Arasta appears as a gigantic spiderlike creature, her Lair Actions. On initiative count 20 (losing initiative
few humanoid features made monstrous by cruel magic ties), Arasta can take a lair action to cause one of the
and ages of hatred. Webs fill her lair deep in the Nessian following effects. She can't use the same effect two
Wood, sticky strands made not of silk but of her own rounds in a row.
endless hair. In her darkened realm, Arasta broods on
her hatred of the gods and their servants. She doesn't • Arasta learns about any creature touching her webs.
do so alone, though, as innumerable arachnids fawn Each creature restrained by a web or Arasta's Web of
over her, serving as her eyes throughout the wilderness, Hair must make a DC 2 1 Intelligence saving throw.
disposing of victims trapped within her hair, and sacri On a failed save, Arasta gains knowledge of a crea
ficing themselves in her defense if they must. ture's name, race, where they consider home, and
what brought them to her web.
See "Myths of Nylea" in chapter 2 for more details on
the tragedy of Arasta. • Arasta casts the giant insect spell (spiders only).
It lasts until she uses this lair action again or un
ARASTA's LAIR til she dies.
Arasta lives in an enormous, gnarled olive tree called Regional Effects. The region containing Arasta's lair
Enorasi, which was planted millennia ago by Klothys. It is warped by her presence, which creates one or more of
is said that those who eat of its fruit can see glimpses of the following effects:
the future. Eating the fruit brings with it a risk, though,
for those who Klothys finds unworthy might be driven • Spiders and insects within 1 mile of Arasta's lair
mad. There, within Enorasi's hollow trunk, Arasta serve as her eyes and ears. Birds and other flying
awaits the next would-be prophet to make her meal. Her creatures are absent from the skies and occasionally
webs stretch beyond the branches of the tree and carpet found trapped in webs.
the forest floor of her realm. Within 1 mile of Arasta's lair, webs fill all 10-foot
cubes of open space, so long as the webs can be an
Path to the Underworld. Tales are told of forlorn chored between two solid masses (such as walls or
souls who, because of grief or madness over the loss of a trees). The webs are flammable. Any webs exposed
loved one, have sought out Arasta's lair, as it is rumored to fire burn away in 1 round. Any destroyed webs are
that some of the strands of her web are anchored near magically repaired at the next dawn.
the edge of the Underworld and can enable a traveler to
reach that realm's ashen shores. If Arasta dies, the spiders and insects lose their super
natural link to her. The webs remain, but they dissolve
But those who enter her domain unbidden almost within ldlO days.
never go unnoticed, for Arasta can sense the slightest vi
bration along her web hair, and her children act as spies
on her behalf.
....
250 C HAPTER 6 I FRIEN D S AND FOES
HYT H O N I A T H E C RU E L • Hythonia briefly animates creatures that have been
petrified by her gaze. Each statue attacks one creature
Theros's reclusive medusas often delight in collecting within 5 feet of it, with a +1 1 bonus to hit and dealing
and expanding their galleries of petrified victims. Unlike 10 (3d6) bludgeoning damage on a hit. If a Medium or
other medusas, Hythonia isn't merely a collector; she's smaller creature takes this damage, it is also grappled
an artist. (escape DC 1 5).
Hythonia causes spectral snakes to erupt from a point
When Hythonia came to the island of Skathos, the in she can see within 150 feet of her. Each creature
habitants worshiped her as an avatar of the god Pharika. within 20 feet of that point must succeed on a DC 19
The cultists eagerly offered themselves up to the medu Constitution saving throw or take 5 (2d4) piercing
sa's petrifying gaze in hopes of gaining Pharika's favor. damage and become poisoned until the end of its next
Seeing herself surrounded by willing devotees, Hytho turn. While poisoned in this way, the creature has
nia formulated a cruel plan. After encouraging them disadvantage on Intelligence checks and Intelligence
to engage in wild rituals, Hythonia began turning her saving throws, and it behaves as if under the effect of
followers to stone, weaving their forms to create a grisly the confusion spell.
throne made of their petrified bodies.
Regional Effects. The region containing Hythonia's
While the medusa's victims have dwindled, tales of lair is warped by her presence, which creates one or
the medusa queen and the divine secrets she hoards more of the following effects:
have not. Hythonia eagerly trades the mysteries she
knows but demands a constant price: a beautiful individ • A large population of snakes dwells in the region.
ual to become part of her throne. • Trees within 1 mile of the lair are petrified wood.
HYTHONIA'S LAIR Plants that stay within 500 feet of the lair for 1 day
turn to stone.
Hythonia makes her lair on Skathos, an island where • Small bodies of water within 1 mile of the lair become
a secret sect of worshipers dedicated to Pharika previ poisonous. A creature that drinks the water must suc
ously hoarded secrets and engaged in dark rituals. ceed on a DC 1 9 Constitution saving throw or become
poisoned for 8 hours. An affected creature can repeat
Island ofPotent Magic. Although Skathos's location the saving throw at the end of each hour.
remains a mystery, stories tell of the island's magical
plants and Hythonia's various treasures. Hythonia en
courages such rumors by letting lone survivors escape
her realm, letting the ravings of survivors tempt more
playthings into her clutches.
Lair Actions. On initiative count 20 (losing initiative
ties), Hythonia can take a lair action to cause one of
the following effects. She can't use the same effect two
rounds in a row:
•
•
••
HYTHONIA Multiattack. Hythonia makes three attacks: one with her claws,
one to constrict, and one with her snaky h a i r.
Large monstrosity, lawful evil
Claws. Melee Weapon Attack: +1 1 to h it, reach 5 ft., one target.
Armor Class 1 7 (natural armor) Hit: 9 (ld8 + 5) slashing damage plus 4 (l d8) poison damage.
Hit Points 199 (2l d l 0 + 84) Constrict. Melee Weapon Attack: +1 1 to hit, reach 15 ft., one
Speed 40 ft., c l i m b 40 ft., swim 40 ft. Large or smaller creature. Hit: 16 (2d l 0 + 5) bludgeoning
damage, and the target is grappled (escape DC 1 9) . U ntil this
STR DEX CON I NT WIS CHA grapple ends, the target is restrained a n d takes 1 5 (3d6 + 5)
21 (+S) 1 7 (+3) 19 (+4) 1 4 (+2) 16 (+3) 1 8 (+4) b l udgeoning damage at the start of each of its turns, and Hy
thonia can't constrict another target.
Saving Throws Str +1 1 , Con +1 0, Cha +10
Skills Deception +10, Insight +9, Perception +9, Stealth +9 Snaky Hair. Melee Weapon Attack: + 11 to h it, reach 10 ft., one
Damage Immunities poison target. Hit: 31 (4dl 2 + 5) bludgeon i n g damage, and Hythonia
can pull the target up to 5 feet closer to her if it is a Large or
Condition I mmunities charmed, frightened, poisoned smaller creature.
Senses d a rkvision 1 20 ft., passive Perception 1 9
Languages Common LEGENDARY ACTIONS
Challenge 17 (1 8 ,000 X P)
Hythonia can take 3 legendary actions, choosing from the
Innate Spellcasting. Hythonia's spellcasting abil ity is Charisma options below. She can take only one legendary action at a
(spel l save DC 1 8) . She can innately cast animate objects once time and only at the end of another creature's turn. Hythonia
per day requ iring no material components. rega i n s spent legend a ry actions at the start of her turn.
Legendary Resistance (3/Day). If Hythonia fai l s a saving th row, Move. Hythonia moves up to her speed without provoking op
she can choose to succeed instead. portunity attacks.
Petrifying Gaze. When a creature that can see Hythonia's eyes Snaky Hair. Hythonia makes one attack with her snaky h a i r.
starts its turn with i n 30 feet of h e r, Hythonia can force it to Petrified Earth (Costs 2 Actions). Hythonia causes stone s pikes
make a DC 1 8 Constitution savi ng th row if she i s n 't i ncapaci
tated and can see the creature. If the savi ng throw fails by 5 or to erupt from the ground i n a 30-foot radius centered o n her.
more, the creature i s i nstantly petrified. Otherwise, on a fai led The area becomes difficult terrain until the start of her next
save the creature begi n s to turn to stone and is restrained. The turn. Any creature, other than Hythonia, takes 9 (2d8) pierc
restrained creature m ust repeat the savin g throw at the end i n g damage for every 5 feet it moves on those spikes.
of its next turn, becoming petrified on a fai l u re or ending the
effect on a success. The petrification lasts u ntil the creature is MYTHIC ACTIO NS
freed by the greater restoration spell or other magic.
If Hythonia's mythic trait is active, she can use the options be
U n less surprised , a creature can avert its eyes to avoid the low as legendary actions for 1 hour after using Shed Skin.
saving throw at the start of its turn. If the creature does so, it
can't see Hythonia until the start of its next turn, when it can Numbing Claws. Hythonia makes two attacks with her claws.
avert its eyes again. If the creature looks at Hythonia in the If both attacks hit the same creature, it takes an extra 7 (2d6)
meantime, it must immediately make the save. poison damage and must succeed on a DC 18 Constitution
savi ng throw or become paralyzed until the start ofher
I f Hythonia sees herself reflected on a polished su rface next turn.
withi n 30 feet of her a n d in an area of bright light, she is af
fected by her own gaze. Look at Me (Costs 3 Actions). Hythonia can fo rce a sighted
creature she has grappled to see her eyes and be affected by
ShedSkin (Mythic Trait; Recharges after a Short or Long Rest). her gaze.
If Hythonia is reduced to 0 hit points, she doesn't die or fal l
unconscious. Instead, she sheds her skin, regains 1 99 hit
points, and moves up to her speed without provoking opportu
nity attacks.
252 C HAPTER 6 I FRI E N D S AND FOES
HYTHONIA AS A MYTHIC ENCOUNTER The medusa's s k i n cracks, turns a l ifeless gray, and s hatters!
The monster crumbles to dust-but what clatters to the
Hythonia serves as a potent threat against even high ground i s n 't scale and bone, but hollow stone. The sound
leve.1 characters, but you can increase the challenge by of rippl i n g coi l s precedes the medusa rising up anew, the
using the Shed Skin trait. When this happens, Hythonia last of her shed s k i n d ropping away, revealing gl iste n in g, un
heals many of her wounds and slips away from danger, scarred scales.
and then she can choose one of her mythic actions when
she uses a legendary action. Fighting Hythonia as a mythic encounter is equivalent
to taking on two challenge rating 17 creatures in one
You might foreshadow Hythonia using her mythic trait encounter. Award a party 36,000 XP for defeating Hy
by describing her skin cracking and turning pale as she thonia after she uses Shed Skin.
suffers wounds. Read or paraphrase the following text
when Hythonia finally uses her Shed Skin trait:
TROM OKRATIS Rough Waters. Tromokratis is a particularly can
tankerous nadir kraken that has claimed all the sea
Most krakens roam the seas, shattering hulls and scat as its territory. A tumultuous sea is often attributed to
tering fleets, but the kraken Tromokratis notoriously Tromokratis battling another kraken to assert its claim.
vents its wrath on coastal settlements. Whether it acts Often, before a journey, sailors blow conch-shell horns
at the command of the god Thassa or to sate its- own · in the belief that the sound will soothe nearby krakens.
hunger, Tromokratis numbers among the most feared
threats in the sea, having no fixed lair and wandering The Horn ofHumenades. Legend speaks of a magic
where it will. In recent memory, the massive menace horn that the hero Humenades used in ancient times to
rose from the waves to topple the Pyrgnos, Meletis's summon Tromokratis to lay waste to a cursed city lost to
great repository of scholarly knowledge. Since that day, evil ways. The horn was so powerful that, after the city
the polis keeps a watch specifically for Tromokratis. was destroyed, Humenades took it to Tizerus and buried
it under a stone near the palace of Erebos.
ThOMOKRAT I S
is a creature, it is grappled (escape DC 26). Until the grapple
Gargantuan monstrosity (titan), a n y alignment ends, the target is restrained, and Tromokratis can't use this
attack on anyone else.
Armor Class 22 (natural armor)
Hit Points 409 (21d20 + 1 89) Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Speed 30 ft., swim 80 ft. Hit: 23 (3d8 + 10) bludgeon i n g damage, a n d if the target is a
creature, it is knocked prone.
STR DEX CON I NT WIS CHA
Tentacle Grasp. Melee Weapon Attack: +18 to h it, reach 20 ft.,
30 (+10) 11 (+0) 29 (+9) 22 (+6) 11 (+O) 10 (+O) one creature. Hit: 20 (3d6 + 1 0) bludgeoning damage, and the
target is grappled (escape DC 26). If the target doesn't escape
Saving Throws I nt +14, Wis +8 by the end of its next turn, Tromokrati s throws the target u p to
Damage Resistances cold, l ightni n g, thunder 60 feet i n a straight l i ne. The target lands prone and takes 21
Damage Immunities fi re; bludgeo n i n g, pierc i n g, and slashing (6d6) bludgeoning damage.
from nonmagical attacks Bite. Melee Weapon Attack: +1 8 to h it, reach 5 ft., one target.
Condition Immunities charmed, frightened, paralyzed, Hit: 29 (3d12 + 1 0) piercing damage. If the target is a Large or
smaller creature gra p p led by Tromokratis, that creature is swal
restrained lowed, and the grapple ends. While swallowed, the creature is
Senses b l i nd sight 1 20 ft., passive Perception 1 0 blinded and restrained, it has total cover against attacks and
Languages - other effects outside Tromokratis, and it takes 42 (1 2d6) acid
Challenge 26 (90,000 XP) damage at the start of each of Tromokratis's turns.
Amphibious. Tromokratis can breathe air and water. l f Tromokratis takes 50 damage or more on a single turn
from a creature inside it, Tromokratis mu st succeed on a DC 20
Hearts of the Kraken (Mythic Trait; Recharges after a Short Constitution savin g throw at the end of that turn or regurgitate
or Long Rest). When Tromokratis is reduced to 0 hit points, it all swa l lowed creatures, which fal l prone in a space within 1 0
doesn't die or fal l u nconscious. Instead , the damage creates feet ofTromokratis. lfTromokratis dies, a swa l lowed creature
cracks i n its carapace, revealing its hearts. Tromokratis has i s n o longer restrained by it and can escape from the corpse by
four hearts: two on its chest, one on its back, and one at the using 15 feet of movement, exiting prone.
base of its tail. A heart has an AC of 22 and 1 00 hit points. It is
i m m u ne to bl udgeon i ng, piercing, and slashing damage from LEGENDARY ACTIONS
non magical attacks, and it is immune to all cond itions. If it
is forced to make a saving throw, treat its abil ity scores as 1 0 Tromokratis can take 3 legendary actions, choosing from
(+O). If i t fi n ishes a short o r long rest, the carapace heals, any the options below. Only one legendary action option can
destroyed hearts regenerate, and the hearts are covered aga i n . be used at a time and only at the end of another creature's
Tromokratis dies when a l l t h e hearts a r e destroyed. turn. Tromokratis regains spent legendary actions at the start
ofits turn.
Legendary Resistance (3/Day). l f Tromokratis fails a saving
throw, it can choose to succeed instead . Move. Tromokratis moves u p to half its speed.
Tail. Tromokratis makes one tail attack.
Magic Weapons. Tromokratis's weapon attacks are magical. Bite (Costs 3 Actions). Tromokratis makes one bite attack.
Siege Monster. Tromokratis deals double damage to objects MYTHIC ACTIONS
and structures.
lfTromokratis's mythic trait is active, it can use the options
Spell-Resistant Carapace. Tromokratis has advantage o n saving below as l egendary actions for l hour after using H earts of
throws against spells, and any creature that makes a spell at the Krake n .
tack agai nst Tromokratis has disadvantage on the attack rol l .
Rampage. Tromokratis makes two attacks: one with i t s t a i l and
ACTIONS one with its tentacle grasp.
Multiattack. Tromokratis makes three attacks: one with its p i n Coral G rowth (Costs 2 Actions). Each creature within 10 feet
cer, one with its tail, and one with its tentacle grasp. ofTromokratis m ust make a DC 25 Dexterity savi ng th row,
taking 1 3 (3d8) slashing damage on a fai led save, or half as
Pincer. Melee Weapon Attack: +1 8 to h it, reach 20 ft. , one tar much damage on a successfu l one. Until the start of its next
get. Hit: 20 (3d6 + 1 0) bludgeoning damage, and if the target turn, Tromokrati s and its hearts gain a +2 bonus to AC.
2 54 CHAPTER 6 I FRI E N D S AND FOES
TROMOKRATIS AS A MYTHIC ENCOUNTER The titanic monster's carapace cracks, revea ling a pulsing,
red-purple h eart bu ried amid h eaps of blubber and muscle.
Tromokratis numbers among the most powerful crea Fissures run across the beast's ancient shell, reveal i n g three
tures a group of adventurers might face. If you wish to other m ighty, ichor-slick orga n s . The sea terror thrashes,
make an encounter with the kraken truly legendary, c h a n n e l i n g pain i nto fury.
Tromokratis might use its Hearts of the Kraken mythic
trait. When this happens, it calls upon a reserve of Fighting Tromokratis as a mythic encounter is equiva
strength just as it appears to be vanquished. After its lent to taking on two CR 26 creatures in one encounter.
hearts are exposed, Tromokratis can choose one of its Award a party 180,000 XP for defeating Tromokratis
mythic actions when it uses a legendary action. after it uses Hearts of the Kraken.
Read or paraphrase the following text when
Tromokratis uses its Hearts of the Kraken trait:
INDEX
Agonas, 1 06 Fleecemane lion, 223 Medusa, 70, 7 1 , 206 Phylaskia, 239 MYT H S
Akroan War, The, 88 Glossion, 4 1 , 92 Meletis, 89 Phylias, 1 06
Akros, 86 Gods, 33 Minotaur, 2 2 , 65, 98 Piety, 36 Akroan War, The, 88
Alseid, 234 Miracles, 1 1 4 Polukranos, 230 Athreos, 39
Altrisos, 4 1 , 92 Adventures, 1 09 Mire of Punishment, 1 07 Purphoros, 76 Dalakos and the Kraken,
Amatrophon, 94 Assistance, 1 1 0 Mogis, 64
Amphisbaena, 208 Divine weapons, 1 98 Adventures, 1 68 26
Androphage, 64 Gods as villains, 1 1 0 Adventures, 1 5 2 Champions, 78 Ephara, 4 1
Anvilwroughts 1 2, 209 Intervention, 1 1 4 Champions, 66 Quests, 1 09 Erebos, 45
Aphemia, 226 Serving multiple, 109 Mount Hiastos, 105 Returned, 73, 1 00, 240 Fall of Agnomakhos, 91
Arasta, 69, 248 Gorgon, see medusa Mount Kure, 97 Reverent Army, The, 90 First Kings of Meletis,
Archons, 8, 2 1 2 Harpies, 226 Mount Velus, 1 04 Satyr, 24, 103, 242
Heliod, 46 Mount Vesios, 1 04 Sea lock, 205 15
Mounts, 2 1 4 Adventures, 1 28 Mystic Sea, 1 05 Setessa, 93 Halma, Nylea's
Ashlands, The, 99 Champions, 48 Mystical islands, 1 7 7 Siren Sea, 102
Asphodel, 1 00 Heroic archetypes, 7 Natumbria, 92 Sirens, 226 Emissary, 1 56
Athlete, 3 1 Heroic drive, 1 1 Nautical adventures, Sitrium, 92 Heliod, 47
Athreos, 39, 1 8 1 Hetos, 1 0 1 176 Skala Vale, 1 0 3 Iraan Games, The, 30
Hippocamp, 227 Neolantin, 92 Skophos, 99 Iroas, 51
Adventures, 1 1 6 History, 7 Nerono, 1 0 7 Sphinx, 207 Karametra, 5 3
Champions, 38 Hoplites, 228 Nessian Wood, 95 Stadium of Dishonor, Kelephne the Victor, 133
Basilisk, 7 1 , 204 Humans, 1 7 Nexuses of the Seasons, 1 06 Keranos, 57
Bassara Tower, 93 Hundred-handed one, 94 Stratian, 86 Klothys, 59
Blessings, 1 1 4 225 Naiad, 236 Stratian Front, The, 99 Klothys and the Titans,
Calendar, 85 Hunter's Crossing, 9 5 Night hag, 206 Sun's Mirror, 97
Caryatid, 94 Hydras, 230 Nylea, 67 Supernatural gifts, 1 2 145
Catoblepas, 47, 69, 204 Hyrax Tower, 93 Adventures, 1 56 Tartyx River, 106, 180 Kruphix, 63
Centaur, 1 8 Hythonia, 2 5 1 Champions, 68 Tethmos, 97 Mogis, 65
Lagonna band, 92 Ilysia, 107 Nylea's Favored, 103 Thassa, 79 Mogis and the
Pheres band, 88 Iraan Games, The, 49, Nymphs, 234 Adventures, 1 7 2
Cerberus, 65, 2 1 4 87 Nyx, 1 05 , 1 1 4 Champions, 80 Minotaurs, 2 3
Chimera, 2 1 6 Iroas, 49 Nyxborn, 1 4, 63, 203 Thaumaturges, 90 Nikaia the First Caryatid,
Citadel of Destiny, 1 0 7 Adventures, 132 Nyx-fleece ram, 233 Thesteia, 92
College o f Eloquence, 2 8 Champions, 50 Nykthos, 104 Titans, 34, 58, 1 45 95
Colossus of Akros, 2 1 8 Karametra, 52 Oath of Glory, 29 Titan's Stairs, 88 Nylea, 6 9
Crypts of the Lost, 1 0 1 Adventures, 1 36 Odunos, 1 01 Tizerus, 1 07 Pharika, 7 1
Cult of Horns, 1 03 Champions, 54 Olantin, 88, 92, 1 7 9 Tovian Fields, 1 0 5 Phenax, 75
Cyclops, 88, 204 Katachthon Mountains, Omens, 1 1 1 , 1 1 2 Triton, 26, 1 09, 244 Purphoros, 77
Cypress Gates, 95 1 04 One-Eyed Pass, 88 Tromokratis, 254 Sinking of Olantin, The,
Dakra Isles, 8, 85 , 1 0 2 Keranos, 55 Ophis Tower, 93 Twelve, The, 89
Dawngreets, 1 03 Adventures, 1 40 Oracle, 1 5 , 238 Typhon, 246 179
Deathbellow Canyon, 99 Champions, 56 Ordeals, 1 1 4 Underwater adventures, Temple at the World's
Demons of Theros, 1 82, Klothys, 58 Oread, 237 1 79
219 Adventures, 1 4 4 Oraniad Mountains, 104 Underworld, The, 1 06 Edge, The, 1 49
Despair Lands, 1 00 Champions, 6 0 Oreskos, 96 Adventures, 1 80 Thassa, 81
Destiny, 6, 58 Kraken, 2 0 5 Oxus, 92 Denizens, 1 8 2 Tymaret the Murder
Divination, 1 1 1 , 1 4 2 Nadir, 2 0 5 Path o f Phenax, 75, 1 82 Unicorn, 207
Doomwake giant, 2 2 4 Krimnos, 92 Phaela 92 Wall of water (spell), 2 7 King, 1 0 1
Dragon, 35, 7 1 , 99, 104, Kruphix, 61 Pharagax Bridge, 88 Winter's Heart, 104 Xenagos the Satyr God,
205 Adventures, 1 48 Pharika, 70 Woe strider, 59, 24 7
Eidolons, 1 82, 222 Champions, 62 Adventures, 160 25
Emissaries, 1 1 4, 1 56 Lagonna Grounds, 92 Champions, 72
Empty Eye, 104 Lamia, 206 Phenax, 7 3
Ephara, 40 Lampad, 234 Adventures, 1 6 4
Adventures, 1 20 Languages, 9 Champions, 74
Champions, 42 Lathos, 1 07, 1 82 Phoenix Stairs, 104
Erebos, 43 Leina Tower, 93 Pheres Lands, 88
Adventures, 1 2 4 Lektoi, 86 Philosophy, 89
Champions, 44 Leonin, 20, 96, 232 Phoberos, 98
Fate, 6 Listes, 92 Outposts, 88
Flarnespeaker, 86, 104
.-
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I N DEX