Alien Hunter The Alien Hunter retained much of its ancestor's appearance, though far stronger and able to fight in almost all environments. Clad in armour far superior to the shell pauldrons of the Sahuagin, though still favouring the trident, both of which crackle with an eldritch energy that radiates from orbs set in them containing focussed psionic energy. Alien Hunters make up the bulk of the Primillithid army that stand in defence of their empires and colonies. Unlike, the Alien Warriors, seen by their masters as mindless guard dogs, the Alien Hunters are given a modicum of respect, or what little they are capable of offering, knowing that they are all that stands between them and total annihilation. Alien Shocktrooper Alien Shocktroopers, incorrectly thought by the esoteric scribes to be the soldiers of the Primillithid empire, used to crush and subjugate species and cultures resistant to their psionics and mind control, which they almost certainly would excel at with there phenomenal strength, sabres crackling with psionic energy and devastating lighting breath. In reality, the Alien Shocktroopers are the elite warriors of the Primillithid's defensive armies and the pinnacle of their bioengineering, taking on the hulking muscle and spellcasting from the Sahuagin Baron and Priestess DNA as well as the form and breath weapon from the Behir genes, both of which lay dormant in the Alien Hunter. Though much fewer in number than their lesser siblings, their sheer size and range of abilities enable a single Alien Shocktrooper to mount enough of a defence and/ or distraction against the Alien Mother, surviving just long enough for waves of Alien Hunters to swarm the battlefield, while the Alien Warriors form a last line of defence of their diminutive Alien Grey masters. 201 Alien Hunter Medium Aberration, lawful evil Armor Class 15 Hit Points 78 (12d8 + 24) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 15 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Dex +5 Int +2 Damage Resistances Psychic Skills Perception +4, Stealth +7, Survival +4 Condition Immunities Frightened Senses darkvision 60ft, passive perception 14 Languages Deep speech Challenge 4 (1100 XP) Hunting Instinct. The hunter knows the exact location of all creatures with parasites on them within 300ft. Creatures with parasites cannot benefit from concealment. It also knows the creatures type and how many hit points it has left. Killing Instinct. The hunter has advantage on all attack rolls against creatures with parasites. If it reduces a creature with a parasite to zero hit points it can make an additional attack. Actions Multiattack. The Hunter makes two attacks with its trident. Trident. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage. Alien Shocktrooper Medium aberration, Lawful evil Armor Class 17 Hit Points 112 (15d8 +45) Speed 50ft STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 12(+0) 12 (+1) 13 (+1) Saving Throws Str+7, Dex+5, Con+6 Skills Athletics +10, perception +5 Damage Immunities Psychic Senses passive Perception 14 Languages Deep Speech Challenge 5 (1800 XP) Improved Critical The shocktrooper scores a critical hit when it rolls a 19 or 20. Brute. The shock trooper’s weapons deal an extra die of damage when they hit with an attack (included in the attack). Lightning Breath (Recharge 5-6). The shock trooper exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 24 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The shocktrooper makes three longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d10 + 4) slashing damage. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Zeta Reticulant The Zeta Reticulant are the pinnacle of the Primillithids genetic tampering, a creature that combines the pisonic might of an Illithid, the brute force of the Aliens, and the obedience of a broken slave. Though their origins are little more than an accident, these creatures are incredibly powerful, and their small numbers make up the personal forces for the council of Elder Brains that lead the Primillithids. Accidental Perfection The Zeta Reticulant was not created on purpose, but rather evolved naturally from the genetic tampering that created the first Aliens. After centuries of steady evolution, both natural and forced, the first Zeta Reticulant was found working among the Alien Shocktroopers as if it was one of them, despite the clear difference in size and power. Once the first was found, the Primillithids scoured their forces searching for any more of these genetic jackpots. Domesticated Power Though the Zeta Reticulant has the power of both the Illithids and the Aliens at its disposal, it is incapable of tapping into its full potential. The Zeta Reticulant is the perfect slave, and it is genetically predispositioned to use its psionic abilities only to enhance its own Alien abilities, resulting in camouflage and a short range teleport. If a Zeta Reticulant was freed from its mental shackles, it has the potential to be a massive threat to the Primillithids, possibly rivaling an Ulitharid in power. That is why the Zeta Reticulant’s are used only for special missions that other Aliens could not complete, and are otherwise kept far from any outsiders who might influence them. 202 Zeta Reticulant Medium Aberration, any evil Armor Class 17 Hit Points 110(10d10 + 35) Speed 35ft. climb 30ft STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 13 (+1) 16 (+3) 17 (+3) 4 (+2) Damage Resistance Psychic ,Poison, Piercing And Slashing From Nonmagical Weapons Damage Immunities Poison Condition Immunities Frightened, Poisoned Senses Darkvision 120 ft., passive Perception 17 Languages Deep Speech, Telepathy Challenge 7 Camouflage. If the Reticulant remain motionless in front of a vertical surface for 1 round and the surface is at least two sizes larger than its body(e.g. tree, wall, etc), it becomes one with surface and adopts the natural colour of that surface. While it is in this condition, it can only be spotted with a successful Perception Check DC 22. Blink. Reticulat can as a bonus action to teleport up to 25 ft in an unoccupied space. When it takes this action it can immediately make a single attack with its Claw, and the attack has advantage. Actions Multiattack. The Zeta Reticulant makes two attacks with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (3d4 + 5) Slashing Damage.the target must succeed a DC15 Wisdom Saving Throw or suffers 2d10 Psychic Damage and effect of a Slow Spell, or half as much damage on success and no other effects apply. Credit | Statblock: Dimitris Boutsikas \ Lore: Nick Talbott
Alien Infiltrator While the Amorites make excellent spies, the infiltrators are the choice for assassination. Gifted with nimble feet, stealth and silent killing. Few have ever seen one. Eldritch lightning crackles across the bizarre armour that encompasses this hulking aberration, its tentacles sparking with untold psionic power. Impressive and powerful figures that the esoteric scribes believe to be an elite and prestigious part of the Primillithid's forces, described in visions as electrifying and crushing all that opposed it. As is so often, the scholars are as wrong as they are right; the Alien Infiltrator does wield awesome coruscating power, but it is all but a mindless slave and weapon of the collective, a figure of scorn and mistrust. The empires and colonies of the so-called Futureflayer feel they have no need for the Ulitharid to create new colonies, as they have their own plans, and if left unchecked the rare tadpole could grow into the feared Alien Skull. Many of such spawn are consumed on the spot, though some colonies have devised a way of encasing the growing larvae in an armoured suit fitted with a number of powerful minds from the colony's brain library encased in orbs that bombard it with psionic force to break its mind, so they can dominate and control it. As the Ulitharid grows, its arms and four of its six tentacles are twisted and held by the suit, leaving room for only two to protrude that are covered in a conducting alloy. The helmet effectively blocks the mouth of the Alien Infiltrator, starving it of all, but the psionic energy the Elder Brain allows, keeping them physically weak mindless drones. While usually kept as guards and servants of the Elder Brain, if a colony is attacked the Alien Infiltrator can act as a conduit for its master's phenomenal power hurling crackling actinic rays of psionic force capable of consuming the trespassers from the inside out, leaving nothing but ashes, or a wave of such dominating power that all but the most powerful of minds Instantly become slaves of the colony. On the rare occasion that the Alien Infiltrator can break free of its mental shackles, it turns its psionic potential back at its masters. Many of these freed Alien Infiltrators die of starvation, cut off from their only form of sustenance, with those that survive desperately searching for a power source to feed on, obliterating anything that gets in their way. 203 Alien Infiltrator small aberration, lawful evil Armor Class 16 Hit Points 32(4d8 + 18) Speed 25ft. climb 25ft STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 10 (+0) Skills Acrobatics +8, Stealth +8, Sleight of Hand +8 Damage Resistances psychic Senses passive Perception 10 Languages deep speech, telepathy 120th Challenge 2 (450 XP) Sneak Attack. When the infiltrator attacks a target and it has advantage or an ally is standing adjacent to it, it deals an extra 3d6 damage on a hit. Electrified Dissordance Field The alien Infiltrator has advantage to stealth checks as long as it has not taken damage during the previous turn. The first creature that damages (with a melee weapon attack) the infiltrator, takes 1d8 lightning damage and is pushed 5ft away. The field then stops functioning until one turn has passed without the infiltrator taking damage. Actions Tentacle. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) piercing damage. Actinic Ray Ranged spell attack +7 to hit, range 30ft., one target Hit 11 (2d8+5) Psychic damage, if the target is killed after this attack it must make a CON saving throw (DC14) or its body crumbles to dust. Bonus Actions Cunning action The infiltrator can take 1 of the following actions on its turn: dash, disengage, hide. Uncanny Dodge When the infiltrator is hit with an attack it can use its reaction to half the damage it receives. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake \ Art: bluefury4
Alien Mars While initially weak these are one of the most dangerous types of aliens to encounter. While psionic masters, few aliens have a proclivity for arcane magic. Mars levels that playing field, crippling spellcasters of their power, making them helpless against the hunters and warriors. The Alien Mars' body is encased in an arcane armour seen in many of aberrations associated with the Primillithid, providing protection and a series of containment crystals designed to enhance the creature's sensitivity to electrical fields and store the awesome power it can withstand. The tentacles are sheathed in a conductive alloy enabling the Alien Mars to absorb a phenomenal amount of electricity, most often from lightning attacks. In turn, the galvanised tentacles act as a conduit to unleash this devastating absorbed power, directed by the focusing orb attached directly to its frontal lobe. These tentacular, floating creatures are thought to be distantly related to the Grell. While the Alien Mars does share a number of similarities to the beaked brain, they are a tool of the Primillithid essentially a mobile generator for their strange contraptions and vehicles. Despite serving a rather mundane function for the colony, the Alien Mars can be a deadly foe, swinging sparking tentacles and unleashing high level Thunder Waves when threatened. 204 Alien Mars Medium Aberration, lawful evil Armor Class 12 Hit Points 66 (12d8 + 12) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 14 (+2) Damage resistances psychic Damage Immunities Lightning Senses passive Perception 11 Languages Deep speech Challenge 4 Magic Nullification. Any creature within 60ft of mars with a parasyte cannot cast spells of 3rd level or lower except spells that deal lightning damage. Lightning Explosion After a spell which deals lightning damage has been casted within 60ft of the Alien Mars, then the Mars can absorb the energy and use a reaction to cast Thunderwave as a level equal to the spell level of the spell that was casted. This effect does not harm allies of the Alien Mars. Actions MultiAttack. Melee Weapon Attack: Mars makes three tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) bludgeoning damage and the target is grappled (escape DC 13). to three creatures can be grappled at once with this way. Lightning Constriction A creature that starts its turn grappled by the Mars alien, takes 1d6 lightning damage. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake \ Art: Luthien Price
Alien Mother Aliens do not reproduce naturally. To procreate, they must use humanoid hosts as a base, and let their paraytes transform them into aliens. The mother is here to expedite the process. Her claws are covered with a horrible toxin that when it strikes a creature rapidly expedites its transformation into an alien. While many theories abound about the Primillithid, the esoteric scribes, compiling their research work with such fragmented accounts from the broken minds of mages, labour under the delusion that the so-called Futureflayer are a united species or empire. Alien Mother's are the deadly embodiment of just how wrong they are. The Alien Mother is the result of a Neothelid that has managed to worm its way from the birthing chamber to Elder Brain, devouring everything in its way, until sets about consuming the mind of the colony. Absorbing the awesome intellect and psionic powers of the Elder Brain can kill all but the most hardy of Neothelid, but those that survive undergo a violent metamorphosis, resulting in the Alien Mother. The wanton barbarity and brute strength of the Neollithid now has one of the most powerful and cunning minds in all the realms, and an insatiable hunger for brains, the older, larger and richer in intellect the better. Unlocking the secrets of time travel, only known to the Elder Brains, the Alien Mother gorges itself on the thriving Mind Flayer empires of the future. Where once the Primillithid had all but total dominance, the Alien Mothers, though few in number and thankfully predominantly a lone predator, hunt and harry them with a rapacious and unslakable hunger and determination. 205 Alien Mother Large Aberration, Lawful evil Armor Class 14 Hit Points 108(12d10 + 42) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 16 (+3) 9 (-1) 9 (-1) Saving Throws Str +6, Int +6 Skills Medicine +2, Perception +2 Damage Resistances Psychic Senses Darkvision 60ft passive perception 10 Languages Deep Speech Challenge 6 (2300 XP) Innate Spellcasting. The Mother's innate spellcasting ability is intelligence (Spell save DC 13). The mother can innately cast the following spells, requiring no material components. Cantrips (at will): guidance, poison spray 1st level (4 slots): bless, cure wounds, comprehend languages, Grease, Jump. 2nd level (3 slots): aid, lesser restoration. 3rd level (3 slots): bestow curse, mass healing word. 4th level (3 slots): dominate beast, phantasmal killer, Dimension Door. 5th level (2 slots): Contagion, Antilife Shell. 6th level (2 slots): Magic Jar, True Seeing, Freezing Sphere. 7th level (1 slot): Teleport, Plane Shift. Immediate Transmutation If the mother kills a creature with a parasyte by using its claw attack, it immediatly rises as an alien skull with full hit points, friendly to the mother. Actions Multiattack. The mother can make two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) slashing damage. Also the target must make a DC 14 Constitution saving throw or become poisoned. The target can repeat the saving throw at the end of each of its turns ending it on a success. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Alien Overlord Commanding over their legions this alien is perhaps the strongest in existence. After 100 years, a weaker alien such a Shocktrooper or warrior, has a chance of evolving into an overlord. Called the Alien father, no one faces this monster and leaves unscathed. Toxins lurking under the monster's fangs and blade-like nails, drain his foes of their strength until they are ready to submit. These gargantuan aberrations are the creation of the Alien Mother. Bioengineering greater defences using the worthy Alien Hunter and Alien Shocktrooper. Where once the Alien Mothers, predominantly solitary hunters, could ravage empires and feast upon their enemies with impunity, even their gargantuan force and prodigious intellect alone are not enough to overwhelm heavily defended colonies. The Alien Overlord acts as a first wave attack, allowing a coordinated pincer strike with the Alien Mother taking advantage of the mayhem their loyal attack dog causes. When the fighting becomes a life and death struggle for its master, the Alien Overlord will fight to the last to protect them, even sacrificing itself if need be, being so dedicated and dominated to have almost no free will. The Alien Overlord is created by the cultivation of Neothelids by the Alien Mother, by devouring a colony but leaving their tadpoles. The Alien Mother then watches with great interest and amusement as the tadpoles turn on one another and devour their brood mates until only one remains, emerging as a Neothelid. These gargantuan vermicular aberrations are kept like prized pets, reaving colonies at their master's heel. In the aftermath of these raids, the Alien Mother allows the Neothelid to feed on a share of the spoils, intellect and greed ensuring that their pet does not feed enough to become an Alien Mother in its own right. Controlled feeding and experimentation in ransacked dissection chambers, allow for the creation of the mindless, acid-spewing behemoth that is the Alien Overlord. In the rare instances of their master being slain, the Alien Overlord becomes overwhelmed with rage and hunger, devouring any and all brains it can get its claws on and attacking without restraint or reason, akin to a rabid dog. 206 Alien Overlord Large Aberration, lawful evil Armor Class 18 Hit Points 127(15d10 + 45) Speed 30ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 13 (+1) Saving Throws Str+ 7, Con +6, Int +5, Wis +3 Skills Athletics +10, Perception +6 Damage Resistances Psychic Senses Darkvision 60ft, passive perception 16 Languages Deep Speech Challenge 7 (2900 XP) Rage of the fallen. If an Alien Mother dies in the pressence of an Alien Overlord, it forces a reaction through chemicals ,that were released in the air from the mother's body, to the Overlord's brain. The overlord comes under the effect of Rage ( as per barbarian) and has advantage to all of its attacks until all living creatures surrounding him (even allies) are dead or until the overlord is incapacitated or can't find more creatures to kill. Actions Multiattack. The Overlord can make three Toxin claw attacks or four Toxin Claw attacks with advantage if under the rage of the fallen effect. Toxin Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) slashing damage. A creature struck by this attack must make a DC 12 saving throw or lose 1d4 Strength until its next long rest. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Alien Psychic One of the weaker aliens, they are still indispensable support in battle. What they lack in strength they make up for in psionics. Any creature that approaches it with a parasyte, activates a psychic link connected to the psychic sealing its doom as the psychic eats their energies. The Alien Psychic's physical body is what remains of a tiny fey that has had its magical and mental resistances broken on a wheel of psionic bombardment. This physical form is trapped within an arcane sarcophagus, which negates the creature's ability to become invisible and escape, with only the vestigial wings visible. The limbs are broken and stretch into tentacles covered with an alloy that acts as a conduit for its immense magical power. This phenomenal power resulting from the breaking of the fey creature's mind and the focusing orbs attached to its carapace. These abilities make them extremely efficient at keeping prisoners, prey and test subjects contained, studying their minds for secrets and flavours most appealing to their masters. The magical nature of the Alien Psychic's abilities mean that they are seen as heretical by some mind flayer colonies. 207 Alien Psychic Tiny aberration, Lawful evil Armor Class 10 Hit Points 14(3d8) Speed 20ft. STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 9 (-1) 16 (+3) 12 (+1) 12 (+1) Damage Immunities psychic Senses passive Perception 13 Languages deep speech telepathy 120ft Challenge 1 (200 XP) Alien Drain Every creature within 60ft of the psychic suffers a -2 penalty to their Strength, Dexterity, and Constitution scores for each Parasyte on it. If this lowers any of their attributes to zero, that creature becomes incapacitated. Innate Spellcasting (Psionics) The Psychic spellcasting ability is Intelligence (spell save DC 13). The psychic can cast the following spells with no material components: 1/day each: detect thoughts, dissonant whispers, phantasmal force. Actions Tentacle. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) psychic damage Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Alien Hypno These warped beings are thought to be some kind of mutated future Mind Flayer or to use the currently agreed colloquial term, Futureflayer. (It is worth noting that staffs and spells have been slung by the most aged and respected biotheologians over the proposed terms, with Primillithid seeming to having the consensus, despite critics claiming there is no way to know these so-called Primillithids are even one united species or race). It is supposed that the Alien Hypno is a master Psion, created after ruminating on its powers in specially designed epoch capsule adjoining the colony's library and dissection chamber. Once Psionic enlightenment has been reached the, now atrophied, body is quickly transferred into a vial of cerebral fluid. If successful, the tendrilous fingers snake out of the briny fluid, swollen and radiating psionic energy, much like its bulbous and lolling head, overflowing with power. What the role of this glorious scion of psionic mastery is a question of great debate, with one theory claiming the Alien Hypno is a long range weapon of war, raining psionic death upon all foes on the planar battlefields. The sad truth is these prodigies are the perfect caretakers of the Elder Brains, gently caressing and bathing their master's grey matter in cerebral fluid and undulating waves of psionic force. The Alie Hypno can act as a supplementary final defense of the Eder Brain Chamber, but the true reasons for its being is as masseuse and carer for the cerebral overlord of the colony. Alien Hypno Medium aberration, neutral evil Armor Class 13 Hit Points 95(14d6 + 30) Speed 5ft. STR DEX CON INT WIS CHA 6(-2) 7 (-2) 10 (+0) 20 (+6) 14 (+2) 15 (+2) Skills Deception +4, Persuasion +4, Insight +5 Vulnerabilities Bludgeoning Damage Resistance Piercing, And Slashing From Nonmagical Weapons Damage Immunities Psychic, Poison Condition Immunities Poisoned, Charmed Senses passive Perception 14, Truesight 120 ft Languages Deep Speech , Telepathy 120ft Challenge 4 (1100 XP) Dimension Jump. Alien Hypno can move through dimensions at will. As a bonus action can teleport up to 35ft in an unoccupied space. Innate Spellcasting Alien's Hypno innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts 3/day each: plane shift (self only), sleep, suggestion, confusion Magic Resistance. The Alien has advantage on saving throws against spells and other magical effects. Actions Hypnotic Waves As an action Alien Hypno vibes binaural waves. Each creature within 30 ft radius must succeed a DC 14 Wisdom Saving Throw. On fail the creature suffers 4d8 Psychic Damage and is under Malefic Dreams for 1 minute. On success the creature suffers half damage and is immune to Malefic Dreams for 24 hours. Malefic Dreams A creature under this condition experiences hallucinatory events. Alien Hypno is invisible for it and all other creatures that it can see (by any means), seems like hostile monstrous beings to it.(At DM's discretion : This hallucination force the affected creature to attack the surrounding "monsters" ) Credit | Statblock: Dimitris Boutsikas \ Lore: Sebastian Amadeus Wake \ Art: Ntina Sia 208
Alien Skull Once the cells have sucked the life out of their host all that is left is a skeleton, but not one of this world, it has transformed into an abomination. It has no memories of its former life, now it just seeks to serve the will of the Aliens. After a year, it will evolve into another species of alien like the Alien Hunter. Clad in armour fashioned from the skulls of their victims, warped and galvanised by brute psionic force, powered by harvested cerebral fluid held in sloshing orbs, these brutes are truly the stuff of nightmares. However, these nightmares are horrifyingly real, as told by the few remaining esoteric scribes still able to wildly scratch at parchment or whose incessant screaming pauses long enough for them to stammer. These same two words scrawled over and over, in scripts and sigils of all the known realms and those never seen before; whispered and barked in fervour, terror and supplication, "Alien Skull", time and again until the conveyor convulses into apoplexy or lapses into catatonia. It seems that these aberrations posses the sickening ability to enter the sleeping minds of those who have gleaned fleeting images of the Alien Greys, tearing through their dreams and erupting out the bloody portal that was once the unfortunate spellcaster's body onto the material plane. Leaving towers, taverns and colleges repugnant charnel houses, eldritch patterns daubed on the walls in blood and sickening arrangements of bodies, all devoid of brains, in what some theorise is some barbaric form of the Mind Flayer script, Qualith. While wild theories abound, the Alien Skull is a quirk of Mind Flayer evolution, as are the dominant, yet diminutive, Alien Grey. The colonies within the future empires of the Primillithid operate under a strict rule of a council of Elder Brains who have seen fit to promote the psionically gifted at the expense of strength, which they feel is efficiently covered by their enslaved races and biologically created protectors. This council rules that Ulitharid are no longer necessary, due to wanting to choose their own candidates for new colonies and, more importantly that aeons have mutated these scions of psionics into huge, psychotic berserkers that care nothing for the collective, hunger and bloodshed their only needs. Those that are not destroyed or subjugated while still in tadpole form, grow up to be Alien Skulls. The tadpol parasyte enters the brain of its host eating it and then transforing the body to an alien skull during a time where its body is inactive. Crawling Skull Madness A creature that was mentally weak to resist a psychic decay of an alien Skull starts feeling boney fingers scratching the inside of its head. The victim believes that there are things inside his skull trying to get out and is driven to a panic state. The victim cannot concentrate on any spells or complex tasks and will quickly run from combat to hide as if frightened. The effect of this madness ends when they take a long rest. 209 Alien Skull Medium aberration, lawful evil Armor Class 15 Hit Points 54 (8d8 + 18) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 15 (+2) 13 (+1) 10 (+0) Damage Resistances necrotic, psychic Senses darkvision 60ft, passive perception 11 Languages Deep Speech, Telepathy 60ft. Challenge 3 (700 XP) Telepathic Decay Any creature that tries to read the thoughts of an Alien Skull or have any divination / psychic contact with it, takes 3d10 psychic damage and must succeed on an INT saving throw DC13 or come under the Crawling Skull Madness until its next long rest. Actions Multiattack The skull can make two attacks, one with its claws, another with its bite. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) piercing damage plus 5 (1d8) necrotic damage. Psychic Decay(5-6). The alien Skull tried to penetrate the mind of its victim to cause psychic damage from within. A creature that the Alien Skull can sense within 60ft must succeed on an Intelligence saving throw DC 13 or take 3d10 psychic damage. A creature that fails the save by 5 or more obtains the Crawling Skull Madness at the end of the combat and it lasts until its next long rest. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Alien Telepath Once aliens are on the offence this creature it bound to appear. The telepath is the alien's firepower, being able to shoot bolts of fire from their antenna. After breaking the minds of the amphibious Kuo-Toa, Mind Flayers discovered that the insane brains of their once-slaves were quite the delicacy when consumed raw. Thriving colonies of Mind Flayers now breed these fishlike folk as cattle, discovering the enzymes that enable the Kua-Toa's phenomenal subconscious powers provide exceptional nutrients. Alien Telepaths are the result of Mind Flayer larvae that have feasted upon such a glut of Kuo-Toa brains that they have grown into their own limacine (sluglike) morph, without ever needing to find itself a host. The Mind Flayer consciousness and insane creativity of the Kuo-Toa combine in the Alien Telepath; a psychic and psionic prodigy, as powerful as they are psychotic. If their kin ever find a way to harness these mad adepts, even the gods will cower before them… 210 Alien Telepath Large Aberration, lawful evil Armor Class 13 Hit Points 97(13d10 + 26) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 16 (+3) 15 (+2) 14 (+2) Damage Resistances Fire, Psychic Senses darkvision 60ft., passive perception 12 Languages Deep Speech Challenge 4 (1100 XP) Innate Spellcasting The telepath’s innate spellcasting ability is Intelligence (spell save DC 13). It can cast the following spells requiring no material components. At will: firebolt, detect magic 3/day each: aganazzar's scorcher, burning hands, flaming sphere, scorching ray. 2/day each: fireball Actions >BIte. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 19 (3d10+3) piercing damage. Parasyte Flame The Telepath destroys parasites on another creature by causing them to explode, burning all creatures near them. The target must make a DC 13 Dexterity saving throw with disadvantage, taking 9 (2d8) fire damage, for every parasyte they had on their body when this power was activated on a failed save, or half as much on a successful one. All creatures within 10 ft of the target must make the saving throw normally, only taking 7 (2d6) fire damage on a failed save, or half as much on a successful one. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Alien Warrior These hulking humanoids clad in carapace armour of an arcane and aberrant design are believed to be the guardians seen alongside the Alien Greys in the fevered visions and deranged ravings of diviners, as compiled by the esoteric scribes derisively called 'forward thinkers'. These academics of sorts believe Mind Flayers have the ability to travel great distances in time, with their once proud empire remaining splendiferous in some dark distant future, somehow linked to the most thriving colonies of their lowly ancestors in the present as we know it. These 'forward thinkers' theorise that the Alien Warrior was once the humble Underdark dwelling Quaggoth. Hypothesising aeons of selective breeding, accelerated evolution and experimentation, particularly around domestication and the expansion of their psionic potential, have bred the once minion into the ultimate bodyguard. The armour that covers them serves to augment their already immense bestial strength with orbs filled with adrenal fluids that flood the Alien Warrior’s system when in battle or called to defend. The Alien Warrior's improved psionic abilities both serve in the protection and maintenance of their masters, as well as enabling them to search out the greatest threats and most nutritious morsels, often residing within the same cranium. While being marvels of bioengineering and essential protection for the Alien Grey, the Alien is still considered little more than any other slave race by its masters. Charging at the frontlines of battle are the alien warriors. These soldiers are made with tough armor only the sharpest of blades can penetrate. Then even if you are so lucky to kill it, parasytes leap from its body to find new hosts. Warriors charge in, only to allow the hunters and shocktroopers to kill the enemy. 211 Alien Warrior Medium aberration, Lawful evil Armor Class 15 Hit Points 68 (8d10 + 24) Speed 30ft STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 11 (+0) 114 (+2) 9 (-1) Saving Throws Str+7 Con+6 Skills Athletics+7 Perception +5 Damage Resistances Psychic Senses Darkvision 60ft, passive perception 10 Languages Deep Speech Challenge 5 (1800 XP) Death Burst. When the warrior Dies all creatures within 10 ft must make a DC 13 Dexterity saving throw, on a failed save the target gets a parasyte, on a fail of 5 or more they get two parasytes. Reckless Attack. The warrior can choose to attack recklessly, this turn it has advantage on attack rolls, but attacks against it have advantage until its next turn. Actions Multiattack The warrior makes three claw attacks. Claw Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 +4) slashing damage Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Cosmic Fortress Gol'Gar This monstrosity is the ultimate weapon of the aliens, some say it is the original alien that spawned all the others. The Cosmic fortress is a living siege weapon, a giant organism that commingled with other aliens living inside of it. 212 Cosmic Fortress Gol'gar Gargantuan aberration, lawful evil Armor Class 17 Hit Points 171 (18d10 + 72) Speed 0ft. fly 50ft (hover) STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 21 (+5) 15 (+1) 9 (-1) Saving throws Str +9 Dex +6 Int +9 Damage Resistances psychic Senses Darkvision 60ft passive Perception 11 Languages Deep speech, telepathy 120ft Challenge 10 (5900 XP) Magic Resistance The fortress has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fortress makes 3 laser attacks Lazer. Ranged Spell Attack: +10 to hit, range 120ft., one target. Hit 16 (2d10 + 5) radiant damage. Tackle Melee ranged attack: +9 to hit, reach 5ft., one target hit: 17 (3d8 +5) bludgeoning damage. True Dispel Magic The fortress casts dispel magic against every possible target of its choice. It's spellcasting ability is intelligence. Also all spellcasters in the area, of the fortress's choice must make a DC 17 intelligence saving throw, or lose concentration on any spells they are casting. For every spell dispelled, the fortress can place a parasite on a creature within 120ft. Legendary actions The fortress has 3 legendary actions, choosing from the options below. Only one type of legendary action can be used at a time and only at the end of another creature's turn. The fortress regains spent legendary actions at the start of its turn. Detect The fortress makes a perception check. Lazer The fortree makes two lazer attacks. Parasyte Death (Costs 2 Actions). The fortress targets 1 creature with a parasyte on it. The target takes 10 (3d6) psychic damage for each parasyte on it. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Cosmic Horror Gangi'el When strong monsters succumb to the power of the parasytes, it does not create a skull. Instead the parasyte flesh grows and grows until it just becomes one giant parasyte. The Horror cannot be controlled like other aliens. It likes the sapiance that others possess. It does not seek out and destroy aliens, but it becomes the most simple type of monster, one that just seeks to devour all that comes across it. 213 Cosmic Horror Gangi'el Huge Aberration, Lawful evil Armor Class 18 Hit Points 202(15d10 + 120) Speed 40ft. STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 23 (+6) 11 (+0) 10 (+0) 11 (+0) Saving Throws Str +11 Con +10 Int +4 Damage resistances bludgeoning, piercing, slashing, and psychic. Senses Darkvision 60ft Languages None Challenge 9 (5000 XP) Magic Resistance The horror has advantage on saving throws against spells and other magical effects. Actions Multiattack The horror makes three stinger attacks, or it makes one stinger attack and one parasyte fling. Sting. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 16 (2d7 + 7) piercing damage. Parasyte fling Ranged weapon attack: +6 to hit, range 80ft., one target hit: the target gets a parasyte. Parasyte Swarm (Recharge 5-6). The Overlord Unleashes a swarm of Parasites on all nearby creatures. Each creature within a sphere with a 15ft radius must succeed on a DC14 Dexterity saving throw or get a parasyte, two parasytes if it is a failure by 5 or more, three, if it is a failure of 10 or more. All creatures also take 4 (1d6) poison damage for each parasyte attached this way. Credit | Statblock: Louis Jameson \ Lore: Sebastian Amadeus Wake
Brain Crusher Not all Neogi are created equal, which is clear from their truly alien society of dominance and slavery, as well as their varying spellcasting abilities. These abilities, granted by their pacts with evil aberrant entities during their mass migration from their home somewhere on the material plane. Just as with the Neogi, not all of these starlike beings were created equally either. The elder star, Fawdar, known as the Chaos Star, formed of a dazzling inferno of arcane and unknowable colours within an ever-changing riot of malice, only made itself known to the most powerful and ruthless of Neogi. The secrets gained by these chosen gave them access to magic beyond the dreams of most Neogi Masters and the strength of mind enough to dominate said Masters, and so the Brain Crusher were born. They were also changed physically, their bodies reflecting the morass of hues and mercurial nature of the Chaos Star. This manifests in their kaleidoscopic chitinous covering and their innate abilities to shapechange to or project whatever form best suits the subjugation of inferiors, which amounts to all life in their eyes, as well as driving them quite insane. Leaving the trappings and name of their subjacent siblings, the Brain Crushers have few drives that consume their entire existence; dominate all life they encounter, subjugate every Neogi in existence, thereby proving their superiority, and finally ensure that they they are the arbiters of all realms and planes, as they believe is there place. This is an all-consuming obsession for them, and it seems the longer it takes to achieve the more crazed they become. 214 Brain Crusher Large Monstrosity, Neutral Evil Armor Class 16(Natural Armor) Hit Points 132 (12d10+40) Speed 30ft., 40ft. flying. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+2) 17 (+3) 14 (+2) 12 (+2) Damage Resistance Psychic Condition Immunities Charmed SensesDarkvision 120 Ft., Echolocation 60ft., passive Perception 14 Languages Deep Speech Challenge 7 (2,900 XP) Magic Resistance Brain Crusher's translucent rosin skin makes it extremely resilient against magic attacks Actions Multiattack. Brain crusher can makes two attacks: two with its Scythe Fingers or one with Scythe Fingers and a Swoop. Scythe Fingers. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (2d10 + 3) Slashing damage plus 7 (2d4+3) Psychic damage. Swoop Brain Crusher can attempt to Grapple a creature with its fangs. A DC 15 Dexterity or Strength is required to avoid the grapple. A Grappled creature at the start of its turn loses 1 point of Intelligence and suffers 2d4 Piercing damage plus 2d8 psychic damage. A grappled creature can retry to escape at the end of its turn. The lost points of intelligence can be restored only with a Greater Restoration Spell. Legendary Actions Brain Crusher can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Brain Crusher regains spent legendary actions at the start of their turn. Spell Reflect Brain Crusher's magical enforced rosin skin can reflect any spell of 2nd level or lower that hits it directly. Doing so, it can redirect the spell at a new target with +6 as a spell attack. Hide in light(2 Actions) Brain Crusher can force the light to slip around its body, at will, and thus becomes invisible, until it decides to reappear or if it attacks. Credit | Statblock: Boutsikas Dimitris \ Lore: Sebastian Amadeus Wake
Brain Jacker The sight of a Brain Jacker instills a fear and revulsion that paralyses those unfortunate enough to come across these foul creatures, both from their repulsive form and their innate ability to detect and project their prey's greatest fear into its mind with the merest glance of its rheumy, perpetually weeping eye stalk. Once their victim is paralysed by terror, the Brain Jacker will force its sensory proboscis into the skull of its quarry, usually through the eye sockets, feasting on the dread induced cocktail of chemicals. Resembling their progenitors, the Intellect Devourer, the Brain Jacker is the result of a thriving Intellect Devourer that has gorged enough to evolve the ability to repurpose the brains of its hosts, sending them back to the Mind Flayer colony. This necessitates using whatever parts of the host or other creatures the Intellect Devourer can find in its subterranean domain, explaining great deviations in the Brain Jacker's composition. These abnormalities sometimes inspire Mind Flayers to keep Brain Jackers as pet projects, slicing and grafting their pliable grey matter to suit their whims. 215 Brain Jacker Small aberration, Chaotic Evil Armor Class 11 Hit Points 20(5d8 + 1) Speed 10ft., fly 40ft. STR DEX CON INT WIS CHA 2 (-4) 8 (-1) 10 (+0) 19 (+5) 1 (-4) 6 (-2) Condition Immunities prone Senses Passive Perception 4 Languages understands Deep Speech but can't speak Challenge 3 (400 XP) Innate spellcasting The Brain Jacker can cast the following spells innately without the need of materials as many times as it wants. Innate Spells: Phantasmal Killer, Detect thoughts. Madness. Any creature within 10 feet of this creature at the start of their turn must make a DC 13 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. A creature that successfully saves against the effect is immune to this Brain Jacker’s madness for the next 24 hours. Insidious Grab. Any creature that is frightened by the Brain Jacker has disadvantage against being grappled by the Brain Jacker. While grappled by the Brain Jacker, the creature loses its ability to control its own actions and must obey any commands given to it by the brain jacker to the best of its ability. The Brain Jacker remains attached to its target until it chooses to release its target or is removed by another creature. Absolute Control. A creature who suffers 4 Brain Cocktail attacks, gives complete control of their body to Brain Jacker. Brain Jacker will force the controlled creature to use the Dash action to leave combat. Brain Jacker will guide the creature to the Mind Flayer colony to be harvested. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slahing damage. Brain cocktail. Melee Weapon Attack: +2 to hit, reach 1ft., grappled target. Hit 15 (3d10 + 5) necrotic damage. Credit | Statblock: Dearan Lee \ Lore: Sebastian Amadeus Wake
Octoberser These strange creatures of the deep are rarely spotted, preferring to hunt alone in the darkness of the deepest trenches. However, when they gather in number they can cause great destruction with their tactics and seeming fearlessness in battle. This has lead to much speculation from the people aquatic and coastal cities over the origin of Octoberser that differ from culture to culture. Some believe they may have come from one of the many portals to the myriad planes at depths no humanoid could withstand, possibly even sharing a history with creatures like the Abyss Warrior, while others theorise them to be the result of biological experimentation, the fusing of various seas animals and people for some unknown purpose, whilst others posit that they could be some ancient and forgotten creature or race brought into existence by the Kuo-Toa, possibly after finding a warrior of a piscine race laying dead and halfconsumed by a giant octopus. However they came to be, the Octoberser propels themselves using their tentacles and hunting with spears and tridents, often scavenged from more adept races, such as the Sahuagin. They keep mostly to themselves, but in the rare occurrence that these strange creatures begin to group, a madness seems to overtake them with a fervour for battle and destruction. Whether this is caused by external means or another quirk of their makeup is unknown, due to them speaking no known language and often killing and eating anyone trying to study them, seeing them as a threat. 216 Octoberser Medium Aberation, Lawful evil Armor Class 14 (Natural Armor) Hit Points 50(8d10 + 5) Speed 45ft. STR DEX CON INT WIS CHA 7 (-1) 18 (+4) 12 (+1) 17 (+3) 13 (+2) 10 (+0) Condition Immunities prone Senses darkvision 120 ft., passive Perception 13 Languages Deep speech Challenge 4 (600 XP) Magic Resistance. The Octoberser has advantage on saving throws against spells and other magical effects. Broken Will : As an action, Octoberser target a creature it can see. The target makes an Intelligence saving throw. On a failed save, Octoberser chooses the target’s movement and action on its next turn. On a successful save, the target is unaffected and Octoberser cannot use this ability on that creature again until it finish a long rest. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (2d10 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Javelin. Melee Weapon Attack: +5 to hit, range 30/120, one target. Hit: 6 (1d6 +3 ) piercing damage. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit: 8 (1d10 +3 ) piercing damage. Credit | Statblock: Dearan Lee \ Lore: Sebastian Amadeus Wake
Memory Crusher and Memory Crush King The life of a Mind Flayer Arcanist is never as easy as those of its hive mates. They are seen as deviants and shunned, even forcibly removed from their colony for experimenting in Weave and dabbling in the Art. This strange obsession is thought to be caused by the gaining of the arcane traits from consuming the brains of or using the body of a spellcaster as their hosts. These lost aberrations often wander the Underdark alone, finding what servants and sustenance they can, often falling into despair and madness of that which comes with isolation from Mind Flayer collective, as well as the many fearsome creatures that dwell in the subterranean shadows. Preying on these mentally weakened and more magically susceptible Mind Flayers, the Demon Lord, Fraz-Urb'Luu, Prince of Deception, reaches out to these lost and damned, using his mind-bending ways to appear as an ancient illithid god or the original Elder Brain Prime, from whatever time and place the aberrations first came, using their victim's minds to create the communion they so crave. Given purpose and bolstered by the lesser servants of the Demon Lord, the Arcanists quickly set about creating infernal fanes, twisted reflections of the Mind Flayer colony, in which every brain feasted upon, creature subjugated and host taken over is a sacrifice. Through these sacrifices Fraz-Urb'Luu gains a greater foothold on the material plane and can bestow a measure of his power upon the Arcanist, creating a hybrid of aberration and fiend. Over time this corrupts and reshapes the Mind Flayer's form, stretching tentacles back that harden and twist into horns, exposing the expanding and pulsating brain underneath. The body mass increases and black, veined pinions erupt from its back as it reaches full demonhood, taking upon the title of Memory Crusher. The metamorphosis affects the mind as much as the body of the once Mind Flayer, replacing all other drives with a burning hatred for those that cast it out, apostates and worshippers of heretical Elder Brains that do not serve the illithid's true purpose; worship and sacrifice in the name of the illithid's true god or Elder Brain Prime. Once a Memory Crusher has gained enough power and an army of slaves, often drawing other outcast Arcanists to it as acolytes, they will declare war on their former colony, sending waves of slaves, bolstered by demons to claim the colony for their dark master. These clashes in the Underdark are thankfully rare, Drow and Mind Flayer alike, putting down these fanes before they gain a foothold, but when they do occur they are savage affairs resulting in countless deaths, all the while Fraz-Urb'Luu watches with glee, claiming each soul as his own. When a colony is claimed by a Memory Crusher and its Elder Brain ritually butchered and consumed, the raw psionic power and intelligence flows through the demon, carefully shaped by the Demon Lord of Illusions, creating a Memory Crush King by driving one of his talons trough the its brain in the process that forms into a gnarled horn. These fiend's grow to an immense size, gaining far greater strength of body and mind, as they are literally touched by the power of the Demon Lord, gaining a far greater depth of spellcasting, reflecting that of its master's, and the foolish thought that has gained all this power for itself and its deity. In truth the Memory Crush King is merely a pawn, one possessed of such deadly power and cunning that it haunts the nightmares of even the mightiest sentient creature, colony and empire of the Underdark, but still it is just a pawn in Fraz-Urb'Luu's scheming. 217 Credit | Lore: Sebastian Amadeus Wake
218 Memory crusher Medium Aberration, Neutral Armor Class 14 Hit Points 45(6d8 + 18) Speed 30ft. 40ft fly STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 13 (+1) Damage Immunities psychic Condition Immunities charmed Senses Darkvision 60ft., passive Perception 11 Languages Deep Speech Challenge 3 (700 XP) Memory Crush. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) psychic damage. The Target must make a DC 12 Intelligence saving throw. On a failed save it takes 10 (3d6) psychic damage and it loses all memories of the past 1d4 hours. Any experience points gained during that time is lost. Memory Crusher King Medium Aberration, neutral Armor Class 15 Hit Points 87 (11d8 + 38) Speed 30ft. fly 40ft STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 17 (+3) 16 (+1) 13 (+1) 13 (+1) Damage Immunities Psychic Condition Immunities charmed Senses passive Perception 11 Languages Deep speech Challenge 5 (1800 XP) Actions Memory Crush. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) psychic damage. The target must make a DC 14 Intelligence saving throw. On a failed dave it takes 13 (3d8) psychic damage and it loses all memories of the past 1d4 days. Any experience points gained during that time is lost. Credit | Lore: Sebastian Amadeus Wake
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Caius, the Shadow Monarch King Caius was a cruel and unjust king in life, claiming that everything he did was for the good of the kingdom. Eventually, as his power began to wane, Caius entered into a pact with a dark entity that granted him immense power. His reign continued for many long years after this, with his citizens living in fear and squalor. Eventually, a hero chosen by the people waged war against Caius, and put the cruel king to rest at the end of his blade. Unbeknownst to the people, Caius spirit lived on, trapped within his monstrous horned helm. The helm was placed onto one of the remaining statues of Caius, meant to serve as a reminder of the atrocities that occurred under his rule. The helm merged with the statue, animating it and imbuing it with the kings dark pact magic. Now known as Caius the Shadow Monarch, the reborn king roams the land, seeking to impose his will over all. Twisted and Cruel. In life, Caius was a savage king. He would torture or kill anyone that opposed him, and would normally do so publically, to set an example for the rest of his citizens. This philosophy is continues into his undeath. The Horned King. Every king of note has a prized possession, and Caius’ was his dreadful horned helm. The helm is still considered a symbol of fear and despair, both on and off the battlefield. The Shadow Monarch. Caius obtained his dark powers via a pact with a dark entity, thought to be draconic in nature. The king used this power to earn greater fear from both his citizens and his enemies, allowing him to rule with an iron fist. It is said that those who angered Caius before his court were swallowed into a black vortex, never to be seen again. 220 Caius the Shadow Monarch Large construct, Chaotic Evil Armor Class 21 Hit Points 133(14d10 + 56) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2) Damage Immunities Poison, necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120ft,Passive Perception 9 Languages Common Challenge 9 (5000 XP) Immutable Form. Caius is immune to any spell or effect that would alter its form. Magic Resistance. Caius has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Caius' weapon attacks are magical. Actions Multiattack. Caius makes two sword attacks. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit:(1d8 + 5) slashing damage, plus (1d10) necrotic damage Shadow . Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (4d10) necrotic damage. Reactions Dark Core. As a reaction to a melee attack, Caius can reach out and suck the attacker into a black void. DC 16 Strength save or be banished, the target returns at the end of their turn. Credit | Statblock & Lore: Erin Ouellette
Granmarg The Rock Monarch King Granmarg was the ruler of a wealthy mining country. He was a stern but fair king, keeping his emotions in check at all times. The people of his kingdom prospered under his rule. Jobs in the mines were plentiful, trade was abundant, and relations with neighboring kingdoms were exceptional. These relationships became ever important when an entity arose that would threaten all kingdoms. Ultimately King Granmarg and his allies, King Thestalos and King Zaborg, would sacrifice themselves to summon a creature that could defeat the invading entity. The kingdoms were saved, at the cost of the King’s lives. However, Granmarg’s spirit clung to this world and bound itself to his iconic shield, causing the statue displaying it to become empowered with his spirit. Stone Cold. Granmarg was a model king, and these traits have carried over to his new form. He is stoic, stern, and quite imposing. Granmarg believed that a King must be stand tall and strong for those that he ruled over, and he lived his life accordingly. The Steadfast King. Every king of note has a prized possession, and Granmarg’s was his mighty tower shield. The shield instilled confidence in Granmarg’s allies and fear in his opponents. It is said that Granmarg was defended an entire squadron of soldiers from archers on his own, using the massive shield and his speed to block every arrow. The Rock Monarch. Granmarg was known as the Kingdom’s Rock to many, and was given this moniker for many reasons. His stern behavior, his stalwart defensive strategies and the stability that he provided his people. In his new form, Granmarg has taken to calling himself the Rock Monarch, as an acknowledgement of what he now literally embodies. 221 Granmarg the Rock Monarch Large construct, Neutral Good Armor Class 22 Hit Points 130(14d10 + 56) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 16 (+3) 10 (+0) 14 (+2) Damage Immunities Poison, lightning; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 120ft,Passive Perception 9 Languages Common Challenge 9 (5000 XP) Immutable Form. Granmarg is immune to any spell or effect that would alter its form. Magic Resistance. Granmarg has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Granmarg's weapon attacks are magical. Actions Multiattack. Granmarg makes two War-Slam attacks. War-Slam. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit:(1d10 + 5) bludgeoning damage, plus (1d10) force damage Force Bolt. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (4d10) force damage. Reactions Shield Wall. Granmarg adds 4 to its AC against one melee attack that would hit it. To do so, Granmarg must see the attacker and be wielding a shield. Credit | Statblock & Lore: Erin Ouellette
Mobius The Frost Monarch King Mobius’ domain was perched in the frozen north, with his capital city high upon a mountain. The frost-bitten landscape never lost its snow, and the cold never left the bones of its denizens. Despite their environment, the people were hearty and happy under the rule of Mobius, and he did his best to keep things that way. All of the his citizens were his family, and he would give his life for any one of them. Despite his and his citizens solitary nature, King Mobius was on good terms with the neighboring kingdoms. He held court with Kings Thestalos, Granmarg, and Zaborg occasionally to discuss relations between the nations, and when an entity arose that would threaten all of their kingdoms Mobius was called upon to help stop the threat. Mobius and the other kings summoned an entity that could defeat the invading force, and gave their life in the process. Sometime after his death, King Mobius’ wayward spirit would find purchase in the world by inhabiting his greatsword, causing the statue that displayed it to take on a life of its own. Survival of the Fittest. Due to their surroundings, King Mobius and his people developed a heartiness and natural strength unseen in normal men, a fact that influenced their culture significantly. Both King Mobius and his former citizens value strength above all else, believing it to be the key to their own survival. The Frozen King. Every king of note has a prized possession, and Mobius’ was his blue-steel greatsword. Forged from a special ore found at the peak of a frozen mountain, the sword was a symbol of strength and resilience, and is now the vessel from which Mobius’ spirit walks the earth again. The Frost Monarch. Mobius exemplified the most prominent traits of his people. His solitary nature, calm mind, and passive attitude reflected the frozen landscape that he called home. He ruled from a place amongst his people, rather than claiming dominion over them. He preferred the solitude and peace of his crisp, snowy peak, and would avoid dealing with the problems of other kingdoms unless it affected his own. 222 Mobius the Frost Monarch Large construct, Lawful Neutral Armor Class 20 Hit Points 133(14d10 + 56) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2) Damage Immunities Poison, cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120ft,Passive Perception 9 Languages Common Challenge 9 (5000 XP) Immutable Form. Mobius is immune to any spell or effect that would alter its form. Magic Resistance. Mobius has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Mobius' weapon attacks are magical. Actions Multiattack. Mobius makes three greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit:(2d6 + 5) slashing damage, plus (1d10) cold damage Ice Spear. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (4d10) cold damage. Reactions Hale and Hearty. As a reaction to an attack that he can see, Mobius can halve the incoming damage of one attack per turn. Credit | Statblock & Lore: Erin Ouellette
Raiza the Storm Monarch Raiza’s kingdom rested upon a stormy plateau, and was constantly beset by tornadoes, floods, and thunderstorms. Despite the natural threats, the people of this kingdom were happy and productive, and under Raiza’s young rule brought prosperity to a kingdom that had no right to have it. The people of the neighboring valley grew envious, and attacked Raiza’s kingdoms. Though the natural hazards held them at bay for a time, the invaders eventually triumphed, slaughtering Raiza and most of his people. Soon after the defeat of Raiza’s people, the storms surrounding the plateau became more violent. The winds blew away the camps of the invaders, the floods tore down the stone structures of the cities. The invaders could not understand what had happened, until they came face to face with the source of the storm. Raiza’s furious spirit had gained control over the storms, and inhabited his father's old armor. Now a force of destruction and retribution, Raiza used his newfound power to destroy the invading people completely and utterly. Raiza now rules a ruined and empty kingdom, using his power over storms to destroy and who would dare step into the graveyard of his people. Naivete of the Pure. Before the massacre of his people, Raiza had sent an envoy of peace to the people of the valley. He was willing to share his wealth with those who needed it, but due to his youth he underestimated the greed that had taken over the invaders and was unprepared for the assault. Now in control of the storms themselves, Raiza expects the worst of those he does not know, believing that it is simply human nature to act upon evil thoughts. The King of Thunder and Lightning. Every king of note has a prized possession, and Raiza’s was his ceremonial cloak. The cloak was a symbol of the royal family, and represented their ruling philosophy. The kingdom, like the cloak, rested upon the shoulders of the king. The Storm Monarch. Raiza was known to his people as the King of Storms, an ancestral title that was passed from king to king. However, this title became more literal after his return to the world. 223 Raiza the Storm Monarch Large construct, Lawful Evil Armor Class 21 Hit Points 125(14d10 + 56) Speed 60ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 16 (+3) 8 (-1) 16 (+3) Damage Immunities Poison, Force; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blind sight 120ft,Passive Perception 9 Languages Common Challenge 9 (5000 XP) Immutable Form. Raiza is immune to any spell or effect that would alter its form. Magic Resistance. Raiza has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Raiza's weapon attacks are magical. Actions Multiattack. Raiza makes three rapier attacks. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit:(1d8 + 5) peircing damage, plus (1d10) Force damage. Wind Needle. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (4d10) force damage. Reactions Storm's Swiftness. As a reaction, when Raiza is attacked with a melee attack, he can use his reaction to disengage and move half his movement away from the attacker. Credit | Statblock & Lore: Erin Ouellette
Thestalos The Firestorm Monarch Thestalos was once a warrior-king who ruled over a kingdom, his capital at the base of a dormant volcano. His people were largely unhappy, due to Thestalos religious beliefs. In hopes of appeasing the gods and preventing the volcano from erupting, King Thestalos decided that purifying the kingdom of the unjust was necessary. Murderers, arsonists, even petty thieves were dropped into the molten core of the volcano upon his command, as tribute to the angry gods. His people quickly grew to hate him for this, as even those not proven guilty might suffer the wrath of the mountain. Eventually, a threat appeared that would cause King Thestalos and the neighboring rulers to come together and sacrifice their lives to summon an entity that could stop the threat. The people celebrated the passing of their king, disguising their happiness that the king was gone as gratitude towards his sacrifice. However, Thestalos’ spirit saw through their ruse, and bound itself to his now-empty armor. Thestalos now roams his kingdom, continuing to punish those he deems unworthy, believing it to be for the best of his domain. Burning Wrath. Thestalos continues his crusade against those he deems unworthy, believing that these sacrifices keep the god’s wrath at bay. He tends to punish those with chaotic tendency rather than evil, believing that the law of his kingdom is perfect and true. The Volcanic King. Every king of note has a prized possession, and Thestalos’ was his ornate, golden armor. His armor gleamed like the sun on the battlefield, shining as a beacon of hope to those that followed his laws. Though his people might not have loved him, they did respect his military might. The Firestorm Monarch. Thestalos was known as the Firestorm Monarch due to both his domain and his temper. He was known to be laughing and happy, and suddenly roar into an inferno of righteous anger at the sight of those he disregarded his kingdoms laws. 224 Thestalos the Firestorm Monarch Large construct, Lawful Evil Armor Class 20 Hit Points 133(14d10 + 56) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 16 (+3) 10 (+0) 14 (+2) Damage Immunities poison, fire; bludgeoning, piercing, And slashing From nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft, passive Perception 9 Languages Common Challenge 9 (5000 XP) Immutable Form. Thestalos is immune to any spell or effect that would alter its form. Magic Resistance. Thestalos has advantage on Saving Throws against Spells and other magical effects. Magic Weapons.Thestalos' weapon attacks are magical. Actions Multiattack. Thestalos makes three longsword attacks. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit:(1d8 + 5) slashing damage, or (1d10 + 5) slashing damage if used with two hands, plus (1d10) fire damage Firebolt. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (4d10) fire damage. Reactions Parry. Thestalos adds 3 to its AC against one melee attack that would hit it. To do so, Thestalos must see the attacker and be wielding a melee weapon. Credit | Statblock & Lore: Erin Ouellette
Zaborg the Thunder Monarch King Zaborg was not handed his crown, he had to fight for it. He gathered an army and conquered town after town, slowly increasing the size of his forces until he had carved out a kingdom of his own. He took time to settle in his new role as king, but was never quite satisfied with what he had. He wished to rule more, and was planning invading the neighboring domain of King Granmarg, but was stopped when a dark entity arose to destroy all of their kingdoms. The kings of these nations convened, agreeing that they would attempt to summon a creature that could destroy the entity, while King Zaborg planned on using the ensuing chaos to invade the lands of Granmarg. However, his plan would not come to pass, as he and the other kings gave their life to complete the ritual. Years later, a man wearing Zaborg’s armor appeared in the capital, claiming that he would conquer the world with the people's assistance. While some followed him, most stayed behind, believing that this hulking figure was an imposter. The Right to Rule. Though many kings claim their right to rule through blood, Zaborg claimed his throne through warfare. He was conqueror by nature, believing that the only way to ensure his control over what he had conquered was to conquer more. If all the world was ruled by one man, who would rise up to take what was his? The Thunderous King. Every king of note has a prized possession, and Zaborg’s was his steed. An impressive charger, both swift and powerful. This magnificent horse was rumored to never tire, and could match a soldiers deadliness on the battlefield on its own. The Thunder Monarch. King Zaborg earned the title of the “Thundering Monarch” in part due to his booming voice, and in how his mounts thunderous hooves could be heard whenever he rode into battle. Even after his passing, his new forms arrival is always marked with a thunderous clap. 225 Zaborg the Thunder Monarch Large construct, Neutral Armor Class 19 Hit Points 125(14d10 + 56) Speed 60ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 18 (+4) 16 (+3) 8 (-1) 14 (+2) Damage Immunities poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses tremor sense 120ft, passive Perception 9 Languages Common Challenge 9 (5000 XP) Immutable Form. Zaborg is immune to any spell or effect that would alter its form. Magic Resistance. Zaborg has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Zaborg's weapon attacks are magical. Actions Multiattack. Zaborg makes two lance attacks. Lance. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit:(1d12 + 5) peircing damage, plus (1d10) thunder damage. Thunderbolt. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (4d10) thunder damage. Reactions War Horse. As a reaction, when Zaborg is hit with a melee attack, his mount can launch one attack against the attacker with it's hooves. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: (2d8 + 4) bludgeoning damage plus (2d6)thunder damage. Credit | Statblock & Lore: Erin Ouellette
Erebus the Underworld Monarch T he old adage "opposites attract" often proves true, and you can't get much more "opposite" than light and dark. Life or death. Erebus was the ruler of his own demiplane of death and darkness. A powerful undead entity, but he was not without feelings or emotions. One day he ventured from his home, leaving the demiplane more out of boredom than anything, and on this excursion he came across a luminous beauty on a cliff looking out over the land in full golden plate as the sun rose at dawn. He was so stunned by her might and majesty in that moment that he sought to find out more about the mysterious woman. He learned her name was Ehther, a being much like himself with a demiplane of her own. Erebus despite his duties to his realm became driven to distraction, returning to that cliff to see the being of light that had so captured his heart. Eventually, he introduced himself and began the courting. Ehther was quite taken as well, she saw him as a powerful and mysterious man, but never quite saw the -real- Erebus. The two grew close, spending a night with one another, and eventually Erebus invited Ehther to come to his realm. She agreed, and that is where things started to sour. Erebus started showing his true colours. His ruthlessness as a ruler startling Ehther. Erebus was determined to keep Ehther's heart for himself and did everything he could think of to show his affection, tormenting the dead in his realm, offering her slaves to punish, even going so far as to put on a display of slaughter and suffering for her, all the things he could imagine that might prove his devotion. Ehther was a fundamentally different being, and saw all of the attempts as horrific and fled back to her own demiplane. When next they met Erebus asked why she had left so suddenly, genuinely confused by her reaction. Angrily, Ehther told him that she could never love someone who had such a chaotic and cruel heart. She drew her weapon vowing that she would end his hateful and violent existence. Erebus confused and angered, drew his own weapon and the two fought. The battle ended in a draw, both beings returning to their own realms battered and bleeding and vowing each, that they would end the other. From the Void. Erebus was a being born of pure chaos, a primal being forged of dark, necrotic power and lacking the same understanding of morality that other beings did. He honestly saw no "evil" in anything he did, and as a result, his love for Ehther was doomed from the start. Broken Heart. Despite his vow to end Ehther's life, a part of him still cares for her deeply, and he has never seen another who stirred his emotions the way she did. Under the rage at his rejection is a sorrow and pain that will never leave him. The Underworld Monarch. Erebus ruled over a demiplane that formed around him after he came into existence, a realm of darkness and undead where he riened supreme. A demiplane he dubbed Tartarus. Note If your players are having too easy a time of things, and are taking Erebus down too quickly, it might be a good idea to save one or even two of the Legendary Resistances to succeed on the Undead Fortitude's constitution saving throw. This could give you an extra round or two to make your players sweat a little more. 226 Credit | Statblock & Lore: Erin Ouellette
227 Erebus the Underworld Monarch Large undead, Lawful Evil Armor Class 20 Hit Points 145(17d8 + 69) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 17 (+3) 18 (+4) 18 (+4) Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Immunities Poison, Necrotic Damage Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons. Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120ft,Passive Perception 17 Languages Infernal, Abyssal, Telepathy 120 ft Challenge 14 (11,500 XP) Legendary Resistance (3/day). If Erebus fails a saving throw, he can choose to succeed instead. Undead Fortitude If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Devil Sight Magical darkness doesn’t impede Erebus' darkvision. Magic Weapons Erebus' weapon attacks are magical. Actions Multiattack. Erebus makes two greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit:(2d6 + 9) slashing damage, plus (1d10) necrotic damage Death Ray. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (5d10) necrotic damage. Legendary Actions Erebus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Erebus regains spent legendary actions at the start of their turn. Greatsword Wrath. Erebus makes a third strike with his greatsword. Revenge Ray (costs 2 actions) Erebus makes a Death Ray attack. Credit | Statblock & Lore: Erin Ouellette
Ehther the Heavenly Monarch T he old adage "opposites attract" often proves true, and you can't get much more "opposite" than light and dark. Life or death. Ehther was a being born of light and good. It is said that to look upon her is akin to looking at a new dawn, awe inspiring and beautiful. She was a kind and noble being, a warrior with the heart of a lion and the compassion to match. Ehther rules over her own demiplane, but frequently visited the material realm to watch the breaking dawn, and take in its beauty. One day she sensed eyes upon her, which she chose to ignore at the time. This happened several more times before finally a dark being came to her and professed that he believed he had fallen in love with her. At first, the being called Erebus would come and join her on the cliff and watch the dawn with her. He was quite charming and she enjoyed his company and the conversations they shared, and the single night they shared as well. Eventually Erebus invited her to his demiplane and she saw the monster beneath his skin. His cruel torture and savage violence was shocking, and what was worse, he was doing it for her, to please her. She felt deceived and betrayed. She had opened her heart to Erebus and now he was showing his true colours and they were cruel. Angered by the deception, her noble sense of justice riled, she fought Erebus. The fight ended in a draw, both Ehther and Erebus battered and bloody, each retreating to their own demiplanes, vowing to eliminate one another. Later, Ehther gave birth to two sons. From the Light. Ehther wasn't born as a human would be. Her life sprung forth from a ray of the purest light. She naturally was inclined to kindness and compassion, but could at times have a fiery temper. Dark Betrayal. Ehther had opened her heart to Erebus, grown to care for him dearly. It was this fact that made his true nature such a hard thing for Ehther to accept. How could she have ever cared for someone so callous and cruel? The Heavenly Monarch. Upon Ehther's creation, a demiplane formed around her, one of wide open sunny fields and just law. In this plane, Ehther rules as queen, just and kind. Her castle floats high above the land, a glistening edifice of golden crystal called Heaven's Keep. 228 Ehther the Heavenly Monarch Large Celestial, Lawful Good Armor Class 20 Hit Points 145(17d8 + 69) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 17 (+3) 18 (+4) 18 (+4) Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Immunities Fire, Radiant Damage Resistance Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons. Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Truesight 120ft,Passive Perception 17 Languages Celestial, Common, Telepathy 120 ft Challenge 14 (11,500 XP) Legendary Resistance (3/day). If Ehther fails a saving throw, he can choose to succeed instead. Magic Resistance Ether has advantage on saving throws against spells and other magical effects. Aura of Light Magical darkness is dispelled in a 60ft radius around Ehther Magic Weapons Ehther's weapon attacks are magical. Actions Multiattack. Ehther makes two glaive attacks. Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit:(1d10 + 9) slashing damage, plus (1d10) radiant damage Heavenly Ray. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (5d10) radiant damage. Legendary Actions Ehther can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ehther regains spent legendary actions at the start of their turn. Glaive Mastery. Ehther makes a third strike with his greatsword. Heaven's Wrath (costs 2 actions) Ehther makes a Heavenly Ray attack. Note If you want to spice things up a little, have Ehther accompanied by a pair of Deva that serve as her leutenants, but keep in mind, she is lawful good, and if challenged to one on one combat, those deva would not get involved. Credit | Statblock & Lore: Erin Ouellette \ Art: zechrx
Angmarl the Fiendish Monarch Deep in the depths of the nine hells the struggle for power is never ending. For those with less power, allying themselves under a stronger being's banner is their best course of action. Angmarl is one of those creatures that found it to his advantage to stand under the influence of the Archfiend Emperor: The Lord of First Horror. Serving as one of them Emperor's Lieutenants, Angmarl himself had legions of low level fiends at his command, and serves as their ruler. Emperor's Lieutenant. Serving as the Emperor's lieutenant, Angmarl leads infernal forces to carry out his master desires. A king in his own right, he hopes to take advantage of his Emporer's ambitions, and perhaps one day, make them his own. The Warrior King. Well versed in the art of combat, and commanding those below him, Angmarl is a warrior first and foremost, allowing his Emperor to do the thinking while he revels in the violence of the battlefield. The Fiendish Monarch. Having crawled up from the dredges of hell to a place of power over lesser fiends, Angmarl has followers that are willing to fight and die for him, both out of fear and out of ambition. Notes Angmarl is best used in conjunction with minions, such as imps or other low level hellish critters. He's best played as battle hungry, but not unintelligent. Finding a good balance of "commander" and "Warrior" can be tricky, but experiement and you'll find the right balance. 229 Angmarl the Fiendish Monarch Large Fiend, Chaotic Evil Armor Class 18 Hit Points 130(14d10 + 56) Speed 30ft, 40 fly STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) Damage Immunities Necrotic, Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Devilsight 120ft,Passive Perception 9 Languages Infernal, common. Challenge 9 (5000 XP) Immutable Form. Angmarl is immune to any spell or effect that would alter its form. Magic Resistance. Angmarl has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Angmarl's weapon attacks are magical. Actions Multiattack. Angmarl makes two attacks. Claws. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit:(1d12 + 5) slashing damage, plus (1d10) fire damage. Fiendbolt. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (2d10) necrotic damage, 2d10 fire damage. Reactions Impish Minon. As a reaction to an attack he can see, Angmarl can summon up an imp to take one hit on his behalf. Credit | Statblock & Lore: Erin Ouellette
Kuraz the Light Monarch Born of the union of Erebus and Ehther, Kuraz tended more toward his mother's side of the family, he was a being of light. His twin brother Delg being the flip side of that coin, and taking after their father, a being of darkness. But being an entity of light didn't mean that Kuraz was innately good. It was his mother's kindness and nurturing that brought out the best in him, though it took some work on her part. Kuraz was a natural fighter, and an eager one at that. He hungered for it, but at very least that hunger for battle was channeled into helping others. Both Kuraz and his brother Delg knew nothing of their father, but did seek to find out more together. The twin brothers were inseparable, traveling together in search of their father and in Kuraz's case, looking for a good fight. Light Side of the Moon. Kuraz was a being of light, and as such he tended to be a little on the righteous side, though often that righteousness was more an excuse to fight. He wasn't -bad- but he certainly had his own reasons for doing things. Search for the Sire. Both Kuraz and his brother Delg are interested in finding out who their father is, as their mother Ehther refuses to discuss him. They take her statements of deceit and cruelty with a grain of salt, choosing to reserve their opinions for when they've met him themselves, though the search is proving to be difficult. The Light Monarch. Kuraz's title as the Light Monarch is one strictly based on appearance. His skin, hair and eyes are luminescent as the the sun and the world around him seems brighter in his presence. His armour, like his mother's is a bright golden suit with superior protective qualities. 230 Kuraz the Light Monarch Large Celestial, Lawful Neutral Armor Class 20 Hit Points 133(14d10 + 56) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) Damage Immunities Poison, radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Truesight 120ft,Passive Perception 9 Languages Common, celestial Challenge 9 (5000 XP) Immutable Form. Kuraz is immune to any spell or effect that would alter its form. Magic Resistance. Kuraz has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Kuraz's weapon attacks are magical. Actions Multiattack. Kuraz makes three spear attacks. Spear. Melee Weapon Attack: +9 to hit, reach 5 ft (20ft/60ft thrown), one target. Hit:(1d6 + 5/ 1d10+5 two handed) piercing damage, plus (1d10) radiant damage Sun Strike. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (2d10) radiant damage. Also make a DC 15 str save or be knocked back 20ft, if the target hits a solid object such as a wall before traveling the full 20ft, take 1d4 bludgeoning damage for each 5ft traveled before impact with the object. Reactions Blinding Radiance. As a reaction to being attacked by an attack he can see, Kuraz can impose disadvantage by radiating bright light to obscure his movements. Credit | Statblock & Lore: Erin Ouellette
Delg the Dark Monarch Born of the union of Erebus and Ehther, Delg tended more toward his father's side of the family, he was a being of darkness. His twin brother Kuraz being the flip side of that coin, and taking after their mother, a being of light. But being a dark entity didn't mean that Delg was innately cruel. In fact he was quite a kind being, having been nurtured by the Heavenly Monarch herself. But just because he was a gentle soul didn't mean that he wasn't able to fight. In fact, he was quite good at it, training hard so that perhaps one day he could please his mother. Delg and Kuraz were inseparable, doing everything together, pushing each other to better one another, all the while seeking to find out who their father was, as Ehther refused to tell them, stating only that their father was deceitful and not worth their time. The two brothers continue to search however, growing in power as they do. Dark Side of the Moon. Delg, being a of the darkness is a fact he doesn't seem to let define him. He doesn't feel compelled to do evil, or play into the stereotypes of "dark creatures" If anything his dark nature drives him to try to be a better person, as a sort of counter balance. Search for the Sire. Both Delg and his brother kuraz are interested in finding out who their father is, as their mother Ehther refuses to discuss him. They take her statements of deceit and cruelty with a grain of salt, choosing to reserve their opinions for when they've met him themselves, though the search is proving to be difficult. The Dark Monarch. Delg's title as the Dark Monarch is one strictly based on appearance. His skin, hair and eyes are black as the void and the light seems to dim in his presence. His impressive armour is a reflection of this as Delg doesn't feel the need to hide his dark nature. 231 Delg the Dark Monarch Large Celestial, Lawful Neutral Armor Class 20 Hit Points 133(14d10 + 56) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) Damage Immunities Poison, necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 120ft,Passive Perception 9 Languages Common, celestial Challenge 9 (5000 XP) Immutable Form. Delg is immune to any spell or effect that would alter its form. Magic Resistance. Delg has advantage on Saving Throws against Spells and other magical effects. Magic Weapons. Delg's weapon attacks are magical. Actions Multiattack. Delg makes three glaive attacks. Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit:(1d10 + 5) slashing damage, plus (1d10) necrotic damage Blind Bolt. Ranged Spell Attack: +9 to hit, range 120ft, one target. On Hit: (2d10) necrotic damage. Also make a DC 15 con save or be blinded. The save can be repeated at the end of the target's next turn. Reactions Dark Embrace. As a reaction to a target dropping to 0hp, Delg can cast darkness centered on the fallen foe to hinder it's revival. Credit | Statblock & Lore: Erin Ouellette
The Crystal Beasts L ong ago, seven gems were formed using energy from the Positive Plane. These powerful gems were used to seal away a great beast, and were then scattered into the far reaches of the wilderness. Centuries passed, and the gems began to grow restless. The gems created artificial forms so that they could move about the planet, looking to reunite their splintered form. Ancient Power Each of the gems, and by extension the creature each gem formed, contains a small amount of the power from both the Positive Plane and from the great beast that they had sealed. This grants the Crystal Beasts access to power not seen in other creatures. Seven Parts of a Whole Though there is a prophecy pertaining to the reunion of the gems, its outcome is unclear. Some believe that those who helped reunite the Crystal Beasts will gain the powers of the great beast they sealed, while others believe that their reunion will release the great beast. The Crystal Beasts themselves clearly wish to be rejoined, but their placement throughout nature makes this impossible without additional assistance. Darkness and Light The Crystal Beasts are beings of positive energy, however this doesn't make them immune to corruption. If exposed to a surplus of negative energy, the Crystal Beasts will transform into evil and more lethal forms known as the Advanced Crystal Beasts. This transformation can be reversed through two means; by leaving the gems in nature long enough for them to revert naturally, or by exposing them to enough positive energy. If the Crystal Beasts are reunited while in their corrupted forms, none are sure of the outcome. Summoning the Great Beast If all seven of the Crystal Beasts are within 30 feet of each other, they will revert to their gem forms and begin to slowly float through the air towards each other. It takes five rounds for all of the gems to touch in the center of this area. Once all of the gems touch, the Rainbow Dragon is released. A DC 25 Strength check can be made to pull one of the gems away from the ritual, in which case the ritual ceases until the gems are returned to within 30 feet of one another. Additionally, if any of the seven gems are in their dark forms when the ritual is completed, the Dark Rainbow Dragon is released instead. 232 Credit | Statblock & Lore: Daniel Edwards
Ruby Carbuncle Placed near a natural portal to the Fey Wilds, the ruby gem took the form of a carbuncle, a small feline-esque creature with a small gem on its forehead. Though the Ruby Carbuncle may be the least threatening of the beasts it is able to briefly blind any assailants through the use of its gem. 233 Ruby Carbuncle Small Beast, neutral good Armor Class 17 Hit Points 30 (4d8 + 12) Speed 40ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 13 (+1) 11 (+0) 10 (+0) 15 (+2) Senses darkvision 120ft, passive Perception 10 Languages Understands Common but can't speak Challenge 1 (200 XP) Gem Form. When reduced to 0 hit points the Ruby Carbuncle transforms into a Ruby worth 50gp. If left in a natural environment it reforms into the Ruby Carbuncle in seven days. Once per day a Creature holding this gem may use the Ruby Shine ability (and is immune to its effects). Actions Ruby Shine. As an action the user can shine bright light through the gem. All creatures within a 15ft radius must make a DC 15 Constitution Saving Throw, on a fail they are blinded until the start of Ruby Carbuncles next turn, on a success this has no effect Claw. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 7 (1d6 + 4) slashing damage and 2 (1d4) fire damage Advanced Ruby Carbuncle Small Beast, neutral evil Armor Class 18 Hit Points 41 (6d8 + 16) Speed 30ft. STR DEX CON INT WIS CHA 10 (0) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 8 (-1) Damage Resistances Fire Senses darkvision 120ft, passive Perception 13 Languages Understands Common but can't speak Challenge 2 (450 XP) Gem Form. When reduced to 0 hit points the Advanced Ruby Carbuncle transforms into a Dark Ruby worth 60gp. If left in a natural environment it reforms into the Ruby Carbuncle in seven days. Once per day a Creature holding this gem may use the Dark Burst ability. Actions Claw. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 9 (2d6 + 2) slashing damage and 4 (1d4+2) fire damage Dark Burst. All creatures within 10ft radius of the user must make a DC 15 Dexterity Saving Throw, taking 7 (2d6) necrotic damage, on a failed save they are knocked prone, on a successful save they take half damage and are not knocked prone. Credit | Statblock & Lore: Daniel Edwards\ Art: PhuiJL
Amber Mammoth The amber gem was confined to a tundra in the far north, trapped in ice. After centuries, a group of mammoths cracked the ice that held the gem, freeing it from its prison. The gem took on the form of the mammoths that rescued it, and uses its newfound form to crush unprepared foes and to defend its allies. 234 Amber Mammoth Huge Beast, neutral good Armor Class 14 Hit Points 146 (14d12 + 55) Speed 40ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 19 (+4) 11 (+0) 8 (-1) 13 (+1) Senses tremorsense 30ft, passive Perception 10. Languages Understands Common but can't speak Challenge 7 (3000 XP) Gem Form. When reduced to 0 hit points the Amber Mammoth transforms into an Amber Crystal worth 50gp. If left in a natural environment it reforms into the Amber Mammoth in ten days. Once per day a Creature holding this gem may use the Amber Magnet ability. Trampling Charge. If the Amber Mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Amber Mammoth can make one stomp attack against it as a bonus action. Actions Gore Melee Weapon Attack: +11 to hit, reach 10ft, two targets. Hit:26 (4d8 + 8) piercing damage. Stomp. Melee Weapon Attack:+11 to hit, reach 5 ft., one prone creature. Hit:19 (2d10 + 8) bludgeoning damage plus 15 (2d12+4) thunder damage. Amber Magnet. All enemy creatures within a 30ft radius must make a DC 20 Wisdom Saving Throw, on a failure for the next minute attacks made against a target other than the user are done at disadvantage, on a success the target becomes immune to this effect for the next 24 hours. Advanced Amber Mammoth Huge Beast, neutral evil Armor Class 16 Hit Points 167 (16d12 + 65) Speed 40ft. STR DEX CON INT WIS CHA 27 (+8) 8 (-1) 22 (+6) 9 (-1) 7 (-2) 11 (+0) Senses tremorsense 30ft, passive Perception 10. Languages Understands Common but can't speak Challenge 8 (3900 XP) Gem Form. When reduced to 0 hit points the Advanced Amber Mammoth transforms into a Dark Amber Crystal worth 60gp. If left in a natural environment it reforms into the Amber Mammoth in ten days. Once per day a Creature holding this gem may use the Dark Thunderous Trumpet ability. Trampling Charge. If the Amber Mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the Advanced Amber Mammoth can make one stomp attack against it as a bonus action. Actions Gore Melee Weapon Attack: +12 to hit, reach 10ft, two targets. Hit:27 (4d8 + 9) piercing damage. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit:25 (3d10 + 9) bludgeoning damage plus 22 (3d10+6) thunder damage. Dark Thunderous Trumpet. All enemy creatures within a 20ft radius must make a DC 18 Constitution Saving Throw, taking 17 (5d6) thunder damage, on a failure until the start of the users next turn attacks made against a target other than the user are done at disadvantage, on a success the target takes half the damage. Credit | Statblock & Lore: Daniel Edwards
Topaz Tiger The topaz gem was left in a dense jungle, and decided to take the form of its apex predator. The Topaz Tiger is relentless and vicious, and will continue to attack a singular foe until that creature has been defeated. Its mindset is simple, once its target stops breathing, it moves on to the next one. 235 Topaz Tiger Large Beast, neutral good Armor Class 15 Hit Points 70 (9d10 + 20) Speed 40ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 12 (+1) 8 (-1) 12 (+1) Senses darkvision 60ft, passive Perception 15 Languages Understands Common but can't speak Challenge 4 (1100 XP) Gem Form. When reduced to 0 hit points the Topaz Tiger transforms into a Topaz gem worth 50gp. If left in a natural environment it reforms into the Topaz Tiger in two days. Up to ten times per day a Creature holding this gem may use the Topaz Strike attack (It counts as a finesse weapon, which the user is proficient with). Keen Smell. The Topaz Tiger has advantage on Wisdom (Perception) checks involving smell. Pounce. If the Topaz Tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Topaz Tiger can make one bite attack against it as a bonus action. Actions Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (2d4) lightning damage. Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d4 + 2) lightning damage. Topaz Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage, each time this deals damage to the target increase the amount of damage die by 1 (to a maximum of 5d8) resetting after one minute without a successful attack. Advanced Topaz Tiger Large Beast, neutral evil Armor Class 13 Hit Points 90 (10d10 + 35) Speed 35ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+2) 18 (+4) 10 (+0) 6 (-2) 10 (+0) Senses darkvision 60ft, passive Perception 15 Languages Understands Common but can't speak Challenge 5 (1800 XP) Gem Form. When reduced to 0 hit points the Advanced Topaz Tiger transforms into a Dark Topaz gem worth 60gp. If left in a natural environment it reforms into the Topaz Tiger in two days. Once per day a Creature holding this gem may use the Dark Strike attack ability (as a Dex Based spell attack). Keen Senses. Advanced Topaz Tiger has advantage on Wisdom (Perception) checks. Pounce. If the Advanced Topaz Tiger moves at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Advanced Topaz Tiger can make one bite attack against it as a bonus action. Actions Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 7 (2d6) lightning damage. Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage plus 6 (1d6 + 3) lightning damage. Dark Strike. Ranged Spell Attack: +4 to hit, reach 15 ft., one target. Hit 29 (4d10 + 7) lightning damage, and must succeed on a DC 14 Strength saving throw, or be knocked prone and pulled 10ft towards the Advanced Topaz Tiger. Credit | Statblock & Lore: Daniel Edwards
Emerald Tortoise The emerald gem was confined to a vast desert, and created a form that was able to traverse the harsh landscape and defend itself against predators. The Emerald Tortoises’ single minded goal of reuniting with its fellow Crystal Beasts normally prevents it from attacking. It would rather ignore combat and continue its march across the sands. 236 Emerald Tortoise Medium Beast, neutral good Armor Class 11 Hit Points 43 (6d10 + 10) Speed 10 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (0) 20 (+5) 12 (+1) 16 (+3) 12 (+1) Condition Immunities prone Senses passive Perception 8 Languages Understands Common but can't speak Challenge 2 (450 XP) Gem Form. When reduced to 0 hit points the Emerald Tortoise transforms into an Emerald worth 50gp. If left in a natural environment it reforms into the Emerald Tortoise in fourteen days. Three times per day a Creature holding this gem may use the Shard Shell ability (It counts as a dex based weapon, which the user is proficient in). Gem Shell. When a creature attacks the Emerald Tortoise with a melee attack it takes 3 piercing damage or twice as much (6) if the attack misses. Actions Shard Shell. Ranged Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 13 (3d6 + 2) piercing damage plus 2 (1d4) poison damage. Once used the armour class of the user increases by 9 until its next turn. Advanced Emerald Tortoise Medium Beast, neutral evil Armor Class 12 Hit Points 57 (8d10 + 13) Speed 5 ft. STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 22 (+6) 10 (+0) 17 (+3) 10 (+0) Condition Immunities prone Senses passive Perception 10 Languages None Challenge 3 (750 XP) Gem Form. When reduced to 0 hit points Advanced Emerald Tortoise transforms into a Dark Emerald worth 60gp. If left in a natural environment it reforms into Emerald Tortoise in fourteen days. Three times per day a Creature holding this gem may use the Dark Shell Slam ability (It counts as a dex based weapon, which the user is proficient in). Advanced Gem Shell. When a creature attacks the Advanced Emerald Tortoise with a melee attack it takes 5 piercing damage or twice as much (10) if the attack misses. Actions Multiattack. The Advanced Emerald Tortoise makes two Dark Shell Slam attacks. Dark Shell Slam. Ranged Weapon Attack: +6 to hit, reach 25ft., one target. Hit: 10 (2d6 + 4) piercing damage plus 7 (2d4+3) poison damage. Once used the Armor Class of the user increases by 5 until its next turn. The Advanced Emerald Tortoise can only increase its Armor Class once per turn. Credit | Statblock & Lore: Daniel Edwards
Cobalt Eagle The cobalt gem was left high on a mountaintop, where it was scooped up by an eagle. Eventually the cobalt gem took on the form of the eagle, assuming that the creatures mobility would aid it in its search for the other Crystal Beasts. The coat of the Cobalt Eagle grants it the ability to deflect magic, allowing it to continue its search unperturbed. 237 Cobalt Eagle Large Beast, neutral good Armor Class 14 Hit Points 34 (5d10 + 6) Speed 10ft., fly 80ft STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 8 (-1) Skills Perception +8 Senses passive Perception 18 Languages Understands Common but can't speak Challenge 2 (450 XP) Gem Form. When reduced to 0 hit points Cobalt Eagle transforms into a Cobalt gemstone worth 50gp. If left in a natural environment it reforms into Cobalt Eagle in five days. Once per day a Creature holding this gem may use the Cobalt Deflection reaction ability. Actions Multiattack. The Cobalt Eagle makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) radiant damage. Reactions Cobalt Deflection: When hit by a spell attack or caught in a spells area of effect, from a spell cast at 4th level or lower, the cobalt eagle can dodge the spell completely. Advanced Cobalt Eagle Large Beast, neutral evil Armor Class 16 Hit Points 42 (6d10 + 8) Speed 10ft., fly 60ft STR DEX CON INT WIS CHA 18(+4) 20 (+5) 13 (+1) 8 (-1) 14 (+2) 6 (-2) Skills Perception +9 Senses passive Perception 19 Languages Understands Common but can't speak Challenge 3 (700 XP) Gem Form. When reduced to 0 hit points Advanced Cobalt Eagle transforms into a Dark Cobalt gemstone worth 60gp. If left in a natural environment it reforms into Cobalt Eagle in five days. Once per day a Creature holding this gem may use the Dark Reflection reaction ability. Actions Multiattack. The Advanced Cobalt Eagle makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (2d4) radient damage. Reactions Dark Reflection: When hit by a spell attack or caught in a spells area of effect, from a spell cast at 5th level or lower, the Advanced Cobalt Eagle can reflect the damage it would take from the spell at the caster. The Advanced Cobalt Eagle must be able to see the spells caster to do this. Credit | Statblock & Lore: Daniel Edwards
Sapphire Pegasus The sapphire gem, much like its cobalt counterpart, took on the form of a creature of the skies. The Sapphire Pegasus is one of the more aggressive Crystal Beasts, and is known to be incredibly protective of its brethren. If a Crystal Beast ever reverts to its gem state, the Sapphire Pegasus will prioritize rescuing the gem and allowing it to return to its Crystal Beast form. It is also the only Crystal Beast able to locate the others across vast distances. 238 Sapphire Pegasus Large Beast, neutral good Armor Class 16 Hit Points 96 (12d10 + 30 ) Speed 60ft., 90ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 16 (+3) Saving Throws Dex +5, Wis +5, Int +3. Senses passive Perception 16 Languages Understands Common but can't speak Challenge 5 (1800 XP) Gem Form. When reduced to 0 hit points the Sapphire Pegasus transforms into a Sapphire worth 50gp. If left in a natural environment it reforms into Sapphire Pegasus in seven days. Once per day a Creature holding this gem may use the Sapphire Dash action. Gem Location Horn. The Sapphire Pegasus is able to gain the location of the other crystal beast by performing a 5 minute ritual. Actions Multiattack. The Sapphire Pegasus can makes two hoove attacks as one action. Hooves. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 14 (3d6 + 3) bludgeoning damage plus 5 (1d10) cold damage. Gore. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit 16 (3d10) cold damage. Sapphire Dash. The user moves up to 100ft in a straight line without providing attacks of opportunity. If it ends this dash within 5ft of an enemy it can make one melee attack, if not it the user cannot attack this turn. Advanced Sapphire Pegasus Large Beast, neutral evil Armor Class 17 Hit Points 111 (14d10 + 34 ) Speed 40ft., 75ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 17 (+3) 8 -1) 14 (+2) 17 (+3) Saving Throws Dex +7, Wis +5, Con +6. Senses passive Perception 14 Languages Understands Common but can't speak Challenge 6 (2300 XP) Gem Form. When reduced to 0 hit points the Advanced Sapphire Pegasus transforms into a Dark Sapphire worth 60gp. If left in a natural environment it reforms into Sapphire Pegasus in seven days. Once per day a Creature holding this gem may use the Dark Rush action. Actions Multiattack. The Advanced Sapphire Pegasus can makes two hoove attacks and one gore attack as one action. Hooves. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 21 (3d10 + 4) bludgeoning damage plus 6 (1d12) cold damage. Gore. Melee Weapon Attack: +12 to hit, reach 5ft, one target. Hit 25 (3d10 + 9) cold damage. Dark Rush. The moves 100ft in a straight line without providing attacks of opportunity, each creature it passes through must make a DC 16 Dexterity Saving Throw taking 17 (3d8 + 4) cold damage on a failed save and half as much on a successful save. Credit | Statblock & Lore: Daniel Edwards
Amethyst Cat Sleek and stealthy, the Amethyst Cat resembles a crystalline panther. This Crystal Beast is known to fight carefully, aiming for weak points in opponents armor or structure. It is also one of the few Crystal Beasts that will retreat from combat, knowing that it is better to live and fight another day. 239 Amethyst Cat Medium Beast, neutral good Armor Class 13 Hit Points 54 (8d8 + 18) Speed 50ft., climb 40ft STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 12 (+1) 13 (+1) 15 (+2) 7 (-1) Skills Perception +5, Stealth +8 Senses passive Perception 15 Languages Understands Common but can't speak Challenge 2 (450 XP) Gem Form. When reduced to 0 hit points the Amethyst Cat transforms into an Amethyst worth 50gp. If left in a natural environment it reforms into Amethyst Cat in seven days. Once per day a Creature holding this gem may use the Amethyst Pierce ability. Pounce. If the Amethyst Cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone, the Amethyst Cat can make one bite attack against it as a bonus action. Amethyst Pierce The user can grant their target resistance to all the damage of their attack in order to automatically hit the target. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target . Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) physic damage. Advanced Amethyst Cat Medium Beast, neutral evil Armor Class 15 Hit Points 79 (12d8 + 25) Speed 45ft., climb 25ft STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 11 (+0) 13 (+1) 6 (-2) Skills Perception +5, Stealth +7 Senses passive Perception 14 Languages Understands Common but can't speak Challenge 3 (700 XP) Gem Form. When reduced to 0 hit points the Advanced Amethyst Cat transforms into a Dark Amethyst worth 60gp. If left in a natural environment it reforms into Amethyst Cat in seven days. Once per day a Creature holding this gem may use the Dark Claw ability. Pounce. If the Advanced Amethyst Cat moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone, the Advanced Amethyst Cat can make one bite attack against it as a bonus action. Dark Claw The user automatically hit their target with their chosen attack, but all damage is converted to necrotic Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 5) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target . Hit: 9 (2d6 + 2) slashing damage plus 7 (1d10+2) physic damage. Credit | Statblock & Lore: Daniel Edwards
The Rainbow Dragon Formed when the seven gems are reunited, the great Rainbow Dragon once again takes to the skies. The Rainbow Dragon is able to draw upon the power of all of the Crystal Beasts, as well as its own inborn power, to vanquish any foe. 240 Credit | Statblock & Lore: Daniel Edwards
241 Rainbow Dragon Gargantuan Dragon, neutral good Armor Class 22 (Natural Armour) Hit Points 467 (24d20 + 257) Speed fly 100ft. STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 27 (+8) 16 (+3) 19 (+4) 21 (+5) Legendary Resistances (3/day) If the Rainbow Dragon fails a Saving Throw it can chose to succeed it instead Crystals Power When summoned the Rainbow Dragon absorbs all seven crystal gems each gem allows for the force damage of the Rainbow Dragons attacks to be considered as another element (only one other damage type may be used at a time) and a unique ability as seen in the Gem Powers Table. When the Unique ability is used the gem falls to the ground within 20ft of the Rainbow Dragon. Gem Powers Gem Damage Type Unique Ability Ruby Fire As an action, All Creatures within 30ft of the Rainbow Dragon must make a DC 25 Constitution Saving Throw, or be blinded for one minute. An affected creature repeats the Saving throw at the start of each of its turns until the effect ends. Amber Thunder As an action, the Rainbow Dragon can cast Thunderwave at 7th Level with DC 27. (8d8 Thunder damage). Topaz Lightning As a bonus action, the Rainbow Dragon can Teleport up to 500ft. Emerald Poison As an action, the Rainbow Dragon can increase its Armor Class by 7 and gains +5 to all saving throws until the end of its next turn. Cobalt Radiant As a reaction, the Rainbow Dragon can take no damage from a Magic Missile Spell, Line Spell or spell that Targets the Rainbow Dragon of 5th level or lower. Roll a d6, on a 6 the caster takes the damage/effects the Rainbow Dragon would have. Sapphire Cold As an action, the Rainbow Dragon freezes the Ground within a 60ft radius of itself, turning it into magical difficult terrain. Amethyst Physic As an action, all Creatures within a 15ft radius of the Rainbow Dragon make a DC 21 Wisdom Saving Throw on a fail they become Stunned for two rounds. Repeating the Saving Throw at the end of its turn. Illuminating Body The Rainbow Dragon sheds daylight in a 60ft radius from its body, this doesn't pass through magical darkness Saving Throws Dex +9, Con +15, Int +10, Wis +11 Skills Insight +10, Perception +17, Intimidation +8 Damage Immunities Radiant Damage Resistances Necrotic Senses Blindsight 60ft, Darkvision 120ft, passive Perception 27 Languages Common, Draconic Challenge 22 (41,000 XP) Actions Multiattack The Rainbow Dragon can make three attacks, two with its bite and one with its tail. Bite Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 17 (2d8 + 8) piercing damage plus 7 (2d6) force damage Tail Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 21 (2d10 + 10) bludgeoning damage Breath Weapon (Recharges 5-6) The Rainbow Dragon launches a burst of energy in either a 90ft Cone or 120ft long line that is 10ft wide. Each Creature makes a DC 20 Dexterity Saving Throw taking 3 (1d6) Force Damage plus 10 (3d6) Force Damage for each gem it still possesses, on a failed save and half as much on a successful one. Rainbow Burst Can only be used when the Rainbow Dragon is below 150 hit points, and has 4 or more gems left. By removing all remaining gems (they fall together within 20ft of Rainbow Dragon) all creatures within 60ft of Rainbow Dragon must make a DC 25 Dexterity Saving Throw taking the Rainbow Dragons’ remaining health as force damage on a failed save and half as much on a successful stage. Legendary Actions The Rainbow Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Rainbow Dragon regains spent legendary actions at the start of their turn. Detect The Rainbow Dragon makes a Wisdom (Perception) check. Tail Attack The Rainbow Dragon makes a tail attack. Wing Attack (Costs 2 Legendary Actions) The Rainbow Dragon beats its wings. Each creature within 10 ft. must succeed on a DC 23 Strength saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half it's flying speed. Credit | Statblock & Lore: Daniel Edwards
Dark Rainbow Dragon 242
243 Dark Rainbow Dragon Gargantuan Dragon, neutral evil Armor Class 23 (Natural Armour) Hit Points 523 (26d20 + 242) Speed fly 80ft. STR DEX CON INT WIS CHA 27 (+8) 13 (+1) 29 (+9) 15 (+2) 17 (+3) 18 (+4) Legendary Resistances (3/day) If the Dark Rainbow Dragon fails a Saving Throw it can chose to succeed it instead Dark Crystals Power When summoned the Dark Rainbow Dragon absorbs all seven crystal gems turning them into the equivalent dark gem; each gem allows for the force damage of its attacks to be considered as another element (only one other damage type may be used at a time) and a unique ability as seen in the Dark Gem Powers Table. When the Unique ability is used the gem falls to the ground within 20ft of the Dark Rainbow Dragon. Dark Gem Powers Gem Damage Type Unique Ability Ruby Fire As an action, the Dark Rainbow Dragon launches 2; 5th level (10d6 fire damage) fireball centred at two separate points, with DC 19. Amber Thunder As an action, the Dark Rainbow Dragon can make a Wing Attack with using legendary actions. Topaz Lightning As an action, the Dark Rainbow Dragon can teleport up to 150ft, dealing 23 (5d8) Lightning damage to all creatures within a 10ft radius of it's ending point. Emerald Poison As a reaction, the Dark Rainbow Dragon can become resistance to the damage types it would take from one attack. Cobalt Radiant As a reaction, the Dark Rainbow Dragon can take no damage from a Line Spell or spell that targets the Dark Rainbow Dragon of 5th level or lower. Roll a d6, on a 5-6 the spell is reflected as if it originated from the Dark Rainbow Dragon with the caster as the target. Sapphire Cold As a bonus action, the Dark Rainbow Dragon regains two crystals it had previous used that are not in the possession of another creature. Amethyst Physic As an action each creature of the D.R.D's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dark Radiance The Dark Rainbow Dragon sheds nonmagical darkness in a 20ft radius from its body, any non-magical light source that enters this darkness is destroyed. Magical light is unaffected. Saving Throws Dex +8, Con +16, Int +9, Wis +10 Skills Insight +9, Perception +18, Intimidation +9 Damage Immunities Necrotic Damage Resistances Radiant Senses Blindsight 60ft, Darkvision 120ft, passive Perception 28 Languages Common, Draconic Challenge 23 (50,000 XP) Actions Multiattack The Dark Rainbow Dragon can make three attacks, two with its bite and one with its tail. Bite Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 19 (2d8 + 10) piercing damage plus 10 (3d6) force damage Tail Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit 25 (2d12 + 12) bludgeoning damage Breath Weapon (Recharges 5-6) The Dark Rainbow Dragon launches a burst of energy in either a 90ft Cone or 150ft long line that is 10ft wide. Each Creature makes a DC 22 Dexterity Saving Throw taking 3 (1d6) Force Damage plus 14 (4d6) Force Damage for each gem it still possesses on a failed save, and half as much on a successful one. Dark Destruction Burst Can only be used when the Dark Rainbow Dragon is below 200 hit points, and has 3 or more gems left. By removing all remaining gems (they fall together within 20ft of Dark Rainbow Dragon) all creatures within 60ft of Dark Rainbow Dragon must make a DC 25 Dexterity Saving Throw, taking Dark Rainbow Dragons remaining health as force damage on a failed save and half as much on a successful one. Legendary Actions The Dark Rainbow Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dark Rainbow Dragon regains spent legendary actions at the start of their turn. Detect Dark Rainbow Dragon makes a Wisdom (Perception) check. Tail Attack Dark Rainbow Dragon makes a tail attack. Wing Attack (Costs 2 Legendary Actions) The Dark Rainbow Dragon beats its wings. Each creature within 10 ft. must succeed on a DC 25 Strength saving throw or take 22 (4d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half it's flying speed. Credit | Statblock & Lore: Daniel Edwards
Rainbow Overdragon B lessed by power from beyond the material plane Rainbow Overdragons are the creations of powerful deities sent to deal with problems they believe outside the power of their usual champions. One of these dragons was the great beast originally sealed by the seven gems of the positive plane as mentioned in the "The Crystal Beast" section. Heralds Of Destruction These dragons spell the end for near all creatures that encounter them, they are single minded in the mission they are created to do which is normally destroy a being that has angered a powerful god. They are not malicious beings by nature, it is merely their devotion to a goal given to them that sees them become a symbol of destruction to those that oppose the being that created it. Though underestimating the power of these beings because they are servants to a master is an unwise move, that has lead to a number of beings now with names long forgotten to their doom. Not without flaws Rainbow Overdragons are almost insurmountable foes but power this great cannot come without a cost. When each is made a device (or devices) must also be made that can destroy the creatures and contain the remnants of their power. A rival being to the one that creates the dragon may find and distribute this weakness to whomever it wishes, some beings even give their intended victims the device(s) directly to give them a fighting chance out of a sense of fair play. Samples of these weaknesses include: Legendary Weapons, Crystals formed from pure energy, A single feather that if touched to the dragon direct would destroy it, A single arrow that must pierce its heart. It matters not so long as it is possible to complete the objective; a feather that must cut through its neck in one blow for example would not work. The weakness may not be something physical but the completion of the task, such as not attempting to fight the dragon, or rescuing someone else from it. Far from invincible These dragons are vanquishable without the use of their intended critical weakness, not only can they be bested by a physical or prophetical weakness intended for another one of their kind, but they can be also be killed in combat as with any other mortal creature. While whatever bests them would have to be powerful it doesn't make them invincible, and a being strong enough to create a Rainbow Overdragon can always create more of them to strike down the overconfident slayers of these near unstoppable foes. 244 Credit | Statblock & Lore: Daniel Edwards
245 Rainbow Overdragon Gargantuan Dragon, Same Alignment as its creator Armor Class 24 (Natural Armour) Hit Points 563 (32d20 + 127) Speed fly 100ft., STR DEX CON INT WIS CHA 28 (+9) 12 (+1) 30 (+10) 18 (+4) 18 (+4) 10 (+0) Saving Throws Dex +9, Con +14, Int +8, Wis +8 Skills Perception +24, Intimidation +8 Damage Resistances Slashing, Bludgeoning and Piercing Damage from non-magical weapons Senses darkvision 120ft., truesight 240ft., passive Perception 34. Languages Understands all, Can speak Draconic and Common Challenge 27 (105,000 XP) Energy Charge At the start of each of it's turns Rainbow Overdragon increases it energy level by 1: Energy Charge Table Level Effects Gained 1 The dragon gains resistance to Fire Damage. All creatures that end their turn within 30ft of the dragon take 10 (3d6) Fire Damage 2 The dragon gains resistance to Radiant and Necrotic Damage. The dragon gains 25 hit points at the end of each of its turns. 3 The dragon gains resistance to Lightning damage. The damage dice for its bite and tail attack increases by 2 each 4 The dragon gain immunity to Slashing, Bludgeoning and Piercing damage from nonmagical weapons. And gains resistance to Slashing, Bludgeoning and Piercing damage from magical weapons. 5 The dragon gains immunity to all status conditions. And cannot be effected by spells of 4th level or lower. 6 The dragons breath weapon recharges. The dragons now gains 50 health at the end of its turn. All Creatures within 150ft of Rainbow Overdragon must succeed on a DC 23 Constitution saving throw or take a level of exhaustion and 26 (4d12) radiant damage. 7 All Creatures within 150ft of Rainbow Overdragon must make a DC25 Constitution Saving Throw taking the dragons remaining health as radiant damage on fail and half as much on a success, this damage is not effected by resistances or immunities. The energy level is reduced to 0 after this Legendary Resistances (3/day) If the dragon fails a saving throw, it can choose to succeed instead. Born of Magic The dragons attacks are considered magical for the purposes of overcoming resistances to damage Actions Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its tail and two with its bite. Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Destruction Breath (Recharges 5-6) The dragon breath out radiant energy in a 90ft Cone, each Creature in that area must make a DC 27 Dexterity saving throw or take 73 (21d6) radiant damage (this increases by 2d6 per energy Level), or half as much on a successful save. This damage cannot be reduced by other abilities, resistances, immunities or effects. Bite Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 32 (4d8 + 14) piercing Tail Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit 28 (3d10 + 12) bludgeoning damage Legendary Actions Rainbow Overdragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Rainbow Overdragon regains spent legendary actions at the start of their turn. Detect Rainbow Overdragon makes a Wisdom (Perception) check. Tail Attack Rainbow Overdragon makes a tail attack. Wing Attack (Costs 2 Legendary Actions) Rainbow Overdragon beats its wings. Each creature within 10 ft. must succeed on a DC 25 Strength saving throw or take 26 (2d12 + 15) bludgeoning damage and be knocked prone. The dragon can then fly up to half it's flying speed. Divine Intervention (Costs 3 Legendary Actions) Can only be used if the dragon is below 75 health. The dragons Energy Charge increases to level 6 but doesn't increase at the start of its next turn. Credit | Statblock & Lore: Daniel Edwards
Gravekeeper's Servants These are the humanoid servants of a being many refer to as the Gravekeeper. Each of them is devout and fiercely loyal to their master, willing to give their lives for him or destroy anyone who stands in his way. The Gravekeeper. According to the legends, the Gravekeeper was once part of a family that dedicated itself to the protection and preservation of tombs belonging to past rulers of an ancient kingdom. His father was so strongly devoted to the kingdom and its living ruler at the time that he would never leave the ancient crypts, nor would he allow his children to. But the Gravekeeper wanted to see the outside world, so he resented both his father and his ruler. Eventually, after many years of serving dutifully and receiving nothing but abuse in return, the Gravekeeper murdered his father to stop him in the middle of a ritual that would have left his brother horribly scarred. His betrayal now complete and his freedom won, he rallied supporters from the other disgruntled tomb keepers and from various rebellious sects in the kingdom and set about achieving his new goal: wielding the power of the gods to destroy the kingdom and build his own empire. Today, the Gravekeeper employs his humanoid servants as well as undead and certain beasts of the desert to fight for him and guard his hidden lair. It is not uncommon to find mummies, wights, ghouls, and their kind among the servants of the Gravekeeper, and sometimes even vampires will serve him. Some people believe that the Gravekeeper himself is some kind of sentient undead, such as a mummy lord or a vampire, though there is no conclusive proof of this. Exactly how much of this story is true and how much is rumor is unknown, and should be up to the DM's discretion. The Gravekeeper himself, as well as the nature of the kingdom he comes from and its current state, should be decided by the DM to fit into their world as they like. 246 Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Ambusher Mysterious hooded figures wielding kukri and wrist-mounted hidden blades. The Gravekeeper employs them to lie in wait for his foes in cities and wilderness alike, setting up the perfect trap and striking from the shadows. They remain hidden in cities by blending in with crowds and stalking their prey from the rooftops, among other methods. In the wilderness, they tend to wear clothes that allow them to camouflage themselves in the environment, leaping out to strike their prey from what appeared to be an innocent rock or pile of leaves. Should the Gravekeeper's domain ever come under assault, the attackers can count on ambushers being poised to strike them from every strategic position they encounter. 247 Gravekeeper's Ambusher Medium humanoid, lawful evil Armor Class 15 Hit Points 85 (10d10 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 10 (0) Skills Acrobatics +7, Perception +5, Stealth +7 Senses passive Perception 15 Languages Common Challenge 4 (1,100 XP) Sneak Attack. When the ambusher has advantage on an attack roll, the target is unaware of the ambusher's presence, or there is an ally of the ambusher who is not incapacitated within 5 feet of the target, the ambusher can deal an additional 4d6 of the weapon's damage type once per turn on a successful hit. The Ambusher cannot do this if they have disadvantage on the attack roll. Pack Tactics. When an ally of the Ambusher is within 5 feet of an enemy and engaged in combat with that enemy, the Ambusher has advantage on attack rolls against that enemy. Actions Multiattack. The Ambusher makes 2 attacks: one with its kukri, and one with its hidden blade. Kukri. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d6 + 4) slashing damage Hidden Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d4 + 4) piercing damage Black-powder Bomb. Ranged attack: +7 to hit, range 20ft., 15ft radius. All creatures in the area must succeed on a DC14 DEX saving throw or take 3d6 fire damage. The Ambusher can only use this abillity once . Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Assailant These dagger and scimitar wielding assassins are experts in the use of various poisons, as well as techniques that hinder their prey, rendering opponents unable to defend themselves in combat. The Gravekeeper employs these assassins almost exclusively in urban environments, as their skills with poison allows them to use more subtle methods to eliminate their targets. It is not uncommon for an assailant to poison their target's food or drink in a bar, afflicting them with various conditions such as violent sickness or slow-acting paralysis. Even if an assailant needs to fight, they can use their poisons to set up advantageous conditions, leading to a much shorter, quieter struggle. 248 Gravekeeper's Assailant Medium humanoid, lawful evil Armor Class 14 Hit Points 66 (12d8 + 12) Speed 30ft. STR DEX CON INT WIS CHA 10 (0) 16 (+3) 13 (+2) 16 (+3) 14 (+2) 8 (-1) Skills Stealth +7, Sleight of Hand +7 Senses passive Perception 12 Languages Common Challenge 4 (1,100 XP) Poison Expert. If the Assailant can access their target's food or drink successfully without being discovered, they can lace it with a tasteless, odorless poison that has one of the following effects, each with a constitution save of DC 15: 15 minutes after finishing the poisoned food or drink, the target takes 6d8 poison damage, or half that amount on a successful save. The target becomes violently ill on a failed save. 30 minutes after finishing the poisoned food or drink, the target becomes incredibly lethargic and suffers from the effects of the Slow spell for 1 minute, at the end of which they suffer a point of exhaustion. A successful save leaves the target feeling unusually tired, but otherwise unaffected. 30 minutes after finishing the poisoned food or drink, the target will become paralyzed. At the end of each of their turns once paralyzed, they can repeat the saving throw. Actions Multiattack. The Assailant makes 2 attacks: one with its scimitar and one with its poisoned dagger. Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) slashing damage Poisoned Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d4 + 3) piercing and 8 (2d6) poison damage. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Cannonholder Muscular individuals wielding compact, shoulder-mounted cannons. These are some of the Gravekeeper's most feared and devastating soldiers. Many societies in a typical Dungeons and Dragons setting would be completely baffled by the technological wonder that is this soldier's weapon. Their cannon can inflict massive damage on a small area at a distance, but it can also be used as a powerful bludgeoning weapon should their foes get within melee range of them. Many dwarven and gnomish inventors envy whoever first designed the cannonholder's signature weapon, and would pay high prices to any adventurer that could provide them with one to attempt to reverse-engineer. 249 Gravekeeper's Cannonholder Medium Humanoid, Lawful Evil Armor Class 16 Hit Points 112 (15d8 + 45) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 15 (+2) 12 (+1) 10 (0) 8 (-1) Skills Athletics +7 Senses passive Perception 11 Languages Common Challenge 4 (1,100 XP) Actions Multiattack. The Cannonholder makes 2 Cannon Bash attacks. Cannon Bash. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (1d12 + 4) bludgeoning damage Cannonball. The Cannonholder takes aim at a spot within 60 ft. and fires their cannon. Any creature or object within 10 ft. of the spot chosen must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 32 (8d6) bludgeoning damage, or half as much on a successful save. After the cannon has been fired, it cannot be fired again unless the Cannonholder takes the Reload Cannon action. Reload Cannon. The Cannonholder loads another cannonball into their cannon, and on subsequent turns may now take the Cannonball action again. Credit | Statblock & Lore: Jon Kyle
Gravekeeper's Chief Elite servants of the Gravekeeper, the chiefs serve as leaders to his lesser servants, and priests that venerate the Gravekeeper himself as a god. In battle they provide support to their more combat-inclined allies, and bring the Gravekeeper's wrath down upon their foes. They can be found in the Gravekeeper's temples, leading depraved rituals and inducting new followers into the order. 250 Gravekeeper's Chief Medium Humanoid, lawful Evil Armor Class 12 Hit Points 78 (12d8 + 24) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 14 (+2) 19 (+4) 16 (+3) Skills Perception +7, Insight +7, Medicine +7 Senses passive Perception 17 Languages Common Challenge 5 (1,800 XP) Spellcasting The Chief is a 7th-level spellcaster (+7 to hit, DC 15 saves), with the following spells prepared: Cantrips: Thaumaturgy, Sacred Flame, Toll the Dead, Spare the Dying First Level (4 slots): Bless, Command, Guiding Bolt, Cure Wounds, Healing Word, Sanctuary, Shield of Faith Second Level (3 slots): Aid, Enhance Ability, Lesser Restoration, Spiritual Weapon Third Level (3 slots): Spirit Guardians, Mass Healing Word, Animate Dead Fourth Level (1 slot): Banishment Actions Rod. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 2) bludgeoning damage Credit | Statblock & Lore: Jon Kyle