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[Settings] 2018 Frog God Games

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Published by Sanguinetti, 2022-06-22 03:31:51

City of Brass

[Settings] 2018 Frog God Games

ACTIONS Daggermaster. The master thief deals an additional die of
damage when attacking with daggers, and doubles both
Quarterstaff +3. Melee Weapon Attack: +10 to hit, reach 5 the short and long ranges of a thrown dagger (included in
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. the attack).

Master Spy Evasion. When the master thief is subjected to an effect that
allows it to make a Dexterity saving throw to take only half
Medium humanoid (any), any alignment damage, it instead takes no damage if the saving throw is
Armor Class 16 (studded leather) successful, and only half damage if the roll is a failure.
Hit Points 84 (13d8 + 26)
Speed 30 ft. Sneak Attack. Once per turn, the master thief can deal
an extra 31 (9d6) damage to one creature it hits with an
STR DEX CON INT WIS CHA attack if it has advantage on the attack roll. The attack
must use a finesse or ranged weapon. The master thief
11 (+0) 18 (+4) 15 (+2) 15 (+2) 13 (+1) 10 (+0) doesn’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy
Saving Throws Dex +7, Int +5 isn’t incapacitated, and the master thief doesn’t have
Skills Insight +4, Investigation +5, Perception +4, Sleight of disadvantage on the attack roll.

Hand +10, Stealth +10 ACTIONS
Senses passive Perception 14
Languages Common, thieves’ cant Multiattack. The master thief uses its Dagger Flourish and
Challenge 8 (3,900 XP) makes three Dagger attacks, or two Shortsword attacks.

Cunning Action. On each of its turns, the master spy can Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
use a bonus action to take the Dash, Disengage, or Hide 5 ft. or range 60/120 ft., one target. Hit: 10 (2d4 + 5)
action. piercing damage.

Evasion. When the master spy is subjected to an effect Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
that allows it to make a Dexterity saving throw to take target. Hit: 8 (1d6 + 5) piercing damage.
only half damage, the it instead takes no damage if the
save is successful, and only half damage if the roll is a Dagger Flourish. One creature that is wielding a weapon
failure. within 5 feet of the master thief must make a DC 17
Strength saving throw. On a failed saving throw, all the
Martial Advantage. Once per turn, the master spy can deal attacks the master thief makes against the target until the
an extra 10 (3d6) damage to a creature it hits with a end of its turn have advantage. In addition, the master
weapon attack if that creature is within 5 feet of an ally of thief can choose to apply one of the following effects to
the master spy that isn’t incapacitated. the target:

ACTIONS Blinding Strike. The target has disadvantage on attack rolls it
makes until the end of its next turn.
Multiattack. The master spy can make three attacks with
either its rapier or its hand crossbow. Confounding Blades. The target can’t take reactions until
the start of the target’s next turn.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.; one
creature. Hit: 8 (1d8 + 4) piercing damage. Sneaky Maneuver. The target is pushed 5 feet away from
the infiltrator.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range
30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. REACTIONS

REACTIONS Uncanny Dodge. The master thief halves the damage that
it takes from one attack that hits it. The infiltrator must be
Parry. The master spy adds 3 to its AC against one melee able to see the attacker to use this ability.
attack that would hit it. To do so, the master spy must see
the attacker and be wielding a melee weapon. Missionary

Master Thief Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Medium humanoid (any), any alignment Hit Points 55 (10d8 + 10)
Armor Class 17 (studded leather) Speed 30 ft.
Hit Points 117 (18d8 + 36)
Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA

10 (+0) 15 (+2) 13 (+1) 10 (+0) 18 (+4) 14 (+2)

STR DEX CON INT WIS CHA Saving Throws Con +3
Skills Medicine +6, Persuasion +6, Religion +2
12 (+1) 20 (+5) 14 (+2) 16 (+3) 17 (+3) 15 (+2) Senses passive Perception 14
Languages any two languages
Saving Throws Dex +9, Int +7, Wis +7 Challenge 4 (1,100 XP)
Skills Acrobatics +9, Athletics +5, Deception +6, Perception
Spellcasting. The missionary is a 6th-level spellcaster. Its
+7, Sleight of Hand +13, Stealth +13 spellcasting ability is Wisdom (spell save DC 14, +6 to hit
Senses blindsight 10 ft., passive Perception 17 with spell attacks). The missionary has the following cleric
Languages Thieves’ cant, plus any two languages spells prepared:
Challenge 11 (7,200 XP) Cantrips (at will): guidance, light, sacred flame,
thaumaturgy
Cunning Action. The master thief can use a bonus action 1st level (4 slots): bane, bless, command, cure wounds,
on its turn to take the Dash, Disengage, Hide, or Use an inflict wounds
Object action.

450

2nd level (3 slots): calm emotions, hold person Orator
3rd level (3 slots): bestow curse, tongues
Unpopular Words. As a bonus action, the missionary Medium humanoid (any), any alignment
sermonizes. Each creature within 60 feet that can hear Armor Class 13 (leather)
the missionary has advantage on attack rolls against the Hit Points 38 (7d8 + 7)
missionary and disadvantage on saving throws against Speed 30 ft.
the missionary’s enchantment spells until the start of the
missionary’s next turn. STR DEX CON INT WIS CHA
Worldly Traveler. Difficult terrain made of natural terrain,
such as forest or snow, doesn’t cost the missionary extra 15 (+2) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 18 (+4)
movement.
Saving Throws Dex +5, Cha +7
ACTIONS Skills Acrobatics +5, Perception +5, Performance +10,

Multiattack. The missionary makes three attacks. Persuasion +10
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach Senses passive Perception 15
Languages Common, plus two more languages
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing Challenge 5 (1,800 XP)
damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 Spellcasting. The orator is a 7th-level spellcaster. Its
ft., one target. Hit: 5 (1d6 + 2) piercing damage. spellcasting ability is Charisma (spell save DC 15, +7 to hit
Convert or Suffer (recharge 5–6). The missionary calls upon its with spell attacks). It knows the following bard spells:
deity’s power and commands creatures in a 30-foot cone Cantrips (at will): mage hand, message, vicious
to convert or suffer the consequences. Each creature in mockery
that area must make a DC 14 Wisdom saving throw. On 1st level (4 slots): detect magic, healing word, sleep,
a failure, a creature takes 14 (4d6) thunder damage and thunderwave
is charmed for 1 minute. On a success, a creature takes 2nd level (3 slots): blindness/deafness, detect thoughts,
twice as much damage but is not charmed. A charmed heat metal, shatter
creature can repeat the saving throw at the end of each 3rd level (3 slots): dispel magic, hypnotic pattern,
of its turns, ending the effect on itself on a success. lightning bolt, tongues
4th level (1 slot): confusion
Myrmidon
ACTIONS
Medium humanoid (any race), any alignment
Armor Class 14 (chain shirt) Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hit Points 22 (4d8 + 4) target. Hit: 6 (1d8 + 2) piercing damage.
Speed 30 ft.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
STR DEX CON INT WIS CHA 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

REACTIONS

13 (+1) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 10 (+0) Countercharm. Whenever a creature within 60 feet of the
orator fails a saving throw, the orator can use its reaction
Skills Arcana +4, Perception +2 to allow the creature to reroll that saving throw and add
Senses passive Perception 12 +4 to the new result.
Languages Common, plus one other language
Challenge 1/2 (100 XP) Cutting Words (5/day). The orator chooses one creature it
can see within 30 feet who has just rolled an ability check
Arcane Strike. When the myrmidon hits with a weapon or an attack roll. That creature rolls 1d8 and the orator
attack, it can expend a spell slot to cause the weapon chooses whether it is added to the result or subtracted
attack to deal an additional 11 (2d10) force damage. from the result.

Spellcasting. The myrmidon is a 2nd-level spellcaster. Its Paragon Knight
spellcasting ability is Intelligence (spell save DC 12, +4
to hit with spell attacks). It has the following wizard spells Medium humanoid (human), lawful good
prepared. Armor Class 20 (plate armor, shield)
Cantrips (at will): fire bolt, light, ray of frost, shocking Hit Points 100 (12d8 + 24)
grasp Speed 30 ft.
1st level (3 slots): burning hands, longstrider, magic
missile, shield STR DEX CON INT WIS CHA

ACTIONS 18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 18 (+4)

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one Saving Throws Wis +6, Cha +7
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing Skills Athletics +7, Medicine +4, Persuasion +7, Religion +4
damage if used with two hands to make a melee attack. Senses passive Perception 13
Languages Common, Celestial
Challenge 8 (3,900 XP)

Divine Aura. The paragon knight or a friendly creature within
10 feet of it cannot be charmed or frightened, and has
a +4 bonus to any saving throw it makes. These benefits
cease to function is paragon knight is unconscious or slain.

Divine Blessings. The paragon knight is immune to disease.

451

Divine Smite. When the paragon knight hits with a melee Spellcasting. The performer is a 10th-level spellcaster. Its
weapon attack, it can expend a spell slot to deal spellcasting ability is Charisma (spell save DC 16, +8 to
additional radiant damage to the target, in addition hit with spell attacks). It has the following bard spells
to the weapon’s damage. The extra damage is 9 (2d8) prepared:
for a 1st-level spell slot, plus 4 (1d8) for each spell level Cantrips (at will): friends, light, minor illusion,
higher than 1st, to a maximum of 21 (5d8). The damage prestidigitation
increases by 4 (1d8) if the target is a fiend or undead. 1st level (4 slots): disguise self, heroism, hideous
laughter, silent image
Spellcasting. The paragon knight is a 12th-level spellcaster. 2nd level (3 slots): calm emotions, detect thoughts, silence
Its spellcasting ability is Charisma (spell save DC 15). It has 3rd level (3 slots): hypnotic pattern, major image,
the following paladin spells prepared. tongues
1st level (4 slots): bless, divine favor, protection from 4th level (3 slots): compulsion, dimension door,
evil and good, sanctuary, shield of faith freedom of movement
2nd level (3 slots): aid, lesser restoration, magic 5th level (2 slots): dominate person, mislead
weapon, zone of truth
3rd level (3 slots): beacon of hope, daylight, dispel ACTIONS
magic, remove curse, revivify

ACTIONS Multiattack. The performer makes three Runed Scarf attacks.
Runed Scarf. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Multiattack. The paragon knight makes two Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6)
fire damage.
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) Dazzling Dance (recharge 5–6). The performer dances
slashing damage if used with two hands to make a melee hypnotically, enchanting creatures within 30 feet. Each
attack, plus 4 (1d8) radiant damage. creature in that area must succeed on a DC 16 Charisma
Lay on Hands. The paragon knight has a pool of 60 hit saving throw or be charmed for 1 minute. While charmed,
points to use with its lay on hands ability. It regains spent a creature is restrained and must continue watching the
hit points from this pool when it takes a long rest. It can performer. A creature can repeat the saving throw at
use this ability to cause a creature within 5 feet of it or the end of each of its turns, ending the effect on itself on
itself to regain any number of hit points, up to its hit point a success. If the charmed creature takes damage from
maximum or the paragon knight’s pool of hit points is one of the performer’s allies, it has advantage on the next
reduced to 0. saving throw. The effect also ends if the charmed creature
Sacred Weapon (1/short or long rest). The paragon knight can’t see the performer.
adds +4 to hit attack and damage rolls for 1 minute, and
its weapon is considered magical for the purposes of Preacher
damage resistances.
Turn the Unholy (1/short or long rest). Each fiend or undead Medium humanoid (any race), any alignment
that can see or hear the paragon knight within 30 feet of Armor Class 16 (chain shirt, shield)
the knight must make a DC 15 Wisdom saving throw. On a Hit Points 78 (12d8 + 24)
failed saving throw, it is turned for 1 minute. While turned, Speed 30 ft.
the creature must use its turns trying to move as far away
from the paragon knight as it can, and it can’t willingly STR DEX CON INT WIS CHA
move into a space within 30 feet of the knight. It cannot
take reactions, and can only take the Dash action, or try 16 (+3) 12 (+1) 14 (+2) 13 (+1) 20 (+5) 17 (+3)
to escape from an effect that prevents it from moving.
Saving Throws Con +5, Wis +8
Performer Skills History +4, Performance +6, Persuasion +9, Religion +4
Senses passive Perception 15
Medium humanoid (any race), any alignment Languages any three languages
Armor Class 16 (studded leather) Challenge 8 (3,900 XP)
Hit Points 78 (12d8 + 24)
Speed 30 ft. Spellcasting. The preacher is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit
STR DEX CON INT WIS CHA with spell attacks). The preacher has the following cleric
spells prepared:
12 (+1) 19 (+4) 15 (+2) 11 (+0) 14 (+2) 20 (+5) Cantrips (at will): guidance, light, resistance, sacred
flame, thaumaturgy
Saving Throws Dex +7, Cha +8 1st level (4 slots): bane, bless, command, cure wounds,
Skills Deception +8, Performance +11, Persuasion +8 inflict wounds
Condition Immunities charmed 2nd level (3 slots): aid, hold person, spiritual weapon
Senses passive Perception 12 3rd level (3 slots): beacon of hope, mass healing word,
Languages any two languages tongues
Challenge 8 (3,900 XP) 4th level (3 slots): freedom of movement, locate
creature
Martial Dancer. Once per turn, when the performer makes 5th level (2 slots): flame strike, geas
an attack with its Runed Scarf and hits, it can attempt
to trip its target. The target must succeed on a DC 15 Unshakeable Faith. The preacher has advantage on
Dexterity saving throw or be knocked prone. Wisdom and Charisma saving throws.

Soothing Song (2/day). As a bonus action, the performer ACTIONS
sings a soft, soothing melody. Each of the performer’s allies
within 15 feet of the performer regains 5 (2d4) hit points Multiattack. The preacher uses its Speech and makes three
and is cured of the charmed and frightened conditions. melee attacks.

452

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., Red Scorpion Assassin
one target. Hit: 7 (1d8 + 3) piercing damage.
Medium humanoid (any), any alignment
Speech. The preacher makes one of the following speeches; Armor Class 15 (studded leather)
it can’t use the same speech two rounds in a row: Hit Points 38 (7d8 + 7)
Speed 30 ft.
Condemning Speech. The preacher speaks words of
condemnation at one target within 30 feet of it. The STR DEX CON INT WIS CHA
target must make a DC 16 Wisdom saving throw. On a
failure, the target takes 28 (8d6) thunder damage and 12 (+1) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 13 (+1)
is frightened for 1 minute. On a success, the target takes
half the damage and isn’t frightened. A frightened Saving Throws Dex +6, Int +4
creature can repeat the saving throw at the end of each Skills Athletics +4, Acrobatics +9, Deception +4, Perception
of its turns, ending the effect on itself on a success. If the
creature’s saving throw is successful or the effect ends for +4, Stealth +9
it, the creature is immune to the preacher’s Condemning Senses passive Perception 14
Speech for the next 24 hours. Languages Thieves’ cant plus any two languages
Challenge 5 (1,800 XP)
Inspiring Speech. The preacher targets up to three creatures
it can see within 30 feet of it and speaks words of Assassinate. During its first turn, the Red Scorpion assassin
inspiration. Each target has advantage on its next attack has advantage on attack rolls against any creature that
roll, saving throw, or ability check. hasn’t yet acted in the combat. Any hit the Red Scorpion
assassin scores against a surprised creature counts as a
Swaying Speech. The preacher speaks persuasively to one critical hit.
target within 30 feet of it. The target must make a DC 16
Wisdom saving throw. On a failure, the target takes 28 Cunning Action. On each of its turns, the Red Scorpion
(8d6) psychic damage and is charmed for 1 minute. On assassin can use a bonus action to take the Dash,
a success, the target takes half the damage and isn’t Disengage, or Hide action.
charmed. A charmed creature can repeat the saving
throw at the end of each of its turns, ending the effect on Sneak Attack. Once per turn, the Red Scorpion assassin deals
itself on a success. If a creature’s saving throw is successful an extra 17 (5d6) damage when it hits a target with a
or the effect ends for it, the creature is immune to the weapon attack and has advantage on the attack roll, or
preacher’s Swaying Speech for the next 24 hours. when the target is within 5 feet of an ally of the Red Scorpion
assassin that isn’t incapacitated and the Red Scorpion
Pyromancer assassin doesn’t have disadvantage on the attack roll.

Medium humanoid (any), any chaotic alignment ACTIONS
Armor Class 11 (14 with mage armor)
Hit Points 38 (7d8 + 7) Multiattack. The Red Scorpion assassin makes two Dagger or
Speed 30ft two Shortsword attacks.

STR DEX CON INT WIS CHA Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 18 (+4) damage.

Saving Throws Con +3, Cha +6 Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Deception +6, Insight +2 target. Hit: 6 (1d6 + 3) piercing damage.
Senses passive Perception 10
Languages Common Red Scorpion Lieutenant
Challenge 3 (700 XP)
Medium humanoid (any), any alignment
Fire Adept. Whenever the pyromancer takes any fire Armor Class 15 (leather)
damage, it gains a 1st-level spell slot. This can increase the Hit Points 91 (14d8 + 28)
number of available slots that the pyromancer has to cast Speed 30 ft.
1st-level spells above 4. The extra slots disappear if the
pyromancer takes a long rest. STR DEX CON INT WIS CHA

Spellcasting. The pyromancer is a 6th-level spellcaster. Its 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (+0)
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). It knows the following sorcerer spells. Saving Throws Dex +7, Int +5
Cantrips (at will): dancing lights, fire bolt, light, shocking Skills Athletics +8, Acrobatics +10, Investigation +5,
grasp, true strike
1st level (4 slots): burning hands, mage armor, magic Perception +10, Stealth +10, Survival +6
missile Senses passive Perception 20
2nd level (3 slots): flaming sphere, scorching ray Languages Thieves’ cant plus any two languages
3rd level (2 slots): fireball, protection from energy Challenge 8 (3,900 XP)

Swift Casting (3/day). Whenever the pyromancer uses an Assassinate. During its first turn, the Red Scorpion lieutenant
action to cast a cantrip or a spell, it can cast a cantrip as has advantage on attack rolls against any creature that
a bonus action. hasn’t yet acted in the combat. Any hit the Red Scorpion
lieutenant scores against a surprised creature counts as a
ACTIONS critical hit.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach Cunning Action. On each of its turns, the Red Scorpion
5ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing lieutenant can use a bonus action to take the Dash,
damage. Disengage, or Hide action.

Sneak Attack. Once per turn, the Red Scorpion lieutenant
deals an extra 28 (8d6) damage when it hits a target

453

with a weapon attack and has advantage on the ACTIONS
attack roll, or when the target is within 5 feet of an ally
of the Red Scorpion lieutenant that isn’t incapacitated Multiattack. The repository scholar makes two Holy Text
and the misericorde doesn’t have disadvantage on the attacks or two Inked Quill attacks.
attack roll.
Sniper. The Red Scorpion lieutenant ignores disadvantage Holy Text. Melee Weapon Attack: +9 to hit, reach 5 ft., one
from attacking beyond a weapon’s normal range. In target. Hit: 6 (1d6 + 3) bludgeoning damage plus 28 (8d6)
addition, the Red Scorpion lieutenant deals an additional radiant (good or neutral rectors) or necrotic (evil rectors)
die of damage on a ranged weapon attack (included in damage.
the attacks).
Inked Quill. Ranged Weapon Attack: +8 to hit, range 20/60
ACTIONS ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the
target must make a DC 20 Constitution saving throw,
Multiattack. The Red Scorpion lieutenant makes two Dagger taking 21 (6d6) poison damage on a failed save, or half as
or two Shortsword attacks. much damage on a successful one.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach Lecture (recharge 5–6). The repository scholar speaks a long,
5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing droning lecture in a 60-foot cone. Each creature in that
damage, or 9 (2d4 + 4) piercing damage if used to make area must make a DC 19 Intelligence saving throw. On a
a ranged attack. failure, a creature takes 54 (12d8) psychic damage and
falls unconscious for 10 minutes. On a success, a creature
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one takes half the damage and doesn’t fall unconscious.
target. Hit: 7 (1d6 + 4) piercing damage. An unconscious creature awakens if it takes damage or
another creature takes an action to wake it. This lecture has
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range no effect on creatures with an Intelligence of 5 or lower.
100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
REACTIONS
Repository Scholar
Paper Shield. When a creature the repository scholar can
Medium humanoid (any race), any alignment see targets it with a weapon attack, nearby scrolls and
Armor Class 17 (chain shirt, shield) books fly up to protect it. The repository scholar has
Hit Points 225 (30d8 + 90) resistance to bludgeoning, piercing, and slashing damage
Speed 30 ft. until the end of its next turn.

STR DEX CON INT WIS CHA LEGENDARY ACTIONS

16 (+3) 14 (+2) 17 (+3) 20 (+5) 23 (+6) 16 (+3) The repository scholar can take 3 legendary actions,
choosing from the options below. Only one legendary
Saving Throws Con +9, Int +11, Wis +12 action can be used at a time and only at the end of
Skills History +11, Insight +12, Persuasion +9, Religion +11 another creature’s turn. The repository scholar regains
Senses passive Perception 16 spent legendary actions at the start of its turn.
Languages any six languages
Challenge 20 (25,000 XP) Inked Quill. The repository scholar makes one Inked Quill
attack.
Legendary Resistance (3/day). If the repository scholar fails
a saving throw, it can choose to succeed instead. Move. The repository scholar moves up to its speed without
provoking opportunity attacks.
Magic Resistance. The repository scholar has advantage
on saving throws against spells and other magical Cast a Spell (costs 3 actions). The repository scholar casts
effects. a spell from its list of prepared spells, using a spell slot as
normal.
Magic Weapons. The repository scholar’s weapon attacks
are magical. Sabre

Professor of the Arts. The repository scholar has advantage Medium humanoid (any race), any alignment
on ability checks based on Intelligence or Charisma when Armor Class 16 (studded leather)
interacting with other spellcasters. Hit Points 78 (12d8 + 24)
Speed 30 ft.
Spellcasting. The repository scholar is an 18th-level
spellcaster. Its spellcasting ability is Wisdom (spell save DC STR DEX CON INT WIS CHA
20, +12 to hit with spell attacks). The repository scholar has 13 (+1) 18 (+4) 14(+2) 12 (+1) 14 (+2) 10 (+0)
the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, sacred Saving Throws Dex +7, Int +4
flame, thaumaturgy Skills Athletics +4, Acrobatics +7, Perception +8, Stealth +10
1st level (4 slots): command, cure wounds, inflict Senses passive Perception 18
wounds, sanctuary Languages Thieves’ cant plus any two languages
2nd level (3 slots): calm emotions, hold person, silence, Challenge 7 (2,900 XP)
zone of truth
3rd level (3 slots): clairvoyance, dispel magic, glyph of Cunning Action. On each of its turns, the sabre can use a
warding, tongues bonus action to take the Dash, Disengage, or Hide action.
4th level (3 slots): banishment, freedom of movement,
locate creature Sneak Attack (1/turn). Once per turn, the sabre deals
5th level (3 slots): dispel evil and good, mass cure an extra 24 (7d6) damage when it hits a target with a
wounds, scrying weapon attack and has advantage on the attack roll,
6th level (1 slot): harm, heal or when the target is within 5 feet of an ally of the sabre
7th level (1 slot): divine word, symbol that isn’t incapacitated and the sabre doesn’t have
8th level (1 slot): holy aura disadvantage on the attack roll.
9th level (1 slot): astral projection

454

ACTIONS 1st level (4 slots): command, cure wounds, inflict
wounds, protection from evil and good
Multiattack. The sabre makes one Dagger attack or uses its
Dagger Flourish ability, and makes two Rapier attacks. 2nd level (3 slots): hold person, silence, spiritual
weapon
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage. 3rd level (2 slots): animate dead, bestow curse

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach ACTIONS
5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
damage. Multiattack. The seeker of the ebony moon makes two
Mace attacks or uses its Lunar Bolt twice.
Dagger Flourish. One creature that is wielding a weapon
within 5 feet of the sabre must make a DC 15 Strength Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one
saving throw. On a failed saving throw, all the attacks the target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14
sabre makes against the target until the end of its turn (4d6) radiant or necrotic damage (see Moon-Touched
have advantage. Weapons).

REACTIONS Lunar Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 18 (4d8) radiant (if the target is in bright or dim
Parry. The sabre adds 3 to its AC against one melee attack light) or necrotic (if the target is in darkness) damage.
that would hit it. To do so, the sabre must see the attacker
and be wielding a melee weapon. Senior Druid

Seeker of the Ebony Moon Medium humanoid (human), neutral evil
Armor Class 13 (16 with barkskin)
Medium humanoid (any race), lawful evil Hit Points 120 (16d8 + 48)
Armor Class 15 (chain shirt) Speed 30 ft.
Hit Points 91 (14d8 + 28)
Speed 30 ft. STR DEX CON INT WIS CHA

16 (+3) 16 (+3) 16 (+3) 14 (+2) 20 (+5) 15 (+2)

STR DEX CON INT WIS CHA Saving Throws Int +6, Wis +9
Skills Animal Handling +9, Medicine +9, Nature +6,
16 (+3) 15 (+2) 14 (+2) 17 (+3) 18 (+4) 14 (+2)
Perception +9
Saving Throws Int +6, Wis +7 Senses passive Perception 19
Skills Arcana +6, Nature +6, Perception +7, Religion +6, Languages Common, Druidic, Ignan
Challenge 9 (5,000 XP)
Stealth +6
Damage Resistances varies (see Lunar Empowerment) Special Equipment. The senior druid carries a staff of the
Condition Immunities varies (see Lunar Empowerment) woodlands. Its bonuses are included in the statistics below.
Senses darkvision 60 ft., passive Perception 17
Languages any three languages Spellcasting. Senior druid is a 16th-level spellcaster. Its
Challenge 6 (2,300 XP) spellcasting ability is Wisdom (spell save DC 17, +11 to
hit with spell attacks). It has the following druid spells
Blessing of the Moon. The seeker of the ebony moon has prepared.
darkvision and magical darkness doesn’t impede its Cantrips (at will): guidance, mending, resistance,
darkvision. shillelagh
1st level (4 slots): cure wounds, detect magic,
Lunar Empowerment. The seeker of the ebony moon’s entangle, thunderwave
power is tied to the moon. Its resistances, immunities, and 2nd level (3 slots): barkskin, blur, heat metal, lesser
Lunar Bolt action are affected by the current phase of the restoration, silence
moon: 3rd level (3 slots): conjure animals, create food and
water, dispel magic, protection from energy
New Moon: The seeker has resistance to necrotic damage 4th level (3 slots): blight, dominate beast, hallucinatory
and its Lunar Bolt deals an extra 3 (1d6) necrotic damage. terrain, locate creature
5th level (2 slots): conjure elemental, greater
Crescent Moon: A target hit by the seeker’s Lunar Bolt restoration, insect plague, wall of stone
must succeed on a DC 15 Wisdom saving throw or be 6th level (1 slot): sunbeam
frightened until the end of its next turn. 7th level (1 slot): fire storm
8th level (1 slot): animal shapes
Gibbous Moon: A target hit by the seeker’s Lunar Bolt must
succeed on a DC 15 Wisdom saving throw or be blinded ACTIONS
until the end of its next turn.
Staff of the Woodlands. +5 to hit (+11 to hit with shillelagh),
Full Moon: The seeker is immune to the blinded condition reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning
and has resistance to radiant damage. Its Lunar Bolt deals damage, 8 (1d8 + 5) bludgeoning damage if wielded
an extra 3 (1d6) radiant damage. with two hands, or 11 (1d8 + 7) bludgeoning damage with
shillelagh.
Moon-Touched Weapons. When the seeker of the ebony
moon hits with any weapon, the weapon deals an extra Change Shape (2/short or long rest). The senior druid
4d6 radiant (if in bright or dim light) or necrotic (if in magically polymorphs into a beast or elemental with
darkness) damage (included in the attack). a challenge rating of 6 or less and can remain in this
form for up to 9 hours. The druid can choose whether its
Shadow Stealth. While in dim light or darkness, the seeker equipment falls to the ground, melds with its new form, or
of the ebony moon can take the Hide action as a bonus is worn by the new form. The druid reverts to its true form
action.
455
Spellcasting. The seeker of the ebony moon is a 5th-level
spellcaster. Its spellcasting ability is Wisdom (spell save
DC 15, +7 to hit with spell attacks). The seeker has the
following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, thaumaturgy

if it dies or falls unconscious, or if it uses a bonus action on Smoldering Judge
his turn to end the effect.
While in a new form, the senior druid retains its game Medium humanoid, lawful evil
statistics and ability to speak, but its AC, movement Armor Class 17 (+2 chain shirt)
modes, Strength, and Dexterity are replaced by those Hit Points 85 (10d8 + 40)
of the new form, and the druid gains any special senses, Speed 30 ft.
proficiencies, traits, actions, and reactions (except class
features, legendary actions, and lair actions) that the new STR DEX CON INT WIS CHA
form has but that the druid lacks. The druid can cast spells
with verbal or somatic components in the new form. The 25 (+7) 15 (+2) 19 (+4) 11 (+0) 20 (+5) 13 (+1)
new form’s attacks count as magical for the purposes
of overcoming damage resistances and immunities to Skills Perception +8, Religion +8
nonmagical attacks. Damage Resistances fire or cold (halberd of flame/frost2)
Senses passive Perception 18
Si’la Merchant Languages Common, Ignan
Challenge 10 (5,900 XP)
Medium humanoid (any), any alignment
Armor Class 11 Channel Divinity: Directed Strike (2/day). The smoldering
Hit Points 13 (3d8) judge gains a +10 on one attack roll.
Speed 30 ft.
Special Equipment. The smoldering judge possesses a belt
STR DEX CON INT WIS CHA of giant strength (fire, included above), a spell wand2 of
forcecage, a spell wand2 of hold person, a spell wand2 of
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) power word stun, a spell wand2 of sleep.

Skills Deception +5, Insight +4, Persuasion +5 Spellcasting. The smoldering judge is a 10th level spellcaster.
Senses passive Perception 12 Its spellcasting ability is Wisdom (save DC 17, +9 to hit with
Languages Common, Ignan spell attacks). The smoldering judge has the following
Challenge 1/8 (25 XP) spells prepared:
Cantrips (at will): light, mending, sacred flame, spare
ACTIONS the dying, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good,
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach divine favor, healing word, shield of faith
5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing 2nd level (3 slots): hold person, magic weapon,
damage. silence, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, mass
Smoke Merchant healing word, spirit guardians
4th level (3 slots): banishment, freedom of movement,
Medium humanoid (any), neutral locate person, stoneskin
Armor Class 11 5th level (2 slots): flame strike, hold monster, mass cure
Hit Points 45 (10d8) wounds
Speed 30 ft.
ACTIONS

STR DEX CON INT WIS CHA Halberd of Flame/Frost. Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage
11 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 15 (+2) plus 7 (2d6) fire or cold damage (judge’s choice).

Skills Deception +4, Insight +4, Persuasion +4 Bonus Actions
Senses passive Perception 12
Languages Common, Ignan Warrior Priest (5/day). The smoldering judge makes one
Challenge 1 (200 XP) weapon attack.

Martial Advantage. Once per turn, the smoke merchant can Sneakthief
deal an extra 13 (3d8) damage to a creature he hits with
a weapon attack if that creature is within 5 feet of an ally Medium humanoid (any), any alignment
of his that isn’t incapacitated. Armor Class 14 (leather)
Hit Points 18 (4d8)
ACTIONS Speed 30 ft.

Multiattack. The smoke merchant makes two Dagger STR DEX CON INT WIS CHA
attacks.
12 (+1) 15 (+2) 11 (+0) 10 (+0) 14 (+2) 10 (+0)
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing Saving Throws Dex +4, Int +2
damage. Skills Acrobatics +4, Athletics +3, Deception +2, Perception

+4, Sleight of Hand +6, Stealth +6
Senses passive Perception 14
Languages Thieves’ cant plus any one language
Challenge 1/2 (100 XP)

Sneak Attack. Once per turn, the sneakthief can deal an
extra 7 (2d6) damage to one creature it hits with an

456

attack if it has advantage on the attack roll. The attack BONUS ACTIONS
must use a finesse or a ranged weapon. The sneakthief
doesn’t need advantage on the attack roll if another Dragon Wings. The sorcerer sprouts a pair of dragon wings
enemy of the target is within 5 feet of it, that enemy and gains a fly speed of 30 ft or retracts those wings back
isn’t incapacitated, and the sneakthief doesn’t have into its body if already out.
disadvantage on the attack roll.
Spellbinder
ACTIONS
Medium humanoid (any), any alignment
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one Armor Class 13 (16 with mage armor)
target. Hit: 6 (1d8 + 2) piercing damage. Hit Points 170 (20d8 + 80)
Speed 30 ft.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage. STR DEX CON INT WIS CHA

Sorcerer 14 (+2) 17 (+3) 19 (+4) 21 (+5) 16 (+3) 17 (+3)

Medium humanoid (any race), any alignment Saving Throws Int +11, Wis +9
Armor Class 18 (natural armor, bracers of defense) Skills Arcana +17, Nature +17, Perception +9, Persuasion +9
Hit Points 91 (14d8 + 14 + Draconic Resilience) Senses passive Perception 19
Speed 30 ft. Languages Common, Ignan
Challenge 20 (25,000 XP)
STR DEX CON INT WIS CHA

12 (+1) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 19 (+4) Empowered Evocation. The spellbinder can add its
Intelligence modifier (+5) to the damage roll of any wizard
Saving Throws Con +6, Cha +9 evocation spell it casts.
Skills Arcana +5, Deception +9
Damage Resistances fire Overchannel (3/day). When the spellbinder casts a wizard
Senses passive Perception 11 spell of 1st through 5th level that deals damage, it can
Languages Common, Draconic, other languages by race deal maximum damage with that spell.
Challenge 13 (10,000 XP)
Sculpt Spells. When the spellbinder casts an evocation spell
Draconic Resilience. The sorcerer has one extra maximum that affects other creatures that it can see, it can choose
hit point for each spellcaster level (included above) a number of them equal to 1 + the spell’s level. The
chosen creatures automatically succeed on their saving
Empowered Spells (2/day). When it rolls for spell damage, the throws against the spell, and they take no damage if they
sorcerer may reroll up to four dice. It must use the new roll. would normally take half damage on a successful save.

Fire Affinity. When the sorcerer casts a spell that deals Signature Spells (1/day each). The spellbinder can cast
fire damage, it may add its Charisma modifier to that fireball and lightning bolt at 3rd level without expending a
damage. spell slot.

Heightened Spells (2/day). When a spell cast by the sorcerer Special Equipment. The spellbinder possesses an amulet of
forces a target to make a saving throw to resist its effects, health, a potion of invulnerability, two potions of supreme
the sorcerer may cause one target to have disadvantage healing.
on its first saving throw made against the spell.
Spell Mastery. The spellbinder may cast magic missile
Quickened Spells (4/day). When it casts a spell that has a or mirror image at their lowest possible level without
casting time of 1 action, the sorcerer can change the expending a spell slot.
casting time to 1 bonus action for this casting.
Spellcasting. The spellbinder is a 20th level spellcaster. The
Special Equipment. The sorcerer possesses a cloak of spellbinder’s spellcasting ability is Intelligence (spell save
displacement and two potions of superior healing. DC 19, +11 to hit with spell attacks). It has the following
spells prepared:
Spellcasting. The sorcerer is a 14th level spellcaster. Its Cantrips (at will): dancing lights, fire bolt, mage hand,
spellcasting ability is Charisma (spell save DC 17, +9 to hit prestidigitation, ray of frost
with spell attacks). It has the following spells prepared: 1st level (4 slots): mage armor, charm person, magic
Cantrips (at will): blade ward, dancing lights, fire bolt, missile, thunderwave
light, mage hand, minor illusion 2nd level (3 slots): darkness, flaming sphere, levitate,
1st level (4 slots): burning hands, charm person mirror image
2nd level (2 slots): mirror image, scorching ray, 3rd level (3 slots): counterspell, fireball, fly, lightning bolt
suggestion 4th level (3 slots): banishment, fire shield, greater
3rd level (3 slots): counterspell, fireball, haste invisibility
4th level (3 slots): greater invisibility, wall of fire 5th level (3 slots): cone of cold, telekinesis, wall of force
5th level (2 slots): dominate person 6th level (2 slots): chain lightning, freezing sphere,
6th level (1 slot1): mass suggestion move earth
7th level (1 slot1): fire storm 7th level (2 slots): reverse gravity, teleport
8th level (1 slot): control weather, sunburst
ACTIONS 9th level (1 slot): wish

Staff of Striking. Melee Weapon Attack: +9 to hit, reach 5 ACTIONS
ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage, and
the sorcerer can expend up to three charges; for each Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft.,
charge expended, the target takes an extra 1d6 force one target. Hit: 6 (1d6 + 2) bludgeoning damage or 8 (1d8
damage. + 4) bludgeoning damage if used with two hands.

+2 Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft.,
one target. Hit: 7 (1d4 + 5) piercing damage.

457

Theurgist to bleed. Any creature can take an action to stanch the
bleeding with a successful DC 14 Wisdom (Medicine)
Medium humanoid (any), any alignment check. The bleeding also stops if the target receives
Armor Class 13 (16 with mage armor) magical healing.
Hit Points 19 (3d8 + 6) Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach
Speed 30 ft. 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing
damage, or 12 (2d6 + 5) piercing damage if used to make
STR DEX CON INT WIS CHA a melee attack.
Swirling Slash (recharge 5–6). The vicious warrior spins its
10 (+0) 16 (+3) 14 (+2) 18 (+4) 15 (+2) 11 (+0) sword in a wide arc. Each creature within 10 feet of the
vicious warrior must make a DC 18 Dexterity saving throw,
Saving Throws Int +6, Wis +4 taking 42 (12d6) slashing damage on a failed save, or half
Skills Arcana +6, History +6 as much damage on a successful one.
Senses passive Perception 12
Languages Common Named Individuals
Challenge 2 (450 XP)
Ard
Spellcasting. The theurgist is a 3rd level spellcaster. The
theurgist’s spellcasting ability is Intelligence (spell save DC Medium humanoid (human), lawful evil
14, +6 to hit with spell attacks). It has the following spells Armor Class 20 (robe of the archmagi, staff of power)
prepared: Hit Points 161 (19d8 + 76)
Cantrips (at will): fire bolt, light, mage hand Speed 30 ft.
1st level (4 slots): burning hands, false life, mage armor,
magic missile STR DEX CON INT WIS CHA
2nd level (2 slots): acid arrow, mirror image, scorching
ray

ACTIONS 14 (+2) 17 (+3) 19 (+4) 21 (+5) 16 (+3) 17 (+3)

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one Saving Throws Int +11, Wis +9
target. Hit: 5 (1d4 + 3) piercing damage. Skills Arcana +11, Deception +17, Perception +9, Persuasion

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., +9
one target. Hit: 5 (1d4 + 3) bludgeoning damage. Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Ignan, Infernal
Vicious Warrior Challenge 20 (25,000 XP)

Medium humanoid (any race), any chaotic alignment Intense Concentration. While he is concentrating on a
Armor Class 17 (half plate) conjuration spell, Ard’s concentration cannot be broken
Hit Points 190 (20d8 + 100) by taking damage.
Speed 40 ft.
Death Contingency. Ard has used magic similar to the
STR DEX CON INT WIS CHA contingency spell on himself. When he is first reduced to 0
hit points, he is teleported to his summoning chamber and
21 (+5) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 14 (+2) revived with 1 hit point.

Saving Throws Str +10, Dex +7, Con +10 Robe of the Archmagi. Ard has advantage on saving throws
Skills Athletics +10, Intimidation +7, Perception +6 against spells and other magical effects. AC and spell
Condition Immunities frightened attack bonus are included above and below.
Senses passive Perception 16
Languages any one language Special Equipment. Ard possesses an amulet of health, a
Challenge 13 (10,000 XP) candle of invocation (Lightbringer — lawful evil), an iron
flask (with horned devil inside), a potion of invulnerability,
Brute. A melee weapon deals one extra die of its damage and two potions of supreme healing.
when the vicious warrior hits with it (included in the
attack). Spell Mastery. Ard may cast fog cloud or flaming sphere at
their lowest level without expending a spell slot.
Reckless. At the start of its turn, the vicious warrior can
gain advantage on all melee weapon attack rolls it Spellcasting. Ard is a 19th level spellcaster. His spellcasting
makes during that turn, but attack rolls against it have ability is Intelligence (spell save DC 23, +15 to hit with spell
advantage until the start of its next turn. attacks, including bonuses from magic items). He has the
following spells prepared:
ACTIONS Cantrips (at will): dancing lights, fire bolt, mage hand,
mending, prestidigitation
Multiattack. The vicious warrior makes four Serrated 1st level (4 slots): charm person, magic missile, unseen
Greatsword attacks. Alternatively, it can make three servant
ranged attacks with its Javelins. 2nd level (3 slots): flaming sphere, mirror image,
suggestion, web
Serrated Greatsword. Melee Weapon Attack: +10 to hit, 3rd level (3 slots): counterspell, fireball, sleet storm,
reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. stinking cloud
If the target is a creature other than an undead or 4th level (3 slots): black tentacles, conjure minor
construct, it must succeed on a DC 18 Constitution saving elementals, faithful hound, greater invisibility
throw or suffer a deep laceration. At the start of each of its 5th level (3 slots): cloudkill, conjure elemental,
turns it loses 10 (3d6) hit points as its laceration continues dominate person
6th level (2 slots): chain lightning, instant summons
458 7th level (1 slot): teleport
8th level (1 slot): incendiary cloud, maze

9th level (1 slot): gate (Ard knows the true name of a Fire Breath (recharge 5–6). Bahija exhales fire in a 15–foot
pit fiend with whom he is allied) cone. Each creature in that area must make a DC 16
Dexterity saving throw, taking 24 (7d6) fire damage on
Staff of Power. While holding this staff, Ard has a +2 bonus a failed saving throw, or half as much damage on a
to AC (included above), saving throws, and spell attack successful one.
rolls; he can use an action to expend 1 or more of its
charges to cast one of the following spells from it, using Baracus
his spell save DC and spell attack bonus: cone of cold
(5 charges), fireball (5th-level version, 5 charges), globe Medium humanoid (human), chaotic good
of invulnerability (6 charges), hold monster (5 charges), Armor Class 17 (splint)
levitate (2 charges), lightning bolt (5th-level version, 5 Hit Points 209 (22d8 + 110)
charges), magic missile (1 charge), ray of enfeeblement Speed 40 ft.
(1 charge), or wall of force (5 charges).
STR DEX CON INT WIS CHA
Sturdy Conjuration. Any creature Ard summons with a
conjuration spell appears with 35 temporary hit points. 23 (+6) 16 (+3) 21 (+5) 12 (+1) 14 (+2) 19 (+4)

ACTIONS Saving Throws Str +11, Con +10, Cha +9
Skills Arcana +6, Athletics +11, Intimidation +9, Perception +7
Staff of Power. Melee Weapon Attack: +10 to hit, reach 5 ft., Condition Immunities frightened
one target. Hit: 6 (1d6 + 4) bludgeoning damage or 8 (1d8 Senses passive Perception 17
+ 4) bludgeoning damage if used with two hands. Ard may Languages Common, Ignan
expend 1 charge to inflict an additional 1d6 force damage. Challenge 16 (15,000 XP)

BONUS ACTIONS Infuse Weapons. As a bonus action, Baracus can infuse
one of his weapons with a measure of his magical power
Supplant the Summoned. Ard can teleport up to 50 feet, before attacking with it. On a successful hit, the weapon
exchanging places with a creature he can see which he releases its power, causing one of the following effects
has summoned with a conjuration spell. (only one effect can be used at a time):

Bahija • Cold Infusion. The target takes an extra 22 (4d10)
cold damage and must succeed on a DC 18 Dexterity
Medium humanoid (human), neutral evil saving throw or be restrained until the end of its next
Armor Class 13 (16 with mage armor) turn.
Hit Points 104 (16d8 + 32)
Speed 30 ft. • Lightning Infusion. The target takes an extra 22 (4d10)
lightning damage and must succeed on a DC 18
STR DEX CON INT WIS CHA Constitution saving throw or be incapacitated until the
end of its next turn.
12 (+1) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 13 (+1)
• Poison Infusion. The target takes an extra 22
Saving Throws Int +9, Wis +6 (4d10) poison damage and must succeed on a DC
Skills Arcana +9, History +9, Medicine +9 18 Constitution saving throw or be poisoned for 1
Damage Resistances fire; bludgeoning, piercing, and minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on
slashing from nonmagical attacks (from stoneskin) itself on a success.
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Common, Draconic Innate Spellcasting. Baracus’ innate spellcasting ability is
Challenge 10 (5,900 XP) Charisma (spell save DC 17, +9 to hit with spell attacks). He
can innately cast the following spells, requiring no material
Savant Necromancer. Whenever the necromancer creates components.
an undead with a spell, that undead has advantage on At will: blade ward, fire bolt (2d10), poison spray
saving throws against spells and other magical effects (2d12), mending, ray of frost (2d8), shocking grasp
and 16 additional hit points. (2d8)
3/day each: fabricate, fire shield, fly, stone shape
Spellcasting. Bahija is a 16th-level spellcaster. Her 1/day each: animate objects, conjure elemental, wall
spellcasting ability is Intelligence (spell save DC 17, +9 to of fire
hit with spell attacks). She has the following wizard spells
prepared. Legendary Resistance (3/day). If Baracus fails a saving
Cantrips (at will): chill touch, mage hand, mending, throw, he can choose to succeed instead.
prestidigitation, shocking grasp
1st level (4 slots): detect magic, false life, mage armor, Magic Weapons. Baracus’ weapon attacks are magical.
magic missile, shield Reckless. At the start of its turn, Baracus can gain
2nd level (3 slots): blur, mirror image, ray of
enfeeblement advantage on all melee weapon attack rolls it makes
3rd level (3 slots): animate dead, bestow curse, dispel during that turn, but attack rolls against it have
magic advantage until the start of its next turn.
4th level (3 slots): banishment, stoneskin
5th level (2 slots): cloudkill, hold monster ACTIONS
6th level (1 slot): create undead
7th level (1 slot): finger of death Multiattack. Baracus makes three Greatsword attacks or
three Longbow attacks.
8th level (1 slot): power word stun
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,
ACTIONS one target. Hit: 13 (2d6 + 6) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft.,
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing one target. Hit: 7 (1d8 + 3) piercing damage.
damage.
459

LEGENDARY ACTIONS Dark Cardinal Paz Amare

Baracus can take 3 legendary actions, choosing from the Medium humanoid (human, shapechanger), lawful evil
options below. Only one legendary action can be used Armor Class 18 (robe of armor2, ring of superior protection2)
at a time and only at the end of another creature’s turn.
Baracus regains spent legendary actions at the start of its in human form, 21 (natural armor) in hybrid form
turn. Hit Points 180 (24d8 + 72)
Speed 30 ft.
At Will Spell. Baracus casts one at will spell from his list.
Greatsword. Baracus makes one Greatsword attack. STR DEX CON INT WIS CHA
Move. Baracus moves up to his speed without provoking
17 (+3) 14 (+2) 17 (+3) 18 (+4) 21 (+5) 18 (+4)
opportunity attacks.
Thunderous Roar (costs 3 actions). Baracus infuses his voice Saving Throws Con +9, Wis +11, Cha +10
Skills Deception +10, Insight +10, Intimidation +10, Medicine
with magical energy and releases a cacophonous roar in
a 30-foot cone. Each creature in that area must make a +11, Persuasion +10, Religion +10
DC 18 Constitution saving throw. On a failure, a creature Damage Immunities fire, radiant
takes 21 (6d6) thunder damage and is knocked prone. Condition Immunities charmed, frightened
On a success, a creature takes half the damage and isn’t Senses darkvision 60 ft., passive Perception 15
knocked prone. Languages Abyssal, Common, Ignan, Infernal
Challenge 17 (18,000 XP)
Bravlik
Special Equipment. Paz Amare wields a +3 trident, and
Bravlik uses the statistics of a sabre1, except for the following: wears a robe of armor2 as well as a ring of superior
protection2.
• His Challenge Rating is 10 (5,900 XP).
Command the Faithful. As a bonus action, Amare can
• He wears a set of studded leather fire armor2, which gives him command an ally within 30 feet of him to use its reaction
resistance to fire damage and 18 Armor Class. to make one attack against a creature within 15 feet of
him.
• He carries a +3 rapier and an automatic pistol3:
Devilish Aspect. Paz Amare can use his action to magically
Automatic Pistol (single shot). Ranged Weapon Attack: +7 to polymorph into a human-devil hybrid, or back into his
hit, range 50/100 ft., one target. Hit: 8 (1d8 + 4) piercing damage. true form, which is humanoid. While in hybrid form, any
equipment he is wearing or carrying isn’t transformed,
Automatic Pistol (burst). Bravlik fires a burst of bullets in a and his statistics are the same, other than his AC and the
20-foot cone. Creatures in the area must make a DC 15 Dexterity following benefits:
saving throw or take 8 (1d8 + 4) piercing damage.
• His darkvision functions normally in magical and
He can make a single shot with the Automatic Pistol in place of making nonmagical darkness.
a Dagger attack or using his Dagger Flourish ability.
• He has a flying speed of 30.
Cobra-black
• He has resistance to acid and cold damage, as well
Medium humanoid (inphidian), neutral evil as bludgeoning, piercing, and slashing damage from
Armor Class 16 (natural armor) nonmagical attacks.
Hit Points 39 (6d8 + 12)
Speed 30 ft. • He has advantage on saving throws against magic.

STR DEX CON INT WIS CHA Spellcasting. Paz Amare is a 14th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 19, +11 to hit
16 (+3) 17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) with spell attacks). Amare has the following cleric spells
prepared.
Saving Throws Dex +5, Con +4, Wis +3 Cantrips (at will): guidance, light, resistance, sacred
Skills Acrobatics +5, Insight +3, Perception +3, Stealth +5 flame, thaumaturgy
Senses darkvision 60 ft., passive Perception 13 1st level (4 slots): command, cure wounds, inflict
Languages Common, Inphidian wounds, shield of faith
Challenge 3 (700 XP) 2nd level (3 slots): blindness/deafness, hold person,
spiritual weapon
ACTIONS 3rd level (3 slots): beacon of hope, bestow curse,
dispel magic, mass healing word
Multiattack. Cobra-black makes two Snake-hand Bite 4th level (3 slots): banishment, freedom of movement,
attacks. guardian of faith
5th level (2 slots): flame strike, insect plague, mass cure
Snake-hand Bite. Melee Weapon Attack: +5 to hit, reach wounds
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 6th level (1 slot): harm, heal
(3d6) poison damage. 7th level (1 slot): fire storm

Spit Poison (recharge 5–6). Cobra-black spits poison at one ACTIONS
target within 20 ft. of it. A target creature must succeed
on a DC 13 Constitution saving throw or be blinded for 1 Multiattack. Paz Amare makes two Trident attacks or three
minute. A creature can repeat the saving throw at the Divine Bolt attacks.
end of each of its turns, ending the effect on itself on a
success. Trident. Melee or Ranged Weapon Attack: +12 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing
damage, or 10 (1d8 + 6) piercing damage if used with
two hands to make a melee attack, plus 9 (2d8) radiant or
necrotic damage (Amare’s choice).

460

Divine Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., ACTIONS
one target. Hit: 28 (8d6) radiant damage or 28 (8d6)
necrotic damage, Amare’s choice. Multiattack. Ephesius makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
Deific Wrath (recharge 5–6). Paz Amare calls on Lucifer to
smite up to three creatures Amare can see within 60 feet reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
of him. Each target must make a DC 19 Wisdom saving bludgeoning damage.
throw. On a failure, a target takes 42 (12d6) radiant or
necrotic damage (Amare’s choice) and is paralyzed Fadi Al Naifa
until the start of its next turn as it becomes overwhelmed
with divine might. On a success, a target takes half the Medium humanoid (human), lawful evil
damage and isn’t paralyzed. Armor Class 17 (studded leather)
Hit Points 117 (18d8 + 36)
Prince of Lies (1/long rest). Paz Amare calls on the blessings Speed 30 ft.
of the Prince of Lies. For 1 hour, he is considered to be
under the effects of the glibness spell. STR DEX CON INT WIS CHA

REACTIONS 12 (+1) 20 (+5) 14 (+2) 14 (+2) 14 (+2) 16 (+3)

Rebuke the Unfaithful. When a creature hits Amare with a Saving Throws Dex +8, Int +6
melee attack, it must succeed on a DC 19 Wisdom saving Skills Athletics +5, Acrobatics +9, Deception +7, Perception
throw or take 14 (4d6) radiant or necrotic damage (Amare’s
choice) and be pushed up to 10 feet away from Amare. +10, Stealth +9
Damage Resistances fire, poison
Draninko Senses passive Perception 20
Languages Common, Thieves’ Cant
Draninko uses the statistics of the sabre1, but has several changes: Challenge 11 (7,200 XP)

• His Challenge Rating is 10 (5,900 XP). Special Equipment. Fadi Al Naifa wears a ring of resistance
(fire).
• He has 91 (14d8 + 28) hit points.
Assassinate. During its first turn, Fadi Al Naifa has advantage
• He has the following new trait: on attack rolls against any creature that hasn’t yet acted
in the combat. Any hit she scores against a surprised
Evasion. If Draninko is subjected to an effect that allows him to creature counts as a critical hit.
make a Dexterity saving throw to take only half damage, he instead
takes no damage if he succeeds on the saving throw, and only half Cunning Action. On each of its turns, Fadi Al Naifa can use a
damage if he fails. bonus action to take the Dash, Disengage, or Hide action.

• He wears a set of studded leather that grants resistance to poison damage Evasion. If Fadi Al Naifa is subjected to an effect that allows
and carries a sword of speed (scimitar). her to make a Dexterity saving throw to take only half
damage, she instead takes no damage if she succeeds
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. on the saving throw, and only half damage if she fails.
Hit: 9 (1d6 + 6) slashing damage.
Sneak Attack (1/turn). Once per turn, Fadi Al Naifa deals
• He has several enhancements, which provide him with the following features: an extra 21 (6d6) damage when she hits a target with a
weapon attack and has advantage on the attack roll, or
Enhancements. Draninko has both a cybernetic eye and hand, when the target is within 5 feet of an ally of her that isn’t
which allow him to innately cast the fire bolt spell at will. In addition, incapacitated and she doesn’t have disadvantage on
he can cast the burning hands or detect magic spell. Once he has the attack roll.
cast one of these spells, he cannot do so again until he takes a long
rest. His cybernetic hand allows him to cast the shocking grasp spell Spellcasting. Fadi Al Naifa is a 6th-level spellcaster. Her
at will. He can also use a bonus action on his turn to create a semi- spellcasting ability is Charisma (spell save DC 15, +7 to hit
ethereal +1 dagger or +1 shortsword. The weapon vanishes if it is with spell attacks). She knows the following sorcerer spells.
more than 30 feet from Draninko for more than a minute, but he can Cantrips (at will): acid splash, light, mage hand, minor
use a bonus action to dismiss it and resummons it if it is not in his illusion, shocking grasp
hand. Constitution is his spellcasting ability for the spells granted by 1st level (4 slots): charm person, detect magic, disguise
his enhancements (spell save DC 13, +5 to hit with spell attacks). self
2nd level (3 slots): invisibility
Ephesius 3rd level (3 slots): dispel magic

Medium humanoid (human), lawful neutral Subtle Casting (3/day). Whenever Fadi Al Naifa casts a spell,
Armor Class 11 she can do so without any somatic or verbal components.
Hit Points 75 (12d8 + 12)
Speed 25 ft. ACTIONS

STR DEX CON INT WIS CHA Multiattack. Fadi Al Naifa makes two Dagger or two
Shortsword attacks.
11 (+0) 13 (+1) 13 (+1) 14 (+2) 15 (+2) 12 (+1)
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
Skills History +4, Insight +4, Persuasion +5, Religion +4 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 5) piercing
Senses darkvision 60 ft., passive Perception 12 damage, and the target must make a DC 15 Constitution
Languages Common, Ignan saving throw, taking 24 (7d6) poison damage on a failed
Challenge 1 (200 XP) save, or half as much damage on a successful one.

Martial Advantage. Once per turn, Ephesius can deal Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
an extra 13 (3d8) damage to a creature he hits with a target. Hit: 6 (1d6 + 5) piercing damage, and the target
weapon attack if that creature is within 5 feet of an ally of must make a DC 15 Constitution saving throw, taking 24
his that isn’t incapacitated. (7d6) poison damage on a failed save, or half as much
damage on a successful one.

461

Fayyad Mazin Feldspar

Medium humanoid (human), neutral good Medium humanoid (dwarf), chaotic good
Armor Class 18 (half plate, shield) Armor Class 16 (breastplate)
Hit Points 165 (22d8 + 66) Hit Points 170 (20d8 + 80)
Speed 30 ft. Speed 25 ft.

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

20 (+5) 14 (+2) 17 (+3) 13 (+1) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 18 (+4) 20 (+5) 13 (+1) 16 (+3)

Saving Throws Con +8, Int, +6, Wis +9 Saving Throws Int +9, Wis +5
Skills Insight +9, Medicine +9, Religion +6 Skills Arcana +9, Athletics +8, History +9, Perception +5
Damage Resistances fire Damage Resistances poison
Condition Immunities blinded Senses darkvision 60 ft., passive Perception 15
Senses passive Perception 14 Languages Common, Dwarvish, Ignan, Terran
Languages capitalized; lowercase telepathy always at end, Challenge 11 (7,200 XP)

“all” lowercase Arcane Strike. When Feldspar hits with a weapon attack, he
Challenge 14 (11,500 XP) can expend a spell slot to cause the weapon attack to
deal an additional 22 (4d10) force damage. If Feldspar
Beacon of Divine Light. Fayyad Mazin sheds bright light in a expends a spell slot of 2nd level or higher, the extra
15-foot radius and dim light for an additional 15 feet. At damage increases by 1d10 for each level above 1st.
the start of each of his turns, Fayyad chooses whether this
light is active or suppressed. Dwarven Resistance. Feldspar has advantage on saving
throws against poison.
Divine Flames. As a bonus action, Fayyad Mazin imbues his
weapons with the divine might of the sun. When he hits Spellcasting. Feldspar is a 10th-level spellcaster. His
with any weapon, it deals an extra 2d6 fire damage and spellcasting ability is Intelligence (spell save DC 17, +9 to
2d6 radiant damage. hit with spell attacks). He has the following wizard spells
prepared.
Spellcasting. Fayyad Mazin is a 12th-level spellcaster. His Cantrips (at will): fire bolt, mage hand, ray of frost,
spellcasting ability is Wisdom (spell save DC 17, +9 to hit prestidigitation, shocking grasp
with spell attacks). Fayyad Mazin has the following cleric 1st level (4 slots): burning hands, magic missile, shield,
spells prepared: thunderwave
Cantrips (at will): guidance, mending, resistance, 2nd level (3 slots): blur, magic weapon, mirror image
sacred flame, thaumaturgy 3rd level (3 slots): counterspell, fireball, haste
1st level (4 slots): bless, detect evil and good, cure 4th level (3 slots): fire shield, stoneskin
wounds, healing word 5th level (2 slots): hold monster, wall of force
2nd level (3 slots): aid, hold person, silence
3rd level (3 slots): daylight, mass healing word, spirit ACTIONS
guardians
4th level (3 slots): divination, freedom of movement Multiattack. Feldspar makes two melee attacks.
5th level (2 slots): dispel evil and good, flame strike Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
6th level (1 slot): blade barrier, heal
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
ACTIONS slashing damage if used with two hands to make a melee
attack.
Multiattack. Fayyad Mazin makes three melee attacks. He
can use Hurl Flame in place of any melee attack. Grashen

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., Grashen uses the statistics of a boss flind1, but he carries a +3
one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + morningstar and an automatic rifle:
5) slashing damage if used with two hands.
Morningstar. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., target. Hit: 17 (2d8 + 8) bludgeoning damage.
one target. Hit: 10 (2d4 + 5) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed on Automatic Rifle (single shot). Ranged Weapon Attack: +5 to hit,
a DC 18 Strength saving throw or be knocked prone. range 50/100 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one Automatic Rifle (burst). The flind fires a burst of bullets in a
target. Hit: 21 (6d6) fire damage. 20-foot cone. Creatures in the area must make a DC 15 Dexterity
saving throw or take 7 (1d10 + 2) piercing damage.
REACTIONS
Haulman Coul
Retributive Fire. When Fayyad Mazin is hit with a melee
weapon attack, the attacker must succeed on a DC 18 Haulman Coul uses the statistics of a sabre1sch, save for the changes
Dexterity saving throw or take 9 (2d8) fire damage. below:

462 • His Challenge Rating is 9 (5,000 XP).

• Haulmon is a dark elf, and has the following additional traits:

Fey Ancestry. Coul has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells,
requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire

Sunlight Sensitivity. While in sunlight, the drow has disadvantage She can innately cast the following spells, with no need for
on attack rolls, as well as on Wisdom (Perception) checks that rely material components:
on sight.
At will: dancing lights, poison spray
He also carries several magic items: 1/day each: darkness, entangle, faerie fire, plant
• He does not wear studded leather armor, but wears both a ring of greater
protection2 and a pair of bracers of greater defense2 instead, making his growth
Armor Class 20, and granting him a +2 bonus to all saving throws. Sunlight Sensitivity. While in sunlight, Jaida Malak has

• He wields a +2 rapier as well as a +2 hand crossbow. disadvantage on attack rolls, as well as on Wisdom
Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., (Perception) checks that rely on sight.

one target. Hit: 9 (1d6 + 6) piercing damage. ACTIONS

Haulman Coul can make two attacks with the Hand Crossbow as long Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
as he has a hand free. target. Hit: 4 (1d4 + 2) piercing damage.

Hog Face BONUS ACTIONS

Medium humanoid (orc), chaotic evil Opium Powder. Ranged Weapon Attack: +4 to hit, range
Armor Class 16 (chain mail) 10 ft., one target. Hit: Jaida Malak hurls a fistful of opium
Hit Points 75 (10d8 + 30) powder into a creature’s face. The creature must make a
Speed 30 ft. DC 12 Constitution saving throw. On a failed save, it takes
5 (1d8 + 1) poison damage and is blinded and poisoned
STR DEX CON INT WIS CHA for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effects on itself on
17 (+3) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 14 (+2) a success.

Skills Intimidation +4, Perception +3 Kanbatsu Ieyau
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc Medium humanoid (human), neutral good
Challenge 4 (1,100 XP) Armor Class 12 (15 with mage armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.

Aggressive. As a bonus action, Hog Face can move up to STR DEX CON INT WIS CHA
his speed toward a hostile creature that he can see.
17 (+3) 14 (+2) 14 (+2) 15 (+2) 12 (+1) 18 (+4)
Axe Expert. Hog Face deals an extra die of damage when
he hits with a Battleaxe attack (included in the attack).

ACTIONS Saving Throws Con +5, Cha +7
Skills Arcana +5, Deception +7, Persuasion +7
Multiattack. Hog Face makes two Battleaxe attacks or two Senses passive Perception 11
Rifle attacks. Languages Common, Ignan
Challenge 6 (2,300 XP)
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) Magic Tattoos. Kanbatsu can cast the following spells
slashing damage when used with two hands. from his tattoos: mage armor, magic missile, and hold
person. Once he has done so, he cannot do so again for
Rifle. Ranged Weapon Attack: +4 to hit, range 90/270 ft., one week.
one target. Hit: 5 (1d10) piercing damage. Critical hit on a
19 or 20. Spellcasting. Kanbatsu is an 11th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 15, +7 to hit
Rifle Burst. Hog Face fires a burst from its rifle in a 30-foot with spell attacks). He knows the following sorcerer spells.
cone. Each creature in that area must succeed on a DC 12 Cantrips (at will): acid splash, dancing lights, mending,
Dexterity saving throw, taking 5 (1d10) piercing damage. ray of frost, shocking grasp
1st level (4 slots): detect magic, mage armor, magic
Jaida Malak missile, shield
2nd level (3 slots): darkvision, hold person, mirror image
Medium humanoid (elf), neutral 3rd level (3 slots): dispel magic, haste
Armor Class 13 (padded armor) 4th level (3 slots): blight, magic tattoo4
Hit Points 49 (9d8 + 9) 5th level (2 slots): cone of cold
Speed 30 ft. 6th level (1 slot): disintegrate

STR DEX CON INT WIS CHA Twinned Spell (3/day). When Kanbatsu casts a spell that
targets only one creature and doesn’t have a range of
10 (+0) 14 (+2) 12 (+1) 15 (+2) 13 (+1) 12 (+1) self, he can target a second creature in range with the
same spell.
Skills Nature +6, Perception +3, Stealth +4
Senses darkvision 120 ft., passive Perception 13 ACTIONS
Languages Common, Elvish, Undercommon
Challenge 1 (200 XP)

Fey Ancestry. Jaida Malak has advantage on saving throws Multiattack. Kanbatsu makes two melee attacks.
against being charmed, and magic can’t put her to Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
sleep.
one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Innate Spellcasting. Jaida Malak’s innate spellcasting ability (1d10 + 3) slashing damage if used with two hands to
is Charisma (spell save DC 11, +3 to hit with spell attacks). make a melee attack.

463

Miercoles Mason one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10
+ 6) slashing damage if wielded with two hands.
Miercoles Mason uses the statistics of a housebreaker, except for the
following changes: REACTIONS

• Her Challenge Rating is 9 (5,000 XP). Parry. Noman adds 4 to his AC against one melee attack
that would hit him. To do so, he must see the attacker and
• She has an Armor Class of 23 from bracers of greater defense2 be wielding a melee weapon.
and a ring of greater protection2, and she wears boots of flying2,
and gauntlets of dexterity2. She carries a +2 rapier giving her +10 Nyissa
to hit, for10 (1d8 + 6) piercing damage, in place of a shortsword, a
+1 shortbow giving her +9 to hit, range 80/320 ft., for 8 (1d6 + 5) Medium humanoid (elf), chaotic evil
piercing damage, 20 +1 arrows, and a bag of holding. Armor Class 16 (studded leather)
Hit Points 117 (18d8 + 36)
Musa Ayoub Speed 30 ft., climb 15 ft.

Medium humanoid (dwarf), lawful neutral STR DEX CON INT WIS CHA
Armor Class 11
Hit Points 75 (10d8 + 30) 11 (+0) 18 (+4) 15 (+2) 10 (+0) 16 (+3) 14 (+2)
Speed 25 ft.

STR DEX CON INT WIS CHA Saving Throws Dex +8, Wis +7
Skills Acrobatics +8, Medicine +7, Perception +7, Stealth +8
16 (+3) 13 (+1) 16 (+3) 14 (+2) 15 (+2) 11 (+0) Damage Immunities poison
Condition Immunities poisoned
Skills History +4, Insight +4, Nature +4, Persuasion +2, Religion +4 Senses darkvision 60 ft., passive Perception 17
Damage Resistances poison Languages Common, Elvish
Senses darkvision 60 ft., passive Perception 12 Challenge 10 (5,900 XP)
Languages Common, Dwarven, Ignan
Challenge 4 (1,100 XP) Fey Ancestry. Nyissa has advantage on saving throws against
being charmed, and magic can’t put her to sleep.
Dwarven Resilience. Musa has advantage on saving throws
against poison. Poison Prophet (3/day). As a bonus action, Nyissa ingests some
of her homemade poison and gains limited vision of the near
Martial Advantage. Once per turn, Musa Ayoub can deal future. She has advantage on all attack rolls, ability checks,
an extra 13 (3d8) damage to a creature he hits with a and saving throws until the start of her next turn.
weapon attack if that creature is within 5 feet of an ally of
his that isn’t incapacitated. Speak with Spiders. Nyissa can communicate with spiders as
if they shared a language.
ACTIONS
Spellcasting. Nyissa is a 4th-level spellcaster. Its spellcasting
Multiattack. Musa makes two Club attacks. ability is Wisdom (spell save DC 15, +7 to hit with spell
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one attacks). Nyissa has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, sacred flame,
target. Hit: 5 (1d4 + 3) bludgeoning damage. thaumaturgy
1st level (4 slots): command, inflict wounds, sanctuary,
Noman al-Ajadi shield of faith
2nd level (3 slots): bestow curse, clairvoyance, dispel
Medium humanoid (human), lawful neutral magic
Armor Class 16 (breastplate)
Hit Points 91 (14d8 + 28) Spider Friend. Spiders see Nyissa as an ally and don’t willingly
Speed 30 ft. attack her. They can be forced to do so through magical
means.
STR DEX CON INT WIS CHA
Web Walker. Nyissa ignores movement restrictions caused
16 (+3) 16 (+3) 14 (+2) 15 (+2) 15 (+2) 16 (+3) by webbing.

ACTIONS

Skills Deception +7, History +6, Insight +6, Perception +6, Multiattack. Nyissa makes two Shortsword attacks.
Persuasion +7 Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one

Damage Immunities fire target. Hit: 7 (1d6 + 4) piercing damage, and the target
Senses passive Perception 16 must make a DC 16 Constitution saving throw, taking 21
Languages Common, Ignan (6d6) poison damage on a failed save, or half as much
Challenge 9 (5,000 XP) damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range
Special Equipment. Noman al-Ajadi wields a +3 longsword 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage,
and wears a ring of immunity (fire). and the target must make a DC 16 Constitution saving
throw, taking 21 (6d6) poison damage on a failed save, or
Martial Advantage. Once per turn, Noman al-Ajadi can half as much damage on a successful one.
deal an extra 13 (3d8) damage to a creature he hits with Shadow Bites (recharge 5–6). Nyissa creates a wave of
a weapon attack if that creature is within 5 feet of an ally shadowy spiders that unfurls from her and washes over
of his that isn’t incapacitated. nearby creatures. Each creature within 20 feet of Nyissa
must make a DC 16 Constitution saving throw. On a
ACTIONS failure, a creature takes 36 (8d8) necrotic damage and is
poisoned for 1 minute. On a success, a creature takes half
Multiattack. Noman makes three Longsword attacks. the damage and isn’t poisoned.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,

464

Osawi al Mujaheba Raakham al Abash

Medium humanoid (human), neutral Medium humanoid (human), neutral evil
Armor Class 12 Armor Class 13
Hit Points 75 (10d8 + 30) Hit Points 88 (16d8 + 16)
Speed 30 ft. Speed 30 ft.

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

16 (+3) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 16 (+3) 13 (+1) 20 (+5) 17 (+3) 11 (+0)

Skills Athletics +5, Insight +3, Perception +3 Skills Arcana + 9, Nature +13, Stealth +7
Senses passive Perception 13 Senses passive Perception 13
Languages Common, Ignan Languages Common, Ignan
Challenge 4 (1,100 XP) Challenge 11 (7,200 XP)

Martial Advantage. Once per turn, Osawi can deal an extra Alchemical Substances. Raakham al Abash may imbibe
13 (3d8) damage to a creature he hits with a weapon or throw an alchemical substance to create a spell-like
attack if that creature is within 5 feet of an ally of his that effect as a Use an Object action. For this purpose, he is
isn’t incapacitated. a 16th level spellcaster. Raakham al Abash’s spellcasting
ability is Intelligence (spell save DC 16). Spell-like effects
ACTIONS created by alchemical substances do not require
concentration, even if their corresponding spell does,
Multiattack. Osawi makes two Dagger attacks. and instead last for the maximum possible duration. These
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach substances are completely inert in the hands of anyone
but Raakham al Abash.
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage. Raakham al Abash has the following substances prepared:
3 each/day: spell potion2 of false life (as fourth level spell
Qussay al Nedjari
slot), potion of growth, potion of greater healing, potion of
Medium humanoid (human), neutral invisibility, stink bomb (as stinking cloud spell)
Armor Class 12 (15 with mage armor) 2 each/day: fire bomb (as fireball spell with an 80-foot
Hit Points 104 (16d8 + 32) range), glue bomb (fills a 10-foot radius within 80 feet
Speed 30 ft. with powerful adhesive for 1 minute, so that a creature
in that area must succeed on a DC 16 Dexterity saving
STR DEX CON INT WIS CHA throw or be restrained — at the beginning of each of the
creature’s turns, it may attempt a DC 16 Strength saving
16 (+3) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 13 (+1) throw, escaping the area and ceasing to be restrained on
a success), poison bomb (as cloudkill spell with an 80-foot
Saving Throws Int +8, Wis +5 range), spell potion2 of barkskin
Skills Arcana +8, Nature +8, Religion +8 1 each/day: confusion bomb (as confusion spell), potion
Senses passive Perception 12 of flying, spell potion2 of greater invisibility, potion of
Languages Common, Ignan invulnerability, spell potion2 of regenerate, potion of speed,
Challenge 8 (3,900 XP) potion of giant strength (stone), potion of superior healing
Oil of Sharpness. Raakham al Abash has applied oil of
Special Equipment. Qussay wears a robe of fire and carries sharpness to his dagger, making it magical and granting it
a flaming weapon (light hammer)2. a +3 bonus to hit and damage (included below).

Unaging. Qussay does not age, and cannot be aged by Raziya Witch Eye
magic.
Medium humanoid (human), lawful evil
Spellcasting. Qussay is a 16th-level spellcaster. His Armor Class 15 (bracers of defense, 18 with mage armor)
spellcasting ability is Intelligence (spell save DC 16, +8 to Hit Points 32 (5d8 + 10)
hit with spell attacks). He has the following wizard spells Speed 30 ft.
prepared.
Cantrips (at will): acid splash, fire bolt, mage hand, STR DEX CON INT WIS CHA
mending, prestidigitation
1st level (4 slots): burning hands, detect magic, mage 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4)
armor, magic missile
2nd level (3 slots): blindness/deafness, blur, hold Damage Immunities fire (Hariph’s Amulet)
person, scorching ray Saving Throws Wis +5, Cha +7
3rd level (3 slots): dispel magic, fireball, fly Skills Arcana +4, Deception +7
4th level (3 slots): fabricate, fire shield, wall of fire Senses passive Perception 12
5th level (2 slots): conjure elemental Languages Common, Ignan
6th level (1 slot): disintegrate Challenge 5 (1,800 XP)
7th level (1 slot): prismatic spray
8th level (1 slot): incendiary cloud Agonizing Blast. When Raziya Witch Eye casts eldritch blast,
she adds her Charisma modifier to the damage it deals on
ACTIONS a hit.

Flaming Light Hammer. Melee or Ranged Weapon Attack: Armor of Shadows. Raziya Witch eye can cast mage armor
+7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 on herself at will, without expending a spell slot or material
(1d4 + 4) bludgeoning damage plus 3 (1d6) fire damage. components.

465

Dark One’s Blessing. When she reduces a hostile creature to Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
0 hit points, Raziya Witch Eye gains 9 temporary hit points. 30/120 feet, one target. Hit: 5 (1d6 + 2) piercing damage,
and the target must succeed on a DC 13 Constitution saving
Fiendish Vigor. Raziya Witch Eye can cast false life on herself throw or be poisoned for 1 hour. If the saving throw fails by 5
at will as a 1st-level spell, without expending a spell slot or or more, the target is also unconscious while poisoned in this
material components. way. The target wakes up if it takes damage or if another
creature takes an action to shake it awake.
Pact of the Chain. Raziya Witch Eye’s fiendish patron has
enabled her to summon a quasit to serve as her familiar. It Sarmad Yazdg-or
obeys her commands and acts on its own initiative.
Medium humanoid (human), lawful evil
Special Equipment. Raziya Witch Eye possesses a hariph’s Armor Class 18 (robe of armor, ring of superior protection)
amulet2, a potion of flying, a potion of greater healing, Hit Points 91 (14d8 + 28)
and a wand of fireballs. Speed 30 ft.

Innate Spellcasting. Raziya Witch Eye’s spellcasting ability is STR DEX CON INT WIS CHA
Charisma (spell save DC 15, +7 to hit with spell attacks).
She can cast the following spells without components: 12 (+1) 14 (+2) 14 (+2) 13 (+1) 18 (+4) 13 (+1)
At will: eldritch blast, mage hand, poison spray
1/day each: hellish rebuke, protection from evil and Saving Throws Wis +8, Cha +5
good, enthrall, invisibility, hypnotic pattern, vampiric Skills Arcana +5, History +5, Medicine +8, Persuasion +5,
touch
Religion +5
ACTIONS Damage Resistances lightning, thunder
Senses passive Perception 14
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one Languages Auran, Common, Celestial, Infernal
target. Hit: 5 (1d4 + 3) piercing damage. Challenge 10 (5,900 XP)

Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 Special Equipment. Sarmad wears a circlet of telepathy (as
ft., one target. Hit: 7 (1d8 + 3) piercing damage. the helm), a ring of superior protection2, a robe of armor2,
and carries spell scrolls of planar ally, dispel evil and good,
Rewonek and harm.

Medium humanoid (elf), neutral Potent Cantrip. Whenever Sarmad casts a cantrip that deals
Armor Class 14 (studded leather) damage, he deals an additional 4 damage of the same
Hit Points 66 (12d8 + 12) type as the cantrip.
Speed 30 ft.
Spellcasting. Sarmad is a 14th-level spellcaster. His
STR DEX CON INT WIS CHA spellcasting ability is Wisdom (spell save DC 16, +8 to hit
with spell attacks). Sarmad has the following cleric spells
10 (+0) 14 (+2) 12 (+1) 18 (+4) 13 (+1) 12 (+1) prepared.
Cantrips (at will): guidance, light, lightning spike4,
Saving Throws Int +7, Wis +4 resistance, shocking grasp
Skills Animal Handling +4, Nature +7, Perception +4, Stealth 1st level (4 slots): bane, cure wounds, detect magic,
identify, inflict wounds, magic missile
+5, Survival +4 2nd level (3 slots): aid, arcane lock, blindness/
Senses darkvision 120 ft., passive Perception 14 deafness, lesser restoration, mirror image, silence,
Languages Common, Elvish, Ignan, Undercommon spiritual weapon
Challenge 5 (1,800 XP) 3rd level (3 slots): dispel magic, gaseous form, lightning
bolt, spirit guardians
Fey Ancestry. Rewonek has advantage on saving throws 4th level (3 slots): arcane eye, banishment, dimension
against being charmed, and magic can’t put him to sleep. door
5th level (2 slots): conjure elemental, insect plague,
Innate Spellcasting. Rewonek’s spellcasting ability is legend lore
Charisma (spell save DC 12). It can innately cast the 6th level (2 slots): blade barrier, true seeing
following spells, requiring no material components: 7th level (1 slot): divine word
At will: dancing lights
1/day each: darkness, faerie fire ACTIONS

Spellcasting. Rewonek is a 9th-level spellcaster. His spellcasting Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
ability is Intelligence (spell save DC 15, +7 to hit with spell 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing
attacks). He has the following wizard spells prepared. damage.
Cantrips (at will): acid splash, mage hand, mending,
ray of frost Beckon Hellhound (1/long rest). Sarmad calls to Hecate
1st level (4 slots): charm person, detect magic, magic and summons 1d4 hellhounds, which appears in an
missile, shield unoccupied space within 5 feet of him. A summoned
2nd level (3 slots): blur, hold person, shatter hellhound remains for 1 minute, until it or Sarmad is slain, or
3rd level (3 slots): dispel magic, fly, lightning bolt until Sarmad takes an action to dismiss it.
4th level (3 slots): banishment, black tentacles
5th level (1 slot): wall of force Turn Undead (1/short or long rest). Each undead that can
see or hear Sarmad within 30 feet of him must make a
Sunlight Sensitivity. While in sunlight, Rewonek has DC 16 Wisdom saving throw. On a failed saving throw, if
disadvantage on attack rolls, as well as on Wisdom the undead’s Challenge Rating is 2 or lower, it is instantly
(Perception) checks that rely on sight. destroyed. If the undead’s Challenge Rating is 3 or higher, it
is turned for 1 minute. While turned, the undead must use its
ACTIONS turns trying to move as far away from Sarmad as it can, and

Multiattack. Rewonek makes two Shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) piercing damage.

466

it can’t willingly move into a space within 30 feet of him. It Languages Common, Elven, Giant, Goblin
cannot take reactions, and can only take the Dash action, Challenge 2 (450 XP)
or try to escape from an effect that prevents it from moving.
Leadership (recharges after a short or long rest). For 1
REACTIONS minute, Sheriff Bolen can utter a special command or
warning whenever a nonhostile creature that it can see
Divine Intervention (1/long rest). If Sarmad is reduced to 10 within 30 feet of it makes an attack roll or a saving throw.
hit points or less, he can use a reaction to enact one of The creature can add a d4 to its roll provided it can hear
the following options: and understand Sheriff Bolen. A creature can benefit from
only one Leadership die at a time. This effect ends if Sheriff
Cause himself or another creature within 30 feet of him to Bolen is incapacitated.
regain 36 (8d8) hit points.
ACTIONS
Teleport to a location he is familiar with up to 1 mile away.
Restore one dead creature back to life, as long as that Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) if
creature has been dead for no more than 1 minute. used with two hands.

Shazier Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400, one target. Hit: 7 (1d10 + 2) piercing damage.
Medium humanoid (dwarf), neutral evil
Armor Class 19 (+3 studded leather) Sir Leobilus
Hit Points 97 (15d8 + 30)
Speed 25 ft., climb 25 ft. Medium humanoid (human), lawful good
Armor Class 11
STR DEX CON INT WIS CHA Hit Points 135 (18d8 + 54)
Speed 30 ft.
17 (+3) 18 (+4) 15 (+2) 14 (+2) 16 (+3) 12 (+1)

Saving Throws Str +6, Dex +7 STR DEX CON INT WIS CHA
Skills Nature +5, Perception +6, Stealth +7, Survival +6 16 (+3) 12 (+1) 16 (+3) 9 (–1) 17 (+3) 18 (+4)
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 16 Saving Throws Con +7, Wis +7, Cha +8
Languages Common, Dwarven, Ignan Skills Medicine +7, Perception +7
Challenge 7 (2,900 XP) Senses passive Perception 17
Languages Common
Special Equipment. Shazier wears a set of +3 studded Challenge 11 (7,200 XP)
leather armor and a pair of slippers of spider climbing. The
dwarf’s favored weapon is a +3 warhammer. Aura of Protection. An aura of protection surrounds Sir
Leobilus. Sir Leobilus and his allies within 10 feet of him can
Dwarven Resilience. Shazier has advantage on saving add his Charisma bonus to saving throws.
throws to resist poison.
Aura of Courage. Sir Leobilus and his allies that are within 10
Favored Enemy. Shazier treats fiends and giants as his feet of him cannot be frightened.
favored enemy. He has advantage on Wisdom (Survival)
checks to track its favored enemies as well as on Divine Health. Sir Leobilus is immune to disease.
Intelligence checks to recall information about them. Divine Sense. Sir Leobilus is aware of the location of any
In addition, when Shazier hits with a weapon attack
on a fiend or giant, he can deal an additional 10 (3d6) celestial, fiend, or undead within 60 feet. Within the same
damage to the target of the attack. radius he can also detect the presence of any place or
object that has been consecrated or desecrated.
Keen Hearing and Sight. Shazier has advantage on Wisdom Divine Strike. Whenever Sir Leobilus hits a creature with a
(Perception) checks related to hearing or sight. melee attack, the creature takes an extra 1d8 radiant
damage (included in below).
ACTIONS Lay on Hands. As an action, Sir Leobilus can touch a
creature, healing it for a maximum of 60 hit points. After
Multiattack. Shazier can make two Warhammer attacks, or he has healed a total of 60 hit points, he can’t use this
one Heavy Crossbow attack. ability again until after a short or long rest.
Spellcasting. Sir Leobilus is a 12th-level spellcaster. His
Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft., spellcasting ability is Charisma (spell save DC 15, +7 to hit
one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 11 with spell attacks). He can cast the following spells:
(1d10 + 6) bludgeoning damage if wielded with two hands.
1st level (4 slots): bless, cure wounds, divine favor,
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range shield of faith
100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
2nd level (3 slots): aid, branding smite, lesser restoration
Sheriff Bolen 3rd level (3 slots): create food and water, remove

Medium humanoid (human), lawful evil curse, revivify
Armor Class 18 (chain mail and shield)
Hit Points 52 (8d8 + 16) ACTIONS
Speed 30 ft.

STR DEX CON INT WIS CHA Multiattack. Sir Leobilus makes three melee attacks.
16 (+3) Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
12 (+1) 14 (+2) 15 (+2) 12 (+1) 12 (+1)
one target. Hit: 4 (1d2 + 3) bludgeoning damage and 4
Skills Insight +5, Perception +5, Persuasion +5 (1d8) radiant damage.
Senses passive Perception 15 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 +

467

3) slashing damage if used with two hands, and 4 (1d8) Tegman Zekii
radiant damage.
Shield Bash.Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium humanoid (human), lawful evil
target. Hit: 8 (2d4 + 3) bludgeoning damage and 4 (1d8) Armor Class 16 (studded leather armor)
radiant damage, and the target must succeed on a DC Hit Points 39 (6d8 + 12)
15 Strength saving throw or be knocked prone. Speed 30 ft.

Tatho the Mindwrack STR DEX CON INT WIS CHA
9 (–1)
Medium humanoid (human), lawful evil 14 (+2) 18 (+4) 14 (+2) 16 (+3) 13 (+1)
Armor Class 19 (robe of armor, bracers of greater defense)
Hit Points 99 (18d8 + 18) Saving Throws Dex +7, Int +6, Wis +4
Speed 30 ft. Skills Acrobatics +7, Arcana +6, Insight +4, Perception +4,

STR DEX CON INT WIS CHA Sleight of Hand +7, Stealth +7
Senses passive Perception 14
13 (+1) 15 (+2) 12 (+1) 20 (+5) 16 (+3) 16 (+3) Languages Common
Challenge 5 (1,800 XP)

Saving Throws Int +9, Wis +7 Assassinate. Tegman Zekii has advantage on attack rolls
Skills Arcana +9, Deception +7, History +9, Insight +7, against any creature that hasn’t yet acted in the combat,
and any hit he scores against a surprised creature counts
Medicine +7, Perception +7 as a critical hit.
Damage Immunities fire, psychic
Senses passive Perception 17 Cunning Action. Tegman Zekii can take a bonus action on
Languages Aklo, Common, Ignan; telepathy 120 ft. each of his turns in combat. This action can be used only
Challenge 11 (7,200 XP) to take the Dash, Disengage, or Hide action.

Special Equipment. Tatho wears a pair of bracers of greater Sneak Attack. Once per turn, Tegman Zekii can deal an
defense2, a ring of immunity (fire)2, a robe of armor2, and extra 2d6 damage to one creature he hits with a Dagger
wields a staff of illusion2. attack if he has advantage on the attack roll. He doesn’t
need advantage on the attack roll if another enemy
Magic Resistance. Tatho has advantage on saving throws of the target is within 5 feet of it and that enemy isn’t
against spells and other magical effects. incapacitated.

Master of the Mind. Tatho always succeeds on Constitution Special Equipment. Tegman Zekii possesses dust of
saving throws to maintain concentration on enchantment disappearance and a potion of greater healing.
and illusion spells. Whenever Tatho casts an enchantment
or illusion spell, Tatho can use his reaction to force a target Spellcasting. Tegman Zekii is a 3rd level spellcaster. His
to reroll their saving throw, taking the lower of the two spellcasting ability is Intelligence (spell save DC 14, +6 to
results. hit with spell attacks). He has the following spells prepared:
Cantrips (at will): dancing lights, poison spray,
Spellcasting. Tatho is an 18th-level spellcaster. His prestidigitation
spellcasting ability is Intelligence (spell save DC 17, +9 to 1st level (4 slots): burning hands, charm person, fog
hit with spell attacks). He can cast the charm person and cloud
suggestion spells at will. He has the following wizard spells 2nd level (2 slots): invisibility, mirror image, misty step
prepared.
Cantrips (at will): chill touch, dancing lights, fire bolt, ACTIONS
minor illusion, shocking grasp
1st level (4 slots): detect magic, hideous laughter, +1 Dagger. Melee or Ranged Weapon Attack: +8 to hit,
magic missile, shield reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5)
2nd level (3 slots): blindness/deafness, detect thoughts, piercing damage plus 9 (2d8) poison damage.
mirror image, alter self
3rd level (3 slots): bestow curse, dispel magic, hypnotic BONUS ACTIONS
pattern, slow
4th level (3 slots): greater invisibility, hallucinatory Hypnosis. Tegman Zekii uses his charming voice to hypnotize
terrain, phantasmal killer one creature within 15 feet of him who can hear and
5th level (3 slots): dominate person, modify memory, understand him. The creature must succeed on a DC 14
seeming Wisdom saving throw or be charmed until the end of his
6th level (1 slot): mass suggestion next turn. A hypnotized creature is incapacitated and
7th level (1 slot): forcecage does nothing but gaze at Tegman Zekii. The effect ends
8th level (1 slot): feeblemind for a hypnotized creature if that creature takes damage
9th level (1 slot): weird or is more than 15 feet from Tegman Zekii.

ACTIONS

Psychic Blast. Tatho releases a psychic blast in a 30-
foot cone. Creatures in the area must make a DC 17
Intelligence saving throw. On a failed saving throw, the
target takes 27 (4d10 + 5) psychic damage and is stunned
until the end of the target’s next turn. On a successful
saving throw, the target takes half damage and is not
stunned.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.

468

The Builders Tienen

Medium humanoid (human), neutral Medium humanoid (human), chaotic neutral
Armor Class 12 Armor Class 18 (glamoured studded leather)
Hit Points 91 (14d8 + 28) Hit Points 123 (19d8 + 38)
Speed 30 ft. Speed 30 ft.

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

12 (+1) 14 (+2) 14 (+2) 13 (+1) 18 (+4) 13 (+1) 11 (+0) 20 (+5) 14 (+2) 20 (+5) 17 (+3) 16 (+3)

Saving Throws Wis +8, Cha +5 Saving Throws Dex +10, Int +10, Wis +8
Skills Arcana +5, History +5, Medicine +8, Persuasion +5, Skills Acrobatics +15, Arcana +10, Athletics +5, Deception +8,

Religion +5 Insight +8, Perception +13, Sleight of Hand +15, Stealth +15
Damage Immunities fire Damage Immunities fire
Senses passive Perception 14 Senses blindsight 10 ft., passive Perception 23
Languages Common, Ignan Languages Common, Ignan, Thieves’ cant
Challenge 8 (3,900 XP) Challenge 13 (10,000 XP)

Potent Cantrip. Whenever the builder casts a cantrip that Special Equipment. Tienen wears a set of glamoured
deals damage, it deals an additional 4 damage of the studded leather, as well as a ring of immunity (fire) and a
same type as the cantrip. cloak of etherealness. His most prized possession, however,
is his amulet of the planes.
Unaging. The builders do not age, and cannot be aged by
magic. Adept’s Legerdemain. Tienen can summon a magical
dagger, rapier, or shortsword, or a set of thieves’ tools,
Spellcasting. The builders are 14th-level spellcasters. Their as a bonus action on his turn. The objects count as
spellcasting ability is Wisdom (spell save DC 16, +8 to hit magical for the purposes of damage resistances and
with spell attacks). They have the following cleric spells immunities and disappear after 1 minute. In addition,
prepared. Tienen can expend a spell slot when conjuring a
Cantrips (at will): guidance, light, resistance, sacred weapon. When he does so, the weapon deals an
flame, shocking grasp additional 3 (1d6) damage for a 1st level spell slot, plus
1st level (4 slots): bless, create or destroy water, cure 3 (1d6) for each additional spell slot level above 1st,
wounds, detect magic, guiding bolt until the weapon is dismissed.
2nd level (3 slots): aid, blindness/deafness, lesser
restoration, shatter, silence, spiritual weapon Cunning Action. Tienen can use a bonus action on his turn
3rd level (3 slots): dispel magic, protection from to take the Dash, Disengage, or Hide action.
energy, spirit guardians
4th level (3 slots): banishment, dimension door, stone Evasion. When Tienen is subjected to an effect that
shape allows him to make a Dexterity saving throw to take
5th level (2 slots): commune, greater restoration only half damage, he instead takes no damage if the
6th level (2 slots): blade barrier, true seeing saving throw is successful, and only half damage if the
7th level (1 slot): divine word roll is a failure.

ACTIONS Sneak Attack. Once per turn, Tienen can deal an extra 31
(9d6) damage to one creature he hits with an attack
Turn Undead (1/short or long rest). Each undead that can if he has advantage on the attack roll. The attack
see or hear the builder within 30 feet of it must make a must use a finesse or ranged weapon. Tienen doesn’t
DC 16 Wisdom saving throw. On a failed saving throw, if need advantage on the attack roll if another enemy
the undead’s Challenge Rating is 2 or lower, it is instantly of the target is within 5 feet of it, that enemy isn’t
destroyed. If the undead’s Challenge Rating is 3 or higher, incapacitated, and Tienen doesn’t have disadvantage
it is turned for 1 minute. While turned, the undead must use on the attack roll.
its turns trying to move as far away from the builder as it
can, and it can’t willingly move into a space within 30 feet Spellcasting. Tienen is a 19th-level spellcaster. His
of him. It cannot take reactions, and can only take the spellcasting ability is Intelligence (spell save DC 18, +10 to
Dash action, or try to escape from an effect that prevents hit with spell attacks). He knows the following wizard spells.
it from moving. Cantrips (at will): acid splash, mage hand, minor
illusion, prestidigitation
REACTIONS 1st level (4 slots): color spray, detect magic, feather
fall, identify
Divine Intervention (1/long rest). If the builder is reduced to 2nd level (3 slots): blur, detect thoughts, knock,
10 hit points or less, it can use a reaction to enact one of invisibility
the following options: 3rd level (3 slots): dispel magic, fly, haste, nondetection
4th level (1 slot): greater invisibility
• Cause itself or another creature within 30 feet of it to
regain 36 (8d8) hit points. ACTIONS

• Teleport to a location it is familiar with up to 1 mile Multiattack. Tienen makes two Dagger, Rapier, or
away. Shortsword attacks.

• Restore one dead creature back to life, as long as Dagger. +10 to hit, reach 5 ft. or range 20/60 ft., one target.
that creature has been dead for no more than 1 minute. Hit: 7 (1d4 + 5) piercing damage.

Rapier. +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5)
piercing damage.

Shortsword. +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5)
piercing damage.

469

REACTIONS Hydras

Uncanny Dodge. Tienen halves the damage that he takes Cryohydra, Elder
from one attack that hits him. Tienen must be able to see
the attacker to use this ability. Huge monstrosity, unaligned
Armor Class 18 (natural armor)
Wahawk Deathbear Hit Points 275 (22d12 + 132)
Speed 30 ft., swim 30 ft.
Medium humanoid (bugbear), chaotic evil
Armor Class 19 (+2 breastplate) STR DEX CON INT WIS CHA
Hit Points 105 (14d8 + 42) 22 (+6) 12 (+1) 22 (+6) 2 (–4) 10 (+0) 7 (–2)
Speed 30 ft.

STR DEX CON INT WIS CHA Skills Perception +12
18 (+4) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 13(+1) Damage Immunities cold
Senses darkvision 60 ft., passive Perception 22
Saving Throws Str +7, Con +6 Languages —
Skills Intimidation +4, Stealth +5, Survival +4 Challenge 20 (25,000 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin Hold Breath. The elder cryohydra can hold its breath for 1 hour.
Challenge 7 (2,900 XP) Multiple Heads. The elder cryohydra has twelve heads.

Action Surge (recharges After a short or long rest). Wahawk While it has more than one head, the elder cryohydra
Deathbear may make one additional action on his turn on has advantage on saving throws against being blinded,
top of his normal action (and possible bonus action). charmed, deafened, frightened, stunned, and knocked
unconscious.
Boots of Haste. Wahawk Deathbear possesses a pair of Whenever the elder cryohydra takes 25 or more damage in
boots of haste2. a single turn, one of its heads dies. If all its heads die, the
elder cryohydra dies.
Brute. A melee weapon deals one extra die of its damage At the end of its turn, it grows two heads (up to a maximum
when Wahawk Deathbear hits with it (included in the of twenty-four heads) for each of its heads that died since
attack). its last turn, unless it has taken fire damage since its last
turn. The elder cryohydra regains 10 hit points for each
Defense. Wahawk Deathbear gains +1 to his AC while head regrown in this way.
wearing armor (included above) If the cryophydra has more than twelve heads, it loses one
of its heads when it takes a long rest.
Heart of the Tiger. Wahawk Deathbear has advantage Reactive Heads. For each head the elder cryohydra has
on saving throws against being charmed, frightened, beyond one, it gets an extra reaction that can be used
paralyzed, poisoned, stunned, or put to sleep. only for opportunity attacks.
Wakeful. While the elder cryohydra sleeps, at least one of its
Improved Critical. Wahawk Deathbear’s weapon attacks heads is awake.
score a critical hit on a roll of 19 or 20.
ACTIONS
Indomitable (1/day). Wahawk Deathbear may reroll an
unsuccessful saving throw. He must use the second roll. Multiattack. The elder cryohydra makes one Bite attack with
each head.
Remarkable Athlete. Wahawk Deathbear may add +2 to
any Strength, Dexterity, or Constitution check that doesn’t Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
already incorporate his proficiency bonus. target. Hit: 11 (1d10 + 6) piercing damage plus 5 (2d4)
cold damage.
Surprise Attack. If Wahawk Deathbear surprises a creature
and hits it with an attack during the first round of combat, Cold Breath (recharge 5–6). The elder cryohydra uses all its
the target takes an extra 7 (2d6) damage from the attack. heads to exhale frost which fills a 30-foot radius sphere
centered on a point it chooses within 60 feet of it. Each
ACTIONS creature in that area must make a DC 19 Dexterity saving
throw, taking 84 (24d6) cold damage on a failed save or
Multiattack. Wahawk Deathbear may make two melee half as much on a successful one.
attacks.
Pyrohydra, Greater
+2 Great Mace. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 16 (3d6 + 6) bludgeoning damage. Huge monstrosity, unaligned
Armor Class 17 (natural armor)
BONUS ACTIONS Hit Points 218 (19d12 + 95)
Speed 30 ft., swim 30 ft.
Second Wind (recharges after a short or long rest). As a
bonus action, Wahawk Deathbear may regain 1d10 + 10
hit points.

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

Skills Perception +10
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 20
Languages —
Challenge 16 (15,000 XP)

470

Hold Breath. The greater pyrohydra can hold its breath for 1 hour. On a failed save, the creature gains one level of exhaustion.
Multiple Heads. The greater pyrohydra has nine heads. While On a successful save, the creature loses one level of
exhaustion. If a successful saving throw reduces a creature’s
it has more than one head, the greater pyrohydra has exhaustion level to 0, the creature is cured. If a creature dies
advantage on saving throws against being blinded, charmed, of this disease, it rises as a ghoul at the next midnight.
deafened, frightened, stunned, and knocked unconscious. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Whenever the greater pyrohydra takes 25 or more damage target. Hit: 13 (2d8 + 4) slashing damage. If the target is a
in a single turn, one of its heads dies. If all its heads die, the creature other than an elf or an undead, it must succeed
greater pyrohydra dies. on a DC 13 Constitution saving throw or be paralyzed for 1
At the end of its turn, it grows two heads (up to a maximum minute. The target can repeat the saving throw at the end
of eighteen heads) for each of its heads that died since of each of its turns, ending the effect on itself on a success.
its last turn, unless it has taken acid or cold damage since
its last turn. The greater pyrohydra regains 10 hit points for Iron Cobra
each head regrown in this way.
If the pyophydra has more than nine heads, it loses one of its Small construct, neutral
heads when it takes a long rest. Armor Class 13 (natural armor)
Reactive Heads. For each head the elder pyrohydra has Hit Points 27 (6d6 + 6)
beyond one, it gets an extra reaction that can be used Speed 40 ft.
only for opportunity attacks.
Wakeful. While the greater pyrohydra sleeps, at least one of STR DEX CON INT WIS CHA
its heads is awake. 12 (+1) 15 (+2) 13 (+1) 5 (–3) 12 (+1) 1 (–5)

ACTIONS Skills Perception +3, Stealth +4
Damage Immunities poison, psychic; bludgeoning, piercing,
Multiattack. The greater pyrohydra makes one Bite attack
with each head. and slashing from nonmagical attacks not made with
adamantine
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one Condition Immunities charmed, exhaustion, frightened,
target. Hit: 10 (1d10 + 5) piercing damage plus 5 (2d4) paralyzed, petrified, poisoned
cold damage. Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but
Fire Breath (recharge 5–6). The greater pyrohydra uses all its can’t speak
heads to exhale flame which fills a 25-foot radius sphere Challenge 1 (200 XP)
centered on a point it chooses within 50 feet of it. Each
creature in that area must make a DC 18 Dexterity saving Find Target. The iron cobra knows the location of a specific
throw, taking 63 (18d6) fire damage on a failed save or target creature as long as that creature is within 1 mile of
half as much on a successful one. it. If the creature is moving, it knows the direction if that
creature’s movement. If the target is beyond this distance,
Hyaenodon, Undead the iron cobra can’t locate the target creature.

Large undead, neutral evil Immutable Form. The iron cobra is immune to any spell or
Armor Class 15 (natural armor) effect that would alter its form.
Hit Points 75 (10d10 + 20)
Speed 30 ft. Magic Resistance. The iron cobra has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (–2) 13 (+1) 6 (–2) Magic Weapon. The iron cobra’s weapon attacks are magical.
Poison. The iron cobra contains enough venom for three

attacks. After that, it does not deal the poison damage
listed in its bite attack.

Skills Perception +7, Stealth +6, Survival +7 ACTIONS
Damage Resistances necrotic
Damage Immunities poison Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Condition Immunities charmed, exhaustion, poisoned Hit: 7 (2d4 + 2) piercing damage, and the target must
Senses darkvision 60 ft., passive Perception 17 make a DC 11 Constitution saving throw, taking 10 (3d6)
Languages — poison damage on a failed saving throw, or half as much
Challenge 5 (1,800 XP) damage on a successful one.

Improved Sense of Smell. The undead hyaenodon has Jackalweres
advantage on Perception checks that rely on scent.
Acolyte of Set
ACTIONS
Medium humanoid (shapechanger), chaotic evil
Multiattack. The undead hyaenodon makes one Bite attack Armor Class 16 (breastplate)
and one Claws attack. Hit Points 91 (14d8 + 28)
Speed 30 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 15 (2d10 + 4) piercing damage. If the target is a creature STR DEX CON INT WIS CHA
other than an elf or an undead, it must succeed on a DC 13
Constitution saving throw or contract ghoul fever. A creature 15 (+2) 16 (+3) 15 (+2) 12 (+1) 19 (+4) 14 (+2)
affected by this disease shows symptoms including fatigue,
strange cravings, and muscle aches after 1d4 hours and Skills Deception +5, Insight +7, Perception +7, Religion +7
gains one level of exhaustion. An infected creature regains Damage Immunities bludgeoning, piercing, and slashing
no hit points from short or long rests and must make a DC 13
Constitution saving throw at the completion of each long rest. 471

from nonmagical attacks not made with silver Damage Immunities bludgeoning, piercing, and slashing
Senses passive Perception 17 from nonmagical attacks not made with silver
Languages Common (can’t speak in jackal form)
Challenge 7 (2,900 XP) Senses passive Perception 20
Languages Common (can’t speak in jackal form)
Blessing of Set. As a bonus action, the acolyte of Set targets Challenge 14 (11,500 XP)
one ally it can see within 30 feet of it. The next time the
target hits with any weapon, the weapon deals an extra 7 Keen Smell. The high priest of Set has advantage on Wisdom
(2d6) poison damage. (Perception) checks that rely on smell.

Keen Smell. The acolyte of Set has advantage on Wisdom My Brother’s Killer. As a bonus action, the high priest of Set
(Perception) checks that rely on smell. targets one creature it can see within 30 feet of it. The
target must succeed on a DC 18 Charisma saving throw or
Rampage (jackal or hybrid form only). When the acolyte of use its reaction to make one attack roll against its nearest
Set reduces a creature to 0 hit points with a melee attack ally.
on its turn, the acolyte can take a bonus action to move
up to half its speed and make a bite attack. Rampage (jackal or hybrid form only). When the high priest
of Set reduces a creature to 0 hit points with a melee
Shapechanger. The acolyte of Set can use its action to attack on its turn, the high priest can take a bonus action
polymorph into a specific Medium human or a jackal- to move up to half its speed and make a bite attack.
humanoid hybrid, or back into its true form, which is a
Small jackal. Any equipment it is wearing or carrying isn’t Shapechanger. The high priest of Set can use its action to
transformed. It reverts to its true form if it dies. polymorph into a specific Medium human or a jackal-
humanoid hybrid, or back into its true form, which is a
Spellcasting. The acolyte of Set is a 10th-level spellcaster. Its Small jackal. Any equipment it is wearing or carrying isn’t
spellcasting ability is Intelligence (spells save DC 15, +7 to transformed. It reverts to its true form if it dies.
hit with spell attacks). The acolyte has the following cleric
spells prepared: Spellcasting. The high priest of Set is a 16th-level spellcaster.
Cantrips (at will): guidance, light, mending, sacred Its spellcasting ability is Intelligence (spells save DC 18, +10
flame, thaumaturgy to hit with spell attacks). The high priest has the following
1st level (4 slots): command, cure wounds, inflict cleric spells prepared:
wounds, protection from evil and good Cantrips (at will): guidance, light, mending, sacred
2nd level (3 slots): blindness/deafness, hold person, flame, thaumaturgy
silence 1st level (4 slots): command, cure wounds, inflict
3rd level (3 slots): animate dead, bestow curse, speak wounds, protection from evil and good
with dead 2nd level (3 slots): blindness/deafness, hold person,
4th level (3 slots): freedom of movement, locate silence
creature 3rd level (3 slots): animate dead, bestow curse, speak
5th level (2 slots): contagion, insect plague with dead
4th level (3 slots): divination, freedom of movement,
ACTIONS locate creature

Multiattack (humanoid or hybrid form only). The acolyte of 5th level (2 slots): contagion, flame strike, insect plague
Set uses its Sleep Gaze and makes three attacks, only one 6th level (1 slot): create undead, harm
of which can be a Bite. 7th level (1 slot): divine word, symbol
8th level (1 slot): antimagic field
Bite (jackal or hybrid form only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing ACTIONS
damage plus 10 (3d6) poison damage, and the target
must succeed on a DC 14 Constitution saving throw or be Multiattack (humanoid or hybrid form only). The high priest
poisoned until the end of its next turn. of Set uses its Eyes of Set and makes four attacks, only one
of which can be a Bite.
Pike (humanoid or hybrid form only). Melee Weapon Attack:
+5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing Bite (jackal or hybrid form only). Melee Weapon Attack:
damage. +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage plus 21 (6d6) poison damage, and the target
Sleep Gaze. The acolyte of Set gazes at one creature it can must succeed on a DC 18 Constitution saving throw or be
see within 30 feet of it. The target must make a DC 15 poisoned for 1 minute.
Wisdom saving throw. On a failed save, the target succumbs
to a magical slumber, falling unconscious for 10 minutes or Pike (humanoid or hybrid form only). Melee Weapon Attack:
until someone uses an action to shake the target awake. A +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing
creature that successfully saves against the effect is immune damage.
to this acolyte’s gaze for the next 24 hours. Undead and
creatures immune to being charmed aren’t affected by it. Eyes of Set. The high priest of Set gazes at one creature it
can see within 30 feet of it. The target must make a DC
High Priest of Set 18 Wisdom saving throw or be affected by one of the
below gazes. The high priest can’t use the same gaze two
Medium humanoid (shapechanger), chaotic evil rounds in a row. Undead and creatures immune to being
Armor Class 17 (half plate) charmed aren’t affected by the high priest’s Eyes of Set.
Hit Points 169 (26d8 + 52)
Speed 30 ft. Conversion Gaze. On a failed save, the target is charmed for
1 minute. The charmed target obeys the high priest’s verbal
STR DEX CON INT WIS CHA commands. If the target suffers any harm or receives a
suicidal command, it can repeat the saving throw, ending
18 (+4) 16 (+3) 15 (+2) 12 (+1) 21 (+5) 16 (+3) the effect on a success. If the target successfully saves
against the effect, or if the effect ends on it, the target is
Skills Deception +8, Insight +10, Perception +10, Persuasion immune to this high priest’s Conversion Gaze for the next 24
+8, Religion +11 hours. The high priest can have only one target charmed at
a time. If it uses its Conversion Gaze on another target, the
472 effect on the previous target ends.

Frightful Gaze. On a failed save, the target is frightened for 1 Jackalwere Guard
minute. The frightened target can repeat the saving throw
at the end of each of its turns, ending the effect on itself Medium humanoid (shapechanger), chaotic evil
on a success. If a creature’s saving throw is successful or Armor Class 16 (hide, shield)
the effect ends for it, the creature is immune to the high Hit Points 102 (12d8 + 48)
priest’s Frightful Gaze for the next 24 hours. Speed 30 ft.

Sleep Gaze. On a failed save, the target succumbs to a STR DEX CON INT WIS CHA
magical slumber, falling unconscious for 10 minutes or
until someone uses an action to shake the target awake. 15 (+2) 20 (+5) 18 (+4) 12 (+1) 12 (+1) 10 (+0)
A creature that successfully saves against the effect is
immune to this high priest’s Sleep Gaze for the next 24 Skills Athletics +5, Deception +6, Perception +7, Stealth +8
hours. Damage Immunities bludgeoning, piercing, and slashing

Jackalwere from nonmagical attacks not made with silver
Senses passive Perception 17
Medium humanoid (shapechanger), chaotic evil Languages Common (can’t speak in jackal form)
Armor Class 14 Challenge 7 (2,900 XP)
Hit Points 26 (4d8 + 8)
Speed 30 ft.qa34 Brute. A melee weapon deals one extra die of its damage
when the jackalwere hits with it (included in the attack).
STR DEX CON INT WIS CHA
Evasion. If the jackalwere is subjected to an effect that
15 (+2) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 10 (+0) allows it to make a Dexterity saving throw to take only half
damage, the jackalwere instead takes no damage if it
Skills Deception +4, Perception +5, Stealth +6 succeeds on the saving throw, and only half damage if it
Damage Immunities bludgeoning, piercing, and slashing fails.

from nonmagical attacks not made with silver Keen Smell. The jackalwere has advantage on Wisdom
Senses passive Perception 15 (Perception) checks that rely on smell.
Languages Common (can’t speak in jackal form)
Challenge 2 (450 XP) Rampage (jackal or hybrid form only). When the jackalwere
reduces a creature to 0 hit points with a melee attack on
Keen Smell. The jackalwere has advantage on Wisdom its turn, the jackalwere can take a bonus action to move
(Perception) checks that rely on smell. up to half its speed and make a bite attack.

Pack Tactics. The jackalwere has advantage on an attack Shapechanger. The jackalwere can use its action to
roll against a creature if at least one of the jackalwere’s polymorph into a specific Medium human or a jackal-
allies is within 5 ft. of the creature and the ally isn’t humanoid hybrid, or back into its true form, which is a
incapacitated. Small jackal. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Rampage (jackal or hybrid form only). When the jackalwere
reduces a creature to 0 hit points with a melee attack on ACTIONS
its turn, the jackalwere can take a bonus action to move
up to half its speed and make a bite attack. Multiattack (humanoid or hybrid form only). The jackalwere
guard uses its Sleep Gaze and makes three attacks, only
Shapechanger. The jackalwere can use its action to one of which can be a Bite.
polymorph into a specific Medium human or a jackal-
humanoid hybrid, or back into its true form, which is a Bite (jackal or hybrid form only). Melee Weapon Attack:
Small jackal. Its statistics, other than its size, are the same +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing
in each form. Any equipment it is wearing or carrying isn’t damage. If the target is a creature, it must succeed on a
transformed. It reverts to its true form if it dies. DC 15 Strength saving throw or be knocked prone.

ACTIONS Shortsword (humanoid or hybrid form only). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
Multiattack (jackal or hybrid form only). The jackalwere piercing damage.
makes two melee weapon attacks.
Sleep Gaze. The jackalwere gazes at one creature it can
Bite (jackal or hybrid form only). Melee Weapon Attack: see within 30 feet of it. The target must make a DC
+6 to hit, reach 5 ft., one target. Hit:8 (1d8 + 4) piercing 15 Wisdom saving throw. On a failed save, the target
damage. succumbs to a magical slumber, falling unconscious for
10 minutes or until someone uses an action to shake the
Battleaxe (humanoid or hybrid form only). Melee Weapon target awake. A creature that successfully saves against
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) the effect is immune to this jackalwere’s gaze for the
slashing damage, or 7 (1d10 + 2) slashing damage if used next 24 hours. Undead and creatures immune to being
with two hands. charmed aren’t affected by it.

Sleep Gaze. The jackalwere gazes at one creature it can REACTIONS
see within 30 feet of it. The target must make a DC
13 Wisdom saving throw. On a failed save, the target Defend. When a creature makes a melee attack against an
succumbs to a magical slumber, falling unconscious for ally of the jackalwere, the jackalwere grants a +2 bonus to
10 minutes or until someone uses an action to shake the the ally’s AC if the ally is within 5 feet of the jackalwere.
target awake. A creature that successfully saves against
the effect is immune to this jackalwere’s gaze for the
next 24 hours. Undead and creatures immune to being
charmed aren’t affected by it.

473

Jade Colossus of the Sultana REACTIONS

Gargantuan construct, chaotic good Reflective Skin. When the jade colossus is targeted by a spell
Armor Class 18 (natural armor) that requires an attack roll, the spellcaster must make a
Hit Points 333 (18d20 + 144) DC 23 spellcasting ability check or the spell is reflected
Speed 40 ft. back onto the spellcaster.

STR DEX CON INT WIS CHA LEGENDARY ACTIONS

30 (+10) 10 (+0) 26 (+8) 18 (+4) 21 (+5) 19 (+4) The jade colossus can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Dex +7, Con +15, Wis +12, Cha +11 can be used at a time and only at the end of another
Skills Arcana +11, History +11, Insight +12, Intimidation +11, creature’s turn. The jade colossus regains spent legendary
actions at the start of its turn.
Perception +12
Damage Immunities fire, poison, psychic; bludgeoning, Detect. The jade colossus makes a Wisdom (Perception)
check.
piercing, and slashing from nonmagical attacks not made
with adamantine Jade Fist. The jade colossus makes one Jade Fist attack.
Condition Immunities charmed, exhaustion, frightened, Reflect Light (costs 2 actions). The jade colossus reflects light
paralyzed, petrified, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 22 in a 90-foot line that is 5 feet wide. Each creature in that line
Languages Common, Primordial must make a DC 20 Constitution saving throw. On a failure,
Challenge 23 (50,000 XP) a creature takes 28 (8d6) radiant damage and is blinded
until the end of the jade colossus’ next turn. On a success, a
Berserk. Whenever the jade colossus starts its turn with only creature takes half the damage and isn’t blinded.
the eyes of the sultana2 equipped, roll a d6. On a 6, the
jade colossus goes berserk. On each of its turns while Janni
berserk, the jade colossus attacks the nearest creature
it can see. If no creature is near enough to move to Large elemental, neutral
and attack, the jade colossus attacks an object with Armor Class 15 (leather armor)
preference for an object smaller than itself. At the start of Hit Points 136 (16d10 + 48)
each of its turns, roll a d6 again. If the roll is 4 or more, the Speed 30 ft., fly 20 ft.
jade colossus continues to berserk until the roll is less than 4
or the eyes of the sultana2 are removed with a successful STR DEX CON INT WIS CHA
DC 20 Strength (Athletics) check while grappling the jade
colossus. 15 (+2) 18 (+4) 17 (+3) 13 (+1) 12 (+1) 16 (+3)

Construct Nature. The jade colossus doesn’t require air, food, Saving Throws Str +5, Cha +6
drink, or sleep. Skills Acrobatics +7, Perception +4, Persuasion +6
Damage Resistances acid, cold, fire, lightning, thunder
Fire Absorption. Whenever the jade colossus is subjected to Senses darkvision 60 ft., passive Perception 14
fire damage, it takes no damage and instead regains a Languages Common, Primordial
number of hit points equal to the fire damage dealt. Challenge 7 (2,900 XP)

Immutable Form. The jade colossus is immune to any spell or Elemental Demise. If the janni dies, its body disintegrates into
effect that would alter its form. a mixture of elements, leaving behind only equipment the
janni was wearing or carrying.
Legendary Resistance (3/day). If the jade colossus fails a
saving throw, it can choose to succeed instead. Elemental Weapons. The janni’s weapon attacks are
magical. When the janni hits with any weapon, the
Magic Resistance. The jade colossus has advantage on weapon deals an extra 1d6 cold, fire, lightning, or thunder
saving throws against spells and other magical effects. (the janni’s choice) damage (included in the attack).

Magic Weapons. The jade colossus’ weapon attacks are Innate Spellcasting. The janni’s innate spellcasting ability
magical. is Charisma (spell save DC 14). It can innately cast the
following spells, requiring no material components:
ACTIONS At will: detect evil and good, detect magic
3/day each: continual flame, move earth, tongues,
Multiattack. The jade colossus makes three Jade Fist attacks water breathing, wind walk
or two Jade Fist attacks and one Stomp attack. 1/day each: conjure elemental, invisibility (self only),
plane shift (self only)
Jade Fist. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target/creature. Hit: 19 (2d8 + 10) bludgeoning damage. Wiry. The janni has advantage on Strength and Dexterity
ability checks and saving throws against effects that would
Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one grapple or restrain it and on checks to escape a grapple.
Large or smaller target. Hit: 26 (3d10 + 10) bludgeoning
damage and the target must succeed on a DC 25 ACTIONS
Strength saving throw or be knocked prone.
Multiattack. The janni makes two melee attacks. It can use
Jade Breath (recharge 5–6). The jade colossus exhales a Elemental Bolt in place of any melee attack.
blast of green energy in a 90-foot cone. Each creature
in that area must make a DC 23 Dexterity saving throw. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
On a failure, a creature takes 54 (12d8) force damage target. Hit: 11 (2d6 + 4) plus 3 (1d6) cold, fire, lightning, or
and is restrained as it begins to turn to jade. On a success, thunder (the janni’s choice) damage.
a creature takes half the damage and isn’t restrained.
The restrained creature must repeat the saving throw at Elemental Bolt. Ranged Spell Attack: +6 to hit, range 120
the end of its next turn, becoming petrified on a failure ft., one target. Hit: 10 (3d6) cold, fire, lightning, or thunder
or ending the effect on a success. The petrified creature (the janni’s choice) damage.
becomes a statue of jade until it is freed by the greater
restoration spell or similar magic.

474

REACTIONS Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Elemental Blood. When a creature the janni can see hits it
with a melee weapon attack, the attacker must succeed Senses darkvision 120 ft., passive Perception 10
on a DC 15 Dexterity saving throw or take 7 (2d6) cold, Languages understands Common and Ignan but can’t speak
fire, lightning, or thunder (the janni’s choice) damage. Challenge 24 (62,000 XP)

Jhadam Construct. The juggernaut of Kil Kath Kesh obeys the simple
commands of whoever activated it by placing a brain
Medium humanoid (n’gathau), neutral evil gem in its arm. It becomes inanimate if the brain gem is
Armor Class 17 (natural armor) removed.
Hit Points 250 (20d8 + 160)
Speed 30 ft. Fire Absorption. Whenever the juggernaut of Kil Kath Kesh
is subjected to fire damage, it takes no damage and
STR DEX CON INT WIS CHA instead regains a number of hit points equal to the fire
damage dealt.
29 (+9) 15 (+2) 27 (+8) 13 (+1) 15 (+2) 10 (+0)
Immutable Form. The juggernaut of Kil Kath Kesh is immune
Saving Throws Str +15, Dex +8, Con +14, Wis +8 to any spell or effect that would alter its form.
Skills Athletics +15, Intimidation +6, Perception +8
Damage Resistances cold, fire; bludgeoning, piercing, and Insanity. If an inauthentic brain gem was used to activate
the juggernaut of Kil Kath Kesh artifact, it goes insane after
slashing from nonmagical attacks 1d4 + 1 rounds, attacking all creatures in its vicinity and
Damage Immunities acid, poison refusing to obey commands.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18 Magic Resistance. The juggernaut of Kil Kath Kesh has
Languages Common, Dwarvish, N’gathian advantage on saving throws against spells and other
Challenge 17 (18,000 XP) magical effects.

Indomitable (2/day). Jhadam rerolls a failed saving throw. Magic Weapons. The juggernaut of Kil Kath Kesh’s attacks
Second Wind (recharges after a short or long rest). As a are magical.

bonus action, Jhadam can regain 28 hit points. Secret Compartment. A secret compartment exists inside the
Magic Weapons. Jhadam’s weapon attacks are magical. back of the juggernaut of Kil Kath Kesh, big enough for
Superior Critical. Jhadam’s weapon attacks score a critical four Medium humanoids.

hit on a roll of 18–20. Vorpal Pincer. When it rolls a 20 on a Pincer attack roll
Aura of Pain. Any creature within 15 feet of Jhadam that against a creature of size Huge or less which has at least
one head, the juggernaut of Kil Kath Kesh has cut off one
isn’t protected by a mind blank spell hears in its mind of the creature’s heads. The creature dies if it cannot
the tortured screams that emanate from Jhadam’s survive without the lost head. Creatures who do not
broken psyche. As a bonus action, Jhadam can force have a head cut off instead suffer an extra 6d8 slashing
all creatures that can hear the screams to make a DC damage from the hit.
19 Wisdom saving throw. Each creature takes 22 (4d10)
psychic damage on a failed save, or half as much ACTIONS
damage on a successful one
Multiattack. The juggernaut of Kil Kath Kesh makes eight
ACTIONS Flail attacks, one Pincer attack, and one Prismatic Spray
Cannon attack.
Multiattack. Jhadam makes four melee attacks.
Chain Whip. Melee Weapon Attack: +15 to hit, reach 20 Flail. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 22 (4d6 + 8) bludgeoning damage.
ft., one target. Hit: 18 (2d8 + 9) slashing damage and the
target is pulled up to 15 feet straight toward Jhadam. Pincer. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Blade. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (6d6 + 8) slashing damage.
target. Hit: 23 (4d6 + 9) slashing damage.
Prismatic Spray Cannon. The juggernaut of Kil Kath Kesh uses
REACTIONS its bejeweled arm to cast prismatic spray (spell save DC
20) in a 100-foot cone.
Parry. Jhadam adds 5 to his AC against one melee attack
that would hit him. Kathlin

Juggernaut of Kil Kath Kesh Large monstrosity, neutral good
Armor Class 14 (natural armor)
Huge construct, unaligned Hit Points 51 (6d10 + 18)
Armor Class 21 (natural armor) Speed 50 ft.
Hit Points 270 (20d12 + 140)
Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 5 (–3) 13 (+1) 8 (–1)

STR DEX CON INT WIS CHA Saving Throws Dex +4, Con +5
27 (+8) 11 (+0) 24 (+7) 3 (–4) 11 (+0) 7 (–2) Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Sylvan but can’t speak
Challenge 3 (700 XP)

ACTIONS

Damage Resistances cold, necrotic Multiattack. The kathlin makes four Hoof attacks.
Damage Immunities fire, poison, psychic; bludgeoning, Hoof. Melee Weapon Attack: +6 to hit, reach 5ft., one

piercing, and slashing from nonmagical attacks target. Hit: 7 (1d6 + 4) bludgeoning damage.

475

Kobold Assassin Lava Child

Small humanoid (kobold), lawful evil Medium humanoid (elemental), neutral
Armor Class 16 (+1 studded leather armor) Armor Class 13 (natural armor)
Hit Points 49 (9d6 + 18) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1)
15 (+2) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 13 (+1) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 11 (+0)

Saving Throws Dex +4, Int +2 Skills Perception +4
Skills Deception +2, Perception +2, Sleight of Hand +4, Damage Vulnerability cold
Damage Resistances force
Stealth +4 Damage Immunities fire; bludgeoning, piercing, and slashing
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Thieves’ Cant from metal weapons
Challenge 4 (1,100 XP) Senses darkvision 60 ft., passive Perception 14
Languages Ignan, Lava Child
Assassinate. The kobold assassin has advantage on attack Challenge 2 (450 XP)
rolls against any creature that hasn’t yet acted in the
combat. In addition, any hit it scores against a creature Heated Body. A creature that touches the lava child or hits it
that is surprised counts as a critical hit. with a melee attack while within 5 ft. of it takes 7 (2d6) fire
damage.
Cunning Action. The kobold assassin can take a bonus
action on each of its turns in combat. This action can be Metal Immunity. Lava children are unaffected by metal.
used only to take the Dash, Disengage, or Hide action. They can walk through solid metal doors as if the door
wasn’t there. Metal weapons, even magical, have no
Evasion. The kobold assassin can nimbly dodge out of the way effect on lava children. Lava children makes all attacks
of certain area effects. When it is subjected to an effect that with advantage against foes wearing metal armor.
allows it to make a Dexterity saving throw to only take half
damage, it instead takes no damage if it succeeds on the Water Vulnerability. For every 1 gallon of water splashed on
saving throw, and only half damage if it fails. a lava child, it takes 3 cold damage.

Innate Spellcasting. The kobold assassin may cast disguise ACTIONS
self on itself (spell save DC 15) 3/day with no material
components. Multiattack. The lava child makes one bite attack and one
attack with its claws.
Pack Tactics: The kobold assassin has advantage on
an attack roll against a creature if at least one of its Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
allies is within 5 feet of the creature and the ally isn’t Hit: 4 (1d6 + 1) piercing damage.
incapacitated.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Sneak Attack. Once per turn, the kobold assassin can target. Hit: 5 (1d8 + 1) slashing damage.
deal an extra 4d6 damage to one creature it hits with
a Dagger attack if it has advantage on the attack roll. Lavawight
It doesn’t need advantage on the attack roll if another
enemy of the target is within 5 feet of the target and that Medium undead, chaotic evil
enemy isn’t incapacitated. Armor Class 22 (natural armor)
Hit Points 304 (32d8 + 160)
Sunlight Sensitivity: While in sunlight, the kobold assassin Speed 60 ft.
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. STR DEX CON INT WIS CHA

Uncanny Dodge. When an attacker the kobold assassin can 25 (+7) 18 (+4) 21 (+5) 10 (+0) 18 (+4) 21 (+5)
see hits it with an attack, it can use its reaction to halve
the attack’s damage against it. Damage Immunities fire, necrotic, poison; bludgeoning,
piercing, and slashing from nonmagical attacks
ACTIONS
Damage Vulnerabilities cold
Multiattack. The kobold assassin makes two Dagger attacks Condition Immunities charmed, exhaustion, frightened,
(melee or ranged).
paralyzed, petrified, poisoned
+1 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 14
target. Hit: 5 (1d4 + 3) piercing damage. The target must Languages Common, Infernal
make a DC 15 Constitution saving throw. On a failed save, Challenge 22 (41,000 XP)
the target takes 10 (3d6) poison damage and is poisoned.
On a successful saving throw, the target takes half as Heat Aura. Creatures which begin their turn within 10 feet of
much damage and is not poisoned. A poisoned target the lavawight take 11 (2d10) fire damage.
may repeat the saving throw at the end of each of its
turns, ending the condition on itself on a success. Innate Spellcasting. The lavawight’s innate spellcasting
ability is Charisma (spell save DC 20, +12 to hit with spell
Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., attacks). It can innately cast the following spells, with no
one target. Hit: 4 (1d4 + 2) piercing damage. The target need for material components:
must make a DC 15 Constitution saving throw. On a failed At will: dimension door, fireball, flame arrow, wall of fire
save, the target takes 10 (3d6) poison damage and is 3/day: counterspell
poisoned. On a successful saving throw, the target takes
half as much damage and is not poisoned. A poisoned Life Drain. If the lavawight hits a creature with a Claw or
target may repeat the saving throw at the end of each of Skull Butt attack, that creature must succeed on a DC
its turns, ending the condition on itself on a success. 20 Constitution saving throw or its hit point maximum is

476

reduced by an amount equal to the fire damage taken, Lemure Mass
and the lavawight regains hit points equal to that amount.
This reduction lasts until the target finishes a long rest. The Huge fiend (devil), lawful evil
target dies if this effect reduces its hit point maximum to Armor Class 13
0. A creature killed by this reduction is turned into a pile of Hit Points 150 (20d12 + 20)
ash and may only be restored to life with a resurrection, Speed 15 ft.
true resurrection, or wish spell.
Molten Healing. All fire-based creatures (such as fire STR DEX CON INT WIS CHA
elementals and magma mephits), including the 20 (+5) 5 (+2) 12 (+1) 1 (–5) 8 (–1) 3 (–4)
lavawight itself, which begin their turn within 10 feet of
the lavawight regain 10 hit points. The lavawight dies Damage Resistances bludgeoning, cold, piercing, and slashing
if it is reduced to 0 hit points, and this ability does not Damage Immunities fire, poison
function. Condition Immunities charmed, frightened, poisoned
Rend. If the lavawight hits the same target with two Claw Senses darkvision 120 ft., passive Perception 9
attacks in the same turn, it deals an additional 34 (6d8 + 7) Languages understands Infernal but can’t speak
slashing damage to that target. Challenge 12 (8,400 XP)
Turn Resistance. The lavawight has advantage on saving
throws against any effect that turns undead. Devil’s Sight. Magical darkness does not impede the lemure
mass’s darkvision.
ACTIONS
Hellish Rejuvenation. If the lemure mass dies in the Nine Hells,
Multiattack. The lavawight makes two Claw attacks and it comes back to life with all its hit points in 1d10 days unless
one Skull Butt attack. it is killed by a good-aligned creature with a bless spell cast
on that creature or its remains are sprinkled with holy water.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 25 (4d8 + 7) slashing damage plus 11 (2d10) Spawn. When the lemure mass reduces a creature to 0 hit
fire damage. If the target is a creature, see Life Drain poins, that creature immediately turns into a lemure and is
above. absorbed into the lemure mass. The lemure mass regains
13 hit points for each lemure it absorbs, and its maximum
Skull Butt. Melee Weapon Attack: +14 to hit, reach 5 ft., hit points are increased by 13.
one target. Hit: 17 (3d6 + 7) bludgeoning damage plus
16 (3d10) fire damage. If the target is a creature, see Life ACTIONS
Drain above.
Multiattack. The lemure mass makes five Fist attacks.
Leech, Giant Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Medium beast (aquatic), unaligned Hit: 19 (4d6 + 5) bludgeoning damage.
Armor Class 11
Hit Points 26 (4d8 + 8) Lightning Weird
Speed 5 ft., swim 20 ft.
Large elemental, chaotic evil
STR DEX CON INT WIS CHA Armor Class 18 (natural armor)
11 (+0) 12 (+1) 14 (+2) 2 (–4) 10 (+0) 1 (–5) Hit Points 90 (12d10 + 24)
Speed 50 ft.

Senses blindsight 30 ft., passive Perception 10 STR DEX CON INT WIS CHA
Languages —
Challenge 1 (200 XP) 17 (+3) 20 (+5) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

Vulnerability to Salt. A handful of salt burns a giant leech as Damage Resistances bludgeoning, piercing, and slashing
if it were a flask of acid, causing 1d6 acid damage per from nonmagical weapons
use.
Damage Immunities acid, lightning, poison, thunder
ACTIONS Condition Immunities exhaustion, grappled, paralyzed,

Blood Drain. Melee Weapon Attack: +3 to hit, reach 5 petrified, poisoned, prone, restrained, unconscious
ft. one creature. Hit: 4 (1d6 + 1) piercing damage, Senses blindsight 30 ft., passive Perception 11
and the leech attaches to the target. While attached, Languages Auran, Common, Weirdling
the leech doesn’t attack. Instead, at the start of the Challenge 7 (2,900 XP)
leech’s turns, the target loses 5 (1d8 + 1) hit points due
to blood loss. Electricity. If a creature attacks the lighting weird with a
melee weapon, that creature takes 9 (2d8) lightning
The leech can detach itself by spending 5 feet of its damage.
movement. It does so after it drains 25 hit points of blood
from the target or the target dies. A creature, including Lightning Mote. A lightning weird’s mote is a crackling,
the target, can use its action to make a DC 10 Strength dancing, arcing, ball of electricity that occupies a 5-foot
check to rip the leech off and make it detach. space. Creatures that start their turn within 5 feet of the
lightning mote take 13 (3d8) lightning damage; creatures
wearing metal armor must make a successful DC 15
Constitution saving throw if they take lightning damage
from being near the mote. On a failed saving throw, the
target is stunned until the end of its next turn. The lightning
can move its mote up to 30 ft. as a bonus action. The
mote must remain within 90 ft.

Reform. When reduced to 0 hit points, a lightning weird
collapses back into its pool. Four rounds later, it reforms

477

at full strength minus any damage taken from fire-based Damage Immunities fire, poison
attacks and effects (including attacks by earth or fire Condition Immunities poisoned
elemental creatures). Senses passive Perception 13
Transparent. Even when the lightning weird is in plain sight, Languages —
it takes a successful DC 15 Wisdom (Perception) check Challenge 2 (450 XP)
to spot a lightning weird that has neither moved nor
attacked. A creature that tries to enter the lightning Keen Smell. The lion has advantage on Wisdom (Perception)
weird’s space while unaware of the lightning weird is checks that rely on smell.
surprised by the lightning weird.
Pack Tactics: The lion has advantage on an attack roll
ACTIONS against a creature if at least one of the lion’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) lightning Pounce. If the lion moves at least 20 feet straight toward
damage. a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 14
Command Elemental. One air elemental that the lightning Strength saving throw or be knocked prone. If the
weird can see within 60 feet of it must make a DC 13 target is prone, the lion can make one bite attack
Wisdom saving throw. On a failed saving throw, the air against it as a bonus action.
elemental is charmed for 1 minute. While charmed, the air
elemental follows the lightning weird’s commands. Rampage. When it reduces a creature to 0 hit points with a
melee attack on its turn, the lion can take a bonus action
Lion, Dire to move up to half its speed and make a Bite attack.

Large beast unaligned Running Leap. With a 10-foot running start, the lion can long
Armor Class 14 (natural armor) jump up to 25 feet.
Hit Points 60 (8d10 + 16)
Speed 30 ft. ACTIONS

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
17 (+3) 15 (+2) 14 (+2) 3 (–4) 12 (+1) 8 (–1) Hit: 8 (1d8 + 4) piercing damage.

Skills Perception +3, Stealth +6 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Senses passive Perception 13 target. Hit: 7 (1d6 + 4) slashing damage.
Languages —
Challenge 1 (200 XP) Livesha

Keen Smell. The lion has advantage on Wisdom (Perception) Large undead, neutral
checks that rely on smell. Armor Class 19 (natural armor, bracers of defense, ring of

Pack Tactics: The lion has advantage on an attack roll protection)
against a creature if at least one of the lion’s allies is within Hit Points 322 (28d10 + 168)
5 feet of the creature and the ally isn’t incapacitated. Speed 30 ft., fly 90 ft.

Pounce. If the lion moves at least 20 feet straight toward a STR DEX CON INT WIS CHA
creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 14 Strength saving 21 (+5) 16 (+3) 22 (+6) 16 (+3) 20 (+5) 20 (+5)
throw or be knocked prone. If the target is prone, the lion
can make one bite attack against it as a bonus action. Saving Throws Dex +11, Con +14, Int +11, Wis +13, Cha +13
Skills Arcana +11, History +11, Insight +13, Perception +13,
Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet. Religion +19
Damage Resistances cold, necrotic
ACTIONS Damage Immunities lightning, poison, thunder; bludgeoning,

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. piercing, and slashing from nonmagical attacks
Hit: 7 (1d8 + 3) piercing damage. Condition Immunities charmed, exhaustion, frightened,

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one paralyzed, poisoned
target. Hit: 6 (1d6 + 3) slashing damage. Senses truesight 120 ft., passive Perception 23
Languages Abyssal, Auran, Common, telepathy 120 ft.
Lion, Fiendish Dire Challenge 26 (90,000 XP), 27 in lair (105,000 XP)

Large beast, lawful evil Channel Orcus: Storm Wrath (3/day). When she deals
Armor Class 14 (natural armor) lightning or thunder damage, Livesha deals maximum
Hit Points 60 (8d10 + 16) damage (no roll required).
Speed 30 ft.
Elemental Demise. If Livesha dies, her body disintegrates into
STR DEX CON INT WIS CHA a warm breeze, leaving behind only equipment she was
18 (+4) 15 (+2) 14 (+2) 3 (–4) 12 (+1) 8 (–1) wearing or carrying.

Skills Perception +3, Stealth +6 Innate Spellcasting. Livesha’s innate spellcasting ability is
Damage Resistances cold; bludgeoning, piercing, and Charisma (spell save DC 21, +13 to hit with spell attacks).
She can innately cast the following spells, with no need for
slashing from nonmagical attacks not made with silver material components:
At will: detect evil and good, detect magic,
478 thunderwave
3/day each: create food and water (can create wine
instead of water), tongues, wind walk
2/day each: conjure elemental (air elemental only),
creation, gaseous form, greater invisibility, lightning
bolt, major image, plane shift

Legendary Resistances (3/day). If Livesha fails a saving 19 Strength check. If the check succeeds, the creature
throw, she can choose to succeed instead. is no longer restrained and moves to the nearest space
outside the whirlwind.
Rejuvenation: If she has a phylactery and is destroyed,
Livesha gains a new body in 1d10 days, regaining all her LEGENDARY ACTIONS
hit points and becoming active again. The new body
appears within 5 feet of the phylactery. Livesha can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Ring of Protection. Livesha has +1 on all saving throws while used at a time and only at the end of another creature’s
wearing this ring. turn. Livesha regains spent legendary actions at the start
of her turn.
Spellcasting. Livesha is a 20th level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 21, +13 to hit Cantrip: Livesha casts a cantrip.
with spell attacks). She has the following spells prepared: Paralyzing Touch (costs 2 actions): Livesha uses her
Cantrips (at will): eldritch blast, mending, sacred flame,
spare the dying, thaumaturgy Paralyzing Touch.
1st level (4 slots): bane, fog cloud, inflict wounds Frightening Gaze (costs 2 actions): Livesha fixes her gaze
(cumulative with Paralyzing Touch attack), shield of
faith on one creature she can see within 10 feet of her. The
2nd level (3 slots): blindness/deafness, enhance ability, target must succeed on a DC 19 Wisdom saving throw
gust of wind, hold person, shatter, silence against this magic or become frightened for 1 minute.
3rd level (3 slots): animate dead, bestow curse, call The frightened target can repeat the saving throw at
lightning, dispel magic, sleet storm, spirit guardians the end of each of its turns, ending the effect on itself on
4th level (3 slots): banishment, control water, death a success. If a target’s saving throw is successful or the
ward, freedom of movement, guardian of faith, ice effect ends for it, the target is immune to the Livesha’s
storm, stone shape gaze for the next 24 hours.
5th level (3 slots): contagion, destructive wave, flame Disrupt Life (costs 3 actions): Each non-undead creature
strike, insect plague within 20 feet of Livesha must make a DC 19 Constitution
6th level (2 slots): blade barrier, harm, word of recall saving throw against this magic, taking 21 (6d6) necrotic
7th level (2 slots): divine word, fire storm damage on a failed save, or half as much damage on a
8th level (1 slot): earthquake successful one.
9th level (1 slot): gate (Livesha knows the true name of
a balor in the service of Orcus) LAIR ACTIONS

Thunderbolt Strike. When Livesha deals lightning damage to On initiative count 20 (losing initiative ties), Livesha can take
a target that is Huge or smaller, she can push it up to 10 a lair action to cause one of the following magical effects;
feet away from her. she can’t use the same effect two rounds in a row:

Touch Spells. When Livesha successfully hits with a melee Spell Recall. Livesha rolls 2d4 and regains an expended spell
spell attack, she also causes the effects of a Paralyzing slot of that level or lower.
Touch action.
Life Bond. Livesha creates a negative energy bond with
Turn Resistance. Livesha has advantage on saving throws one creature she can see within 30 feet. Whenever
against any effect that turns undead. Livesha takes damage, the creature must make a DC 19
Constitution saving throw. On a failed save, Livesha takes
ACTIONS half of the damage (rounded down), and the target
takes the remainder of the damage. This bond lasts until
Multiattack. Livesha makes three melee weapon attacks or initiative count 20 on the next round or until either Livesha
two Paralyzing Touch attacks. or the creature leaves her lair.

+2 Sword of Life Stealing. Melee Weapon Attack: +15 Teleport. Livesha can teleport anywhere in her lair any time
to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing a creature in that tomb interferes with the City of Brass
damage plus 9 (2d8) lightning or thunder damage model.
(Livesha’s choice). When Livesha attacks a creature
with this magic weapon and rolls a 20 on the attack roll, Vengeful Spirits. Livesha calls vengeful spirits of the dead
that target takes an extra 10 (3d6) necrotic damage, who materialize just long enough to attack one creature
provided that the target isn’t a construct or an undead. she can see within 60 feet of her. The target must succeed
She gains temporary hit points equal to the extra on a DC 19 Constitution saving throw, taking 52 (15d6)
damage dealt. necrotic damage on a failed save, or half as much
damage on a success.
Paralyzing Touch: Melee Spell Attack: +13 to hit, reach 5
ft., one creature. Hit: 10 (3d6) cold damage. The target 479
must succeed on a DC 19 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

Create Whirlwind: A 5-foot-radius, 30-foot-tall cylinder
of swirling air magically forms on a point Livesha can
see within 120 feet of her. The whirlwind lasts as long as
Livesha maintains concentration (as if concentrating on a
spell). Any creature but Livesha that enters the whirlwind
must succeed on a DC 19 Strength saving throw or be
restrained by it. Livesha can move the whirlwind up to
60 feet as an action, and creatures restrained by the
whirlwind move with it. The whirlwind ends if Livesha loses
sight of it.

A creature can use its action to free a creature restrained
by the whirlwind, including itself, by succeeding on a DC

Magmoid Mandragora

Large elemental, neutral Small plant, neutral evil
Armor Class 14 (natural armor) Armor Class 11
Hit Points 120 (16d10 + 32) Hit Points 4 (1d6 + 1)
Speed 40 ft. Speed 30 ft., burrow 15 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) 11 (+0) 13 (+1) 13 (+1) 8 (–1) 10 (+0) 9 (–1)

Damage Vulnerabilities cold Damage Resistances fire
Damage Resistances bludgeoning, piercing, and slashing Damage Immunities psychic
Condition Immunities charmed, frightened, stunned,
from nonmagical attacks
Damage Immunities fire, lightning, poison unconscious
Condition Immunities exhaustion, paralyzed, petrified, Senses darkvision 60 ft., tremorsense 60 ft. passive Perception 10
Languages —
poisoned, prone, restrained, unconscious Challenge 1/8 (25 XP)
Senses blindsight 60 ft., passive Perception 10
Languages Ignan, Terran ACTIONS
Challenge 8 (3,900 XP)
Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Illumination. The elemental sheds bright light in a 30-foot creature. Hit: 3 (1d4 + 1) bludgeoning damage and the
radius and dim light in an additional 30 feet. target must make a successful DC 11 Dexterity saving
throw or be grappled (escape DC 11).
Magma Form. The magmoid can move through a space as
narrow as 1 inch wide without squeezing. A creature that Strangulation. one creature already grappled by the
touches the magmoid or hits it with a melee attack while mandragora takes 4 (1d6 + 1) bludgeoning damage.
within 5 feet of it takes 9 (2d8) fire damage. In addition,
the magmoid can flow into a hostile creature’s space and Mandrake
stop there. The first time it enters a hostile creature’s space
on a turn, that creature takes 9 (2d8) fire damage and Small plant, chaotic evil
catches fire; until someone takes an action to douse the Armor Class 16 (natural armor)
flames, the creature takes 4 (1d8) fire damage at the start Hit Points 32 (5d6 + 15)
of each of its turns. Speed 40 ft., burrow 10 ft., climb 40 ft.

Melt Weapons. Any nonmagical weapon made of metal STR DEX CON INT WIS CHA
that hits the magmoid melts. After dealing damage, the 15 (+2) 18 (+4) 17 (+3) 8 (–1) 13 (+1) 10 (+0)
weapon takes a permanent and cumulative –1 penalty
to damage rolls. If its penalty drops to –5, the weapon Saving Throws Dex +6, Con +5
is destroyed. Nonmagical ammunition made of metal Skills Athletics +4, Perception +3, Stealth +6
or other flammable material is melted or burned and is Damage Resistances acid, cold, electricity
destroyed after dealing damage. Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
Siege Monster. The magmoid deals double damage to
objects and structures. poisoned
Senses darkvision 120 ft., passive Perception 13
ACTIONS Languages Abyssal, Common
Challenge 4 (1,100 XP)
Multiattack. The magmoid makes two Slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one ACTIONS

target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) Multiattack. The mandrake makes one Bite attack and two
fire damage. If the target is a creature or a flammable Vine attacks.
object, it ignites. Until a creature takes an action to douse
the fire, the target takes 4 (1d8) fire damage at the start of Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one
each of its turns. target. Hit: 6 (1d4 + 4) bludgeoning damage, and target
Magma Blast (recharge 6). The magmoid hurls a blast of must make a DC 15 Constitution saving throw, taking
magma in a 60-foot line that is 5-foot-wide. Each creature 10 (3d6) poison damage on a failure, or half as much
in the line must make a DC 15 Dexterity saving throw, damage on a success.
taking 18 (4d8) fire damage on a failure and half as much
damage on a success. In addition, any creature or a Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
flammable object in the line ignites. Until a creature takes target. Hit: 7 (1d6 + 4) piercing damage, and target must
an action to douse the fire, the target takes 4 (1d8) fire succeed on a DC 15 Constitution saving throw or the
damage at the start of each of its turns. target’s Constitution score is reduced by 1d4. The target
dies if this reduces its Constitution to 0. Otherwise, the
reduction lasts until the target finishes a short or long rest.

Shriek (1/day). The mandrake gives voice to an unsettling
shriek. All creatures within a 30-foot radius of a shrieking
mandrake must succeed on a DC 15 Wisdom saving
throw or become poisoned. A target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

480

Margoyle, Advanced Riptide. If a creature is more than 10 feet away from the
marid and it hits the marid with an attack, it must succeed
Medium elemental, chaotic evil on a DC 17 Strength saving throw or be pulled up to 10
Armor Class 18 (natural armor) feet closer to the marid.
Hit Points 95 (10d8 + 50)
Speed 30 ft., fly 60 ft. ACTIONS

STR DEX CON INT WIS CHA Multiattack. The marid makes one Scimitar attack and one
19 (+4) 15 (+2) 21 (+5) 8 (–1) 12 (+1) 8 (–1) Water Whip attack.

Damage Resistances bludgeoning, piercing, and slashing Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one
from nonmagical attacks not made with adamantine target. Hit: 14 (2d6 + 7) slashing damage plus 10 (3d6)
cold damage.
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned Water Whip. Melee Weapon Attack: +12 to hit, reach 25 ft.,
Senses darkvision 120 ft., passive Perception 11 one target. Hit: 12 (2d4 + 7) slashing damage plus 10 (3d6)
Languages Terran cold damage, and the target must succeed on a DC 17
Challenge 6 (2,300 XP) Strength saving throw or be pulled up to 20 feet toward
the marid.
False Appearance. When the margoyle remains motionless,
it is indistinguishable from an inanimate statue. Whirlpool (recharge 5–6). Water swirls rapidly around the
marid. Each creature within 20 feet of the marid must
ACTIONS make a DC 17 Dexterity saving throw. On a failure, a
creature takes 56 (16d6) cold damage and is knocked
Multiattack. The margoyle makes one Bite attack and one prone. On a success, a creature takes half the damage
Claws attack. and isn’t knocked prone.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Marsh Jelly
Hit: 24 (2d6 + 4) piercing damage.
Medium aberration, unaligned
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one Armor Class 13
target. Hit: 24 (2d6 + 4) slashing damage. Hit Points 58 (9d8 + 18)
Speed 5 ft., fly 30 ft. (hover)
Marid
STR DEX CON INT WIS CHA
Large elemental, chaotic neutral 10 (+0) 17 (+3) 14 (+2) 3 (–4) 12 (+1) 11 (+0)
Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120) Skills Perception +3, Stealth +5
Speed 30 ft., fly 40 ft., swim 90 ft. Condition Immunities blinded, prone
Senses darkvision 60 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages —
Challenge 3 (700 XP)
16 (+3) 24 (+7) 22 (+6) 15 (+2) 13 (+1) 19 (+4)

Saving Throws Str +8, Wis +6, Cha +9 Death Burst. When the marsh jelly dies, its body bursts in a
Skills Deception +9, History +9, Performance +9, Persuasion +9 spray of acid and protoplasm. Each creature within 10
Damage Immunities cold, lightning feet of it must make a DC 13 Dexterity saving throw, taking
Senses darkvision 120 ft., passive Perception 11 10 (3d6) acid damage on a failed save, or half as much
Languages Aquan damage on a successful one.
Challenge 13 (10,000 XP)
Keen Smell. The marsh jelly has advantage on Wisdom
(Perception) checks that rely on smell.

Amphibious. The marid can breathe air and water. ACTIONS
Elemental Demise. If the marid dies, it disintegrates into
Multiattack. The marsh jelly makes two Tentacle attacks.
a spray of bubbles and water, leaving behind only Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one
equipment the marid was wearing or carrying.
Frigid Aura. At the start of each of the marid’s turns, target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6)
each creature within 10 feet of it takes 7 (2d6) cold poison damage.
damage. A creature that touches the marid or hits it with Paralyzing Sting (recharge 5–6). The marsh jelly makes a
a melee attack while within 10 feet of it takes 7 (2d6) tentacle attack. If the attack hits, the target takes an
cold damage. A creature must succeed on a DC 17 extra 7 (2d6) poison damage and must succeed on a DC
Constitution saving throw each minute it spends in the 12 Constitution saving throw or be paralyzed for 1 minute.
aura or gain one level of exhaustion. The target can repeat the saving throw at the end of
Innate Spellcasting. The marid’s innate spellcasting ability is each of its turns, ending the effect on itself on a success.
Charisma (spell save DC 17, +9 to hit with spell attacks). It
can innately cast the following spells, requiring no material REACTIONS
components:
Disorienting Glow. When a creature the marsh jelly can see
At will: create or destroy water, detect evil and good, hits it with an attack, the marsh jelly’s body glows and
detect magic, speak with animals (water-based dims rapidly, disorienting creatures within 5 feet of the
creatures only) marsh jelly. Each creature in that area must succeed on
a DC 12 Constitution saving throw or be blinded until the
3/day each: control water, tongues, water walk, water end of its next turn.
breathing
481
1/day each: conjure elemental (water elemental only),
gaseous form, invisibility, major image, plane shift

Mephits becomes difficult terrain until cleared away. Each 5-foot-
square portion of the area requires at least 1 minute to
Air Mephit clear by hand.

Small elemental, neutral evil Fire Mephit
Armor Class 13
Hit Points 21 (6d6) Small elemental, neutral evil
Speed 30 ft., fly 60 ft. Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 10 (+0) 6 (–2) 11 (+0) 14 (+2) 13 (+1) 15 (+2) 12 (+1) 6 (–2) 11 (+0) 14 (+2)

Skills Perception +2, Stealth +5 Skills Perception +2, Stealth +4
Damage Immunities poison Damage Vulnerabilities cold
Condition Immunities poisoned Damage Immunities fire, poison
Senses darkvision 60 ft., passive Perception 12 Condition Immunities poisoned
Languages Auran Senses darkvision 60 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages Ignan
Challenge 1/2 (100 XP)
Death Burst. When the mephit dies, it explodes in a burst
of wind. Each creature within 5 feet of the mephit must Death Burst. When the mephit dies, it explodes in a burst
succeed on a DC 11 Dexterity saving throw or take 2 (ld4) of flame. Each creature within 5 feet of the mephit must
bludgeoning damage and be knocked prone. succeed on a DC 11 Dexterity saving throw or take 5
(ld10) fire damage.
Innate Spellcasting (1/day). The mephit’s innate spellcasting
ability is Charisma (spell save DC 12). The mephit can Innate Spellcasting (1/day). The mephit’s innate spellcasting
innately cast blur, requiring no material components. ability is Charisma (spell save DC 12). It can innately cast
heat metal, requiring no material components.
ACTIONS

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one ACTIONS
target. Hit: 5 (1d4 + 3) slashing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Wind Breath (recharge 6). The mephit exhales air in a 15-foot target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire
cone. Each creature in the area must succeed on a DC damage.
11 Strength saving throw or be pushed up to 5 feet away
and knocked prone. Fire Breath (recharge 6). The mephit exhales fire in a 30-foot
line that is 5 feet wide. Each creature in the area must
Earth Mephit make a DC 11 Dexterity saving throw, taking 10 (3d6) fire
damage on a failed save, or half as much damage on a
Small elemental, neutral evil successful one.
Armor Class 12 (natural armor)
Hit Points 33 (6d6 + 12) Lightning Mephit
Speed 30 ft., fly 30 ft.
Small elemental, neutral evil
STR DEX CON INT WIS CHA Armor Class 13
11 (+0) 13 (+1) 14 (+2) 6 (–2) 11 (+0) 14 (+2) Hit Points 21 (6d6)
Speed 30 ft., fly 30 ft.

Skills Perception +2, Stealth +3 STR DEX CON INT WIS CHA
Damage Immunities poison 10 (+0) 17 (+3) 10 (+0) 6 (–2) 11 (+0) 15 (+2)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12 Skills Perception +4, Stealth +5
Languages Terran Damage Immunities lightning, poison
Challenge 1/2 (100 XP) Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Death Burst. When the mephit dies, it explodes in a burst Languages Auran
of earthen fragments. Each creature within 5 feet of the Challenge 1 (200 XP)
mephit must succeed on a DC 11 Dexterity saving throw
or take 7 (2d6) bludgeoning damage. Death Burst. When the mephit dies, it explodes in a flare of
lightning in a 15-foot radius. Creatures in the area must
Innate Spellcasting (1/day). The mephit’s innate spellcasting make a DC 12 Dexterity saving throw, taking 9 (2d8)
ability is Charisma. It can innately cast enlarge/ lightning damage on a successful saving throw, or half as
reduce (self only, enlarge only), requiring no material much damage on a failed one.
components.
Innate Spellcasting. The mephit’s spellcasting ability is
ACTIONS Charisma (spell save DC 12, +4 to hit with spell attacks).
It can innately cast shocking grasp at will requiring no
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one material components.
target. Hit: 4 (1d6 + 1) bludgeoning damage.
ACTIONS
Earthen Breath (recharge 6). The mephit belches chunks
of earth in a 15-foot cone, and the ground in that area

482

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 1/2 (100 XP)
target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4)
lightning damage. Death Burst. When the mephit dies, it explodes in a cloud
of smoke. Each creature within 5 feet of the mephit must
Lightning Breath (recharge 6). The mephit exhales lightning make a successful DC 10 Constitution saving throw or
in a 15-foot line that is 1-foot wide. All creatures within that take 1d4 fire damage and be poisoned for 1 minute. A
area must make a DC 12 Dexterity saving throw, taking 9 poisoned creature can repeat the saving throw at the
(2d8) lightning damage on a failed save, or half as much end of each of its turns, ending the effect on a success.
damage on a successful one.
Innate Spellcasting. The mephit can innately cast blur 1/day,
Salt Mephit requiring no material components. Its innate spellcasting
ability is Charisma (spell save DC 12, +4 to hit with spell
Small elemental, neutral evil attacks).
Armor Class 12
Hit Points 27 (6d6 + 6) ACTIONS
Speed 30 ft., fly 30 ft.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire
13 (+1) 15 (+2) 12 (+1) 6 (–2) 11 (+0) 14 (+2) damage.

Skills Perception +2, Stealth +4 Sooty Breath (recharge 5–6). The mephit exhales black soot
Damage Immunities poison in a 15-foot cone. All creatures within that area must make
Condition Immunities poisoned a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage
Senses darkvision 60 ft., passive Perception 12 on a failed save, or half as much damage on a successful
Languages Terran one.
Challenge 1/2 (100 XP)
Ember Storm (1/day). A smoke mephit can create a
Death Burst. When the mephit dies, it explodes in a burst downpour of white-hot embers that affects a 20-foot
of salt crystals. Each creature within 5 feet of the mephit radius sphere centered on itself. All creatures caught
must succeed on a DC 11 Dexterity saving throw or take in the storm must make a DC 12 Dexterity saving throw,
2 (ld4) slashing damage and be poisoned for 1 minute. A taking 10 (3d6) fire damage on a failed save, or half as
creature can repeat the saving throw at the end of each much damage on a successful one.
of its turns, ending the effect on itself on a success.
Mihstu
Dehydrate (1/day). The mephit draws moisture from an area
centered on itself. Living creatures within a 20-foot radius Medium elemental, neutral evil
of the mephit must succeed on a DC 11 Constitution Armor Class 15
saving throw or take 9 (2d8) necrotic damage. Plant Hit Points 112 (15d8 + 45)
creatures and magical plants make the saving throw with Speed fly 90 ft. (hover)
disadvantage, and the effect does maximum damage to
them if they fail. Nonmagical plants within the area simply STR DEX CON INT WIS CHA
wither and die. 14 (+2) 20 (+5) 16 (+3) 8 (–1) 10 (+0) 6 (–2)

ACTIONS Skills Perception +3, Stealth +8
Damage Resistances cold, thunder; bludgeoning, piercing,
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) and slashing from nonmagical attacks
necrotic damage. Damage Immunities lightning, poison
Condition Immunities exhaustion, paralyzed, petrified,
Salt Breath (recharge 6). The mephit exhales a spray of
salt crystals in a 15-foot cone. Each creature in the area poisoned, prone, restrained, unconscious
must succeed on a DC 11 Constitution saving throw or be Senses darkvision 60 ft., passive Perception 13
poisoned for 1 minute. A creature can repeat the saving Languages Auran
throw at the end of each of its turns, ending the effect on Challenge 7 (2,900 XP)
itself on a success.
Air Form. The mihstu can enter a hostile creature’s space
Smoke Mephit and stop there. It can move through a space as narrow as
1 inch wide without squeezing.
Small elemental, neutral evil
Armor Class 12 Aura of Wind. Ranged attacks against the mihstu have
Hit Points 21 (6d6) disadvantage. When a creature within 10 feet of the
Speed 30 ft., fly 30 ft. mihstu casts a spell with a material component, it must
succeed on a DC 14 Dexterity saving throw or fail to cast
STR DEX CON INT WIS CHA the spell as the material component is blown out of the
10 (+0) 14 (+2) 10 (+0) 6 (–2) 11 (+0) 15 (+2) creature’s hand into a space within 5 feet of it.

Elemental Nature. The mihstu doesn’t require air, food, drink,
or sleep.

ACTIONS

Skills Perception +4, Stealth +4 Multiattack. The mihstu makes two Lightning Tentacle
Damage Vulnerabilities cold attacks.
Damage Immunities fire, poison
Condition Immunities poisoned Lightning Tentacle. Melee Weapon Attack: +8 to hit, reach 5
Senses darkvision 60 ft., passive Perception 14 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus
Languages Ignan 7 (2d6) lightning damage.

483

Draining Presence (recharge 5–6). The mihstu’s cold, windy Mohrg
embrace drains vital fluids from a creature in the mihstu’s
space. The creature must make a DC 14 Constitution Medium undead, chaotic evil
saving throw, taking 27 (6d8) cold damage on a failed Armor Class 12
save, or half as much damage on a successful one. The Hit Points 112 (15d8 + 45)
mihstu regains hit points equal to the damage dealt. Speed 30 ft.

REACTIONS STR DEX CON INT WIS CHA
8 (–1)
Static Discharge. When a creature that is wearing metal 18 (+4) 14 (+2) 17 (+3) 11 (+0) 10 (+0)
armor or that is attacking with a weapon made of metal
hits the mihstu, the creature must succeed on a DC 14 Damage Immunities poison
Dexterity saving throw or take 3 (1d6) lightning damage. Condition Immunities charmed, exhaustion, frightened,

Minotaur, Obsidian paralyzed, petrified, poisoned, stunned
Senses darkvision 60ft., passive Perception 10
Large construct, neutral Languages —
Armor Class 16 (natural armor) Challenge 8 (3,900 XP)
Hit Points 76 (8d10 + 32) Create Spawn. Any humanoid creature slain by the mohrg rises
Speed 30 ft.
as a zombie at the beginning of the mohrg’s next turn. If this
occurs, the mohrg regains 10 hit points, and the morhg can
immediately make one slam attack as a reaction.

STR DEX CON INT WIS CHA ACTIONS
21 (+5) 10 (+0) 18 (+4) 3 (–4) 11 (+0) 1 (–5)

Damage Immunities acid, fire, poison, psychic; bludgeoning, Multiattack. The mohrg makes two slam attacks, and one
piercing, and slashing from nonmagical attacks not made attack with its tongue.
with adamantine
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities charmed, exhaustion, frightened, target. Hit: 13 (2d8 + 4) bludgeoning damage, and the
paralyzed, petrified, poisoned target is grappled and restrained (escape DC15), and
the morhg can’t grapple another creature or use its slam
Senses darkvision 60 ft., passive Perception 10 attack.
Languages understands the languages of its creator but
Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one
can’t speak target. Hit: The target must make a DC 16 Constitution
Challenge 8 (3,900 XP) saving throw. On a failed save, the target takes 21 (6d6)
necrotic damage, and is paralyzed for 1 minute. The
Charge. If the obsidian minotaur moves at least 10 feet creature can repeat the saving throw at the end of each
straight toward a target and then hits it with a gore of its turns, ending the effect on a success.
attack on the same turn, the target takes an extra 9
(2d8) piercing damage. If the target is a creature, it must Monkey
succeed on a DC 16 Strength saving throw or be pushed
up to 10 feet away and knocked prone. Tiny beast, unaligned
Armor Class 12
Immutable Form. The minotaur is immune to any spell or Hit Points 5 (2d4)
effect that would alter its form. Speed 30 ft., climb 30 ft.

Magic Resistance. The minotaur has advantage on saving STR DEX CON INT WIS CHA
throws against spells and other magic effects. 4 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3)

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

ACTIONS Skills Acrobatics +4, Perception +3
Senses passive Perception 13
Multiattack. The obsidian minotaur makes one gore attack Languages —
and two claw attacks. Challenge 1/8 (25 XP)

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one ACTIONS
target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire
damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire Monkey, Magical
damage.
Tiny beast, unaligned
Burning Breath (recharge 5–6). An obsidian minotaur Armor Class 13
expels a cloud of superheated gas that fills a 10-foot Hit Points 14 (4d4 + 4)
cube adjacent to it. The gas fades after the end of the Speed 30 ft., climb 30 ft.
minotaur’s next turn. Creatures who enter the area or
start their turn there must make a DC 16 Constitution STR DEX CON INT WIS CHA
saving throw. On a failed saving throw, the target takes 6 (–2) 17 (+3) 13 (+1) 3 (–4) 12 (+1) 5 (–3)
31 (9d6) fire damage and it is poisoned for 1 minute. On a
successful saving throw, the target takes half the damage
and is not poisoned.

Skills Acrobatics +5, Perception +3, Stealth +7
Senses darkvision 60 ft., passive Perception 13

484

Languages — Mummy, Greater
Challenge 1 (200 XP)
Medium undead, lawful evil
ACTIONS Armor Class 17 (natural armor)
Hit Points 156 (24d8 + 48)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Speed 20 ft.
Hit: 1 piercing damage.
STR DEX CON INT WIS CHA
Exploding Fruit. The magical monkey lobs a gem-like fruit at
a point within 30 ft. of it. The fruit explodes on impact, and 15 (+2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 20 (+5)
all creatures within a 20 ft. radius of the impact point must
succeed on a DC 13 Dexterity saving throw or take 9 (2d8) Saving Throws Con +7, Wis +7, Cha +10
bludgeoning damage. Skills Perception +7
Damage Vulnerabilities fire
Mudman, Advanced Damage Resistances acid, cold, lightning
Damage Immunities necrotic, poison; bludgeoning,
Medium elemental, neutral
Armor Class 13 (natural armor) piercing, and slashing from nonmagical attacks
Hit Points 51 (6d8 + 24) Condition Immunities charmed, exhaustion, frightened,
Speed 15 ft.
paralyzed, poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 17
17 (+3) 10 (+0) 19 (+4) 3 (–4) 10 (+0) 10 (+0) Languages Common
Challenge 16 (15,000 XP)

Saving Throws Con +6 Magic Resistance. The greater mummy has advantage on
Skills Stealth +2 saving throws against spells and other magical effects.
Damage Resistances bludgeoning, piercing, and slashing
Rejuvenation. The greater mummy gains a new body in 24
from nonmagical attacks hours if its heart is intact, regaining all its hit points and
Damage Immunities poison becoming active again. The new body appears within 5
Condition Immunities charmed, exhaustion, frightened, feet of the mummy’s heart.

grappled, paralyzed, poisoned, restrained, unconscious Turn Resistance. The greater mummy has advantage on
Senses tremorsense 60 ft., passive Perception 10 saving throws against any effect that turns undead.
Languages —
Challenge 3 (700 XP) Spellcasting. The greater mummy is a 10th-level spellcaster.
Its spellcasting ability is Charisma (spell save DC 18, +10 to
Mud Pool. If the mudman leaves the mud pool it dwells in, hit with spell attacks). It can cast the following spells:
it has disadvantage of all attack rolls, ability checks, and Cantrips (at will): dancing lights, message, poison
saving throws while outside the pool. spray, ray of frost, true strike
1st level (4 slots): burning hands, detect magic, fog
False Appearance. While the mudman remains motionless, it cloud, magic missile
is indistinguishable from an ordinary mound of mud. 2nd level (3 slots): arcane lock, ray of enfeeblement,
scorching ray, web
ACTIONS 3rd level (3 slots): counterspell, lightning bolt, stinking
cloud
Multiattack. The mudman makes two Slam attacks. 4th level (3 slots): confusion, ice storm, wall of fire
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 5th level (1 slot): arcane hand, cone of cold

target. Hit: 6 (1d6 + 3) bludgeoning damage. ACTIONS
Mud Bomb. Ranged Weapon Attack: +5 to hit, range 10
Multiattack. The greater mummy can use its Dreadful Glare
ft., one target. Hit: The target is blinded and restrained. A and make one attack with its Rotting Fist.
creature restrained by a mud bomb can use its action to
make a DC 13 Strength check. On a success, it frees itself, Rotting Fist. Melee Weapon Attack: +8 to hit, reach 5 ft.,
ending the restrained and blinded conditions. one target. Hit: 13 (3d6 + 3) bludgeoning damage plus
Engulf (recharge 5–6). The mudman moves up to its 21 (6d6) necrotic damage. If the target is a creature, it
speed. While doing so, it can enter a Medium or smaller must succeed on a DC 18 Constitution saving throw or be
creature’s space. Whenever the mudman enters a cursed with mummy rot3.
creature’s space, the creature must make a DC 13
Dexterity saving throw. On a successful save, the mudman Dreadful Glare. The greater mummy targets one creature it
is pushed 5 feet back and knocked prone. On a failed can see within 60 feet of it. If the target can see the mummy,
save, the mudman enters the creature’s space. The it must succeed on a DC 19 Wisdom saving throw against this
engulfed creature can’t breathe, is restrained and magic or become frightened until the end of the mummy’s
blinded, and takes 6 (1d6 + 3) bludgeoning damage at next turn. If the target fails the saving throw by 5 or more, it is
the start of each of the mudman’s turns. An engulfed also paralyzed for the same duration. A target that succeeds
creature can try to escape by taking an action to make on the saving throw is immune to the Dreadful Glare from
a DC 13 Strength check. On a success, the creature mummies of all types for the next 24 hours.
escapes and enters a space of its choice within 5 feet
of the mudman, ending the restrained and blinded LEGENDARY ACTIONS
conditions.
The greater mummy can take 3 legendary actions, choosing
from the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. The mummy regains spent legendary
actions at the start of its turn.

485

Attack. The greater mummy makes one melee attack or Falchion of Law. Melee Weapon Attack: +17 to hit, reach 10
uses its Dreadful Glare. ft., one target. Hit: 23 (3d8 + 12) slashing damage. When
it attacks a creature that has at least one head with this
Blinding Dust. Blinding dust and sand swirls magically around weapon and rolls a 20 on the attack roll, it cuts off one of
the greater mummy. Each creature within 5 feet of the the creature’s heads. The creature dies if it can’t survive
mummy must succeed on a DC 19 Constitution saving throw without the lost head.
or be blinded until the end of the creature’s next turn.
Rotting Fist. Melee Weapon Attack: +15 to hit, reach
Blasphemous Word (costs 2 actions). The greater mummy 10 ft., one target. Hit: 17 (2d6 + 10) bludgeoning
utters a blasphemous word. Each non-undead creature damage plus 21 (6d6) necrotic damage. If the target
within 10 feet of the mummy that can hear the magical is a creature, it must succeed on a DC 18 Constitution
utterance must succeed on a DC 19 Constitution saving saving throw or be cursed with mummy rot. The
throw or be stunned until the end of the mummy’s next cursed target can’t regain hit points, and its hit point
turn. maximum decreases by 10 (3d6) for every 24 hours
that elapse. If the curse reduces the target’s hit point
Channel Negative Energy (costs 2 actions). The greater maximum to 0, the target dies, and its body turns to
mummy magically unleashes negative energy. Creatures dust. The curse lasts until removed by the remove curse
within 60 feet of the mummy, including ones behind spell or other magic.
barriers and around corners, can’t regain hit points until
the end of the mummy’s next turn. Swirling Sandstorm. A 10-foot-radius, 30-foot-tall cylinder
of swirling air and sand magically forms at a point
Whirlwind of Sand (costs 2 actions). The greater mummy the mummy djinn can see within 120 feet of it. The
magically transforms into a whirlwind of sand, moves up to sandstorm lasts as long as the mummy djinn maintains
60 feet, and reverts to its normal form. While in whirlwind concentration (as if concentrating on a spell) and its
form, the mummy is immune to all damage, and it can’t area is heavily obscured. Any creature but the mummy
be grappled, petrified, knocked prone, restrained, or djinni that enters the sandstorm must succeed on a
stunned. Equipment worn or carried by the mummy DC 18 Strength saving throw or be restrained by it. The
remains in its possession. mummy djinn can move the sandstorm up to 60 feet as
an action, and creatures restrained by the sandstorm
Mummy Djinn move with it. The sandstorm ends if the mummy djinn
loses sight of it. A creature can use its action to free a
Huge undead, lawful evil creature restrained by the sandstorm, including itself,
Armor Class 23 (natural armor) by succeeding on a DC 18 Strength check. If the check
Hit Points 142 (15d12 + 45) succeeds, the creature is no longer restrained and
Speed 20 ft., fly 60 ft. moves to the nearest unoccupied space outside the
sandstorm.
STR DEX CON INT WIS CHA
Mus’ad Camel Face
31 (+10) 17 (+3) 16 (+3) 14 (+2) 20 (+5) 17 (+3)
Large monstrosity, lawful good
Saving Throws Con +8, Int +7, Wis +10, Cha +8 Armor Class 16 (natural armor)
Skills Arcana +7, Insight +10, Perception +10, Persuasion +8, Hit Points 178 (21d10 + 63)
Speed 50 ft.
Religion +7, Stealth +8
Damage Vulnerabilities fire STR DEX CON INT WIS CHA
Damage Resistances lightning, thunder
Damage Immunities acid, necrotic, poison; bludgeoning, 14 (+2) 16 (+3) 16 (+3) 20 (+5) 21 (+5) 19 (+4)

piercing, and slashing from nonmagical attacks Saving Throws Dex +8, Con +8, Int +10, Wis +10
Condition Immunities charmed, exhaustion, frightened, Skills Arcana +10, History +10, Insight +10, Perception +10,

paralyzed, poisoned Survival +10
Senses darkvision 60 ft., passive Perception 20 Condition Immunities frightened
Languages Auran, Common, telepathy 120 ft. Senses truesight 30 ft., passive Perception 20
Challenge 14 (11,500 XP) Languages Abyssal, Celestial, Common, Infernal, Primordial
Challenge 14 (11,500 XP)
Magic Resistance. The mummy djinn has advantage on
saving throws against spells and other magical effects. Prescient Weapons. Mus’ad’s weapon attacks are magical.
When he hits with any weapon, the weapon deals an
Spellcasting. The mummy djinn is a 10th-level spellcaster. extra 4d8 force damage (included in the attack).
Its spellcasting ability is Wisdom (spell save DC 18, +10
to hit with spell attacks). It has the following cleric spells Precognition (1/turn). Mus’ad has advantage on his next
prepared: attack roll, ability check, or saving throw.
Cantrips (at will): guidance, mending, sacred flame,
thaumaturgy Share Intuition. As a bonus action, Mus’ad shares some
1st level (4 slots): bane, command, inflict wounds, of his precognition with one ally within 30 feet. The ally
shield of faith has advantage on its next attack roll, ability check, or
2nd level (3 slots): blindness/deafness, hold person, saving throw.
spiritual weapon
3rd level (3 slots): animate dead, dispel magic, spirit Spellcasting. Mus’ad Camel Face is an 18th-level spellcaster.
guardians His spellcasting ability is Intelligence (spell save DC 18, +10
4th level (3 slots): divination, banishment, guardian of to hit with spell attacks). Mus’ad has the following spells
faith prepared:
5th level (2 slots): contagion, insect plague Cantrips (at will): light, mage hand, minor illusion,
prestidigitation, ray of frost
ACTIONS 1st level (4 slots): comprehend languages, detect
magic, floating disk, magic missile, shield
Multiattack. The mummy djinn makes 2 Falchion attacks and
one Rotting Fist attack.

486

2nd level (3 slots): arcanist’s magic aura, detect ACTIONS
thoughts, locate object, misty step
Multiattack. The naga makes one Bite attack and one Sting
3rd level (3 slots): clairvoyance, counterspell, fireball, fly attack. It can’t make both attacks against the same
4th level (3 slots): arcane eye, confusion, locate target.

creature Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
5th level (3 slots): cone of cold, legend lore, scrying target. Hit: 7 (1d6 + 4) piercing damage, and the target
6th level (1 slot): globe of invulnerability must make a DC 14 Constitution saving throw, taking 40
7th level (1 slot): prismatic spray (9d8) poison damage on a failed save, or half as much
8th level (1 slot): mind blank damage on a successful one.
9th level (1 slot): prismatic wall
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one
ACTIONS target. Hit: 9 (2d4 + 4) piercing damage, and the target
must succeed on a DC 14 Constitution saving throw or
Multiattack. The sage camel makes one Bite attack and two be poisoned for 24 hours. Until this poison ends, the target
Hooves attacks. is unconscious. Another creature can use an action to
shake the target awake.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage plus 18 (4d8) force Night Terror
damage.
Small aberration, chaotic evil
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one Armor Class 19
target. Hit: 7 (2d4 + 2) bludgeoning damage plus 18 (4d8) Hit Points 35 (10d6)
force damage. Speed 0 ft., fly 50 ft.

Spit (recharge 5–6). Mus’ad spits blinding saliva in a 90-foot STR DEX CON INT WIS CHA
line that is 5 feet wide. Each creature in that line must 1 (–5)
make a DC 18 Dexterity saving throw. On a failure, a 28 (+9) 10 (+0) 15 (+2) 16 (+3) 14 (+2)
creature takes 54 (12d8) acid damage and is blinded for
1 minute. On a success, a creature takes half the damage Skills Perception +6, Stealth +12
and isn’t blinded. A blinded creature can repeat the Damage Immunities fire, lightning
saving throw at the end of each of its turns, ending the Condition Immunities poisoned
effect on itself on a success. Senses blindsight 30 ft., darkvision 60 ft., passive Perception

Naga, Dark 16
Languages Common, Deep Speech
Large aberration, lawful evil Challenge 6 (2,300 XP)
Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36) Feed on Fear. The night terror regains 10 hit points at the start
Speed 40 ft. of its turn if it has at least 1 hit point and a creature within
30 feet of it has the fear condition.
STR DEX CON INT WIS CHA
Incorporeal Movement. The night terror can move through
14 (+2) 18 (+4) 17 (+3) 16 (+3) 15 (+2) 17 (+3) other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
Saving Throws Dex +8, Con +7, Int +7, Wis +6, Cha +7 object.
Skills Arcana +7, Deception +7, Insight +6, Perception +6,
Illumination. The night terror sheds dim light in a 5- to 20foot
Stealth +8 radius. The night terror can alter the radius as a bonus
Damage Immunities poison, psychic action.
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 16 Light Sensitivity. While in bright light, the night terror has
Languages Common, Infernal disadvantage on attack rolls, as well as on Wisdom
Challenge 9 (5,000 XP) (Perception) checks that rely on sight.

Rejuvenation. If it dies, the naga returns to life in 1d6 days Limited Magic Immunity. The night terror can’t be affected
and regains all its hit points. Only a wish spell can prevent or detected by spells of 4th level or lower unless it wishes
this trait from functioning. to be. It has advantage on saving throws against all other
spells and magical effects.
Guarded Thoughts. The naga’s thoughts may not be read.
Innate Spellcasting. The naga can innately cast detect ACTIONS

thoughts (spell save DC 15) at will, and it needs only Chill. Melee Weapon Attack: +12 to hit, reach 5 ft., one
verbal components to cast this spell. Its innate spellcasting target. Hit: 19 (3d6 + 9) cold damage, and the target
ability is Charisma. must succeed on a DC 15 Wisdom saving throw or be
Spellcasting. The naga is a 7th-level spellcaster. Its frightened for 1 minute. A creature can repeat the saving
spellcasting ability is Charisma (spell save DC 15, +7 to hit throw at the end of each of its turns, ending the effect on
with spell attacks), and it needs only verbal components itself on a success.
to cast its spells. It has the following sorcerer spells
prepared: Invisibility. The night terror and its light magically become
invisible until it attacks or until its concentration ends (as if
Cantrips (at will): acid splash, fire bolt, mage hand, concentrating on a spell).
minor illusion, ray of frost

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

2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): fireball, major image
4th level (1 slot): confusion

487

Nightwalker Languages Niln
Challenge 5 (1,800 XP)
Huge undead, chaotic evil
Armor Class 19 (natural armor) Gaseous Form. The niln can enter a hostile creature’s space
Hit Points 345 (30d12 + 150) and stop there. It can move through a space as narrow as
Speed 40 ft. 1 inch wide without squeezing.

STR DEX CON INT WIS CHA Drowning Fog. As a bonus action, the niln can fill the area
within a 30 ft. radius of it with a cold, semi-solid fog.
35 (+12) 14 (+2) 21 (+5) 20 (+5) 21 (+5) 19 (+4) This area is difficult terrain and heavily obscured for all
creatures except nilns until the start of the niln’s next
Saving Throws Str +18, Dex +8, Con +11, Wis +11 turn, and any creature in the affected area is unable to
Skills Arcana +11, Insight +11, Perception +11, Stealth +8 breathe unless it can breathe water.
Damage Resistances necrotic; bludgeoning, piercing, and
ACTIONS
slashing from nonmagical attacks
Damage Immunities poison Multiattack. The niln makes two Slam attacks.
Condition Immunities charmed, exhaustion, frightened, Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one

paralyzed, poisoned target. Hit: 11 (2d6 + 4) bludgeoning damage.
Senses darkvision 120 ft., passive Perception 21 Drench. All nonmagical, open flames within a 30 ft. radius of
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Challenge 20 (25,000 XP) the niln are extinguished.

Siege Monster. The nightwalker deals double damage to Nymph
objects and structures.
Medium fey, chaotic good
Desecrating Aura. Undead within a 30-foot radius of the Armor Class 11 (16 with barkskin)
nightwalker have advantage on attack rolls and saving Hit Points 22 (5d8)
throws. Speed 30 ft.

Eyes of Night. Magical darkness doesn’t impede the STR DEX CON INT WIS CHA
nightwalker’s darkvision.
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
Sunlight Weakness. While in sunlight, the nightwalker has
disadvantage on attack rolls, ability checks, and saving Skills Perception +4, Stealth +5
throws. Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Syvan
Innate Spellcasting. The nightwalker’s innate spellcasting Challenge 1 (200 XP)
ability is Intelligence (spell save DC 19). It can innately cast
the following spells, requiring no material components. Innate Spellcasting. The nymph’s innate spellcasting ability is
At will: contagion, darkness, dispel magic, blight Charisma (spell save DC 14). The nymph can innately cast
3/day each: confusion, haste, hold monster, invisibility the following spells, requiring no material components:
1/day each: cone of cold, finger of death, plane shift At will: druidcraft, misty step
3/day each: conjure woodland beings, entangle,
ACTIONS goodberry
1/day each: barkskin, geas, shillelagh
Multiattack. The nightwalker makes two Claw attacks.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one Magic Resistance. The nymph has advantage on saving
throws against spells and other magical effects.
target. Hit: 25 (3d8 + 12) slashing damage plus 14 (4d6)
cold damage. Speak with Beasts and Plants. The nymph can communicate
Army of Shadows (1/day). The nightwalker magically calls with beasts and plants as if they shared a language.
2d4 shadows, provided that the nightwalker is not in bright
light. The shadows arrive in one round, acting as allies of ACTIONS
the nightwalker and obeying its commands. The shadows
remain for 1 hour, until the nightwalker dies, or until the Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
nightwalker dismisses them as a bonus action. reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or
8 (1d8 + 4) bludgeoning damage with shillelagh.
Niln
Fey Charm. The nymph targets one humanoid or beast that
Medium elemental, neutral she can see within 30 feet of her. If the target can see
Armor Class 14 the nymph, it must succeed on a DC 14 Wisdom saving
Hit Points 61 (10d8 + 16) throw or be magically charmed. The charmed creature
Speed 0 ft., fly 60 ft. (hover) regards the nymph as a trusted friend to be heeded and
protected. Although the target isn’t under the nymph’s
STR DEX CON INT WIS CHA control, it takes the nymph’s requests or actions in the
12 (+1) 19 (+4) 14 (+2) 6 (–2) 13 (+1) 11 (+0) most favorable way it can.

Saving Throws Dex +7 Each time the nymph or its allies do anything harmful to the
Skills Perception +4, Stealth +7 target, the target can repeat the saving throw, ending
Damage Resistances cold, lightning, thunder; bludgeoning, the effect on itself on a success. Otherwise, the effect lasts
24 hours or until the nymph dies, is on a different plane of
piercing, and slashing from nonmagical attacks existence from the target, or ends the effect as a bonus
Damage Immunities poison action. If a target’s saving throw is successful, the target is
Condition Immunities exhaustion, grappled, paralyzed, immune to the nymph’s Fey Charm for the next 24 hours.

petrified, poisoned, prone, restrained, unconscious The nymph can have no more than one humanoid and up
Senses darkvision 60 ft., passive Perception 14 to three beasts charmed at a time.

488

Nymph, Fire Condition Immunites poisoned
Senses passive Perception 14
Medium fey, neutral Language Common, Infernal
Armor Class 11 (16 with barkskin) Challenge 11 (7,200 XP)
Hit Points 22 (5d8)
Speed 30 ft. Fists of Dark Flame (1/day). The devil cenobite wreaths its
fists in flame. It deals an additional 7 (2d6) fire damage
STR DEX CON INT WIS CHA when it hits with its Unarmed Strikes for 1 minute.

10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Innate Spellcasting. The devil cenobite’s innate spellcasting
ability is Wisdom (spell save DC 17, +9 to hit with spell
Skills Perception +4, Stealth +5 attacks). It can cast the following spells, requiring no
Damage Immunities fire material components.
Senses darkvision 60 ft., passive Perception 14 At will: fire bolt (5th level)
Languages Elvish, Syvan 3/day: burning hands (3rd-level, 5d6 fire damage)
Challenge 1 (200 XP) 1/day: misty step

Innate Spellcasting. The nymph’s innate spellcasting ability is Magic Weapons. The devil cenobite’s weapon attacks
Charisma (spell save DC 14). The nymph can innately cast are considered magical for the purposes of damage
the following spells, requiring no material components: resistances and immunities.
At will: druidcraft, produce flame, misty step
3/day each: conjure minor elementals, flaming sphere, Slow Fall. The devil cenobite reduces any falling damage by 30.
goodberry If it does not take damage from a fall, it does not fall prone.
1/day each: barkskin, shillelagh, wall of fire
ACTIONS
Magic Resistance. The nymph has advantage on saving
throws against spells and other magical effects. Multiattack. The devil cenobite makes three Unarmed
Strikes. It can use its Flurry of Blows or Unholy Strike ability in
Speak with Beasts and Plants. The nymph can communicate place of one of the Unarmed Strikes.
with beasts and plants as if they shared a language.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
ACTIONS one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Club. Melee Weapon Attack: +2 to hit (+6 to hit with Flurry of Blows (3/day). Melee Weapon Attack: +9 to hit,
shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning reach 5 ft., one target. Hit: 18 (3d10 + 5) bludgeoning
damage plus 2 (1d4) fire damage, or 8 (1d8 + 4) damage, and the target suffers one of the following
bludgeoning damage with shillelagh plus 2 (1d4) fire effects of the devil cenobite’s choice:
damage.
• The target must succeed on a DC 16 Dexterity saving
Fey Charm. The nymph targets one humanoid or beast that throw or be knocked prone.
she can see within 30 feet of her. If the target can see
the nymph, it must succeed on a DC 14 Wisdom saving • The target must make a DC 16 Strength saving throw
throw or be magically charmed. The charmed creature or be pushed up to 15 feet away from it.
regards the nymph as a trusted friend to be heeded and
protected. Although the target isn’t under the nymph’s • The target can’t take reactions until the end of its
control, it takes the nymph’s requests or actions in the next turn.
most favorable way it can.
Unholy Strike (3/day). Melee Weapon Attack: +9 to hit,
Each time the nymph or its allies do anything harmful to the reach 5 ft., one target. Hit: 32 (5d10 + 5) necrotic damage,
target, the target can repeat the saving throw, ending and the target must succeed on a DC 16 Constitution
the effect on itself on a success. Otherwise, the effect lasts saving throw. On a failed saving throw, the target’s
24 hours or until the nymph dies, is on a different plane of maximum hit points are reduced by an equal amount.
existence from the target, or ends the effect as a bonus Lost hit points are regained when the target takes a long
action. If a target’s saving throw is successful, the target is rest.
immune to the nymph’s Fey Charm for the next 24 hours.
REACTIONS
The nymph can have no more than one humanoid and up
to three beasts charmed at a time. Deflect Missiles. If it has one hand free, the devil cenobite
can use its reaction in response to being hit with a ranged
Order of the Devil weapon attack. It reduces the damage by 22 (1d10 + 17).
If it reduces the damage to 0, it can catch the missile if it is
Devil Cenobite small enough for it to hold with one hand.

Medium humanoid (any), any evil alignment Devil Initiate
Armor Class 19 (natural armor)
Hit Points 135 (18d8 + 54) Medium humanoid (any), any evil alignment
Speed 50 ft. Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0)
10 (+0) 16 (+3) 13 (+1) 11 (+0)
10 (+0) 20 (+5) 16 (+3) 11 (+0) 489
Saving Throws Dex +5, Wis +5
Saving Throws Dex +9, Wis +9 Skills Acrobatics +5, Stealth +5
Skills Acrobatics +9, Stealth +9 Damage Resistance fire
Damage Immunities fire, poison Senses passive Perception 13
Language Common, Infernal

Challenge 4 (1,100 XP) damage, and the target suffers one of the following
effects of the devil mendicant’s choice:
Fists of Dark Flame (1/day). The devil initiate wreaths its fists
in flame. It deals an additional 7 (2d6) fire damage when • The target must succeed on a DC 15 Dexterity saving
it hits with its Unarmed Strikes for 1 minute. throw or be knocked prone.

Slow Fall. The devil initiate reduces any falling damage by • The target must make a DC 15 Strength saving throw
30. If it does not take damage from a fall, it does not fall or be pushed up to 15 feet away from it.
prone.
• The target can’t take reactions until the end of its
ACTIONS next turn.

Multiattack. The devil initiate makes two Unarmed Strikes. REACTIONS
It can use its Flurry of Blows ability in place of one of the
Unarmed Strikes. Deflect Missiles. If it has one hand free, the devil mendicant
can use its reaction in response to being hit with a ranged
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., weapon attack. It reduces the damage by 16 (1d10 + 11).
one target. Hit: 6 (1d6 + 3) bludgeoning damage. If it reduces the damage to 0, it can catch the missile if it is
small enough for it to hold with one hand.
Flurry of Blows (3/day). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning Devil Monk
damage, and the target suffers one of the following
effects of the devil initiate’s choice: Medium humanoid (any), any evil alignment
• The target must succeed on a DC 14 Dexterity saving Armor Class 18 (natural armor)
throw or be knocked prone. Hit Points 97 (15d8 + 30)
Speed 40 ft.
• The target must make a DC 14 Strength saving throw
or be pushed up to 15 feet away from it. STR DEX CON INT WIS CHA

• The target can’t take reactions until the end of its 10 (+0) 18 (+4) 14 (+2) 11 (+0) 18 (+4) 12 (+1)
next turn.
Saving Throws Dex +8, Wis +8
REACTIONS Skills Acrobatics +8, Stealth +8
Damage Immunities fire
Deflect Missiles. If it has one hand free, the devil initiate can Senses passive Perception 14
use its reaction in response to being hit with a ranged Language Common, Infernal
weapon attack. It reduces the damage by 11 (1d10 + 6). Challenge 9 (5,000 XP)
If it reduces the damage to 0, it can catch the missile if it is
small enough for it to hold with one hand. Fists of Dark Flame (1/day). The devil monk wreaths its fists in
flame. It deals an additional 7 (2d6) fire damage when it
Devil Mendicant hits with its Unarmed Strikes for 1 minute.

Medium humanoid (any), any evil alignment Innate Spellcasting. The devil monk’s innate spellcasting
Armor Class 18 (natural armor) ability is Wisdom (spell save DC 16, +8 to hit with spell
Hit Points 66 (12d8 + 12) attacks). It can cast the following spells, requiring no
Speed 40 ft. material components.
At will: fire bolt (5th level)
STR DEX CON INT WIS CHA 3/day: burning hands
18 (+4) 12 (+1)
10 (+0) 18 (+4) 13 (+1) 11 (+0) Magic Weapons. The devil monk’s weapon attacks
are considered magical for the purposes of damage
Saving Throws Dex +7, Wis +7 resistances and immunities.
Skills Acrobatics +7, Stealth +7
Damage Resistance fire Slow Fall. The devil monk reduces any falling damage by
Senses passive Perception 14 30. If it does not take damage from a fall, it does not fall
Language Common, Infernal prone.
Challenge 6 (2,300 XP)
ACTIONS

Fists of Dark Flame (1/day). The devil mendicant wreaths its Multiattack. The devil monk makes three Unarmed Strikes. It
fists in flame. It deals an additional 7 (2d6) fire damage can use its Flurry of Blows or Unholy Strike ability in place of
when it hits with its Unarmed Strikes for 1 minute. one of the Unarmed Strikes.

Slow Fall. The devil mendicant reduces any falling damage Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
by 30. If it does not take damage from a fall, it does not one target. Hit: 8 (1d8 + 4) bludgeoning damage.
fall prone.
Flurry of Blows (3/day). Melee Weapon Attack: +8 to hit,
ACTIONS reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning
damage, and the target suffers one of the following
Multiattack. The devil mendicant makes three Unarmed effects of the devil monk’s choice:
Strikes. It can use its Flurry of Blows ability in place of one of
the Unarmed Strikes. • The target must succeed on a DC 16 Dexterity saving
throw or be knocked prone.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage. • The target must make a DC 16 Strength saving throw
or be pushed up to 15 feet away from it.
Flurry of Blows (3/day). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning • The target can’t take reactions until the end of its
next turn.
490

Unholy Strike (3/day). Melee Weapon Attack: +8 to Etherealness. The ghost of a master enters the Ethereal Plane
hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) necrotic from the Material Plane, or vice versa. It is visible on the
damage, and the target must succeed on a DC 15 Material Plane while it is in the Border Ethereal, and vice
Constitution saving throw. On a failed saving throw, the versa, yet it can’t affect or be affected by anything on
target’s maximum hit points are reduced by an equal the other plane.
amount. Lost hit points are regained when the target
takes a long rest. Horrifying Visage. Each non-undead creature within 60
feet of the ghost that can see it must succeed on a DC
REACTIONS 13 Wisdom saving throw or be frightened for 1 minute. If
the save fails by 5 or more, the target also ages 1d4 x 10
Deflect Missiles. If it has one hand free, the devil monk can years. A frightened target can repeat the saving throw
use its reaction in response to being hit with a ranged at the end of each of its turns, ending the frightened
weapon attack. It reduces the damage by 19 (1d10 + 14). condition on itself on a success. If a target’s saving throw
If it reduces the damage to 0, it can catch the missile if it is is successful or the effect ends for it, the target is immune
small enough for it to hold with one hand. to this ghost’s Horrifying Visage for the next 24 hours. The
aging effect can be reversed with a greater restoration
Ghost of a Master spell, but only within 24 hours of it occurring.

Medium undead, lawful evil Possession (recharge 6). One humanoid that the ghost
Armor Class 18 (natural armor) can see within 5 feet of it must succeed on a DC
Hit Points 66 (12d8 + 12) 13 Charisma saving throw or be possessed by the
Speed 40 ft. ghost; the ghost then disappears, and the target
is incapacitated and loses control of its body. The
STR DEX CON INT WIS CHA ghost now controls the body but doesn’t deprive the
target of awareness. The ghost can’t be targeted by
10 (+0) 18 (+4) 13 (+1) 11 (+0) 18 (+4) 14 (+2) any attack, spell, or other effect, except ones that
turn undead, and it retains its alignment, Intelligence,
Saving Throws Dex +7, Wis +7 Wisdom, Charisma, and immunity to being charmed
Skills Acrobatics +7, Stealth +7 and frightened. It otherwise uses the possessed target’s
Damage Resistance acid, fire, lightning, thunder; statistics, but doesn’t gain access to the target’s
knowledge, class features, or proficiencies.
bludgeoning, piercing, and slashing from nonmagical
attacks The possession lasts until the body drops to 0 hit points, the
Damage Immunities cold, necrotic, poison ghost ends it as a bonus action, or the ghost is turned
Condition Immunities charmed, exhaustion, frightened, or forced out by an effect like the dispel evil and good
grappled, paralyzed, petrified, poisoned, prone, spell. When the possession ends, the ghost reappears
restrained in an unoccupied space within 5 feet of the body. The
Senses darkvision 60 ft., passive Perception 14 target is immune to this ghost’s Possession for 24 hours after
Language Common, Infernal succeeding on the saving throw or after the possession ends.
Challenge 8 (3,900 XP)
Wang Liang Monk
Fists of Dark Flame (1/day). The ghost of a master wreaths
its fists in flame. It deals an additional 7 (2d6) fire damage Medium fiend, lawful evil
when it hits with its Unarmed Strikes for 1 minute. Armor Class 18 (natural armor)
Hit Points 88 (16d8 + 16)
Ethereal Sight. The ghost of the master can see 60 feet into Speed 40 ft.
the Ethereal Plane when it is on the Material Plane, and
vice versa. STR DEX CON INT WIS CHA

Incorporeal Movement. The ghost of a master can move 10 (+0) 18 (+4) 13 (+1) 11 (+0) 18 (+4) 12 (+1)
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its Saving Throws Dex +8, Wis +8
turn inside an object. Skills Acrobatics +8, Perception +8, Stealth +8, Survival +8
Damage Resistance fire; bludgeoning, piercing, and slashing
ACTIONS
from nonmagical attacks not made with silver
Multiattack. The ghost of a master makes three Unarmed Damage Immunities poison
Strikes. It can use its Flurry of Blows ability in place of one of Condition Immunities poisoned
the Unarmed Strikes. Senses darkvision 60 ft., passive Perception 18
Language Common, Infernal
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., Challenge 10 (5,900 XP)
one target. Hit: 7 (1d6 + 4) necrotic damage.
Devil’s Sight. Magical darkness doesn’t impede the wang
Flurry of Blows (3/day). Melee Weapon Attack: +7 to hit, liang’s darkvision.
reach 5 ft., one target. Hit: 14 (3d6 + 4) necrotic damage,
and the target suffers one of the following effects of the Fists of Dark Flame (1/day). The wang liang monk wreaths
ghost of a master’s choice: its fists in flame. It deals an additional 7 (2d6) fire damage
when it hits with its Unarmed Strikes for 1 minute.
• The target must succeed on a DC 15 Dexterity saving
throw or be knocked prone. Poison. Whenever the wang liang hits with a Bite or Unarmed
Strike attack, the target must make a DC 13 Constitution
• The target must make a DC 15 Strength saving throw saving throw, taking 14 (4d6) poison damage on a failed
or be pushed up to 15 feet away from it. saving throw, or half as much damage on a successful
saving throw.
• The target can’t take reactions until the end of its
next turn. Slow Fall. The wang liang monk reduces any falling damage
by 30. If it does not take damage from a fall, it does not
fall prone.

491

ACTIONS magical for the purposes of damage resistances and
immunities.
Multiattack. The wang liang monk makes three Unarmed Reckless. At the start of his turn, Dagova can gain
Strikes. It can use its Bite attack or Flurry of Blows ability in advantage on all melee weapon attack rolls he makes
place of one of the Unarmed Strikes. during that turn, but attack rolls against him have
advantage until the start of his next turn.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., Slow Fall. Dagova reduces any falling damage by 30.
one target. Hit: 7 (1d6 + 4) bludgeoning damage. If he does not take damage from a fall, he does not
fall prone.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage. ACTIONS

Flurry of Blows (3/day). Melee Weapon Attack: +8 to hit, Multiattack. Dagova makes three Unarmed Strikes. He can
reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning use his Gore, Flurry of Blows, or Unholy Strike ability in place
damage, and the target suffers one of the following of one of the Unarmed Strikes.
effects of the monk’s choice:
• The target must succeed on a DC 15 Dexterity saving Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
throw or be knocked prone. one target. Hit: 13 (2d8 + 4) bludgeoning damage.

• The target must make a DC 15 Strength saving throw Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
or be pushed up to 15 feet away from it. target. Hit: 13 (2d8 + 4) piercing damage.

• The target can’t take reactions until the end of its Flurry of Blows (3/day). Melee Weapon Attack: +8 to hit,
next turn. reach 5 ft., one target. Hit: 31 (6d8 + 4) bludgeoning
damage, and the target suffers one of the following
REACTIONS effects of Dagova’s choice:

Deflect Missiles. If it has one hand free, the wang liang monk • The target must succeed on a DC 15 Dexterity saving
can use its reaction in response to being hit with a ranged throw or be knocked prone.
weapon attack. It reduces the damage by 16 (1d10 + 11).
If it reduces the damage to 0, it can catch the missile if it is • The target must make a DC 15 Strength saving throw
small enough for it to hold with one hand. or be pushed up to 15 feet away from it.

Order of the Devil — • The target can’t take reactions until the end of its
Individuals next turn.

Dagova Nix Unholy Strike (3/day). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 49 (10d8 + 4) necrotic
Large monstrosity, lawful evil damage, and the target must succeed on a DC 15
Armor Class 20 (natural armor) Constitution saving throw. On a failed saving throw, the
Hit Points 127 (15d10 + 45) target’s maximum hit points are reduced by an equal
Speed 40 ft. amount. Lost hit points are regained when the target
takes a long rest.
STR DEX CON INT WIS CHA
9 (–1) REACTIONS
18 (+4) 16 (+3) 16 (+3) 11 (+0) 16 (+3)
Deflect Missiles. If it has one hand free, Dagova can use his
Saving Throws Dex +7, Wis +7 reaction in response to being hit with a ranged weapon
Skills Acrobatics +7, Perception +11, Stealth +7 attack. He reduces the damage by 18 (1d10 + 13). If he
Damage Immunities fire reduces the damage to 0, he can catch the missile if it is
Senses darkvision 60 ft., passive Perception 21 small enough for him to hold with one hand.
Language Abyssal, Common, Infernal
Challenge 12 (8,400 XP) Fas’ahad

Medium humanoid (human), lawful evil
Armor Class 16 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 40 ft.

Charge. If Dagova Nix moves at least 10 feet straight toward STR DEX CON INT WIS CHA
a target and then hits it with a gore attack on the same
turn, the target takes an extra 9 (2d8) piercing damage. 12 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 15 (+2)
If the target is a creature, it must succeed on a DC 16
Strength saving throw or be pushed up to 10 feet away Saving Throws Dex +7, Int +3
and knocked prone. Skills Acrobatics +7, Deception +8, Persuasion +5, Perception

Fists of Dark Flame (1/day). Dagova wreaths his fists in flame. +6, Stealth +10
He deals an additional 7 (2d6) fire damage when it hits Damage Resistances fire
with its Unarmed Strikes for 1 minute. Senses passive Perception 16
Languages Common, Infernal, Thieves’ cant
Innate Spellcasting. Dagova’s innate spellcasting ability is Challenge 8 (3,900 XP)
Wisdom (spell save DC 15, +7 to hit with spell attacks). He can
cast the following spells, requiring no material components. Special Equipment. Fas’ahad carries with him a +1 dagger
At will: fire bolt (5th level) and wears a ring of comfort2.
3/day: burning hands
Assassinate. During his first turn, Fas’ahad has advantage
Labyrinthine Recall. Dagova Nix can perfectly recall any on attack rolls against any creature that hasn’t taken a
path he has traveled.

Magic Weapons. Dagova’s weapon attacks are considered

492

turn. Any hit he scores against a surprised creature is a with his Unarmed Strikes for 1 minute.
critical hit. Innate Spellcasting. Bagra’s innate spellcasting ability is
Cunning Action. Once on each of his turns, Fas’ahad can
use a bonus action to take the Dash, Disengage, or Hide Wisdom (spell save DC 17, +9 to hit with spell attacks).
action. He can cast the following spells, requiring no material
Fists of Dark Flame (1/day). Fas’ahad wreaths his fists in components.
flame. He deals an additional 7 (2d6) fire damage when
he hits with his Unarmed Strikes for 1 minute. At will: fire bolt (5th level)
Slow Fall. Fas’ahad reduces any falling damage by 30. 3/day: burning hands
If he does not take damage from a fall, he does not Keen Hearing and Smell. The weretiger has advantage on
fall prone. Wisdom (Perception) checks that rely on hearing or smell.
Sneak Attack. Once per turn, Fas’ahad deals an Magic Weapons. Bagra’s weapon attacks are considered
extra 14 (4d6) damage when he hits a target with magical for the purposes of damage resistances and
a weapon attack that isn’t his Unarmed Strike and immunities.
has advantage on the attack roll, or when the Pounce (tiger or hybrid form only). If the weretiger moves
target is within 5 feet of an ally of Fas’ahad that at least 15 feet straight toward a creature and then hits
isn’t incapacitated and Fas’ahad doesn’t have it with a claw attack on the same turn, that target must
disadvantage on the attack roll. succeed on a DC 16 Strength saving throw or be knocked
prone. If the target is prone, the weretiger can make one
ACTIONS Bite attack against it as a bonus action.
Shapechanger. Bagra can use his action to polymorph into
Multiattack. Fas’ahad makes two Dagger attacks or two a tiger-humanoid hybrid or into a tiger, or back into its true
Unarmed Strikes. He can use his Flurry of Blows ability in form, which is humanoid. Its statistics, other than its size,
place of one of the attacks. are the same in each form. Any equipment he is wearing
or carrying isn’t transformed. He reverts to his true form if
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach he dies.
5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing Slow Fall. Bagra reduces any falling damage by 30. If he
damage. does not take damage from a fall, he does not fall prone.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., ACTIONS
one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Multiattack. Bagra makes three Unarmed Strikes. He can use
Flurry of Blows (3/day). Melee Weapon Attack: +7 to hit, his Bite, Flurry of Blows, or Unholy Strike ability in place of
reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning one of the Unarmed Strike.
damage, and the target suffers one of the following
effects of Fas’ahad’s choice: Bite (tiger or hybrid form only). Melee Weapon Attack: +8
to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
• The target must succeed on a DC 15 Dexterity saving damage. If the target is a humanoid, it must succeed
throw or be knocked prone. on a DC 16 Constitution saving throw or be cursed with
weretiger lycanthropy.
• The target must make a DC 15 Strength saving throw
or be pushed up to 15 feet away from him. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage.
• The target can’t take reactions until the end of its
next turn. Flurry of Blows (3/day). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage,
REACTIONS and the target suffers one of the following effects of
Bagra’s choice:
Deflect Missiles. If he has one hand free, Fas’ahad can
use his reaction in response to being hit with a ranged • The target must succeed on a DC 17 Dexterity saving
weapon attack. He reduces the damage by 11 (1d10 throw or be knocked prone.
+ 6). If he reduces the damage to 0, he can catch the
missile if it is small enough for him to hold with one hand. • The target must make a DC 17 Strength saving throw
or be pushed up to 15 feet away from him.
Master Bagra
• The target can’t take reactions until the end of its
Medium humanoid (human, shapechanger), lawful evil next turn.
Armor Class 18 (natural armor)
Hit Points 232 (31d8 + 93) Unholy Strike (3/day). Melee Weapon Attack: +9 to hit, reach
Speed 40 ft. (50 ft. in tiger form) 5 ft., one target. Hit: 26 (5d8 + 4) necrotic damage, and
the target must succeed on a DC 17 Constitution saving
STR DEX CON INT WIS CHA throw. On a failed saving throw, the target’s maximum hit
points are reduced by an equal amount. Lost hit points are
17 (+3) 18 (+4) 16 (+3) 10 (+0) 18 (+4) 11 (+0) regained when the target takes a long rest.

Saving Throws Dex +9, Wis +9 REACTIONS
Skills Acrobatics +9, Perception +9, Stealth +9
Damage Immunities fire; bludgeoning, piercing, and slashing Deflect Missiles. If Bagra has one hand free, he can use his
reaction in response to being hit with a ranged weapon
from nonmagical attacks not made with silver attack. He reduces the damage by 19 (1d10 + 14). It he
Senses darkvision 60 ft., passive Perception 19 reduces the damage to 0, he can catch the missile if it is
Languages Common, Infernal (can’t speak in tiger form) small enough for him to hold with one hand.
Challenge 14 (11,500 XP)

Fists of Dark Flame (1/day). Bagra wreaths his claws in flame.
He deals an additional 7 (2d6) fire damage when he hits

493

Master Cael O’Day REACTIONS

Small fey, chaotic evil Deflect Missiles. If Cael has one hand free, he can use his
Armor Class 18 reaction in response to being hit with a ranged weapon
Hit Points 104 (19d6 + 38) attack. He reduces the damage by 19 (1d10 + 14). It he
Speed 100 ft. reduces the damage to 0, he can catch the missile if it is
small enough for him to hold with one hand.
STR DEX CON INT WIS CHA
8 (–1) Master Dasssar
18 (+4) 14 (+2) 11 (+0) 18 (+4) 12 (+1)
Master Dasssar uses the statistics of a devil mendicant, except for the
Saving Throws Dex +8, Wis +8 following:
Skills Acrobatics +8, Perception +8, Stealth +8
Damage Immunities fire • Dasssar speaks Draconic in addition to the languages of the
Senses darkvision 60 ft., passive Perception 18 devil mendicant. He also has proficiency in Perception (+7) and
Languages Aklo, Common, Infernal Survival (+7) checks; his passive Perception is 17.
Challenge 11 (7.200 XP)
• Dasssar’s Armor Class is 21 (natural armor).
Cunning Action. Cael can take the Dash, Disengage, or
Hide action as a bonus action on each of his turns. • Dasssar has a swim speed equal to his normal speed.

Fists of Dark Flame (1/day). Cael wearths his fists in flame. He • Dasssar has the following additional feature:
deals an additional 7 (2d6) fire damage when he hits with Hold Breath. Dasssar can hold his breath for 15 minutes.
his Unarmed Strike for 1 minute.
• Dasssar has the following additional attack, which he can
Innate Spellcasting. Cael’s innate spellcasting ability is substitute for any of his Unarmed Strikes:
Wisdom (spell save DC 16, +8 to hit with spell attacks).
He can cast the following spells, requiring no material Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
components. target. Hit: 3 (1d6) piercing damage.
At will: dancing lights, fire bolt (5th level), minor illusion
3/day: burning hands Master Mo Zhu
1/day each: levitate, shatter
Large monstrosity, chaotic evil
Magic Weapons. Cael’s weapon attacks are considered Armor Class 19 (natural armor)
magical for the purposes of overcoming damage Hit Points 190 (20d10 + 80)
resistances and immunities. Speed 45 ft., climb 45 ft.

Slow Fall. Cael reduces any falling damage by 30. It he does STR DEX CON INT WIS CHA
not take damage from a fall, he does not fall prone.
16 (+3) 18 (+4) 18 (+4) 13 (+1) 16 (+3) 12 (+1)
Supernatural Speed. Cael’s supernatural speed means that
attacks have disadvantage against him as long as he is Saving Throws Dex +8, Wis +7
not grappled or restrained. If Cael does not move over Skills Acrobatics +7, Insight +7, Perception +7, Stealth +12
the course of his turn, he is invisible until the end of his Senses darkvision 120 ft., passive Perception 17
next turn, or until he moves or takes an action. In addition, Languages Elvish, Undercommon
if Cael fails his saving throw against the slow spell, he Challenge 9 (5,000 XP)
cannot use the benefits above, and is poisoned until the
slow effect ends on him. Special Equipment. Mo Zhu wields a staff of thunder and
lightning.
ACTIONS
Evasion. If Mo Zhu is subjected to an effect that allows it to
Multiattack. Cael O’Day makes three Unarmed Strikes. He make a Dexterity saving throw to take only half damage,
can use his Flurry of Blows or Unholy Strike in place of one Mo Zhu instead takes no damage if it succeeds on the
of the Unarmed Strikes. saving throw, and only half damage if it fails.

Unarmed Strikes. Melee Weapon Attack: +8 to hit, reach 5 Fey Ancestry. The drider has advantage on saving throws
ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. against being charmed, and magic can’t put the drider
to sleep.
Flurry of Blows (3/day). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning Innate Spellcasting. The drider’s innate spellcasting ability is
damage, and the target suffers one of the following Wisdom (spell save DC 15). The drider can innately cast
effects of Cael’s choice: the following spells, requiring no material components:
At will: dancing lights
• The target must succeed on a DC 16 Dexterity saving 1/day each: darkness, faerie fire
throw or be knocked prone.
Magic Weapon. Mo Zhu’s attacks count as magical for the
• The target must make a DC 16 Strength saving throw purposes of damage resistances and immunities.
or be pushed up to 15 feet away from him.
Slow Fall. Mo Zhu reduces all falling damage by 35. If it does
• The target can’t take reactions until the end of its not take damage from a fall, it does not drop prone.
next turn.
Spider Climb. The drider can climb difficult surfaces,
Unholy Strike (3/day). Melee Weapon Attack: +8 to hit, including upside down on ceilings, without needing to
reach 5 ft., one target. Hit: 26 (5d8 + 4) necrotic damage, make an ability check.
and the target must succeed on a DC 16 Constitution
saving throw. On a failed saving throw, the target’s Sunlight Sensitivity. While in sunlight, the drider has
maximum hit points are reduced by an equal amount. disadvantage on attack rolls, as well as on Wisdom
Lost hit points are regained when the target takes a long (Perception) checks that rely on sight.
rest.
Web Walker. The drider ignores movement restrictions
caused by webbing.

494

ACTIONS (1d10) fire damage.
Fiery Weapons. When Master Qarid hits with any weapon,
Multiattack. Mo Zhu makes two Quarterstaff attacks and
one Unarmed Strike, or makes three Unarmed Strikes. It the weapon deals an extra 4d6 fire damage (included in
can use its Bite, Flurry of Blows, or Stunning Strike attack in the attack).
place of one of the unarmed strikes each round. Magic Resistance. Master Qarid has advantage on saving
throws against spells and other magical effects.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) ACTIONS
poison damage.
Multiattack. Master Qarid makes three Unarmed Strikes or
Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., uses his Hurl Flame twice.
one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10
(1d8 + 6) bludgeoning damage is used with two hands to Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
make a melee attack. one target. Hit: 9 (1d8 + 5) slashing damage plus 14 (4d6)
fire damage.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage. Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one
target. Hit: 21 (6d6) fire damage.
Flurry of Blows (3/day). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 13 (3d6 + 4) bludgeoning REACTIONS
damage, and the target suffers one of the following
effects of Mo Zhu’s choice: Stunning Rebuke. When a creature Master Qarid can see hits
him with a melee attack while within 5 feet of Master Qarid,
• The target must succeed on a DC 16 Dexterity saving it must succeed on a DC 16 Constitution saving throw or be
throw or be knocked prone. stunned until the end of its next turn.

• The target must make a DC 16 Strength saving throw Mistress Harthain Gursh
or be pushed up to 15 feet away from Mo Zhu.
Huge giant, lawful evil
• The target can’t take reactions until the end of Mo Armor Class 19 (natural armor)
Zhu’s next turn. Hit Points 250 (20d12 + 120)
Speed 40 ft.
Stunning Strike (3/day). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning STR DEX CON INT WIS CHA
damage, and the target must succeed on a DC 16
Constitution saving throw or be stunned until the end of 25 (+7) 15 (+2) 23 (+6) 10 (+0) 18 (+4) 12 (+1)
Mo Zhu’s next turn.
Saving Throws Dex +8, Con +12, Wis +10, Cha +7
Fists of Dark Flame (1/day). Mo Zhu deals an additional 7 Skills Acrobatics +8, Athletics +13, Perception +10, Stealth +8
(2d6) fire damage when he hits with his Unarmed Strikes Damage Immunities fire
for 1 minute. Senses passive Perception 20
Languages Common, Giant, Infernal
REACTIONS Challenge 19 (22,000 XP)

Deflect Missiles. If Mo Zhu has one hand free, it can use its Fists of Dark Flame (1/day). Harthain wreaths her fists in
reaction in response to being hit with a ranged weapon flame. She deals an additional 7 (2d6) fire damage when
attack. It reduces the damage by 16 (1d10 + 11). If it she hits with her Unarmed Strike for 1 minute.
reduces the damage to 0, it can catch the missile if it is
small enough for it to hold with one hand. Innate Spellcasting. Harthain’s innate spellcasting ability is
Wisdom (spell save DC 18, +10 to hit with spell attacks).
Master Qarid She can cast the following spells, requiring no material
components.
Medium monstrosity (cheitan), lawful evil At will: fire bolt (5th level)
Armor Class 18 (natural armor) 3/day: burning hands
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 60 ft. Magic Weapons. Harthain’s weapon attacks are considered
magical for the purposes of damage resistances and
STR DEX CON INT WIS CHA immunities.

16 (+3) 20 (+5) 18 (+4) 17 (+3) 17 (+3) 12 (+1) Slow Fall. Harthain reduces any falling damage by 30. It she
does not take damage from a fall, she does not fall prone.
Saving Throws Wis +7, Cha +5
Skills Acrobatics +9, Insight +7, Perception +7 ACTIONS
Damage Resistances fire; bludgeoning, piercing, and
Multiattack. Harthain makes three Unarmed Strikes. She can
slashing from nonmagical attacks not made with silver use her Flurry of Blows or Unholy Strike ability in place of
Damage Immunities poison one of the Unarmed Strikes.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17 Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 10
Languages Common, Ignan, Infernal ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Challenge 12 (8,400 XP)
Flurry of Blows (3/day). Melee Weapon Attack: +13 to hit,
Child of Fire. Once per turn, when Master Qarid is subjected reach 10 ft., one target. Hit: 47 (9d8 + 7) bludgeoning
to fire damage, he has advantage on his next attack roll, damage, and the target suffers one of the following
saving throw, or ability check. effects of Harthain’s choice:

Devil’s Sight. Magical darkness doesn’t impede Master • The target must succeed on a DC 18 Dexterity saving
Qarid’s darkvision. throw or be knocked prone.

Heated Body. A creature that touches Master Qarid or hits 495
him with a melee attack while within 5 feet of him takes 5

• The target must make a DC 18 Strength saving throw Multiattack. Pang Goy makes three Unarmed Strikes. He can
or be pushed up to 15 feet away from her. use his Flurry of Blows or Unholy Strike ability in place of one
of the Unarmed Strikes.
• The target can’t take reactions until the end of its
next turn. Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5
ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage,
Unholy Strike (3/day). Melee Weapon Attack: +13 to plus 9 (2d8) force damage.
hit, reach 10 ft., one target. Hit: 74 (15d8 + 7) necrotic
damage, and the target must succeed on a DC 18 Flurry of Blows (3/day). Melee Weapon Attack: +14 to hit,
Constitution saving throw. On a failed saving throw, the reach 5 ft., one target. Hit: 41 (6d10 + 8) bludgeoning
target’s maximum hit points are reduced by an equal damage, plus 9 (2d8) force damage, and the target
amount. Lost hit points are regained when the target suffers one of the following effects of Pang Goy’s choice:
takes a long rest.
• The target must succeed on a DC 19 Dexterity saving
REACTIONS throw or be knocked prone.

Deflect Missiles. If she has one hand free, Harthain can • The target must make a DC 19 Strength saving throw
use her reaction in response to being hit with a ranged or be pushed up to 15 feet away from it.
weapon attack. She reduces the damage by 19 (1d10 +
14). If she reduces the damage to 0, she can catch the • The target can’t take reactions until the end of its
missile if it is small enough for her to hold with one hand. next turn.

Pang Goy Unholy Strike (3/day). Melee Weapon Attack: +14 to
hit, reach 5 ft., one target. Hit: 63 (10d10 + 8) necrotic
Medium fiend, lawful evil damage, plus 9 (2d8) force damage, and the target
Armor Class 20 (natural armor) must succeed on a DC 19 Constitution saving throw. On
Hit Points 153 (18d8 + 72) a failed saving throw, the target’s maximum hit points are
Speed 60 ft. reduced by an equal amount. Lost hit points are regained
when the target takes a long rest.
STR DEX CON INT WIS CHA
Death Strike (1/day). Melee Weapon Attack: +14 to hit,
20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 18 (+4) reach 5 ft., one target that is not a construct or undead.
Hit: The target must make a DC 19 Constitution saving
throw. On a failed saving throw, the target drops to 0 hit
points. On a successful saving throw, the target takes 55
(10d10) necrotic damage.

Saving Throws Str +11, Dex +11, Con +10, Int +9, Wis +11, Cha +10 REACTIONS
Skills Acrobatics +11, Athletics +11, History +9, Perception +11,
Deflect Missiles. If he has one hand free, Pang Goy
Religion +9, Stealth +11 can use his reaction in response to being hit with a
Damage Resistances acid, cold, lightning; bludgeoning, ranged weapon attack. He reduces the damage by
26 (1d10 + 21). If he reduces the damage to 0, he can
piercing, and slashing damage from nonmagical attacks catch the missile if it is small enough for him to hold
not made with silver with one hand.
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned Oozes
Senses darkvision 60 ft., passive Perception 21
Languages Common, Ignan, Infernal Black Pudding, Elder
Challenge 18 (20,000 XP)
Huge ooze, unaligned
Special Equipment. Pang Goy has replaced his hands with Armor Class 8
the hands of Pang Goy. The bonuses of this potent magic Hit Points 147 (14d12 + 56)
item are included in Pang Goy’s statistics. Speed 20 ft., climb 20 ft.

Evasion. If Pang Goy is subjected to an effect that STR DEX CON INT WIS CHA
allows him to make a Dexterity saving throw to take 18 (+4) 7 (–2) 18 (+4) 3 (–4) 9 (–1) 1 (–5)
only half damage, he instead takes no damage if he
succeeds on the saving throw, and only half damage Damage Resistances bludgeoning and piercing from
if he fails. nonmagical attacks

Fists of Dark Flame (1/day). Pang Goy wreaths his fists in Damage Immunities acid, cold, lightning, slashing
flame. He deals an additional 10 (3d6) fire damage when Condition Immunities blinded, charmed, deafened,
he hits with his Unarmed Strikes for 1 minute.
exhaustion, frightened, prone
Innate Spellcasting. Pang Goy’s innate spellcasting ability Senses blindsight 60 ft. (blind beyond this radius), passive
is Wisdom (spell save DC 19, +11 to hit with spell attacks).
He can cast the following spells, requiring no material Perception 9
components. Languages —
At will: fire bolt (17th level) Challenge 9 (5,000 XP)
3/day each: blight, burning hands (3rd-level, 5d6 fire
damage), darkness Amorphous. The pudding can move through a space as
1/day: misty step narrow as 1 inch wide without squeezing.

Magic Weapons. Pang Goy’s weapon attacks are Corrosive Form. A creature that touches the pudding or hits it
considered magical for the purposes of damage with a melee attack while within 5 feet of it takes 9 (2d8) acid
resistances and immunities. damage. Any nonmagical weapon made of metal or wood
(or other organic material) that hits the pudding partly dissolves.
Slow Fall. Pang Goy reduces any falling damage by 30. If it
does not take damage from a fall, it does not fall prone.

ACTIONS

496

After hitting the pudding, the weapon takes a permanent and (4d6) acid damage. In addition, nonmagical armor made
cumulative –1 to damage rolls. If its penalty drops to –5, the of leather or other organic material worn by the target is
weapon is destroyed. Nonmagical ammunition made of metal partly dissolved and takes a permanent and cumulative
or wood (or other organic material) that hits the pudding is –1 to the AC it offers. The armor is destroyed if the penalty
destroyed after dealing damage. reduces its AC to 10.
The pudding can eat through 4-inch thick, nonmagical
metal or wood (or other organic material) in 1 round. REACTIONS
Spider Climb. The pudding can climb difficult surfaces,
including upside down and ceilings, without needing to Split. When a pudding that is Medium or larger is exposed
make an ability check. to lightning or slashing damage, it splits into two new
puddings if it has at least 10 hit points. Each new pudding
ACTIONS has hit points equal to half the original pudding’s, rounded
down. New puddings are one size smaller than the original
Multiattack. The pudding makes two Pseudopod attacks. pudding.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Dun Pudding
one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 18
(4d8) acid damage. In addition, nonmagical armor worn Large ooze, neutral
by the target is partly dissolved and takes a permanent Armor Class 9
and cumulative –1 to the AC it offers. The armor is Hit Points 68 (8d10 + 24)
destroyed if the penalty reduces its AC to 10. Speed 30 ft., climb 30 ft.

REACTIONS STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 16 (+3) 1 (–5) 6 (–2) 1 (–5)
Split. When a pudding that is Medium or larger is exposed
to lightning or slashing damage, it splits into two new Skills Stealth +3 (+4 if not moving)
puddings if it has at least 10 hit points. Each new pudding Damage Resistances piercing from nonmagical attacks
has hit points equal to half the original pudding’s, rounded Damage Immunities acid, fire, lightning, slashing
down. New puddings are one size smaller than the original Condition Immunities blinded, charmed, deafened,
pudding.
exhaustion, frightened, prone
Brown Pudding Senses blindsight 60 ft. (blind beyond this radius), passive

Large ooze, unaligned Perception 8
Armor Class 12 (natural armor) Languages —
Hit Points 68 (8d10 + 24) Challenge 4 (1,100 XP)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA Amorphous. The pudding can move through a space as
14 (+2) 6 (–2) 16 (+3) 1 (–5) 6 (–2) 1 (–5) narrow as 1 inch wide without squeezing.

Damage Resistances piercing from nonmagical attacks Corrosive Form. A creature that touches the pudding or hits
Damage Immunities acid, cold, lightning, slashing it with a melee attack while within 5 feet of it takes 4 (1d8)
Condition Immunities blinded, charmed, deafened, acid damage. Any nonmagical weapon made of metal
or wood (or other organic material) that hits the pudding
exhaustion, frightened, prone partly dissolves. After hitting the pudding, the weapon
Senses blindsight 60 ft. (blind beyond this radius), passive takes a permanent and cumulative –1 to damage
rolls. If its penalty drops to –5, the weapon is destroyed.
Perception 8 Nonmagical ammunition made of metal or wood (or
Languages — other organic material) that hits the pudding is destroyed
Challenge 4 (1,100 XP) after dealing damage.

Amorphous. The pudding can move through a space as The pudding can eat through 2-inch thick, nonmagical
narrow as 1 inch wide without squeezing. metal or wood (or other organic material) in 1 round.

Corrosive Form. A creature that touches the pudding or Spider Climb. The pudding can climb difficult surfaces,
hits it with a melee attack while within 5 feet of it takes including upside down and ceilings, without needing to
4 (1d8) acid damage. Any nonmagical weapon made make an ability check.
of wood or other organic material that hits the pudding
partly dissolves. After hitting the pudding, the weapon ACTIONS
takes a permanent and cumulative –1 to damage
rolls. If its penalty drops to –5, the weapon is destroyed. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Nonmagical ammunition made of wood or other organic one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14
material that hits the pudding is destroyed after dealing (4d6) acid damage. In addition, nonmagical armor worn
damage. by the target is partly dissolved and takes a permanent
and cumulative –1 to the AC it offers. The armor is
The pudding can eat through 2-inch thick, nonmagical destroyed if the penalty reduces its AC to 10.
wood or other organic material in 1 round.
REACTIONS
Spider Climb. The pudding can climb difficult surfaces,
including upside down and ceilings, without needing to Split. When a pudding that is Medium or larger is exposed
make an ability check. to lightning or slashing damage, it splits into two new
puddings if it has at least 10 hit points. Each new pudding
ACTIONS has hit points equal to half the original pudding’s, rounded
down. New puddings are one size smaller than the original
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., pudding.
one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 14
497

Flesh Pudding Perception 9
Languages —
Large ooze, unaligned Challenge 5 (1,800 XP)
Armor Class 8
Hit Points 68 (8d10 + 24) Amorphous. The ooze can move through a space as narrow
Speed 20 ft., climb 20 ft. as 1 inch wide without squeezing.

STR DEX CON INT WIS CHA Corrode Metal. Any nonmagical weapon made of metal
14 (+2) 7 (–2) 17 (+3) 1 (–5) 6 (–2) 1 (–5) that hits the ooze corrodes. After dealing damage, the
weapon takes a permanent and cumulative –1 penalty
Damage Immunities piercing, slashing to damage rolls. If its penalty drops to –5, the weapon is
Condition Immunities blinded, charmed, deafened, destroyed. Nonmagical ammunition made of metal that
hits the ooze is destroyed after dealing damage.
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive The ooze can eat through 3-inch-thick nonmagical metal in
1 round.
Perception 8
Languages — False Appearance. While the ooze remains motionless, it is
Challenge 3 (700 XP) indistinguishable from an oily pool or wet rock.

Amorphous. The pudding can move through a space as ACTIONS
narrow as 1 inch wide without squeezing.
Multiattack. The ooze makes three Pseudopod attacks.
Reactive Regeneration. When the pudding is exposed to Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
piercing or slashing damage, it regains 6 hit points.
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage
Spider Climb. The pudding can climb difficult surfaces, plus 7 (2d6) acid damage, and if the target is wearing
including upside down and ceilings, without needing to nonmagical metal armor, its armor is partly corroded and
make an ability check. takes a permanent and cumulative –1 to the AC it offers.
The armor is destroyed if the penalty reduces its AC to 10.
Tumorous Form. Any creature who touches the pudding
or hits it with a melee attack while within 5 feet of it must Living Lake
succeed on a DC 15 Constitution saving throw or contract
a tumorous disease which manifests immediately. The Gargantuan ooze, neutral (50%), neutral good (25%), or
diseased creature suffers disadvantage on Charisma neutral evil (25%)
checks and –2 on attack rolls, and its hit point maximum is
reduced by 10 for every 24 hours that elapse. Magic such Armor Class 14 (natural armor)
as a lesser restoration spell cures the disease. If the disease Hit Points 495 (30d20 + 180)
reduces the target’s hit point maximum to 0, the target Speed 20 ft., swim 30 ft.
dies and reanimates in 2 (1d4) hours as a flesh pudding.
STR DEX CON INT WIS CHA

ACTIONS 27 (+8) 10 (+0) 23 (+6) 18 (+4) 12 (+1) 14 (+2)

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., Saving Throws Con +13, Int +10, Wis +8
one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the Skills History +10, Insight +8, Religion +10
target is a creature, it must make a DC 14 Constitution Damage Immunities acid, cold, lightning
saving throw. On a failure, the creature is afflicted Condition Immunities blinded, charmed, deafened,
with a tumorous disease. The diseased target suffers
disadvantage on Charisma checks and –2 on attack rolls, exhaustion, frightened, prone
and its hit point maximum is reduced by 10 for every 24 Senses blindsight 120 ft. (blind beyond this radius), passive
hours that elapse. Magic such as a lesser restoration spell
will cure the disease. If the disease reduces the target’s hit Perception 11
point maximum to 0, the target dies and reanimates in 2 Languages Aquan, Common, Sylvan
(1d4) hours as a flesh pudding. Challenge 22 (41,000 XP)

Devour Corpse. The pudding consumes the dead body of False Appearance. While the living lake remains motionless,
a creature at least Small in size. It gains a cumulative +1 it is indistinguishable from an ordinary lake or other large
to attack and damage rolls for 1 minute and regains 12 body of water.
hit points. Any points beyond its hit point maximum are
treated as temporary hit points. Legendary Resistance (3/day). If the living lake fails a saving
throw, it can choose to succeed instead.
Gray Ooze, Advanced
Ooze Nature. The living lake doesn’t require sleep.
Large ooze, unaligned Spellcasting. The living lake is an 18th-level spellcaster. Its
Armor Class 9
Hit Points 114 (12d10 + 48) spellcasting ability is Intelligence (spell save DC 19, +11
Speed 20 ft., climb 20 ft. to hit with spell attacks). The living lake has the following
druid spells prepared:
STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 18 (+4) 1 (–5) 8 (–1) 2 (–4) Cantrips (at will): druidcraft, guidance, mending, thorn
whip
Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, 1st level (4 slots): create or destroy water, cure wounds,
entangle, fog cloud, speak with animals
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive 2nd level (3 slots): animal messenger, beast sense, gust
of wind, spike growth
498
3rd level (3 slots): call lightning, sleet storm, water
breathing

4th level (3 slots): blight, control water, dominate beast
5th level (3 slots): conjure elemental, insect plague,

scrying
6th level (1 slot): wall of thorns

7th level (1 slot): fire storm Languages —
8th level (1 slot): control weather Challenge 4 (1,100 XP)
9th level (1 slot): storm of vengeance
Amorphous. The jelly can move through a space as narrow
ACTIONS as 1 inch wide without squeezing.

Multiattack. The living lake makes two Pseudopod attacks Spider Climb. The jelly can climb difficult surfaces, including
and one Grasping Tendrils attack. It can use its Engulf in upside down on ceilings, without needing to make an
place of one Grasping Tendrils attack. ability check.

Pseudopod. Melee Weapon Attack: +15 to hit, reach 30 ft., ACTIONS
one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 10
(3d6) acid damage. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 14
Grasping Tendrils. Melee Weapon Attack: +15 to hit, reach (4d6) acid damage.
10 ft., one Huge or smaller creature. Hit: 21 (6d6) acid
damage, and the target is grappled (escape DC 15). Until REACTIONS
this grapple ends, the target is restrained.
Split. When a jelly that is Medium or larger is subjected to
Engulf. The living lake makes one Grasping Tendrils attack lightning or slashing damage, it splits into two new jellies
against one Large or smaller target it is grappling. If the if it has at least 10 hit points. Each new jelly has hit points
attack hits, the target is also engulfed, and the grapple equal to half the original jelly’s, rounded down. New jellies
ends. The engulfed target is blinded, restrained, and are one size smaller than the original jelly.
unable to breathe, and it must succeed on a DC 21
Constitution saving throw at the start of each of the living Stone Pudding
lake’s turns or take 28 (8d6) acid damage. If the living lake
moves, the engulfed target moves with it. The living lake Large ooze, unaligned
can have only four creatures engulfed at a time. Armor Class 7
Hit Points 76 (8d10 + 32)
An engulfed creature can try to escape by taking an action Speed 20 ft., climb 20 ft.
to make a DC 23 Strength check. On a success, the
creature escapes and enters a space of its choice within STR DEX CON INT WIS CHA
5 feet of the living lake. A creature within 5 feet of the 14 (+2) 5 (–3) 18 (+4) 1 (–5) 6 (–2) 1 (–5)
living lake can take an action to pull a creature or object
out of the living lake. Doing so requires a successful DC Damage Resistances piercing from nonmagical attacks
23 Strength check, and the creature making the attempt Damage Immunities acid, cold, lightning, slashing
takes 14 (4d6) acid damage. Condition Immunities blinded, charmed, deafened,

LEGENDARY ACTIONS exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
The living lake can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a Perception 8
time and only at the end of another creature’s turn. The living Languages —
lake regains spent legendary actions at the start of its turn. Challenge 4 (1,100 XP)

Cantrip. The living lake casts a cantrip Amorphous. The pudding can move through a space as
Pseudopod. The living lake makes a Pseudopod attack. narrow as 1 inch wide without squeezing.
Protoplasm Splash (costs 2 actions). The living lake splashes
Petrifying Form. A creature that touches the pudding or
bits of its protoplasm onto nearby creatures. If the living hits it with a melee attack while within 5 feet of it must
lake is good, each creature within 20 feet of it regains make a DC 15 Constitution saving throw. On a failed
14 (4d6) hit points. If the living lake is evil, each creature save, the creature magically begins to turn to stone and
within 20 feet of it must make a DC 21 Dexterity saving is restrained. If it used a nonmagical weapon made of
throw, taking 21 (6d6) acid damage on a failed save, or wood or other organic material to hit the pudding, that
half as much damage on a successful one. If the living weapon turns to stone. The creature must repeat the
lake is neutral, it chooses each day whether its Protoplasm saving throw at the end of its next turn. On a success,
Splash will heal nearby creatures or harm them that day. the effect ends. On a failure, the creature is petrified
Cast a Spell (costs 3 actions). The living lake casts a spell until freed by the greater restoration spell or other
from its list of prepared spells, using a spell slot as normal. magic. Nonmagical ammunition made of wood or
other organic material that hits the pudding is turned to
Ochre Jelly, Advanced stone after dealing damage. Nonmagical ammunition
made of stone that hits the pudding is destroyed after
Huge ooze, unaligned dealing damage.
Armor Class 8
Hit Points 126 (12d12 + 48) Corrosive Form. The pudding can eat through 2-inch thick,
Speed 15 ft., climb 15 ft. nonmagical stone, including petrified creatures, in 1
round.
STR DEX CON INT WIS CHA
19 (+4) 6 (–2) 18 (+4) 4 (–3) 6 (–2) 1 (–5) Spider Climb. The pudding can climb difficult surfaces,
including upside down and ceilings, without needing to
Damage Resistances acid make an ability check.
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, ACTIONS

exhaustion, frightened, prone Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Senses blindsight 60 ft. (blind beyond this radius), passive one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the

Perception 8 499


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