
Speed 30 ft. Spellcasting. Jedra is a 3rd-level spellcaster. Jedra’s spellcasting ability
is Wisdom (spell save DC 12, +4 to hit with spell attacks). Jedra has the
following cleric spells prepared:
STR DEX CON INT WIS CHA Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, protection from evil and good
15 (+2) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 10 (+0) 2nd level (2 slots): blindness/deafness, enhance ability
Skills Athletics +4, Perception +3 Actions
Damage Immunities bludgeoning, piercing, and slashing
Unholy Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one
from nonmagical weapons not made with silvered target. Hit: 4 (1d8) bludgeoning damage. If the target is a creature other
weapons than an elf or undead, it must succeed on a DC 10 Constitution saving
Senses darkvision 60 ft. (rat form only), passive Perception 13 throw or be paralyzed for 1 minute. The target can repeat the saving throw
Languages Common, Goblin at the end of each of its turns, ending the effect on itself on a success.
Challenge 3 (700 XP)
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Shapechanger. Jarvik can use his action to polymorph into a rat- one target. Hit: 6 (1d8 +2) piercing damage.
humanoid hybrid or into a giant rat, or back into his true form, which is
humanoid. His statistics, other than his size, are the same in each form. Jel
Any equipment he is wearing or carrying isn’t transformed. He reverts to
his true form if he dies. Medium humanoid (half-orc), chaotic evil
Armor Class 15 (chain shirt)
Keen Smell. Jarvik has advantage on Wisdom (Perception) checks that Hit Points 54 (9d8 + 9)
rely on smell. Speed 30 ft.
Sneak Attack. Once per turn, Jarvik deals an extra 10 (3d6) damage STR DEX CON INT WIS CHA
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 Jarvik that isn’t 15 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
incapacitated and Jarvik doesn’t have disadvantage on the attack roll.
Saving Throws Str +4, Dex +4
Poisoned Weapons. Jarvik’s shortsword and a single arrow are coated Skills Intimidation +4, Nature +4, Perception +5, Stealth +6,
with purple worm poison (DC 15 Constitution saving throw to avoid 28
(8d6) poison damage). The poison on his shortsword is expended after the Survival +5
first two successful hits with the weapon. Senses darkvision 60 ft., passive Perception 15
Languages Common, Orc
Actions Challenge 2 (450 XP)
Multiattack (Humanoid or Hybrid Form Only). Jarvik makes two Brutal Critical. Roll one additional weapon damage die when determining
attacks, only one of which can be a bite. the extra damage when Jel scores a critical hit with a melee attack.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, Keen Hearing and Sight. Jel has advantage on Wisdom (Perception)
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a checks that rely on hearing or sight.
humanoid, it must succeed on a DC 12 Constitution saving throw or be
cursed with wererat lycanthropy. Relentless Endurance (Recharges after a Short or Long Rest). If Jel
takes damage that would reduce him to 0 hit points, he is reduced to 1 hit
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon point instead.
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Actions
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Jedra Multiattack. Jel makes two melee attacks or two ranged attacks.
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8
Small humanoid (goblinoid), chaotic evil (1d12 + 2) slashing damage.
Armor Class 18 (chain mail, shield) +1 Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
Hit Points 27 (6d6 + 6) target. Hit: 6 (1d6 + 3) piercing damage.
Speed 30 ft.
STR DEX CON INT WIS CHA Jokune
12 (+1)
10 (+0) 14 (+2) 12 (+1) 10 (+0) 15 (+2) Large giant, lawful evil
Armor Class 16 (chain mail)
Saving Throws Con +3, Wis +4 Hit Points 149 (13d10 + 78)
Skills Medicine +4, Religion +2 Speed 30 ft., fly 30 ft.
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common STR DEX CON INT WIS CHA
Challenge 2 (450 XP)
23 (+6) 12 (+1) 22 (+6) 14 (+2) 14 (+2) 18 (+4)
Abyssal Blessing of Orcus. Jedra gains 10 temporary hit points when Saving Throws Dex +4, Con +9, Wis +5, Cha +7
she reduces a hostile creature that is not undead to 0 hit points. Skills Arcana +5, Deception +7, Perception +5
Unholy Strike. Once on each of Jedra’s turns when she hits a creature Senses darkvision 60 ft., passive Perception 15
with a weapon attack, she can cause the attack to deal an extra 4 (1d8) Languages Common, Giant
necrotic damage to the target. Challenge 8 (3,900 XP)
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Rappan Athuk
Innate Spellcasting. Jokune’s innate spellcasting ability is Charisma Actions
(spell save DC 15, +7 to hit with spell attacks). Jokune can innately cast
the following spells, requiring no material components: Multiattack. The lhaksharut makes four attacks, in any combination of
At will: darkness, fly, invisibility its longsword, mace, spear, or slam attacks.
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. Jokune’s weapon attacks are magical. Longsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Regeneration. Jokune regains 10 hit points at the start of his turn if he Hit: 16 (2d8 + 7) slashing damage plus 14 (4d6) acid, cold, fire, or
lightning damage.
has at least 1 hit point.
Morningstar. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Actions Hit: 16 (2d8 + 7) bludgeoning damage plus 14 (4d6) acid, cold, fire, or
lightning damage.
Multiattack. Jokune makes two attacks, either with his claws or his Spear. Melee or Ranged Weapon Attack: +13 to hit, reach 15 ft. or range
glaive. 20/60ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 14 (4d6) acid,
cold, fire, or lightning damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10
(1d8 + 6) slashing damage. Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16
(2d8 + 7) bludgeoning damage plus 14 (4d6) acid, cold, fire, or lightning
Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 damage.
(2d10 + 6) slashing damage, or 11 (1d10 + 6) slashing damage in Small
or Medium form. Energy Ray (Recharge 5-6). Up to 2 targets within 120 feet of the
lhaksharut must make a DC 19 Dexterity saving throw or take 56 (16d6)
Change Shape. Jokune magically polymorphs into a Small or Medium acid, cold, fire, or lightning damage.
humanoid, into a Large giant, or back into his true form. Other than his
size, his statistics are the same in each form. The only equipment that Legendary Actions
is transformed is his glaive, which shrinks so that it can be wielded in
humanoid form. If Jokune dies, he reverts to his true form, and his glaive The lhaksharut can take 3 legendary actions, choosing from the options
reverts to his normal size. below. Only one legendary action option can be used at a time and only at
Lhaksharut the end of another creature’s turn. The lhaksharut regains spent legendary
actions at the start of its turn.
Huge construct, lawful neutral Attack. The lhaksharut can make one weapon attack.
Armor Class 19 (natural armor) Teleport. The lhaksharut magically teleports, along with any equipment
Hit Points 250 (20d12 + 120) it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Speed 0 ft., fly 60 ft. Shield of Law (Costs 3 Actions). Each creature within 20 feet of the
lhaksharut must make a DC 19 Constitution saving throw. On a failed save,
STR DEX CON INT WIS CHA aberrations, celestials, elementals, fey, or fiends are stunned for 1 minute.
Other creatures not of those types are frightened. Affected creatures can
24 (+7) 13 (+1) 22 (+6) 14 (+2) 21 (+5) 20 (+5) repeat the saving throw at the end of each of their turns, ending the effect
on a success.
Saving Throws Dex +7, Con +16, Wis +11
Skills Arcana +14, Insight +11, Perception +11 Kamlyss
Damage Resistances acid, cold, lightning, fire, thunder
Damage Immunities poison, psychic; bludgeoning, piercing, Small humanoid (goblin), lawful evil
Armor Class 19 (+1 chain mail, shield)
and slashing from nonmagical weapons that aren’t Hit Points 60 (11d6 + 22)
adamantine Speed 30 ft.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 21 STR DEX CON INT WIS CHA
Languages all
Challenge 20 (25,000 XP) 11 (+0) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2)
Elemental Charge. Whenever the lhaksharut makes a weapon attack or Saving Throws Dex +6, Int +6
uses its Energy Ray ability, it deals additional acid, cold, fire, or lightning Skills Acrobatics +6, Perception +4, Sleight of Hand +6,
damage (included in the attacks below). The lhaksharut makes the choice
of the damage type when it makes the attack or uses the ability. Stealth +9
Senses darkvision 60 ft., passive Perception 14
Immutable Form. The lhaksharut is immune to any effect that would Languages Common, Goblin
change its form. Challenge 6 (1,800 XP)
Innate Spellcasting. The lhaksharut’s innate spellcasting ability is Keen Hearing and Sight. Kamlyss has advantage on Wisdom
Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the (Perception) checks that rely on hearing or sight.
following spells without expending any material components.
Nimble Escape. Kamlyss can take the Disengage or Hide action as a
At will: detect magic, identify, sending bonus action on each of his turns.
3/day each: banishment, counterspell, disintegrate, dispel evil and
good, dispel magic, plane shift, wall of force Sneak Attack (1/turn). Kamlyss deals an extra 14 (4d6) damage when
Legendary Resistance (3/day). If the lhaksharut fails a saving throw, it he hits a target with a weapon attack and has advantage on the attack roll,
can choose to succeed instead. or when the target is within 5 feet of an ally of his that isn’t incapacitated,
Magic Resistance. The lhaksharut has advantage on saving throws and he doesn’t have disadvantage on the attack roll.
against spells and magical effects. Actions
Magic Weapons. The lhaksharut’s weapon attacks are considered
magical for the purposes of damage resistance.
Reactive. The lhaksharut can take one reaction on every turn in combat. Multiattack. Kamlyss makes two melee attacks or two ranged attacks.
Regeneration. The lhaksharut regains 15 hit points at the start of each Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
of its turns. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC
14 Constitution saving throw, taking 14 (4d6) poison damage on a failed
save, or half as much damage on a successful one.
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Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one Senses blindsight 60 ft., tremorsense 60 ft., passive
target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on Perception 14
a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a Languages Deep Speech
failed save, or half as much damage on a successful one. Challenge 7 (2,900 XP)
Reactions Blinded by Silence. The effects of a silence spell render Kelzurn
effectively blind. Kelzurn automatically fails any ability check that
Redirect Attack. When a creature Kamlyss can see targets it with an attack, requires the hearing. Attack rolls against Kelzurn have advantage, and
Kamlyss chooses another goblin with fewer hit dice within 5 feet of it. The Kelzurn attacks with disadvantage.
two goblins swap places, and the chosen goblin becomes the target instead.
Actions
Kazleth the Phase Minotaur King
Multiattack. Kelzurn makes three attacks: one bite attack and two slam attacks
Large monstrosity, chaotic evil Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15
Armor Class 16 (chain mail) (2d8 + 6) piercing damage.
Hit Points 287 (25d10 + 150) Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17
Speed 40 ft. (2d10 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA Kerberus
25 (+7) 12 (+1) 23 (+6) 10 (+0) 16 (+3) 12 (+1) Large giant, chaotic evil
Saving Throws Str +12 Dex +6, Con +11 Armor Class 11 (hide)
Skills Perception +8 Hit Points 85 (10d10 + 30)
Senses darkvision 60 ft., passive Perception 18 Speed 40 ft.
Languages Abyssal, Giant STR DEX CON INT WIS CHA
Challenge 14 (11,500 XP)
20 (+5) 8 (–1) 16 (+3) 6 (–2) 10 (+0) 7 (–2)
Charge. If Kazleth moves at least 10 feet straight toward a target and
then hits it with a gore attack on the same turn, the target takes an extra 27 Senses darkvision 60 ft., passive Perception 10
(6d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Languages Common, Giant
Strength saving throw or be pushed up to 10 feet away and knocked prone. Challenge 5 (1,800 XP)
Ethereal Ambusher. In the first round of a combat, Kazleth has
advantage on attack rolls against any creature it has surprised. Three Heads. Kerberus has advantage on Wisdom (Perception)
Ethereal Jaunt. As a bonus action, Kazleth can magically shift from checks and on saving throws against being blinded, charmed, deafened,
the Material Plane to the Ethereal Plane, or vice versa. frightened, stunned, and knocked unconscious.
Labyrinthine Recall. Kazleth can perfectly recall any path it has
traveled. Actions
Reckless. At the start of its turn, Kazleth can gain advantage on all
melee weapon attack rolls it makes during that turn, but attack rolls Multiattack. Kerberus makes two greatclub attacks.
against it have advantage until the start of its next turn. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
18 (3d8 + 5) bludgeoning damage.
Vorpal Weapon. Kazleth wields a vorpal greataxe. If Kazleth rolls Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range
a natural 20 on an attack roll, Kazleth severs the creature’s head. The 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
creature dies if it can’t survive without the lost head. A creature is immune
to this effect if it is immune to slashing damage, doesn’t have or need a
head, has legendary actions, or the GM decides that the creature is too big King Elmander
for its head to be cut off with this weapon. Such a creature instead takes an
extra 27 (6d8) slashing damage from the hit. Tiny fey, neutral good
Actions Armor Class 16
Hit Points 67 (15d4 + 30)
Speed 20ft., fly 60ft.
Multiattack. Kazleth makes two attacks: one with its greataxe and one
with its gore. STR DEX CON INT WIS CHA
Vorpal Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one 8 (–1)
20 (+5) 14 (+2) 16 (+3) 16 (+3) 18 (+4)
target. Hit: 33 (4d12 + 7) slashing damage.
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 Skills Deception +6, Insight +7, Nature +7, Perception +7,
(3d8 + 7) piercing damage. Persuasion +8, Stealth +9
Kelzurn Senses passive Perception 17
Languages Common, Sylvan
Large monstrosity, neutral evil Challenge 3 (700 XP)
Armor Class 15 (natural armor)
Hit Points 153 (18d10 + 54) Magic Resistance. King Elmander has advantage on saving throws
Speed 30 ft., climb 30 ft. against spells and other magical effects.
Innate Spellcasting. King Elmander’s innate spellcasting ability is
STR DEX CON INT WIS CHA Charisma (spell save DC14, +6 to hit with spell attacks). He can cast the
following spells, requiring only his pixie dust as a component:
22 (+6) 16 (+3) 16 (+3) 4 (–3) 12 (+1) 13 (+1) At will: druidcraft, greater invisibility (self only)
1/day each: confusion, dancing lights, detect evil and good, detect
Saving Throws Dex +6, Con +6 thoughts, dispel magic, entangle, fly, polymorph, sleep
Skills Athletics +9, Perception +4, Stealth +9 561
Rappan Athuk
Actions Knoob Chimneybuckles
+3 Mithril Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., Small humanoid (goblin), chaotic evil
one target. Hit: 11 (1d6 + 8) piercing damage. Armor Class 11 (14 with mage armor)
Hit Points 24 (7d6)
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320ft., one Speed 30 ft.
target. Hit: 8 (1d6 + 5) piercing damage.
King Goov STR DEX CON INT WIS CHA
8 (–1)
Medium undead, chaotic evil 13 (+1) 10 (+0) 12 (+1) 10 (+0) 16 (+3)
Armor Class 16 (gold dragon scale mail)
Hit Points 142 (19d8 + 57) Saving Throws Int. +3, Cha +5
Speed 30 ft. Senses darkvision 60 ft., passive Perception 10
Languages Goblin, Undercommon
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 17 (+3) 10 (+0) 17 (+3) 14 (+2) Spellcasting. Knoob is a 6th-level spellcaster. His spellcasting ability
is Charisma (spell save DC 13, +5 to hit with spell attacks). He can cast
Saving Throws Con +7, Wis +7, Cha +6 the following spells:
Skills History +4, Perception +7, Religion +4
Damage Resistances fire Cantrips (at will): dancing lights, fire bolt, mending, minor illusion,
Damage Immunities acid, necrotic, poison; bludgeoning, shocking grasp, thaumaturgy
piercing, and slashing from nonmagical weapons 1st level (4 slots): detect magic, disguise self, mage armor, magic
Condition Immunities charmed, exhaustion, frightened, missile
paralyzed, poisoned 2nd level (3 slots): acid arrow, invisibility, ray of enfeeblement
Senses darkvision 60 ft., passive Perception 17 3rd level (3 slots): fear, lightning bolt
Languages Common
Challenge 10 (5,900 XP) Actions
Magic Resistance. King Goov has advantage on saving throws against Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
spells and other magical effects. 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Rejuvenation. King Goov gains a new body in 24 hours if its heart is Kobold Chieftan
intact, regaining all its hit points and becoming active again. The new
body appears within 5 feet of Goov’s heart. Small humanoid (kobold), lawful evil
Armor Class 17 (studded leather, shield)
Innate Spellcasting. King Goov’s innate spellcasting ability is Wisdom Hit Points 82 (15d6 + 30)
(spell save DC 16, +8 to hit with spell attacks). King Goov can innately Speed 30 ft.
cast symbol 3/day, requiring no material components.
Actions STR DEX CON INT WIS CHA
Multiattack. King Goov can use its Dreadful Glare and makes one 10 (+0) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 14 (+2)
attack with its rotting fist.
Saving Throws Dex +5, Cha +4
Rotting Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Skills Intimidation +6, Stealth +5
Hit: 21 (3d8 + 8) bludgeoning damage plus 21 (6d6) necrotic damage. If Condition Immunities charmed, frightened
the target is a creature, it must succeed on a DC 16 Constitution saving Senses darkvision 60 ft., passive Perception 11
throw or be cursed with mummy rotGM. The cursed target can’t regain Languages Common, Draconic
hit points, and its hit point maximum decreases by 10 (3d6) for every 24 Challenge 4 (1,100 XP)
hours that elapse. If the curse reduces the target’s hit point maximum to 0,
the target dies, and its body turns to dust. The curse lasts until removed by Sunlight Sensitivity. While in sunlight, the kobold chieftain has
the remove curse spell or other magic. disadvantage on attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.
Exhale Swarm (Recharge 5-6). King Goov exhales a swarm of
stinging insects in a 15-foot cone. Each creature in that area must make Pack Tactics. The kobold chieftain has advantage on an attack roll
a DC 16 Dexterity saving throw, taking 22 (4d10) piercing damage on a against a creature if at least one of the kobold’s allies is within 5 feet of
failed save, or half as much damage on a successful one. the creature and the ally isn’t incapacitated.
Dreadful Glare. King Goov targets one creature it can see within 60 Actions
feet of it. If the target can see King Goov, it must succeed on a DC 16
Wisdom saving throw against this magic or become frightened until the Multiattack. The kobold chieftain makes 2 attacks.
end of the King Goov’s next turn. If the target fails the saving throw by 5 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
or more, it is also paralyzed for the same duration. A target that succeeds 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target
on the saving throw is immune to the Dreadful Glare from mummies of all must make a successful DC 12 Constitution saving throw or be poisoned
types for the next 24 hours. for 1 minute. A poisoned creature repeats the saving throw at the end of
each of its turns, ending the effect on a success.
Summon Scorpions (1/day). King Goov magically calls 2d4 swarms Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
of scorpions (same as a swarm of centipedes). The creatures arrive in 1d4 target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and
rounds, acting as allies of King Goov and obeying its mental commands. the target must make a successful DC 12 Constitution saving throw or be
The beasts remain for 1 hour, until King Goov dies, or until King Goov poisoned for 1 minute. A poisoned creature repeats the saving throw at the
dismisses them as a bonus action. end of each of its turns, ending the effect on a success.
Inspiring Presence (Recharge after Short or Long Rest). The
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Appendix A: Bestiary
chieftain chooses up to six allied kobolds it can see within 30 feet. For Actions
the next minute, the kobolds gain immunity to the charmed and frightened
conditions and add the chieftain’s Charisma bonus to attack rolls. +1 Silver Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Reactions ft. or range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage.
Springspike Shield (5/rest). When the kobold chieftain is hit by a Lady Elan
melee attack within 5 feet, the kobold chieftain can fire one of its shield
spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 Medium fey (nymph), neutral
(1d6) poison damage. Armor Class 21
Hit Points 212 (25d8 + 100)
The kobold chieftain can be found in Tome of Beasts by Kobold Press. Speed 30 ft., swim 20 ft.
Knight Gaunt STR DEX CON INT WIS CHA
Medium undead, chaotic evil 10 (+0) 21 (+5) 18 (+4) 16 (+3) 20 (+5) 22 (+6)
Armor Class 16 (chain mail)
Hit Points 38 (7d8 + 7) Saving Throws Int +9, Wis +11
Speed 30 ft. Skills Animal Handling +17, Arcana +9, Insight +11, Nature
STR DEX CON INT WIS CHA +17, Perception +11, Persuasion +12
Damage Immunities poison
15 (+2) 12 (+1) 13 (+1) 11 (+0) 13 (+1) 15 (+2) Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 21
Skills Intimidation +4, Perception +5 Languages Common, Druidic, Elven, Infernal, Sylvan
Damage Resistances cold, necrotic; bludgeoning, piercing, Challenge 20 (25,000 XP)
and slashing from nonmagical weapons that aren’t Special Equipment. Lady Elan wields the magic item staff of the woodlands.
silvered The bonuses of this magic item are included in her statistics below.
Damage Immunities poison
Condition Immunities exhaustion, poisoned Blinding Beauty. The AC of the Lady Elan includes her Charisma
Senses darkvision 60 ft., passive Perception 15 bonus.
Languages the languages it knew in life
Challenge 2 (450 XP) Innate Spellcasting. Lady Elan’s innate spellcasting ability is Charisma
(spell save DC20, +12 to hit with spell attacks). She can cast the following
Actions spells at will without requiring material components: animal friendship,
animal messenger, druidcraft, speak with animals.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
11 (2d8 + 2) slashing damage. Land’s Stride. Lady Elan does not suffer from nonmagical difficult
terrain and can also pass through nonmagical plants without being slowed
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 by them and without taking damage from them if they have thorns, spines,
(2d4 + 2) slashing damage. or similar hazards. She also has advantage on saving throws against plants
that are magically created or manipulated to impede movement, such as
Smite Good (1/day). As a bonus action, the knight gaunt chooses one those created by the entangle spell.
target within sight. If this target is good aligned, the knight gaunt adds an
extra 9 (2d8) necrotic damage to attacks it makes against that target. The Legendary Resistance (3/day). If Lady Elan fails a saving throw, she
smite good remains in effect until the target of the smite is dead or until can choose to succeed instead.
24 hours have passed.
Spellcasting. Lady Elan is a 14th-level spellcaster. Her spellcasting
Kupra ability is Wisdom (spell save DC19, +11 to hit with spell attacks). She has
the following druid spells prepared.
Medium humanoid (human), lawful neutral
Armor Class 12 (15 with mage armor) Cantrips (at will): guidance, mending, poison spray, shillelagh
Hit Points 27 (5d8 + 5) 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
Speed 30 ft. 2nd level (3 slots): barkskin, hold person, spider climb
3rd level (3 slots): call lightning, conjure animals, meld into stone,
STR DEX CON INT WIS CHA plant growth, water breathing
8 (–1) 4th level (3 slots): divination, dominate beast, freedom of movement,
14 (+2) 12 (+1) 18 (+4) 10 (+0) 14 (+2) locate creature, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes’ feast
7th level (1 slot): fire storm
Saving Throws Int +4, Wis +3 Actions
Skills Arcana +4, History +4 Staff of the Woodlands. Melee Weapon Attack: +6 to hit (+11 to hit
Senses passive Perception 10 with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
Languages Abyssal, Common, Draconic, Elven, Orc or 4 (1d8) bludgeoning damage if wielded with two hands, or 9 (1d8 + 5)
Challenge 2 (450 XP) bludgeoning damage with shillelagh.
Spellcasting. Kupra is a 4th-level spellcaster. Her spellcasting ability is Blinding Flash (Recharge 5-6). All creatures that can see Lady Elan
Intelligence (spell save DC 14, +6 to hit with spell attacks). She can cast within 30 feet of her must make a DC20 Constitution saving throw. On a
the following spells: failed save, the target is blinded for 1 minute. At the end of that minute,
it can repeat the saving throw. On a success, the effect ends. On a failed
Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of save, the effect is permanent.
frost
A creature can use its reaction to attempt to avert its gaze from Lady
1st level (4 slots): color spray, disguise self, expeditious retreat, mage Elan’s flashing beauty to grant it advantage on the first saving throw.
armor
Change Shape (2/day). Lady Elan magically polymorphs into a beast
2nd level (3 slots): arcane lock, hold person, invisibility, web with a challenge rating of 1 or less, and can remain in this form for up to
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Rappan Athuk
7 hours. She can choose whether her equipment falls to the ground, melds Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6
with her new form, or is worn by the new form. Lady Elan reverts to her + 1) piercing damage.
true form if she dies or falls unconscious. Lady Elan can revert to her true
form using a bonus action on her turn. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
(1d8 + 1) slashing damage.
While in a new form, Lady Elan retains her game statistics and ability to
speak, but her AC, movement modes, Strength, and Dexterity are replaced Leech, Cave
by those of the new form, and she gains any special senses, proficiencies,
traits, actions, and reactions (except class features, legendary actions, and Medium monstrosity, neutral
lair actions) that the new form has but that she lacks. Armor Class 15 (natural armor)
Hit Points 112 (15d8 + 45)
Inspiration (1/day). Lady Elan can choose an intelligent creature to Speed 30 ft., swim 30 ft.
inspire and serve as a muse by giving that creature some token of her
affection (typically a lock of her hair). For as long as the nymph wishes STR DEX CON INT WIS CHA
and as long as the creature carries her’s token, the creature adds the 15 (+2) 11 (+0) 17 (+3) 3 (–4) 12 (+1) 6 (–2)
Lady Elan’s Charisma bonus to its Wisdom saving throws, its Charisma
(Performance) checks, and any Intelligence skill check to craft an object Skills Perception +4, Stealth +3
using artisan tools. Lady Elan can end this bonus at any time as a free Senses darkvision 60 ft., tremorsense 60 ft. passive Perception
action, and can only inspire one creature at a time in this manner.
14
Stunning Glance. Lady Elan chooses one creature she can see within Languages —
30 feet of her to make a DC20 Constitution saving throw. On a failed save, Challenge 8 (3,900 XP)
the creature is stunned for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on a success. A Actions
creature who succeeds on the saving throw, or if the effect ends on it, is
immune to Lady Elan’s Stunning Glance for 24 hours.
Legendary Actions Multiattack. The cave leech makes up to four tentacle attacks and can
use blood drain on a grappled creature.
Lady Elan can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used as a time and only Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
at the end of another creature’s turn. Lady Elan regains spent legendary 11 (2d8 + 2) bludgeoning damage. The target is grappled (escape DC 12)
actions at the start of its turn. if the leech isn’t already grappling a creature, and the target is restrained
until the grapple ends. While grappling a creature, the leech can’t use that
Attack. Lady Elan makes a melee attack with her staff of the woodlands. tentacle. The leech has four tentacles
Stunning Glance. Lady Elan uses her Stunning Glance ability.
Summon Woodland Friends (Costs 3 Actions). Lady Elan uses this Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft. one creature.
legendary action to cast the spell conjure animals as a 5th-level spell. Hit: 9 (2d6+2) piercing damage, and the leech attaches to the target. While
Doing this does not require concentration on her part, and does not require attached, the leech doesn’t attack. Instead, at the start of the leech’s turns,
the use of a spell slot. She cannot use this legendary action again if she has the target loses 9 (2d6 + 2) hit points due to blood loss.
any woodland allies remaining.
The leech can detach itself by spending 5 feet of its movement. It does
Lava Child so after it drains 25 hit points of blood from the target or the target dies. A
creature, including the target, can use its action to make a DC 12 Strength
check to rip the leech off and make it detach.
Medium humanoid (elemental), neutral Leech, Giant
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5) Medium beast (aquatic), unaligned
Speed 30 ft. Armor Class 11
Hit Points 26 (4d8 + 8)
STR DEX CON INT WIS CHA Speed 5 ft., swim 20 ft.
13 (+1) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 11 (+0) STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 2 (–4) 10 (+0) 1 (–5)
Skills Perception +4
Damage Vulnerability cold Senses blindsight 30 ft., passive Perception 10
Damage Resistances force Languages —
Damage Immunities fire; bludgeoning, piercing, and slashing Challenge 1 (200 XP)
from metal weapons Vulnerability to Salt. A handful of salt burns a giant leech as if it were
Senses darkvision 60 ft., passive Perception 14 a flask of acid, causing 1d6 acid damage per use.
Languages Ignan, Lava Child
Challenge 2 (450 XP)
Heated Body. A creature that touches the lava child or hits it with a Actions
melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
Blood Drain. Melee Weapon Attack: +3 to hit, reach 5 ft. one creature.
Metal Immunity. Lava children are unaffected by metal. They can walk Hit: 4 (1d6 + 1) piercing damage, and the leech attaches to the target.
through solid metal doors as if the door wasn’t there. Metal weapons, even While attached, the leech doesn’t attack. Instead, at the start of the leech’s
magical, have no effect on lava children. Lava children makes all attacks turns, the target loses 5 (1d8 + 1) hit points due to blood loss.
with advantage against foes wearing metal armor.
The leech can detach itself by spending 5 feet of its movement. It does
Water Vulnerability. For every 1 gallon of water splashed on a lava so after it drains 25 hit points of blood from the target or the target dies. A
child, it takes 3 cold damage. creature, including the target, can use its action to make a DC 10 Strength
check to rip the leech off and make it detach.
Actions
Multiattack. The lava child makes one bite attack and one attack with
its claws.
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Appendix A: Bestiary
Leucrotta Lost Goblins, The
Huge beast, unaligned Gurran
Armor Class 14 (natural armor)
Hit Points 105 (10d12 + 40) Small humanoid (goblinoid), neutral evil
Speed 60 ft., climb 30 ft. Armor Class 12 (15 with mage armor)
Hit Points 45 (10d6 + 10)
STR DEX CON INT WIS CHA Speed 30 ft.
20 (+5) 12 (+1) 18 (+4) 11 (+0) 14 (+2) 17 (+3)
Skills Deception +6, Perception +5 STR DEX CON INT WIS CHA
Damage Immunities poison 11 (+0) 14 (+2) 12 (+1) 17 (+3) 8 (–1) 12 (+1)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 Saving Throws Int +6, Wis +2
Languages Abyssal, Common, Gnoll Skills Arcana +6, History +6
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic, Goblin, Orc
Keen Smell. The leucrotta has advantage on Wisdom (Perception) Challenge 5 (1,800 XP)
checks that rely on smell.
Nimble Escape. Gurran can take the Disengage or Hide action as a
Mimicry. The leucrotta can mimic animal sounds and humanoid bonus action on each of his turns.
voices. A creature that hears the sounds can tell they are imitations with a
successful DC 14 Wisdom (Insight) check. Spellcasting. Gurran is a 9th-level spellcaster. His spellcasting ability
is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the
Powerful Bite. When the leucrotta scores a critical hit with its bite, it following wizard spells prepared:
rolls damage dice three times, instead of twice.
Cantrips (at will): acid splash, fire bolt, mage hand, prestidigitation
Rampage. When the leucrotta reduces a creature to 0 hit points with a 1st level (4 slots): detect magic, mage armor, magic missile, shield
melee attack on its turn, it can take a bonus action to move up to half its 2nd level (3 slots): misty step, web
3rd level (3 slots): counterspell, fireball, stinking cloud
speed and make an attack with its hooves. 4th level (3 slots): black tentacles, greater invisibility
5th level (1 slots): cone of cold
Actions
Multiattack. The leucrotta makes three attacks: one with its bite and Actions
two with its hooves.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
(2d8 + 5) piercing damage.
Reactions
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12
(2d6 + 5) bludgeoning damage.
Lizard, Fire Redirect Attack. When a creature Gurran can see targets it with an attack,
Gurran chooses another goblin with fewer hit dice within 5 feet of it. The
Huge monstrosity, neutral two goblins swap places, and the chosen goblin becomes the target instead.
Armor Class 13 (natural armor)
Hit Points 138 (12d12 + 60) Org
Speed 30 ft.
Small humanoid (goblin), neutral evil
STR DEX CON INT WIS CHA Armor Class 18 (breastplate, shield)
25 (+7) 10 (+0) 20 (+5) 2 (–4) 11 (+0) 10 (+0) Hit Points 31 (7d6 + 7)
Speed 30 ft.
Damage Vulnerabilities cold STR DEX CON INT WIS CHA
Damage Immunities fire 6 (–2)
Senses darkvision 60 ft., passive Perception 10 14 (+2) 18 (+4) 13 (+1) 12 (+1) 10 (+0)
Languages —
Challenge 12 (8,400 XP) Skills Athletics +6
Senses darkvision 60 ft., passive Perception 10
Rampage. When the fire lizard reduces a creature to 0 hit points with a Languages Common, Goblin
melee attack on its turn, the fire lizard can take a bonus action to move up Challenge 2 (450 XP)
to half its speed and make a bite attack.
Nimble Escape. Org can take the Disengage or Hide action as a bonus
Actions action on each of his turns.
Multiattack. The fire lizard makes three attacks: one with its bite and Actions
two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d8 + 2) slashing damage, or 7 (1d10 + 2) if used with two hands.
(2d8 + 7) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: Reactions
21 (4d6 +7) slashing damage.
Fire Breath (Recharge 5-6). The fire lizard exhales a blast of fire in
a 20-foot cone. Each creature in that area must make a DC 16 Dexterity Redirect Attack. When a creature Org can see targets it with an attack,
savings throw, taking 28 (8d6) fire damage on a failed save, or half as Org chooses another goblin with fewer hit dice within 5 feet of it. The two
much on a successful one.
goblins swap places, and the chosen goblin becomes the target instead.
565
Ostler Rappan Athuk
Small humanoid (goblin), lawful evil Zim
Armor Class 16 (leather)
Hit Points 60 (11d6 + 22) Small humanoid (goblin), lawful evil
Speed 30 ft. Armor Class 17 (+1 studded leather)
Hit Points 44 (8d6 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (–2) 6 (–2)
11 (+0) 20 (+5) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 10 (+0)
Skills Perception +4, Sleight of Hand +9, Stealth +9 Skills Acrobatics +8, Perception +4, Stealth +8
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin Languages Common, Goblin
Challenge 3 (700 XP) Challenge 3 (700 XP)
Nimble Escape. Ostler can take the Disengage or Hide action as a Nimble Escape. Zim can take the Disengage or Hide action as a bonus
bonus action on each of his turns. action on each of his turns.
Sneak Attack (1/turn). Ostler deals an extra 14 (4d6) damage when he Sneak Attack (1/turn). Zim deals an extra 14 (4d6) damage when he
hits a target with a weapon attack and has advantage on the attack roll, or 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 Ostler that isn’t incapacitated when the target is within 5 feet of an ally of Zim that isn’t incapacitated
and Ostler doesn’t have disadvantage on the attack roll. and Zim doesn’t have disadvantage on the attack roll.
Actions Actions
Multiattack. Ostler makes two attacks with his shortsword. Multiattack. Zim makes three attacks: two with his +3 shortsword and
+1 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. one with his shortsword.
Hit: 9 (1d6 + 6) piercing damage.
Short Bow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one +3 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
target. Hit: 8 (1d6 + 5) piercing damage. Hit: 10 (1d6 + 7) piercing damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) piercing damage.
Zagros Lord Naphrathoth
Small humanoid (goblinoid), chaotic evil Large celestial, chaotic evil
Armor Class 16 (breastplate) Armor Class 20
Hit Points 44 (8d6 + 16) Hit Points 168 (16d10 + 80)
Speed 30 ft. Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 14 (+2) STR DEX CON INT WIS CHA
Saving Throws Con +5, Wis +6 30 (+10) 20 (+5) 21 (+5) 18 (+4) 18 (+4) 23 (+6)
Skills Arcana +4, Medicine +6, Religion +4
Senses truesight 120 ft., passive Perception 13 Saving Throws Con +11, Wis +10, Cha +12
Languages Common, Goblin Skills Insight +10, Perception +10
Challenge 5 (1,800 XP) Damage Resistances necrotic, lightning, fire; bludgeoning,
piercing, slashing from nonmagical weapons.
Abyssal Blessing of Orcus. Zagros gains 10 temporary hit points when Damage Immunities acid, cold
she reduces a hostile creature that is not undead to 0 hit points. Condition Immunities charmed, exhaustion, frightened,
Nimble Escape. Zagros can take the Disengage or Hide action as a poisoned
bonus action on each of her turns. Senses truesight 120 ft., passive Perception 20
Unholy Strike. Once on each of Zagros’s turns when she hits a creature Languages Celestial, Common, Draconic, Infernal, telepathy
with a weapon attack, she can cause the attack to deal an extra 9 (2d8) 120 ft.
necrotic damage to the target. Challenge 20 (25,000 XP)
Spellcasting. Zagros is a 7th-level spellcaster. Her spellcasting ability
is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the Aura of Hopelessness. Lord Naphrathoth can activate or deactivate this
following spells prepared: feature as a bonus action. While active, all creatures within 30 feet of it
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy suffer 10 (3d6) necrotic damage and must succeed on a DC 18 Wisdom
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds saving throw or be frightened for 1 minute. The target can repeat the
2nd level (3 slots): enhance ability, hold person, silence saving throw at the end of each of its turns, ending the effect on itself on
3rd level (3 slots): animate dead, bestow curse, dispel magic a success.
4th level (1 slot): blight Demonic Weapons. Lord Naphrathoth’s weapon attacks are magical.
When Lord Naphrathoth hits with any weapon, the weapon deals an extra
Actions 18 (4d8) necrotic damage (included in the attack).
Innate Spellcasting. Lord Naphrathoth’s spellcasting ability is Charisma
+1 Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (spell save DC 20, +12 to hit with spell attacks). Lord Naphrathoth can
innately cast the following spells, requiring only verbal components:
(1d6 + 2) bludgeoning damage.
At will: detect evil and good, darkness, dispel magic, fear, invisibility,
plane shift, bestow curse
5/day: inflict wounds
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Appendix A: Bestiary
3/day each: blade barrier, flame strike, scorching ray Constitution saving throw. On a failed saving throw, a creature takes 28
1/day each: circle of death, create undead (8d6) necrotic damage. If a humanoid creature is slain by this damage,
Magic Resistance. Lord Naphrathoth has advantage on saving throws it rises as a shadow demon under the command of Lord Navarre. The
against spells and other magical effects. shadow demon remains enslaved to Lord Navarre until its death and
cannot summon demons of its own. Lord Navarre can only have two
Actions shadow demons under its command.
Summon Demon (1/day). Lord Navarre has a 75 percent chance of
Multiattack. Lord Naphrathoth makes two greatsword attacks and two summoning 1 glabrezu. The summoned demon appears in an unoccupied
slam attacks. space within 60 feet. It cannot summon further demons and remains for
1 minute, until Lord Navarre is slain, or until the Lord Navarre dismisses
Unholy Greatsword. Melee weapon attack: +16 to hit, reach 10 ft., one it as an action.
target. Hit: 17 (2d6 + 10) slashing damage plus 18 (4d8) necrotic damage.
Slam. Melee weapon attack: +16 to hit, reach 10 ft., one target. Hit: 23
(3d8 + 10) bludgeoning damage. Lorvius, Grand Cornu of Orcus
Anguish (Recharge 6). Lord Naphrathoth unleashes a wave of pure
Medium humanoid (human), chaotic evil
anguish in a 20-foot radius centered on itself. Each creature in that area Armor Class 22 (+3 adamantine breastplate, +1 shield)
that is not undead or a construct must succeed on a DC 19 Intelligence Hit Points 241 (23d8 + 138)
saving throw, taking 55 (10d10) psychic damage on a failed save, or half Speed 30 ft.
as much damage on a successful one.
Lord Navarre STR DEX CON INT WIS CHA
Medium undead, chaotic evil 19 (+4) 14 (+2) 22 (+6) 12 (+1) 27 (+8) 22 (+6)
Armor Class 20 (+ 2 plate)
Hit Points 294 (31d8 + 155) Saving Throws Con +12, Wis +14, Cha +12
Speed 30 ft. Skills Arcana +7, History +13, Medicine +14, Perception +14,
STR DEX CON INT WIS CHA Religion +13
Damage Immunities necrotic, poison
25 (+7) 18 (+4) 21 (+5) 18 (+4) 20 (+5) 18 (+4) Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 24
Saving Throws Con +11, Int +10, Wis +11, Cha +10 Languages Abyssal, Common
Skills Deception +10, Insight +11, Intimidation +10, Perception +11 Challenge 17 (18,000 XP)
Damage Resistances fire; bludgeoning, piercing, and
Abyssal Blessing of Orcus. Lorvius gains 20 temporary hit points when
slashing from nonmagical weapons a hostile creature that is not undead and is within 30 feet of him is reduced
Damage Immunities poison to 0 hit points.
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21 Unholy Strike. Once on each of Lorvius’s turns when he hits a creature
Languages Abyssal, Common with a weapon attack, Lorvius can cause the attack to deal an extra 27
Challenge 20 (25,000 XP) (6d8) necrotic damage to the target.
Innate Spellcasting. Lord Navarre’s innate spellcasting ability is Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the their weapons with the ability to paralyze a foe (included in the attack). In
following spells without requiring material components: the hands of any but a true follower of Orcus, an unholy weapon loses its
power to paralyze.
At will: detect evil and good, detect magic, see invisibility, wall of ice
3/day: dispel magic, fear, fireball Spellcasting. Lorvius is a 19th-level spellcaster. His spellcasting ability
1/day: power word kill, symbol is Wisdom (spell save DC 22, +14 to hit with spell attacks). He has the
Spellcasting. Lord Navarre is a 14th-level spellcaster. Its spellcasting following cleric spells prepared:
ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can
cast the following spells: Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, false life, hellish rebuke, protection from evil 1st level (4 slots): bane, bless, cure wounds, detect magic, false life,
and good inflict wounds
2nd level (3 slots): blindness/deafness, darkness, enhance ability, hold 2nd level (3 slots): enhance ability, hold person, silence
person 3rd level (3 slots): animate dead, bestow curse, dispel magic
3rd level (3 slots): animate dead, bestow curse, dispel magic, fear 4th level (3 slots): blight, divination, guardian of faith, locate creature
4th level (1 slots): blight, death ward, confusion 5th level (3 slots): dispel evil and good, greater restoration, scrying
Aura of Hate Lord Navarre and any fiends or undead creatures of its 6th level (2 slots): forbiddance, heal
choice within 30 feet of it can add Lord Navarre’s Charisma modifier to 7th level (1 slot): divine word, regenerate
saving throws against effects that would turn undead or banish fiends. 8th level (1 slot): antimagic field
Magic Resistance. Lord Navarre has advantage on saving throws 9th level (1 slot): gate
against spells and other magical effects.
Magic Weapon. Lord Navarre’s weapon attacks are considered magical Actions
for the purposes of damage resistance.
Multiattack. Lorvius makes three melee attacks.
Actions +3 Unholy Morningstar. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 11 (1d8 + 7) bludgeoning damage. If the target is a creature
Multiattack. Lord Navarre makes two greatsword attacks. other than an elf or undead, it must succeed on a DC 10 Constitution saving
+1 Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. throw or be paralyzed for 1 minute. The target can repeat the saving throw
Hit: 15 (2d6 + 8) slashing damage plus 18 (4d8) poison damage. at the end of each of its turns, ending the effect on itself on a success.
Breath of Corruption (Recharge 5-6). Lord Navarre releases a 10- Caress of Orcus (Recharges after a Short or Long Rest). Melee
foot cone of necrotic breath. Creatures in the area must make a DC 15 Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: the target must
succeed on a DC 19 Constitution saving throw. On a failure, a creature
drops to 0 hit points. On a success, the creature takes 35 (6d8 + 8) necrotic
damage, and the target’s Strength score is reduced by 1d8. The target dies
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Rappan Athuk
if this reduces its Strength to 0. Otherwise, the reduction lasts until the Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
target finishes a short or long rest. + 2) piercing damage.
If a non-evil humanoid dies from this attack, a shadow rises from Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
the corpse in 24 hours under Lorvius’s control, unless the humanoid is (1d4 + 2) slashing damage.
restored to life or its body is destroyed. Lorvius can have no more than
four shadows under his control at one time. Magmoid
Lothum Large elemental, neutral
Armor Class 14 (natural armor)
Small humanoid (half-goblin), neutral evil Hit Points 120 (16d10 + 32)
Armor Class 14 (leather) Speed 40 ft.
Hit Points 44 (8d6 + 16)
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 15 (+2) 4 (–3) 10 (+0) 5 (–3)
8 (–1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 9 (–1) Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing
Skills Acrobatics +5, Stealth +5
Senses darkvision 60 ft., passive Perception 10 from nonmagical weapons
Languages Common, Goblin Damage Immunities fire, lightning, poison
Challenge 1 (200 XP) Condition Immunities exhaustion, paralyzed, petrified,
Nimble Escape. Lothum can take the Disengage or Hide action as a poisoned, prone, restrained, unconscious
bonus action on each of his turns. Senses blindsight 60 ft., passive Perception 10
Languages Ignan, Terran
Sneak Attack (1/turn). Lothum deals an extra 7 (2d6) damage when Challenge 8 (3,900 XP)
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 Lothum that isn’t Illumination. The elemental sheds bright light in a 30-foot radius and
incapacitated and Lothum doesn’t have disadvantage on the attack roll. dim light in an additional 30 feet.
Actions Magma Form. The magmoid can move through a space as narrow as 1
inch wide without squeezing. A creature that touches the magmoid or hits
Multiattack. Lothum makes two melee attacks. it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range In addition, the magmoid can flow into a hostile creature’s space and
20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. stop there. The first time it enters a hostile creature’s space on a turn, that
creature takes 9 (2d8) fire damage and catches fire; until someone takes
Reactions an action to douse the flames, the creature takes 4 (1d8) fire damage at the
start of each of its turns.
Redirect Attack. When a creature Lothum can see targets it with an
attack, Lothum chooses another goblin with fewer hit dice within 5 feet Melt Weapons. Any nonmagical weapon made of metal that hits the
of it. The two goblins swap places, and the chosen goblin becomes the magmoid melts. After dealing damage, the weapon takes a permanent and
target instead. cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon
Lynx
Small beast, unaligned
Armor Class 12
Hit Points 16 (3d6 + 6)
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 2 (–4) 14 (+2) 6 (–2)
Skills Perception +6, Stealth +6
Senses passive Perception 16
Languages —
Challenge 1 (200 XP)
Keen Smell. The lynx has advantage on Wisdom (Perception) checks
that rely on smell.
Pounce. If the lynx moves at least 20 feet straight toward a creature and
then hits it with a claw attack on the same turn, that target must succeed on
a DC 12 Strength saving throw or be knocked prone. If the target is prone,
the lynx can make one bite attack against it as a bonus action.
Actions
Multiattack. The lynx makes three attacks: one bite attack and two claw
attacks.
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Appendix A: Bestiary
is destroyed. Nonmagical ammunition made of metal or other flammable Actions
material is melted or burned and is destroyed after dealing damage.
Siege Monster. The magmoid deals double damage to objects and Multiattack. The human meat puppet makes two melee attacks.
structures. Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or
Actions smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage. The target is
grappled (escape DC 13) if the meat puppet isn’t already grappling another
Multiattack. The magmoid makes two slam attacks. creature. Until this grapple ends, the target is restrained and takes 12 (2d8
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 + 3) bludgeoning damage at the start of each of its turns.
(2d6 + 3) bludgeoning damage and 9 (2d8) fire damage. If the target is a Otyugh Meat Puppet
creature or a flammable object, it ignites. Until a creature takes an action
to douse the fire, the target takes 4 (1d8) fire damage at the start of each Large undead, neutral evil
of its turns. Armor Class 14 (natural armor)
Hit Points 104 (16d10 + 16)
Magma Blast (Recharge 6). The magmoid hurls a blast of magma in a Speed 30 ft.
60-foot line that is 5-foot-wide. Each creature in the line must make a DC
15 Dexterity saving throw, taking 18 (4d8) fire damage on a failure and
half as much damage on a success. In addition, any creature or a flammable WIS CHA
object in the line ignites. Until a creature takes an action to douse the fire, STR DEX CON INT
the target takes 4 (1d8) fire damage at the start of each of its turns. 23 (+6) 14 (+2) 13 (+1) 3 (–4) 14 (+2) 7 (–2)
Marthek the Madman Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Medium humanoid (human), chaotic evil Languages —
Armor Class 14 (hide) Challenge 6 (2,300 XP)
Hit Points 95 (10d8 + 50)
Speed 40 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The otyugh meat puppet makes three attacks: one with its
bite and two with its tentacles.
26 (+8) 16 (+3) 20 (+5) 10 (+0) 11 (+0) 10 (+0)
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12
Skills Athletics +11 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on
Damage Immunities psychic a DC 15 Constitution saving throw against disease or become poisoned
Condition Immunities charmed, frightened until the disease is cured. Every 24 hours that elapse, the target must
Senses passive Perception 10 repeat the saving throw, reducing its hit point maximum by 5 (1d10) on
Languages Common a failure. The disease is cured on a success. The target dies if the disease
Challenge 5 (1,800 XP) reduces its hit point maximum to 0. This reduction to the target’s hit point
maximum lasts until the disease is cured.
Brute. A melee weapon deals one extra die of its damage when Marthek
hits with it (included in the attack). Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
10 (2d6 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the
Insane. Marthek is immune to all spells and magical effects that impact target is Medium or smaller, it is grappled (escape DC 13) and restrained
the mind. until the grapple ends. The otyugh has two tentacles, each of which can
grapple one target.
Reckless. At the start of his turn, Marthek can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against him Tentacle Slam. The otyugh slams creatures grappled by it into each other
have advantage until the start of his next turn. or a solid surface. Each creature must succeed on a DC 15 Constitution
saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned
Actions until the end of the otyugh’s next turn. On a successful save, the target
takes half the bludgeoning damage and isn’t stunned.
Multiattack. Marthek makes two melee attacks.
Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: Medusa, Greater
17 (2d8 + 8) bludgeoning damage.
Large monstrosity, lawful evil
Meat Puppets Armor Class 17 (natural armor)
Hit Points 250 (20d10 + 140)
Speed 30 ft.
Human Meat Puppet STR DEX CON INT WIS CHA
Medium undead, neutral evil 21 (+5) 19 (+4) 24 (+7) 16 (+3) 15 (+2) 18 (+4)
Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6) Saving Throws Con +12, Wis +7, Cha +9
Speed 30 ft. Skills Deception +9, Insight +7, Perception +7, Stealth +9
Senses darkvision 60 ft., passive Perception 17
STR DEX CON INT WIS CHA Languages Common
17 (+3) 14 (+2) 13 (+1) 3 (–4) 12 (+1) 8 (–1) Challenge 14 (11,500 XP)
Skills Perception +3 Magic Resistance. The greater medusa has advantage on saving throws
Senses darkvision 60 ft., passive Perception 13 against spells and other magical effects.
Languages −
Challenge 2 (450 XP) Magic Weapons. The greater medusa’s weapon attacks are magical.
Petrifying Gaze. When a creature that can see the greater medusa’s eyes
starts its turn within 30 ft. of the medusa, the medusa can force it to make
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Rappan Athuk
a DC 17 Constitution saving throw if the medusa isn’t incapacitated and
Mercanecan see the creature. If the saving throw fails by 5 or more, the creature is
instantly petrified. Otherwise, a creature that fails the save begins to turn Large aberration, lawful neutral
to stone and is restrained. The restrained creature must repeat the saving Armor Class 14 (natural armor)
throw at the end of its next turn, becoming petrified on a failure or ending Hit Points 93 (11d10 + 33)
the effect on a success. The petrification lasts until the creature is freed by Speed 30 ft.
the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw STR DEX CON INT WIS CHA
at the start of its turn. If the creature does so, it can’t see the medusa until
the start of its next turn, when it can avert its eyes again. If the creature 15 (+2) 14 (+2) 16 (+3) 20 (+5) 17 (+3) 15 (+2)
looks at the medusa in the meantime, it must immediately make the save.
If the greater medusa sees itself reflected on a polished surface within Skills Arcana +7, History +7, Insight +5, Perception +5
30 ft. of it and in an area of bright light, the medusa is, due to its curse, Senses darkvision 60 ft., passive Perception 15
affected by its own gaze. Languages Abyssal, Celestial, Common, Draconic, Infernal;
telepathy 120 ft.
Actions Challenge 3 (700 XP)
Multiattack. The medusa makes either three melee attacks — one with Magic Resistance. The mercane has advantage on saving throws
its snake hair and two with its greatsword — or two ranged attacks with against spells and other magical effects.
its longbow
Innate Spellcasting: The mercane’s spellcasting ability is Intelligence
Snake Hair. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. (spell save DC 15, +7 to hit with spell attacks). The mercane can innately
Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) poison damage. cast the following spells, requiring no material components:
Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 3/day each: dimension door, invisibility (self only)
Hit: 15 (3d6 + 5) slashing damage. 1/day: plane shift
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one Actions
target. Hit: 13 (2d8 + 4) piercing damage plus 13 (3d8) poison damage.
Mephit, Tar Multiattack. The mercane makes two melee attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Small elemental, neutral evil Hit: 9 (2d6 + 2) slashing damage.
Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4) Mesifin Styx
Speed 30 ft., fly 30 ft.
Medium humanoid (half-orc), chaotic evil
STR DEX CON INT WIS CHA Armor Class 18 (chain mail, shield)
11 (+0) 15 (+2) 12 (+1) 6 (–2) 11 (+0) 10 (+0) Hit Points 60 (8d8 + 24)
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 10 STR DEX CON INT WIS CHA
Languages Common
Challenge 1 (200 XP) 19 (+4) 11 (+0) 16 (+3) 12 (+1) 18 (+4) 13 (+1)
Death Burst. When the mephit dies, it explodes in a burst of scalding Saving Throws Con +5, Wis +6
tar. Each creature within 5 feet of it must make a DC 11 Dexterity saving Skills Intimidation +3, Medicine +6, Perception +6, Religion +5
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage Senses truesight 120 ft., passive Perception 16
on a successful one. Languages Abyssal, Common, Goblin, Orc
Challenge 4 (1,100 XP)
False Appearance. While the mephit remains motionless, it is
indistinguishable from an ordinary bubbling puddle of tar. Aggressive. As a bonus action, Mesifin can move up to his speed toward
a hostile creature that he can see.
Innate Spellcasting (1/day). The mephit can innately cast tar arrow (as
acid arrow but with fire damage) (spell save DC 10, +2 to hit with spell Destructive Aura. Mesifin and all allies within 10 feet of him can add his
attacks), requiring no material components. Its innate spellcasting ability Charisma modifier to weapon damage rolls (included in the damage below).
is Charisma.
Unholy Strike. Once on each of Mesifin’s turns when he hits a creature
Actions with a weapon attack, he can cause the attack to deal an extra 9 (2d8)
necrotic damage to the target.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d4 + 2) slashing damage plus 2 (1d4) fire damage. Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
their weapons with the ability to paralyze a foe (included in the attack). In
Tar Breath. The mephit exhales a 15-foot cone of scalding tar. Each the hands of any but a true follower of Orcus, an unholy weapon loses its
creature in that area must make a DC 11 Dexterity saving throw or take power to paralyze a foe.
7 (2d6) fire damage and its speed is reduced by 10 feet until the end of
the creature’s next turn. The creature takes half as much damage on a Spellcasting. Mesifin is a 5th-level spellcaster. His spellcasting ability
successful save and does not suffer a reduction in speed. is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the
following cleric spells prepared:
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds
2nd level (3 slots): enhance ability, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic
Actions
+1 Unholy Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature other
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Appendix A: Bestiary
than an elf or undead, it must succeed on a DC 10 Constitution saving This effect lasts until Mhao is slain or combat ends.
throw or be paralyzed for 1 minute. The target can repeat the saving throw Blood Starvation. Mhao has been imprisoned within this room and his
at the end of each of its turns, ending the effect on itself on a success.
crypt for almost three centuries, deprived of bloody sustenance for the
Mezuryk entirety of his imprisonment. His Regeneration trait is limited until he
feeds.
Medium humanoid (human), chaotic neutral
Armor Class 14 (17 with +2 leather) Bound by Death. The ward placed by Bofred binds Mhao to the
Hit Points 88 (16d8 + 16) immediate vicinity of this room and to his crypt. If his corporeal form is
Speed 30 ft. slain, he reappears in a comatose state within his crypt.
STR DEX CON INT WIS CHA Regeneration. Mhao regenerates 5 hit points (until he feeds at which
point he regenerates 10 hit points) at the start of his turn if he has at least
14 (+2) 19 (+4) 13 (+1) 15 (+2) 14 (+2) 11 (+0) 1 hit point and isn’t in sunlight or running water. If Mhao takes radiant
damage or damage from holy water, this trait doesn’t function at the start
Saving Throws Dex +8, Int +6 of his next turn.
Skills Acrobatics +8, Athletics +6, Deception +4, Perception
Spider Climb. Mhao can climb difficult surfaces, including upside
+6, Stealth +8 down on ceilings, without needing to make an ability check.
Senses passive Perception 16
Languages Common, Elven, Undercommon Vampire Weaknesses. Mhao has the following flaws:
Challenge 9 (5,000 XP) Forbiddance. Mhao can’t enter a residence without an invitation from
one of the occupants.
Assassinate. During his first turn, Mezuryk has advantage on attack Harmed by Running Water. Mhao takes 20 acid damage if he ends his
rolls against any creature that hasn’t taken a turn. Any hit Mezuryk scores turn in running water.
against a surprised creature is a critical hit. Stake to the Heart. If a piercing weapon made of wood is driven into
Mhao’s heart while he is incapacitated in his resting place, Mhao is
Cunning Action. On each of his turns, Mezuryk can use a bonus action paralyzed until the stake is removed.
to take the Dash, Disengage, or Hide action. Sunlight Hypersensitivity. Mhao takes 20 radiant damage when he
starts his turn in sunlight. While in sunlight, he has disadvantage on attack
Evasion. If Mezuryk is subjected to an effect that allows him to make rolls and ability checks.
a Dexterity saving throw to take only half damage, he instead takes no
damage if he succeeds on the saving throw, and only half damage if he fails. Actions
Insane. Marthek is immune to all spells and magical effects that impact Multiattack. Mhao makes three attacks, only one of which can be a
the mind. bite attack.
Multiple Personalities. Mezuryk has been broken by the priests of Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9
Orcus and has developed multiple personalities. Which personality (1d6 + 6) piercing damage, or 10 (1d8 + 6) piercing damage if used with
manifests is situationally dependent and should be determined by the GM. two hands.
Sneak Attack. Once per turn, Mezuryk deals an extra 28 (8d6) damage Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15
when he hits a target with a weapon attack and has advantage on the attack (2d8 + 6) slashing damage. Instead of dealing damage, the vampire can
roll, or when the target is within 5 feet of an ally of Mezuryk that isn’t grapple the target (escape DC 16).
incapacitated and Mezuryk doesn’t have disadvantage on the attack roll.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature
Actions that is grappled by Mhao, incapacitated, or restrained. Hit: 9 (1d6 + 6)
piercing damage plus 10 (3d6) necrotic damage. The target’s hit point
Multiattack. Mezuryk can make three melee attacks. maximum is reduced by an amount equal to the necrotic damage taken,
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. and Mhao regains hit points equal to that amount. The reduction lasts until
Hit: 3 (1d2 + 2) bludgeoning damage. the target finishes a long rest. The target dies if this effect reduces its hit
+1 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. point maximum to 0.
Hit: 8 (1d6 + 5) piercing damage.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., Mimic, Undead
one target. Hit: 8 (1d8 + 4) piercing damage.
Medium undead, neutral evil
Mhao Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 10 ft.
Medium undead, chaotic evil STR DEX CON INT WIS CHA
Armor Class 16 (breastplate)
Hit Points 119 (14d8 + 56) 20 (+5) 12 (+1) 15 (+2) 12 (+1) 14 (+2) 16 (+3)
Speed 30 ft.
STR DEX CON INT WIS CHA Saving Throws Wis +5
22 (+6) 18 (+4) 18 (+4) 11 (+0) 6 (–2) 10 (+0) Skills Perception +5, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing
Saving Throws Dex +7, Con +7
Skills Acrobatics +10, Athletics +12 from nonmagical weapons
Damage Resistances necrotic; bludgeoning, piercing, and Damage Immunities acid, poison
Condition Immunities exhaustion, poisoned
slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 15
Senses darkvision 60 ft., passive Perception 8 Languages Common
Languages Common, Draconic Challenge 5 (1,800 XP)
Challenge 8 (3,900 XP)
Shapechanger. The undead mimic can use its action to polymorph into
Berserk. Mhao immediately goes berserk and gains advantage on all an object or back into its true, amorphous form. Its statistics are the same
melee weapon attack rolls, but all attack rolls against him have advantage. in each form. Any equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
571
Rappan Athuk
Adhesive (Object Form Only). The undead mimic adheres to anything Mirror Fiend
that touches it. A Huge or smaller creature adhered to the mimic is also
grappled by it (escape DC 13). Ability checks made to escape this grapple Medium construct, chaotic evil
have disadvantage. Armor Class 17 (natural armor)
Hit Points 77 (14d8 + 14)
False Appearance (Object Form Only). While the mimic remains Speed 50 ft.
motionless, it is indistinguishable from an ordinary object.
STR DEX CON INT WIS CHA
Grappler. The mimic has advantage on attack rolls against any creature
grappled by it. 16 (+3) 17 (+3) 12 (+1) 18 (+4) 16 (+3) 15 (+2)
Weeping Discharge. An undead mimic constantly leaks and oozes its Damage Immunities bludgeoning, piercing, and slashing
foul adhesive in a 20-foot-radius area around its body. The area quickly from nonmagical weapons
becomes coated in the fluids and is considered difficult terrain. Undead
mimics are not hampered by this secretion (their own or that of another Senses darkvision 60 ft., passive Perception 13
undead mimic). The slimy coating lasts for 1 hour before becoming inert. Languages Common
Challenge 5 (1,800 XP)
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 Immutable Form. The mirror fiend is immune to any spell or effect that
(2d8 + 5) bludgeoning damage. would alter its form.
Soul Drain. When the undead mimic kills a creature within 5 feet of Magic Resistance. The mirror fiend has advantage on saving throws
it, the undead mimic can use a bonus action to devour the soul of that against spells and other magical effects.
creature unless the creature succeeds on a DC 15 Wisdom saving throw.
On a failure, the creature’s soul is devoured, it can only be returned to life Magic Weapons. The mirror fiend’s weapon attacks are magical.
by a resurrection, true resurrection, or wish spell. Each time the mimic Mirror Gaze. If a creature starts its turn by looking into the mirror,
devours a soul it gains 1d6 temporary hit points and its Strength score that creature must make a DC 14 Intelligence saving throw or be sucked
increases by 2. The temporary hit points and Strength last for 1 hour. into the dimensional pocket with the mirror fiend. That creature is at
disadvantage on its first attack after entering the dimensional pocket. The
Minotaur, Phase only way out of this dimensional pocket is to kill the mirror fiend. The
victim’s body is immobilized outside of the mirror while its soul is trapped
Large monstrosity, chaotic evil in the dimensional pocket.
Armor Class 14 (natural armor)
Hit Points 85 (9d10 + 36) Actions
Speed 40 ft.
STR DEX CON INT WIS CHA Multiattack. The mirror fiend makes two melee or ranged attacks.
20 (+5) 11 (+0) 19 (+4) 6 (–2) 16 (+3) 9 (–1) Mirrorblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 17 (4d6 + 3) psychic damage.
Skills Perception +9 Mirrorbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
Senses darkvision 60 ft., passive Perception 19 target. Hit: 12 (2d8 + 3) psychic damage.
Languages Abyssal, Giant
Challenge 5 (1,800 XP) Mite
Charge. If the phase minotaur moves at least 10 feet straight toward Small fey, lawful evil
a target and then hits it with a gore attack on the same turn, the target Armor Class 11
takes an extra 9 (2d8) piercing damage. If the target is a creature, it must Hit Points 7 (2d6)
succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away Speed 20 ft., climb 20 ft.
and knocked prone.
STR DEX CON INT WIS CHA
Ethereal Ambusher. In the first round of a combat, the phase minotaur 8 (–1) 13 (+1) 11 (+0) 8 (–1) 13 (+1) 10 (+0)
has advantage on attack rolls against any creature it has surprised.
Skills Stealth +3
Ethereal Jaunt. As a bonus action, the phase minotaur can magically Senses darkvision 60 ft., passive Perception 11
shift from the Material Plane to the Ethereal Plane, or vice versa. Languages Deep Speech
Challenge 1/4 (50 XP)
Labyrinthine Recall. The phase minotaur can perfectly recall any path
it has traveled. Hatred. Mites have advantage on attacks versus dwarves, gnomes, and
deep gnomes.
Reckless. At the start of its turn, the phase minotaur can gain advantage
on all melee weapon attack rolls it makes during that turn, but attack rolls Innate Spellcasting. The mite’s spellcasting ability is Charisma (spell
against it have advantage until the start of its next turn. save DC 10, +2 to hit with spell attacks). It can innately cast the following
spells, requiring no material components:
Actions
At will: prestidigitation
Multiattack. The phase minotaur makes two attacks: one with its 1/day: fear
greataxe and one with its gore. Keen Smell. The mite has advantage on Wisdom (Perception) checks
that rely on smell.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
18 (2d12 + 5) slashing damage. Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit:
3 (1d4 + 1) piercing damage.
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Appendix A: Bestiary
Vermin Empathy (1/ day). The mite can summon a swarm of bats, 3rd level (3 slots): counterspell, dispel magic
a swarm of rats, or a swarm of insects once per day. The summoned 4th level (3 slots): confusion, stone shape
creatures arrive in 1d4 rounds, acting as allies of the mite and obeying its 5th level (2 slots): dominate person
spoken commands. The beasts remain for 1 hour, until the mite dies, or 6th level (1 slot): eyebite
until the mite dismisses them as a bonus action.
Actions
Mohrg Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7
(1d6 + 4) piercing damage, and the target must make a DC17 Constitution
Medium undead, chaotic evil saving throw, taking 54 (12d8) poison damage on a failed save, or half as
Armor Class 12 much damage on a successful one.
Hit Points 112 (15d8 + 45)
Speed 30 ft. Tail Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must make
STR DEX CON INT WIS CHA a DC17 Dexterity saving throw or be knocked prone.
18 (+4) 14 (+2) 17 (+3) 11 (+0) 10 (+0) 8 (–1) Moon Beast
Damage Immunities poison Large aberration, chaotic evil
Condition Immunities charmed, exhaustion, frightened, Armor Class 16 (natural armor)
Hit Points 144 (17d10 + 51)
paralyzed, petrified, poisoned, stunned Speed 50 ft.
Senses darkvision 60ft., passive Perception 10
Languages — STR DEX CON INT WIS CHA
Challenge 8 (3,900 XP)
18 (+4) 17 (+3) 17 (+3) 19 (+4) 18 (+4) 20 (+5)
Create Spawn. Any humanoid creature slain by the mohrg rises as a
zombie at the beginning of the mohrg’s next turn. If this occurs, the mohrg Skills Arcana +8, Insight +8, Perception +8
regains 10 hit points, and the morhg can immediately make one slam Damage Resistances lightning
attack as a reaction. Damage Immunities cold, poison
Condition Immunities blinded, poisoned
Actions Senses blindsight 90 ft., passive Perception 18
Languages understands Deep Speech but can’t speak;
Multiattack. The mohrg makes two slam attacks, and one attack with
its tongue. telepathy 300 ft.
Challenge 11 (7,200 XP)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage, and the target is grappled and restrained Amorphous. The flexible, malleable hide of the moon beast allows the
(escape DC15), and the morhg can’t grapple another creature or use its creature to add its Constitution modifier to its Armor Class (included above).
slam attack.
Compression. The moon beast can move through any space large
Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The enough for a Small creature, although it must squeeze to do so.
target must make a DC 16 Constitution saving throw. On a failed save, the
target takes 21 (6d6) necrotic damage, and is paralyzed for 1 minute. The Innate Spellcasting. The moon beast’s innate spellcasting ability is
creature can repeat the saving throw at the end of each of its turns, ending Charisma (spell save DC17, +9 to hit with spell attacks). It can cast the
the effect on a success. following spells innately without requiring material components.
Moigil At will: detect thoughts, levitate
3/day each: charm person, dispel magic, dominate person
Large monstrosity (water naga), neutral evil 1/day each: confusion, geas, major image, mind blank, mirage arcana,
Armor Class 17 (natural armor) plane shift (self only)
Hit Points 157 (21d10 + 42)
Speed 30 ft., swim 50 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The moon beast can make two attacks with its claws and
four attacks with its tentacles.
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 18 (+4)
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11
Saving Throws Dex +7, Con +6, Wis +6, Cha +8 (2d6 + 4) slashing damage.
Skills Arcana +7, Persuasion +8
Damage Immunities poison Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
Condition Immunities charmed, poisoned 7 (1d6 + 4) bludgeoning damage, plus the creature must make a DC17
Senses darkvision 60 ft., passive Perception 12 Intelligence saving throw or take 7 (2d6) psychic damage. The moon beast
Languages Aquan, Common regains a number of hit points equal to half the psychic damage dealt by
Challenge 11 (7,200 XP) its tentacles.
Morask
Serpentfriend. Moigil can speak with reptilian animals at will, including Small humanoid (goblin), neutral evil
various forms of dinosaurs, lizards, and other cold-blooded creatures. Armor Class 21 (+2 chain mail, +1 shield)
Hit Points 58 (13d6 + 13)
Spellcasting. Moigil is an 11th-level spellcaster. Its spellcasting ability Speed 30 ft.
is Charisma (spell save DC16, +8 to hit with spell attacks). It can cast the
following spells: WIS CHA
Cantrips (at will): acid splash, chill touch, fire bolt, message, poison STR DEX CON INT 13 (+1) 10 (+0)
spray, ray of frost 12 (+1) 17 (+3) 12 (+1) 11 (+0)
1st level (5 slots): charm person, detect magic, magic missile, shield
2nd level (6 slots): alter self, hold person, invisibility Saving Throws Dex +6, Int +3
573
Rappan Athuk
Skills Acrobatics +6, Athletics +4, Perception +4, Stealth +9 becomes incapacitated if this reduces its Intelligence to 0. The reduction
Senses darkvision 60 ft., passive Perception 14 lasts until the target finishes a long rest.
Languages Common, Goblin Pain Wail. The mordnaissant releases a wail. Creatures within 20
Challenge 7 (2,900 XP) ft. that can hear the mordnaissant must make a DC 14 Wisdom saving
throw. On a failed saving throw, the target is stunned until the end of its
Keen Hearing and Sight. Morask has advantage on Wisdom next turn.
(Perception) checks that rely on hearing or sight.
Nimble Escape. Morask can take the Disengage or Hide action as a Moorlock
bonus action on each of his turns.
Medium humanoid, chaotic evil
Sneak Attack (1/turn). Morask deals an extra 17 (5d6) damage when Armor Class 16 (natural armor)
he hits a target with a weapon attack and has advantage on the attack Hit Points 26 (4d8 + 8)
roll, or when the target is within 5 feet of an ally of Morask that isn’t Speed 30 ft.
incapacitated and Morask doesn’t have disadvantage on the attack roll.
Actions STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 5 (–3) 14 (+2) 6 (–2)
Multiattack. Morask makes two melee attacks or two ranged attacks.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Damage Immunities poison
range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage, and the Condition Immunities poisoned
target must succeed on a DC 14 Constitution saving throw, taking 14 Senses darkvision 120 ft., passive Perception 14
(4d6) poison damage on a failed save, or half as much damage on a Languages Common
successful one. Challenge 1 (200 XP)
+1 Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on Keen Smell. The morlock has advantage on Wisdom (Perception)
a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a checks that rely on smell.
failed save, or half as much damage on a successful one.
Light Sensitivity. While in bright light, the morlock has disadvantage
Reactions on attack rolls and Wisdom (Perception) checks that rely on sight.
Redirect Attack. When a creature Morask can see targets it with an Pounce. If the morlock moves at least 15 feet straight toward a
attack, Morask chooses another goblin with fewer hit dice within 5 feet creature and then hits it with a bite attack on the same turn, that target
of it. The two goblins swap places, and the chosen goblin becomes the must succeed on a DC 14 Strength saving throw or be knocked prone.
target instead. If the target is prone, the morlock can make another bite attack against
it as a bonus action.
Mordnaissant
Martial Advantage. Once per turn, the morlock can deal an extra 7
Tiny undead, neutral evil (2d6) damage to a creature it hits with a weapon attack if that creature is
Armor Class 15 (natural armor) within 5 feet of an ally of the morlock that isn’t incapacitated.
Hit Points 67 (15d4 + 30)
Speed 5 ft., fly 50 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The morlock makes two melee attacks: one with its bite
3 (–4) 14 (+2) 15 (+2) 7 (–2) 14 (+2) 16 (+3) and one with its club.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5
(1d6 + 2) piercing damage.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4
(1d4 + 2) bludgeoning damage.
Skills Perception +5 Mummies
Damage Resistances bludgeoning, piercing, and slashing
Greater Mummy
from nonmagical weapons
Damage Immunities poison Medium undead, lawful evil
Condition Immunities charmed, exhaustion, frightened, Armor Class 17 (natural armor)
Hit Points 156 (24d8 + 48)
paralyzed, poisoned, unconscious Speed 20 ft.
Senses blindsight 60 ft., darkvision 60 ft., passive Perception
15
Languages —
Challenge 6 (2,300 XP)
Death Curse. If a mordnaissant dies, it releases a death curse on all STR DEX CON INT WIS CHA
creatures within 30 feet of it. Those creatures must make a DC 15 Wisdom
saving throw. On a failed saving throw, the creature cannot regain hit 15 (+2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 20 (+5)
points from spending hit dice and it has disadvantage on all saving throws
for 24 hours. A remove curse or greater magic is necessary to end this Saving Throws Con +7, Wis +7, Cha +10
curse early. Skills Perception +7
Damage Vulnerabilities fire
Shield of Agony. The mordnaissant’s Armor Class includes its Charisma Damage Resistances acid, cold, lightning
modifier (included above). Damage Immunities necrotic, poison; bludgeoning,
Actions piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened,
Lash of Fury. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 23 (5d8 + 2) necrotic damage and the target must make a DC 14 paralyzed, poisoned
Constitution saving throw or lose 1d4 points of Intelligence. The target Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 16 (15,000 XP)
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Appendix A: Bestiary
Magic Resistance. The greater mummy has advantage on saving throws Guardian Mummy
against spells and other magical effects.
Rejuvenation. The greater mummy gains a new body in 24 hours if its Medium undead, lawful neutral
heart is intact, regaining all its hit points and becoming active again. The Armor Class 16 (breastplate)
new body appears within 5 feet of the mummy’s heart. Hit Points 149 (23d8 + 46)
Speed 20 ft.
Turn Resistance. The greater mummy has advantage on saving throws
against any effect that turns undead.
Spellcasting. The greater mummy is a 10th-level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell 23 (+6) 16 (+3) 15 (+2) 6 (–2) 16 (+3) 15 (+2)
attacks). It can cast the following spells:
Cantrips (at will): dancing lights, message, poison spray, ray of frost, Saving Throws Con +6, Wis +7, Cha +6
true strike Skills Perception +7
Damage Resistances fire; bludgeoning, piercing, and
1st level (4 slots): burning hands, detect magic, fog cloud, magic missile
2nd level (3 slots): arcane lock, ray of enfeeblement, scorching ray, web slashing from nonmagical weapons
3rd level (3 slots): counterspell, lightning bolt, stinking cloud Damage Immunities necrotic, poison
4th level (3 slots): confusion, ice storm, wall of fire Condition Immunities charmed, exhaustion, frightened,
5th level (1 slot): arcane hand, cone of cold
paralyzed, poisoned
Actions Senses darkvision 60 ft., passive Perception 17
Languages the languages it knew in life
Multiattack. The greater mummy can use its Dreadful Glare and make Challenge 10 (5,900 XP)
one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Resistance. The guardian mummy has advantage on saving throws
Hit: 13 (3d6 + 3) bludgeoning damage plus 21 (6d6) necrotic damage. If against fire, spells, and other magical effects.
the target is a creature, it must succeed on a DC 18 Constitution saving Actions
throw or be cursed with mummy rotGM.
Dreadful Glare. The greater mummy targets one creature it can see Multiattack. The guardian mummy makes three attacks with its
within 60 feet of it. If the target can see the mummy, it must succeed on a khopesh, or two attacks with its khopesh and one rotting fist attack.
DC 19 Wisdom saving throw against this magic or become frightened until
the end of the mummy’s next turn. If the target fails the saving throw by 5 Khopesh. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
or more, it is also paralyzed for the same duration. A target that succeeds 20 (4d6 + 6) slashing damage.
on the saving throw is immune to the Dreadful Glare from mummies of all
types for the next 24 hours. Rotting Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) bludgeoning damage plus 17 (5d6) necrotic damage. If
Legendary Actions the target is a creature it must succeed on a DC 16 Constitution saving
throw or be cursed with mummy rotGM.
Dreadful Glare. The guardian mummy targets one creature it can see
The greater mummy can take 3 legendary actions, choosing from the within 60 feet of it. If the target can see the mummy, it must succeed on a
options below. Only one legendary action option can be used at a time DC 16 Wisdom saving throw against this magic or become frightened until
and only at the end of another creature’s turn. The mummy regains spent the end of the mummy’s next turn. If the target fails the saving throw by 5
legendary actions at the start of its turn. or more, it is also paralyzed for the same duration. A target that succeeds
on the saving throw is immune to the Dreadful Glare of mummies of all
Attack. The greater mummy makes one melee attack or uses its types for the next 24 hours.
Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around the
greater mummy. Each creature within 5 feet of the mummy must succeed Mummy of the Deep
on a DC 19 Constitution saving throw or be blinded until the end of the
creature’s next turn. Medium undead (aquatic), neutral evil
Armor Class 14 (natural armor)
Blasphemous Word (Costs 2 Actions). The greater mummy utters Hit Points 52 (8d8 + 16)
a blasphemous word. Each non-undead creature within 10 feet of the Speed 20 ft., swim 20 ft.
mummy that can hear the magical utterance must succeed on a DC 19
Constitution saving throw or be stunned until the end of the mummy’s
next turn. STR DEX CON INT WIS CHA
Channel Negative Energy (Costs 2 Actions). The greater mummy 17 (+3) 10 (+0) 14 (+2) 6 (–2) 14 (+2) 15 (+2)
magically unleashes negative energy. Creatures within 60 feet of the
mummy, including ones behind barriers and around corners, can’t regain Saving Throws Con +5, Wis +5
hit points until the end of the mummy’s next turn. Skills Athletics +6, Perception +5, Stealth +3
Damage Resistances fire; bludgeoning, piercing, and
Whirlwind of Sand (Costs 2 Actions). The greater mummy magically
transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its slashing from nonmagical weapons
normal form. While in whirlwind form, the mummy is immune to all damage, Damage Immunities necrotic, poison
and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Condition Immunities charmed, exhaustion, frightened,
Equipment worn or carried by the mummy remains in its possession.
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Amphibious. Mummies of the deep can breathe air and water.
Innate Spellcasting. The mummy of the deep can innately cast control
water 1/day, requiring no material components. Its innate spellcasting
ability is Wisdom
575
Rappan Athuk
Actions 6th level (1 slot): blade barrier, harm
Multiattack. The mummy of the deep can use its Dreadful Glare and Actions
make one attack with its necrotizing strike.
Multiattack. The mummy priest can use its Dreadful Glare and make
Necrotizing Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one one attack with its rotting fist or with its mace.
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic
damage. If the target is a creature, it must succeed on a DC 12 Constitution Unholy Mace. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
saving throw or be cursed with necrotic fever. The cursed target can’t Hit: 14 (2d6 + 7) bludgeoning damage. If the target is a creature other than
regain hit points, and its hit point maximum decreases by 10 (3d6) for an elf or undead, it must succeed on a DC 10 Constitution saving throw
every 24 hours that elapse. If the curse reduces the target’s hit point or be paralyzed for 1 minute. The target can repeat the saving throw at the
maximum to 0, the target dies, and its body turns to pluff mud. The curse end of each of its turns, ending the effect on itself on a success.
lasts until removed by the remove curse spell or other magic.
Rotting Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Dreadful Glare. The mummy of the deep targets one creature it can see Hit: 17 (3d6 + 7) bludgeoning damage plus 21 (6d6) necrotic damage. If
within 60 feet of it. If the target can see the mummy, it must succeed on a the target is a creature, it must succeed on a DC 18 Constitution saving
DC 12 Wisdom saving throw against this magic or become frightened until throw or be cursed with mummy rotGM.
the end of the mummy’s next turn. If the target fails the saving throw by 5
or more, it is also paralyzed for the same duration. A target that succeeds Dreadful Glare. The mummy priest targets one creature it can see
on the saving throw is immune to the Dreadful Glare for all mummies (but within 60 feet of it. If the target can see the mummy, it must succeed on a
no mummy lords) for the next 24 hours. DC 19 Wisdom saving throw against this magic or become frightened until
the end of the mummy’s next turn. If the target fails the saving throw by 5
Drowning Breath. Melee Weapon Attack: +5 to hit, reach 5 ft., one or more, it is also paralyzed for the same duration. A target that succeeds
target. Hit: The creature is grappled (escape DC 13). If the creature has on the saving throw is immune to the Dreadful Glare from mummies of all
not broken the mummy’s grapple by the start of the mummy’s next turn, types for the next 24 hours.
the mummy of the deep uses its next action to press its lips against the
creature’s and regurgitates seawater into the creature’s lungs. The crea- Caress of Orcus (Recharges after a Short or Long Rest). Melee
ture immediately begins suffocating (see the fifth edition SRD for more Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) necrotic
information on suffocation). While suffocating, the creature can only use damage, and the target’s Strength score is reduced by 1d6. The target dies
its actions to try and cough the seawater up, requiring a successful DC 12 if this reduces its Strength to 0. Otherwise, the reduction lasts until the
Constitution saving throw to do so. target finishes a short or long rest.
Mummy Priest of Orcus If a non-evil humanoid dies from this attack, a shadow rises from the
corpse in 24 hours under the mummy priest’s control, unless the humanoid
is restored to life or its body is destroyed. The mummy priest can have no
more than four shadows under its control at one time.
Medium undead, chaotic evil Mu Spore
Armor Class 18 (+2 chain mail)
Hit Points 175 (27d8 + 54) Gargantuan plant, chaotic neutral
Speed 20 ft. Armor Class 20 (natural armor)
Hit Points 472 (27d20 + 189)
STR DEX CON INT WIS CHA Speed 40 ft., fly 30 ft.
25 (+7) 12 (+1) 15 (+2) 10 (+0) 23 (+6) 18 (+4)
Saving Throws Con +7, Int +5, Wis +11, Cha +9 STR DEX CON INT WIS CHA
Skills Arcana +5, History +5, Perception +11, Religion +5 30 (+10) 9 (–1)
Damage Resistances fire (ring of fire resistance (fire)) 25 (+7) 18 (+4) 15 (+2) 19 (+4)
Damage Immunities necrotic, poison; bludgeoning,
Saving Throws Dex +6, Con +14, Wis +9, Cha +11
piercing, and slashing from nonmagical weapons Skills Insight +9, Nature +11, Perception +9
Condition Immunities charmed, exhaustion, frightened, Damage Immunities acid, poison; bludgeoning, piercing,
paralyzed, poisoned and slashing from nonmagical weapons
Senses truesight 120 ft., passive Perception 21 Condition Immunities blinded, charmed, deafened,
Languages Common
Challenge 13 (10,000 XP) exhaustion, paralyzed, poisoned, stunned
Senses blindsight 240 ft., passive Perception 19
Abyssal Blessing of Orcus. The mummy priest of Orcus gains 15 Languages Common, Deep Speech, Terran, Undercommon
temporary hit points when it reduces a hostile creature that is not undead Challenge 23 (50,000 XP)
to 0 hit points.
Freedom of Movement. The mu spore ignores difficult terrain, and
Unholy Strike. Once on each of the mummy priest’s turns when it hits magical effects can’t reduce its speed or cause it to be paralyzed or
a creature with a weapon attack, the mummy priest can cause the attack to restrained. It can spend 5 feet of movement to escape from nonmagical
deal an extra 13 (3d8) necrotic damage to the target. restraints or being grappled. Being underwater imposes no penalties on
the mu spore’s movement or attacks.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
their weapons with the ability to paralyze a foe (included in the attack). In Grasping Tendrils. Sticky, arm-length tendrils cover the mu spore.
the hands of any but a true follower of Orcus, an unholy weapon loses its Whenever a creature begins its turn within 5 feet of the mu spore, the
power to paralyze a foe. creature must make a DC 20 Dexterity saving throw or be grappled
(escape DC 20). The mu spore has no limit to the number of creatures
Spellcasting. The mummy priest is an 11th-level spellcaster. Its it can grapple in this fashion and it does not suffer from the grappled
spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell condition while grappling other creatures with its grasping tendrils. A
attacks). It can cast the following spells: tendril can also be attacked and severed (AC 15; hp 10; immunity to acid,
poison, and nonmagical bludgeoning, piercing, and slashing damage).
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds Legendary Resistance (3/day). If the mu spore fails a saving throw, it
2nd level (3 slots): darkness, enhance ability, hold person, silence can choose to succeed instead.
3rd level (3 slots): animate dead, bestow curse, dispel magic, hallow
4th level (3 slots): blight, death ward, guardian of faith Siege Monster. The mu spore does double damage to objects and structures.
5th level (2 slots): flame strike, insect plague, wall of stone
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Appendix A: Bestiary
Actions Spellcasting. Nadroj is a 7th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the
Multiattack. The mu spore makes three attacks: one with its bite and following wizard spells prepared:
two with its tendrils. Cantrips (at will): chill touch, mage hand, ray of frost, shocking grasp
1st level (4 slots): false life, fog cloud, mage armor, magic missile
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 2nd level (3 slots): blindness/deafness, darkness, scorching ray, web
(4d8 + 10) piercing damage. If the target is a Large or smaller creature 3rd level (3 slots): bestow curse, fireball, slow
grappled by the mu spore, that creature is swallowed, and the grapple 4th level (1 slots): black tentacles, confusion
ends. While swallowed, the creature is blinded and restrained, it has total Incorporeal Movement. Nadroj can move through other creatures and
cover against attacks and other effects outside the mu spore, and it takes
42 (12d6) acid damage at the start of each of the mu spore’s turns. A mu objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
spore can have four creatures swallowed at a time. ends its turn inside an object.
If the mu spore takes 50 damage or more on a single turn from a creature Sunlight Sensitivity. While in sunlight, Nadroj has disadvantage on
inside it, the mu spore must succeed on a DC 28 Constitution saving throw attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
at the end of that turn or regurgitate all swallowed creatures, which fall
prone in a space within 10 feet of the mu spore. If the mu spore dies, a Sacrilegious Aura. Nadroj exudes an aura of desecration out to a radius
swallowed creature is no longer restrained by it and can escape from the of 30 feet. Nadroj and any undead within the defiled area have advantage
on saving throws against effects that turn undead.
corpse using 20 feet of movement, exiting prone. Actions
Tendrils. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit:
24 (4d6 + 10) bludgeoning damage, and the target is grappled (escape DC Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
20). Until the grapple ends, the target is restrained. The mu spore has 10 Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14
feeder tendrils, each of which can grapple a target. Constitution saving throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts until the target
Fling. One Large or smaller object held or creature grappled by the mu finishes a long rest. The target dies if this effect reduces its hit point
spore is thrown up to 60 feet in a random direction and knocked prone. If maximum to 0.
a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is thrown at another Create Specter. Nadroj targets a humanoid within 10 feet of it that has
creature, that creature must succeed on a DC 18 Dexterity saving throw or been dead for no longer than 1 minute and died violently. The target’s spirit
take the same damage and be knocked prone rises as a specter in the space of its corpse or in the nearest unoccupied
space. The specter is under Nadroj’s control. Nadroj can have no more
Spore Cough (Recharge 5-6). The mu spore releases a cloud of than seven specters under its control at one time.
burrowing spores in a 120-foot cone. Creatures in the affected area must
make a DC 20 Constitution saving throw or take 90 (20d8) poison damage,
or half as much damage on a successful save.
Legendary Actions Naughty Trolls, The
The mu spore can take 3 legendary actions, choosing from the options Gurang, The Speedy Troll
below. Only one legendary action option can be used at a time and only at
the end of another creature’s turn. The mu spore regains spent legendary Large giant, chaotic evil
actions at the start of its turn. Armor Class 16 (natural armor)
Hit Points 175 (13d10 + 104)
Tendril Attack or Fling. The mu spore makes one tendril attack or uses its Fling. Speed 30 ft. (60 ft. when using boots of speed), swim 40 ft.
Constrict (Costs 2 Actions). All creatures grappled by the mu spore
must make a DC 20 Constitution saving throw. On a failed save, they STR DEX CON INT WIS CHA
take 24 (4d6 + 10) bludgeoning damage, or half as much damage on a 25 (+7) 16 (+3) 26 (+8) 8 (–1) 9 (–1) 4 (–3)
successful one.
Spore Blast (Costs 3 Actions). The mu spore releases a large blast of Skills Athletics +10, Perception +2
spore-laden air from itself in all directions. Creatures within 15 feet of the Damage Immunities poison
mu spore that aren’t grappled by it must make a DC 21 Strength saving Senses darkvision 60 ft., passive Perception 12
throw or be pushed back 15 feet and knocked prone. Languages Giant
Challenge 8 (3,900 XP)
Nadroj the Wraith-Wizard
Medium undead, chaotic evil Amphibious. Gurang can breathe both air and water.
Armor Class 15 (natural armor) Keen Smell. Gurang has advantage on Wisdom (Perception) checks
Hit Points 123 (19d8 + 38) that rely on smell.
Speed 0 ft., fly 60 ft. (hover) Poison Skin. Gurang’s skin contains a powerful poison. Any time the
creature touches another creature, the creature takes 10 (3d6) poison damage.
STR DEX CON INT WIS CHA Regeneration. Gurang regains 10 hit points at the start of its turn as long
6 (–2) as it is at least partially submerged in water; strong rainfall also allows the
18 (+4) 15 (+2) 19 (+4) 19 (+4) 19 (+4) troll’s regeneration to function. If the troll takes acid, fire, or lightning
damage, this trait doesn’t function at the start of the troll’s next turn. The
Saving Throws Int +8, Wis +8 troll only dies if it starts its turn with 0 hit points and doesn’t regenerate.
Skills Arcana +8, History +8, Perception +8, Stealth +8
Damage Resistances acid, cold, fire, lightning, thunder; Actions
bludgeoning, piercing, and slashing from nonmagical Multiattack. Gurang makes three attacks: one with its bite and two with
weapons that aren’t silvered its claws.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14
paralyzed, petrified, poisoned, prone, restrained (2d6 + 7) piercing damage plus 10 (3d6) poison damage.
Senses darkvision 60 ft., passive Perception 18
Languages Abyssal, Common, Ignan, Infernal Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12
Challenge 9 (5,000 XP) (1d10 + 7) slashing damage plus 10 (3d6) poison damage.
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Rappan Athuk
Warsach, The Sneaky Troll Actions
Large giant, chaotic evil Multiattack. Zoolbing makes three attacks: one with its bite, one with
Armor Class 17 (natural armor) its gauntlet of rustGM, and one shield bash.
Hit Points 162 (13d10 + 91)
Speed 30 ft., swim 40 ft. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16
(2d6 + 9) piercing damage plus 10 (3d6) poison damage.
STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 24 (+7) 6 (–2) 13 (+1) 4 (–3) Gauntlet of Rust. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 13 (1d8 + 9) bludgeoning damage. If the target is wearing metal
Skills Athletics +10, Perception +5, Stealth +8 armor (including shield), the armor takes a permanent and cumulative –1
Damage Resistances fire penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that
Damage Immunities poison drops to +0 bonus is destroyed. If the target is wielding a metal weapon
Senses darkvision 60 ft., passive Perception 15 and it comes into contact with the gauntlet, the weapon corrodes as
Languages Giant described in the Rust Metal trait of the Rust Monster.
Challenge 9 (5,000 XP)
Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
14 (2d4 + 9) bludgeoning damage. If the target is a Large or smaller creature,
it must succeed on a DC 17 Strength saving throw or be knocked prone.
Amphibious. Warsach can breathe both air and water. Neothelid
Keen Smell. Warsach has advantage on Wisdom (Perception) checks
that rely on smell. Gargantuan aberration, chaotic evil
Poison Skin. Warsach’s skin contains a powerful poison. Any time the Armor Class 17 (natural armor)
creature touches another creature, the creature takes 10 (3d6) poison damage. Hit Points 313 (19d20 + 114)
Regeneration. Warsach regains 10 hit points at the start of its turn Speed 30 ft., fly 60 ft.
as long as it is at least partially submerged in water; strong rainfall also
allows the troll’s regeneration to function. If the troll takes acid, fire, or STR DEX CON INT WIS CHA
lightning damage, this trait doesn’t function at the start of the troll’s next 29 (+9) 7 (–2) 23 (+6) 9 (–1) 17 (+3) 10 (+0)
turn. The troll only dies if it starts its turn with 0 hit points and doesn’t
regenerate. Saving Throws Int +4, Wis +8, Cha +5
Sneak Attack (1/turn). Warsach deals an extra 21 (6d6) damage when Senses blindsight 120 ft., passive Perception 13
it hits a target with a weapon attack and has advantage on the attack Languages —
roll, or when the target is within 5 feet of an ally of Warsach that isn’t Challenge 15 (13,000 XP)
incapacitated and Warsach doesn’t have disadvantage on the attack roll.
Mindsense. The neothelid is aware of the presence of creatures within
Actions 1 mile of it that have an Intelligence of 3 or higher. It knows the distance
and direction of each creature, as well as the creature’s approximate
Multiattack. Warsach makes three attacks: one with its bite and two Intelligence (within 3 points), regardless of physical barriers. Creatures
with its claws. under the effects of magic that protects the mind or protects from
divination cannot be detected by the neothelid.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13
(2d6 + 6) piercing damage plus 10 (3d6) poison damage. Innate Spellcasting. The neothelid’s innate spellcasting ability is
Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 cast the following spells requiring no components:
(1d10 + 6) slashing damage plus 10 (3d6) poison damage.
At will: clairvoyance, detect thoughts, levitate, suggestion
Zoolbing, The Scary Troll 1/day each: charm monster, confusion, feeblemind, telekinesis
Magic Resistance. The neothelid has advantage on saving throws
Large giant, chaotic evil against spells and other magical effects.
Armor Class 18 (natural armor, +1 shield)
Hit Points 216 (16d10 + 128) Actions
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA Multiattack. The neothelid makes two tentacular tongue attacks.
29 (+9) 13 (+1) 27 (+8) 8 (–1) 9 (–1) 4 (–3) Tentacular Tongue. Melee Weapon Attack: +14 to hit, reach 30 ft.,
one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 18 (4d8) psychic
Saving Throws Dex +5, Con +12 damage. If the target is a Large or smaller creature, it must succeed on
Skills Intimidation +5, Perception +7 a DC 18 Strength saving throw or be swallowed by the neothelid. A
Damage Immunities poison swallowed creature is blinded and restrained, it has total cover against
Senses darkvision 60 ft., passive Perception 17 attacks and other effects outside the neothelid, and it takes 42 (12d6) acid
Languages Giant damage at the start of each of the neothelid’s turns.
Challenge 11 (7,200 XP)
If the neothelid takes 40 damage or more on a single turn from a
creature inside it, the neothelid must succeed on a DC 18 Constitution
Amphibious. Zoolbing can breathe both air and water. saving throw at the end of that turn or regurgitate all swallowed creatures,
Keen Smell. Zoolbing has advantage on Wisdom (Perception) checks which fall prone in a space within 10 feet of the neothelid. If the neothelid
that rely on smell. dies, a swallowed creature is no longer restrained by it and can escape
Poison Skin. Zoolbing’s skin contains a powerful poison. Any time the from the corpse by using 20 feet of movement, exiting prone.
creature touches another creature, the creature takes 10 (3d6) poison damage.
Regeneration. Zoolbing regains 10 hit points at the start of its turn as Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60-foot
long as it is at least partially submerged in water; strong rainfall also allows cone. Each creature in that area must make a DC 18 Dexterity saving
the troll’s regeneration to function. If the troll takes acid, fire, or lightning throw, taking 42 (12d6) acid damage on a failed save, or half as much
damage, this trait doesn’t function at the start of the troll’s next turn. The damage on a successful one.
troll only dies if it starts its turn with 0 hit points and doesn’t regenerate.
Consume Mind. The neothelid chooses one creature it can see within
30 feet of it that has an Intelligence of 3 or higher. The target must
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Appendix A: Bestiary
succeed on a DC 13 Intelligence saving throw or take 16 (3d10) psychic Languages Abyssal, Common, Infernal; telepathy 100 ft.
damage. If the target fails the saving throw by 5 or more, its Intelligence Challenge 18 (20,000 XP)
score is reduced to 0. The target is incapacitated until it regains at least 1
point of Intelligence (either from completing a long rest or from a lesser Desecrating Aura. Undead within 30 feet of the nightcrawler, including
restoration spell). the nightcrawler itself, have advantage on saving throws against turn
undead.
Night Terror Innate Spellcasting. The nightcrawler’s innate spellcasting ability is
Charisma (spell save DC19, +11 to hit with spell attacks). It can cast the
Small aberration, chaotic evil following spells without components:
Armor Class 19
Hit Points 35 (10d6) At will: detect magic, levitate
Speed 0 ft., fly 50 ft. 3/day each: cone of cold, confusion, hold monster
1/day each: finger of death, plane shift
Light Aversion. If a nightcrawler begins its turn in an area of bright
STR DEX CON INT WIS CHA light, it must make a DC18 Constitution saving throw or be poisoned until
1 (–5) the start of its next turn. It makes the saving throw with disadvantage if it
28 (+9) 10 (+0) 15 (+2) 16 (+3) 14 (+2) is in an area of bright light that counts as sunlight.
Skills Perception +6, Stealth +12 Actions
Damage Immunities fire, lightning
Condition Immunities poisoned Multiattack. The nightcrawler can make one attack with its Bite and
Senses blindsight 30 ft., darkvision 60 ft., passive one attack with its Sting.
Perception 16 Bite. Melee Weapon Attack: +10 to hit, reach 15ft., one creature.
Languages Common, Deep Speech Hit: 17 (3d8 + 4) piercing damage, and the target must make a DC19
Challenge 6 (2,300 XP) Dexterity saving throw or be grappled (escape DC19). If the target is a
Large or smaller creature and is grappled by the nightcrawler’s pincers,
Feed on Fear. The night terror regains 10 hit points at the start of its that creature is swallowed, and the grapple ends. While swallowed, the
turn if it has at least 1 hit point and a creature within 30 feet of it has the creature is blinded and restrained, it has total cover against attacks and
fear condition. other effects outside the nightcrawler, and at the start of each of the
nightcrawler’s turns, the swallowed creature takes 17 (5d6) cold damage
Incorporeal Movement. The night terror can move through other and 17 (5d6) necrotic damage, and it must make a DC19 Constitution
creatures and objects as if they were difficult terrain. It takes 5 (1d10) saving throw. On a failed save, its maximum hit points are reduced by the
force damage if it ends its turn inside an object. amount of necrotic damage it took.
Illumination. The night terror sheds dim light in a 5- to 20foot radius. If the nightcrawler takes 50 damage or more on a single turn from a
The night terror can alter the radius as a bonus action. creature inside it, the nightcrawler must succeed on a DC25 Constitution
saving throw at the end of that turn or regurgitate all swallowed creatures,
Light Sensitivity. While in bright light, the night terror has which fall prone in a space within 10 feet of the nightcrawler. If the
disadvantage on attack rolls, as well as on Wisdom (Perception) checks nightcrawler dies, a swallowed creature is no longer restrained by it and
that rely on sight. can escape from the corpse using 20 feet of movement, exiting prone.
Limited Magic Immunity. The night terror can’t be affected or detected Sting. Melee Weapon Attack: +10 to hit, reach 15ft., one creature.
by spells of 4th level or lower unless it wishes to be. It has advantage on Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC19
saving throws against all other spells and magical effects. Constitution saving throw. On a failed save, the target is poisoned for 1
minute; on a successful save, there is no further effect. At the beginning
Actions of each of its turns while it remains poisoned, it takes 17 (5d6) necrotic
damage and has its maximum hit points reduced by half the amount of
Chill. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 necrotic damage it took that turn. At the end of its turn, it can repeat the
(3d6 + 9) cold damage, and the target must succeed on a DC 15 Wisdom saving throw, ending the effect on a success.
saving throw or be 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 Summon (1/day). As an action, the nightcrawler can summon 1d6
a success. greater shadows. These summoned creatures cannot summon or create
further thralls or undead, and disappear after being dropped to 0 hit points,
Invisibility. The night terror and its light magically become invisible or after 1 minute.
until it attacks or until its concentration ends (as if concentrating on a
spell). These greater shadows use the statistics of a shadow, save that they
have a Challenge Rating of 3 (700 XP), their hit points are 38 (7d8 + 7),
Nightcrawler their Strength Drain ability has a +5 to hit and deals 16 (4d6 + 2) necrotic
damage in addition to their normal reduction to the target’s Strength score.
Gargantuan undead, chaotic evil
Armor Class 19 (natural armor) Ophidian
Hit Points 188 (13d20 + 52)
Speed 30 ft., burrow 30 ft. Medium monstrosity, neutral evil
Armor Class 15 (natural armor)
STR DEX CON INT WIS CHA Hit Points 32 (5d8 + 10)
Speed 30 ft.
18 (+4) 14 (+2) 18 (+4) 24 (+7) 15 (+2) 20 (+5)
Saving Throws Dex +8, Con +10, Wis +8, Cha +11 STR DEX CON INT WIS CHA
Skills Arcana +13, Athletics +10, Insight +8, Nature +13, 12 (+1)
14 (+2) 17 (+3) 15 (+2) 12 (+1) 13 (+1)
Religion +13
Damage Immunities cold, necrotic, poison; bludgeoning, Skills Perception +3, Stealth +5
Damage Immunities poison
piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13
Condition Immunities charmed, exhaustion, frightened, Languages Common, Ophidian
paralyzed, poisoned
Senses darkvision 120 ft., tremorsense 120 ft., passive
Perception 12
579
Challenge 3 (700 XP) Rappan Athuk
Speed 10 ft., climb 10 ft.
Keen Smell. The ophidian has advantage on Wisdom (Perception) STR DEX CON INT WIS CHA
checks that rely on smell. 23 (+6) 7 (–2) 23 (+6) 8 (–1) 14 (+2) 3 (–4)
Actions Damage Resistances acid
Damage Immunities lightning, slashing
Snake Hands. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Condition Immunities blinded, charmed, deafened,
Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 12
Constitution saving throw or be poisoned for 1 hour. exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 12
Blinding Spray (Recharge 5-6). The ophidian spews forth a 20-foot Languages —
cone of viscous liquid. All creatures in this area must succeed on a DC 12 Challenge 2 (450 XP)
Dexterity saving or be blinded for 1 minute. A blinded target can repeat
the saving throw at the end of each of its turns, ending the effect on itself Amorphous. The crimson jelly can move through a space as narrow as
on a success. 1 inch wide without squeezing.
Oolarg Spider Climb. The crimson jelly can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
Small humanoid (goblinoid), chaotic evil
Armor Class 15 (+1 leather, shield) Actions
Hit Points 119 (14d6 + 70)
Speed 40 ft. Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
13 (2d6 + 6) bludgeoning damage plus 3 (1d6) acid damage.
STR DEX CON INT WIS CHA Reactions
20 (+5) 13 (+1) 20 (+5) 8 (–1) 14 (+2) 13 (+1)
Saving Throws Dex +4, Con +8 Split. When a crimson jelly that is Medium or larger is subjected to
Skills Perception +8, Stealth +7, Survival +8 lightning or slashing damage, it splits into two new jellies if it has at least
Senses darkvision 60 ft., passive Perception 18 10 hit points. Each new jelly has hit points equal to half the original jelly’s,
Languages Goblin rounded down. New jellies are one size smaller than the original jelly.
Challenge 5 (1,800 XP)
Ebon Ooze
Brute. A melee weapon deals one extra die of its damage when Oolarg
hits with it (included in the attack). Huge ooze, neutral evil
Armor Class 8
Brutal Critical. Oolarg can roll one additional weapon damage die Hit Points 150 (12d12 + 72)
when determining the extra damage for a critical hit with a melee attack. Speed 20 ft., swim 20 ft.
Nimble Escape. Oolarg can take the Disengage or Hide action as a STR DEX CON INT WIS CHA
bonus action on each of his turns. 23 (+6) 7 (–2) 23 (+6) 8 (–1) 14 (+2) 3 (–4)
Reckless. At the start of his turn, Oolarg can gain advantage on all melee Damage Immunities acid, thunder
weapon attack rolls that turn but attack rolls against him have advantage Condition Immunities blinded, charmed, deafened,
until the start of his next turn.
exhaustion, frightened, prone
Sneak Attack (1/turn). Oolarg deals an extra 14 (4d6) damage when he Senses blindsight 60 ft., passive Perception 12
hits a target with a weapon attack and has advantage on the attack roll, or Languages —
when the target is within 5 feet of an ally of Oolarg that isn’t incapacitated Challenge 6 (2,300 XP)
and Oolarg doesn’t have disadvantage on the attack roll.
Actions
Multiattack. Oolarg makes two attacks with his war pick. Amorphous. The ebon ooze can move through a space as narrow as one
+1 War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. inch without squeezing.
Hit: 15 (2d8 + 6) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., Negative Energy Affinity. An ebon ooze is healed by negative energy
one target. Hit: 8 (1d6 + 5) piercing damage. attacks and harmed by positive energy. When an ebon ooze is subjected
to necrotic damage, instead of losing hit points, it heals a number of hit
Reactions points equal to the damage dealt, up to its hit point maximum. Casting a
healing spell on the ebon ooze inflicts an amount of damage equal to the
Redirect Attack. When a creature Oolarg can see targets it with an number of hit points the spell would have healed.
attack, Oolarg chooses another goblin with fewer hit dice within 5 feet
of it. The two goblins swap places, and the chosen goblin becomes the Slimy Doom. A creature that touches the ebon ooze or hits it with a
target instead. melee attack while within 5 feet of it takes 10 (3d6) necrotic damage
and must make a DC 15 Constitution saving throw. On a failure,
Oozes the creature begins to bleed uncontrollably and has disadvantage
on Constitution checks and Constitution saving throws. In addition,
Crimson Jelly whenever the creature takes damage, it is stunned until the end of its
next turn. The creature can repeat the saving throw at the end of each
Large ooze, unaligned of its turns, ending the effect on itself after three successful saving
Armor Class 8 throws. The disease can also be cured by a greater restoration or
Hit Points 69 (6d10 + 36) heal spell.
Sunlight Sensitivity. While in sunlight, the ebon ooze has disadvantage
on attack rolls and Wisdom (Perception) checks that rely on sight.
580
Appendix A: Bestiary
Actions A creature within 5 feet of the ooze can take an action to pull a creature
or object out of the ooze. Doing so requires a successful DC 15 Strength
Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. check, and the creature making the attempt takes 9 (2d8) necrotic damage.
Hit: 20 (4d6 + 6) bludgeoning damage and 18 (4d8) necrotic damage. If a skeleton is pulled out, it animates as if the ooze’s skeletons ability
The creature must succeed on a DC 15 Constitution saving throw or be was used.
infected with slimy doom. Actions
Mustard Jelly Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 14 (3d8 + 1) bludgeoning damage and 9 (2d8) necrotic damage.
Large ooze, unaligned
Armor Class 14 (natural armor) Engulf. The undead ooze moves up to its speed. While doing so, it
Hit Points 136 (13d10 + 65) can enter Large or smaller creature’s spaces. Whenever the ooze enters a
Speed 30 ft. creature’s space, the creature must make a DC 15 Dexterity saving throw.
STR DEX CON INT WIS CHA On a successful save, the creature can choose to be pushed 5 feet back
or to the side of the ooze. A creature that chooses not to be pushed suffers
15 (+2) 10 (+0) 21 (+5) 10 (+0) 10 (+0) 10 (+0) the consequences of a failed saving throw.
Skills Perception +6, Stealth +6 On a failed save, the undead ooze enters the creature’s space, and the
Damage Resistance cold creature takes 18 (4d8) necrotic damage and is engulfed. The engulfed
Damage Immunities force, lightning, poison creature can’t breathe, is restrained, and takes 27 (6d8) necrotic damage at
Condition Immunities blinded, charmed, deafened, the start of each of the ooze’s turns. When the ooze moves, the engulfed
creature moves with it.
exhaustion, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive 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 a space of
Perception 16 its choice within 5 feet of the ooze.
Languages —
Challenge 6 (2,300 XP) Skeletons. An undead ooze can expel 1d6 skeletons from its mass, each
appearing within 5 feet of the ooze. Skeletons can act in the round they
Amorphous. The mustard jelly can move through a space as narrow as are expelled. Slain skeletons are engulfed by the undead ooze and can be
1 inch wide without squeezing. reanimated and expelled again in 1d2 hours. An undead ooze’s form holds
up to 10 skeletons of Medium size. They remain active even if the ooze is
Energy Absorption. A mustard jelly is immune to force and lightning killed. Some undead oozes have unusual or larger skeletons inside of them.
damage. If the jelly would have taken force or lightning damage, it is
instead healed for the same amount it would have taken in damage. Oracle, The WIS CHA
Magic Weapons. The mustard jelly’s attacks are magical. Tiny fiend, neutral evil
Spider Climb. The mustard jelly can climb difficult surfaces, including Armor Class 18 (natural armor)
upside down on ceilings, without needing to make an ability check. Hit Points 42 (12d4 + 12)
Poison Aura. At the start of each of the mustard jelly’s turns, each Speed fly 10ft.
creature within 10 feet of it takes 10 (3d6) poison damage. A creature that
touches the jelly or hits it with a melee attack while within 5 feet of it takes STR DEX CON INT
10 (3d6) poison damage.
Actions 10 (+0) 10 (+0) 12 (+1) 29 (+9) 20 (+5) 12 (+1)
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Skills Arcana +13, History +13, Nature +13, Religion +13
12 (3d6 + 2) bludgeoning damage and 10 (3d6) acid damage. Damage Resistances acid, cold, fire, force, lightning,
Undead Ooze necrotic, poison, psychic, radiant, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Huge undead, neutral evil Senses darkvision 60 ft., passive Perception 15
Armor Class 5 Languages all
Hit Points 67 (9d12 + 9) Challenge 4 (1,100 XP)
Speed 10 ft., fly 50 ft.
Magic Immunity. The Oracle is immune to all spells and other magical
STR DEX CON INT WIS CHA effects.
12 (+1) 1 (–5) 13 (+1) 2 (–4) 12 (+1) 10 (+0)
Flyby. The Oracle doesn’t provoke an opportunity attack when it flies
Damage Immunities cold, necrotic, poison out of an enemy’s reach.
Condition Immunities blinded, charmed, deafened,
Knowledge (1/Week). The Oracle can contact a greater power from
exhaustion, frightened, poisoned, prone the Outer Planes as per the contact other plane spell. The Oracle is not
Senses blindsight 60 ft., passive Perception 11 subjected to the saving throw to avoid insanity as per the spell.
Languages —
Challenge 5 (1,800 XP) The Oracle can ask the entity up to five questions. The GM answers
each question with one word, such as “yes,” “no,” “maybe,” “never,”
“irrelevant,” or “unclear.” The Oracle is not required to be truthful with
the characters when relaying the answers to the questions.
Lore Master. The Oracle has advantage on Intelligence (Arcana,
History, Nature, and Religion) checks.
Amorphous. The undead ooze can move through a space as narrow as Actions
one inch without squeezing.
Brain Drain. The Oracle targets a single creature that it can see within
Ooze Mass. The undead ooze takes up most of its space. Other creatures 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw
can enter the space, but a creature that does so is subjected to the undead or the target’s Wisdom is reduced by 1d6. The target dies if this reduces
ooze’s engulf and has disadvantage on the saving throw. Creatures inside
the undead ooze can be seen but have total cover.
581
Rappan Athuk
its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a Keen Smell. Pandoran has advantage on Wisdom (Perception) checks
long rest. that rely on smell.
Overmind, The Innate Spellcasting. Pandoran’s innate spellcasting ability is Charisma
(spell save DC 16, +8 to hit with spell attacks), and Pandoran requires no
Large aberration, lawful evil material components for the following spells:
Armor Class 10
Hit Points 230 (20d10 + 120) At will: disguise self, minor illusion
Speed 5 ft., swim 5 ft. 1/day each: blur, mirror image, suggestion
Spellcasting. Pandoran is a 9th-level spellcaster. Its spellcasting ability
STR DEX CON INT WIS CHA is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can cast the
following spells:
10 (+0) 10 (+0) 22 (+6) 27 (+8) 21 (+5) 22 (+6) Cantrips (at will): guidance, poison spray, resistance, sacred flame,
thaumaturgy
Saving Throws Int +14, Wis +11, Cha +12 1st level (4 slots): bane, bless, cure wounds, detect magic, shield of faith
Skills Arcana +16, Deception +12, Insight +11, Persuasion +12 2nd level (3 slots): aid, blindness/deafness, enhance ability, invisibility,
Damage Immunities acid, cold, fire, force, lightning, psychic; silence
3rd level (3 slots): bestow curse, dispel magic, magic circle, tongues
bludgeoning, piercing, and slashing from nonmagical 4th level (3 slots): banishment, divination, guardian of faith
weapons 5th level (1 slot): flame strike, hallow
Senses blindsight 120 ft., passive Perception 15
Languages Understands Common, Deep Speech, Actions
Undercommon but cannot speak, telepathy 5 miles
Challenge 18 (20,000 XP) Multiattack. Pandoran makes three melee attacks: two with its steelshod
staff and one with its bite.
Boon of the Overmind. All encephalon gorgers within 120 feet of the
Overmind gain a +2 bonus to AC and have advantage on Charisma-based Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11
skills and saving throws. (2d6 + 4) piercing damage, and the target must succeed on a DC 16
Constitution saving throw or be poisoned for 1 hour.
Hivemind. The Overmind can maintain telepathic communication with
up to 8 creatures at a time. Each of these creatures, through the Overmind, Steelshod Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
can telepathically communicate with each other. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage
if used with two hands.
Mindsense. The Overmind is aware of the presence of creatures within
60 feet of it that have an Intelligence of 4 or higher. It knows the precise Spit Venom. (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range
distance and direction of each creature, as well as the creature’s exact 30/60 ft., one target. Hit: 13 (3d8) poison damage and the target must
Intelligence score. Creatures under the effects of magic that protect the succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute.
mind cannot be detected by the Overmind. The blinded target can repeat the saving throw at the end of each of its
turns, ending the blinded effect on itself on a success.
Mind Fortress. The mind of the Overmind is an alien and dangerous place.
Should a creature attempt to scan the mind or read the thoughts of the Overmind Patrol Captain Luther
(with detect thoughts, telepathy, or the like), it takes 28 (8d6) psychic damage
and must succeed on a DC 18 Intelligence saving throw. On a failed save, the Medium undead (dwarf), neutral evil
creature is under the effects of the feeblemind spell. On a successful save, the Armor Class 18 (+2 demon armor)
creature is under the effect of the confusion spell for 1 minute. Hit Points 144 (17d8 + 68)
Speed 30 ft.
Synaptic Aura. Any creature that comes into physical contact with the
Overmind takes 9 (2d8) lightning damage and cannot take reactions until STR DEX CON INT WIS CHA
the start of its next turn.
Actions 20 (+5) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 14 (+2)
Mind Blast. The Overmind magically emits psychic energy. All Damage Resistances fire; bludgeoning, piercing, and
creatures within 20 feet of the Overmind must succeed on a DC 18 slashing from nonmagical weapons
Intelligence saving throw or take 27 (5d10) psychic damage and be
stunned for 1 minute. A target can repeat the saving throw at the end of Damage Immunities acid, cold, lightning, poison
each of its turns, ending the effect on itself on a success. Condition Immunities charmed, exhaustion, frightened,
Pandoran poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Common, Dwarven, Goblin
Challenge 15 (13,000 XP)
Medium monstrosity, neutral evil Channel Destruction. Luther deals an additional 21 (6d6) necrotic
Armor Class 17 (+2 chain shirt) damage when it hits with a weapon attack (included in the attacks below).
Hit Points 152 (16d8 + 80)
Speed 30 ft. Innate Spellcasting. Luther’s innate spellcasting ability is Charisma
(spell save DC15, +7 to hit with spell attacks). It can cast the following
STR DEX CON INT WIS CHA spells without requiring material components.
12 (+1) 19 (+4) 20 (+5) 18 (+4) 20 (+5) 18 (+4) At will: phantom steed
1/day: animate dead
Saving Throws Int +8, Wis +9, Cha +8 Magic Resistance. Luther has advantage on saving throws against
Skills Perception +9, Religion +8 spells and other magical effects.
Damage Immunities poison Magic Weapon. Luther’s weapon attacks are considered magical for the
Senses darkvision 60 ft., passive Perception 19 purposes of damage resistance.
Languages Common, Deep Speech, Draconic, Rejuvenation. In death, Luther’s spirit is bound to the armor rather than
the physical body. If Luther is dropped to 0 hit points but the armor is not
Undercommon, telepathy 120 ft. destroyed, the armor will regenerate the body at full hit points over the
Challenge 9 (5,000 XP) course of 5 (1d10) days.
582
Appendix A: Bestiary
Sacrilegious Aura. Luther exudes an aura of desecration in a 60- Actions
foot radius. Luther and any undead (including Luther) within the
defiled area have advantage on saving throws against effects that Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
turn undead. (1d6 + 3) slashing damage.
Actions Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Multiattack. Luther makes two melee attacks. Reactions
+2 Frostbrand Battleaxe. Melee Weapon Attack: +12 to hit, reach 5
ft., one target. Hit: 22 (3d10 + 7) slashing damage and 21 (6d6) necrotic Parry. Petrus adds 2 to his AC against one melee attack that would hit
damage plus 3 (1d6) cold damage. him. To do so, Petrus must see the attacker and be wielding a melee weapon.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18
(3d8 + 5) bludgeoning damage, plus 21 (6d6) necrotic damage. Phasma
Devastating Blast (Recharge 5-6). Luther unleashes a 30-foot cone
of violent energy. Creatures in this area must make a DC18 Constitution Medium undead, chaotic evil
saving throw, taking 72 (16d8) necrotic damage on a failure, or half as Armor Class 15
much on a successful save. Hit Points 117 (18d8 + 36)
Speed 0 ft., fly 40 ft. (hover)
Pestie
STR DEX CON INT WIS CHA
Small fey, lawful evil 6 (–2)
Armor Class 13 20 (+5) 15 (+2) 15 (+2) 17 (+3) 20 (+5)
Hit Points 10 (3d6)
Speed 40 ft., climb 20 ft. Damage Resistance acid, cold, fire. lightning, thunder;
bludgeoning, piercing and slashing from nonmagical
STR DEX CON INT WIS CHA weapons that aren’t silvered
8 (–1) 17 (+3) 11 (+0) 6 (–2) 13 (+1) 10 (+0)
Damage Immunities necrotic, poison
Skills Acrobatics +5, Stealth +5 Condition Immunities charmed, exhaustion, frightened,
Senses darkvision 60 ft., passive Perception 11
Languages Deep Speech grappled, paralyzed, petrified, poisoned, prone, restrained
Challenge 1/2 (100 XP) Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Hatred. Pesties have advantage on attacks versus dwarves, gnomes and Innate Spellcasting. The phasma’s spellcasting ability is Charisma
deep gnomes. (spell save DC 18, +10 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
Innate Spellcasting. The pestie’s spellcasting ability is Charisma (spell
save DC 10, +2 to hit with spell attacks). It can innately cast the following At will: detect evil and good
spells, requiring no material components: 3/day each: dispel magic, protection from evil and good
1/day each: banishment, (un)holy aura
At will: prestidigitation Flyby. The phasma doesn’t provoke opportunity attacks when it flies
1/day: fear out of an enemy’s reach.
Keen Smell. The pestie has advantage on Wisdom (Perception) checks Incorporeal Movement. The phasma can move through other creatures
that rely on smell. and objects as if they were difficult terrain. It takes 5 (1d10) force damage
Sneak Attack (1/turn). The pestie deals an extra 3 (1d6) damage when if it ends its turn inside an object.
it hits a target with a weapon attack and has advantage on the attack Sunlight Sensitivity. While in sunlight, the phasma has disadvantage on
roll, or when the target is within 5 feet of an ally of the pestie that isn’t attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
incapacitated and the pestie doesn’t have disadvantage on the attack roll.
Actions Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range Multiattack. The phasma makes two phantom touch attacks.
20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Phantom Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 41 (8d8 + 5) necrotic damage, and the target’s Wisdom score is lowered
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: by 1d6 and the phasma gains 5 temporary hit points. The target dies if this
5 (1d4 + 3) piercing damage. reduces its Wisdom to 0. Otherwise, the reduction lasts until the target
finishes a long rest. In addition, the target must make a DC 18 Wisdom
Petrus Kolvio saving throw. On a failure, the target can’t take reactions and must roll a
d10 at the start of each of its turns to determine the behavior for that turn.
Medium humanoid (human), neutral
Armor Class 15 (chain shirt) d10 Behavior
Hit Points 32 (5d8 + 10)
Speed 30 ft. The creature uses all its movement to move in a
1 random direction. The creature doesn’t take an
STR DEX CON INT WIS CHA
action this turn.
16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 2-6 The creature doesn’t move or take actions this turn.
The creature uses its action to make a melee
Senses passive Perception 11 7-8 attack against a randomly determined creature
Languages Common within its reach. If there is no creature within its
Challenge 1 (200 XP)
reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
583
Rappan Athuk
Phantasmagoria (Recharge 6). The phasma taps into the nightmares Speed 5 ft., climb 5 ft.
of each creature it can see that is within 30 feet of it, creating an illusory
manifestation of each target’s deepest fears, visible only to that creature. STR DEX CON INT WIS CHA
Each creature must make a DC 18 Wisdom saving throw, taking 33 (6d10)
psychic damage on a failed save, or half as much damage on a successful 10 (+0) 16 (+3) 18 (+4) 1 (–5) 7 (–2) 3 (–4)
one. A creature that succeeds on the saving throw is immune to the
phasma’s Phantasmagoria for the next 24 hours. Skills Stealth +7
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8
Phesor Languages —
Challenge 3 (700 XP)
Medium humanoid (human), chaotic evil
Armor Class 18 (chain mail, shield) False Appearance. While the piercer remains motionless on the ceiling,
Hit Points 91 (14d8 + 28) it is indistinguishable from a normal stalactite.
Speed 30 ft.
Spider Climb. The piercer can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check.
STR DEX CON INT WIS CHA Actions
18 (+4) 14 (+2) 15 (+2) 13 (+1) 18 (+4) 14 (+2)
Saving Throws Con +6, Wis +8 Drop. Melee Weapon Attack: +5 to hit, one creature directly
Skills Religion +5 underneath the piercer. Hit: 4 (1d8) piercing damage per 10 feet fallen,
Senses truesight 120 ft., passive Perception 14 up to 22 (5d8). Miss: The piercer takes half the normal falling damage
Languages Abyssal, Common for the distance fallen.
Challenge 9 (5,900 XP)
Medium Piercer
Abyssal Blessing of Orcus. The priest of Orcus gains 15 temporary hit
points when he reduces a hostile creature that is not undead to 0 hit points. Medium Monstrosity, unaligned
Armor Class 15 (natural armor)
Unholy Strike. Once on each of the Phesor’s turns when he hits a Hit Points 22 (3d8 + 9)
creature with a weapon attack, Phesor can cause the attack to deal an extra Speed 5 ft., climb 5 ft.
13 (3d8) necrotic damage to the target.
STR DEX CON INT WIS CHA
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing 10(+0) 13(+1) 16(+3) 1(–5) 7(–2) 3(–4)
their weapons with the ability to paralyze a foe (included in the attack). In
the hands of any but a true follower of Orcus, an unholy weapon loses its Skills Stealth +5
power to paralyze a foe. Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8
Languages —
Spellcasting. Phesor is a 10th-level spellcaster. His spellcasting ability Challenge 1 (200 XP)
is Wisdom (spell save DC 16, +8 to hit with spell attacks). He can cast the
following spells: False Appearance. While the piercer remains motionless on the ceiling,
it is indistinguishable from a normal stalactite.
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, sanctuary Spider Climb. The piercer can climb difficult surfaces, including upside
2nd level (3 slots): blindness/deafness, darkness, enhance ability, down on ceilings, without needing to make an ability check.
spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, spirit guardians Actions
4th level (2 slots): blight, death ward
5th level (2 slots): flame strike
Actions
Unholy Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath
target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 14 (4d6).
damage if used with two hands. If the target is a creature other than an elf Miss: The piercer takes half the normal falling damage for the distance
or undead, it must succeed on a DC 10 Constitution saving throw or be fallen.
paralyzed for 1 minute. The target can repeat the saving throw at the end Small Piercer
of each of its turns, ending the effect on itself on a success
Caress of Orcus (Recharges after a Short or Long Rest). Melee Small Monstrosity, unaligned
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic Armor Class 13 (natural armor)
damage, and the target’s Strength score is reduced by 1d8. The target dies Hit Points 16 (3d6 + 6)
if this reduces its Strength to 0. Otherwise, the reduction lasts until the Speed 5 ft., climb 5 ft.
target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow rises from the STR DEX CON INT WIS CHA
corpse in 24 hours under Phesor’s control, unless the humanoid is restored 10 (+0) 11 (+0) 14 (+2) 1 (–5) 7 (–2) 3 (–4)
to life or its body is destroyed. Phesor can have no more than four shadows
under its control at one time. Skills Stealth +4
Piercers Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Large Piercer False Appearance. While the piercer remains motionless on the ceiling,
it is indistinguishable from a normal stalactite.
Large Monstrosity, unaligned
Armor Class 17 (natural armor) Spider Climb. The piercer can climb difficult surfaces, including upside
Hit Points 47 (5d10 + 20) down on ceilings, without needing to make an ability check.
584
Appendix A: Bestiary
Actions can attack with.
Control. Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Drop. Melee Weapon Attack: +2 to hit, one creature directly underneath the
piercer. Hit: 2 (1d4) piercing damage per 10 feet fallen, up to 7 (3d4). Miss: grappled by the plantoid, incapacitated or restrained. Hit: 7 (1d8 + 3)
The piercer takes half the normal falling damage for the distance fallen. piercing damage, and the creature must make a DC 13 Wisdom saving
throw or be charmed by the plantoid for 1 minute. The target can repeat
Pixie the saving throw at the end of each of its turns, ending the effect on itself
on a success.
Tiny fey, neutral good
Armor Class 15 The king plantoid can communicate with the controlled creature
Hit Points 17 (5d4 + 5) telepathically to a distance of 30 feet. If the plantoid maintains contact
Speed 20ft., fly 60ft. with the creature it can attempt to exert control indefinitely after five
successful Control attempts. The indefinitely controlled creature must
STR DEX CON repeat the Wisdom saving throw every 4 hours, ending the effect on
itself after two consecutive successes. Creatures that remain under
the control of the plantoid for longer than 5 days become mindless
servitors permanently.
INT WIS CHA
7 (–2) 20 (+5) 12 (+1) 16 (+3) 15 (+2) 16 (+3) Plantoid
Skills Deception +5, Nature +5, Perception +6, Stealth +9 Medium plant, unaligned
Senses passive Perception 16 Armor Class 12 (natural armor)
Languages Common, Sylvan Hit Points 91 (14d8 + 28)
Challenge 1 (200 XP) Speed 0 ft., fly 40 ft.
Magic Resistance. The pixie has advantage on saving throws against STR DEX CON INT WIS CHA
spells and other magical effects.
12 (+1) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3)
Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma
(spell save DC13, +5 to hit with spell attacks). It can cast the following Damage Resistances bludgeoning, piercing
spells, requiring only its pixie dust as a component: Condition Immunities blinded, deafened, exhaustion
Senses passive Perception 13
At will: druidcraft, greater invisibility (self only) Languages telepathy 120 ft. (only with other plantoids)
1/day each: confusion, dancing lights, detect evil and good, detect Challenge 2 (450 XP)
thoughts, dispel magic, entangle, fly, polymorph, sleep
Actions
Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Multiattack. The plantoid can use its Control and make up to two
8 (1d6 + 5) piercing damage. attacks with its tendrils.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320ft., one Tendrils. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
target. Hit: 8 (1d6 + 5) piercing damage. (1d8 + 1) slashing damage. If the target is a Medium or smaller creature,
the target is grappled (escape DC 11). Until this grapple ends the creature
Plantoids is restrained, and the plantoid can’t use this tendrils on another target. The
plantoid has two tendrils that it can attack with.
Plantoid King
Control. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
Medium plant, unaligned grappled by the plantoid, incapacitated or restrained. Hit: 4 (1d6 + 1)
Armor Class 14 (natural armor) piercing damage, and the creature must make a DC 12 Wisdom saving
Hit Points 112 (15d8 + 45) throw or be charmed by the plantoid for 1 minute. The target can repeat
Speed 0 ft., fly 40 ft. 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
The plantoid can communicate with the controlled creature telepathically
16 (+3) 17 (+3) 16 (+3) 12 (+1) 16 (+3) 16 (+3) to a distance of 30 feet. If the plantoid maintains contact with the creature
it can attempt to exert control indefinitely after five successful Control
Damage Resistances bludgeoning, piercing attempts. The indefinitely controlled creature must repeat the Wisdom
Condition Immunities blinded, deafened, exhaustion saving throw every 4 hours, ending the effect on itself after two consecutive
Senses passive Perception 13 successes. Creatures that remain under the control of the plantoid for longer
Languages telepathy 120 ft. (only with other plantoids) than 5 days become mindless servitors permanently.
Challenge 3 (700 XP)
Plantoid Servitor
Magic Resistance. The plantoid king has advantage on saving throws
against spells and other magical effects. Medium plant, unaligned
Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Actions STR DEX CON INT WIS CHA
Multiattack. The plantoid king can use its Control and make up to three 14 (+2) 11 (+0) 14 (+2) 2 (–4) 11 (+0) 1 (–5)
attacks with its tendrils.
Tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Condition Immunities blinded, deafened, exhaustion
8 (1d10 + 3) slashing damage, and the target is grappled (escape DC 13). Senses passive Perception 10
Until this grapple ends the creature is restrained, and the plantoid can’t Languages telepathy 120 ft. (only with other plantoids)
use this tendrils on another target. The plantoid has three tendrils that it Challenge 1 (200 XP)
585
Rappan Athuk
Actions the target is a creature, it must succeed on a DC 19 Constitution saving
throw or be cursed with mummy rotGM. The cursed target can’t regain
Multiattack. The servitor can use its bite and make up to two slam hit points, and its hit point maximum decreases by 10 (3d6) for every 24
attacks. hours that elapse. If the curse reduces the target’s hit point maximum to 0,
the target dies, and its body turns to dust. The curse lasts until removed by
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 the remove curse spell or other magic.
(1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12).
Until this grapple ends the creature is restrained. The servitor can grapple Dreadful Glare. Plethor targets one creature it can see within 60 feet
only one target. of it. If the target can see Plethor, it must succeed on a DC 19 Wisdom
saving throw against this magic or become frightened until the end of
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target grappled by Plethor’s next turn. If the target fails the saving throw by 5 or more, it is
the servitor, incapacitated or restrained. Hit: 5 (1d6 + 2) piercing damage. also paralyzed for the same duration. A target that succeeds on the saving
The creature must succeed on a DC 11 Constitution saving throw or be throw is immune to the Dreadful Glare from mummies of all types for the
paralyzed for 1 minute. The creature can repeat the saving throw at the end next 24 hours.
of each of its turns, ending the effect on itself on a success.
Caress of Orcus (Recharges after a Short or Long Rest). Melee
A paralyzed creature can be grappled and controlled by the nearest Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) necrotic
plantoid. 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
target finishes a short or long rest.
Plethor If a non-evil humanoid dies from this attack, a shadow rises from
the corpse in 24 hours under Plethor’s control, unless the humanoid is
Medium undead, neutral evil restored to life or its body is destroyed. Plethor can have no more than four
Armor Class 17 (natural armor) shadows under its control at one time.
Hit Points 208 (32d8 + 64)
Speed 20 ft. Legendary Actions
STR DEX CON INT WIS CHA Plethor 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
23 (+6) 12 (+1) 15 (+2) 10 (+0) 21 (+5) 19 (+4) of another creature’s turn. Plethor regains spent legendary actions at the
start of its turn.
Saving Throws Con +8, Int +6, Wis +11, Cha +10
Skills Arcana +6, History +6, Perception +11, Religion +6 Attack. Plethor makes one melee attack or uses its Dreadful Glare.
Damage Vulnerabilities fire Blinding Dust. Blinding dust and sand swirls magically around
Damage Immunities necrotic, poison; bludgeoning, Plethor. Each creature within 5 feet of Plethor must succeed on a DC 19
Constitution saving throw or be blinded until the end of the creature’s
piercing, and slashing from nonmagical weapons next turn.
Condition Immunities charmed, exhaustion, frightened, Blasphemous Word (Costs 2 Actions). Plethor utters a blasphemous
word. Each non-undead creature within 10 feet of Plethor that can hear the
paralyzed, poisoned magical utterance must succeed on a DC 19 Constitution saving throw or
Senses truesight 120 ft., passive Perception 21 be stunned until the end of Plethor’s next turn.
Languages Common Channel Negative Energy (Costs 2 Actions). Plethor magically
Challenge 18 (20,000 XP) unleashes negative energy. Creatures within 60 feet of Plethor, including
ones behind barriers and around corners, can’t regain hit points until the
Abyssal Blessing of Orcus. Plethor gains 15 temporary hit points when end of Plethor’s next turn.
it reduces a hostile creature that is not undead to 0 hit points. Whirlwind of Sand (Costs 2 Actions). Plethor magically transforms
into a whirlwind of sand, moves up to 60 feet, and reverts to its normal
Unholy Strike. Once on each of Plethor’s turns when it hits a creature form. While in whirlwind form, Plethor is immune to all damage, and
with a weapon attack, Plethor can cause the attack to deal an extra 18 it can’t be grappled, petrified, knocked prone, restrained, or stunned.
(4d8) necrotic damage to the target. Equipment worn or carried by Plethor remains in its possession.
Magic Resistance. Plethor has advantage on saving throws against Porcupine, Giant
spells and other magical effects.
Medium beast, unaligned
Rejuvenation. Plethor gains a new body in 24 hours if its heart is intact, Armor Class 11 (natural)
regaining all its hit points and becoming active again. The new body Hit Points 65 (10d8 + 20)
appears within 5 feet of Plethor’s heart. Speed 40 ft.
Spellcasting. Plethor is a 15th-level spellcaster. Its spellcasting ability STR DEX CON INT WIS CHA
is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can cast the 14 (+2) 10 (+0) 15 (+2) 2 (–4) 12 (+1) 5 (–3)
following spells:
Skills Athletics +4, Survival +3
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy Condition Immunities frightened
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds Senses darkvision 60 ft., passive Perception 11
2nd level (3 slots): enhance ability, hold person, silence Languages —
3rd level (3 slots): animate dead, bestow curse, dispel magic, wind wall Challenge 2 (450 XP)
4th level (3 slots): blight, death ward, guardian of faith
5th level (2 slots): contagion, flame strike, insect plague
6th level (1 slot): blade barrier, disintegrate, harm
7th level (1 slot): fire storm, regenerate
8th level (1 slot): earthquake
Actions
Multiattack. Plethor can use its Dreadful Glare and makes one attack Quills. Any creature that makes a melee attack within 5 feet of the giant
with its rotting fist or with its mace. porcupine must make a DC 13 Dexterity saving throw or take 7 (2d6)
piercing damage. Any creature that attempts to grapple the porcupine
+2 Mace. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: takes 7 (2d6) piercing damage when they make the attempt and at the start
15 (2d6 + 8) bludgeoning damage. of each of their turns they maintain the grapple.
Rotting Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If
586
Appendix A: Bestiary
Actions Priest of Tsathogga
Multiattack. The giant porcupine makes one attack with either its bite Medium humanoid (any race), chaotic evil
or claws, and makes an attack with its Tail Slap. Armor Class 15 (+1 studded leather, shield)
Hit Points 66 (12d8 + 12)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 Speed 30 ft.
+ 2) piercing damage.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 12 (+1)
(2d4 + 2) slashing damage. 12 (+1) 10 (+0) 12 (+1) 10 (+0) 19 (+4)
Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 Saving Throws Con +4, Wis +7
(1d8 + 2) bludgeoning damage. Skills Insight +7, Medicine +7, Persuasion +4
Damage Immunities poison
Priest of Orcus Condition Immunities poisoned
Senses passive Perception 14
Medium humanoid (human), chaotic evil Languages Common
Armor Class 18 (chain mail, shield) Challenge 6 (2,300 XP)
Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR DEX CON INT WIS CHA Breath of the Swamp. The blessed of Tsathogga can breathe air and
water.
14 (+2) 11 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2)
Fetid Shroud of the Frog God. The priest of Tsathogga is surrounded
Saving Throws Con +4, Wis +7 by a fetid, swirling shroud of foul corruption. At the start of each of the
Skills History +3, Investigation +3, Medicine +7, Religion +3 priest’s turns, each creature within 5 feet of it takes 14 (4d6) acid damage.
Senses truesight 120 ft., passive Perception 14 A creature that touches the priest or hits it with a melee attack while within
Languages Abyssal, Common 5 feet of it takes 14 (4d6) acid damage.
Challenge 6 (2,300 XP)
Fetid Strike. Once on each of the priest’s turns when it hits a creature
Abyssal Blessing of Orcus. The priest of Orcus gains 15 temporary hit with a weapon attack, the priest can cause the attack to deal an extra 13
points when it reduces a hostile creature that is not undead to 0 hit points. (3d8) acid damage to the target.
Deadsight. The most blessed of Orcus are gifted with truesight. Spellcasting. The priest of Tsathogga is an 8th-level spellcaster. Its
Unholy Strike. Once on each of the priest’s turns when it hits a creature spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell
with a weapon attack, the priest can cause the attack to deal an extra 13 attacks). It can cast the following spells:
(3d8) necrotic damage to the target.
Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing Cantrips (at will): acid splash, guidance, resistance, thaumaturgy
their weapons with the ability to paralyze a foe (included in the attack). In 1st level (4 slots): bane, cure wounds, jump, protection from evil and
the hands of any but a true follower of Orcus, an unholy weapon loses its good
power to paralyze a foe. 2nd level (3 slots): acid arrow, blindness/deafness, enhance ability,
Spellcasting. The priest of Orcus is an 8th-level spellcaster. Its hold person
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell 3rd level (3 slots): animate dead, bestow curse, spirit guardians, water
attacks). It has the following cleric spells prepared: walk
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy 4th level (2 slots): giant insect, guardian of faith
1st level (4 slots): bane, bless, cure wounds, detect magic, false life,
inflict wounds Actions
2nd level (3 slots): enhance ability, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic +1 Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4
4th level (2 slots): blight, guardian of faith (1d4 + 2) bludgeoning damage plus 7 (2d6) acid damage.
Actions Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) acid damage.
+1 Unholy Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature other than Plague of Frogs (Recharges after a Short or Long Rest). The priest
an elf or undead, it must succeed on a DC 10 Constitution saving throw magically calls 1d4 + 3 giant frogs, provided that the priest is within 100
or be paralyzed for 1 minute. The target can repeat the saving throw at the feet of a body of water large enough to cover a Medium creature (GM
end of each of its turns, ending the effect on itself on a success. discretion). The called creatures arrive within 1d4 rounds, acting as allies
of the priest, and obeying its spoken commands. The beasts remain for
Caress of Orcus (Recharges after a Short or Long Rest). Melee 1 hour, until the priest dies, or until the priest dismisses them as a bonus
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic action.
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 Priestess Ilya
target finishes a short or long rest.
Medium humanoid (human), chaotic evil
If a non-evil humanoid dies from this attack, a shadow rises from the Armor Class 22 (+1 plate, +1 shield)
corpse in 24 hours under the priest’s control, unless the humanoid is Hit Points 91 (14d8 + 28)
restored to life or its body is destroyed. The priest can have no more than Speed 30 ft.
four shadows under its control at one time.
STR DEX CON INT WIS CHA
14 (+2) 8 (–1)
14 (+2) 10 (+0) 18 (+4) 13 (+1)
Saving Throws Con +5, Wis +7
Skills Perception +7, Religion +6
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 17
587
Rappan Athuk
Languages Common Martial Advantage. Once per turn, Purbok can deal an extra 14 (4d6)
Challenge 8 (3,900 XP) damage to a creature he hits with a weapon attack if that creature is within
5 feet of an ally of Purbok that isn’t incapacitated.
Breath of the Swamp. Priestess Ilya can breathe air and water.
Fetid Shroud of the Frog God. Priestess Ilya is surrounded by a fetid, Actions
swirling shroud of foul corruption. At the start of each of her turns, each
creature within 5 feet of her takes 10 (3d6) acid damage. A creature that Multiattack. Purbok makes two melee attacks.
touches Priestess Ilya or hits her with a melee attack while within 5 feet of +2 Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8
her takes 10 (3d6) acid damage. (1d6 + 5) bludgeoning damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Fetid Strike. Once on each of Priestess Ilya’s turns when she hits a Hit: 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC
creature with a weapon attack, she can cause the attack to deal an extra 9 15 Strength saving throw or be knocked prone.
(2d8) acid damage to the target.
Spellcasting. Priestess Ilya is an 8th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She can Pyrohydra, Twelve-headed
cast the following spells:
Cantrips (at will): acid splash, guidance, resistance, thaumaturgy Huge monstrosity, chaotic evil
1st level (4 slots): bane, cure wounds, jump, protection from evil and Armor Class 15 (natural armor)
good Hit Points 230 (20d12 + 100)
2nd level (3 slots): acid arrow, blindness/deafness, enhance ability, Speed 30 ft., swim 30 ft.
hold person
3rd level (3 slots): animate dead, bestow curse, spirit guardians, water STR DEX CON INT WIS CHA
walk 20 (+5) 12 (+1) 20 (+5) 2 (–4) 10 (+0) 7 (–2)
4th level (2 slots): banishment, guardian of faith
Actions Skills Perception +10
Senses darkvision 60 ft., passive Perception 20
Fists of Chaos. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Damage Immunities fire
Hit: 3 (1d2 + 2) bludgeoning damage plus 10 (3d6) acid damage. If the Languages —
creature is lawful, it suffers an additional 3 (1d6) necrotic damage. Challenge 14 (11,500 XP)
Staff of the Python. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hold Breath. The pyrohydra can hold its breath for 1 hour.
target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) acid damage, or Multiple Heads. The pyrohydra has twelve heads. While it has more
6 (1d8 + 2) bludgeoning damage plus 10 (3d6) acid damage if used with than one head, the pyrohydra has advantage on saving throws against being
two hands. blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the pyrohydra takes 25 or more damage in a single turn, one
Plague of Frogs (Recharges after a Short or Long Rest). Priestess of its heads dies. If all its heads die, the pyrohydra dies.
Ilya magically calls 1d4+4 giant frogs, provided that she is within 100 At the end of its turn, it grows two heads for each of its heads that died
feet of a body of water large enough to cover a Medium creature (GM since its last turn, unless it has taken fire damage since its last turn. The
discretion). The called creatures arrive within 1d4 rounds, acting as her pyrohydra regains 10 hit points for each head regrown in this way.
allies, and obeying her spoken commands. The beasts remain for 1 hour, Reactive Heads. For each head the pyrohydra has beyond one, it gets an
until she dies, or until she dismisses them as a bonus action.
Purbok extra reaction that can be used only for opportunity attacks.
Wakeful. While the pyrohydra sleeps, at least one of its heads is awake.
Medium humanoid (hobgoblin), lawful evil Actions
Armor Class 21 (+1 plate, shield)
Hit Points 120 (16d8 + 48)
Speed 30 ft. Multiattack. The pyrohydra makes as many bite attacks as it has heads.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10
STR DEX CON INT WIS CHA (1d10 + 5) piercing damage and 7 (2d6) fire damage.
12 (+1) Fire Breath (Recharge 5–6). The pyrohydra exhales fire in a 15-foot
16 (+3) 15 (+2) 16 (+3) 11 (+0) 17 (+3)
cone. Each creature in that area must make a DC 15 Dexterity saving
Saving Throws Con +7, Wis +7, Cha +5 throw, taking 10 (3d6) fire damage on a failed save, or half as much
Skills Athletics +7, Perception +7, Religion +4 damage on a successful one. Each head has its own recharge counter.
Senses truesight 60 ft., passive Perception 17 Quanall
Languages Common, Goblin
Challenge 9 (5,000 XP) Medium monstrosity, neutral evil
Armor Class 17 (greater ring of protectionGM)
Abyssal Blessing of Orcus. Purbok gains 15 temporary hit points when Hit Points 127 (15d8 + 60)
he reduces a hostile creature that is not undead to 0 hit points. Speed 30 ft.
Unholy Strike. Once on each of Purbok’s turns when he hits a creature
with a weapon attack, Purbok can cause the attack to deal an extra 13 STR DEX CON INT WIS CHA
(3d8) necrotic damage to the target. 21 (+5)
Spellcasting. The Purbok is an 8th-level spellcaster. His spellcasting 10 (+0) 20 (+5) 19 (+4) 18 (+4) 19 (+4)
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He can Saving Throws Dex +9, Int +8, Cha +9
cast the following spells: Skills Investigation +8, Perception +8
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, detect magic, inflict wounds Damage Immunities poison
Senses darkvision 60 ft., passive Perception 18
2nd level (3 slots): enhance ability, hold person, silence
Languages Common, Deep Speech, Draconic,
3rd level (3 slots): animate dead, bestow curse, dispel magic
Undercommon, telepathy 120 ft.
4th level (2 slots): blight, guardian of faith
Challenge 10 (5,900 XP)
588
Appendix A: Bestiary
Keen Smell. Quanall has advantage on Wisdom (Perception) checks Rakshasa, Maharaja
that rely on smell.
Innate Spellcasting. Quanall’s innate spellcasting ability is Charisma Medium fiend, lawful evil
(spell save DC 17, +9 to hit with spell attacks), and it requires no material Armor Class 24 (natural armor)
components for the following spells: Hit Points 310 (23d8 + 207)
Speed 40 ft., fly 30 ft.
At will: disguise self, minor illusion
1/day each: blur, mirror image, suggestion
Spellcasting. Quanall is a 9th-level spellcaster. Its spellcasting ability STR DEX CON INT WIS CHA
is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the
following spells: 26 (+8) 27 (+8) 29 (+9) 24 (+7) 21 (+5) 28 (+9)
Cantrips (at will): dancing lights, fire bolt, message, resistance, Saving Throws Dex +15, Con +16, Wis +12, Cha +16
shocking grasp Skills Arcana +14, Deception +16, Insight +12, Perception
1st level (4 slots): alarm, burning hands, charm person, detect magic, +12, Persuasion +16, Stealth +15
magic missile Damage Resistances cold; bludgeoning and slashing from
2nd level (3 slots): acid arrow, blur, levitate, suggestion nonmagical weapons
3rd level (3 slots): haste, hypnotic pattern, lightning bolt, protection Damage Immunities poison; piercing from nonmagical
from energy
4th level (3 slots): dimension door, fire shield, greater invisibility attacks
5th level (1 slot): dominate person, insect plague Condition Immunities frightened, poisoned
Greater Ring of Protection. Quanall has a +2 bonus to AC and saving Senses darkvision 60 ft., passive Perception 22
throws while wearing the greater ring of protectionGM. Languages all
Challenge 22 (41,000 XP)
Actions Be Quick or Be Dead. The maharaja rakshasa has advantage on
Multiattack. Quanall makes three melee attacks: two with its scimitar initiative rolls.
and one with its bite. Limited Magic Immunity. The maharaja rakshasa can’t be affected
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 or detected by spells of 6th level or lower unless it wishes to be. It has
(2d6 + 5) piercing damage, and the target must succeed on a DC 16 advantage on saving throws against all other spells and magical effects.
Constitution saving throw or be poisoned for 1 hour.
Polyglot. The maharaja rakshasa is fluent in all languages.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 Innate Spellcasting. The maharaja rakshasa’s innate spellcasting ability
(1d6 + 5) slashing damage. is Charisma (spell save DC 24, +16 to hit with spell attacks). The rakshasa
can innately cast the following spells, requiring no material components:
Spit Venom (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range At will: detect thoughts, clairvoyance
30/60 ft., one target. Hit: 13 (3d8) poison damage and the target must 3/day: charm person
succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. 1/day: plane shift
The blinded target can repeat the saving throw at the end of each of its Spellcasting. The maharaja rakshasa is an 18th-level spellcaster. Its
turns, ending the blinded effect on itself on a success. spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell
Queen Kaja attacks). It can cast the following spells:
Cantrips (at will): dancing lights, mage hand, minor illusion, resistance,
Tiny fey, neutral good shocking grasp
Armor Class 15 1st level (4 slots): color spray, detect magic, fog cloud, magic missile
Hit Points 49 (11d4 + 22) 2nd level (3 slots): darkness, hold person, see invisibility, spider climb
Speed 20ft., fly 60ft. 3rd level (3 slots): bestow curse, dispel magic, nondetection, vampiric
touch
STR DEX CON INT WIS CHA 4th level (3 slots): confusion, dimension door, greater invisibility,
phantasmal killer
7 (–2) 20 (+5) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 5th level (3 slots): dominate person, mislead, modify memory, scrying
6th level (1 slot): irresistible dance, mass suggestion, programmed
Skills Deception +8, Insight +6, Nature +7, Perception +6, illusion
Persuasion +8, Stealth +9 7th level (1 slot): pristmatic spray, project image, teleport
8th level (1 slot): feeblemind, mind blank
Senses passive Perception 16
Languages Common, Sylvan 9th level (1 slot): prismatic wall, weird
Challenge 3 (700 XP)
Actions
Magic Resistance. Queen Kaja has advantage on saving throws against
spells and other magical effects. Multiattack. The rakshasa makes four bite attacks and one greatsword
Innate Spellcasting. Queen Kaja’s innate spellcasting ability is attack.
Charisma (spell save DC14, +6 to hit with spell attacks). It can cast the Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
following spells, requiring only its pixie dust as a component: Hit: 15 (2d6 + 8) slashing damage.
At will: druidcraft, greater invisibility (self only) Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17
1/day each: confusion, dancing lights, detect evil and good, detect (2d8 + 8) piercing damage.
thoughts, dispel magic, entangle, fly, polymorph, sleep
Actions
Mithril Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
+3 Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320ft., one
target. Hit: 11 (1d6 + 8) piercing damage.
589
Rappan Athuk
Ravager Forms Legendary Actions
Ravager Brawler Form The ravager can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
Gargantuan monstrosity, neutral at the end of another creature’s turn. The ravager regains spent legendary
Armor Class 27 (natural armor) actions at the start of its turn.
Hit Points 738 (36d20 + 360)
Speed 70 ft. Attack. The ravager makes one claw or bite attack.
Move. The ravager moves up to half of its speed.
Charge. The ravager charges at a target of its choice.
STR DEX CON INT WIS CHA Ravager Crawler Form
30 (+10) 23 (+6) 30 (+10) 6 (–2) 24 (+7) 23 (+6)
Gargantuan monstrosity, neutral
Saving Throws Dex +15, Con +19 Armor Class 27 (natural armor)
Skills Perception +16 Hit Points 984 (48d20 + 480)
Damage Resistance acid, cold, fire, lightening, thunder; Speed 50 ft., burrow 20 ft.
bludgeoning, piercing, and slashing from nonmagical
weapons STR DEX CON INT WIS CHA
Condition Immunities charmed, frightened, paralyzed, 24 (+7) 23 (+6)
30 (+10) 23 (+6) 30 (+10) 6 (–2)
petrified, poisoned
Senses darkvision 120 ft., tremorsense 60 ft., passive Saving Throws Dex +15, Con +19
Perception 26 Skills Perception +16
Damage Resistance acid, cold, fire, lightning, thunder;
Languages —
Challenge 30 (155,000 XP) bludgeoning, piercing, and slashing from nonmagical
Charge. If the ravager moves at least 20 feet straight toward a weapons
creature and then hits it with a claw attack on the same turn, the target Condition Immunities charmed, frightened, paralyzed,
must succeed on a DC 25 Strength saving throw or be knocked prone.
If the target is prone, the ravager can make one claw attack against it as petrified, poisoned
a bonus action. Senses darkvision 120 ft., tremorsense 60 ft., passive
Form-Shifting. The ravager can physically alter its physiology to take Perception 26
on one of the three listed forms: the crawler, the brawler, or the flier. Languages —
Challenge 30 (155,000 XP)
Doing so takes one minute, and during this period it cannot take any other Charge. If the ravager moves at least 20 feet straight toward a creature
actions, though it is not considered incapacitated. and then hits it with a claw attack on the same turn, the target must succeed
on a DC 25 Strength saving throw or be knocked prone. If the target is
Improved Critical. The ravager’s bite and claws score a critical hit on prone, the ravager can make one claw attack against it as a bonus action.
a roll of 19 or 20.
Form-Shifting. The ravager can physically alter its physiology to take
Legendary Resistance (3/day). If the ravager fails a saving throw, it can on one of the three listed forms: the crawler, the brawler, or the flier.
choose to succeed instead. Doing so takes one minute, and during this period it cannot take any other
actions, though it is not considered incapacitated.
Magic Disruption. Every time the ravager comes into contact with
magical effects, there is a chance that it disrupts it. This effect functions as Improved Critical. The ravager’s bite and claws score a critical hit on
the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting a roll of 19 or 20.
ability modifier.
Legendary Resistance (3/day). If the ravager fails a saving throw, it can
Magic Weapons. The ravager’s melee attacks are magical. choose to succeed instead.
Rampage. When the ravager reduces a creature to 0 hit points with a
melee attack on its turn, the ravager can take a bonus action to move up to Magic Disruption. Every time the ravager comes into contact with
half its speed and make a bite attack. magical effects, there is a chance that it disrupts it. This effect functions as
Regeneration. The ravager regains 15 hit points at the start of its the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting
turn. If the ravager takes damage from an artifact or from a legendary ability modifier.
action, this trait doesn’t function at the start of the ravager’s next turn.
The ravager only dies if it starts its turn at 0 hit points and doesn’t Magic Weapons. The ravager’s melee attacks are magical.
regenerate. Rampage. When the ravager reduces a creature to 0 hit points with a
Tunneler. The ravager can burrow through solid rock at half of its melee attack on its turn, the ravager can take a bonus action to move up to
burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. half its speed and make a bite attack.
Vampiric Healing. Whenever the Ravager hits with a melee attack, it Regeneration. The ravager regains 15 hit points at the start of its turn. If
regains hit points equal to half the damage it inflicts on its opponent, up to the ravager takes damage from an artifact or from a legendary action, this
its hit point maximum. trait doesn’t function at the start of the ravager’s next turn. The ravager
only dies if it starts its turn at 0 hit points and doesn’t regenerate.
Actions Tunneler. The ravager can burrow through solid rock at half of its
burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake.
Multiattack. The ravager makes one bite and four claw attacks. It can Vampiric Healing. Whenever the Ravager hits with a melee attack, it
also make a smash attack if it is grappling a creature. regains hit points equal to half the damage it inflicts on its opponent, up to
its hit point maximum.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 34
(7d6 + 10) piercing damage. Actions
Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45
(10d6 + 10) slashing damage and the target is grappled (Escape DC 23). Multiattack. The ravager makes one bite and four claw attacks.
Until this grapple ends, the creature is restrained. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 34
(7d6 + 10) piercing damage.
Smash. If a target is grappled at the beginning of its turn, the ravager Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45
may smash it into the ground for 37 (6d8 + 10) bludgeoning damage.
(10d6 + 10) slashing damage.
590
Legendary Actions Appendix A: Bestiary
Claws. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 45
(10d6 + 10) slashing damage.
The ravager can take 3 legendary actions, choosing from the options Legendary Actions
below. Only one legendary action option can be used at a time and only
at the end of another creature’s turn. The ravager regains spent legendary The ravager can take 3 legendary actions, choosing from the options
actions at the start of its turn. below. Only one legendary action option can be used at a time and only
at the end of another creature’s turn. The ravager regains spent legendary
Attack. The ravager makes one claw or bite attack. actions at the start of its turn.
Move. The ravager moves up to half of its speed.
Charge. The ravager charges at a target of its choice. Attack. The ravager makes one claw or bite attack.
Move. The ravager moves up to half of its speed.
Ravager Flier Form Charge. The ravager charges at a target of its choice.
Gargantuan monstrosity, neutral Ravager Spawn (Brawler Form)
Armor Class 27 (natural armor)
Hit Points 738 (36d20 + 360) Huge monstrosity, neutral
Speed 20 ft., fly 140 ft. Armor Class 24 (natural armor)
Hit Points 450 (36d12 + 216)
STR DEX CON INT WIS CHA Speed 50 ft.
30 (+10) 30 (+10) 30 (+10) 6 (–2) 24 (+7) 23 (+6)
Saving Throws Dex +19, Con +19 STR DEX CON INT WIS CHA
Skills Perception +16 30 (+10) 20 (+5) 23 (+6) 5 (–3) 24 (+7) 18 (+4)
Damage Resistance acid, cold, fire, lightening, thunder;
Saving Throws Dex +12, Con +13
bludgeoning, piercing, and slashing from nonmagical Skills Perception +14
weapons Damage Resistance acid, cold, fire, lightening, thunder;
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned bludgeoning, piercing, and slashing from nonmagical
Senses darkvision 120 ft., tremorsense 60 ft., passive weapons
Perception 26 Condition Immunities charmed, frightened, paralyzed,
Languages — petrified, poisoned
Challenge 30 (155,000 XP) Senses darkvision 120 ft., tremorsense 60 ft., passive
Perception 24
Charge. If the ravager moves at least 20 feet straight toward a creature Languages —
and then hits it with a claw attack on the same turn, the target must succeed Challenge 23 (50,000 XP)
on a DC 25 Strength saving throw or be knocked prone. If the target is
prone, the ravager can make one claw attack against it as a bonus action. Charge. If the ravager moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn, the target must succeed
Flyby. The ravager doesn’t provoke an opportunity attack when it flies on a DC 25 Strength saving throw or be knocked prone. If the target is
out of an enemy’s reach. prone, the ravager can make one claw attack against it as a bonus action.
Form-Shifting. The ravager can physically alter its physiology to take Form-Shifting. The ravager can physically alter its physiology to take
on one of the three listed forms: the crawler, the brawler, or the flier. on one of the three listed forms: the crawler, the brawler, or the flier.
Doing so takes one minute, and during this period it cannot take any other Doing so takes one minute, and during this period it cannot take any other
actions, though it is not considered incapacitated. actions, though it is not considered incapacitated.
Improved Critical. The ravager’s bite and claws score a critical hit on Improved Critical. The ravager’s bite and claws score a critical hit on
a roll of 19 or 20. a roll of 19 or 20.
Legendary Resistance (3/day). If the ravager fails a saving throw, it can Legendary Resistance (3/day). If the ravager fails a saving throw, it can
choose to succeed instead. choose to succeed instead.
Magic Disruption. Every time the ravager comes into contact with Magic Disruption. Every time the ravager comes into contact with
magical effects, there is a chance that it disrupts it. This effect functions as magical effects, there is a chance that it disrupts it. This effect functions as
the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting the dispel magic spell cast using a 5th level spell slot with a +5 spellcasting
ability modifier. ability modifier.
Magic Weapons. The ravager’s melee attacks are magical. Magic Weapons. The ravager’s melee attacks are magical.
Rampage. When the ravager reduces a creature to 0 hit points with a Rampage. When the ravager reduces a creature to 0 hit points with a
melee attack on its turn, the ravager can take a bonus action to move up to melee attack on its turn, the ravager can take a bonus action to move up to
half its speed and make a bite attack. half its speed and make a bite attack.
Regeneration. The ravager regains 15 hit points at the start of its turn. If Regeneration. The ravager regains 10 hit points at the start of its turn. If
the ravager takes damage from an artifact or from a legendary action, this the ravager takes damage from an artifact or from a legendary action, this
trait doesn’t function at the start of the ravager’s next turn. The ravager trait doesn’t function at the start of the ravager’s next turn. The ravager
only dies if it starts its turn at 0 hit points and doesn’t regenerate. only dies if it starts its turn at 0 hit points and doesn’t regenerate.
Tunneler. The ravager can burrow through solid rock at half of its Tunneler. The ravager can burrow through solid rock at half of its
burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake.
Vampiric Healing. Whenever the Ravager hits with a melee attack, it Vampiric Healing. Whenever the Ravager hits with a melee attack, it
regains hit points equal to half the damage it inflicts on its opponent, up to regains hit points equal to half the damage it inflicts on its opponent, up to
its hit point maximum. its hit point maximum.
Actions Actions
Multiattack. The ravager makes one bite and four claw attacks. Multiattack. The ravager makes one bite and four claw attacks. It can
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 34 also make a smash attack if it is grappling a creature.
(7d6 + 10) piercing damage.
591
Rappan Athuk
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 Ravager Spawn (Flier Form)
(6d6 + 10) piercing damage.
Claws. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Huge monstrosity, neutral
Hit: 38 (8d6 + 10) slashing damage and the target is grappled (Escape Armor Class 26 (natural armor)
DC 21).
Hit Points 450 (36d12 + 216)
Smash. If a target is grappled at the beginning of its turn, the ravager Speed 20 ft., fly 100 ft.
may smash it into the ground, doing 31 (6d6 + 10) bludgeoning damage.
Ravager Spawn (Crawler Form) STR DEX CON INT WIS CHA
27 (+8) 25 (+7) 23 (+6) 5 (–3) 24 (+7) 18 (+4)
Huge monstrosity, neutral
Armor Class 25 (natural armor) Saving Throws Dex +14, Con +13
Hit Points 558 (36d12 + 324) Skills Perception +14
Speed 40 ft., burrow 10 ft. Damage Resistance acid, cold, fire, lightening, thunder;
STR DEX CON INT WIS CHA bludgeoning, piercing, and slashing from nonmagical
27 (+8) 20 (+5) 29 (+9) 5 (–3) 24 (+7) 18 (+4) weapons
Condition Immunities charmed, frightened, paralyzed,
Saving Throws Dex +12, Con +16 petrified, poisoned
Skills Perception +14 Senses darkvision 120 ft., tremorsense 60 ft., passive
Damage Resistance acid, cold, fire, lightening, thunder; Perception 24
Languages —
bludgeoning, piercing, and slashing from nonmagical Challenge 22 (41,000 XP)
weapons
Condition Immunities charmed, frightened, paralyzed, Charge. If the ravager moves at least 20 feet straight toward a creature
petrified, poisoned and then hits it with a claw attack on the same turn, the target must succeed
Senses darkvision 120 ft., tremorsense 60 ft., passive on a DC 25 Strength saving throw or be knocked prone. If the target is
Perception 24 prone, the ravager can make one claw attack against it as a bonus action.
Languages —
Challenge 23 (50,000 XP) Flyby. The ravager doesn’t provoke an opportunity attack when it flies
out of an enemy’s reach.
Charge. If the ravager moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, the target Form-Shifting. The ravager can physically alter its physiology to take
must succeed on a DC 25 Strength saving throw or be knocked prone. on one of the three listed forms: the crawler, the brawler, or the flier.
If the target is prone, the ravager can make one claw attack against it as Doing so takes one minute, and during this period it cannot take any other
a bonus action. actions, though it is not considered incapacitated.
Form-Shifting. The ravager can physically alter its physiology to take Improved Critical. The ravager’s bite and claws score a critical hit on
on one of the three listed forms: the crawler, the brawler, or the flier. a roll of 19 or 20.
Doing so takes one minute, and during this period it cannot take any other
actions, though it is not considered incapacitated. Legendary Resistance (3/day). If the ravager fails a saving throw, it can
choose to succeed instead.
Improved Critical. The ravager’s bite and claws score a critical hit on
a roll of 19 or 20. Magic Disruption. Every time the ravager comes into contact with
magical effects, there is a chance that it disrupts it. This effect functions as
Legendary Resistance (3/day). If the ravager fails a saving throw, it can the dispel magic spell cast using a 7th level spell slot with a +7 spellcasting
choose to succeed instead. ability modifier.
Magic Disruption. Every time the ravager comes into contact with Magic Weapons. The ravager’s melee attacks are magical.
magical effects, there is a chance that it disrupts it. This effect functions as Rampage. When the ravager reduces a creature to 0 hit points with a
the dispel magic spell cast using a 5th level spell slot with a +5 spellcasting melee attack on its turn, the ravager can take a bonus action to move up to
ability modifier. half its speed and make a bite attack.
Regeneration. The ravager regains 10 hit points at the start of its turn. If
Magic Weapons. The ravager’s melee attacks are magical. the ravager takes damage from an artifact or from a legendary action, this
Rampage. When the ravager reduces a creature to 0 hit points with a trait doesn’t function at the start of the ravager’s next turn. The ravager
melee attack on its turn, the ravager can take a bonus action to move up to only dies if it starts its turn at 0 hit points and doesn’t regenerate.
half its speed and make a bite attack. Tunneler. The ravager can burrow through solid rock at half of its
Regeneration. The ravager regains 10 hit points at the start of its turn. If burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake.
the ravager takes damage from an artifact or from a legendary action, this Vampiric Healing. Whenever the Ravager hits with a melee attack, it
trait doesn’t function at the start of the ravager’s next turn. The ravager regains hit points equal to half the damage it inflicts on its opponent, up to
only dies if it starts its turn at 0 hit points and doesn’t regenerate. its hit point maximum.
Tunneler. The ravager can burrow through solid rock at half of its
burrowing speed leaving a 10 foot-wide, 16-foot-high tunnel in its wake. Actions
Vampiric Healing. Whenever the Ravager hits with a melee attack, it
regains hit points equal to half the damage it inflicts on its opponent, up to Multiattack. The ravager makes one bite and four claw attacks.
its hit point maximum. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29
(6d6 + 8) piercing damage.
Actions Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit:
36 (8d6 + 8) slashing damage.
Multiattack. The ravager makes one bite and four claw attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 31
(6d6 + 8) piercing damage.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 38
(8d6 + 8) slashing damage.
592
Appendix A: Bestiary
Redcap Unholy Strike. Once on each of Relnek’s turns when he hits a creature
with a weapon attack, Relnek can cause the attack to deal an extra 13
Medium fey, neutral evil (3d8) necrotic damage to the target.
Armor Class 15 (natural armor) Unholy Weapon. Orcus bolsters his follower’s strikes in battle, imbuing
Hit Points 105 (14d8 + 42)
Speed 40 ft. their weapons with the ability to paralyze a foe (included in the attack). In
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. Relnek is a 10th-level spellcaster. His spellcasting ability
is Wisdom (spell save DC 16, +8 to hit with spell attacks). He can cast the
20 (+5) 10 (+0) 17 (+3) 11 (+0) 13 (+1) 8 (–1) following spells:
Cantrips (at will): chill touch, guidance, resistance, thaumaturgy
Saving Throws Con +6 1st level (4 slots): bane, bless, cure wounds, detect magic, sanctuary
Skills Athletics +8, Intimidation +8 2nd level (3 slots): blindness/deafness, darkness, enhance ability,
Damage Resistances bludgeoning, piercing, and slashing spiritual weapon
from nonmagical weapons 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
Condition Immunities charmed, frightened 4th level (2 slots): blight, death ward
Senses darkvision 60 ft., passive Perception 11 5th level (2 slots): flame strike
Languages Common, Sylvan, Undercommon
Challenge 6 (2,300 XP) Actions
Clomping Boots. The redcap has disadvantage on Dexterity (Stealth) Unholy Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft.,
checks. one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature
other than an elf or undead, it must succeed on a DC 10 Constitution
Red Cap. The redcap must soak its cap in the blood of a humanoid saving throw or be paralyzed for 1 minute. The target can repeat the
killed no more than an hour ago at least once every three days. If it saving throw at the end of each of its turns, ending the effect on itself
goes more than 72 hours without doing so, the blood on its cap dries on a success
and the redcap gains one level of exhaustion every 24 hours. While
the cap is dry, the redcap can’t remove exhaustion by any means. All
levels of exhaustion are removed immediately when the redcap soaks Caress of Orcus (Recharges after a Short or Long Rest). Melee
its cap in fresh blood. A redcap that dies as a result of this exhaustion Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) necrotic
crumbles to dust. damage, and the target’s Strength score is reduced by 1d8. The target dies
if this reduces its Strength to 0. Otherwise, the reduction lasts until the
Solid Kick. The redcap can kick a creature within 5 feet as a bonus target finishes a short or long rest.
action. The kicked creature must make a successful DC 15 Strength
saving throw or fall prone. If a non-evil humanoid dies from this attack, a shadow rises from the
Actions corpse in 24 hours under Relnek’s control, unless the humanoid is restored
to life or its body is destroyed. Relnek can have no more than four shadows
under his control at one time.
Multiattack. The redcap makes two pike attacks and one bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
Revirax(2d8 + 5) piercing damage and the creature is bleeding profusely. A
bleeding creature must make a successful DC 15 Constitution saving Huge fiend, lawful evil
throw at the start of its turn or take 10 (3d6) necrotic damage and Armor Class 18 (natural armor)
continue bleeding. On a successful save the creature takes no necrotic Hit Points 294 (28d12 + 112)
damage and the effect ends. A creature takes only 10 necrotic damage Speed 60 ft.
per turn from this effect no matter how many times it’s been bitten, and
a single successful saving throw ends all bleeding. Spending an action STR DEX CON INT WIS CHA
to make a successful DC 15 Wisdom (Medicine) check or any amount 25 (+7) 13 (+1) 18 (+4) 6 (–2) 13 (+1) 6 (–2)
of magical healing also stops the bleeding. Constructs and undead are
immune to the bleeding effect Saving Throws Dex +8, Con +11, Wis +8
Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 Skills Perception +8
Damage Resistances cold; bludgeoning, piercing, and
(1d10 + 5) piercing damage.
The redcap can be found in Tome of Beasts by Kobold Press. slashing from nonmagical weapons that aren’t silvered
Relnek Damage Immunities fire, poison
Condition Immunities poisoned
Medium humanoid (human), chaotic evil Senses darkvision 120 ft., passive Perception 18
Armor Class 18 (chain mail, shield) Languages Infernal, telepathy 120 ft.
Hit Points 91 (14d8 + 28) Challenge 24 (62,500 XP)
Speed 30 ft. Devil’s Sight. Magical darkness doesn’t impede Revirax’s darkvision.
STR DEX CON INT WIS CHA Keen Hearing and Smell. Revirax has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
18 (+4) 14 (+2) 15 (+2) 13 (+1) 18 (+4) 14 (+2) Legendary Resistance (3/Day). If Revirax fails a saving throw, it can
choose to succeed instead.
Saving Throws Con +6, Wis +8 Magic Resistance. Revirax has advantage on saving throws against
Skills Religion +5 spells and other magical effects.
Senses truesight 120 ft., passive Perception 14 Multiple Heads. Revirax has three heads. While it has more than one
Languages Abyssal, Common head, Revirax has advantage on saving throws against being blinded,
Challenge 9 (5,900 XP) charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever Revirax takes 40 or more damage in a single turn, one of its
Abyssal Blessing of Orcus. Relnek gains 15 temporary hit points when heads dies. If all its heads die, Revirax dies.
he reduces a hostile creature that is not undead to 0 hit points.
593
Actions Rappan Athuk
Languages Common
Challenge 1 (200 XP)
Multiattack. Revirax makes one bite attack for each of its surviving Actions
heads and one claw attack.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with
(3d10 + 7) piercing damage plus 14 (4d6) fire damage. two hands.
Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 20 Reactions
(3d8 + 7) slashing damage.
Parry. Riko adds 2 to his AC against one melee attack that would hit
Fire Breath (Recharge 5-6). One of Revirax’s heads releases a 60-foot him. To do so, Riko must see the attacker and be wielding a melee weapon.
cone of flames. Each creature in the area must make a DC18 Dexterity
saving throw, taking 42 (12d6) fire damage on a failed save, or half
as much damage on a successful saving throw. Each head has its own
recharge counter.
Legendary Actions Sahuagins
Revirax can take 3 legendary actions, choosing from the options below. Sahuagin Acolyte
Only one legendary action option can be used at a time and only at the end
of another creature’s turn. Revirax regains spent legendary actions at the Medium humanoid (sahuagin), lawful evil
start of its turn. Armor Class 13 (chain shirt)
Hit Points 33 (6d8 + 6)
Open/Close the Gate. Revirax causes the Gate of Hell to open if it is Speed 30 ft., swim 40 ft.
closed, or close if it is open.
STR DEX CON INT WIS CHA
Bite. Revirax makes a Bite attack.
Fire Breath (Costs 2 Actions). Revirax uses its Fire Breath ability,
even if it has not recharged.
12 (+1) 10 (+0) 13 (+1) 11 (+0) 15 (+2) 10 (+0)
Rhinoceros, Wooly Skills Perception +4, Religion +2
Senses darkvision 120 ft., passive Perception 14
Large beast, unaligned Languages Sahuagin
Armor Class 14 (natural armor) Challenge 1 (200 XP)
Hit Points 172 (15d10 + 90)
Speed 30 ft.
STR DEX CON INT WIS CHA Blood Frenzy. The sahuagin acolyte has advantage on melee attack
21 (+5) 10 (+0) 22 (+6) 3 (–4) 13 (+1) 2 (–4) rolls against any creature that doesn’t have all its hit points.
Skills Perception +7 Limited Amphibiousness. The sahuagin acolyte can breathe air and
Senses passive Perception 17 water, but it needs to be submerged at least once every 4 hours to avoid
Languages — suffocating.
Challenge 6 (2,300 XP)
Shark Telepathy. The sahuagin acolyte can magically command any
Improved Critical. Gore attacks score a critical hit on a roll of 19 or 20. shark within 120 feet of it, using a limited telepathy.
Keen Smell. The wooly rhinoceros has advantage on Wisdom
(Perception) checks that rely on smell. Spellcasting. The sahuagin acolyte is a 3rd-level spellcaster. Its
Charge. If the wooly rhinoceros moves at least 20 feet straight toward spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell
a creature and then hits it with a gore attack, the target takes an extra 9 attacks). It has the following cleric spells prepared:
(2d8) piercing damage. If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone. If the target is prone, the Cantrips (at will): guidance, resistance, thaumaturgy
wooly rhinoceros can make one stomp attack against it as a bonus action. 1st level (4 slots): bless, detect magic, guiding bolt
2nd level (2 slots): hold person, spiritual weapon (trident)
Actions
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(2d8 + 5) piercing damage. Multiattack. The sahuagin acolyte makes two attacks: one with its bite
and one with its claws.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18
(2d12 + 5) piercing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6
+ 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
(1d8 + 1) slashing damage
Sahuagin Four-Armed
Riko Jaskin Large humanoid (sahuagin), lawful evil
Armor Class 15 (scale mail)
Medium humanoid (human), chaotic neutral Hit Points 171 (18d10 + 72)
Armor Class 15 (chain shirt) Speed 30 ft., swim 40 ft.
Hit Points 22 (4d8 + 4)
Speed 30 ft. STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA Saving Throws Str +9, Con +8, Wis +4
14 (+2) 15 (+2) 13 (+1) 11 (+0) 8 (–1) 13 (+1) Skills Athletics + 9, Perception +4
Senses darkvision 120 ft., passive Perception 14
Senses passive Perception 9
594
Appendix A: Bestiary
Languages Sahuagin Sahuagin Lord WIS CHA
Challenge 10 (5,900 XP) 12 (+1) 16 (+3)
Large humanoid (sahuagin), lawful evil
Blood Frenzy. The four-armed sahuagin has advantage on melee attack Armor Class 17 (half plate)
rolls against any creature that doesn’t have all its hit points. Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 40 ft.
Limited Amphibiousness. The four-armed sahuagin can breathe air
and water, but need to be submerged at least once every 4 hours to avoid STR DEX CON INT
suffocating.
Actions 19 (+4) 14 (+2) 17 (+3) 15 (+2)
Multiattack. The four-armed sahuagin makes one bite attack, two claw Saving Throws Dex +5, Con +6, Int +5, Wis +4
attacks, and one with each trident. Skills Perception +7
Senses darkvision 120 ft., passive Perception 17
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 Languages Sahuagin
+ 5) piercing damage. Challenge 5 (1,800 XP)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 Blood Frenzy. The sahuagin lord has advantage on melee attack rolls
(1d10 + 5) slashing damage. against any creature that doesn’t have all its hit points.
Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range Limited Amphibiousness. The sahuagin lord can breathe air and water,
20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) but it needs to be submerged at least once every 4 hours to avoid suffocating.
piercing damage if used with two hands to make a melee attack.
Shark Telepathy. The sahuagin lord can magically command any shark
Sahuagin High Priest within 120 feet of it, using a limited telepathy.
Medium humanoid (sahuagin), lawful evil Actions
Armor Class 17 (half plate, shield)
Hit Points 91 (14d8 + 28) Multiattack. The sahuagin lord makes three attacks: one with its bite
Speed 30 ft., swim 40 ft. and two with its claws or its trident.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
14 (+2) 10 (+0) 14 (+2) 14 (+2) 20 (+5) 16 (+3)
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
Saving Throws Int +5, Wis +8, Cha +6 (2d8 + 4) slashing damage.
Skills History +5, Perception +8, Religion +8
Senses darkvision 120 ft., passive Perception 18 Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
Languages Sahuagin 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4)
Challenge 6 (2,300 XP) piercing damage if used with two hands to make a melee attack.
Blood Frenzy. The sahuagin high priest has advantage on melee attack Sahuagin Shaman
rolls against any creature that doesn’t have all its hit points.
Medium humanoid (sahuagin), lawful evil
Limited Amphibiousness. The sahuagin high priest can breathe air and Armor Class 14 (breastplate)
water, but it needs to be submerged at least once every 4 hours to avoid Hit Points 44 (8d8 + 8)
suffocating. Speed 30 ft., swim 40 ft.
Serpent Hood. The sahuagin high priest has advantage on Stealth STR DEX CON INT WIS CHA
checks and, as a reaction, the sahuagin can make a bite attack against an
opponent that moves within 5 ft. of it, whether or not the opponent has 13 (+1) 10 (+0) 13 (+1) 13 (+1) 17 (+3) 12 (+1)
disengaged.
Skills Perception +5, Religion +3
Shark Telepathy. The sahuagin high priest can magically command any Senses darkvision 120 ft., passive Perception 15
shark within 120 feet of it, using a limited telepathy. Languages Sahuagin
Challenge 3 (700 XP)
Spellcasting. The sahuagin high priest is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell Blood Frenzy. The sahuagin shaman has advantage on melee attack
attacks). It has the following cleric spells prepared: rolls against any creature that doesn’t have all its hit points.
Cantrips (at will): guidance, resistance, thaumaturgy, sacred flame, Limited Amphibiousness. The sahuagin shaman can breathe air and water,
spare the dying but it needs to be submerged at least once every 4 hours to avoid suffocating.
1st level (4 slots): bless, detect magic, guiding bolt, sanctuary Shark Telepathy. The sahuagin shaman can magically command any
2nd level (3 slots): aid, hold person, spiritual weapon (trident), warding bond shark within 120 feet of it, using a limited telepathy.
3rd level (3 slots): glyph of warding, mass healing word, spirit
guardians, tongues Spellcasting. The sahuagin shaman is a 6th-level spellcaster. Its
4th level (3 slots): death ward, divination, locate creature spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell
5th level (2 slots): greater restoration, mass cure wounds attacks). It has the following cleric spells prepared:
Actions Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
Multiattack. The sahuagin high priest makes two attacks: one with its 2nd level (3 slots): hold person, spiritual weapon (trident)
bite and one with its coral mace. 3rd level (3 slots): mass healing word, tongues
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 Actions
+ 2) piercing damage.
Multiattack. The sahuagin shaman makes two attacks: one with its bite
Coral Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: and one with its claws.
5 (1d6 + 2) bludgeoning damage.
595
Rappan Athuk
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 Languages Common, Ignan
+ 1) piercing damage. Challenge 18 (20,000 XP)
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5
(1d8 + 1) slashing damage. Heated Body. A creature that touches the noble priest salamander or
hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire
Salamanders damage.
Heated Weapons. Any metal melee weapon the noble priest salamander
wields deals an extra 14 (4d6) fire damage on a hit (included in the attack).
Salamander Noble Innate Spellcasting. The noble priest salamander’s innate spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The
Large elemental, chaotic evil salamander can cast the following spells without requiring any material
Armor Class 17 (natural armor) components.
Hit Points 189 (18d10 + 90)
Speed 30 ft. 3/day each: burning hands, fireball, flaming sphere, wall of fire
1/day each: dispel magic, conjure elemental
Spellcasting. The noble priest salamander is a 10th-level spellcaster.
STR DEX CON INT WIS CHA Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell
attacks). It can cast the following spells:
23 (+6) 12 (+1) 21 (+5) 14 (+2) 15 (+2) 18 (+4)
Cantrips: guidance, sacred flame, fire bolt (3d10 fire damage),
Skills Perception +12 resistance, true strike
Damage Vulnerabilities cold 1st level (4 slots): bless, cure wounds, detect magic, healing word,
Damage Resistances bludgeoning, piercing, and slashing
shield of faith
from nonmagical weapons 2nd level (3 slots): aid, blindness/deafness, enhance ability, hold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 22 person, spiritual weapon
Languages Common, Ignan 3rd level (3 slots): beacon of hope, bestow curse, fireball, mass healing
Challenge 10 (5,900 XP)
word
4th level (3 slots): blight, death ward, fire shield, freedom of movement
5th level (2 slots): flame strike, mass cure wounds
Heated Body. A creature that touches the noble salamander or hits it Actions
with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.
Multiattack. The noble priest salamander makes two attacks: one with
Heated Weapons. Any metal melee weapon the noble salamander its spear and one with its tail.
wields deals an extra 10 (3d6) fire damage on a hit (included in the attack).
+2 Spear. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or
Innate Spellcasting. The noble salamander’s innate spellcasting range 20 ft./60 ft., one target. Hit: 10 (1d6 + 7) piercing damage, or 11
ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The (1d8 + 7) piercing damage if used with two hands to make a melee attack,
salamander can cast the following spells without requiring any material plus 14 (4d6) fire damage.
components.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
3/day each: burning hands, fireball, flaming sphere, wall of fire 14 (2d8 + 5) bludgeoning damage plus 14 (4d6) fire damage, and the
1/day each: dispel magic, conjure elemental target is grappled (escape DC 18). Until this grapple ends, the target is
restrained, the salamander can automatically hit the target with its tail, and
Actions the salamander can’t make tail attacks against other targets.
Multiattack. The noble salamander makes two attacks: one with its Saracek the Fallen
spear and one with its tail.
Medium undead, chaotic evil
Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range Armor Class 14 (natural armor)
20 ft./60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) Hit Points 117 (18d8 + 36)
piercing damage if used with two hands to make a melee attack, plus 10 Speed 30 ft.
(3d6) fire damage.
STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
15 (2d8 + 6) bludgeoning damage plus 10 (3d6) fire damage, and the
target is grappled (escape DC 17). Until this grapple ends, the target is
restrained, the salamander can automatically hit the target with its tail, and
the salamander can’t make tail attacks against other targets.
21 (+5) 16 (+3) 15 (+2) 13 (+1) 14 (+2) 18 (+4)
Salamander Noble Priest Saving Throws Dex +6, Con +5, Wis +5
Skills Perception +5, Religion +4
Large elemental, chaotic evil Damage Immunities cold, poison
Armor Class 15 (natural armor) Condition Immunities charmed, exhaustion, frightened,
Hit Points 253 (22d10 + 132)
Speed 30 ft. poisoned
Senses darkvision 60 ft., passive Perception 15
STR DEX CON INT WIS CHA Languages Abyssal, Celestial, Common
Challenge 8 (3,900 XP)
21 (+5) 12 (+1) 23 (+6) 16 (+3) 20 (+5) 18 (+4)
Saving Throws Con +12, Wis +11, Cha +10 Magic Resistance. Saracek has advantage on saving throws against
Skills Arcana +9, Insight +11, Perception +11, Religion +9 spells and other magical effects.
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing Magic Weapon. Saracek’s weapon attacks are considered magical for
the purposes of damage resistance.
from nonmagical weapons
Damage Immunities fire Spellcasting. Saracek is a 7th-level spellcaster. Its spellcasting ability
Senses darkvision 60 ft., passive Perception 21 is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the
following paladin spells prepared:
596
Appendix A: Bestiary
Cantrips: chill touch, shocking grasp Scramge
1st level (4 slots): command, false life, hellish rebuke, inflict wounds
2nd level (3 slots): aid, darkness, ray of enfeeblement Medium fiend, lawful evil
3rd level (3 slots): bestow curse, dispel magic, fear Armor Class 19 (natural armor)
Actions Hit Points 161 (17d8 + 85)
Speed 40 ft.
Multiattack. Saracek makes three attacks with its greatsword. STR DEX CON INT WIS CHA
Greatsword of Wounding. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage. 14 (+2) 19 (+4) 20 (+5) 18 (+4) 17 (+3) 23 (+6)
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage. Saving Throws Dex +9, Wis +8
Aura of Dread (Recharges after short or long rest). Saracek radiates Skills Deception +11, Insight +8, Perception +8, Persuasion
an aura of unadulterated terror. Each enemy within 30 feet of Saracek must
succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If +11, Stealth +9
a frightened target ends its turn more than 30 feet away from Saracek, the Damage Resistances cold
target can repeat the saving throw, ending the effect on itself with a success. Damage Immunities bludgeoning, piercing, and slashing
Control Undead (1/day). Saracek targets one undead that it can see
within 30 feet of it. The target must make a DC16 Wisdom saving throw. from nonmagical weapons
On a failed save, the target must obey Saracek’s commands for the next 24 Senses darkvision 60 ft., passive Perception 18
hours, or until Saracek attacks the target. Languages Abyssal, Common, Elven, Ignan, Infernal, Terran
Devastating Blast (Recharge 5-6). Saracek unleashes a 30ft. cone of Challenge 15 (13,000 XP)
energy. Creatures in this area must make a DC18 Constitution saving
throw. Targets in the area take 72 (16d8) necrotic damage, or half as much Limited Magic Immunity. Scramge can’t be affected or detected by
on a successful save. spells of 6th level or lower unless it wishes to be. It has advantage on
saving throws against all other spells and magical effects.
Scarl
Innate Spellcasting. Scramge’s innate spellcasting ability is Charisma
Medium humanoid (bugbear), chaotic evil (spell save DC 19, +11 to hit with spell attacks). Scramge can innately cast
Armor Class 14 (shield, ring of protection) the following spells, requiring no material components:
Hit Points 82 (11d8 + 33)
Speed 30 ft. At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image,
STR DEX CON INT WIS CHA suggestion
1/day each: dominate person, fly, plane shift, true seeing.
17 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 17 (+3) Spellcasting. Scramge is a 16th-level spellcaster. Its spellcasting ability
is Charisma (spell save DC 19, +11 to hit with spell attacks). It has the
Saving Throws Con +5, Cha +5 following spells prepared:
Skills Intimidation +7, Perception +4, Religion +4 Cantrips (at will): dancing lights, message, resistance
Damage Immunities poison 1st level (4 slots): color spray, expeditious retreat, fog cloud, magic
Condition Immunities poisoned missile
Senses darkvision 60 ft., passive Perception 14 2nd level (3 slots): blur, hold person, see invisibility, spider climb
Languages Common, Draconic, Goblin 3rd level (3 slots): bestow curse, blink, nondetection
Challenge 4 (1,100 XP) 4th level (3 slots): confusion, dimension door, fire shield, greater
invisibility, phantasmal killer
Curse of Wasting. Scarl’s body appears to be slowly rotting, with patches 5th level (2 slots): dominate person, mislead, modify memory, seeming
of fur missing and decayed-looking skin. This effect gives him advantage 6th level (1 slot): irresistible dance, mass suggestion, programmed
on Charisma (Intimidation) checks but also bestows disadvantage on other illusion
Charisma-based ability checks. 7th level (1 slot): project image, teleport
8th level (1 slot): feeblemind, mind blank
Unholy Strike. Once on each of the Scarl’s turns when he hits a creature
with a weapon attack, he can cause the attack to deal an extra 9 (2d8) Actions
necrotic damage to the target.
Multiattack. Scramge makes three attacks: two with its claws and one
Spellcasting. Scarl is a 6th-level spellcaster. His spellcasting ability is with its bite.
Charisma (spell save DC 13, +5 to hit with spell attacks). Scarl has the
following cleric spells prepared: Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) slashing damage.
Cantrips (at will): guidance, mending, resistance, spare the dying
1st level (4 slots): bane, cure wounds, detect magic, inflict wounds Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13
2nd level (3 slots): aid, hold person, silence, spiritual weapon (2d8 + 4) piercing damage.
3rd level (2 slots): animate dead, bestow curse
Ring of Protection. Scarl has a +1 bonus to AC and saving throws Seer, The
while wearing the ring of protection.
Keen Smell. Scarl has advantage on Wisdom (Perception) checks that Medium humanoid (human), lawful evil
rely on smell. Armor Class 15 (greater cloak of protectionGM)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
Actions STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 23 (+6) 14 (+2) 19 (+4)
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Saving Throws Int +10, Wis +6
Hit: 7 (1d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range Skills Arcana +10, History +10, Insight +6, Perception +6
Senses passive Perception 16
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Languages Abyssal, Common, Draconic, Elven, Goblin,
597
Rappan Athuk
Infernal Setiathet
Challenge 11 (7,200 XP)
Medium humanoid (half-elf), lawful evil
Spellcasting. The Seer is a 13th-level spellcaster. His spellcasting Armor Class 11 (23 with +2 plate, +1 shield)
ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He Hit Points 82 (11d8 + 33)
can cast the following spells: Speed 30 ft.
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking STR DEX CON INT WIS CHA
grasp, true strike
10 (+0) 13 (+1) 16 (+3) 13 (+1) 19 (+4) 17 (+3)
1st level (4 slots): color spray, detect magic, grease, magic missile,
shield Saving Throws Con +6, Wis +7
Skills History +4, Medicine +7, Perception +7, Religion +7
2nd level (3 slots): acid arrow, detect thoughts, mirror image, ray of Senses darkvision 60 ft., passive Perception 17
enfeeblement Languages Common, Elven, Goblin
Challenge 7 (2,900 XP)
3rd level (3 slots): clairvoyance, dispel magic, fly, see invisibility, slow,
stinking cloud Serpentine Shroud of Set. Setiathet is surrounded by a poisonous
shroud or shadowy, writhing serpents. A creature that touches the priest or
4th level (3 slots): blight, confusion, dimension door, greater invisibility, hits it with a melee attack while within 5 feet of it takes 10 (3d6) poison
stoneskin damage.
5th level (2 slots): dominate person, scrying, wall of stone Spear of Darkness. Setiathet can use its action to create a spear of
6th level (1 slots): true seeing darkness that appears in its empty hand. The weapon counts as magical
7th level (1 slots): teleport for the purpose of overcoming resistance and immunity to nonmagical
Greater Cloak of Protection. The Seer has a +2 bonus to AC and saving attacks and damage. The spear grants the priest a +1 bonus to attack and
throws while wearing the greater cloak of protectionGM. damage rolls and deals piercing and poison damage.
Actions The spear disappears if it is more than 5 feet away from the priest for 1
minute or more, or if the priest dies. Setiathet can dismiss the spear at will
+2 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or (no action required). This feature cannot be used to summon a new spear
range 20/60 ft., one target. Hit: 7 (ld4 + 5) piercing damage. while Setiathet already is in possession of a summoned spear.
Seraficer Spellcasting. Setiathet is a 9th-level spellcaster. His spellcasting ability
is Wisdom (spell save DC 15, +7 to hit with spell attacks). He can cast the
Large monstrosity, neutral evil following spells:
Armor Class 16 (natural armor)
Hit Points 161 (19d10 + 57) Cantrips (at will): guidance, light, resistance, sacred flame, true strike
Speed 30 ft., climb 30 ft. 1st level (4 slots): command, cure wounds, detect poison and disease
2nd level (3 slots): darkness, prayer of healing, shatter, zone of truth
STR DEX CON INT WIS CHA 3rd level (3 slots): dispel magic, prayerPG, speak with dead, tongues
16 (+3) 12 (+1) 16 (+3) 6 (–2) 15 (+2) 13 (+1) 4th level (3 slots): banishmentt, death ward, guardian of faith
5th level (1 slots): flame strike, hallow
Saving Throws Dex +4, Wis +5
Skills Athletics +9, Perception +8, Stealth +7 Actions
Senses blindsight 60 ft., tremorsense 60 ft., passive
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Perception 18 Hit: 1 (1d2) bludgeoning damage.
Languages Deep Speech
Challenge 7 (2,900 XP) Spear of Darkness. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage plus 10 (3d6) poison damage, or
Blinded by Silence. The effects of a silence spell render Seraficer 5 (1d8 + 1) piercing damage plus 10 (3d6) poison damage if used with
effectively blind. Seraficer automatically fails any ability check that two hands.
requires the hearing. Attack rolls against Seraficer have advantage, and
Seraficer attacks with disadvantage. Touch of the Serpent God (Recharges after a Short or Long Rest).
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 16 (3d8 +3)
Spellcasting. Seraficer is a 6th-level spellcaster. Its spellcasting ability poison damage, and the target must succeed on a DC 15 Constitution
is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the saving throw or be blinded for 1 minute.
following spells:
Shadow Hunters
Cantrips (at will): chill touch, eldritch blast, spare the dying,
thaumaturgy Shadow Hunter Hatchling
1st level (4 slots): bless, cure wounds, fog cloud, protection from evil Medium monstrosity, neutral
and good Armor Class 13 (natural armor)
Hit Points 55 (10d8 + 10)
2nd level (3 slots): blur, enhance ability, hold person, mirror image Speed 30 ft., climb 40 ft., swim 20 ft.
3rd level (3 slots): bestow curse, dispel magic, mass healing word
4th level (1 slots): hallucinatory terrain
Actions
Multiattack. Seraficer makes three attacks: one with its bite and two
slam attacks. STR DEX CON INT WIS CHA
3 (–4)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 16 (+3) 13 (+1) 12 (+1) 5 (–3) 10 (+0)
+ 3) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 Skills Perception +5, Stealth +3
(1d10 + 3) bludgeoning damage. Condition Immunities prone
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 15
598
Languages — Appendix A: Bestiary
Challenge 2 (450 XP)
Shadow Stealth. While in dim light or darkness, the shadow rat can
take the Hide action as a bonus action.
Keen Smell. The shadow hunter hatchling has advantage on Wisdom Actions
(Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
Shadow Stealth. While in dim light or darkness, the shadow hunter + 2) piercing damage and the target’s Strength score is reduced by 1d4.
hatchling can take the Hide action as a bonus action. If the target is a creature, it must succeed on a DC 10 Constitution saving
throw or contract a disease. Until the disease is cured, the target can’t
Actions regain hit points except by magical means, the target’s Strength score is
reduced by 1d4 and its hit point maximum decreases by 3 (1d6) every 24
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 hours. If the target’s hit point maximum or Strength score drops to 0 as a
(1d6 + 3) piercing damage and 10 (3d6) poison damage. The target must result of this disease, the target dies.
succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.
Shadow Hunter Shantak
Huge monstrosity, neutral Huge monstrosity, chaotic evil
Armor Class 14 (natural armor) Armor Class 16 (natural armor)
Hit Points 105 (10d12 + 40) Hit Points 178 (17d12 + 68)
Speed 30 ft., climb 50 ft., swim 30 ft. Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 19 (+4) 5 (–3) 14 (+2) 3 (–4) 25 (+7) 17 (+3) 19 (+4) 8 (–1) 17 (+3) 10 (+0)
Skills Perception +6, Stealth +6 Skills Perception +6
Condition Immunities prone Damage Immunities cold
Senses darkvision 60 ft., tremorsense 60 ft., passive Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech
Perception 16 Challenge 8 (3,900 XP)
Languages —
Challenge 9 (5,000 XP) Flyby. The shantak doesn’t provoke opportunity attacks when it flies
out of an enemy’s reach.
Keen Smell. The shadow hunter has advantage on Wisdom (Perception)
checks that rely on smell. Alien Physiology. Shantaks do not require oxygen and are immune to
effects that require breathing.
Shadow Stealth. While in dim light or darkness, the shadow hunter can
take the Hide action as a bonus action. Share Defenses. The shantak can extend the benefits of its alien
physiology and cold immunity to one creature within 10 feet of it that it
Actions can touch. The shantak can activate or deactivate this feature at will; this
does not require an action.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15
(2d8 + 6) piercing damage and 27 (6d8) poison damage. The target must Slippery. A creature that attempts to grapple the shantak does so with
succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. disadvantage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: Starflight. The shantak can survive in the vacuum of out space.
17 (2d10 + 6) bludgeoning damage and the target is grappled (escape DC
16). Until this grapple ends, the creature is restrained, and the shadow Actions
hunter can’t constrict another target.
Multiattack. The shantak makes one bite attack and two claw attacks.
Shadow Rat Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16
(2d8 + 7) piercing damage.
Tiny undead, neutral Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20
Armor Class 13 (natural armor) (2d12 + 7) slashing damage and the target is grappled (escape DC 17) if it
Hit Points 7 (2d4 + 2) is a Large or smaller creature. The shantak has two claws, each of which
Speed 40 ft., climb 20 ft. can grapple only one target.
STR DEX CON INT WIS CHA Sheriff
6 (–2) 15 (+2) 13 (+1) 2 (–4) 12 (+1) 12 (+1)
Medium humanoid (any race), any alignment
Armor Class 17 (chain shirt, shield)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
Skills Stealth +6 STR DEX CON INT WIS CHA
Damage Immunities poison
Condition Immunities poisoned 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2)
Senses darkvision 60 ft., passive Perception 11
Languages — Saving Throws Str +5, Dex +4, Wis +3
Challenge 1/2 (100 XP) Skills Insight +5, Perception +5
Senses passive Perception 15
Amorphous. The shadow rat can move through a space as narrow as 1 Languages Common, Giant, Goblin
inch wide without squeezing. Challenge 2 (450 XP)
Keen Smell. The shadow rat has advantage on Wisdom (Perception)
checks that rely on smell.
599