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Published by elements city, 2021-06-13 09:56:43

Dragonix - DM Options, Monster Talents II

available, Juiblex can use Eject Slime in place of one
of its acid lash attacks.


Innate Spellcasting

Type: Trait.

Innate Spellcasting. Juiblex’s innate spellcasting
ability is Charisma (spell save DC 18). Juiblex can
innately cast the following spells, requiring no
material components:
At-will: detect evil and good
3/day: dispel magic, vitriolic sphere



Innate Spellcasting II

Type: Trait.

Prerequisite Innate Spellcasting.
Innate Spellcasting. Juiblex’s innate spellcasting
ability is Charisma (spell save DC 18). Juiblex can
innately cast the following spells, requiring no
material components:
3/day: hold monster
1/day: symbol (insanity)

with its acid lash, but can't use this acid lash against
other targets.
Magic Immunity I
Type: Trait.
Extended Acid Lash Talent Cost: 2 (Counts as 2 Talents).

Type: Trait.
Juiblex is immune to 1st level spells, but not to
Juiblex's acid lash attack has a reach of 15 ft. cantrips.


Extra Legendary Action Magic Immunity II
Type: Trait. Type: Trait.


Talent Cost: 2 (Counts as 2 Talents). Prerequisite Magic Immunity I
Juiblex can take 1 extra legendary action before the Juiblex is immune to spells of 2nd level and below,
start of his next turn. Juiblex can retake this talent but not to cantrips.
up one additional time. The extra legendary action
stacks.
Magic Weapon Resistance I

Type: Trait.
Improved Multiattack
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Juiblex is resistant to bludgeoning, piercing, and
Talent Cost: 2 (Counts as 2 Talents).
slashing damage from +1 magical weapons or
When Juiblex uses Multiattack and Eject Slime is weaker.


100 Chapter 2. Mordenkainen's Tome of Foes

Magic Weapon Resistance II alkilith. A summoned demon appears in an
Type: Trait. unoccupied space within 60 feet of Juiblex, acts as
an ally of Juiblex, has no talents, and can't summon
Prerequisite Magic Weapon Resistance I
other demons. It remains for one minute, until it
Juiblex is resistant to bludgeoning, piercing, and
or Juiblex dies, or until Juiblex dismisses it as an
slashing damage from +2 magical weapons or
action.
weaker.


Swift Spellcaster (3/day)
Slime Globs (Recharge 6)
Type: Trait.
Type: Action.
Talent Cost: 3 (Counts as 3 Talents).
Talent Cost: 3 (Counts as 3 Talents).
Juiblex can take a bonus action to cast a spell that
Slime Globs (Recharge 6). Juiblex spews out
has a casting time of 1 action.
1d4+1 large globs of corrosive slime at different
points within 60 feet of it. Each creature in a
5-foot-radius sphere centered on any of the points Vitriolic Lash
must make a DC 21 Dexterity saving throw. On a
Type: Trait.
failure, the target takes 55 (10d10) acid damage. A
creature can only take this damage once this turn, Talent Cost: 3 (Counts as 3 Talents).
regardless of how many times it gets hit by the
Vitriolic Tentacles. A creature that takes acid
slime burst. Unless the target avoids taking any of
damage from Juiblex's acid lash attack must
this damage, any metal armor worn by the target
succeed on a DC 21 Dexterity saving throw. On
takes a permanent −1 penalty to the AC it offers,
a failed save, the target takes 14 (2d6 + 7) acid
and any metal weapon it is carrying or wearing
damage at the start of its next turn, and 10 (1d6
takes a permanent −1 penalty to damage rolls. The
+ 7) acid damage at the start of the turn following
penalty worsens each time a target is subjected to
that. This effect does not stack even if the target
this effect. If the penalty on an object drops to −5,
takes multiple acid lash attacks from Juiblex, but
the object is destroyed.
each failed save means the target is affected by a
new application.
The effect ends if the target receives magical
Spawn Ooze (Recharge 5-6)
healing.
Type: Trait.

Talent Cost: 2 (Counts as 2 Talents).
Spawn Ooze (Recharge 5-6). As a bonus action,
Juiblex summons 1d4 gray oozes, 1d2 ochre jellies,
or 1 black pudding. A summoned ooze appears in
Orcus
an unoccupied space within 5 feet of Juiblex, acts as
an ally of Juiblex and has no talents. It remains for
Orcus (CR 26) can have a maximum of 9 talents.
one minute, until it or Juiblex dies, or until Juiblex
dismisses it as an action.
Army of Undead

Summon Demon (1/day) Type: Trait.

Type: Action. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 4 (Counts as 4 Talents). The combined average hit points of undead Orcus
can summon with his wand is increased to 750.
Summon Ooze (1/Day). Juiblex summons 1d4+1
hezrous, 1d2 alkiliths, or 1d2 hezrous and 1


Chapter 2. Mordenkainen's Tome of Foes 101

throw or have its hit points reduced to 0. Undead
and fiends ignore this effect.


Extra Legendary Action
Type: Trait.


Talent Cost: 2 (Counts as 2 Talents).
Orcus can take 1 extra legendary action before the
start of his next turn. Orcus can retake this talent
up one additional time. The extra legendary action
stacks.


Innate Spellcasting

Type: Trait.

Innate Spellcasting. Orcus’s innate spellcasting
ability is Charisma (spell save DC 23). Orcus can
innately cast the following spells, requiring no
material components:
At-will: blight, detect evil and good
3/day each: negative energy flood, telekinesis



Innate Spellcasting II

Type: Trait.

Prerequisite Innate Spellcasting
Innate Spellcasting. Orcus’s innate spellcasting
ability is Charisma (spell save DC 23). Orcus can
innately cast the following spells, requiring no
Aura of Annihilation material components:
3/day each: enervate, teleport
Type: Trait.
1/day: symbol (death)
Talent Cost: 2 (Counts as 2 Talents).

Aura of Annihilation. Orcus can activate or
deactivate this feature as a bonus action. While Improved Multiattack
active, the aura deals 10 necrotic damage to any Type: Trait.
creature that ends its turn within 30 feet of Orcus.
Talent Cost: 3 (Counts as 3 Talents).
Undead and fiends ignore this effect.
Multiattack. Orcus makes three attacks: two with
his Wand of Orcus and one with his tail.
Doomstrike

Type: Trait.
Lord of Undeath
Talent Cost: 3 (Counts as 3 Talents).
Type: Trait.
Doomstrike. If Orcus's wand of orcus melee attack
Lord of Undeath. A mortal creature slain by Orcus
roll against a target succeeds by 5 or more, the
rises as a wraith at the start of Orcus's next turn.
target must make a DC 24 Constitution saving
It acts as an ally of Orcus and has no talents. It
102 Chapter 2. Mordenkainen's Tome of Foes

remains for one minute, until it or Orcus dies, or Orcus is resistant to bludgeoning, piercing, and
until Orcus dismisses it as an action. slashing damage from +3 magical weapons or
weaker.

Magic Immunity I
Necrotic Burst (Recharge 5-6)
Type: Trait.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents).
Orcus is immune to 1st level spells, but not to
cantrips. Necrotic Burst (Recharge 5-6). Each nonundead
creature within 30 feet of Orcus must make a DC
23 Constitution saving throw. The target takes
Magic Immunity II 26 (4d12) necrotic damage on a failed save, or
Type: Trait. half as much damage on a successful one. Undead
creatures within 30 feet of Orcus gain 13 (2d12)
Prerequisite Magic Immunity I
temporary hit points.
Orcus is immune to spells of 2nd level and below, If Orcus uses Multiattack and Necrotic Burst is
but not to cantrips. available, it can use Necrotic Burst in place of one
Wand of Orcus attack.

Magic Immunity III
Regeneration
Type: Trait.
Type: Trait.
Prerequisite Magic Immunity I, Magic Immunity II
Regeneration. Orcus regains 10 hit points at the
Orcus is immune to spells of 3rd level and below,
start of his turn. If Orcus takes acid or radiant
but not to cantrips.
damage, this trait doesn’t function at the start of his
next turn. Orcus dies only if he starts his turn with
Magic Weapon Resistance I 0 hit points and doesn’t regenerate.
Type: Trait.

Talent Cost: 2 (Counts as 2 Talents). Summon Demon (1/Day)
Orcus is resistant to bludgeoning, piercing, and Type: Action.
slashing damage from +1 magical weapons or Talent Cost: 4 (Counts as 4 Talents).
weaker.
Summon Demon (1/Day). Orcus summons 4d6
dybbuks, 2d6 maurezhis, 1d3 devourers, 1d3 nal-
Magic Weapon Resistance II feshnees, 1d2 mariliths, or 1 balor. A summoned
demon appears in an unoccupied space within 60
Type: Trait.
feet of Orcus, acts as an ally of Orcus, has no talents,
Talent Cost: 2 (Counts as 2 Talents). and can't summon other demons. It remains for one
minute, until it or Orcus dies, or until Orcus dis-
Orcus is resistant to bludgeoning, piercing, and
misses it as an action.
slashing damage from +2 magical weapons or
weaker.
Swift Spellcaster (3/day)

Magic Weapon Resistance III Type: Trait.

Type: Trait. Talent Cost: 3 (Counts as 3 Talents).
Talent Cost: 2 (Counts as 2 Talents). Swift Spellcaster (3/Day). Orcus can take a bonus


Chapter 2. Mordenkainen's Tome of Foes 103

action to cast a spell that has a casting time of 1
action.


Tail Slam

Type: Trait.

If Orcus's tail attack roll against a target succeeds
by 5 or more, the target must make a DC 24
Strength saving throw or be knocked prone.



Tail Slap
Type: Reaction.

Talent Cost: 2 (Counts as 2 Talents).

When a creature moves within 10 feet of Orcus,
Orcus can choose to attack it with its tail.







Flail Storm (Recharge 5-6)
Yeenoghu Type: Action.


Yeenoghu (CR 24) can have a maximum of 9 talents. Talent Cost: 2 (Counts as 2 Talents).
Flail Storm (Recharge 5-6). Each creature within
Aura of Butchery 15 feet of Yeenoghu must make a DC 24 Dexterity
saving throw. On a failed save, the target takes 15
Type: Trait.
(1d12 + 9) bludgeoning damage and is subjected to
When a creature within 30 feet of Yeenoghu sees one additional effect, chosen at random:
Yeenoghu or an ally of Yeenoghu deal damage with 1. The attack deals an extra 13 (2d12) bludgeoning
a melee weapon attack, the target must succeed damage.
with a DC 17 Wisdom saving throw or become 2. The target must succeed on a DC 17 Constitution
frightened until the end of Yeenoghu's next turn. saving throw or be paralyzed until the start of
On a successful save, the creature becomes Yeenoghu’s next turn.
immune to Yeenoghu's Aura of Butchery for 24 3. The target must succeed on a DC 17 Wisdom
hours. saving throw or be affected by the confusion spell
until the start of Yeenoghu’s next turn.
If Yeenoghu uses Multiattack and Flail Storm is
Extra Legendary Action available, it can use Flail Storm in place of one flail
Type: Trait. attack.

Talent Cost: 2 (Counts as 2 Talents).
Yeenoghu can take 1 extra legendary action before Howl of Savagery (Recharge 6)
the start of his next turn. Yeenoghu can retake this
Type: Trait.
talent up one additional time. The extra legendary
action stacks. Talent Cost: 2 (Counts as 2 Talents).
Howl of Savagery. Yeenoghu unleashes a horrific
howl as a bonus action. Each gnoll within 60 feet of
104 Chapter 2. Mordenkainen's Tome of Foes

him can move up to half its speed and make a bite
attack with advantage on the roll as a reaction.
Magic Weapon Resistance II
Type: Trait.
Innate Spellcasting
Prerequisite Magic Weapon Resistance I
Type: Trait.
Yeenoghu is resistant to bludgeoning, piercing,
Innate Spellcasting. Yeenoghu’s innate
and slashing damage from +2 magical weapons or
spellcasting ability is Charisma (spell save DC 17).
weaker.
Yeenoghu can innately cast the following spells,
requiring no material components:
At-will: detect evil and good Summon Demon (1/day)
3/day each: blight, telekinesis
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Innate Spellcasting II
Summon Demon (1/Day). Yeenoghu summons
Type: Trait.
1d6 shoosuva or 1d4 glabrezu or 1d4 shoosuva
Prerequisite Innate Spellcasting. + 1d2 glabrezu. A summoned demon appears in
an unoccupied space within 60 feet of Yeenoghu,
Innate Spellcasting. Yeenoghu’s innate
acts as an ally of Yeenoghu, has no talents, and
spellcasting ability is Charisma (spell save DC 17).
can't summon other demons. It remains for one
Yeenoghu can innately cast the following spells,
minute, until it or Yeenoghu dies, or until Yeenoghu
requiring no material components:
3/day: power word stun dismisses it as an action.
1/day: symbol (pain)
Summon Gnolls (1/day)

Magic Immunity I Type: Action.

Type: Trait. Talent Cost: 3 (Counts as 3 Talents).

Talent Cost: 2 (Counts as 2 Talents). Summon Gnolls (1/Day). Yeenoghu summons 2d6
gnoll flesh gnawers, 1d6 gnoll pack lords, 1d4 gnoll
Yeenoghu is immune to 1st level spells, but not to
fang of yeenoghus, and 1 flind. A summoned gnoll
cantrips.
appears in an unoccupied space within 60 feet of
Yeenoghu, acts as an ally of Yeenoghu and has no
talents. It remains until it or Yeenoghu dies, or until
Magic Immunity II
Yeenoghu dismisses it as an action.
Type: Trait.

Prerequisite Magic Immunity I
Swift Spellcaster (3/day)
Yeenoghu is immune to spells of 2nd level and
Type: Trait.
below, but not to cantrips.
Talent Cost: 3 (Counts as 3 Talents).

Swift Spellcaster (3/Day). Yeenoghu can take a
Magic Weapon Resistance I
bonus action to cast a spell that has a casting time
Type: Trait.
of 1 action.
Talent Cost: 2 (Counts as 2 Talents).

Yeenoghu is resistant to bludgeoning, piercing,
and slashing damage from +1 magical weapons or
weaker.


Chapter 2. Mordenkainen's Tome of Foes 105

Zuggtmoy Extra Legendary Action

Type: Trait.
Zuggtmoy (CR 23) can have a maximum of 8
talents. Talent Cost: 2 (Counts as 2 Talents).

Zuggtmoy can take 1 extra legendary action before
Constrict the start of his next turn. Zuggtmoy can retake this
talent up one additional time. The extra legendary
Type: Trait.
action stacks.
Constrict. When Zuggtmoy hits a Huge or smaller
creature with its pseudopod, it is grappled (escape
Flailing Pseudopods (Recharge 5-6)
DC 21). Until this grapple ends, the target is
restrained, Zuggtmoy can automatically hit the Type: Action.
target with its pseudopod, but can't use this
Talent Cost: 2 (Counts as 2 Talents).
pseudopod against other targets.
Flailing Pseudopods (Recharge 5-6). Each
creature within reach of Zuggtmoy's pseudopod
Extended Pseudopod attack must make a DC 21 Dexterity saving throw.

Type: Trait. The target takes 30 (4d8 + 12) bludgeoning
damage plus 18 (4d8) poison damage on a failed
Zuggtmoy's pseudopod attack has a reach of 15 ft.
save, or half as much damage on a successful one.


Fling

Type: Action.
Prerequisite: Constrict.


One Large or smaller object held or creature
grappled by Zuggtmoy is thrown up to 60 feet
and knocked prone. If a thrown target strikes a
solid surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature
must succeed on a DC 21 Dexterity saving throw or
take the same damage and be knocked prone.



Innate Spellcasting

Type: Trait.
Innate Spellcasting. Zuggtmoy’s innate
spellcasting ability is Charisma (spell save DC 17).
Zuggtmoy can innately cast the following spells,
requiring no material components:
At-will: detect evil and good
3/day each: blight, contagion



Innate Spellcasting II

Type: Trait.
Prerequisite Innate Spellcasting.


106 Chapter 2. Mordenkainen's Tome of Foes

Innate Spellcasting. Zuggtmoy’s innate 0 hit points and doesn’t regenerate.
spellcasting ability is Charisma (spell save DC 17).
Zuggtmoy can innately cast the following spells,
requiring no material components: Summon Demon (1/day)
3/day: wall of thorns Type: Action.

1/day: symbol (death)
Talent Cost: 4 (Counts as 4 Talents).
Summon Demon (1/Day). Zuggtmoy summons
Magic Immunity I 2d4 vrocks. A summoned demon appears in an
Type: Trait. unoccupied space within 60 feet of Zuggtmoy,
acts as an ally of Zuggtmoy, has no talents, and
Talent Cost: 2 (Counts as 2 Talents).
can't summon other demons. It remains for one
Zuggtmoy is immune to 1st level spells, but not to minute, until it or Zuggtmoy dies, or until Zuggtmoy
cantrips. dismisses it as an action.



Magic Immunity II Summon Shamblers (1/Day)

Type: Trait. Type: Action.
Prerequisite Magic Immunity I Talent Cost: 3 (Counts as 3 Talents).

Zuggtmoy is immune to spells of 2nd level and Summon Shamblers (1/Day). Zuggtmoy summons
below, but not to cantrips. 1d4+1 spore-infested shambling mounds. A
summoned shambling mound appears in an
unoccupied space within 60 feet of Zuggtmoy,
Magic Weapon Resistance I acts as an ally of Zuggtmoy and has no talents.

Type: Trait. It remains until it or Zuggtmoy dies, or until
Zuggtmoy dismisses it as an action.
Talent Cost: 2 (Counts as 2 Talents).
Zuggtmoy is resistant to bludgeoning, piercing,
and slashing damage from +1 magical weapons or Swift Spellcaster (3/day)
weaker. Type: Trait.

Talent Cost: 3 (Counts as 3 Talents).
Magic Weapon Resistance II Swift Spellcaster (3/Day). Zuggtmoy can take a
Type: Trait. bonus action to cast a spell that has a casting time
of 1 action.
Prerequisite Magic Weapon Resistance I
Zuggtmoy is resistant to bludgeoning, piercing,
and slashing damage from +2 magical weapons or Toxic Aura
weaker. Type: Trait.

Toxic Aura. Zuggtmoy can activate or deactivate
Regeneration this feature as a bonus action. While active, the aura
deals 10 poison damage to any creature that ends
Type: Trait.
its turn within 20 feet of Zuggtmoy.
Regeneration. Zuggtmoy regains 10 hit points
at the start of her turn while in contact with the
ground. If Zuggtmoy takes acid or radiant damage,
this trait doesn’t function at the start of her next
turn. Zuggtmoy dies only if she starts her turn with


Chapter 2. Mordenkainen's Tome of Foes 107

Derro Quick Jab
Type: Trait.

Derro When the derro successfully knocks a target prone
with its hooked spear, it can take a bonus action to
Derro (CR 1/4) can have 1 talent. make a hooked spear attack against it.



Madness Reckless

Type: Trait. Type: Trait.
Madness. The derro has advantage on saving Reckless. At the start of its turn, the derro can gain
throws against being charmed and frightened and advantage on all melee weapon attack rolls during
on ability checks made against Wisdom (Insight) that turn, but attack rolls against it have advantage
ability checks. until the start of its next turn.



Mark the Target
Type: Trait.
Derro Savant
A creature hit by the derro's melee weapon attack
is marked until the end of the derro's next turn.
Derro (CR 3) can have a maximum of 2 talents.
This effect ends early if the derro is incapacitated
or it dies, or if someone else marks the target.
While it is within 5 feet of the derro, a creature Favored by Diirinka
marked by the derro has disadvantage on any
Type: Trait.
attack roll that doesn't target the derro.
Favored by Diirinka (Recharges after a Short
or Long Rest). If the derro fails a saving throw or










































108 Chapter 2. Mordenkainen's Tome of Foes

misses with an attack roll, it can roll 2d4 and add it
to the total, possibly changing the outcome.
Acid Breath (Recharge 5-6)
Type: Action.
Madness Talent Cost: 2 (Counts as 2 Talents).

Type: Trait.
Acid Breath (Recharge 5-6). The black abishai
Madness. The derro has advantage on saving exhales acid in an 30-foot line that is 5 feet wide.
throws against being charmed and frightened and Each creature in that line must make a DC 13
on ability checks made against Wisdom (Insight) Dexterity saving throw, taking 31 (7d8) acid
ability checks. damage on a failed save, or half as much damage on
a successful one.

Unpredictable Magic
Flyby
Type: Reaction.
Type: Trait.
Unpredictable Magic (Recharges after a Short or
Flyby. The black abishai doesn't provoke
Long Rest). The derro imposes disadvantage to a
opportunity attacks when it flies out of an enemy's
creature's saving throw against a spell it cast this
reach.
turn. It must decide to use this feature before the
saving throw is rolled.

Hungry Darkness (Recharge 5-6)
War Magic Type: Action.

Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
War Magic. When the derro uses its action to cast The black abishai creates a magical darkness
a cantrip, it can make one melee attack as a bonus identical to the darkness spell, except the black
action. abishai can see through it. This effect lasts for 1
minute. Any creature that starts its turn within this
area of darkness takes 4 (1d8) necrotic damage.
When a creature moves into or within the area, it
takes 4 (1d8) necrotic damage for every 5 feet it
travels. The black abishai is immune to the damage
Devils from hungry darkness.


Shadow Shift

Naturally Insidious Type: Reaction.
Type: Trait. Shadow Shift. While in dim light or in darkness and

The devil has advantage on all Charisma checks a creature the black abishai can see moves within 5
when lying, intimidating and manipulating others feet of the black abishai, the black abishai can move
to further its agenda or for self-preservation. up to half its speed without provoking opportunity
attacks.



Shadow Step
Abishai, Black Type: Trait.


The black abishai (CR 7) can have a maximum of 3 Shadow Step. While in dim light or darkness, the
black abishai can teleport as a bonus action up to
talents.
Chapter 2. Mordenkainen's Tome of Foes 109

60 feet to an unoccupied space it can see that is Bite (Costs 2 Actions). The blue abishai attacks
also in dim light or darkness. It then has advantage with its bite.
on the first melee attack it makes before the end of Cast Spell (Costs 1-3 Actions). The blue abishai
the turn. uses a spell slot to cast a 1st-, 2nd-, or 3rd-
level spell that it has prepared. Doing so costs 1
legendary action per level of the spell.
Tail Stinger
Type: Reaction.
Lightning Breath (Recharge 5-6)
Talent Cost: 2 (Counts as 2 Talents).
Type: Action.
When a creature moves within 5 feet of the black
Talent Cost: 2 (Counts as 2 Talents).
abishai and the black abishai can see the creature,
the black abishai can choose to attack it with its tail Lightning Breath (Recharge 5-6). The blue abishai
stinger. exhales lightning in an 30-foot line that is 5 feet
wide. Each creature in that line must make a DC 16
Tail Stinger. Melee Weapon Attack: +6 to hit, reach
Dexterity saving throw, taking 55 (10d10) lightning
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
damage on a failed save, or half as much damage on
plus 4 (1d8) acid damage and the creature gains
a successful one.
vulnerability to acid until the end of the black
abishai's next turn.
Lightning-Charged Staff

Type: Trait.

The blue abishai's quarterstaff attack deals an extra
Abishai, Blue 7 (2d6) lightning damage.

The blue abishai (CR 17) can have a maximum of 6
Lightning Veil (Recharge 5-6)
talents.
Type: Action.
Flyby Talent Cost: 2 (Counts as 2 Talents).

Type: Trait. Lightning Veil (Recharge 5-6). The blue abishai
chooses a target within 60 feet of it. At the start
Flyby. The blue abishai doesn't provoke
opportunity attacks when it flies out of an enemy's of each of the target's turns, the target and each
creature within 15 feet of the target takes 16
reach.
(3d10) lightning damage. The creature can make a
DC 16 Wisdom saving throw at the end of each of
Legendary Actions its turns, ending the effect on a success.

Type: Action.

Talent Cost: 4 (Counts as 4 Talents). Staff of Shocking
The blue abishai gains 3 legendary actions, Type: Trait.
choosing from the options below. Only one
Prerequisite: Lightning-Charged Staff
legendary action option can be used at a time and
If the blue abishai's quarterstaff attack roll against
only at the end of another creature's turn. The blue
abishai regains spent legendary actions at the start a target succeeds by 5 or more, the target must
make a DC 16 Constitution saving throw or be
of its turn.
stunned and paralyzed until the end of the blue
Detect. The blue abishai makes a Wisdom
abishai's next turn.
(Perception) check.
Bash. The blue abishai attacks with its quarterstaff.

110 Chapter 2. Mordenkainen's Tome of Foes

Swift Spellcaster (3/day)
Type: Trait.

Talent Cost: 3 (Counts as 3 Talents).
The blue abishai can take a bonus action to cast a
spell that has a casting time of 1 action.



Tail Stinger
Type: Reaction.

Talent Cost: 2 (Counts as 2 Talents).

When a creature moves within 5 feet of the blue
abishai and the blue abishai can see the creature,
the blue abishai can choose to attack it with its tail
stinger.

Tail Stinger. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
plus 4 (1d8) lightning damage and the creature
gains vulnerability to lightning until the end of the
blue abishai's next turn. Legendary Actions

Type: Action.
Talent Cost: 4 (Counts as 4 Talents).

The green abishai gains 3 legendary actions,
choosing from the options below. Only one
Abishai, Green legendary action option can be used at a time and
only at the end of another creature's turn. The
The green abishai (CR 15) can have a maximum of green abishai regains spent legendary actions at
6 talents. the start of its turn.
Detect. The green abishai makes a Wisdom
(Perception) check.
Aggravating Blade Slash. The green abishai attacks with its longsword.
Type: Trait. Claws (Costs 2 Actions). The green abishai attacks
with its claws.
Prerequisite: Venomous Sword
Cast Spell (Costs 3 Actions). The green abishai
Deadly. If the green abishai hits a poisoned casts a spell.
creature with its longsword, the hit is automatically
a critical hit.
Poison Breath (Recharge 5-6)

Flyby Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Poison Breath (Recharge 5-6). The green
Flyby. The green abishai doesn't provoke
abishai exhales poisonous gas in a 15-foot cone.
opportunity attacks when it flies out of an enemy's
Each creature in that area must make a DC 16
reach.
Constitution saving throw, taking 49 (14d6) poison
damage on a failed save, or half as much damage on
a successful one.


Chapter 2. Mordenkainen's Tome of Foes 111

Swift Spellcaster (3/day)


Type: Trait. Fire Breath (Recharge 5-6)
Talent Cost: 3 (Counts as 3 Talents). Type: Action.

The green abishai can take a bonus action to cast a Talent Cost: 2 (Counts as 2 Talents).
spell that has a casting time of 1 action.
Fire Breath (Recharge 5-6). The red abishai
exhales fire in a 15-foot cone. Each creature in that
area must make a DC 18 Dexterity saving throw,
Tail Stinger taking 63 (18d6) fire damage on a failed save, or
Type: Reaction. half as much damage on a successful one.

Talent Cost: 2 (Counts as 2 Talents).

When a creature moves within 5 feet of the green Flaming Morningstar
abishai and the green abishai can see the creature,
Type: Trait.
the green abishai can choose to attack it with its tail
stinger. The red abishai's morningstar attack deals an extra
11 (2d10) fire damage.
Tail Stinger. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
plus 4 (1d8) poison damage and the creature gains
Flyby
vulnerability to poison until the end of the green
Type: Trait.
abishai's next turn.
Flyby. The red abishai doesn't provoke opportunity
attacks when it flies out of an enemy's reach.
Venomous Blade

Type: Trait.
Legendary Actions
The green abishai's longsword attack deals an extra
Type: Action.
7 (2d6) poison damage.
Talent Cost: 4 (Counts as 4 Talents).
The red abishai gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end
Abishai, Red of another creature's turn. The red abishai regains

spent legendary actions at the start of its turn.
The red abishai (CR 19) can have a maximum of 7
talents. Detect. The red abishai makes a Wisdom
(Perception) check.
Bash. The red abishai attacks with its morningstar.
Innate Spellcasting Bite (Costs 2 Actions). The red abishai makes a
bite attack.
Type: Trait.
Command Fanataics (Costs 3 Actions). The red
Talent Cost: 2 (Counts as 2 Talents). abishai chooses up to four of its allies within 60

Innate Spellcasting. The red abishai’s innate feet of it that can see it. Each target can use its
spellcasting ability is Charisma (spell save DC 21). reaction to move up to half its speed and make one
The red abishai can innately cast the following weapon attack.
spells, requiring no material components:
At-will: command, charm person, suggestion
3/day each: dominate person, fear, flame strike Swift Spellcaster (3/day)
1/day each: divine word, fire storm Type: Trait.



112 Chapter 2. Mordenkainen's Tome of Foes

Flyby
Talent Cost: 3 (Counts as 3 Talents).
Type: Trait.
The red abishai can take a bonus action to cast a
spell that has a casting time of 1 action. Flyby. The white abishai doesn't provoke
opportunity attacks when it flies out of an enemy's

reach.
Tail Stinger Frost Blade
Type: Reaction.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The white abishai's longsword attack deals an extra
When a creature moves within 5 feet of the red 3 (1d6) cold damage.
abishai and the red abishai can see the creature,
the red abishai can choose to attack it with its tail
stinger. Rage
Type: Trait.
Tail Stinger. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing Talent Cost: 2 (Counts as 2 Talents).
damage plus 4 (1d8) fire damage and the creature
Rage (Recharges after a Short or Long Rest).
gains vulnerability to fire until the end of the red
As a bonus action, the white abishai can enter a
abishai's next turn.
rage at the start of its turn. The rage lasts for 1
minute or until the white abishai is incapacitated.
While raging, the white abishai gains the following
benefits:

Abishai, White • The white abishai has advantage on Strength
checks and Strength saving throws
The white abishai (CR 6) can have a maximum of 3
• When it makes a melee weapon attack, the white
talents.
abishai gains a +2 bonus to the damage roll.

• The white abishai has resistance to bludgeoning,
Cold Breath (Recharge 5-6) piercing, and slashing damage.
Type: Action.

Talent Cost: 2 (Counts as 2 Talents).
Tail Stinger
Cold Breath (Recharge 5-6). The white abishai Type: Reaction.
exhales an icy blast in a 15-foot cone. Each creature
Talent Cost: 2 (Counts as 2 Talents).
in that area must make a DC 15 Constitution saving
throw, taking 45 (10d8) cold damage on a failed When a creature moves within 5 feet of the white
save, or half as much damage on a successful one. abishai and the white abishai can see the creature,
the white abishai can choose to attack it with its tail
stinger.
Innate Spellcasting
Tail Stinger. Melee Weapon Attack: +6 to hit, reach
Type: Trait.
5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
Innate Spellcasting. The red abishai’s innate plus 3 (1d6) cold damage and the creature gains
spellcasting ability is Charisma (spell save DC 12).
vulnerability to cold until the end of the white
The red abishai can innately cast the following abishai's next turn.
spells, requiring no material components:
At-will: charm person, command, detect magic
1/day each: ice storm






Chapter 2. Mordenkainen's Tome of Foes 113

Amnizu Spur Allies


The amnizu (CR 18) can have a maximum of 7 Type: Trait.
talents.
Spur Allies. As a bonus action, the amnizu targets
up to two allies within 30 feet that can see and hear
Aura of Tyranny the amnizu and must have less hit points than the
amnizu. The target takes 3 (1d6) psychic damage
Type: Trait.
and uses its reaction to make one melee attack with
Aura of Tyranny. An ally that is within 30 feet advantage on the roll.
of the amnizu and can see and hear the amnizu
and has less hit points than the amnizu has
advantage to saving throws against being charmed Summon Devil (1/day)
and frightened, provided that the amnizu isn't Type: Action.
incapacitated.
Talent Cost: 2 (Counts as 2 Talents).

Summon Devil (1/Day). An amnizu summons 2d4
Extended Whip bearded devils or 1d4 barbed devils. A summoned

Type: Trait. devil appears in an unoccupied space within 60 feet
of the amnizu, acts as an ally of the amnizu, has no
The amnizu's Taskmaster Whip attack has a reach
talents, and can't summon other devils. It remains
of 15 ft.
for one minute, until it or the amnizu dies, or until
the amnizu dismisses it as an action.
Improved Poison Mind

Type: Trait.
Swift Spellcaster (3/day)
The amnizu's Poison Mind can target up to three
Type: Trait.
creatures.
Talent Cost: 3 (Counts as 3 Talents).

The amnizu can take a bonus action to cast a spell
Legendary Actions that has a casting time of 1 action.
Type: Action.

Talent Cost: 4 (Counts as 4 Talents).
Vexing Whip
The amnizu gains 3 legendary actions, choosing
Type: Trait.
from the options below. Only one legendary action
option can be used at a time and only at the end of A creature hit by the amnizu's Taskmaster Whip
another creature's turn. The amnizu regains spent attack gains disadvantage to ability checks, attack
legendary actions at the start of its turn. rolls, and saving throws until the end of the the
amnizu's next turn.
Move. The amnizu moves up to half its speed
without provoking opportunity attacks.
Beguile. The amnizu casts charm person or
command.
Whip (Costs 2 Actions). The amnizu attacks with
Hellfire Engine
its Taskmaster Whip.
Disruptive Touch (Costs 2 Actions). The amnizu
The hellfire engine (CR 16) can have a maximum of
makes a Disruptive Touch attack.
6 talents.
Fireball (Costs 3 Actions). The amnizu casts
fireball.


114 Chapter 2. Mordenkainen's Tome of Foes

Burst of Speed (Recharge 6) Magic Immunity I
Type: Trait.
Type: Trait.
The hellfire engine can take a bonus action to Talent Cost: 2 (Counts as 2 Talents).
increase its speed to 80 until the end of the turn.
The hellfire engine is immune to 1st level spells,
but not to cantrips.
Death Throes
Type: Trait.
Magic Immunity II
Death Throes. When the hellfire engine dies, Type: Trait.
it explodes, and each creature within 60 feet of
Prerequisite Magic Immunity I
it must make a DC 20 Dexterity saving throw,
taking 21 (6d6) fire damage and 21 (6d6) thunder The hellfire engine is immune to spells of 2nd level
damage on a failed save, or half as much damage and below, but not to cantrips.
on a successful one. Creatures within 30 feet of the
hellfire engine gain disadvantage on their saving
Magic Immunity III
throws against this effect.
Type: Trait.
Hellfire Shield Prerequisite Magic Immunity I, Magic Immunity II
Type: Trait. The hellfire engine is immune to spells of 3rd level
and below, but not to cantrips.
Talent Cost: 2 (Counts as 2 Talents).

At the start of each of the hellfire engine's turns,
each creature within 5 feet of it takes 5 (1d10) fire Thunderous Bellow (Recharge 5-6)
damage, and flammable objects in the aura that Type: Trait.
aren't being worn or carried ignite. A creature that
Talent Cost: 3 (Counts as 3 Talents).
touches the hellfire engine or hits it with a melee
attack while within 5 feet of it takes 5 (1d10) fire Thunderous Bellow (Recharge 5-6). As a bonus
damage. action, the hellfire engine unleashes a magical,
thundering bellow. Each creature within 60 feet
that can hear the hellfire engine must succeed on a
Legendary Actions DC 20 Constitution saving throw. Creatures within
Type: Action. 30 feet of the hellfire engine gain disadvantage on
their saving throws. On a failed save, the target
Talent Cost: 4 (Counts as 4 Talents).
takes 22 (4d10) thunder damage and is deafened
The hellfire engine gains 3 legendary actions, for 1 minute. If a creature fails its saving throw
choosing from the options below. Only one by 5 or more, the creature is also stunned. A
legendary action option can be used at a time and deafened or stunned creature can repeat the saving
only at the end of another creature's turn. The throw at the end of each of its turns, ending the
hellfire engine regains spent legendary actions at effect on itself on a success. On a successful save,
the start of its turn. the target takes half as much damage and isn't
Move. The hellfire engine moves up to half its deafened.
speed.
Hellish Weapon (Costs 2 Actions). The hellfire
engine makes a Bonemelt Sprayer, Lightning Flail, Unstoppable
or Thunder Cannon attack.
Type: Trait.
The hellfire engine deals triple damage against
objects and structures. In addition, the hellfire


Chapter 2. Mordenkainen's Tome of Foes 115

engine can move through the space of a Large or The merregon gains +2 AC if it is within 5 feet of an
smaller hostile creature. All opportunity attacks allied merregon that isn't incapacitated.
made against the hellfire engine by the creatures
whose spaces the hellfire engine entered have
disadvantage. Martial Advantage
Type: Trait.

Martial Advantage. Once per turn, the merregon
can deal an extra 7 (2d6) damage to a creature
it hits with a weapon attack if that creature is
Merregon within 5 feet of an ally of the merregon that isn't

incapacitated.
The merregon (CR 4) can have a maximum of 2
talents.

Parry
Legion Devil Defense Type: Reaction.

Type: Trait. The merregon adds 3 to its AC against one melee
The merregon gains advantage to Strength and attack that would hit it. To do so, the merregon
must see the attacker and be wielding a melee
Dexterity saving throws if it is within 5 feet of an
allied merregon that isn't incapacitated. weapon.


Legion Devil Formation

Type: Reaction.
Narzugon
When a hostile creature the merregon can see
moves within 5 feet of the merregon, the merregon The narzugon (CR 13) can have a maximum of 5
can move up to its speed without provoking talents.
opportunity attacks. It must be able to end in a
space within 5 feet of an allied merregon that isn't
Aura of Fire
incapacitated.
Type: Trait.

Legion Devil Phalanx Any creature that starts its turn within 10 feet of
the narzugon takes 5 (1d10) fire damage.
Type: Trait.


Aura of Protection

Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

When the narzugon or an ally of the narzugon
within 10 feet of the narzugon makes a saving
throw, the creature gains advantage to the saving
throw.



Command Devil

Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).

116 Chapter 2. Mordenkainen's Tome of Foes

Command Devil. As a bonus action, the narzugon
targets one devil ally with CR 12 or below it can
see within 30 feet of it and gives it a telepathic
command. The target can use its reaction to move
up to half its speed and make one weapon attack.



Command Steed

Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

Command Steed. As a bonus action, the narzugon
can command the nightmare it is mounted on. The
target can use its reaction to move up to half its
speed and make one hooves attack or use Ethereal
Stride.



Hellfire Smite (3/Day)
Type: Trait.

Hellfire Smite (3/Day). As a bonus action, when
the narzugon hits a creature with a weapon attack,
it can deal an extra 11 (2d10) fire damage and the
target becomes vulnerable to fire until the end of
the narzugon's next turn.



Innate Spellcasting The narzugon gains 3 legendary actions, choosing

Type: Trait. from the options below. Only one legendary action
option can be used at a time and only at the end
Innate Spellcasting. The narzugon’s innate
of another creature's turn. The narzugon regains
spellcasting ability is Charisma (spell save DC 17,
spent legendary actions at the start of its turn.
+9 to hit with spell attacks). The narzugon can
Move. The narzugon moves up to half its speed.
innately cast the following spells, requiring no
Hellish Command (Costs 2 Actions). The
material components:
At-will: command, hellish rebuke, scorching ray narzugon uses Infernal Command or Terrifying
Command.
1/day each: contagion, dominate person
Lance (Costs 2 Actions). The narzugon makes a
Hellfire Lance attack.
Indomitable
Type: Trait. Mounted Charge
Type: Trait.
Indomitable (1/Day). The narzugon rerolls a failed
saving throw. It must use the new roll. Charge. When mounted on its steed and the
narzugon moves at least 10 feet in a straight line
right before attacking a creature and hits it with a
Legendary Actions Hellfire Lance attack, the narguzon deals an extra
Type: Action. 6 (1d12) weapon damage. In addition, the target
must make a DC 18 Strength saving throw or be
Talent Cost: 4 (Counts as 4 Talents).
knocked prone.

Chapter 2. Mordenkainen's Tome of Foes 117

Nupperibo Innate Spellcasting


The nupperibo (CR 1/2) can have 1 talent. Type: Trait.

Talent Cost: 2 (Counts as 2 Talents).
Blood Frenzy Innate Spellcasting. The orthon’s innate
Type: Trait. spellcasting ability is Charisma (spell save DC
15, +7 to hit with spell attacks). The orthon can
Blood Frenzy. The nupperibo has advantage on
innately cast the following spells, requiring no
melee attack rolls against any creature that doesn't
material components:
have all its hit points. At-will: hunter's mark
1/day each: conjure volley, steel wind strike, teleport

Fear Aura

Type: Trait. Legendary Actions
A creature, other than a devil, hostile to the Type: Action.
nupperibo that starts its turn within 10 feet of
Talent Cost: 4 (Counts as 4 Talents).
two nupperibo must make a DC 11 Wisdom saving
throw, unless the nupperibos are incapacitated. The orthon gains 3 legendary actions, choosing
On a failed save, the target is frightened until from the options below. Only one legendary action
the start of its next turn. If a creature's saving option can be used at a time and only at the end of
throw is successful, the creature is immune to the another creature's turn. The orthon regains spent
nupperibo's Fear Aura for the next 24 hours. legendary actions at the start of its turn.
Move. The orthon moves up to half its speed
without provoking opportunity attacks.
Ravenous Infernal Attack (Costs 2 Actions). The orthon
makes an Infernal Dagger or Infernal Crossbow
Type: Trait.
attack.
Ravenous. The nupperibo can take a bonus action
to make one bite attack against a creature that
Maggot Burst
doesn't have all its hit points. Attacks against the
nupperibo have advantage until the start of the
Type: Trait.
nupperibo's next turn.
A creature that takes damage from the orthon's
Explosive Retribution is infested with 1d4 maggots.
At the start of each of the target’s turns, the target
takes 1d6 piercing damage per maggot infesting
Orthon it. Applying fire to the bite wound before the end
of the target’s next turn deals 1 fire damage to the
The nupperibo (CR 10) can have a maximum of 4 target and kills these maggots. After this time, the
talents. maggots are too far under the skin to be burned.
If a target infested by maggots ends its turn with
0 hit points, it dies as the maggots burrow into its
Close Quarters Shooting heart and kills it. Any effect that cures disease kills

Type: Trait. all maggots infesting the target.
Close Quarters Shooting. Making a ranged attack
roll while within 5 feet of an enemy doesn’t impose Sharpshooter
disadvantage on the orthon's roll. In addition, if
Type: Trait.
the orthon hits a creature within 5 feet of it with a
ranged attack on its turn, that creature can’t take Sharpshooter. The orthon's ranged weapon
reactions until the end of the orthon's turn. attacks ignore half cover and three-quarters
118 Chapter 2. Mordenkainen's Tome of Foes

cover and attacking at long range doesn't impose
disadvantage on the orthon's ranged weapon attack Bronze General
rolls.
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
Slay Foe
Bronze General. Bael learns five maneuvers and
Type: Trait.
gains five d10 superi�rity dice from the Fighter
Slay Foe (1/Turn). The orthon deals an extra 9 class's Battle Master archetype. Bael's Maneuver
(2d8) damage with its weapon attack if it hits a ability is Strength (Maneuver save DC 21).
creature that doesn't have all its hit points.

Cleaving Swing (Recharge 5-6)
Skirmisher Type: Action.

Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
Skirmisher. When an enemy the orthon can see
Cleaving Swing (Recharge 5-6). Each creature
ends its turn within 5 feet of it, the orthon can
within 20 feet of Bael must succeed on a DC
move up to half its speed. This movement doesn’t
21 Dexterity saving throw, taking 16 (2d8 + 7)
provoke opportunity attacks.
piercing damage plus 13 (3d8) necrotic damage
on a failed save, or half as much damage on a
Steady Aim successful one.

Type: Trait.

Steady Aim (3/Day). As a bonus action, the orthon
takes careful aim at a creature it can see within
range of its ranged weapon. Until the end of its
turn, the orthon deals an extra 10 damage with its
ranged weapon attacks against the target.











Devils, Arch-




Bael

Bael (CR 19) can have a maximum of 7 talents.



Battle Magic

Type: Trait.

Talent Cost: 2 (Counts as 2 Talents).
Battle Magic. When Bael uses his action to cast
a spell that has a casting time of 1 action, he can
make one melee attack as a bonus action.
Chapter 2. Mordenkainen's Tome of Foes 119

Crippling Blow Bael is immune to spells of 2nd level and below, but
Type: Trait. not to cantrips.

Crippling Blow. Once during its turn when
Bael hits a creature with a melee attack and has
Magic Weapon Resistance I
advantage on the attack roll, the target must make
a DC 21 Constitution saving throw. On a failed save, Type: Trait.
the target becomes crippled. A crippled target has
Talent Cost: 2 (Counts as 2 Talents).
disadvantage on ability checks, attack rolls, and
saving throws, can't take reactions, and can't move Bael is resistant to bludgeoning, piercing, and
slashing damage from +1 magical weapons or
more than half its speed for 1 minute. A crippled
target can repeat the saving throw at the end of weaker.
each of its turns, ending the effect on itself on a
success. Alternatively, the crippled creature, or
a creature within 5 feet of it, can use an action to Magic Weapon Resistance II
make a DC 21 Wisdom (Medicine) check, ending Type: Trait.
the effect on a success. The wound also ends if the
Prerequisite Magic Weapon Resistance I
target receives magical healing.
Bael is resistant to bludgeoning, piercing, and
slashing damage from +2 magical weapons or
Enmity weaker.

Type: Trait.
Enmity. If Bael takes damage from a creature, it Rupture
gains advantage on its next melee weapon attack
Type: Trait.
against that creature until the end of Bael's next
turn. Rupture. If Bael's Hellish Morningstar attack roll
against a target succeeds by 5 or more, the target
must succeed on a DC 21 Constitution saving throw.
Extra Legendary Action On a failed save, the target starts to bleed and takes
Type: Trait. an extra 13 (3d8) necrotic damage at the start
of each of its turns. This effect does not stack. A
Talent Cost: 2 (Counts as 2 Talents). bleeding creature can repeat the saving throw at
the end of each of its turns, ending the effect on
Bael can take 1 extra legendary action before the
start of his next turn. Bael can retake this talent itself on a success.
up one additional time. The extra legendary action
stacks.
Summon Devil (1/day)
Type: Action.
Magic Immunity I Talent Cost: 4 (Counts as 4 Talents).

Type: Trait.
Summon Devil (1/Day). Bael summons 1d4 + 1
Talent Cost: 2 (Counts as 2 Talents). barbed devils. A summoned devil appears in an
unoccupied space within 60 feet of Bael, acts as an
Bael is immune to 1st level spells, but not to
cantrips. ally of Bael, has no talents, and can't summon other
devils. It remains for one minute, until it or Bael
dies, or until Bael dismisses it as an action.
Magic Immunity II
Type: Trait.

Prerequisite Magic Immunity I


120 Chapter 2. Mordenkainen's Tome of Foes

Geryon


Geryon (CR 22) can have a maximum of 8 talents.



Extra Legendary Action
Type: Trait.

Talent Cost: 2 (Counts as 2 Talents).
Geryon can take 1 extra legendary action before the
start of his next turn. Geryon can retake this talent
up one additional time. The extra legendary action
stacks.



Feral Instinct
Type: Trait.

Feral Instinct. Geryon has advantage on initiative
rolls. Additionally, if Geryon is surprised at the
beginning of combat and isn’t incapacitated, it can
act normally on its first turn.
Magic Immunity I
Type: Trait.
Go for the Kill Talent Cost: 2 (Counts as 2 Talents).

Type: Trait.
Geryon is immune to 1st level spells, but not to
Go for the Kill. As a bonus action, Geryon can move cantrips.
up to its speed toward a hostile creature that it can
see that doesn't have all its hit points.
Magic Immunity II

Type: Trait.
Horn of Devastation (Recharge 6)
Prerequisite Magic Immunity I
Type: Action.
Geryon is immune to spells of 2nd level and below,
Talent Cost: 2 (Counts as 2 Talents).
but not to cantrips.
Horn of Devastation (Costs 3 Actions). Geryon
can blow his horn to emit a thunderous blast in
a 60-foot cone that is audible 1200 feet away. Magic Weapon Resistance I
Each creature in the cone must make a DC 23 Type: Trait.
Constitution saving throw. Creatures in the cone
Talent Cost: 2 (Counts as 2 Talents).
within 30 feet of Geryon have disadvantage on
their saving throws. On a failed save, a creature Geryon is resistant to bludgeoning, piercing, and
takes 35 (10d6) thunder damage and is deafened slashing damage from +1 magical weapons or
for 1 minute. On a successful save, a creature weaker.
takes half as much damage and isn't deafened.
Creatures and objects made of glass or crystal
have disadvantage on the saving throw and take 70 Magic Weapon Resistance II
(20d6) thunder damage instead of 35 (10d6). Type: Trait.

Prerequisite Magic Weapon Resistance I
Geryon is resistant to bludgeoning, piercing, and

Chapter 2. Mordenkainen's Tome of Foes 121

slashing damage from +2 magical weapons or bone devils, 1d2 erinyes, or 1 ice devil, or 1d3 bone
weaker. devils + 1 erinyes. A summoned devil appears in an
unoccupied space within 60 feet of Geryon, acts as
an ally of Geryon, has no talents, and can't summon
Natural Cunning other devils. It remains for one minute, until it

Type: Trait. or Geryon dies, or until Geryon dismisses it as an
action.
Natural Cunning. Geryon has advantage on
Wisdom (Survival) checks made to track creatures.
Geryon also can't get lost and can't be surprised.
Tail Swipe (Recharge 5-6)
Type: Reaction.
Penetrating Sting Talent Cost: 2 (Counts as 2 Talents).

Type: Trait.
Tail Swipe (Recharge 5-6). Each creature within
Penetrating Sting. If Geryon's Stinger attack roll 20 feet of Geryon must make a DC 24 Strength
against a target succeeds by 5 or more, the target saving throw. The target takes 15 (2d6 + 9)
gains disadvantage to the Stinger's Constitution bludgeoning damage and is knocked prone on
saving throw. a failed save, or half as much damage and isn't
knocked prone on a successful one.
If Geryon uses Multiattack and Tail Swipe is
Savage Battle Cry (1/Day) available, he can use Tail Swipe in place of his

stinger.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Savage Battle Cry (1/Day). As a bonus action,
Geryon can unleash a terrifying battle cry. Up to ten
Hutijin
other creatures of Geryon's choice within 60 feet of
it that can hear it gain advantage on attack rolls and
Hutijin (CR 21) can have a maximum of 8 talents.
saving throws until the start of its next turn. All
other creatures within 60 feet must succeed on a
DC 23 Wisdom saving throw or become frightened Battle Magic
for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the Type: Trait.
effect on itself on a success.
Talent Cost: 2 (Counts as 2 Talents).

Battle Magic. When Hutijin uses his action to cast
Sudden Sting a spell that has a casting time of 1 action, he can
Type: Reaction. make one melee attack as a bonus action.


Talent Cost: 2 (Counts as 2 Talents).
Extra Legendary Action
When a creature moves within 20 feet of Geryon
and Geryon can see the creature, Geryon can Type: Trait.
choose to attack it with its stinger. Talent Cost: 2 (Counts as 2 Talents).

Hutijin can take 1 extra legendary action before the
Summon Devil (1/day) start of his next turn. Hutijin can retake this talent
up one additional time. The extra legendary action
Type: Action.
stacks.
Talent Cost: 4 (Counts as 4 Talents).
Summon Devil (1/Day). Geryon summons 2d3

122 Chapter 2. Mordenkainen's Tome of Foes

Flyby Magic Weapon Resistance II
Type: Trait. Type: Trait.

Flyby. Hutijin doesn't provoke opportunity attacks Prerequisite Magic Weapon Resistance I
when it flies out of an enemy's reach.
Hutijin is resistant to bludgeoning, piercing, and
slashing damage from +2 magical weapons or
weaker.
Hellfire Gaze
Type: Legendary Action.
Ravaging Assault
Talent Cost: 3 (Counts as 3 Talents).
Type: Trait.
Hellfire Gaze (Costs 3 Actions). Hutijin's eyes
project intense fiery energy in a 60-foot line that Talent Cost: 2 (Counts as 2 Talents).
is 5 feet wide. Each creature in that line must
Ravaging Assault. A creature that is hit by at least
make a DC 22 Dexterity saving throw, taking
three of Hutijin's melee attacks in the same turn
21 (6d6) fire damage on a failed save, or half as
must succeed on a DC 23 Constitution saving throw
much damage on a successful one. If this damage
or be stunned for 1 minute. A stunned creature
reduces the target to 0 hit points, it is
can repeat the saving throw at the end of each of its
disintegrated. A disintegrated creature and
turns, ending the effect on itself on a success.
everything it is wearing and carrying, except
magic items, are reduced to a pile of fine ash and
slag. The creature can be restored to life only by
Summon Devil (1/day)
means of a true resurrection or a wish spell.
Type: Action.

Talent Cost: 4 (Counts as 4 Talents).
Magic Immunity I
Summon Devil (1/Day). Hutijin summons 1d3
Type: Trait.
horned devils, 1d2 ice devils, or 1 pit fiend. A
Talent Cost: 2 (Counts as 2 Talents). summoned devil appears in an unoccupied space

Hutijin is immune to 1st level spells, but not to within 60 feet of Hutijin, acts as an ally of Hutijin,
cantrips. has no talents, and can't summon other devils. It
remains for one minute, until it or Hutijin dies, or
until Hutijin dismisses it as an action.
Magic Immunity II
Type: Trait.
Tail Swipe (Recharge 5-6)
Prerequisite Magic Immunity I
Type: Action.
Hutijin is immune to spells of 2nd level and below,
Talent Cost: 2 (Counts as 2 Talents).
but not to cantrips.
Tail Swipe (Recharge 5-6). Each creature within
10 feet of Hutijin must make a DC 23 Strength
Magic Weapon Resistance I saving throw, taking 19 (2d10 + 8) bludgeoning
damage and is knocked prone on a failed save, or
Type: Trait.
half as much damage and isn't knocked prone on a
Talent Cost: 2 (Counts as 2 Talents).
successful one.
Hutijin is resistant to bludgeoning, piercing, and If Hutijin uses Multiattack and Tail Swipe is
slashing damage from +1 magical weapons or available, he can use Tail Swipe in place of his tail
weaker. attack.







Chapter 2. Mordenkainen's Tome of Foes 123

Moloch Confusion


Moloch (CR 21) can have a maximum of 8 talents. Type: Legendary Action.
Confusion (Costs 2 Actions). Moloch casts
confusion.
Battle Magic
Type: Trait.
Extra Legendary Action
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Battle Magic. When Moloch uses his action to cast
a spell that has a casting time of 1 action, he can Talent Cost: 2 (Counts as 2 Talents).
make one melee attack as a bonus action.
Moloch can take 1 extra legendary action before the
start of his next turn. Moloch can retake this talent
up one additional time. The extra legendary action
Choke Hold
stacks.
Type: Trait.

Talent Cost: 2 (Counts as 2 Talents).
Fling
If a Large or smaller creature is hit by Moloch's
Type: Action.
claw, that creature is grappled (escape DC 18).
Until this grapple ends, the creature is restrained Prerequisite: Choke Hold.
and Moloch can automatically hit the target with its
One Large or smaller object held or creature
claw but can't use this claw attacks against other
grappled by Moloch takes 17 (2d8 + 8) bludgeoning
targets.
damage and is thrown up to 60 feet and knocked
prone. If a thrown target strikes a solid surface,
the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown
at another creature, that creature must succeed on
a DC 23 Dexterity saving throw or take the same
damage and be knocked prone.



Magic Immunity I

Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

Moloch is immune to 1st level spells, but not to
cantrips.



Magic Immunity II

Type: Trait.
Prerequisite Magic Immunity I

Moloch is immune to spells of 2nd level and below,
but not to cantrips.



Magic Weapon Resistance I
Type: Trait.


124 Chapter 2. Mordenkainen's Tome of Foes

Talent Cost: 2 (Counts as 2 Talents). successful one.
Moloch is resistant to bludgeoning, piercing, and
slashing damage from +1 magical weapons or
Titivilus
weaker.

Titivilus (CR 16) can have a maximum of 6 talents.
Magic Weapon Resistance II
Type: Trait.
Aura of Influence
Prerequisite Magic Weapon Resistance I
Type: Trait.
Moloch is resistant to bludgeoning, piercing, and
Any creature that starts its turn within 10 feet of
slashing damage from +2 magical weapons or
Titivilus has disadvantage to saving throws made
weaker.
against being charmed or frightened until the start
of its next turn.
Ravaging Assault

Type: Trait.
Battle Magic
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.

Ravaging Assault. A creature that is hit by at least Talent Cost: 2 (Counts as 2 Talents).
three of Moloch's melee attacks in the same turn
Battle Magic. When Titivilus uses his action to cast
must succeed on a DC 23 Constitution saving throw
a spell that has a casting time of 1 action, he can
or be stunned for 1 minute. A stunned creature
make one melee attack as a bonus action.
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Extra Legendary Action

Wall of Fire Type: Trait.
Type: Legendary Action. Talent Cost: 2 (Counts as 2 Talents).

Talent Cost: 2 (Counts as 2 Talents). Titivilus can take 1 extra legendary action before
the start of his next turn. Titivilus can retake this
Confusion (Costs 2 Actions). Moloch casts
talent up one additional time. The extra legendary
wall of fire.
action stacks.

Whirling Tails (Recharge 5-6)
Flyby
Type: Action.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Flyby. Titivilus doesn't provoke opportunity attacks
Moloch rapidly swings his vicious Many-Tailed when it flies out of an enemy's reach.
Whip in deadly arc around him as he moves toward
his foes.
Innate Spellcasting
Whirling Tails (Recharge 5-6). Moloch moves
up to its walking speed in a straight line and Type: Trait.
targets each creature within 15 feet of it during
Innate Spellcasting. Titivilus’s innate spellcasting
its movement. Each target must succeed on a DC
ability is Charisma (spell save DC 21). Titivilus
23 Dexterity saving throw or take 13 (2d4 + 8)
can innately cast the following spells, requiring no
slashing damage plus 11 (2d10) lightning damage
material components:
on a failed save, or half as much damage on a At-will: fear
Chapter 2. Mordenkainen's Tome of Foes 125

1/day each: mass suggestion Zariel

Zariel (CR 26) can have a maximum of 9 talents.

Magic Immunity I
Aura of Hellfire
Type: Trait.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Any creature that isn't immune to fire that starts
Titivilus is immune to 1st level spells, but not to
its turn within 10 feet of Zariel takes 5 (1d10) fire
cantrips.
damage and becomes vulnerable to fire until the
start of its next turn.
Magic Weapon Resistance I

Type: Trait.
Battle Magic
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.

Titivilus is resistant to bludgeoning, piercing, and
Talent Cost: 2 (Counts as 2 Talents).
slashing damage from +1 magical weapons or
Battle Magic. When Zariel uses her action to cast
weaker.
a spell that has a casting time of 1 action, she can
make one melee attack as a bonus action.
Summon Devil (1/day)

Type: Action.
Dancing Sword of Zariel (1/Day)
Talent Cost: 4 (Counts as 4 Talents). Type: Trait.
Summon Devil (1/Day). Titivilus summons 3d6 Talent Cost: 3 (Counts as 3 Talents).
spined devils, 2d6 bearded devils, or 1 erinyes. A
Zariel can use a bonus action to toss her longsword
summoned devil appears in an unoccupied space
into the air. When she does so, the longsword
within 60 feet of Titivilus, acts as an ally of Titivilus,
begins to hover, flies up to 120 feet, and attacks
has no talents, and can't summon other devils. It
one creature of its choice within 5 feet of it. The
remains for one minute, until it or Titivilus dies, or
longsword uses Zariel's attack roll and ability score
until Titivilus dismisses it as an action.
modifier to damage rolls.
While the longsword hovers, Zariel can use a
Word of Discord (Recharge 5-6) bonus action to cause it to fly up to 120 feet to
another spot within 120 feet of her. As part of the
Type: Action.
same bonus action, she can cause the longsword to
Talent Cost: 3 (Counts as 3 Talents). attack one creature within 5 feet of it.
After the hovering longsword attacks for the
Word of Discord (Recharge 5-6). Each creature
sixth time, it flies up to 120 feet and tries to return
within 60 feet of Titivilus and can hear Titivilus
to Zariel's hand. If she has no hands free, it falls
must succeed on a DC 21 Charisma saving throw.
to the ground at its feet. If the longsword has no
On a failed save, a target takes 25 (4d8 + 7) psychic
unobstructed path to Zariel, it moves as close to
damage and must use its reaction to make a melee
Zariel as it can and then falls to the ground. It also
weapon attack against one creature of Titivilus's
ceases to hover if Zariel grasps it or moves more
choice that Titivilus can see. On a successful save,
than 120 feet away from it.
the target takes half as much damage. Constructs,
devils, and undead are immune to this effect.
Fiery Wing Shield

Type: Reaction.

Talent Cost: 2 (Counts as 2 Talents).
126 Chapter 2. Mordenkainen's Tome of Foes

Zariel folds her wings to form a flaming shield slashing damage plus 36 (8d8) fire damage on a
against a would-be attacker. She adds 5 to her AC failed save, or half as much damage on a successful
against one melee attack that would hit it. To do so, one.
Zariel must see the attacker. If the attack results
in a miss due to this feature, the attacking creature
Extra Legendary Action
takes 14 (4d6) fire damage.
Type: Trait.


Fireball Talent Cost: 2 (Counts as 2 Talents).
Type: Legendary Action. Zariel can take 1 extra legendary action before the
start of her next turn. Zariel can retake this talent
Talent Cost: 2 (Counts as 2 Talents).
up one additional time. The extra legendary action
Fireball (Costs 3 Actions). Zariel casts fireball. stacks.



Flaming Column (Recharge 5-6) Flyby

Type: Action. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Flyby. Zariel doesn't provoke opportunity attacks
when it flies out of an enemy's reach.
Zariel flies and spins rapidly, striking all around her
with her longsword.
Flaming Column (Recharge 5-6). Zariel moves Hellfire Smite (3/Day)
up to her flying speed in a straight line and targets
Type: Trait.
each creature within 10 feet of her during her
movement. This move doesn't provoke opportunity Talent Cost: 2 (Counts as 2 Talents).
attacks. Each target must succeed on a DC 24 Hellfire Smite (3/Day). As a bonus action,
Dexterity saving throw or take 19 (2d10 + 8) when Zariel hits a creature with a weapon










































Chapter 2. Mordenkainen's Tome of Foes 127

Magic Immunity II
attack, she can deal an extra 13 (3d8) fire damage.
If the target isn't immune to fire, it becomes Type: Trait.
vulnerable to fire until the end of Zariel's next turn.
Prerequisite Magic Immunity I
Zariel is immune to spells of 2nd level and below,
Hellfire Wave (Recharge 6) but not to cantrips.

Type: Legendary Action.
Talent Cost: 2 (Counts as 2 Talents). Magic Immunity III

Hellfire Wave (Costs 3 Actions). Strong waves Type: Trait.
of hellish flames surge from Zariel and incinerate
Prerequisite Magic Immunity I, Magic Immunity II
all those around her. Each creature within 20
Zariel is immune to spells of 3rd level and below,
feet of her must succeed on a DC 26 Dexterity
but not to cantrips.
saving throw, taking 28 (8d6) fire damage on a
failed save, or half as much damage on a successful
one. Whether a creature saves or fails, it becomes
Magic Weapon Resistance I
vulnerable to fire until the end of Zariel's next
turn, unless it is immune to fire. Type: Trait.

Talent Cost: 2 (Counts as 2 Talents).
Innate Spellcasting Zariel is resistant to bludgeoning, piercing, and
slashing damage from +1 magical weapons or
Type: Trait.
weaker.
Innate Spellcasting. Zariel’s innate spellcasting
ability is Charisma (spell save DC 23). Zariel can
Magic Weapon Resistance II
innately cast the following spells, requiring no
material components: Type: Trait.
At-will: command, detect magic, hunter's mark
3/day: greater invisibility (self only) Prerequisite Magic Weapon Resistance I
Zariel is resistant to bludgeoning, piercing, and
slashing damage from +2 magical weapons or
Innate Spellcasting II weaker.

Type: Trait.
Prerequisite Innate Spellcasting
Magic Weapon Resistance III
Innate Spellcasting. Zariel’s innate spellcasting
Type: Trait.
ability is Charisma (spell save DC 23). Zariel can
Prerequisite Magic Weapon Resistance I & II
innately cast the following spells, requiring no
material components: Zariel is resistant to bludgeoning, piercing, and
3/day: dominate person slashing damage from +3 magical weapons or
1/day each: fire storm, symbol (death or fear only) weaker.



Magic Immunity I Vorpal Strikes

Type: Trait. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Talent Cost: 3 (Counts as 3 Talents).

Zariel is immune to 1st level spells, but not to Zariel's longsword attacks ignore resistance to
cantrips. slashing damage. In addition, when Zariel attacks
a creature that has at least one head with a


128 Chapter 2. Mordenkainen's Tome of Foes

Magic Resistance
longsword attack and rolls a 20 on the attack roll,
it cuts off one of the creature's heads. The creature Type: Trait.
dies if it can't survive without the lost head. A
Magic Resistance. The drow has advantage on
creature is immune to this effect if it is immune
saving throws against spells and other magical
to slashing damage, doesn't have or need a head,
effects.
has legendary actions, or the GM decides that the
creature is too big for its head to be cut off with
Zariel's longsword. Such a creature instead takes an
Magic Weapons
extra 27 (6d8) slashing damage from the hit.
Type: Trait.

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



Skirmisher
Drow Type: Reaction.

Skirmisher. When an enemy the drow can see ends
its turn within 5 feet of it, the drow can move up
All types of drow can have the following talents:
to half its speed. This movement doesn’t provoke























































Chapter 2. Mordenkainen's Tome of Foes 129

opportunity attacks. Talent Cost: 2 (Counts as 2 Talents).
Web of a Thousand Spiders (1/Day). The drow
conjures a ball of web filled with tiny venomous
Subterranean Stalker
spiders that explodes at a point it can see within
Type: Trait.
60 feet of it and blankets the area in webs. Each
The drow has advantage on Wisdom (Perception), creature in a 20-foot-radius sphere centered on
Wisdom (Survival) checks, and Dexterity (Stealth) that point must succeed on a DC 16 Strength saving
checks while in natural subterranean surroundings. throw. On a failed save, the target is restrained by
the web. The area becomes difficult terrain for the
duration. When a creature moves into or within the
Drow Arachnomancer area, it must succeed on a DC 16 Strength saving
throw or become restrained by the webbing. Any
The Arachnomancer (CR 13) can have a maximum
creature that starts its turn within the web takes
of 5 talents.
15 (6d4) poison damage at the start of each of
the drow's turns. A restrained creature can use
Battle Magic an action to perform a DC 16 Strength (Athletics)
or Dexterity (Acrobatics) check, ending the effect
Type: Trait.
on itself on a success. The webbing can also be
Talent Cost: 2 (Counts as 2 Talents). attacked and destroyed (AC 10; hp 5 per 5 foot
square; vulnerability to fire damage; immunity to
Battle Magic. When the drow uses its action to
bludgeoning, poison, and psychic damage).
cast a spell that has a casting time of 1 action, it can
make one melee attack as a bonus action.



Legendary Actions
Drow Favored Consort
Type: Action.
Talent Cost: 4 (Counts as 4 Talents). The drow favored consort (CR 18) can have a
maximum of 7 talents.
The drow gains 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
Arcane Deflection
another creature's turn. The drow regains spent
Type: Reaction.
legendary actions at the start of its turn.
Move. The drow moves up to half its speed Talent Cost: 2 (Counts as 2 Talents).
without provoking opportunity attacks. Arcane Deflection. When the drow is hit by an
Cantrip. The drow casts a cantrip. attack or fails a saving throw, it gains a +2 bonus
Poisonous Attack (Costs 2 Actions). The drow to its AC against that attack or a +4 bonus to that
makes a Poisonous Touch (Humanoid Form only) saving throw. When it uses this feature, the drow
or Bite attack (Giant Spider Form Only). can't cast spells other than cantrips until the end of
its next turn.

Poison Immunity

Type: Trait. Battle Concentration
The drow is immune to poison. Type: Trait.
Battle Concentration. The drow has advantage
on Constitution saving throws that it makes to
Web of a Thousand Spiders (1/Day) maintain concentration on a spell when it takes

Type: Action. damage.

130 Chapter 2. Mordenkainen's Tome of Foes

Legendary Actions

Type: Action.
Talent Cost: 4 (Counts as 4 Talents).

The drow gains 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 drow regains spent
legendary actions at the start of its turn.
Move. The drow moves up to half its speed
without provoking opportunity attacks.
Cantrip. The drow casts a cantrip.
Scimitar (Costs 2 Actions). The drow attacks with
its scimitar.
Cast Spell (Costs 1-3 Actions). The drow uses a
spell slot to cast a 1st-, 2nd-, or 3rd-level spell that
it has prepared. Doing so costs 1 legendary action
per level of the spell.
Drow House Captain

Opportunity Spell The drow house captain (CR 9) can have a

maximum of 4 talents.
Type: Reaction.
Opportunity Spell. When a hostile creature's
movement provokes an opportunity attack from Battle Tactician
the drow, it can cast a spell at the creature, rather
Type: Trait.
than making an opportunity attack. The spell must
have a casting time of 1 action and must target only Talent Cost: 2 (Counts as 2 Talents).
that creature. Battle Tactician. The drow learns three maneuvers
and gains four d8 superiority dice from the Fighter
class's Battle Master archetype. The drow's
Power Surge (3/Day) Maneuver ability is Dexterity (Maneuver save DC
Type: Trait. 16).

Talent Cost: 2 (Counts as 2 Talents).
Power Surge (3/Day). Once per turn when the Distracing Strike
drow deals damage to a creature or object with a
Type: Action.
wizard spell, it can choose to deal an extra 10 (3d6)
force damage to that target. Talent Cost: 2 (Counts as 2 Talents).
Distracting Strike (1/Turn). When the drow hits
a creature with a weapon attack, the next attack
Tactical Wit roll against the target by an attacker other than the
Type: Trait. drow has advantage if the attack is made before the
start of the drow's next turn.
Tactical Wit. The drow has a +4 bonus to its
initiative rolls.
Maneuver Allies (Recharge 5-6)

Type: Action.

Chapter 2. Mordenkainen's Tome of Foes 131

Maneuver Allies (Recharge 5-6). Up to four allies cast a spell that has a casting time of 1 action, it can
within 60 feet of this drow that can hear him can make one melee attack as a bonus action.
each use their reaction to move up to half their
speed without provoking opportunity attacks.
Dreadful Strikes

Type: Trait.
Legendary Actions
Prerequisite: Dreadful Strikes.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 4 (Counts as 4 Talents).
Dreadful Strikes. When a creature takes necrotic
The drow gains 3 legendary actions, choosing
damage from the drow's death lance attack, it must
from the options below. Only one legendary action
make a DC 18 Wisdom saving throw or become
option can be used at a time and only at the end of
frightened until the end of the drow's next turn.
another creature's turn. The drow regains spent
legendary actions at the start of its turn.
Glare of Reckoning
Command. The drow targets one ally he can see
within 30 feet of him. If the target can see or hear
Type: Action.
the drow, the target can use its reaction to make
one melee attack. Glare of Reckoning. The drow targets one
Move. The drow moves up to half his speed frightened creature she can see within 30 feet of
without provoking opportunity attacks. her. The target must make a DC 18 Wisdom saving
Drow Magic. The drow casts a spell from his list of throw. On a failure, the target is paralyzed until
innate spells. the drow deals damage to it, or until the end of the
Attack (Costs 2 Actions). The drow makes a melee drow's next turn.
or ranged weapon attack. If the drow uses Multiattack, it can use Glare of
Reckoning in place of one death lance attack.



Legendary Actions
Drow Inquisitor Type: Action.

Talent Cost: 4 (Counts as 4 Talents).
The drow inquisitor (CR 14) can have a maximum
of 5 talents. The drow gains 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
Aura of Judgement another creature's turn. The drow regains spent

Type: Trait. legendary actions at the start of its turn.
Move. The drow moves up to half her speed
Prerequisite: Dreadful Strikes.
without provoking opportunity attacks.
Aura of Judgement. A creature hostile to the drow Lance (Costs 2 Actions). The drow attacks with
that is within 15 feet of the drow has disadvantage her Death Lance.
on saving throws against being frightened, Cast Spell (Costs 1-3 Actions). The drow uses a
provided that the drow isn't incapacitated. spell slot to cast a 1st-, 2nd-, or 3rd-level spell that

she has prepared. Doing so costs 1 legendary
action per level of the spell.
Battle Magic

Type: Trait.
Smite
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Battle Magic. When the drow uses its action to

132 Chapter 2. Mordenkainen's Tome of Foes

Talent Cost: 3 (Counts as 3 Talents). Prerequisite Poisonous Tentacles
Smite. As a bonus action, when the drow hits a Insidious Poison. The drow chooses one creature
creature with a weapon attack, she can expend a within 30 feet that she has poisoned. The target
1st level spell slot to deal 9 (2d8) necrotic damage must make a DC 20 Wisdom saving throw. On a
to the target. If the drow expends a spell slot of 2nd failed save, the creature uses its reaction to make
level or higher, the extra damage increases by 1d8 a melee weapon attack against a creature of the
for each level above 1st (maximum 5d8). drow's choice that the drow can see.



Magic Immunity I

Type: Trait.
Drow Matron Mother Talent Cost: 2 (Counts as 2 Talents).


The drow matron mother (CR 20) can have a The drow is immune to 1st level spells, but not to
maximum of 7 talents. cantrips.



Aura of Lolth's Favored Magic Immunity II
Type: Trait. Type: Trait.

Aura of Lolth's Favored. A demon, drow, or spider Prerequisite Magic Immunity I
ally that is within 30 feet of this drow and can
The drow is immune to spells of 2nd level and
see and hear her has advantage to saving throws
below, but not to cantrips.
against being charmed and frightened, provided
that this drow isn't incapacitated.
Poisonous Tentacles
Battle Magic Type: Reaction.

Type: Trait. Talent Cost: 3 (Counts as 3 Talents).

Talent Cost: 2 (Counts as 2 Talents). Poisonous Tentacles. A creature hit by the drow's
tentacle rod attack takes an extra 10 (3d6) poison
Battle Magic. When the drow uses her action to
damage and is poisoned until the end of the drow's
cast a spell that has a casting time of 1 action, she
next turn.
can make one melee attack as a bonus action.


Extra Legendary Action Web of a Thousand Spiders (2/Day)
Type: Trait. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents).
Web of a Thousand Spiders (2/Day). The drow
The drow can take 1 extra legendary action before
conjures a ball of web filled with tiny venomous
the start of her next turn. The drow can retake this
spiders that explodes at a point she can see within
talent up one additional time. The extra legendary
60 feet of her and blankets the area in webs. Each
action stacks.
creature in a 20-foot-radius sphere centered on
that point must succeed on a DC 16 Strength saving
throw. On a failed save, the target is restrained by
the web. The area becomes difficult terrain for the
Insidious Poison duration. When a creature moves into or within the

Type: Legendary Action. area, it must succeed on a DC 19 Strength saving


Chapter 2. Mordenkainen's Tome of Foes 133

throw or become restrained by the webbing. Any its 5-foot cubes of darkness created by its shadow
creature that starts its turn within the web takes sword, each of which explodes in a burst of necrotic
15 (6d4) poison damage at the start of each of energy. Each creature except the drow within 5 feet
the drow's turns. A restrained creature can use of a dismissed 5-foot cube of darkness must make
an action to perform a DC 19 Strength (Athletics) a DC 13 Constitution saving throw, taking 10 (3d6)
or Dexterity (Acrobatics) check, ending the effect necrotic damage on a failed save, or half as much
on itself on a success. The webbing can also be as damage on a successful one. A creature can take
attacked and destroyed (AC 10; hp 5 per 5 foot this damage multiple times if each time it is struck
square; vulnerability to fire damage; immunity to from a different burst.
bludgeoning, poison, and psychic damage).

Stunning Darkness

Type: Trait.
When a creature takes 30 or more necrotic damage
Drow Shadowblade in a single turn from the drow's attacks, it must

make a DC 13 Constitution saving throw or become
The drow shadowblade (CR 11) can have a
stunned until the end of the drow's next turn.
maximum of 4 talents.


Battle Magic

Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

Battle Magic. When the drow uses its action to
cast a spell that has a casting time of 1 action, it can
make one melee attack as a bonus action.



Legendary Actions

Type: Action.
Talent Cost: 4 (Counts as 4 Talents).

The drow gains 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 drow regains spent
legendary actions at the start of its turn.
Move. The drow moves up to half its speed
without provoking opportunity attacks.
Darkness. The drow casts darkness.
Attack (Costs 2 Actions). The drow attacks with
its shadow sword or hand crossbow.


Shadow Burst (1/Day)

Type: Action.

Talent Cost: 2 (Counts as 2 Talents).
Shadow Burst (1/Day). The drow can dismiss all of


134 Chapter 2. Mordenkainen's Tome of Foes

Dwarves, Duergar Legendary Actions

Type: Action.

Duergar Despot Talent Cost: 4 (Counts as 4 Talents).
The duergar gains 3 legendary actions, choosing
The duergar despot (CR 12) can have a maximum
from the options below. Only one legendary action
of 5 talents.
option can be used at a time and only at the end of
another creature's turn. The duergar regains spent
Battle Magic legendary actions at the start of its turn.
Charge. The duergar moves up to its speed.
Type: Trait.
Stomp (Costs 2 Actions). The duergar attacks with
Talent Cost: 2 (Counts as 2 Talents). its stomping foot.

Battle Magic. When the duergar uses its action to Iron Fist (Costs 3 Actions). The duergar attacks
cast a spell that has a casting time of 1 action, it can with its iron fist.
make one melee attack as a bonus action.



Bruiser Rocket Punch (Recharge 5-6)

Type: Trait.
Type: Action.
Bruiser. A creature that takes damage from the The duergar can unleash its iron fist as a magically-
duergar's melee attack has disadvantage on its next
propelled projectile.
attack roll until the end of its next turn.
Rocket Punch (Recharge 5-6). Melee or
Ranged Weapon Attack: +9 to hit, reach 5 ft. or
Duergar Immunity range 30/120 ft., one target. Hit: 23 (4d8 + 5)
bludgeoning damage. If the target is a Large or
Type: Trait.
smaller creature, it must make a successful DC 17
The duergar is immune to lllusions, paralysis, and Strength saving throw or be thrown up to 30 feet
poison. away in a straight line. The target lands prone and
then takes 10 (3d6) bludgeoning damage. The
rocket fist flies back and reattaches itself to the
Greater Psychic Engine duergar's arm at the end of its turn.
Type: Trait. When the duergar uses its Multiattack, it can use
Rocket Punch in place of one of its iron fist attacks.
When the duergar suffers a critical hit or is reduced
to 0 hit points, psychic energy erupts from its frame
to deal 21 (6d6) psychic damage to each creature Rocket Jump (Recharge 5-6)
within 10 feet of it..
Type: Action.
Rocket Jump (Recharge 5-6). As a bonus action,
Haymaker the duergar can propel itself upward by using its

Type: Trait. rocket-propelled boot, gaining a fly speed of 40 feet
until the end of the turn.
If the duergar's melee attack roll against a target
Additionally, if the duergar flies at least 10 feet
succeeds by 5 or more, the target must make a
in a straight line right before attacking a creature
DC 17 Constitution saving throw or be knocked
with its iron fist, the duergar deals an extra 9 (2d8)
unconscious until the end of the duergar's next
bludgeoning damage. If the target is a Large or
turn.
smaller creature, it must make a successful DC 17
Strength saving throw or be thrown up to 30 feet
away in a straight line. The target lands prone and

Chapter 2. Mordenkainen's Tome of Foes 135

then takes 10 (3d6) bludgeoning damage. throw or be stunned until the end of the duergar's
next turn.

Subterranean Stalker
Type: Trait.

The duergar has advantage on Wisdom
(Perception), Wisdom (Survival) checks, and
Duergar Kavalrachni
Dexterity (Stealth) checks while in natural
subterranean surroundings.
The duergar kavalrachni (CR 2) can have 1 talent.


Duergar Immunity

Type: Trait.

Duergar Hammerer The duergar is immune to lllusions, paralysis, and
poison.
The duergar hammerer (CR 2) can have 1 talent.

Mounted Advantage
Magic Weapons Type: Trait.
Type: Trait.
Mounted Advantage. While mounted, the duergar
Magic Weapons. The hammerer's weapon attacks has advantage on melee attack rolls against a
are magical. Medium or smaller creature standing on the
ground.

Thick Armor Plating
Mounted Charge
Type: Trait.
Type: Trait.
The hammerer is resistant to bludgeoning, piercing,
and slashing damage from nonmagical attacks that Mounted Charge. If the duergar, while mounted,
aren't adamantine. moves at least 10 feet straight toward a creature
and then hits it with a melee attack on the same
turn, the target takes an extra 3 (1d6) weapon
Trembling Slam (Recharge 5-6) damage and must succeed on a DC 12 Strength

Type: Action. saving throw or be knocked prone.

Trembling Slam (Recharge 5-6). The hammerer
pounds the ground with both of its limbs, triggering Ride-by Attack
a short earth tremor. All other creatures on the
Type: Trait.
ground within 10 feet of the hammerer that are
Medium or smaller must succeed on a DC 13 Ride-by Attack. If the duergar hits a creature with
Strength saving throw or be knocked prone. a melee attack, the duergar and its mount doesn't
provoke opportunity attacks from that creature
when it moves out of its reach.
Staggering Blow

Type: Trait.
Subterranean Stalker
Staggering Blow. If the hammerer's hammer
Type: Trait.
attack roll against a target succeeds by 5 or more,
the target must make a DC 13 Constitution saving The duergar has advantage on Wisdom

136 Chapter 2. Mordenkainen's Tome of Foes

(Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
subterranean surroundings.







Duergar Mind Master


The duergar mind master (CR 2) can have 1 talent.



Duergar Immunity
Type: Trait.

The duergar is immune to lllusions, paralysis, and
poison.



Mass Mind Masterity (1/Day)

Type: Action.

Mass Mind Mastery (1/Day). The duergar targets
up to three creatures it can see within 60 feet of it.
Each target must succeed on a DC 12 Intelligence
saving throw, or the duergar causes it to use its
reaction either to make one weapon attack against
another creature the duergar can see or to move
up to 10 feet in a direction of the duergar’s choice.
Duergar Screamer
Creatures that can’t be charmed are immune to this
effect.
The duergar screamer (CR 3) can have a maximum
of 2 talents.
Mind Stab (3/Day)
Type: Trait. Extended Sonic Scream

Mind Stab (3/Day). When the duergar hits a Type: Trait.
creature with its mind-poison dagger, the duergar
The range of the screamer's sonic scream is
can attempt to disrupt its mental faculties. The
increased to a 20-foot cube.
target must succeed on a DC 12 Constitution saving
throw or be stunned until the end of the duergar's
next turn.
Magic Weapons
Type: Trait.

Subterranean Stalker Magic Weapons. The screamer's weapon attacks

Type: Trait. are magical.
The duergar has advantage on Wisdom
(Perception), Wisdom (Survival) checks, and
Siege Monster
Dexterity (Stealth) checks while in natural
Type: Trait.
subterranean surroundings.
Siege Monster. The hammerer deals double

Chapter 2. Mordenkainen's Tome of Foes 137

damage to objects and structures.



Stunning Scream
Duergar Stone Guard
Type: Trait.

A creature that fails its saving throw against the The duergar stone guard (CR 2) can have 1 talent.
screamer's Sonic Scream by 5 or more is also
stunned until the end of screamer's next turn.
Duergar Immunity

Type: Trait.
Thick Armor Plating
The duergar is immune to lllusions, paralysis, and
Type: Trait. poison.
The hammerer is resistant to bludgeoning, piercing,
and slashing damage from nonmagical attacks that
Martial Advantage
aren't adamantine.
Type: Trait.
Martial Advantage. Once per turn, the duergar
can deal an extra 7 (2d6) damage to a creature it
hits with a weapon attack if that creature is within
5 feet of an ally of a duergar that has phalanx
Duergar Soulblade formation and isn't incapacitated.

The duergar soulblade (CR 1) can have 1 talent.
Parry

Type: Reaction.
Duergar Immunity
The duergar adds 2 to its AC against one melee
Type: Trait.
attack that would hit it. To do so, the duergar must
The duergar is immune to lllusions, paralysis, and see the attacker and be wielding a melee weapon.
poison.

Phalanx Defense
Force Blow Type: Trait.
Type: Trait.
The duergar gains advantage to Strength and
If the duergar's soulblade attack roll against a Dexterity saving throws if it is within 5 feet of an
target succeeds by 5 or more or if the duergar had allied duergar that has phalanx formation and isn't
advantage on its soulblade attack roll and hits, incapacitated.
the target must make a DC 13 Constitution saving
throw or be knocked prone.
Subterranean Stalker
Type: Trait.
Subterranean Stalker
The duergar has advantage on Wisdom
Type: Trait.
(Perception), Wisdom (Survival) checks, and
The duergar has advantage on Wisdom Dexterity (Stealth) checks while in natural
(Perception), Wisdom (Survival) checks, and subterranean surroundings.
Dexterity (Stealth) checks while in natural
subterranean surroundings.


138 Chapter 2. Mordenkainen's Tome of Foes

Duergar Warlord 5 feet of an ally of a duergar that has phalanx

formation and isn't incapacitated.
The duergar warlord (CR 6) can have a maximum
of 3 talents.
Phalanx Formation

Battle Tactician Type: Trait.

Type: Trait. Phalanx Formation. The duergar has advantage
on attack rolls and Dexterity saving throws while
Talent Cost: 2 (Counts as 2 Talents).
standing within 5 feet of a duergar ally wielding a
Battle Tactician. The duergar learns three shield.
maneuvers and gains four d8 superiority dice from
the Fighter class's Battle Master archetype. The
duergar's Maneuver ability is Dexterity (Maneuver Subterranean Stalker
save DC 16).
Type: Trait.
The duergar has advantage on Wisdom
Distracting Strike (Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
Type: Action.
subterranean surroundings.
Talent Cost: 2 (Counts as 2 Talents).

Distracting Strike (1/Turn). When the duergar
hits a creature with a weapon attack, the next
attack roll against the target by an attacker other
Duergar Xarrorn
than the duergar has advantage if the attack is
made before the start of the duergar's next turn.
The duergar xarrorn (CR 2) can have 1 talent.


Duergar Immunity
Duergar Immunity
Type: Trait.
Type: Trait.
The duergar is immune to lllusions, paralysis, and
The duergar is immune to lllusions, paralysis, and
poison.
poison.

Maneuver Allies (Recharge 5-6)
Immolating Blow
Type: Action.
Type: Trait.
Maneuver Allies (Recharge 5-6). Up to four allies
If the duergar's fire lance attack roll against a
within 60 feet of this duergar that can hear him
target succeeds by 5 or more or if the duergar had
can each use their reaction to move up to half their
advantage on its fire lance attack roll and hits, the
speed without provoking opportunity attacks.
target must make a DC 13 Dexterity saving throw
or it catches fire. Until someone takes an action
Martial Advantage to douse the fire, the creature takes 3 (1d6) fire
damage at the start of each of its turns.
Type: Trait.
Prerequisite: Phalanx Formation
Immolating Spray
Martial Advantage. Once per turn, the duergar
Type: Trait.
can deal an extra 10 (3d6) damage to a creature it
hits with a weapon attack if that creature is within A creature that fails its saving throw against the


Chapter 2. Mordenkainen's Tome of Foes 139

duergar's fire spray by 5 or more must make a DC Type: Reaction.
12 Dexterity saving throw or it catches fire. Until
In response to being hit by an attack and the
someone takes an action to douse the fire, the
eidolon can see the attacker, the eidolon shifts into
creature takes 7 (2d6) fire damage at the start of
the Ethereal Plane and back, causing the attack to
each of its turns.
attack to miss.

Subterranean Stalker Flyby

Type: Trait.
Type: Trait.
The duergar has advantage on Wisdom
The eidolon doesn't provoke an opportunity attack
(Perception), Wisdom (Survival) checks, and
when it flies out of an enemy's reach.
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Multiattack

Type: Action.

Prerequisite: Withering Touch
Talent Cost: 2 (Counts as 2 Talents).

Multiattack.The eidolon uses its Divine Dread and
Eidolon makes one attack with its Withering Touch.




Eidolon Withering Touch
Type: Action.
The eidolon (CR 12) can have a maximum of 5
talents. The eidolon gains a Withering Touch attack.
Withering Touch. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 24 (6d6 + 3) necrotic
Aura of Decay damage.
Type: Trait.

Aura of Decay. Any creature that starts its turn
within 5 feet of the eidolon takes 5 (1d10) necrotic
damage.
Sacred Statue

Dessicating Touch The following talents can be utilized while the
eidolon is occupying the sacred statue. Note
Type: Trait.
that the eidolon can only have a total of 5 talents,
Prerequisite: Withering Touch including its own and the sacred statue's.
Dessicating Touch. If the eidolon's withering touch
attack roll against a target succeeds by 5 or more, Crushing Stride (Recharges 5-6)
the target must make a DC 15 Constitution saving
Type: Action.
throw or age 1d4 x 10 years. The aging effect can
be reversed with a greater restoration spell, but Talent Cost: 2 (Counts as 2 Talents).
only within 24 hours of it occurring.
Crushing Stride (Recharges 5-6). The sacred
statue moves up to its speed in a straight line.
Fade into the Ether (3/day) During this move, it can enter Large or smaller
creatures' spaces. A creature whose space the
140 Chapter 2. Mordenkainen's Tome of Foes

sacred statue enters must succeed on a DC 16 statue can move through the space of a Large or
Dexterity saving throw. On a successful save, the smaller hostile creature. All opportunity attacks
creature is pushed 5 feet to the nearest space made against the sacred statue by the creatures
out of the sacred statue's path. On a failed save, whose spaces the sacred statue entered have
the creature falls prone and takes 43 (6d12 + 4) disadvantage.
bludgeoning damage. If the sacred statue remains
in the prone creature's space, the creature is also
restrained until it's no longer in the same space as Staggering Blow
the sacred statue. While restrained in this way, the Type: Trait.
creature, or another creature within 5 feet of it,
Prerequisite: Sacred Statue
can make a DC 16 Strength check. On a success, the
creature is shunted to an unoccupied space of its If the sacred statue's weapon attack roll against a
choice within 5 feet of the sacred statue and is no target succeeds by 5 or more, the target must make
longer restrained. a DC 16 Constitution saving throw or be stunned
until the end of the sacred statue's next turn.

Magic Immunity I

Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).

The sacred statue is immune to 1st level spells, but
not to cantrips.


Magic Immunity II

Type: Trait.

Prerequisite: Magic Immunity
The sacred statue is immune to spells of 2nd level
and below, but not to cantrips.



Trembling Slam
Type: Action.

Trembling Slam. The sacred statue pounds the
ground, triggering a short earth tremor. All other
creatures on the ground within 10 feet of the
sacred statue that are Medium or smaller than the
sacred statue must succeed on a DC 16 Strength
saving throw or be knocked prone. When the
sacred statue uses its Multiattack, the sacred statue
can use its Trembling Slam in place of one slam
attack.


Unstoppable

Type: Trait.

The sacred statue deals triple damage against
objects and structures. In addition, the sacred

Chapter 2. Mordenkainen's Tome of Foes 141

Eladrin Steady Aim

Type: Trait.
All types of eladrin can choose from the following
Steady Aim (3/Day). As a bonus action, the eladrin
talents:
takes careful aim at a creature it can see within
range of its ranged weapon. Until the end of its
Close Quarters Shooting turn, the eladrin deals an extra 10 damage with its
ranged weapon attacks against the target.
Type: Trait.

Close Quarters Shooting. Making a ranged attack
roll while within 5 feet of an enemy doesn’t impose Woodland Stalker
disadvantage on the eladrin's roll. In addition, if Type: Trait.
the eladrin hit a creature within 5 feet of it with
The eladrin has advantage on Wisdom
a ranged attack on its turn, that creature
(Perception), Wisdom (Survival) checks, and
can’t take reactions until the end of the
Dexterity (Stealth) checks while in natural
eladrin's turn.
woodland surroundings.

Magic Weapons
Type: Trait.

Magic Weapons. The Autumn Eladrin
eladrin's weapon
attacks are magical. The autumn eladrin (CR 10) can
have a maximum of 4 talents.

Sharpshooter
Battle Magic
Type: Trait.
Type: Trait.
Sharpshooter. The
eladrin's ranged Talent Cost: 2 (Counts as 2 Talents).
weapon attacks ignore
Battle Magic. When the eladrin uses its
half cover and three-
action to cast a spell that has a casting time
quarters cover and of 1 action, it can make one melee attack as
attacking at long range
a bonus action.
doesn't impose
disadvantage
Beguiling Strike
on the eladrin's
ranged weapon
Type: Trait.
attack rolls.
Beguiling Strike. When the
eladrin hits a creature with a weapon
Skirmisher attack, it can choose to deal no damage. The
creature gains disadvantage to its saving throws
Type: Reaction.
against being charmed and enchantment spells
Skirmisher. When an enemy the eladrin can see until the end of the eladrin's next turn.
ends its turn within 5 feet of it, the eladrin can
move up to half his speed. This movement doesn’t
provoke opportunity attacks. Innate Spellcasting
Type: Trait.

Innate Spellcasting. The eladrin’s innate

142 Chapter 2. Mordenkainen's Tome of Foes

spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells, Innate Spellcasting
requiring no material components:
At-will: hold person, suggestion Type: Trait.
3/day: beacon of good hope Innate Spellcasting. The eladrin’s innate

spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells,
Innate Spellcasting II requiring no material components:

Type: Trait. At-will: heroism, invisibility
3/day: compulsion
Prerequisite: Innate Spellcasting

Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma Innate Spellcasting II
(spell save DC 16). The
Type: Trait.
eladrin can innately cast the
following spells, requiring Prerequisite: Innate Spellcasting
no material components: Innate Spellcasting. The eladrin’s innate
1/day each: heroes's feast, spellcasting ability is Charisma (spell save
hold monster DC 16). The eladrin can innately cast the

following spells, requiring no material
components:
Legendary Actions 1/day each: heroes's

Type: Action. feast, mass suggestion
Talent Cost: 4 (Counts as 4
Talents).
Instinctive
The eladrin gains 3 legendary Charm (3/day)
actions, choosing from the
Type: Reaction.
options below. Only one
legendary action option can be Talent Cost: 2 (Counts as
used at a time and only at the end 2 Talents).
of another creature's turn. Instinctive Charm (3/
The eladrin regains
Day). The eladrin tries to
spent legendary
magically divert an attack
actions at the start
made against it, provided
of its turn.
that the attacker is within 30
Move. The eladrin
feet of it and visible to it. The eladrin must decide
moves up to half its speed
to do so before the attack hits or misses.
without provoking opportunity attacks.
The attacker must make a DC 16 Wisdom saving
Pacify. The eladrin casts calm emotions or sleep.
throw. On a failed save, the attacker targets the
Attack (Costs 2 Actions). The eladrin makes a
creature closest to it, other than eladrin or itself. If
longsword or longbow attack.
multiple creatures are closest, the attacker chooses
which one to target.


Legendary Actions
Spring Eladrin Type: Action.

The spring eladrin (CR 10) can have a maximum of
Talent Cost: 4 (Counts as 4 Talents).
4 talents.


Chapter 2. Mordenkainen's Tome of Foes 143

Innate Spellcasting II
The eladrin gains 3 legendary actions, choosing
from the options below. Only one legendary action Type: Trait.
option can be used at a time and only at the end of
Prerequisite: Innate Spellcasting
another creature's turn. The eladrin regains spent
legendary actions at the start of its turn. Innate Spellcasting. The eladrin’s innate
Move. The eladrin moves up to half its speed spellcasting ability is Charisma (spell save DC 16).
without provoking opportunity attacks. The eladrin can innately cast the following spells,
Captivate. The eladrin casts charm person or requiring no material components:
1/day each: fireball, haste
Tasha's hideous laughter.
Attack. The eladrin makes a longsword or longbow
attack.
Legendary Actions

Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
Summer Eladrin The eladrin gains 3 legendary actions, choosing


The summer eladrin (CR 10) can have a maximum from the options below. Only one legendary action
of 4 talents. option can be used at a time and only at the end of
another creature's turn. The eladrin regains spent
legendary actions at the start of its turn.
Innate Spellcasting Move. The eladrin moves up to half its speed
Type: Trait. without provoking opportunity attacks.
Attack. The eladrin makes a longsword or longbow
Innate Spellcasting. The eladrin’s innate
attack.
spellcasting ability is Charisma (spell save DC 16).
Wrathful Glare. The eladrin targets one frightened
The eladrin can innately cast the following spells,
creature it can see within 30 feet of it. The target
requiring no material components:
At-will: bane, hunter's mark must make a DC 16 Wisdom saving throw. On a
3/day: hellish rebuke failure, the target is paralyzed until the eladrin
deals damage to it, or until the end of the eladrin's
next turn.


Fiery Smite (3/Day)

Type: Trait.

Fiery Smite (3/Day). As a bonus action, when the
eladrin hits a creature with a weapon attack, it can
deal an extra 13 (3d8) fire damage and the target
gains disadvantage to being frightened until the
end of the eladrin's next turn.



















144 Chapter 2. Mordenkainen's Tome of Foes

The eladrin can innately cast the following spells,
requiring no material components:
1/day each: enervation, sleet storm



Legendary Actions

Type: Action.
Talent Cost: 4 (Counts as 4 Talents).

The eladrin gains 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 eladrin regains spent
legendary actions at the start of its turn.
Move. The eladrin moves up to half its speed
without provoking opportunity attacks.
Attack. The eladrin makes a longsword or longbow
attack.
Gust of Wind. The eladrin casts gust of wind.


Freezing Smite (3/Day)

Type: Trait.

Freezing Smite (3/Day). As a bonus action, when
the eladrin hits a creature with a weapon attack, it
can deal an extra 13 (3d8) cold damage and if the
Winter Eladrin target isn't immune to cold, it must succeed on a
DC 16 Constitution saving throw. On a failed save,
The winter eladrin (CR 10) can have a maximum of the creature's speed its speed is halved, it can't
4 talents. take reactions, and it can take either an action or a
bonus action on its turn, not both. The effects last
until the start of the eladrin's next turn.
Innate Spellcasting

Type: Trait.

Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells,
requiring no material components:
At-will: sanctuary, silence
3/day: Snilloc's snowball swarm



Innate Spellcasting II

Type: Trait.

Prerequisite: Innate Spellcasting
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).


Chapter 2. Mordenkainen's Tome of Foes 145

Elder Elementals Magic Weapon Resistance II

Type: Trait.
All elder elementals can choose from the following
Prerequisite Magic Weapon Resistance I
talents:
The elder elemental is resistant to bludgeoning,
piercing, and slashing damage from +2 magical
Extra Legendary Action weapons or weaker.
Type: Trait.


Talent Cost: 2 (Counts as 2 Talents).
Magic Weapon Resistance III
The elder elemental can take 1 extra legendary Type: Trait.
action before the start of her next turn. The elder
Prerequisite Magic Weapon Resistance I & II
elemental can retake this talent up one additional
time. The extra legendary action stacks. The elder elemental is resistant to bludgeoning,
piercing, and slashing damage from +3 magical
weapons or weaker.
Magic Immunity I

Type: Trait.
Unstoppable
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
The elder elemental is immune to 1st level spells,
The elder elemental deals triple damage against
but not to cantrips.
objects and structures. In addition, the elder
elemental can move through the space of a Huge or
Magic Immunity II smaller hostile creature. All opportunity attacks
made against the elder elemental by the creatures
Type: Trait.
whose spaces the elder elemental entered have
Prerequisite Magic Immunity I disadvantage.

The elder elemental is immune to spells of 2nd
level and below, but not to cantrips.
Leviathan

Magic Immunity III The leviathan (CR 20) can have a maximum of 7

Type: Trait. talents.
Prerequisite Magic Immunity I, Magic Immunity II
The elder elemental is immune to spells of 3rd level Stunning Slam

and below, but not to cantrips. Type: Trait.

Stunning Slam. If the leviathan's slam attack roll
Magic Weapon Resistance I against a target succeeds by 5 or more, the target
must make a DC 24 Constitution saving throw or be
Type: Trait.
stunned until the end of the leviathan's next turn.
Talent Cost: 2 (Counts as 2 Talents).
The elder elemental is resistant to bludgeoning,
Water Jet (Recharge 5-6)
piercing, and slashing damage from +1 magical
weapons or weaker. Type: Action.
Talent Cost: 3 (Counts as 3 Talents).

Water Jet. The leviathan magically shoots water in
a 120-foot line that is 10 feet wide. Each creature
146 Chapter 2. Mordenkainen's Tome of Foes

in that line must make a DC 24 Dexterity saving Whirlpool (1/day). The leviathan swims rapidly
throw. On a failure, a target takes 42 (12d6) in circles in an area at least 100 feet square and 50
bludgeoning damage and, if it is Huge or smaller, is feet deep, causing a whirlpool to form in the center
pushed up to 40 feet away from the leviathan and of the area. The whirlpool forms a vortex that is
knocked prone. On a success, a target takes half 10 feet wide at the base, up to 100 feet wide at the
the bludgeoning damage, but is neither pushed nor top, 50 feet tall, and lasts for 1 minute. Any creature
knocked prone. or object, except the leviathan, in the water and
within 50 feet of the vortex is pulled 10 feet toward
it. A creature can swim away from the vortex by
Whipping Tail succeeding on a DC 24 Strength (Athletics) check.

Type: Trait. When a creature enters the vortex for the first
time on a turn or starts its turn there, it must make
Whipping Tail. If the leviathan's tail attack roll
a DC 24 Strength saving throw. On a failed save,
against a target succeeds by 5 or more, the target
the creature takes 23 (3d8 + 10) bludgeoning
must make a DC 24 Strength saving throw or be
damage and is caught in the vortex until it ends. On
thrown up to 60 feet in a random direction and
a success, the creature takes half damage and isn’t
knocked prone. If a thrown target strikes a solid
caught in the vortex. A creature caught in the vortex
surface, the target takes 3 (1d6) bludgeoning
can use its action to try to swim away from the
damage for every 10 feet it was thrown. If the
vortex as described above, but it has disadvantage
target is thrown at another creature, that creature
on the Strength (Athletics) check to do so.
must succeed on a DC 24 Dexterity saving throw or
The first time each turn that an object enters the
take the same damage and be knocked prone.
vortex, the object takes 23 (3d8 + 10) bludgeoning
damage. This damage occurs each round it remains
in the vortex.
Whirlpool (1/Day)
Type: Action.
Talent Cost: 3 (Counts as 3 Talents).

Chapter 2. Mordenkainen's Tome of Foes 147

Phoenix much damage on a successful one.

The phoenix (CR 16) can have a maximum of 6
talents.
Grabbing Talons

Type: Trait.
Aura of Fire
Grabbing Talons. A Huge or smaller creature that
Type: Trait.
is hit by the phoenix's talons is grappled (escape DC
Any creature that starts its turn within 20 feet of 14). Until this grapple ends, the target is restrained
the phoenix takes 5 (1d10) fire damage. and the phoenix can automatically hit the target
with its talons but can't attack other targets with its
talons.
Fire Breath (Recharge 5-6)

Type: Action.
Meteor Strike (1/Day)
Talent Cost: 3 (Counts as 3 Talents).
Type: Action.
Fire Breath (Recharge 5-6). The phoenix exhales
Talent Cost: 3 (Counts as 3 Talents).
fire in a 60-foot cone. Each creature in that area
must make a DC 20 Dexterity saving throw, taking Meteor Strike (1/Day). While flying, the phoenix
63 (18d6) fire damage on a failed save, or half as dives at least 40 feet toward a target space on the


148 Chapter 2. Mordenkainen's Tome of Foes

ground, creating a massive explosion 60 feet in throw or be stunned until the end of the tempest's
diameter centered on the phoenix. This sprays rock next turn.
and fire in all directions and forms a crater the size
of the explosion. Each creature within 30 feet of
the target space must succeed on a DC 20 Strength Whirlwind (Recharges after a Short
saving throw, taking 28 (8d6) fire damage and 28 or Long Rest)
(8d6) bludgeoning damage and is knocked prone
Type: Action.
on a failed save, or half as much damage and is not
knocked prone on a successful one. Additionally, Talent Cost: 2 (Counts as 2 Talents).
the ground in that area becomes difficult terrain Whirlwind (Recharges after a Short of Long
and is engulfed in flames that last for ten minutes.
rest). The tempest casts whirlwind. The spell
Any creature that starts its turn in the area while it
lasts for 1 minute and the tempest doesn't need to
is still in flames takes 10 (3d6) fire damage. Each
concentrate on maintaining the spell.
5-foot-square portion of the area requires at least
30 minutes to clear by hand.




Zaratan

Elder Tempest The zaratan (CR 22) can have a maximum of 8
talents.
The tempest (CR 23) can have a maximum of 8
talents.
Crushing Stomp

Aura of Lightning Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Talent Cost: 3 (Counts as 3 Talents). Crushing Stomp. The zaratan scores a critical hit if
it hits a prone creature with its stomp attack.
Aura of Lightning. Any creature that starts its turn
within 30 feet of the tempest must make a DC 20
Dexterity saving throw or take 16 (3d10) lightning Forceful Blows
damage.
Type: Trait.

Forceful Blows. If the zaratan's stomp attack roll
Shocking Lightning or spit rock attack against a target succeeds by 5
or more, the target must make a DC 25 Strength
Type: Trait.
saving throw or be knocked prone.
Talent Cost: 2 (Counts as 2 Talents).

If a creature fails its saving throw against the
tempest's lightning strike by 5 or more, it is also Gulp
paralyzed until the end of the tempest's next turn. Type: Trait.

Talent Cost: 3 (Counts as 3 Talents).
Stunning Slam Gulp. If the zaratan's bite attack roll against a target

Type: Trait. succeeds by 5 or more, the target must make a DC
25 Strength saving throw or be swallowed. While
Stunning Slam. If the tempest's thunderous slam
swallowed, the target is blinded and restrained,
attack roll against a target succeeds by 5 or more,
it has total cover against attacks and other effects
the target must make a DC 21 Constitution saving
outside the zaratan, and it takes 28 (8d6) acid

Chapter 2. Mordenkainen's Tome of Foes 149


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