EPHIX.15,. Arrows ofthe Seasons. The four arrows-each asso
Bow OF NvLEA ciated with a season-that accompany this bow can be
fired only from it. Each arrow disappears immediately
Aquatic Metamorphosis. You can cast the true poly after it's used, and it reappears in the quiver at the next
morph spell (save DC 18) from the bident, but you must dusk. The save DC against spells cast with the arrows is
cast it on a creature to turn it into a kind of creature that 18. Each arrow has a unique property:
has an innate swimming speed. Once used, this prop
erty of the bident can't be used again until the next dusk. Spring. As an action, you can fire this arrow, targeting
a beast or a plant creature you can see within 320
Destroying the Bident. To destroy the bident, it must feet of you. On a hit, the arrow deals no damage,
be heated by the breath of an ancient red dragon and and the target gains the benefits of the awaken spell
then, while still hot, immersed in the Tartyx River. for 8 hours.
EPHrxrs , Bow OF NYLEA Summer. As an action, you can fire this arrow at an un
Weapon (shortbow), artifact (requires attunement) occupied space on the ground that you can see within
320 feet of you, no attack roll required. A Nyxborn
Nylea wields the shortbow Ephixis, the bow whose ar lynx is summoned in that space (use the stat block for
rows herald the turning of the seasons. Nylea is quick a tiger with the Nyxborn traits from chapter 6). The
to let her favored followers borrow her bow, particularly lynx understands your verbal commands and obeys
when they intend to use it to perform great deeds, put an them as best it can, and it takes its turns immediately
end to foul creatures, or cast down the arrogant. after yours. The emissary remains for 1 hour before
fading away.
Bow ofthe Wild. This divine weapon includes a
shortbow and a quiver with four arrows, each tied to one Autumn. As an action, you can fire this arrow at a space
of the four seasons. You gain a +3 bonus to attack and on the ground that you can see within 320 feet of
damage rolls made with this bow, and you suffer no dis you, no attack roll required, casting the wall ofthorns
advantage when attacking at the weapon's long range. spell there.
Additionally, Ephixis scores a critical hit on a d20 roll
of 19 or 20. Winter. As an action, you can fire this arrow at a space
that you can see within 320 feet of you, no attack roll
Blessing ofthe Wild. If you are a worshiper of Nylea, required, casting the ice storm spell there.
you gain all the following benefits for which you have the
required piety: Destroying the Bow. The bow can't be destroyed
without first destroying all its arrows. The winter arrow
Piety 10+. The bow has 1 randomly determined minor must be fed to a cerberus on the winter solstice. The
beneficial property. spring arrow must be planted at the base of a Black Oak
of Asphodel on the spring equinox. The summer arrow
Piety 25+. The bow has 1 randomly determined major must be broken by a sea giant on the summer solstice.
beneficial property. Then the autumn arrow must be shot into the carcass of
a hydra on the autumnal equinox. When all four arrows
If you aren't a worshiper of Nylea, the bow has I ran are destroyed, the bow and quiver dissolve into dust.
domly determined major detrimental property.
KHRUSOR, SPEAR OF HELIOD
See "Artifacts" in chapter 7 of the Dungeon Master's Weapon (spear), artifact (requires attunement)
Guide for details on randomly determined properties.
Heliod wields Khrusor, a spear blessed with the power
of the sun. In his hands, it can be pitched from Nyx to
any point on Theros. When Heliod lends his weapon to
a mortal, it's typically so they can perform some great
work in his name or as a test of their worthiness.
Spear ofthe Sun. This spear grants a +3 bonus to
attack and damage rolls made with it. When you hit with
an attack using this spear, the target takes an extra 2d8
radiant damage.
Blessing ofthe Sun. If you are a worshiper of Heliod,
you gain all the following benefits for which you have the
required piety:
Piety 3+. You gain 15 temporary hit points each dawn.
Piety 10+. The spear has 1 randomly determined minor
beneficial property.
Piety 25+. The spear has 1 additional randomly deter
mined minor beneficial property.
Piety 50+. The spear has 1 randomly determined major
beneficial property.
If you aren't a worshiper of Heliod, the spear has 2 ran
domly determined major detrimental properties.
·..
200 CHAPTER 5 I TREASURES
See "Artifacts" in chapter 7 of the Dungeon Master's MAST IX,
Guide for details on randomly determined properties. WHIP OF EREBOS
Luminous. The spear sheds bright light in a 30-foot regain hit points equal to half the amount of necrotic
radius and dim light for an additional 30 feet. The light damage dealt.
is sunlight.
Additionally, when you make an attack with the whip
Sun's Retaliation. When you take damage from a on your turn, you can increase the range of the attack
creature within 5 feet of you, you can use your reaction to 300 feet. This property of the weapon can't be used
to make a melee attack with the spear against that crea again until the next dusk.
ture. On a hit, the spear deals damage as normal, and
the creature is blinded until the start of its next turn. Blessing ofthe Dead. If you are a worshiper of Ere
This property of the spear can't be used again until the bos, you gain all the following benefits for which you
next dawn. have the required piety:
Spe/Js. The spear has 10 charges. While holding it, Piety 1+. The whip has 1 randomly determined minor
you can use an action to expend 1 or more of its charges detrimental property-a burden Erebos imposes to
to cast one of the following spells (save DC 18) from it: test his faithful.
guiding bolt (1 charge), daylight (3 charges, targeting the
tip of the spear only), sunbeam (6 charges). The spear Piety 25+. The whip has 1 randomly determined major
regains ld6+4 expended charges daily at dawn. beneficial property.
Destroying the Spear. If taken to Erebos's palace in Piety 50+. The whip has 1 additional randomly deter
Tizerus, and used to sacrifice a champion of Heliod to mined major beneficial property.
Erebos, Khrusor is either destroyed or fundamentally
twisted to Erebos's service. If you aren't a worshiper of Erebos, the whip has 2 ran
domly determined major detrimental properties.
MASTIX, WHIP OF EREBOS
Weapon (whip), artifact (requires attunement) See "Artifacts" in chapter 7 of the Dungeon Master's
Guide for details on randomly determined properties.
Erebos wields Mastix, a whip capable of extending like
an impossibly long shadow. In the hands of the god of Erebos's Claim. While carrying the whip, you can
the dead, the whip snares the reluctant dead and drags use an action to cast either circle ofdeath or dominate
them into his realm. When Erebos grants his weapon monster (targeting only undead) from the whip. The save
to a mortal follower, it's typically to reclaim a powerful DC for these spells is 18. Once you use the whip to cast
soul or to humiliate Heliod. a spell, that spell can't be cast from it again until the
next dusk.
Whip ofthe Dead. Erebos's whip seethes with the
enervating energy of the Underworld. This magic whip Destroying the Whip. To destroy the whip, it must be
grants a +3 bonus to attack and damage rolls made taken to the heights of Mount Hiastos in Nyx, unraveled
with it. When you hit with an attack using this whip, by a Returned, and left to bask in continual daylight for
the target takes an extra 2d8 necrotic damage and you one month.
KHRUSOR,
SPEAR OF HELIOO
CHAPTER 5 I TREASURES -I
..·.
201
FRIENDS AND FOES
S THEY SO OFTEN DO, DESTRUCTION AND You can use the Nyxborn Monster Origin table to
help you decide what brought a Nyxborn creature into
creation intermingled. As Purphoros cut existence.
into Nyx, he rattled the celestial creatures NYX B O R N M O N S T E R O RIG I N
that populated the night sky. He accidental/y d6 Origin
A god created the creature to serve as an emissary.
dislodged Polukranos, the World Eater,Jrom its heaven/y
2 The creature formed as the side effect of some other
perch. Thefifty-headed monster plunged toward the mortal divine action.
realm, leaving a trail of Nyx blazing in the sky. 3 The creature escaped from the Underworld.
4 The creature took shape from the tales told about it.
Heliodjoined with Nylea, God of the Hunt, who cast vines 5 A god made the creature to serve as a pet or mount.
6 The creature took shape from d reams or n ightmares.
beneath the hydra's body to ease its harsh entrance into the
NYXB ORN STAT I STICS
world. The hydra materialized in the valley and was mo
Any type of creature might be Nyxborn. A Nyxborn crea
mentari/y stunned into stillness. Though much diminished ture has the normal statistics for its kind, but usually
has a special characteristic, a magical quality that sets it
in size, the hydra could still destroy every human city unless apart. When creating Nyxborn creatures, you can sum
marize their Nyxborn traits as Magic Resistance, as in
it was immediate/y contained. Together the gods trapped the Nyxborn Traits table. Alternatively, if you'd like more
variety, roll on that table to randomly determine the dis
the hydra inside a cavern deep under the Nessian Forest. tinctive characteristic of a Nyxborn creature, or choose
one of these or similar traits.
-Jenna Helland, Godsend
NYX B O R N TR AITS
This chapter provides stat blocks for a variety of crea
tures unique to Theros, including mythic monsters-leg d6 Trait
endary beings intended to serve as peerless threats. It Magic Resistance. The creature's Nyxborn natu re gives
also includes lore relevant to monsters from the Monster it advantage on savi ng th rows against spells and other
Manual that appear on Theros. magical effects.
NYXBORN CREATURE S 2 Light Sensitivity. A creature ofthe night sky, the Nyx·
born has disadvantage on attack rolls, as well as on
Just as the gods are born of Nyx, so are many creatures. Wisdom (Perception) checks that rely on sight, while it
Nyxborn creatures are beings of legend, some the is in bright light.
subjects of hopeful dreams and others the product of
nightmares. They come into existence as the result of 3 Immutable Form. The Nyxborn creature is the philo
divine action, as the expression of abstract ideals, or as sophical ideal of its kind. It is i m m u n e to any spell or
manifestations of the strength of shared belief. As mor effect that would alter its form.
tals continue to tell their tales of creatures that never
were and repeat legends that glorify historic individuals, 4 Magic Weapons. The Nyxborn creature's weapon at
Nyxborn creatures of those stories might arise. tacks are magical.
Whether monsters, manifestations of long-dead mor 5 Nyx Step. The Nyxborn can move through other crea
tals, or other beings, Nyxborn creatures share certain tures and objects as if they were d ifficult terra i n . It
characteristics: they resemble ordinary mortal crea takes 5 ( l d l O) force damage i f it ends its turn inside an
tures, but any part of their body that isn't lit by direct object.
light shows the starry gleam of Nyx. Nyxborn creatures
typically act as the direct servants of one of the gods, 6 Starlight Form. The Nyxborn glows with the soft light
but occasionally they escape from the realm of Nyx and of the n ight sky, shedding dim light i n a 1 5 -foot radius.
pursue their own goals-which might be as simple as
violent rampage, or as complex as a far-reaching plan to
break the power of the gods.
.. •
..·
C HAPTER 6 I FRI E N D S AND FOES 203
CYCLOPES WOULD RATHER STEAL T H E BOUNTY O F
SMALLER: BEINGS THAN T O I L THEMSELVES.
CLASSIC MONSTERS C ATOBLEPAS
Numerous creatures hold special places in the lives and Legends tell o f a human herder who bragged that his
myths of Theros's people. Some are beings said to have cattle were the finest in all of Theros. When the gods
been created by the gods-often for special purposes or heard this, Heliod, Nylea, and Mogis became involved
as divine punishments. Others roam particular territo in laying a curse that afflicted the mortal and his cattle,
ries-lands that have become synonymous with a mon giving rise to the first catoblepas. How the gods were
strous population. And still other monsters are in some involved, though, and for what honorable or petty rea
way unique to Theros, exhibiting appearances, behav sons, the gods' faithful-particularly those of Heliod and
iors, and abilities seen few other places in existence. Nylea-greatly debate (see chapter 2). Regardless, cato
blepases are widely viewed as cursed creatures, which
This section explores Theros's most noteworthy mon only Mogis's faithful hold in wicked esteem.
strous myths and uriosities unique to this world. If a
monster appears differently on Theros than elsewhere The catoblepas appears in Volo's Guide to Monsters.
in the multiverse, those differences are noted here.
Should those differences be significant enough to alter CYCLOPS
a creature's statistics, those changes are detailed here,
as well. If a monster is from a collection other than the The human polis of Akros maintains an outpost in the
Monster Manual, its source is listed in its description. Katachthon Mountains to keep an eye on the cyclops
population around One-Eyed Pass (see chapter 3). From
BAS I L I S K the cyclopes' perspective, the Akroan soldiers provide a
reliable source of food, for the soldiers herd approaching
Legends told among the worshipers of Pharika describe enemies into cyclops territory rather than fighting these
how the god hid a treasure trove of secrets in basilisk foes themselves. Thus, the cyclopes attack the Akroans
blood, inspiring her followers to seek ways to reveal the just enough to keep the humans afraid of them, but not
truths hidden among organs and scales. Healers dilute so much that they eliminate them or drive them off.
the blood to use in potions, and oracles employ it in divi
nation rituals. Similarly, cyclopes who prey on sheep learn never
to eat the shepherd. Like the pit of a fruit, a discarded
Basilisks on Theros have only four legs but are sta shepherd will eventually "grow" a new flock to feed
tistically identical to the monster described in the Mon the cyclopes.
ster Manual.
204 C HAPTER 6 I FRI E N D S AND FOES
D RAGON wealth, or flattery, a dragon might share its interpreta
tions of omens-either those it has witnessed or sights
The dragons of Theros are barely capable of �peech and mortals relate to them. Roll on the omens tables in chap
sow destruction either individually or by forcing minions ter 4 to determine what the dragon has seen. How the
to carry out their will. Only red and blue dragons exist dragon interprets these visions is up to you.
on Theros, and both are brutish tyrants that leave devas
tation in their wake. KRA K E N
BLUE DRAGONS Krakens number among the most terrifying denizens
of the sea, their wrath capable of ruining entire poleis.
Blue dragons live along the ocean shore in cliffside Under normal circumstances, each kraken is bound by
caves, from where they scan the waves for prey that a sea lock, a magical effect that restricts its travel. The
swims or flies into their territory. Many experienced sea area encompassed by the lock is large enough to enable
captains know the blue dragon lairs along the coastlines the kraken to feed but prevents these near-immortal
they ply and chart routes to avoid draconic scrutiny. beings from raiding densely populated regions. Some
stories claim that a seaquake or other natural disaster
RED DRAGONS might break a sea lock and free the kraken to rage as
it pleases. Other tales, though, suggest that sea locks
Red dragons soar over mountain slopes and lowland val emanate from ancient coral weapons buried in the
leys, feasting on cattle and those who tend herds. They ocean depths and that keep a kraken tied within a few
often lair in dangerous mountain caves or volcanoes. hundred miles.
Akroans revere red dragons and employ their images in
the design of their armor, believing that the creatures NADIR KRAKENS
embody the drive for power and dominion. Akroans
sometimes settle near a red dragon's lair, forging tenu The largest and most devastating krakens, nadir krak
ous alliances by making sacrifices of cattle or prisoners ens, dwell in the deepest ocean trenches. These krakens
to gain its favor and protection. are unique beings, of which the terrifying Tromokratis
(described in the "Mythic Monsters" section of this
IMMORTAL PERSPECTIVE chapter) numbers among the most feared. When a na
dir kraken breaks free of its sea lock and rises to the
Despite their arrogance and viciousness, dragons are surface, continents are redrawn, civilizations collapse,
long-lived and perceptive. Their age and patience al and eras end.
lows them to divine signs amid violent weather and the
rotation of constellations. For worthy sacrifices of food, UNLEASHED FROM THE DARKEST OCEAN DEPTHS, EACH
NADIR KRAKEN IS A UNIQUE AQUATIC NIGHTMARE.
LAM IA The medusas of Theros differ from those in the Mon
ster Manual in that they have long, serpentine bodies
When rage and despair at the gods' misdeeds consume in place of legs. A medusa uses the stat block from the
a mortal mind, a lamia comes into being. Most la�ias in Monster Manual with the following altered and addi
Theros are Nyxborn (described earlier in this chapter), tional actions:
owing their existence to their own twisted imagination,
which has changed their physical nature to reflect their Constrict. Melee Weapon Attack: +3 to h it, reach l 0 ft., one
internal self. Lamias have wildly varying physical forms, target. Hit: 7 (2d6) bludgeoning damage, and the target is
ranging from a feline shape similar to the lamia in the grappled (escape DC 1 1) if it is a Large or smaller creature. Un
Monster Manual to a more serpentine form similar to a til this grapple ends, the target is restrained, and the medusa
yuan-ti. In each case, the lamia's body reflects the crea can't constrict another target.
ture's corrupted instincts and predatory nature.
Multiattack. The med u sa makes either three melee attacks
M E D USA one with its snake hair, one to constrict, and one with its
shortsword-or two ranged attacks with its longbow.
Medusas (often called gorgons on Theros) are closely as
sociated with Pharika, the god of poison and medicine. NIGHT HAG
Pharika has charged her favored servants with guarding
secrets of life, health, and immortality that are too pow Night hags on Theros appear as leathery-faced crones
erful to be known by those who lack the wisdom to use that hold their single eye within their withered lips as
them properly. Those who approach a medusa with hu they stare with eyeless sockets. They usually build their
mility and worthy offerings might receive the creature's huts in the Underworld, particularly around the tower
favor. The medusa might propose a dangerous quest to ing pillars of basalt and granite within the Mire of Pun
fetch some rare ingredient or legendary relic, promising ishment (see chapter 3). There, amid the lamentations
to reward success with a bit of Pharika's knowledge. of those who have offended the gods, night hags inhale
This information might lead to a cure for a plague, an the smoke of toxic balefires. They follow the visions
alchemical breakthrough, or a secret of the cosmos. the smoke invokes to the dreams of vulnerable mortals
where they sow the seeds of folly.
fROM THE FOULEST REACHES OF THE UNDERWORLD,
N IGHT HAGS INVADE THE DREAMS OF MORTALS. A night hag senses the world around her with sensi
tive fingers, keen hearing, and the single eye she typ
ically holds in her mouth. When a night hag uses her
powers to transform, her eye often becomes a bauble or
piece of jewelry she keeps close at all times.
ALTHOUGH T HEY POSSESS GREAT WISDOM, SPH INXES WON'T
SHARE T HEIR SECRETS WITH JUST ANYONE,
SPHI NX THE WANDERING ORACLE
Sphinxes typically dwell in island sanctums, especially Throughout history, the wise and ancient androsphinx
in the far reaches of the Dakra Isles. Many develop Medomai has appeared in Meletis during moments of
schools of philosophy or academic methods that they historical import, such as religious ceremonies, cor
share with students they deem worthy, their ideas re onations, and the onset of wars. For decades, he has
markable enough to seem akin to magic. Their age and brought his cryptic knowledge of future events to the
wisdom also often allows them to predict what's to come people, but since his predictions tend to be dire, his ar
as effectively as any oracle. rival is generally viewed as a bad omen.
RIDDLES OF THE SPHINX UN ICORN
A sphinx might ask riddles to explore the cleverness, Unicorns on Theros are closely tied to the mysteries of
thought processes, and humility of those who seek to Nyx. They often appear in the dreams of those doing the
learn from them. These inquiries help the sphinx gauge work of goodly gods. In such dreams, they might guide
a would-be student's mettle before allowing them access the weary to solace, the forlorn to joy, and the heroic to
to its secrets. The following are just a few riddles (along their destiny. In the waking world, they often provide
with their answers) that a sphinx might use to test a the same aid, sometimes appearing to step from dreams
visitor's wit: into reality. Those who follow unicorns might find the
treasures of lost heroes, hallowed ruins, or grand omens
• The more of these you take, the more you leave be from the gods.
hind. (Steps)
What has six faces, but no mouth, has twenty-one
eyes, but cannot see? (A die)
What turns everything but does not move? (A mirror)
The more there is, the less you see. (Darkness)
• What is stronger than the gods, more terrifying than
the demons, the poor have it, the rich need it, and if
you eat it, you die? (Nothing)
C HAPTER 6 I FRIE N D S AND FOES ..·
207
BESTIARY
The following pages include descriptions and stat·
blocks for inhabitants of Theros. The majority are
presented in alphabetical order. At the end of this sec
tion, you'll find a selection of mythic monsters, foes
designed to pose challenges worthy of legend.
STAT BLO C K S BY
CREATURE TYPE
The following list categorizes the creatures in this
chapter by creature type. Creatures marked with an
asterisk appear in the "Mythic Monsters" section later
in this chapter.
ABERRATION HUMANOID AM P H I SBA E NA
Woe strider
Akroan hoplite The amphisbaena has a head at either end of its ser
CELESTIAL Leonin iconoclast pentine body, and each head sports venomous fangs.
Arch on of fallen stars Meletian hoplite To move, an amphisbaena uses one mouth to grip the
Ashen rider Oracle neck of its other head, forming a hoop that rolls over
Winged bull Setessan hoplite the ground.
Winged lion Triton master ofwaves
Triton shorestalker AMPHISBAENA
CONSTRUCT
Anvilwrought raptor MONSTROSITY Medium monstrosity, unaligned
Bronze sable
Burnished heart Amphisbaena Armor Class 1 4
Colossus of Akros Aphemia
Gold-forged sentinel Arasta'' Hit Points 1 1 (2d8 + 2)
Blood-toll harpy Speed 30 ft., swim 30 ft.
FIEND Fleecemane lion
Abhorrent overlord H i ppocamp STR DEX CON INT WIS CHA
Eater of hope Hython ia* 14 (+2) 3 (-4) 10 (+O) 3 (-4)
N i ghtmare shepherd l ronscale hydra 18 (+4) 1 2 (+l )
Nyx-fleece ram
FEY Polukranos Skills Perception +4
Alseid Theran chimera Senses blindsight 10 ft., passive Perception 1 4
Lam pad Tro m o k r a t i s * Languages-
Naiad Two-headed cerberus
Oread Ty p h o n Challenge 1/2 (100 XP)
Satyr reveler U nderworld cerberus
Satyr thornbearer
UNDEAD
GIANT
Doomwake giant Flitterstep eidolon
Hundred-handed one Ghostblade eidolon
Phylaskia
Retu rned drifter
Returned palamnite
Returned sentry
Two Heads. The amphisbaena has advantage on saving th rows
against being blinded, charmed, deafened, frightened, stunned,
and knocked unconscious.
ACTIONS
Multiattack. The amph isbaena makes two bite attacks.
Bite. Melee Weapon Attack: +6 to h it, reach 5 ft., one tar·
get. Hit: 6 ( l d4 + 4) piercing damage and 4 (ld6 + 1) poi
son damage.
208 C HAPTER 6 I FRI E N D S AND FOES
ANVI L WROU G H T S ANVILWROUGHT RAPTOR
The first anvilwroughts were created b y the god o f the Tiny construct, unaligned
forge, Purphoros. He gave the secret of breathing life
into these metal creatures to his most devoted followers Armor Class 1 4 (natural armor)
so they could mimic his works and invent new forms at
their own forges. Hit Points 18 (4d4 + 8)
Speed l 0 ft., fly 60 ft.
Some anvilwroughts are vigilant guardians at holy
shrines, others serve as familiars and messengers, and STR DEX CON INT WIS CHA
a few were created to emulate beauty found among the 12 (+l) 3 (-4) 1 4 (+2) l (-5)
animals of the mortal world. Each exhibits abilities 16 (+3) 14 (+2)
suited to its role, with some behaving like companion
able creatures or stoic guardians. Skills Perception +4
Damage Immunities fi re , poison
A few extremely rare and valuable anvilwroughts were Condition Immunities charmed, exhaustion, paralyzed,
crafted by the hand of Purphoros himself. A number
of these magnificent creations are now heirlooms of petrified, poisoned
monarchs; others are lost to the sands of time or are Senses darkvision 1 20 ft., passive Perception 1 4
guarded by ancient monsters. Languages understands o n e language o f its creator but can't
Constructed Nature. An anvilwrought doesn't require speak
air, food, drink, or sleep. Challenge 1/2 (100 XP)
ANVILWROUGHT RAPTOR Keen Sight. The raptor has advantage on Wisdom (Perception)
checks that rely on sight.
Prized among Meletis's thaumaturges, anvilwrought
raptors are often crafted in the form of a hawk or an Recorded Mimicry. The raptor can mimic any sound, including
owl. Most serve as messengers and spies, flying over voices, it has heard i n the last 24 hours. A creature that hears
the busy streets or high over the land while carrying or the sounds can tell they are imitations with a successful DC 1 2
seeking vital information for their masters. Wisdom (Insight) check.
VARIANT: ANVILWROUCHT RAPTOR FAMILIAR ACTIONS
Some anvilwrought raptors are created expressly to be fa. Multiattack. The raptor makes two attacks with its beak.
m i l iars. Such creatures have the fol lowing trait.
Beak. Mefee Weapon Attack: +5 to h it, reach 5 ft., one target.
Familiar. The anvilwrought can serve another creature Hit: 5 (ld4 + 3) piercing damage.
as a fam i l iar, form ing a magical , telepathic bond with its
wi l l i ng master. While the two are bonded, the master can
sense what the anvilwrought senses, as long as they are
withi n l mile of each other.
C HAPTER 6 I FRIENDS AND FOES 209
BRONZE SABLE
Medium construct, unaligned
Armor Class 1 5 (natural armor)
H it Points 32 (5d8 + 10)
Speed 30 ft. , climb 30 ft.
BRON ZE SABLE STR DEX CON INT WIS CHA
13 (+l) 16 (+3) 15 (+2) 3 (-4) 14 (+2) l (-5)
The first bronze sables were presented to Karametra as
a gift by Purphoros to serve primarily as guardians in Skills Stealth +5
Karametra's temples. But as others have been created, Damage Immunities fi re, poison
some have been used as nimble scouts, always on alert Condition Immunities charmed, exhaustion, paralyzed,
for danger.
petrified, poisoned
BUR N I S H E D H A RT Senses darkvision 1 20 ft., passive Perception 1 2
Languages understands o n e language o f its creator but can't
Among the first anvilwroughts to be forged by Purpho
ros, elegant burnished harts wander the mortal realm speak
in search of new sights to bring back to the god of the Challenge l (200 XP)
forge. On every trip from Mount Velus, where Purphoros
has his forge, they seek out the far reaches of the world False Appearance. While the sable remains motion less, it is in·
so they can witness beauty in all its forms, then later disti nguishable from a normal statue.
reunite with their creator, their minds filled with tales of
how life's splendor continues to develop. Pack Tactics. The sable has advantage on a n attack roll against
a creature if at least one of the sable's al l ies is with i n 5 feet of
GOLD-FORGED S E N T I N E L the creature and the ally isn't incapacitated.
The original purpose of gold-forged sentinels is a mys Surprise Attack. If the sable surprises a creature and h its it with
tery, and of all Purphoros's original anvilwroughts, this an attack during the first round ofcom bat, the target takes an
construct is the most difficult to control. A sentinel often extra 10 (3d6) damage from the attack.
operates without a master, stalking the high places of
the mortal world or waiting, still as a statue, for what ACTIONS
could be decades before reanimating to carry out their
mysterious purpose. Multiattack. The sable makes two bite attacks.
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
Hit: 7 ( l d 8 + 3) piercing damage.
2IO C H APTER 6 I FRI E N D S AND FOES
GOLD-FORGED SENTINEL
GOLD-FORGED SENTINEL
Large construct, unaligned
Medium construct, unaligned Armor Class 1 6 (natural armor)
Armor Class 14 (natural armor) Hit Points 76 (8d 1 0 + 32)
Speed 40 ft., fly 60 ft.
Hit Points 45 (6d8 + 1 8)
Speed 50 ft. STR DEX CON INT WIS CHA
1 8 (+4) 13 (+2) 19 (+4) 3 (-4) 16 (+3) 10 (+O)
STR DEX CON I NT WIS CHA Skills Perception +6
1 7 (+3) 14 (+2) 16 (+3) 3 (-4) 15 (+2) 1 (-5) Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed,
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 1 20 ft., passive Perception 1 6
petrified, poisoned Languages understands o n e language o fits creator b u t can't
Senses darkvision 1 20 ft., passive Perception 12
Languages u nderstands one language of its creator but can't speak
Challenge 5 (1 ,800 XP)
speak
Challenge 2 (450 X P) Charge. If the sentinel moves at least 20 feet straight toward
a target and then hits it with a ram attack on the same turn,
Charge. If the hart moves at least 20 feet straight toward a the target takes an extra 10 (3d6) bludgeoning damage. Ifthe
target and then hits it with an antlers attack on the same turn, target is a creature, it m ust succeed on a DC 15 Strength saving
the target takes an extra 7 (2d6) fi re damage. If the target is a throw or be knocked prone.
creature, it must succeed on a DC 1 3 Strength sav i n g throw or
be knocked prone. Spell Turning. The senti nel has advantage on savi n g throws
aga i n st any spell that targets only the sentinel (not an area). If
Heated Body. A creatu re that touches the hart or hits it with a the senti nel's saving throw succeeds and the spell is of 4th level
melee attack while within 5 feet of it takes 5 ( l d l O) fire damage. or lower, the spell has no effect on the senti nel and i n stead
targets the caster.
Sure-Footed. The hart has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.
ACTIONS ACTIONS
Multiattack. The hart makes two attacks: one with its antlers Multiattack. The senti nel makes two ram attacks.
and one with its hooves.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Antlers. Melee Weapon Attack: +5 to h it, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Hit: 7 ( l d 8 + 3) piercing damage.
Fire Breath (Recharge 5-6). The sentinel exhales fire i n a
Hooves. Melee Weapon Attack: +5 to h it, reach 5 ft., one target. 1 5-foot cone. Each creature in that area must make a DC 1 5
Hit: 5 ( l d4 + 3) b l udgeoning damage plus 2 (ld4) fi re damage. Dexterity sav i n g throw, taking 2 7 (6d8) fire damage o n a failed
save, or half as much damage on a successful one.
.
..
C HAPTER 6 I FRI E N D S AND FOES 211
•
ARC HONS
The mysterious conquerors known as archons
once ruled vast empires. These armored war
lords saw themselves as champions of merciless
justice, and they ruled with iron fists. But their
dominance ultimately came to an end. As the
archon overlords toppled, they scattered to the
fringes of the world, and their holdings developed
into the poleis of today.
Even though the age of archons is long past,
many wonder if the few surviving archons might
someday attempt to reestablish their empire or
if they are truly resigned to their lesser role in
the world.
ARCHON OF FALLI NG STA R S
The epic accounting of the world's earliest histories
called The Cosmogony recounts the battle between
a group of the gods' champions and a mighty archon,
which took place at the mysterious eastern edge of the
world. Defeated, the falling archon is said to have met
the rising sun. But Heliod showed mercy to the penitent
archon, who swore to uphold justice and righteousness
in the world's wildest places. As a sign of his mercy, He
liod gave the archon a spear that rivaled his own in its
brilliance. This was the first archon of falling stars.
ARCHON OF FALLING STARS Dexterity sav i n g throws. I fthe archon i s reduced to 0 hit
points while riding its mount, the mount is reduced to 0 h it
Medium celestial, lawful good points as wel l .
Armor Class 18 (plate) Radiant Rebirth (Recharges after a Long Rest). Ift h e archon
is reduced to 0 hit points, it regains 30 hit points and springs
Hit Points 144 ( 1 7d8 + 68) back to its feet with a burst of radiance. Each creature ofthe
Speed 30 ft. archon's choice within 30 feet of it must succeed on a DC 16
Constitution saving throw, or the creature takes 1 3 (3d8) rad i·
STR DEX CON INT WIS CHA ant damage and is blinded until the start ofthe archon's turn.
20 (+5) 1 5 (+2) 19 (+4) 15 (+2) 21 (+5) 19 (+4)
ACTIONS
Saving Throws Str +9, Con +8, Wis +9, Cha +8
Skills Arcana +6, H istory +6, Insight +9, Perception +9 Multiattack. The archon makes two attacks with its ra
diant spear.
Damage Immunities rad iant
Condition Immunities charmed, exhaustion, frightened Radiant Spear. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
Senses truesight 1 20 ft., passive Perception 1 9 radiant damage.
Languages all
Challenge 12 (8,400 XP) LEGENDARY ACTIONS
Innate Spellcasting. The archon's spellcasting ability is Wis The archon can take 3 legendary actions, choosi n g from the
dom (spell save DC 1 7, +9 to hit with spell attacks). The archon options below. Only one legendary action option can be used
can i nnately cast the following spells, req uiring no material at a time and only at the end of another creature's turn. The ar·
components: chon regains spent legendary actions at the start of its turn.
At will: command, guiding bolt, spare the dying Attack. The archon makes a rad iant spear attack or casts
l/day each: crusader's mantle, spirit guardians guiding bolt.
Magic Resistance. The archon has advantage on saving throws Coordinated Assault (Costs 2 Actions). The archon makes a ra
against spells and other magical effects. diant spear attack, and then its mou nt can use its reaction to
make a melee weapon attack.
Mount. If the archon isn't mou nted, it can use a bonus action
to magically teleport onto the creature serv i n g as its mount, Return to Nyx (Costs 3 Actions). The archon causes a corpse it
provided the archon and its mount are on the same plane of can see within 30 feet of it to burst i nto a shower of radiant
existence. When it teleports, the archon appears astride the stars leaving no trace of it behind. Everything it is weari ng or
mount, along with any equipment it is wearing or carrying. carrying remains. Each creature within 1 0 feet of the corpse
when it bursts must succeed on a DC 16 Dexterity saving
While mounted and not i ncapacitated, the archon can't th row or take 22 (4dl0) radiant damage.
be surprised, and both it and its mount have advantage on
CHAPTER 6 I FRI E N D S AND FOES
2I2
ASHEN RIDER .
..
The fall of the ancient archon empires left some archons
bitter and resentful. Seeking to avoid the spread of hu •.
man civilization, these archons made their way to the
Underworld. The horrors of the place broke their minds,
bodies, and spirits and twisted them into the terrifying
archons known as ashen riders. When they ride forth
upon the mortal world, terrified mortals make offerings
in a desperate attempt to appease them, but the ashen
riders aren't merciful, and they delight in reducing the
paragons of the mortal world to ash.
ASHEN RIDER Dexterity saving throws. Ifthe ashen rider is reduced to 0 hit
points while riding its mount, the mount is reduced to 0 h it
Medium celestial, lawful evil points as wel l .
Armor Class 1 8 (plate) ACTIONS
Hit Points 1 78 (21 d8 + 84) Multiattack. The ashen rider makes three attacks with its
Speed 30 ft. ashen blade or two attacks with its bolt of ash.
STR DEX CON INT WIS CHA Ashen Blade. Melee Weapon Attack: +10 to h it, reach 1 0 ft., one
20 (+5) 16 (+3) 19 (+4) 15 (+2) 21 (+5) 1 8 (+4) target. Hit: 1 4 (2d8 + 5) slashing damage plus 1 3 (2d l 2) rad i
ant damage.
Saving Throws Str +1 0, Con +9, Wis +1 0, Cha +9
Bolt of Ash. Ranged Spell Attack: +10 to h it, range 1 20 ft. , one
Skills H istory +7, I nsight +10, Perception +1 0 creature. Hit: 22 (4dl0) necrotic damage, and the target can't
Damage Immunities thunder regain hit points until the start of the ashen rider's next turn.
Condition Immunities charmed, exhaustion, frightened
LEGENDARY ACTIONS
Senses truesight 1 20 ft., passive Perception 20
Languages all The ashen rider can take 3 legendary actions, choosing from
Challenge 16 (1 5 ,000 XP) the options below. Only one lege ndary action option can
be used at a time and only at the end of another creature's
Aura of Silence. When a creature starts its turn within 30 feet of turn. The rider regains spent legendary actions at the start
the ashen rider, the rider can force that creature to make a DC of its turn.
1 8 Wisdom saving throw ifthe rider can see it. On a successfu l
save, the creature i s immune to this aura for the next 2 4 hours. Attack. The ashen rider makes an attack using its ashen blade
On a failed save, the creature can't speak and is deafened until or bolt ofash.
the start of its next turn.
Coordinated Assault (Costs 2 Actions). The ashen rider makes
Innate Spellcasting. The ashen rider's spellcasting a b i l ity is an attack using its ashen blade or bolt of ash, and then its
Wisdom (s pell save DC 18). The rider can i n n ately cast the fol mount can use its reaction to make a melee weapon attack.
lowing spel ls, requiring no material components:
Reduce to Ash (Costs 3 Actions). The ashen rider targets a crea
At will: command, compelled duel ture it can see with i n 60 feet of it. The target must succeed
l /day each: banishment, blade barrier on a DC 18 Constitution savi ng th row, or it takes 27 (5dl0)
necrotic damage and its hit point maxi mum is reduced by an
Mount. If the ashen rider isn't mounted, it can use a bonus amount equal to the necrotic damage take n . This reduction
action to magical ly teleport onto the creature serving as its lasts until the target fi n ishes a long rest. I fthe target's hit
mount, provided the ashen rider and its mount are on the point maximum is reduced to 0, its body and everyth ing it is
same plane of existence. When it teleports, the ashen rider ap wearing and carryi ng, except for magic items, are reduced to
pears astride the mount along with any equipment it is wearing ash. A creature reduced to ash can't be revived by any means
or carrying. short of a wish spell.
While mounted and not incapacitated, the ashen rider can't
be surprised, and both it and its mount have advantage on
C HAPTER 6 I FRI E N D S A N D FOES
ARCHON MOUNTS
Archons always ride into battle on fearsome winged
mounts. Some legends suggest that the mount is ac
tually a physical manifestation of the archon's will,
allowing the pair to act with a single mind. The two
most common archon mounts are winged bulls and
winged lions.
WINGED BULL
Large celestial, unaligned
Armor Class 12
H it Points 95 ( l O d l O + 40)
Speed 60 ft., fly 60 ft.
STR DEX CON INT WIS CHA
20 (+5) 1 4 (+2) 18 (+4) 6 (-2) 10 (+O) 5 (-3)
Senses passive Perception 10
Languages understands Celestial but can't speak
Challenge 4 (l ,lOO XP)
Charge. I fthe bull moves at least 20 feet straight toward a crea
ture and then h its it with a gore attack on the same turn, the
target takes an extra 19 (3dl2) pierc i n g damage.
Two-11EADED CERBERUS
ACTIONS C ERBERI
Gore. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target. Feared b y the living and the dead, cerberi patrol both
Hit: 18 (2d l 2 + 5) piercing damage. banks of the Tartyx River. These multiheaded hounds of
the Underworld breathe gouts of molten rock that sear
WINGED LION and imprison those who trespass upon the borders of
life and death. Most cerberi have a boundless hunger for
Large celestial, unaligned fresh meat, especially the flesh of humanoids. Villains
have been known to exploit that hunger by luring cerberi
Armor Class 13 away from the river and setting them loose on mortal
settlements.
Hit Points 1 14 (12d l 0 + 48)
Speed 60 ft., fly 60 ft.
STR DEX CON INT WIS CHA Two-HEADED C E R B E RUS
20 (+5) 6 (-2) 1 4 (+2) 5 (-3)
16 (+3) 18 (+4) Thought to be a lesser breed of cerberi that have inter
bred with mortal wolves, two-headed cerberi typically
Senses passive Perception 12 roam the mortal side of the Tartyx River. There they
Languages understands Celestial but can't speak generally ignore-or only modestly menace-the souls
Challenge 4 (l ,100 X P) of the dead. Such isn't the case for mortals, though, and
they eagerly set upon those who tread too close to the
Pounce. I f the lion moves at least 20 feet straight toward a Underworld's borders.
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC l 5 Strength saving throw or UNDE RWORLD C ER B E RUS
be knocked prone. I f the target i s prone, the lion can make one
bite attack against it as a bonus action. Three-headed cerberi dwell deep in the Underworld.
Terrifying and cunning, they guard portals between the
ACTIONS wards of the Underworld, Erebos's greatest treasures,
and noteworthy souls who might attempt to escape the
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: realm of the dead. Three-headed cerberi commonly
16 (2dl0 + 5) piercing damage. serve demons, but if left to their own devices, they often
herd wily souls into labyrinthine Underworld wilder
Claw. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target. nesses, then hunt them for sport.
Hit: 14 (2d8 + 5) slashing damage.
·.,.
CHAPTER 6 I FRI E N D S AND FOES
214
UNDERWORLD CERBERUS
Medium monstrosity, lawful evil UNDERWORLD CERBERUS
Armor Class 1 2 Large monstrosity, lawful evil
Hit Points 3 9 (6d8 + 1 2)
Speed 40 ft. Armor Class 1 6 (natural armor)
Hit Points 1 04 (lldlO + 44)
Speed 60 ft.
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
1 5 (+2) 3 (-4) 13 (+l) 6 (-2) 19 (+4) 12 (+l ) 18 (+4) 10 (+O) 16 (+3) 9 (-1)
14 (+2) 14 (+2)
Skills Perception +5, Stealth +4 Skills Ath l etics +7, Perception +9, Stealth +4
Damage Immunities fire, necrotic Damage Immunities fi re, necrotic
Condition Immunities b l inded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion ,
frightened, stu n ned frightened, stunned
Senses darkvision 60 ft., passive Perception 1 5 Senses truesight 30 ft., passive Perception 1 9
Languages- Languages u nderstands a l l languages but can't speak
Challenge 6 (2,300 XP)
Challenge 2 (450 X P)
Aggressive. As a bonus action, the cerberus can move up to its Aggressive. As a bonus action, the cerberus can move up to its •
speed toward a hostile creature that it can see. speed toward a hostile creature that it can see.
Multiheaded. The cerberus can't be surprised, and it has ad Multiheaded. The cerberus can't be su rprised , and it has ad
vantage on sav i n g th rows against being knocked unconscious. vantage o n saving throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack rol l Pack Tactics. The cerberus has advantage on an attack rol l
against a creature i fa t least one o ft h e cerberus's allies is within against a creature i fa t least o n e o ft h e cerberus's a l l ies is within
5 feet ofthe creature and the ally i s n't incapacitated. 5 feet ofthe creature and the ally isn't i ncapacitated.
AC TIO N S ACTI O N S
Multiattack. The cerberus makes two bite attacks. Multiattack. The cerberus makes three bite attacks.
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one target. Hit:
Hit: 5 ( l d 6 + 2) piercing damage plus 2 (l d4) fire damage. 1 1 (2d 6 + 4) piercing damage plus 3 (l d6) fi re damage.
Breath Weapon (Recharge 5-6). The cerberus exhales a 1 5 -foot Breath Weapon (Recharge 5-6). The cerberus exhal es a 30-foot
cone of molten rock. Each creature in the cone must make a cone of molten rock. Each creature in the cone must make a
DC 1 2 Dexterity saving throw, taking 10 (3d6) fire damage on a DC 1 5 Dexterity saving th row, taking 21 (6d6) fi re damage on a
fai led save, or half as much damage on a successful one. On a failed save, or half as much damage on a successful one. On a
fai led save, a creature is also restrained by the hardening rock. failed save, a creature is also restrai ned by the hardening rock.
A creature can make a DC 12 Strength (Athletics) check as an A creature can make a DC 15 Strength (Athletics) check as an
action, freeing itself or a creature with i n reach from the rock o n action, freeing itselfor a creature within reach from the rock o n
a success. The rock has AC 1 7 and 10 hit points, and it is im a success. The rock has AC 1 7 and 20 hit points, and it is im
mune to fi re, poison, and psychic damage. m u n e t o fi re, poison, and psychic damage.
C HAPTER 6 I FRIENDS AND FOES 215
C HIMERA Nyx exist, as unrestrained magical energy often causes
more chimeras to appear in a region. As such chaotic
The term chimera applies to a wide variety of disparate magic is inherent to a chimera's being, these monsters
monsters that combine the features of multiple beasts. often manage to shrug off spells cast against them.
While many artistic depictions represent chimeras as an
amalgam of lion, ram, and dragon, these beasts appear C USTOM I ZING A C H IM E RA
with nearly endless variations.
The Theran chimera stat block presents one possible
The Akroans tell a tale of the first chimera's origin, chimera configuration. You may customize these statis
wherein the god Keranos sought to test Nylea's favor tics to design your own unique chimera. To do so, simply
ite champion, Renata of Setessa, by creating a beast roll once on one or all of the following tables. Results
so deadly that even she would balk at trying to hunt from the Body Composition table adjust the Theran
it. When Renata slayed this lion-ram-dragon creation chimera as described, while results on the Breath Weap
effortlessly, Keranos created another combination of ons, Head Attacks, and Tail Attacks tables replace those
deadlier beasts to challenge her. She slayed that beast, respective actions in the stat block. Theran chimeras
too. Despite countless attempts, Keranos was unable to always have the Claws action. If the results of multiple
create a beast that Renata couldn't best. tables conflict, chose your preferred result.
Chimeras typically roam the deep wilds of the world, BO DY COM P O S I TIO N
constantly seeking a lair that would perfectly suit one of
its heads, but then finding it unsatisfying to two-thirds d4 Attack
of its being. As a result, a hungry chimera might appear Plains Creature. The c h i me ra's body is that of a large
out of a clear sky to pick off prey nearly anywhere. This lowland creature, such as a b u l l or a bear, and it lacks
threat grows even more significant in regions where wings and a flying speed. The c h i m era is especially re
magic runs rampant or where portals to the realm of si lient, gai n i n g resistance to cold and fire damage.
ThERAN CHIMERA 2 Coast Creature. The chimera's body is that of a coastal
or aquatic creature, such as a heron or a shark. The
Large monstrosity, unaligned chimera gains a swi m m i ng speed equal to its walking
speed and can breathe air and water.
Armor Class 1 5 (natural armor)
Hit Points 95 ( l Od l O + 40) 3 Mountain Creature. The chimera's body is that of
Speed 30 ft. , fly 60 ft. a mountain-dwelling creature, such as a ram or a
d ragon. The chimera doesn't provoke an opportun ity
STR DEX CON INT WIS CHA attack when it flies out of an enemy's reach.
1 8 (+4) 1 3 (+l ) 19 (+4) 3 (-4) 14 (+2) 10 (+O)
4 Swamp Creature. The chi mera's body is that of a
Saving Throws Con +7, Wis +5 swamp creature or a cavern-dweller, such as a giant
l izard or spider. The chimera gains a climbing speed
Skills Perception +5 equal to its walking speed and it can c l i m b difficult
Senses darkvision 60 ft. , passive Perception l 5 surfaces, including upside down on ceilings, without
n eedi n g to make a n ability check.
Languages u nderstands Draconic but can't speak
Challenge 7 (2,900 XP) HEA D ATTACK S
Spell Turning. The chi mera has advantage on a savi ng throw d4 Attack
against any spell that targets only the chimera (not an area). Bull Horns. If the chimera moves at least 20 feet
If the ch imera's savi ng th row is successful and the spell is of straight toward a target and then h its it with a head
4th level or lower, the spell has no effect on the chimera and attack on the same turn, the target takes an extra 7
i nstead targets the caster. (2d6) piercing damage. If the target is a creature, it
m ust succeed on a DC l 5 Strength saving throw or be
ACTIONS knocked prone.
Multiattack. The chimera makes three attacks: one with its 2 Shark Bite. The chimera has advantage on a h ead at
claws, one with its head, and one with its tail. When its breath tack rol l against any creature that doesn't have a l l its
weapon is available, it can use the breath i n place of its head or hit points.
its claws.
3 U nicorn Horn. The chi mera's head attack is magical
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. and deals an extra 4 (ld8) radiant damage.
Hit: 13 (2d8 + 4) slashing damage.
4 Cockatrice Beak. A creature hit by the chimera's head
Head. Mefee Weapon Attack: +7 to h it, reach 5 ft., one target. attack must succeed on a DC 15 Constitution saving
Hit: 10 ( l d l 2 + 4) pierci n g damage. th row or be restrai ned as it begi ns to turn to stone. The
restra ined creature must repeat the savi ng throw at the
Tail. Mefee Weapon Attack: +7 to hit, reach 10 ft. , one target. end of its next turn. On a success, the effect ends. On
Hit: 11 (2d6 + 4) bludgeoning damage. a fa i l u re, the creature is petrified for 24 hours.
Breath Weapon (Recharge 5-6). The chimera exhales fire i n a
1 5 -foot cone. Each creature in that area m ust make a DC 1 5
Dexterity saving throw, taking 3 2 (5dl2) fi re damage o n a failed
save, or half as much damage on a successfu l one.
CHAPTER 6 J FRI E N D S AND FOES
216
BR EATH WE A PO N S TAIL ATTACK S
d4 Attack d4 Attack
Venomous Tail. The chimera's tail ends i n a snake's
Lightning Breath (Recharge 5-6). The chi mera exhal es h ead or a stinger, which deals piercing damage i n stead
l ightn i n g in a 60-foot l i n e that is 5 feet wide. Each crea of bl udgeoning damage. In addition, when the chimera
ture in that l i n e must make a DC 15 Dexterity sav i n g h its a creature with its tail, the creature must succeed
throw, t a k i n g 36 (8d8) l ightn i n g damage o n a fai led on a DC 1 5 Constitution saving throw or become poi
save, or half as much damage on a successful one. soned for l m i n ute. A poisoned target can repeat the
2 Tidal Wave Breath (Recharge 5-6). The chimera has a n savi n g th row at the end of each of its turns, ending the
aquatic creature's head that exhales a torrent o f acidic effect on itself on a success.
water i n a 60-foot l i n e that is 5 feet wide. Each creature
i n the l i n e must make a DC 15 Dexterity sav i n g throw. 2 Perplexing Tail. The c h i mera has an additional head
On failed save, a creature takes 27 (5dl0) acid damage where its tail should be. The chimera loses its tail
and i s knocked prone. On a successful save, it takes attack and makes two head attacks when it takes the
half as m uch damage and isn't knocked prone. M u ltiattack action. Use the H ead Attacks table to de
3 Venom Spray (Recharge 5-6). The ch i mera has a ven termine the nature ofthe new head.
omous creature's head that exhales a spray of poison
in a 1 5 -foot cone. Each creature i n that area must 3 Shark Tail. The chi mera's tail is a large fi n . When the
succeed on a DC 1 5 Constitution saving throw or be chimera h its a creature with its tail, the creature is also
poisoned fo r l m i n ute. While poisoned i n this way, a pushed u p to 10 feet away.
target takes 35 (l Od6) poison damage at the start of
each of its turns. A target can repeat the saving th row 4 Constricting Tail. The c h imera's tail can constrict prey.
at the end of each of its turns, ending the effect on If the chimera h its a creature with its tail, the target i s
itselfon a success. grappled (escape DC 1 5) if it is Large or smaller. U n t i l
4 Necrotic Breath (Recharge 5-6). The c h imera exhal es this grapple e n d s , the target i s restrained, and t h e chi
necrotic energy i n a 15-foot cone. Each creature in that mera can't use its tail on another target.
area must succeed on a DC 15 Constitution sav i n g
th row, or it takes 31 (7d8) necrotic damage and is un C HAPTER 6 I FRI E N D S AN D FOES
able to regain hit points until the end ofits next turn.
...
2r7
COLOSSUS OF AKROS
Gargantuan construct, unaligned
Armor Class 21 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 60 ft.
STR DEX CON I NT WIS CHA
28 (+9) 10 (+O) 25 (+7) 3 (-4) 11 (+O) 1 (-5)
Saving Throws Str +16, Con +14
Skills Athletics +16, Perception +7
Damage Immunities fi re, poison, psychic; bludgeo n i ng,
piercing, and slashing from nonmagical attacks
Condition I mmunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, stu n ned, unconscious
Senses darkvision 1 20 ft., passive Perception 1 7
Languages understands Common and Celestial but can't speak
Challenge 23 (50,000 XP)
Crumbling Destruction. When the colossus d rops to 0 h it
points, it crumbles and is destroyed. Any creature on the
ground within 30 feet ofthe crumbling statue must make a DC
22 Dexterity savi ng throw, taking 22 (4d l 0) bludgeo n i n g dam·
age and 22 (4d l 0) fire damage on a fa iled save, or half as much
damage on a successful one.
Fire Absorption. Whenever the colossus is subjected to fire
damage, it takes no damage and instead regains a number of
hit points equal to the fire damage dealt.
Immutable Form. The colossus i s immune to any spell or effect
that would alter its form.
Magic Weapons. The colossus's weapon attacks are magical.
Siege Monster. The colossus deals double damage to objects
and structures.
C OLOS SUS OF AKRO S ACTIONS
An enormous golem of bronze and iron overlooks the Multiattack. The colossus of Akros makes two melee attacks.
path leading to the polis of Akros. Though it is rarely
called on to defend the polis, the sight of its towering Spear. Melee or Ranged Weapon Attack: +16 to h it, reach 1 5
form is enough to ease the minds of the populace. In ft., o r range 200/600 ft., one target. Hit: 2 3 (4d6 + 9) piercing
truly desperate times, priests of Purphoros work their damage, or 27 (4d8 + 9) piercing damage if used with two
magic to call the colossus to life, whereupon the earth hands to make a me lee attack. If the colossus makes a ranged
rumbles as it steps down from its twin plinths to place attack with this spear, the spear magically retu rns to its hand
itself before the threat. after the attack.
Constructed Nature. The colossus of Akros doesn't Sword. Melee Weapon Attack: +1 6 to h it, reach 15 ft., one target.
. require air, food, drink, or sleep. Hit: 36 (6d8 + 9) slashing damage.
- Flames of Akros (Recharge 6). Magical flames issue from the co
lossus toward up to three creatures the colossus can see within
C HAPTER 6 I FRI E N D S A N D FOES 90 feet of it. Each target m ust make a DC 24 Dexterity savi ng
throw, taking 36 (8d8) fire damage on a failed save, or half as
218 much damage on a successful one. On a failed save, a target
also magically catches fire for 1 m i n ute. At the end of each of
its turns thereafter, the burning target repeats the savi ng throw.
It takes 1 8 (4d8) fi re damage on a failed save, and the effect
ends on a successful one.
• D E MONS OF THE RO S
ABHORRENT OVERLORD Some foul souls can't let go of the miserable lives they
had. Having been despicable in life, these spirits fester
largefiend, lawful evil in death. The worst of these hateful dead, through ages
of bitterness, gradually transform into fiends, the tor
Armor Class 1 6 (natural armor) mentors of the Underworld. The people of Theros know
these fiends as demons.
Hit Points 1 36 ( 1 6d l 0 + 48)
Speed 30 ft., fly 60 ft. ImmortalNature. A demon of Theros doesn't require
food, drink, or sleep.
STR DEX CON I NT WIS CHA
20 (+5) 18 (+4) 1 6 (+3) 1 5 (+2) 1 4 (+2) 16 (+3) ABHORRENT OVERLORD
Saving Throws Con +7, Cha +7 Abhorrent overlords are gaunt, bipedal creatures whose
Skills Deception +7, I ntimidation +7, Persuasion +7 gray, leathery skin is in stark contrast to the gleaming
Damage Resistances cold, necrotic jewelry made of Underworld gold that they adorn them
Damage Immunities poison selves with. Their appetite for pain and death is eclipsed
only by their greed; these fiends delight in searching out
Condition Immunities poisoned treasure and slaughtering all who stand in their way.
• Senses darkvision 1 20 ft., passive Perception 12
Fell Minions. Harpies, vultures, crows, and other
Languages Abyssal, Common, I nfernal flying scavengers are attracted to an overlord's pres
Challenge 9 (5,000 XP) ence, drawn by its evil and the promise of warm meat.
An abhorrent overlord has no sense of loyalty or ca
Innate Spe/lcasting. The abhorrent overlord's spellcasti ng maraderie toward these sycophants and often devours
ability is Charisma (spell save DC 1 5). It can innately cast the members of its retinue, yet more of the same continue to
fol lowi n g spells, requiring no material com ponents: flock around the demon, offering fealty and squabbling
for scraps.
l/day each: confusion, crown ofmadness, suggestion
d i rection to that site. If the gold is being moved, it knows the
Insatiable Greed. The abhorrent overlord can sense the pres d i rection of the movement. It can't locate gold if any th ickness
ence of gold within 1 ,000 feet of itself. It can determine which of clay or lead, even a thin sheet, blocks a direct path between
location has the greatest amount of gold and can sense the it and the gold.
Magic Resistance. The abhorrent overlord has advantage on
savi ng throws against spells and other magical effects.
AC T I O N S
Multiattack. The abhorrent overlord makes two attacks with
its claws.
Claws. Melee Weapon Attack: +9 to h it, reach 5 ft. , one target.
Hit: 14 (2d8 + 5) slash ing damage plus 14 (4d6) necrotic dam
age. The abhorrent overlord rega i n s hit points equal to halfthe
amount of necrotic damage dealt if the target i s a creature.
Storm of Crows (Recharge 6). The abhorrent overlord conjures a
swarm of spectral crows and harpies i n a 20-foot-radius sphere
centered on a point the overlord can see within 1 20 feet of it.
The sphere rema i n s for l m i n ute or until the overlord loses
concentration (as if concentrating on a spell), and its area is
l ightly obscured and d ifficult terrai n .
A n y creature that moves i nto t h e area for t h e fi rst t i m e o n a
turn or starts its turn there must make a DC 1 5 Constitution
saving th row. A creature takes 16 (3d l 0) slashing damage plus
16 (3dl 0) psychic damage o n a failed save, or half as much
damage on a successful one.
CHAPTER 6 I FRIENDS AND FOES 219
EATER QF HOPE On Theres, the term "demon" encompasses all fiends.
The people ofTheros m ight refer to "demons" or "devi ls"
An eater o f hope i s bitter to the core, resentful o f all i nterchangeably, having no u nderstand ing ofthe difference
forms of life and joy. Although these demons can strike between fiendish species or d istant n i ghtmarish planes. A
down most foes, they prefer to let terror and despair pit fiend m ight be i nterpreted by Theros's mortals as one
overtake their victims first, letting their victims mari of the U nderworld's countless demonic denizens, while a
nate in fear before the fiend devours them. balor meeting a Theres demon on some other plane might
consider it a rarity from some undiscovered Abyssal layer.
Twister ofWilsl . Being obsessed with wealth and I n general, feel free to use whatever fiends you wish when
dominating lesser beings, eaters of hope hoard treasure tel l i n g stories in Theres-the U nderworld's a big place
for the sole purpose of tempting and manipulating mor with room for all the incarnate wickedness you desire.
tals. They revel in using creatures' greed to turn them
against one another and their own best interests. to that site. I f the gold is being moved, it knows the d i rection
ofthe movement. It can't locate gold if any thickness of clay
EATER OF HOPE or lead, even a thin sheet, blocks a d i rect path between it
and the gold.
Large fiend, lawful evil
Magic Resistance. The eater ofhope has advantage on saving
Armor Class 1 7 (natural armor) throws against spells and other magical effects.
Hit Points 90 (12dl0 + 24) AC T I O N S
Speed 30 ft., fly 60 ft.
Multiattack. The eater of hope makes two attacks with
STR DEX CON INT WIS CHA its claws.
1 9 (+4) 17 (+3) 14 (+2) 1 2 (+l) 1 1 (+O) 16 (+3)
Claws. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Saving Throws Con +5, Cha +6 Hit: 8 (ld8 + 4) slashing damage plus 7 (2d6) necrotic damage.
Skills Deception +6, I ntimidation +6, Persuasion +6 Breath of Hopelessness (Recharge 5-6). The eater of hope ex
Damage Resistances cold, necrotic hales a m iasma of U nderworld winds in a 30-foot cone. Each
creature in that area must make a DC 14 Charisma saving
Damage Immunities poison throw. O n a fai led save, the target takes 26 (4dl 2) necrotic
Condition Immunities poisoned damage and is cursed for l m i n ute. While cursed in this way,
Senses darkvision 1 20 ft. , passive Perception 1 0 the target takes an extra 6 (l dl 2) necrotic damage whenever
Languages Abyssal , Common, I nfernal the eater of hope hits it with an attack. On a successful save,
Challenge 6 (2, 300 X P) the target takes half as much damage and isn't cursed.
Insatiable Greed. The eater of hope can sense the presence of
gold with i n 1 ,000 feet of itself. It can determ ine which location
has the greatest amount of gold and can sense the d i rection
220 CHAPTER 6 I FRIENDS AND FOES
NIGHTMARE S H E PH E RD
A nightmare shepherd is a gaunt, ashen fiend
with leathery wings. It carries a shepherd's crook,
which it uses to direct a flock of wandering dead
that it torments and occasionally feeds upon.
Overseers ofthe Underworld. Nightmare shep
herds are Nyxborn, drawn from the god-energy
of Erebos to be guides of the dead, shepherding
them to one of the five wards of the Underworld
where they will spend their dismal eternity. They
prey upon souls who wander from their rightful
places in the Underworld.
NIGHTMARE SHEPHERD Innate Spellcasting. The shepherd 's spellcasting ability is
Charisma (spell save DC 1 7) . It can i n n ately cast the following
Largefiend, lawful evil s pe l l s , requiring no material components:
Armor Class 18 (natural armor) l /day each: confusion, dispel magic, hold person, suggestion
Hit Points 1 33 (14dl0 + 56)
Speed 30 ft., fly 60 ft. Magic Resistance. The shepherd has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
1 9 (+4) 1 5 (+2) 18 (+4) 14 (+2) 17 (+3) 20 (+5) ACTI O N S
Saving Throws Con +8, Wis +7 Multiattack. The shepherd makes two attacks: one with its
claws and one with its staff.
Skills Arcana +6, Deception +9, Perception +7, Persuasion +9
Damage Resistances cold, necrotic Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar
Damage Immunities poison get. Hit: 1 3 (2d8 + 4) slashing damage plus 1 6 (3d l 0) ne
Condition Immunities poisoned crotic damage.
Senses darkvision 1 20 ft., passive Perception 1 7 Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Languages Abyssal , Common, I nfernal Hit: 11 (2d 6 + 4) bl udgeoning damage, or 13 (2d8 + 4) blud
geon ing damage if used with two hands, plus 26 (4d l 2) psy
Challenge 11 (7,200 XP) chic damage.
Aura of Nightmares. U n dead creatures with in 30 feet of the Herd the Underworld (Recharges after a Short or Long Rest).
shepherd gain a +5 bonus to attack and damage rol ls. When The shepherd pulls twisted souls from the U n derworld; l d 6
any other creature that isn't u ndead or a construct starts its shadows (without Sunlight Weakness; see the Monster Manual)
turn withi n 30 feet of the shepherd, that creature m ust suc arise i n u noccupied spaces with in 20 feet ofthe shepherd . The
ceed on a DC 17 Wisdom saving throw or take 11 (2d l 0) psy shadows act right after the shepherd on the same in itiative
chic damage. count and fight until they're destroyed. They d isappear when
the shepherd dies.
'
C H APTER 6 I FRI E N D S A N D FOES 221
E I D OLON S
When a mortal soul traumatically sacrifices its identity
in order to escape the Underworld as a Returned; its
identity manifests as a spirit-like eidolon. While eidolons
possess many of the skills and details related to their
past lives, they're disconnected from those experiences,
choosing to wander the world or brood in haunts they're
drawn to in death. They care nothing for morbid re
unions with their lost bodies or Returned remnants.
Of the various types of eidolons, flitterstep eidolons
are the most common and wander without purpose.
Ghostblade eidolons typically arise from fallen warriors
and believe they're endlessly embroiled in great battles.
Undead Nature. An eidolon doesn't require air, food,
drink, or sleep.
FLITTERSTEP EIDOLON
Medium undead, any alignment
Armor Class 1 4
Hit Points 44 (8d8 + 8J
Speed 40 ft.
STR DEX CON INT WIS CHA
8 (-1) 18 (+4J 13 (+l) 1 1 (+OJ 1 2 (+l) 10 (+OJ
Skills Perception +3, Stealth +8 Medium undead, any alignment
Damage Resistances necrotic; bludgeoning, piercing, and
Armor Class 1 2
slashing from nonmagical attacks Hit Points S S (10d8 + lOJ
Damage I m munities poison Speed 30 ft.
Condition Immunities charmed , exhaustion , frightened,
grappled, paralyzed, petrified, poisoned, restrained
Senses passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XPJ
Blurred Form. Attack rolls against the eidolon a re made with STR DEX CON INT WIS CHA
disadvantage unless the eidolon is i ncapacitated. 1 6 (+3J 15 (+2) 12 (+l J 13 (+lJ 12 (+lJ 14 (+2)
Evasion. If the eidolon is subjected to an effect that allows it Skills Acrobatics +5, Athletics +6, Perception +4
to make a Dexterity saving throw to take only half damage, the Damage Resistances necrotic; bludgeon in g, piercing, and
eidolon i n stead takes no damage if it succeeds on the savi ng
th row, and only half damage if it fai l s . It can't use this trait if it's slash i ng from nonmagical attacks
i n capacitated. Damage Immunities poison
Condition I mmunities charmed, exhaustion, frightened,
Incorporeal Movement. The eidolon can move through other
creatures and objects as i f they were d ifficult terrain. It takes 5 grappled, paralyzed, petrified, poisoned, restrained
( 1 d l 0) force damage if it ends its turn inside an object. Senses passive Perception 14
Languages the languages it knew in life
Turn Resistance. The eidolon has advantage o n saving throws Challenge 5 ( 1 , 800 XP)
agai nst any effect that turns u ndead.
Blurred Form. Attack rolls against the eidolon are made with
ACTI O N S disadvantage u n less the e idolon i s incapacitated.
Multiattack. The eidolon makes two melee attacks. I m medi Incorporeal Movement. The eidolon can move through other
ately before or after o n e of its attacks, it can use Flitterstep if it creatures and objects as if they were d ifficult terrai n . It takes 5
i s available. ( l d l O) force damage if it ends its turn inside an object.
Flickering Dagger. Melee Weapon Attack: +6 to h it, reach 5 ft., Turn Resistance. The eidolon has advantage on savin g throws
one target. Hit: 6 ( l d4 + 4) piercing damage plus 3 ( l d6) psy again st any effect that turns u ndead.
chic damage.
ACTI O N S
Flitterstep (Recharge 5-6). The eidolon magically teleports to
an unoccupied space it can see withi n 30 feet of it. If it makes Multiattack. The eidolon makes two ghostblade attacks.
an attack immediately after teleporti ng, it has advantage on the
attack roll. Chostblade. Melee Weapon Attack: +6 to h it, reach 5 ft.,
one target. Hit: 8 (ld8 + 3) slashing damage plus 1 1 (2dl0)
force damage.
222 CHAPTER 6 I FRI E N D S ANO FOES
FLEECEMANE LION
Twice the size of normal lions and with resplendent
manes of silvery or golden hair, fleecemane lions prowl
and protect sites imbued with the power of Nyx. While
the specifics of these massive lions' connection to Nyx
is unclear, many myths tell of the deadly predators
stalking mortals and spreading fear until they're ulti
mately defeated by a brave hunter. As a result, overcom
ing a fleecemane lion is widely considered an early step
on the road to becoming a true hero.
F LEECEMANE LION Spell Turning. The l ion has advantage o n saving throws against
any spell that targets only the l ion (not an area). If the lion's
Large monstrosity, unaligned saving th row succeeds and the spell i s of 4th level or lower, the
spell has no effect on the l ion and i n stead targets the caster.
Armor Class 1 5 (natural armor)
Hit Points 45 (6d10 + 12) ACT I O N S
Speed 50 ft. Multiattack. The lion makes two attacks: one with its bite and
one with its claw.
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 1 0 (+O) Bite. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit: 8 (ld8 + 4) piercing damage.
Saving Throws Str +6, Con +4
Skills Perception +4, Stealth +5 Claw. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Senses passive Perception 1 4 Hit: 7 (ld6 + 4) slashing damage.
Languages -
LEG EN DARY ACTI ONS
Challenge 3 (700 XP)
The lion c a n take 2 legendary actions, choosing from the op
Keen Smell. The lion has advantage on Wisdom (Perception) tions below. Only one legendary action option can be used at
checks that rely on smell. a time and only at the end ofanother creature's turn. The l ion
regains spent legendary actions at the start of its turn .
Pounce. If the lion moves at least 20 feet straight toward a
creature and then h its it with a claw attack on the same turn, Claw. The lion makes one claw attack.
that target must succeed on a DC 1 4 Strength saving throw or Roar (Costs 2 Actions). The lion emits a magical roar. Each
be knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action. creature within 60 feet of the lion that can hear the roar m u st
succeed on a DC 12 Wisdom savin g throw or be frightened of
Running Leap. With a 1 0 -foot r u n n i n g start, the lion can long the l ion until the end of the l ion's next turn.
jump up to 25 feet.
C H APTER 6 I FRI E N D S AND FOES ...·
223
Huge giant, lawful evil
Armor Class 1 5 (natural armor)
Hit Points 1 62 ( l 3 d l 2 + 78)
Speed 40 ft.
STR DEX CON INT WIS CHA
24 (+7) 1 2 (+1) 14 (+2) 16 (+3)
12 (+l) 22 (+6)
· ' ·· Saving Throws Con +l 0, Wis +6
Skills I ntimidation +7, Perception +6
GIANTS
Damage Immunities necrotic, poison
A spectrum of giants claims territory across Theros, Condition Immunities frightened, poisoned
drawing strength from aspects of the world itself-from
ancient stone and roiling flames to the depths of the Senses darkvision 1 20 ft. , passive Perception 1 6
seas and skies. Unlike many creatures of legend, most Languages G iant
giants owe their existence not to Nyx and the dreams Challenge 1 1 (7,200 XP)
of mortals, but to natural forces in the land. As a result,
Theran giants are typically infused with the elements Aura of Erebos. Any creature that starts its turn within 10 feet of
they embody, which might manifest as flaming beards, the giant must succeed on a DC 1 8 Constitution savi ng throw,
frozen skin, hair crackling with lightning, or other pri or it takes 1 0 (3d6) necrotic damage and can't regain hit points
mal incarnations. until the start of its next turn. On a successful savi ng th row, the
creature is immune to the giant's Aura of Erebos for 24 hours.
Beyond these primal giants, though, other giants fill
the tales of Theros. Magic Resistance. The giant has advantage on saving throws
against spells and other magical effects.
D O O M WA K E GIANT ACTIONS
Belief is a powerful force in Theros, capable o f bringing Multiattack. The giant makes two slam attacks.
about wonders and changing the world-but not always
for the better. Doomwake giants arise from pernicious Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one tar
fears that infect a whole city or region. If enough mor get. Hit: 20 (3d8 + 7) bludgeoning damage plus 10 (3d6)
tals dread destruction for long enough, their terror can necrotic damage.
manifest as one of these massive Nyxborn beings. Once
unleashed, a doomwake giant goes on a rampage, ful Noxious Gust (Recharge 5-6). The giant exhales a m ighty
filling the prophecy mortals believed into being. After gust that creates a blast of deadly m ist in a 60-foot l i n e that
doing so, these terrors typically roam to the edges of the is 10 feet wide. Each creature in that line must make a DC 1 8
world, where they either fade away over time or become Constitution savi ng throw. O n a failed save, the creature takes
. .. legends that take on their own terrible life. 36 (8d8) necrotic damage and is knocked prone. On a suc
cessful save, a creature takes half as much damage and isn't
·- knocked prone.
2 24 C H APTER 6 I FRI E N D S AND FOES
••
HUNDRED-HANDED ONE
Huge giant, lawful neutral
Armor Class 1 5 (natu ral armor)
Hit Points 243 ( 1 8d l 2 + 1 26)
Speed 40 ft.
STR DEX CON INT WIS CHA
26 (+8) 1 4 (+2) 1 6 (+3) 16 (+3)
HUNDRED -HANDED O N E 1 5 (+2) 25 (+7)
Extra pairs of arms magically orbit the bodies of Saving Throws Con +1 2, Wis +8
the titanic, nearly forgotten artisans known as hun Skills Intim idation +8, Perception +8
dred-handed ones. These giants often dwell in remote Condition Immunities frightened
mountains and seaside cliffs, where they carve their Senses darkvision 1 20 ft., passive Perception 1 8
memories into the ancient stone, covering their territo Languages G iant
ries with intricate reliefs and massive statues of bygone Challenge 15 (13,000 X P)
ages. Some linger near ancient temples and palaces,
ruins they once raised to the gods or archons of old. Reactive. The giant can take one reaction on every turn
in a combat.
Artisans ofthe Archons. Legend has it that the hun
dred-handed ones were once a tribe of giant artisans, Vigilant. The giant can't be surprised.
prized by archon tyrants for their ability as stone cut
ters and smiths. The archons became greedy for more ACTIONS
splendid monuments to their greatness. Some believed
the grandest testaments to their glory were being de Multiattack. The giant makes fou r longsword attacks or two
nied them by their servants' unremarkable forms. So rock attacks.
the archons performed dark rituals, robbing the power
of ancient, slumbering giants and using it to transform Longsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one
their servants. This primal energy granted the archons' target. Hit: 21 (3d8 + 8) slashing damage.
agents numerous limbs-the better to raise the archons'
monuments and fortresses. Rock. Ranged Weapon Attack: +13 to h it, range 60/240 ft. , one
target. Hit: 30 (4d l 0 + 8) b l udgeon i n g damage. If the target i s a
Yet many of the transformed giants refused to be part creature, it must succeed on a DC 21 Strength saving throw or
of the archons' war machine. Seeking to escape their be knocked prone.
masters, they fled into the wilderness. The furious ar
chons' magic pursued them, cursing them with an end REACTIONS
less will to create, but no one to create for and none who
would ever appreciate or use the art and architecture Deflect Attack. The giant adds 5 to its AC against one weapon
they created. attack that would hit it. To do so, the giant m ust see the at
tacker and be wielding a melee weapon .
CHAPTER 6 I FRIENDS AND FOES 225
HARPI E S
Cruel, corpse-eating creatures, harpies endlessly seek
their next meal, careless of whether it comes from the
living or the dead. With equal zeal, these vicious scaven
gers set upon travelers or claw open fresh graves, strip
ping bodies of riches and flesh. Then they carry back
any treasures or appealing bones they find to reeking
nests situated in cramped caves or rotten trees.
A PH E M I A T H E D I S S ONAN T S ONG
The notorious Nyxborn harpy Aphemia prowls the
marshy wastes around the necropolis of Asphodel. Her
shrill songs enthrall the necropolis's undead inhabi
tants, which she leads on raids to waylay unsuspecting •
travelers and settlements.
BLOOD -TOLL H A R PY
Murderous gangs of harpies collect in grim places
across Theros, preying on any who pass by. Many mer
chants face regular losses at the harpies' claws, com
mon casualties often referred to as a "blood toll."
SIRENS
Sirens are a kind of beautiful harpy with h u m a n like bodies,
bird wi ngs and legs, and bright plumage i n shades of bl ue,
pu rple, and green. They use the stat block of the harpy in
the Monster Manual, using their luring song to mesmerize
their prey and draw it near. Siren songs prove exceptionally
dangerous to sailors, who risk steering their ships onto
reefs in an attempt to reach the sou rce ofthe melody.
APHEMIA Bite. Melee Weapon Attack: +6 to h it, reach 5 ft. , one tar
get. Hit: 8 (2d4 + 3) piercing damage plus 1 3 (3d8) ne
Medium monstrosity, chaotic evil crotic damage.
Armor Class 1 5 (natural armor) Claws. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Hit Points 52 (8d8 + 16)
Speed 20 ft. , fly 50 ft. Discordant Song. Aphemia shrieks a cacophony of magical
sounds. Each h u manoid within 1 20 feet of her must succeed on
STR DEX CON INT WIS CHA a DC 1 4 Wisdom savi ng throw or be frightened of her until the
13 (+1) 13 (+1) 14 (+2) 16 (+3) song ends. A frightened creature takes 7 (2d6) psychic damage
16 (+3) 1 5 (+2) at the start of its turn while Aphemia is si nging. A frightened
creature can repeat the saving throw at the end of each of its
Saving Throws Dex +6, Cha +6 turns, e n d i n g the effect o n itself o n a success. I f a creature's
Skills Arcana +4, Intimidation +6, Perception +5 saving throw i s successful or the effect ends for it, the crea
Damage Resistances n ecrotic ture is i m m u n e to Aphemia's D iscordant Song for the next 24
Condition Immunities charmed, frightened hours. Aphemia must take a bonus action on her subsequent
Senses darkvision 1 20 ft., passive Perception 1 5 turns to continue singing. She can stop singing at any time.
Languages Common The song ends ifAphemia is incapacitated or dies.
Challenge 5 ( 1 , 800 X P)
Grave Calling Song. Aphemia i ntones a low, growl i n g magical
Legendary Resistance (2/Day). If Aphemia fails a saving th row, melody. Every u ndead within 300 feet of her must succeed on
she can choose to succeed i nstead. a DC 1 4 Wisdom saving throw or fal l under her control until
the song ends. Aphemia must take a bonus action on her
Magic Resistance. Aphemia has advantage on saving throws su bsequent turns to continue s inging, and she can mentally
against spells and other magical effects. command the undead under her control as part ofthe same
bonus action. She can stop singing at any time. The song ends
ACTIONS ifAphemia is incapacitated or dies.
Multiattack. Aphemia makes two attacks: one with her bite
� .. and one with her claws.
·...
C HAPTER 6 I FRIENDS AND FOES
filPPOCl\MP HIPPOCAMP
Noble steeds of the sea, hippocamps feature in count
less tales as guides and mounts to tritons and other
ocean-faring heroes. While these curious but cautious
aquatic equines naturally travel in herds, many hold val
ued places in triton society. Considered to be servants of
Thassa, hippocamps are often unpredictable, but their
great speed and strength can prove awe-inspiring when
harnessed by the god's will.
BLOOD-TOLL H ARPY HIPPOCAMP
Medium monstrosity, chaotic evil Large monstrosity, chaotic good
Armor Class 1 1 Armor Class 1 3 (natural armor)
Hit Points 9 (2d8) H it Points 22 (4dl0)
Speed 20 ft., fly 40 ft. Speed 20 ft., swim 50 ft.
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
12 (+l) 6 (-2) 11 (+O) 13 (+l) 14 (+2) 5 (-3) 10 (+O) 6 (-2)
13 (+l ) 10 (+O) 15 (+2) 1 1 (+O)
Skills I ntimidation +3 Damage Resistances cold
Senses passive Perception 10 Senses darkvision 1 20 ft., passive Perception 1 0
Languages Common Languages -
Challenge 1 /8 (25 XP)
Challenge 1/2 (100 XP)
Blood Frenzy. The harpy has advantage o n melee attack rolls Amphibious. The hippocamp can breathe air and water.
agai nst any creature that doesn't have all its hit points.
Charge. If the hippocamp moves at least 20 feet straight toward
Dark Devotion. The harpy has advantage on savi ng throws a target and then hits it with a ram attack on the same turn, the
against being charmed or frightened. target takes an extra 7 (2d6) bludgeoning damage. Ifthe target
is a creature, it must succeed on a DC 12 Strength saving throw
ACTIONS or be knocked prone. '
Multiattack. The harpy makes two melee attacks: one with its ACTIONS
bite and one with its claws.
Hooves. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Bite. Melee Weapon Attack: +3 to h it, reach 5 ft. , one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Hit: 3 ( l d4 + l) piercing damage.
Ram. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 5 (ld6 + 2) bludgeoning damage.
Hit: 3 (ld4 + l) slashing damage.
C HAPTER 6 I F R I E N D S AND FOES 227
HOPLITES AK R O A N HO P L I T E U NIT N AM E S
d8 Name
Hoplites are highly trained warriors, versed not only Spears of l roas
in strategy and tactics but in the glorification of the 2 Iron Fangs
warrior's spirit, the basis of an ethos that forges an un 3 Arrows ofAnax
breakable bond between members of a military unit. In 4 The U n broken
combat, hoplites typically work in groups and use coor 5 Anvil of Purphoros
dinated tactics to win victories. 6 Skewering Squad
7 Shield of Akros
The three Hoplite Unit Names tables present the 8 Cymede's Heart
sorts of titles used by hoplite contingents hailing from
Theros's great poleis. Consider using these names for M E L E T I A N HO P LITE U N I T N AM E S
military forces characters encounter during their adven d8 Name
tures or that they were once a part of. Kraken's Claw
2 Hands ofjustice
AKROAN HOPLITE 3 Thassa's Spear
4 Ephara's Shield
Akroan hoplites, also called stratians, number among 5 Kindred ofthe Deep
the fiercest soldiers on Theros. They train relentlessly 6 Riders of H eliod
and possess unflinching resolve. In the annals of Akros, 7 Keepers of Pyrgnos
tales abound of squads of stratians that defended a key 8 The Skysworn
location against a much larger force or crept behind en
emy lines and wreaked havoc in the opposing army. S E T E S S A N HO P LITE U N I T N AM E S
d8 Name
MELETIAN HOPLITE Nylea's Arrows
2 The Watchers
Meletian hoplites use a combination of cunning, faith, 3 Fangs of Ophis
and magic to defend their coastal home. Most of these 4 The Swiftswords
skilled soldiers serve in the Reverent Army, the defend 5 Karametra's Wolves
ers of Meletis, which uses an array of proven strategies 6 Defenders of the G rove
and flexible troop formations to gain the advantage over 7 Bronze Blades
foes. Bolstered by trained griffon and pegasus steeds, 8 The J ackals
they strike foes where they least expect.
move within 5 feet of it. When the hoplite hits a creature with
SETESSAN HOPLITE an opportun ity attack using its spear, the creature takes an ex
tra 4 (1 d8) piercing damage, and the creature's speed becomes
Most Setessan hoplites begin their training as hunters, 0 for the rest of the turn.
making them skilled in traversing the woods and adept
at both guerrilla tactics and archery. Their strategies ACTIONS
often emulate the favored servants of Nylea-especially
wild beasts like wolves and lynxes. Typically a few sol Multiattack. The hopl ite makes three melee attacks or two
diers harry an enemy while the rest capitalize on their ranged attacks.
foe's distraction.
Spear. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft., or
AKROAN HOPLITE range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
7 ( l d8 + 3) piercing damage if used with two hands to make a
Medium humanoid (any), any alignment melee attack.
Armor Class 1 8 (breastplate, shield) Shield Bash. Melee Weapon Attack: +5 to h it, reach 5 ft., one
creature. Hit: 5 (ld4 + 3) bludgeo n i ng damage. If the target
Hit Points 52 (8d8 + 1 6) is a Medium or smaller creature, it must succeed on a DC 1 3
Speed 30 ft. Strength savi ng throw or b e knocked prone.
STR DEX CON INT WIS CHA
1 6 (+3) 1 6 (+3) 14 (+2) 11 (+O) 14 (+2) 13 (+l )
Saving Throws Str +5, Dex +5
Senses passive Perception 1 2
Languages Common
Challenge 3 (700 XP)
Hold the Line. While the hoplite is holding a spear, other crea
tures provoke an opportunity attack from the hoplite when they
228 C HAPTER 6 I F RI E N D S AND FOES
Medium humanoid (any), any alignment
Armor Class 1 8 (breastplate, shield)
H it Points 49 (9d8 + 9)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+l) 1 6 (+3) 13 (+l ) 1 1 (+0)
Saving Throws Dex +4, I nt +5 SETESSAN HOPLITE
Skills Arcana +5, H istory +5, Perception +3
Senses passive Perception 1 3 Medium humanoid (any), any alignment
Languages Common
Challenge 3 (700 XP)
Spellcasting. The hoplite is a 3rd-level spellcaster. Its spellcast Armor Class 1 6 (leather, shield)
i n g ability is I ntel l i gence (spell save DC 1 3 , +5 to hit with spell
attacks). I t has the fol lowi n g wizard spells prepared: H it Points 58 (9d8 + 1 8)
Speed 30 ft.
Cantrips (at will): mage hand, minor illusion, ray offrost (see
"Actions" below) STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 1 3 (+l ) 1 6 (+3) 11 (+O)
l st level (4 slots) : color spray, expeditious retreat, sleep
2nd level (2 slots): blur, cloud ofdaggers, invisibility Saving Throws Dex +5, Wis +5
Skills Acrobatics +5, Perception +5, Su rvival +5
ACTIONS .
Senses passive Perception 1 5
Multiattack. The hopl ite makes three weapon attacks. It can Languages Common
replace one weapon attack with ray offrost. Challenge 4 (l ,lOO XP)
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 Pack Tactics. The hopl ite has advantage on an attack rol l
ft., one target. Hit: 6 ( l d 6 + 3) piercin g damage, or 7 ( l d8 against a creature i fa t least o n e o ft h e hoplite's allies is within
+ 3) piercing damage if used with two hands to make a me 5 feet ofthe hopl ite and the ally i s n 't incapacitated.
lee attack.
ACTIONS -.
Shield Bash. Melee Weapon Attack: +5 to h it, reach 5 ft., one ....
creature. Hit: 5 (ld4 + 3) bludgeoning damage. Ifthe target Multiattack. The hoplite makes two scimitar attacks or two
is a Med i u m or smaller creature, it must succeed on a DC 1 3 longbow attacks.
Strength savi ng throw o r b e knocked prone.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Ray of Frost (Cantrip). Ranged Spell Attack: +5 to h it, range 60 Hit: 6 (ld6 + 3) slashing damage plus 10 (3d6) poison damage.
ft., one creature. Hit: 4 (l d8) cold damage, and the target's
speed is reduced by 10 feet until the start of the hoplite's Longbow. Ranged Weapon Attack: +5 to h it, range 1 5 0/600 ft. ,
next turn. one target. Hit: 7 ( l d8 + 3) piercing damage plus 1 0 (3d6) poi
son damage.
C HAPTER 6 I FRIENDS AND FOES 229
lRONSCALE HYDRA
HYDRAS l RO N S CALE HYDRA
What krakens are to the sea and dragons are to the sky, Five-headed ironscale hydras lurk i n the wild places of
hydras are to the lands of Theros. Various hydras dwell the world, being common foes for heroes seeking to test
at the fringes of civilization, from the bog-dwelling hy their mettle against terrors worthy of the gods' notice.
dras known across the multiverse to massive ironscale Most ironscale hydras inhabit lakes and boggy caverns,
hydras that lurk in deep wildernesses. Beyond even from which they hunt unwary creatures that come for a
these exist serpentine horrors born of the whims of foul drink or swim.
gods, like the legendary hydra Polukranos.
POLUK R A NO S
Territorial Terrors. During their early years, hydras
feed their rapid growth by terrorizing the land. When Polukranos, called the World Eater, is the mortal
they grow large enough, they look for a territory to claim manifestation of the eternal ideal of a hydra. In its first
as their own. Often, they steal lairs from other monsters incarnation, it fell from Nyx to the mortal world, and so
in prolonged, devastating battles. great were its size and strength that the gods Nylea and
Heliod combined their power to bind the monster deep
Vicious Growth. Soon after a hydra claims a territory, within the Nessian Wood. That incarnation was slain,
it typically buries itself, entering a period of hibernation but the eternal ideal remains. A new incarnation of the
during which it continues to grow. When it awakens, it World Eater is a fearsome omen, as the monster only ap
goes on a feeding rampage, so beginning the cycle once pears when the pillars of the world tremble and terrible
again. These rhythms of destruction sometimes become things are afoot in the realm of the gods. Its rampages
so ingrained in the minds and lore of a people that, even often presage an age of menace for all civilization.
after a hydra's defeat, the beast might reappear as a
' .. Nyxborn being and begin its legend anew.
·-
230 CHAPTER 6 I FRI E N D S A N D FOES
I RONSCALE HYDRA Multiple Heads. The hydra has five heads. While it has more
than one head, the hydra has advantage on saving throws
Gargantuan monstrosity, unaligned against being b l i n ded, charmed, deafened, frightened,
stu n ned, or knocked u nconscious.
Armor Class 1 7 (natural armor)
Whenever the hydra takes 3S or more damage in a single
Hit Points 181 (l l d20 + 66) turn, one of its heads dies. If all its heads d ie, the hydra dies.
Speed 40 ft., swim 40 ft.
At the end of its turn, it grows two heads for each of its heads
STR DEX CON INT WIS CHA that died si nce its last turn, u n less it has taken fi re damage
22 (+6) 10 (+O) 22 (+6) 2 (-4) 10 (+O) 7 (-2) since its last turn. The hydra regains 10 hit poi nts for each head
regrown in this way.
Skills Perception +8
Damage Immunities acid Reactive Heads. For each head the hydra has beyond one,
it gets an extra reaction that can be used only for opportu
Senses darkvision 60 ft., passive Perception 1 8 nity attacks.
Languages -
Wakeful. While the hydra sleeps, at least one of its
Challenge 1 2 (8,400 XP) heads is awake.
Acidic Blood. When the hydra takes piercing or slashing dam ACT I ONS
age, each creature within S feet of the hydra takes 9 (2d8)
acid damage. Multiattack. The hydra makes as many bite attacks as it
has heads.
Hold Breath. The hydra can hold its breath for l hour.
Bite. Melee Weapon Attack: + 1 0 t o h it, reach l S ft. , o n e target.
H it: 1 7 (2dl 0 + 6) piercing damage.
POLUK R A NOS Reactive Heads. For each head Polukranos has beyond one, it
gets a n extra reaction that can be used only to make opportu
Gargantuan monstrosity, unaligned n ity attacks.
Armor Class 1 7 (natural armor) Siege Monster. Polukranos deals double damage to objects and
Hit Points 232 (l Sd20 + 7S) structures.
Speed SO ft., swim SO ft.
Wakeful. While Polukranos sleeps, at least one of its
STR DEX CON I NT WIS CHA heads is awake.
2S (+7) lS (+2) 21 (+S) 4 (-3) 14 (+2) 10 (+0)
ACT IONS
Skills Perception +14
Multiattack. Pol ukranos makes as many bite attacks as it
Damage I mmunities acid has heads.
Senses darkvision 1 20 ft., passive Perception 24
Bite. Melee Weapon Attack: +13 to h it, reach l S ft., one target.
Languages - Hit: 18 (2d l 0 + 7) piercing damage.
Challenge 1 9 (22,000 XP)
Stomp. Melee Weapon Attack: +13 to h it, reach l S ft. , one tar
Acidic Blood. When Polukranos takes piercing or slashing dam get. Hit: 16 (2d8 + 7) bludgeo n i ng damage.
age, each creature within S feet of Pol u kranos takes 10 (3d6)
acid damage. Tail. Melee Weapon Attack: +1 3 to hit, reach lS ft., one target.
Hit: 18 (2dl0 + 7) bludgeoning damage. Ifthe target is a crea
Hold Breath. Pol u kranos can hold its breath for l hour. ture, it must succeed on a DC 21 Strength saving throw or be
pushed up to 20 feet away from Polukranos.
Legendary Resistance (3/Day). If Pol ukranos fai l s a savi ng
throw, it can choose to succeed i n stead. LEGENDARY ACTIONS
Multiple Heads. Polu kranos has five heads. While it has Polu kranos can take 3 legendary actions, choosing from the op
more than one head, Polu kranos has advantage on savi ng tions below. Only one legendary action option can be used at a
throws against being bl inded, charmed, deafened, frightened, time and only at the end of another creature's turn. Polukranos
stunned, or knocked unconscious. regains spent legendary actions at the start of its turn.
Whenever Polukranos takes 40 or more damage in a single Detect. Polukranos makes a Wisdom (Perception) check.
turn, one of its heads d ies. If all its heads die, Polukranos dies. Tail Swipe. Polu kranos makes a tail attack.
Trampling Charge (Costs 3 Actions). Polukranos moves up to
At the end of its turn, it grows two heads for each of its heads
that died s i n ce its last turn, unless it has taken 40 or more fi re SO feet i n a straight l i n e and can move through the space of
damage s i n ce its last turn. Polukranos regains 20 hit points for any creature H u ge or smaller. The fi rst time it enters each
each head regrown i n this way. creature's space during this move, it can make a stomp at
tack against that creature.
.. ·
CHAPTER 6 I FRIENDS AND FOES 231
Medium humanoid (leonin), any alignment
Armor Class 1 7 ( U n a rmored Defe nse)
Hit Points 67 (9d8 + 27)
Speed 40 ft.
•. STR DEX CON INT WIS CHA
1 4 (+2) 1 8 (+4) 16 (+3) 1 3 (+l ) 17 (+3) 1 0 (+O)
LEONIN Saving Throws Dex +7, Wis +6
Skills Arcana +4, I ns ight +6, Intimidation +3, Stealth +7,
Prides of leonin roam the plains of Oreskos, protecting
the land and its creatures from interlopers, both mortal Survival +6
and immortal. As many leonin suffered at the hands of Senses darkvision 60 ft., passive Perception 1 3
archon tyrants in ages past, today their prides largely Languages Common, Leon i n
avoid contact with other peoples and spurn the gods that Challenge 5 (l ,800 XP)
ignored their plight. Since then, the leonin have flour
ished, finding strength in their bonds with one another Evasion. If the l eo n i n i s su bjected to a n effect that allows it
and the land. Only in recent times have some leonin to make a Dexterity savi ng throw to take only half damage, it
started guardedly looking beyond their homeland and instead takes no damage if it succeeds on the saving th row,
wondering what role they might take in the wider world. and o n ly half damage if it fai l s . It can't use this trait if it's in·
capacitated.
Most leonin hunters are tribal warriors, but those
who hunt the servants of the gods rather than game are Innate Spellcasting. The leonin's spellcasti ng ability i s Wisdom
known as leonin iconoclasts. (spell save DC 14). It can i n nately cast the following spells, re
quiring no material components:
l/day each: banishment, detect evil and good
Unarmored Defense. While the leo n i n is wearing no armor and
wielding no shield, its AC i ncludes its Wisdom mod ifier.
LEONI N ICONOCLAST ACTIONS
While leonin don't deny the existence o f the gods, most Multiattack. The leonin makes three weapon attacks.
denounce them, believing the deities are more likely
to spread doom than peace and bounty. Some leonin, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
known as iconoclasts, devote themselves to thwarting Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) force damage.
the gods by hunting down their followers and all things
born of Nyx that impede on Oreskos and the safety of Dart. Ranged Weapon Attack: +7 to h it, range 20/60 ft. , one tar
the leonin prides. get. Hit: 6 ( l d4 + 4) piercing damage.
·..
232 C HAPTER 6 I FRIE N D S AND FOES
NYX-FLEECE RAM NYX-FLEECE RAM
Touched by the gods, Nyx-fleece rams grow remarkable Medium monstrosity, unaligned
magical wool. This makes the beasts valuable to heroes
and scoundrels alike, who would use their wool for ei Armor Class 14 (natural armor)
ther protection or profit. Divine servants guard the few
herds of Nyx-fleece rams dwelling among Theros's lofti Hit Points 27 (5d8 + 5)
est peaks, assuring they don't fall into unworthy hands. Speed 40 ft.
Magic Fleece. If someone shears a Nyx-fleece ram STR DEX CON I NT WIS CHA
without damaging the creature, the fleece can be made 16 (+3) 14 (+2) 1 2 (+1 ) 3 (-4) 1 3 (+l) 10 (+O)
into a magic garment. A wearer who is attuned to the
garment, as to a magic item, receives the favor of the Senses passive Perception 1 1
gods in the form of a magical benefit. Use the Powers Languages -
of the Fleece table to determine the property of a newly Challenge 1 (200 XP)
created garment.
Charge. If the ram moves at least 20 feet straight toward a
POWERS O F T H E FLEECE target and then hits it with a ram attack on the same turn, the
target takes an extra 5 (2d4) bludgeoning damage. Ifthe target
d 6 Property is a creature, it must succeed on a DC 1 3 Strength saving throw
Protection. The wearer gains a +1 bonus to AC and or be knocked prone.
saving throws.
Magic Resistance. The ram has advantage on saving th rows
2 Power ofNyx. The wearer has advantage on a l l Cha against spells and other magical effects.
risma (Persuasion) checks.
Sure-Footed. The ram has advantage on Strength and Dexterity
3 Calming Presence. The wearer can cast calm emotions savi ng th rows against effects that would knock it prone.
once per day (save DC 1 3) .
ACTIONS -I
4 Trail of Flowers. Wherever the wearer of the fleece ..·
walks, flowers spring up magically behind them. The Ram. Melee Weapon Attack: +5 to hit, reach 5 ft. , one tar
flowers wilt away after 1 hour. get. Hit: 8 (2d4 + 3) bludgeoning damage plus 3 (l d6)
force damage.
5 Animal Affinity. Any non-evil wearer of the fleece can
cast animalfriendship once per day (save DC 1 3) .
6 Abundance of Food. The wearer can cast createfood
and water once per day.
C HAPTER 6 I FRIENDS AND FOES 233
NYM P H S ALSEID
Divine servants that inhabit unspoiled corners of the Touched with the golden light of the sun, alseids inhabit
world, nymphs protect places of natural power and in meadows, plains, and lands of cultivated natural beauty.
fuse their surroundings with the magic of Nyx. Some Many live in closer proximity to human civilization than
are benevolent and aid those who live off the land, while other nymphs. Farmers are grateful for the presence of
others embody violent aspects of nature. In either case, alseids on their lands and often leave them offerings of
nymphs generally avoid other sapient creatures, pre mead, honey, flowers, and dates in return for protecting
ferring to mind the cycles of nature, the daily interplay their flocks and making their crops more abundant.
of wild animals, or other cosmic forces. Occasionally,
though, groups of the same kind of nymphs congregate LAM PA D
in a place of natural power or beauty. In times of spe
cial need, deities tied to facets of nature might employ Lampads guard the shadowed paths of the world, depths
nymphs as messengers, guardians, or scouts. typically trod by souls destined for the Underworld.
These rarely seen nymphs assist Athreos in guiding the
The nymphs of Theros include the following myste dead, moving among the spirits that collect along the
rious beings, as well as dryads (presented in the Mon Tartyx River and reclaiming wayward souls that try to
ster Manual). slip back to the mortal world. This means lampads are
most often spotted in graveyards, crumbling crypts, and
Immortal Nature. A nymph doesn't require food, tunnels that bore deep into the earth, and near portals
drink, or sleep. to the Underworld.
2 34 C HAPTER 6 \ FRI E N D S AND FOES
Mediumfey, neutral evil
Armor Class 1 5 (natural armor)
Hit Points 52 (8d8 + 1 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
1 2 (+l) 1 1 (+O) 12 (+l) 18 (+4)
13 (+l) 14 (+2)
Mediumfey, chaotic good Skills Deception +6, Intimidation +6
Damage Resistances necrotic
Armor Class 1 5 (natural armor) Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Hit Points 22 (4d8 + 4) Senses passive Perception 1 1
Speed 30 ft.
Languages Common, Sylvan
STR Challenge 3 (700 XP)
15 (+2)
DEX CON INT WIS CHA Corpse Stride. Once on its turn, the lam pad can use 10 feet
1 0 (+O) 12 (+l) 1 3 (+l) 14 (+2) 18 (+4) of its movement to step magically i nto one creature's corpse
within its reach and emerge from a second creature's corpse
Skills Persuasion +6 with i n 60 feet of the first corpse, appearing in an unoccupied
Damage Resistances radiant space within 5 feet of the second corpse. Both corpses must be
Medium or bigger.
Damage Immunities poison
Innate Spellcasting. The lampad's spellcasting abil ity is Cha
Condition Immunities charmed, frightened, poisoned risma (+6 to hit with spell attacks). It can in nately cast the fol
lowing s pells, requiring no material components:
Senses passive Perception 1 2
Languages Common, Sylvan At will: chill touch (see "Actions" below), gentle repose
Challenge l (200 X P) Magic Resistance. The lam pad has advantage on saving throws
against spells and other magical effects.
Hide in Plain Sight. The alseid has advantage on Dexterity
(Stealth) checks made to hide while it is i n grassland. ACTIONS
Innate Spellcasting. The alseid's spel lcasting ability is Charisma Multiattack. The lam pad attacks twice with its necrotic touch
(spell save DC 1 4) . I t can i n nately cast the fol lowing s pe l l s , re or chill touch.
quiring no material components:
Necrotic Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
3/day each: cure wounds, charm person, sleep target. Hit: 9 (ldlO + 4) necrotic damage.
l/day each: calm emotions, lesser restoration, plant growth
Chill Touch (Cantrip). Ranged Spell Attack: +6 to h it, range 1 20
Magic Resistance. The alseid has advantage on saving throws ft., one creature. Hit: 9 (2d8) necrotic damage, and the target
against spells and other magical effects. can't regain hit points until the start of the l ampad's next turn.
I fthe target i s u ndead , it has d isadvantage on attack rol ls
ACTION S against the lam pad until the end of the lampad's next turn.
Multiattack. The alseid makes two rad iant touch attacks.
Radiant Touch. Melee Spell Attack: +6 to h it, reach 5 ft., one
target. Hit: 9 (ldlO + 4) rad iant damage.
C HAPTER 6 I FRIENDS AND FOES 235
Mediumfey, chaotic neutral
NA I A D Armor Class 1 5 (natural armor)
Naiads live i n and near water. They might b e spotted Hit Points 31 (7d8)
among rivers and lakes, on isolated shores, or amid Speed 30 ft., swim 30 ft.
coral labyrinths and deep sea fumaroles. Wherever riv
ers and seas show their variety and force, naiads gather STR DEX CON I NT WIS CHA
to revel in nature's might. Individual naiads often grow 10 (+O) 1 6 (+3) 11 (+O) 1 5 (+2) 10 (+O) 18 (+4)
fixated with a single type or body of water, potentially
preferring a deep sea trench, coastline, or river system Skills Persuasion +6, Sleight of Hand +5
above all others. Over time, such a resident nymph often Damage Resistances psychic
becomes connected with their aquatic home through Damage Immunities poison
sightings and stories, becoming a guardian of the place
and, in effect, a manifestation of its personality. Condition Immunities charmed, frightened, poisoned
Aquatic Collectors. Curious by nature, naiads often Senses passive Perception 1 0
seek out what the seas and rivers claim. As a result, they Languages Common, Sylvan
might be found among sunken ruins and shipwrecks, Challenge 2 (450 XP)
sifting through the remains for whatever catches their
eye. Living creatures aren't exempt from this curiosity, Amphibious. The naiad can breathe air and water.
either. Naiads are known to befriend aquatic creatures,
or even to keep modest menageries. The occasional Innate Spel/casting. The naiad's spellcasting abil ity is Charisma
star-crossed castaway has even been known to become (spell save DC 14). I t can i n nately cast the fol lowi n g spells, re
part of such collections. quiring no material components:
Secret Routes ofthe Sea. Sailors across the world At will: minor illusion
claim that naiads know all the secret aquatic routes of 3/day: phantasmalforce
Theros. Using this hidden system of currents and arter l/day each:fly, hypnotic pattern
ies, a ship might reach any destination in record time,
be it across the sea or along a river a hundred miles Invisible in Water. The naiad is i nvisible while fu lly im
inland. Naiads do nothing to dissuade sailors from this mersed in water.
belief, and certainly numerous reports tell of charmed
nymphs leading lost seafarers home. Yet, if tales of na Magic Resistance. The naiad has advantage on saving throws
iad-led galleys appearing amid the headwaters of moun agai nst spell s and other magical effects.
tain rivers are true, only the nymphs know for sure.
ACTI O N S
·-
Multiattack. The naiad makes two psychic touch attacks.
CHAPTER 6 I FRIENDS AND FOES
Psychic Touch. Melee Spell Attack: +6 to h it, reach 5 ft. , one tar
get. Hit: 9 ( l d l O + 4) psychic damage.
Medium fey, chaotic evil
Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR DEX CON I NT WIS CHA
14 (+2) 1 4 (+2) 12 (+l ) 1 1 (+0) 13 (+l ) 1 8 (+4)
0READ Skills Athletics +4, Acrobatics +4, Performance +6
Aggressive oreads number among the most danger- Damage Immunities fire, poison
ous nymphs, as they embody the wild might of flames, Condition Immunities charmed, frightened, poisoned
volcanism, and the hidden forces of the earth. These Senses passive Perception 1 1
creatures typically dwell in remote mountain crags and
near volcanoes, where they caper among the forces of Languages Common, Sylvan
dissolution and rebirth. During avalanches and volcanic Challenge 4 (l ,100 XP)
eruptions, groups of oreads might race ahead of the de
struction, dancing, singing, and doing what they can to Innate Spellcasting. The oread's spellcasting abil ity is Charisma
maximize the impending devastation. (spell save DC 14, +6 to hit with spell attacks). It can in nately
cast the fol lowing spel ls, requiring no material components:
Honor Among Fey. Hearkening back to some ages-old
conflict, oreads refuse to knowingly destroy any land At will: fire bolt (see "Actions" below)
inhabited by another nymph. While they won't work to 3/day: burning hands
alter the natural course of destruction, neither will they l /day each: hellish rebuke (see " Reactions" below) , scorching ray
make another nymph's home part of any calamity they
encourage. As a result, part of what makes an alseid's Invisible in Fire. The oread is i nvisible while fully
field or a dryad's grove seem so blessed is that oreads go immersed i n fi re.
out of their way to leave such sites alone.
Magic Resistance. The oread has advantage on saving th rows
Tales ofFire. The followers of Purphoros regard ore against spells and other magical effects.
ads with special reverence, as myths tell of cagey smiths
befriending these nymphs and convincing them to aid in ACTIONS
creating phenomenal works. In some tales, a smith finds
an oread and allows it to relish in the destruction of a Multiattack. The oread attacks twice with its fiery touch or
novel or remarkable item. In recompense, the oread pro fire bolt.
vides the smith with materials drawn from the burning
heart of the world, allowing the smith to create an even Fiery Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one tar
greater wonder. In more tales, though, a smith pursues get. Hit: 9 ( l d l O + 4) fi re damage.
an oread, then later the mortal's associates find familiar
tools and a heap of ashes. Fire Bolt (Cantrip). Ranged Spell Attack: +6 to h it, range 1 20 ft. ,
one target. Hit: 5 ( l d l O) fi re damage.
REACTIONS ,,. '
Hellish Rebuke (2nd-Level Spell; 1/Day). When the oread is
damaged by a creature within 60 feet of the oread that it can
see, the creature that damaged the oread must make a DC 14
Dexterity savi ng throw, taking 16 (3d l 0) fi re damage on a failed
save, or half as much damage on a successful one.
C HAPTER 6 I FRIENDS AND FOES 237
Medium humanoid (any), any alignment
Armor Class 1 5 (Blessings of the Gods)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA •
10 (+O) 14 (+2) 1 2 (+l) 13 (+l ) 16 (+3) 1 5 (+2)
ORAC LE Saving Throws Wis +5, Cha +4
Oracles posses the ability to interpret the patterns and Skills I nsight +5, Persuasion +4, Religion +5
language of Nyx, divining from it the flow of fates and Senses passive Perception 1 3
the will of the gods. Most of these gifted-or cursed Languages Celestial, Common
mortals communicate with a single god, interpreting Challenge 4 ( 1 ,100 XP)
their intentions for the wider world. Others aren't
aligned with a god and observe the night sky, reading Blessings of the Gods. While the oracle is wearing no armor and
Nyx like a vast, cryptic scroll for insights. wieldi n g no shield, its AC i ncludes its Wisdom modifier. I n ad
dition, a creature that h its the oracle with a melee attack while
Divine Influence. Just as oracles seek insights from with i n 5 feet of it takes 9 (2d8) force damage.
interpreting the divine, so too do gods occasionally seek
to manipulate the world through oracles. Sometimes a Innate Spellcasting. The oracle's spellcasting ability is Wisdom
god might speak directly, be it with dramatic manifes (spell save DC 13, +5 to hit with spell attacks). It can in nately
tations or direct possession of their servant. Although a cast the fol lowi n g spells, requiring no material components:
deity's words might be steeped in metaphors, should a
god wish to make their intentions clear, they often find At will: guidance, light, thaumaturgy
dramatic ways to make their thoughts known. 3/day each: bless, guiding bolt, healing word, hold person
l /day each: augury, scrying
Interpreters ofSigns. Oracles possess unparalleled
experience in divining godly whims from cryptic visions ACTIONS
and mundane forces. Those who receive divine omens
(such as those presented in chapter 4) might seek out Eldritch Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one
an oracle to gain a clearer vision of the god's intentions. target. Hit: 6 ( l d 6 + 3) force damage.
Finding an oracle, though, or one experienced in inter
preting certain types of visions, might prove to be an R E ACTIONS
adventure in its own right.
Divine Insight (3/Day). When the oracle or a creature it can
·- see makes an attack rol l , a saving throw, or a n ability check,
the oracle can cause the rol l to be made with advantage or
CHAPTER 6 I FRIENDS AND FOES d i sadvantage.
PHYLASKIA
These armored skeletal spirits guard the borders of the
Underworld and its various wards. Sleepless and mer
ciless, they scrutinize all who would pass, and they slay
those who defy them.
Undead Nature. A phylaskia doesn't require air, food,
drink, or sleep.
PHYLASKIA disadvantage on saving th rows and its speed is halved u ntil the
start of its next turn.
Large undead, lawful neutral
Undead Fortitude. I f damage reduces the phylaskia to 0 hit
Armor Class 1 8 (plate) points, it must make a Constitution saving throw with a DC
Hit Points 1 04 ( l l d l O + 44) equal to 5 + the damage taken, u n less the damage is radiant
Speed 40 ft. or from a critical hit. On a success, the phylaskia d rops to l hit
point instead.
STR DEX CON I NT WIS CHA
20 (+5) 15 (+2) Vigilant. The phylaskia can't be su rprised.
18 (+4) 1 0 (+0) 1 6 (+3) 1 4 (+2)
ACTI O N S
Saving Throws Con +8, Wis +7
Skills I nsight +7, Perception +7 Multiattack. The phylaskia makes two longsword attacks and
Damage I mmunities necrotic, poison uses its Strength Dra i n once.
Condition I mmunities blinded, charmed, deafened, exhaustion,
Longsword. Melee Weapon Attack: +9 to h it, reach 1 0 ft., one
frightened, poisoned target. Hit: 14 (2d8 + 5) slashing damage, or 1 6 (2dl0 + 5)
Senses truesight 1 20 ft., passive Perception 17 slashing damage if used with two hands, plus 11 (2dl 0) ne
Languages all crotic damage.
Challenge 9 (5 ,000 X P)
Strength Drain. Melee Weapon Attack: +9 to h it, reach 5 ft., one
Gatekeeper's Aura. Any creature that starts its turn within creature. Hit: 12 (2d6 + 5) necrotic damage. U nless the target
1 0 feet of the phylaskia must make a DC 15 Wisdom savi ng is i m m u n e to necrotic damage, its Strength score i s reduced by
throw. On a successful save, the creature is immune to this l d4. The target dies if this reduces its Strength to 0. Otherwise,
aura for the next 24 hours. On a failed save, the creature has the red uction lasts u ntil the target fi n ishes a short or long rest.
C HAPTER 6 I FRIENDS AND FOES -·
239
RETURNED of life, impeded by distraction and ennui. Despite this,
even the most languorous Returned defend themselves
Returned have escaped the Underworld and dwell. if threatened and might be pressed into the service of
among the living once more, but their second lives are their more willful brethren.
rarely what they expected-not that they remember what
it was they expected. As a result of having followed the RETU R N E D PALAM N ITE
Path of Phenax (see chapter 4), the Returned lose their
identities, which manifest as separate beings known as Even death and the loss o f their identities can't erase
eidolons. The experience of escaping the Underworld the rage that inspires Returned palamnites. These Re
also causes them to lose their faces, which become turned led violent Jives, existences filled with such pain
expressionless surfaces with empty eye sockets and and hatred that violence now suffuses their deathless
gaping mouths. These blank surfaces they cover with bodies. Such makes them exceptionally dangerous to
distinctive golden masks. the living, as these aimless killers know only suffering
and seek to spread it whenever the opportunity arises.
Returned reenter the world blank and undead. No lon While palamnites might wander the world as danger
ger possessing the ability to form long-term memories, ous, lone murderers, many gravitate to Odunos, where
they generally can't build meaningful relationships or they serve the vicious will of Tymaret the Murder King
establish new lives. Instead, most experience fleeting (see chapter 3).
emotions and follow hollow routines, their existences
reduced to shadow plays without weight or substance. RETUR N E D SENTRY
Returned Masks. Adventurers who defeat Returned Most new or purposeless Returned are easily manipu
foes might marvel at their fortune in claiming such rich lated into serving their more forceful brethren. Having
spoils after a battle. The mask of a Returned is worth purpose forced upon them, these Returned perform
approximately 100 gp, based on its composition and simple, artless tasks with middling efficiency. Their
craftsmanship. However, selling a Returned mask isn't one virtue is their tirelessness, which makes them
a simple matter of cashing it in for coin. Most people on exceptional guards. In the necropoleis, this sees many
Theros know the tales of the Returned and want noth Returned employed as sentries, though they might also
ing to do with such cursed relics or with those who try be messengers or laborers. If threatened, groups of
to traffic in them. Finding an unscrupulous merchant these Returned work well together, sharing the unified
willing to trade for Returned masks is rare, as the items goals of overcoming their foes and getting back to the
are effectively another sapient being's face. Convincing task at hand.
a merchant to buy a Returned mask, or dealing with the
ramifications of such a sale, might prove to be an adven RETURNED DRIFTER
ture in itself.
Medium undead, lawful neutral
Returned Nature. The Returned are undead. They
need water and air but not food or sleep. They think and Armor Class 1 3 (leather armor)
speak and even feel emotions based on their new expe Hit Points 11 (2d8 + 2)
riences, but given their circumstances, those emotions Speed 30 ft.
tend to be muted.
STR DEX CON INT WIS CHA
RETURNED DRIFTER 14 (+2) 15 (+2) 12 (+l) 10 (+O) 12 (+l) 11 (+O)
Many Returned are pitiable souls who managed to Damage Resistances necrotic
escape from the Underworld only to find themselves
stripped of the passions that motivated their flight. Lack Damage I mmunities poison
ing purpose and shunned by the living, these Returned Condition Immunities poisoned
typically seek places where they'll be left in peace, such Senses passive Perception 1 1
as lonely tombs or the necropoleis of Asphodel and Languages the languages i t knew i n life
Odunos. There they go through half-hearted parodies Challenge 1/4 (SO XP)
VARIANT: RETURNED K AK OMANTIS Turn Resistance. The Retu rned has advantage on saving th rows
again st any effect that turns undead.
Although the dead typically recall l ittle oftheir l ives,
some have an obsession with magic that survives both Unreadable Face. The Retu rned i s i m m u n e to any effect that
death and reb i rth as a Returned. These Returned, called wou ld sense its emotions or read its thoughts. Wisdom ( I n
kakomanteis, use their magical prowess to control the en s ight) checks t o ascertai n t h e Returned's intentions or s i n cerity
ergy that suffuses the U nderworld. A Returned kakomantis are made with disadvantage.
has the statistics of a Returned palamn ite and uses the
following action option in place of M u ltiattack: AC T I O N S
Underworld Bolt. Ranged Spell Attack: +4 to h it, range 1 20 Scimitar. Melee Weapon Attack: +4 to h it, reach 5 ft., one
ft., one creature. Hit: 1 3 (2d8 + 2) necrotic damage, and target. Hit: 5 (ld6 + 2) slashing damage plus 3 (l d6) poi·
the target can't regain h it points u ntil the start ofthe son damage.
Returned's next turn. If the target is missing any of its hit
points, it i n stead takes 1 7 (2d l 2 + 2) necrotic damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/ 1 20 ft., one
target. Hit: 4 ( l d 4 + 2) bludgeoning damage.
·-
C HAPTER 6 I FRIENDS AND FOES
Medium undead, lawful evil
Medium undead, chaotic evil
Armor Class 1 5 (natural armor) Armor Class 1 5 (leather armor, s hield)
Hit Points 22 (4d8 + 4)
Hit Points 65 (10d8 + 20) Speed 30 ft.
Speed 30 ft.
INT WIS CHA
STR DEX CON I NT WIS CHA STR DEX CON 10 (+0) 12 (+l) 1 1 (+O)
10 (+O) 17 (+3) 14 (+2) 1 3 (+l) 1 2 (+l ) 1 5 (+2) 1 6 (+3) 1 5 (+2) 12 (+l )
Skills Acrobatics +5, Ath letics +2, Stealth +5 Damage Resistances necrotic
Damage Resistances necrotic Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses passive Perception 1 1
Senses passive Perception 1 1 Languages the languages it knew i n life
Challenge 1 (200 XP)
Languages the languages i t knew i n life
Challenge 4 (1 ,100 XP) Pack Tactics. The Return ed has advantage on an attack rol l
against a creature ifat least one ofthe Returned's allies is
Fleeting Anger. If another creature deals damage to the Re with i n 5 feet o ft h e creature a n d t h e a l l y isn't incapacitated.
turned, the Returned makes attack rolls with advantage until
the end ofits next turn. Turn Resistance. The Retu rned has advantage on savi ng throws
against any effect that turns u ndead.
Turn Resistance. The Returned has advantage on savi ng th rows
against any effect that turns undead. Unreadable Face. The Returned i s i m m u n e to any effect that
would sense its emotions or read its thoughts. Wisdom (In
Unreadable Face. The Return ed i s i m m u n e to any effect that sight) checks t o ascertain the Returned's i ntentions o r si ncerity
wou ld sense its emotions or read its thoughts. Wisdom (In are made with disadvantage.
sight) checks to ascertain the Returned's intentions or sincerity
are made with disadvantage. ACTIONS
ACTIONS Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. o r . ..
range 20/60 ft . , one target. Hit: 6 ( l d 6 + 3 ) piercing damage, o r ...
Multiattack. The Retu rned makes two shortsword attacks. 7 (1 d8 + 3) piercing damage if used with two h a n d s t o make a
melee attack, plus 7 (2d6) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 ( l d 6 + 3) piercing damage plus 1 0 (3d6) poi Sling. Ranged Weapon Attack: +4 to hit, range 30/ 1 20 ft., one
son damage. target. Hit: 4 (ld4 + 2) bludgeoning damage.
C HAPTER 6 I FRIEN D S AN D FOES 241
•
•• ..
• •
• •
• .
•
•
Mediumfey, chaotic neutral
Armor Class 1 3
Hit Points 3 3 (6d8 + 6)
Speed 40 ft.
SATYR STR DEX CON I NT WIS CHA
12 (+l) 1 2 (+l ) 10 (+O) 16 (+3)
While most satyrs are known for their high spirits, love 16 (+3) 13 (+l )
of revels, and gregarious personalities, these outgoing
people are neither naive nor defenseless. Some satyrs Skills Acrobatics +5, Performance +7, Stealth +5
delightedly torment stuffy individuals or pull pranks on Senses passive Perception 10
the unwary, pastimes that can predictably lead to scuf Languages Common, Sylvan
fles. If a satyr can't talk their way out of a conflict-or Challenge l (200 XP)
diffuse it with a good-natured distraction-they readily
defend themselves, their friends, and their homes in the Enthralling Performance. If the satyr performs for at least l
Skola Vale. With diversions aside, satyrs bend their clev mi nute, it chooses up to fo u r h u manoids with in 60 feet of it
erness toward tactics and methods of ending conflicts who watched or listened to the enti re performance. Each target
as swiftly as possible. This often means turning the must succeed on a DC 13 Wisdom savi ng throw or be charmed.
same skills that make them famed celebrants toward While charmed in this way, the target idol izes the satyr and will
battle, be it captivating performances or the aim devel take part i n the satyr's revels. The charmed condition ends for
oped through endless games of skill. Once a threat is the creature after l hour, if it takes any damage, if the satyr at
overcome, though, satyrs are quick to engage in their tacks the target, or if the target witnesses the satyr attacking or
favorite part of battle: the victory celebration. damaging any of the target's allies.
SATYR REVELER Magic Resistance. The satyr has advantage on saving th rows
against spells and other magical effects.
Pursuing lives o f endless reverie, satyr revelers eagerly
participate in celebrations wherever they find them. Sleepless Reveler. Magic can't put the satyr to sleep.
Their boisterous natures go far toward tempting others
to eat, drink, and carouse with them. Faced with stodg ACTI O N S
ier individuals or outright rivals, satyr revelers don't
balk at using the magic of their music, dance, or other Multiattack. The satyr makes two ram attacks o r two short
performances to charm opponents into joining their bow attacks.
festivities. In the aftermath, these satyrs' foes are more
likely to suffer embarrassment and groggy mornings Ram. Melee Weapon Attack: +3 to h it, reach 5 ft. , one target.
than any lasting harm. Hit: 6 (2d4 + l) bludgeoning damage.
·- Shortbow. Ranged Weapon Attack: +5 to h it, range 80/320 ft. ,
one target. Hit: 6 (ld6 + 3) piercing damage.
242 C HAPTER 6 I FRIENDS AND FOES
SATYR THORNBEARER
Not all satyrs live lives o f pure whimsy. When forced to
defend their friends and homes, satyr thornbearers are
quick to take up their bows and strike against danger.
Particularly amid the dense trees of the Skola Vale,
these satyr skirmishers cooperate in loose teams, using
guerrilla tactics to harass foes then melt back into the
forest. The blessings of Nylea aid the satyrs in protect
ing their home, and a single arrow from a thornbearer's
bow might rain down like a volley from a whole army.
SATYR ThORNBEARER Sleepless Reveler. Magic can't put the satyr to sleep.
Mediumfey, chaotic neutral AC TI O N S
Armor Class 1 5 (leather armor) Multiattack. The satyr makes three ram attacks o r three short
Hit Points 38 (7d8 + 7) bow attacks.
Speed 40 ft.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
STR DEX CON INT WIS CHA Hit: 6 (2d4 + 1) bludgeoning damage.
12 (+l) 1 1 (+O) 1 3 (+l) 1 4 (+2)
18 (+4) 12 (+l ) Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft. ,
one target. Hit: 7 (ld6 + 4) piercing damage.
Skills Perception +5, Performance +6, Stealth +6
Senses passive Perception 1 5 Hail ofArrows (Recharges after a Short or Long Rest). The satyr
Languages Common, Sylvan fi res an arrow that magically transforms into a flurry of missiles
i n a 30-foot cone. Each creature i n that area must make a DC
Challenge 2 (450 XP) 1 4 Dexterity savi ng throw, taking 1 7 (Sd6) piercing damage on
a failed save, or half as much damage on a successful one.
Magic Resistance. The satyr has advantage on savi ng th rows
agai nst spel l s and other magical effects. �#
....
CHAPTER 6 I FRIENDS AND FOES 243
Medium humanoid (triton), neutral evil
Armor Class 1 3
Hit Points 3 2 (5d8 + 1 0)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
11 (+O) 1 6 (+3) 14 (+2) 10 (+O) 15 (+2) 11 (+O)
TR I T O N Skills N ature +4, Perception +4, Stealth +5
Damage Resistances cold
Clever, far-ranging people o f the sea, tritons live rich Senses darkvision 60 ft., passive Perception 14
lives unknown to most land-dwelling individuals. While Languages Common, Primordial
the waves separate most tritons from land-dwellers, Challenge 2 (450 XP)
occasionally the inhabitants of the surface and the deep
come into conflict. In such cases, tritons prove skilled at Amphibious. The triton can breathe air and water.
sabotaging ocean-going vessels, employing water-based
magic, and otherwise whipping up the fury of the sea. Innate Spellcasting. The triton's spel lcasting abi lity is Wisdom
Few dare insult tritons in their home environment, but (spell save DC 12). It can i n n ately cast the following spells, re
those who do and survive often learn that the tritons' quiring no material components:
wrath doesn't end at the shore.
l/day each: fog cloud, gust ofwind
Nimble Escape. The triton can take the D i sengage or Hide ac·
tions as a bonus action on each of its turns.
TRITON S HORE STALKER ACTIONS
Some insults don't wash away with the tides. When sur Multiattack. The triton makes two u rchin-spine
face dwellers threaten the safety of triton communities, shortsword attacks.
impede upon Thassa's holiest depths, or steal the trea
sures of the deep, triton shorestalkers seek vengeance. Urchin-Spine Shortsword. Melee Weapon Attack: +5 to hit,
Using speed and poison harvested from deadly sea reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage plus
beasts, these triton assassins slip into shallow waters l 0 (3d6) poison damage. I f the damage reduces a creature to
and strike when least expected. Often, surface dwellers 0 hit points, that creature is stable but poisoned for l hour,
don't even realize they've been attacked by shorestalk even after rega i n i n g hit points, and is paralyzed while poisoned
ers, chalking disappearances and deaths up to the innu in this way.
.- merable dangers of the sea.
Poisoned Spine. Ranged Weapon Attack: +5 to h it, range 30/60
ft. , one target. Hit: 5 (l d4 + 3) piercing damage plus l 0 (3d6)
poison damage.
244 CHAPTER 6 I FRIENDS AN D FOES
TRITON MASTER OF WAVE S
Triton masters of waves sculpt storms and change the
tides, bending the sea to their will. Drawing forth living
currents and the icy cold of the deep, these mages make
the ocean their ally, using it to defend their people or
enact Thassa's wishes. While dire threats from the land
might bring them to coastal shallows, most masters of
waves keep to the ocean's depths.
Although many masters of waves resent land-dwellers
and strike out at those who trespass upon their waters,
most are devoted followers of the sea god. Those who
share their faith or who bear earnest offerings to Thassa
might defuse the tritons' ire-that is, if they survive the
deadly winds and waves that typically herald these sea
guardians' appearance.
TRITON MASTER OF WAVE S Summon Water Weird (Recharges after a Short or Long Rest).
As a bonus action, the triton magically summons l d4 water
Medium humanoid (triton), neutral weirds (see the Monster Manual). The summoned weirds ap
pear i n u noccupied spaces i n water with i n 60 feet of the trito n .
Armor Class 1 5 (natural armor) The water wei rds act immediately after t h e triton on t h e same
i n itiative count and fight until they're destroyed . They d isappear
Hit Points 105 (14d8 + 42) ifthe triton dies.
Speed 30 ft. , swim 30 ft.
STR DEX CON I NT WIS CHA ACTIONS
1 6 (+3) 1 1 (+O) 16 (+3) 10 (+O) 12 (+l ) 19 (+4)
Multiattack. The triton makes two attacks using Wave Touch
Saves Dex +3, I nt +3, Cha +7 and casts ray offrost.
Skills Ath letics +6, N ature +6, S u rvival +4 Wave Touch. Melee Spell Attack: +7 to h it, reach 5 ft. , one tar
Damage Resistances cold, fire get. Hit: 22 (4dl 0) cold damage.
Senses darkvision 60 ft. , passive Perception 1 1 Ray of Frost (Cantrip). Ranged Spell Attack: +7 to h it, range
Languages Com mon, Primord i a l 60 ft. , one creature. Hit: 13 (3d8) cold damage, and the tar
Challenge 8 (3,900 XP) get's speed i s reduced by 1 0 feet u ntil the start of the triton's
next turn.
Amphibious. The triton can breathe air and water.
REACTIONS
Innate Spellcasting. The triton's spel lcasti ng ability is Charisma
(spell save DC 1 5 , +7 to hit with spell attacks). It can innately FrigidShield. When a creature the triton can see targets the
cast the fol lowing spell s , requiring no material components: triton with an attack, the triton gains 10 temporary hit points. If
the attack h its and reduces the temporary hit points to 0, each
At will: ray offrost (see "Actions" below) creature within 5 feet of the triton takes 9 (2d8) cold damage.
2/day: cone ofcold
l/day each:fog cloud, gust ofwind, wind wall "'
C HAPTER 6 I FRI E N D S AND FOES 245
TY P H O N •
Titanic horrors of writhing flesh and gnashing maws, ••
typhons slither through the Underworld seeking only to
consume. Once the souls of mortal warlords and cruel Regeneration. The typhon regai n s 20 hit points at the start of
tyrants, typhons come into being over ages of fester its turn. If it takes rad iant damage, this trait doesn't fu nction
ing bitterness and rage. Over time, these souls twist at the start of its next turn. The typhon d ies only if it starts its
into eternally ravenous monstrosities, which rampage turn with 0 hit points and doesn't regenerate.
through the realm of the dead, consuming souls by
the thousands. The Underworld remains their prison, ACTIONS
though, and most would relish nothing more than to es Multiattack. The typhon makes three attacks: one with its
cape and slaughter the living once more. Flu rry of B ites, one to constrict, and one with its maw.
Flurry of Bites. Melee Weapon Attack: + 12 to h it, reach 10 ft. ,
TYPHON o n e target. Hit: 35 ( 8 d 6 + 7) piercing d amage.
Constrict. Melee Weapon Attack: +1 2 to h it, reach 15 ft. , one
Huge monstrosity, chaotic evil Large or smaller creature. Hit: 17 (3d6 + 7) bludgeoning dam
age, and the target is grappled (escape DC 1 9). Until this grap
Armor Class 1 7 (natural armor) ple ends, the target is restrained and takes 17 (3d6 + 7) blud
geon ing damage at the start of each of its turns. The typhon
Hit Points 1 9 5 ( 1 7d l 2 + 85) can have up to two creatures constricted.
Speed 40 ft. Maw. Melee Weapon Attack: +1 2 to h it, reach 1 0 ft., one target.
Hit: 26 (3dl2 + 7) piercing d amage plus 19 (3d l 2) acid damage.
STR DEX CON INT WIS CHA
24 (+7) 7 (-2) 12 (+1) 13 (+l )
10 (+0) 20 (+5)
Saving Throws Con +10
Damage I mmunities acid , necrotic
Senses darkvision 1 20 ft., passive Perception 1 1
Languages Common
Challenge 15 ( 1 3 ,000 X P)
Keen Smell. The typhon has advantage on Wisdom (Percep
tion) checks that rely on smell.
C HAPTER 6 I FRI E N D S A N D F O E S
WOE STRI DER
Woe striders form from the souls o f those who've bro
ken the bonds of destiny. Over centuries, these cosmic
blasphemers transform into hunched, long-limbed hor
rors, Sadistic things, woe striders seek ways to reweave
themselves into the tapestry of destiny. This leads them
to search for answers within the bowels of other beings,
performing murderous haruspicy in pursuit of their dis
carded cosmic purpose. When they fail to find answers,
their unnatural cries cause reality to shudder, under
mining magic and sane minds alike.
WOE STRIDER At the start of each of its turns, the woe strider decides which
way the cone faces and whether its mouth is open or closed.
Large aberration, chaotic evil
AC T I O N S
Armor Class 1 7 (natural armor)
Hit Points 1 1 0 ( 1 3d l 0 + 39) Multiattack. The woe strider makes two claw attacks and one
Speed 40 ft., c l i m b 40 ft. bite attack. If both claws hit the same creature, the target is
grappled (escape DC 14).
STR DEX CON I NT WIS CHA
1 8 (+4) 15 (+2) 1 6 (+3) 8 (-1) 1 4 (+2) 14 (+2) Claw. Melee Weapon Attack: +7 to hit, reach 1 0 ft., one target.
Hit: 7 (ld6 + 4) slashing damage plus 3 (ld6) psychic damage.
Skills Intimidation +S, Perception +S
Condition Immunities frightened Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one creature
Senses darkvision 1 20 ft., passive Perception 1 5 that is grappled, incapacitated, or restrai ned. Hit: 1 3 (2d8 + 4)
Languages telepathy 1 20 ft. piercing damage plus 1 6 (3dl0) psychic damage. In addition,
Challenge 7 (2,900 X P) each magic item the creature is carrying that isn't an artifact
has its magical properties suppressed for 1 m i n ute.
Antimagic Cone. The woe strider's open mouth creates an area "' *
of antimagic, as i n the antimagicfield spel l, in a 60-foot cone. ....
C H A PTER 6 I FRI E N D S AN D FOES 247
MYTHIC MON STERS resources, or provides it with new actions to use. As
a result, the battle becomes deadlier and rages on for
This section describes three o f Theros's most infamous longer than most combat encounters. Each monster fea
terrors, beings whose might and dreadful deeds set tures an "As a Mythic Encounter" section that highlights
them apart as menaces of legendary proportions. While its mythic trait, notes how using it changes the difficulty
many of Theros's greatest myths arise from storied ter of the encounter and the rewards, and includes read
rors-like the hydra Polukranos or the dreaded titans aloud text you can use mid-battle to signal a terrifying
the monsters in this section have a feature that sets shift in the conflict.
them apart: mythic traits.
ARASTA OF T H E E N D LE S S WE B
Mythic traits transform battles into truly legendary
confrontations, well suited to the climactic battles at the A victim of the gods' petty rivalries, Arasta was once
ends of adventures or whole campaigns. Mythic traits one of Nylea's most beloved dryad companions. Phe
are optional; they don't need to be used during combat nax's bitterness saw her transformed into an arachnid
with these monsters. If you so choose, you may simply monstrosity and driven into the darkest depths of the
ignore a monster's mythic trait and mythic actions. If Nessian Wood. Now she broods on her unjust fate and
you wish to increase a battle's stakes, though, using a the fickleness of the gods who left her cursed with mon
monster's mythic trait results in some mid-battle twist strous immortality.
that changes the way the monster behaves, restores its
a DC 21 Constitution savi ng throw, taking 32 ( S d l 2) poison
ARASTA damage on a failed save, o r half as much damage o n a success
fu l one. I f the damage reduces the target to 0 hit points, the
Huge monstrosity, neutral evil ta rget i s stable but poisoned for l hour, even after rega i n i n g hit
points, and is paralyzed while poisoned i n this way.
Armor Class 1 9 (natu ral armor)
Claws. Melee Weapon Attack: + 14 to hit, reach 5 ft. , one target.
Hit Points 300 (24dl 2 + 144) Hit: 17 (3d6 + 7) slashing damage.
Speed 40 ft., c l i m b 40 ft.
Web of Hair (Recharge 4-6). Arasta u n leashes her hair i n the
STR DEX CON INT WIS CHA form of webbing that fi l l s a 30-foot cube next to her. The web
24 (+7) 1 6 (+3) 23 (+6) 1 5 (+2) 22 (+6) 1 7 (+3) i s difficult terra i n , its area i s l i ghtly obscured, and it lasts for
l minute. Any creature that moves into the web or that starts
Saving Throws Dex +l 0, Con +1 3 , Wis +1 3 its turn there must make a DC 21 Dexterity savi ng th row. On a
Skills Arcan a +9, Deception +1 0, Intimidation +1 0, Nature +9, failed save, the creature is restrained while i n the web. A crea
ture can use an action to make a DC 21 Strength check. On a
Perception +1 3 , Stealth +1 0 success, it can free itself or a creature within 5 feet of it that is
Damage Resistances b l u dgeoning, piercing, and slashi n g from restrained by the web.
nonmagical attacks This webbing is i m m u ne to all damage except magical fi re .
Damage Immunities acid, poison A 5-foot c u b e o ft h e w e b i s destroyed if it takes at least 2 0 fi re
Condition Immunities poisoned damage from a spell or other magical source on a single turn.
Senses b l i n dsight 60 ft., d a rkvision 1 20 ft., passive
LEGENDARY ACTIONS
Perception 23
Languages Celestial, Com mon, Sylvan Arasta can take 3 legendary actions, choosing from the options
Challenge 21 (33,000 XP) below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Arasta regains
Armor of Spiders (Mythic Trait; Recharges after a Short or Long spent legendary actions at the start of her turn.
Rest). If Arasta is reduced to 0 hit points, she doesn't die or fal l
unconscious. Instead , she regains 200 hit points. I n addition, Claws. Arasta makes one attack with her claws.
Arasta's c h i ld ren immediately swarm over her body t o protect Swarm (Costs 2 Actions). Arasta causes two swarms of spiders
her, granting her 100 temporary hit points.
(see the Monster Manual) to appear i n u noccu pied spaces
Legendary Resistance (3/Day). I f Arasta fa i l s a saving th row, with i n 5 feet of her.
she can choose to succeed i nstead. Toxic Web (Costs 3 Actions). Each creature restrai ned by Aras
ta's Web of Hair takes 18 (4d8) poison damage.
Magic Resistance. Arasta has advantage on saving th rows
against spells and other magical effects. MYTH IC ACTIONS
Spider Climb. Arasta can climb d ifficult s u rfaces, includ If Arasta's mythic trait is active, she can use the options below
ing u pside down on ceilings, without needing to make an as legendary actions, as long as she has temporary hit points
ability check. from her Armor of Spiders.
Web Walker. Arasta ignores movement restrictions caused Swipe. Arasta makes two attacks with her claws.
by webbing. Web of Hair (Costs 2 Actions). Arasta recharges Web of Hair
ACTIONS and uses it.
Nyx Weave (Costs 2 Actions). Each creature restrai ned by Aras
Multiattack. Arasta makes three attacks: one with her bite and
twowith her claws. ta's Web of Hair m ust succeed on a DC 21 Constitution sav
ing throw, or the creature takes 26 (4d l 2) force damage and
Bite. Melee Weapon Attack: +14 to h it, reach 5 ft. , one creature. any spell of 6th level or lower on it ends.
Hit: 20 (3d8 + 7) piercing damage, and the target must make
C H APTER 6 I FRI E N D S AND FOES
ARASTA AS A MYTHIC ENCOUNTER The nightmarish arachnid unleashes a shriek that sounds like
a thousand spider carapaces scarring slate. I n response, the
Arasta is a formidable enemy under normal circum ground ripples and bursts over the monster, reveal ing itself
stances, but to give characters a truly mythic challenge, as a wave of countless spiders. The tiny arach nids swarm the
you can have her call on her Armor of Spiders. Her use larger horror, gird i ng it i n skittering bodies.
of this trait signals a drastic turn in the encounter, as
Arasta summons her arachnid children to protect her. Fighting Arasta as a mythic encounter is equivalent to
While she has temporary hit points from this trait, she taking on two challenge rating 2 1 creatures in one en
can choose one of her mythic actions when she uses a counter. Award a party 66,000 XP for defeating Arasta
legendary action. after she uses Armor of Spiders.
Read or paraphrase the following text when Arasta
uses her Armor of Spiders trait: