Actions Actions
178 G CREATURE CODEX GIANT MOTH Powdery Wings (1/Day) disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. GIANT MOTH, RIMEWING RIMEWING Small beast, unaligned Armor Class 12 Hit Points 22 (5d6 + 5) Speed STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 7 (-2) Skills Perception +2, Stealth +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP) Antennae. The giant moth has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Frosted Wings (1/Day). A 20-foot radius cloud of colorful ice crystals extends from the rimewing. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be charmed by the rimewing GIANT MOTH GIANT MOTH Small beast, unaligned Armor Class 11 Hit Points 7 (2d6) Speed STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 3 (-4) 10 (+0) 7 (-2) Skills Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 1/8 (25 XP) Antennae. The giant moth has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Proboscis. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
F TOME OF BEASTS 2 158 Damage Resistances bludgeoning, piercing Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages Void Speech, telepathy 120 ft. Challenge 7 (2,900 XP) Hypnotic Secretion. When a creature starts its turn within 30 feet of the fungus, it must make a DC 15 Charisma saving throw. On a failure, the creature is charmed for 1 hour and regards the fungus as a friendly acquaintance. If the fungus or one of its allies harms the charmed the full hour, it becomes infected with ophio spores (see the Ophio Spores sidebar). If the creature’s saving throw immune to the ophio fungus’ Hypnotic Secretion for the next 24 hours. A creature that doesn’t need to breathe is immune to the fungus’ Hypnotic Secretion. A creature that does need to breathe ACTIONS Release Spores. The ophio fungus focuses its spores on up to three creatures it can see within 30 feet of it. Each creature must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and, if it is a humanoid, it becomes infected with ophio spores (see Ophio Spores sidebar). On a success, a creature takes half the damage and isn’t infected with spores. A creature that doesn’t need to breathe automatically succeeds on this saving throw. A creature that does This disease affects humanoids who breathe. The eyes of infected creatures become glassy, and purple bruising appears on their spines, bulging as the disease progresses. At the end of each long rest after infection, an infected creature is wracked by terrible dreams or visions and must succeed a DC 15 Constitution saving throw or suffer one level of exhaustion that can’t be removed until the disease is cured. After the creature has two levels of exhaustion, it moves to the second stage of the lesser restoration spell or similar magic ends the infection. At the end of each long rest after the creature reaches the second stage of infection, it must succeed on a DC 15 Constitution saving throw or become a thrall of the ophio fungus, falling completely under its control. A victim in the second stage of the infection or that is completely under the fungus’ control can be restored only by killing the fungus that caused the infection or through the use of a wish spell. OPHIO SPORES PIXIE’S UMBRELLA PIXIE’S UMBRELLA Small plant, unaligned Armor Class 7 Hit Points 10 (4d4) Speed 5 ft. STR DEX CON INT WIS CHA 1 (–5) 5 (–3) 10 (+0) 1 (–5) 5 (–3) 1 (–5)
159 TOME OF BEASTS 2 F Condition Immunities blinded, deafened, frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 Languages — Challenge 1/8 (25 XP) False Appearance. While the pixie’s umbrella remains motionless, it is indistinguishable from an ordinary fungus. ACTIONS Twirl. The pixie’s umbrella twirls, spinning its spores at nearby creatures. Each creature within 5 feet of the pixie’s umbrella must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also poisoned until the end of its next turn. REACTIONS Float. When a pixie’s umbrella senses motion within 30 feet of it, it provoking opportunity attacks. SHIFTSHROOM SHIFTSHROOM Medium plant (shapechanger), unaligned Armor Class 5 Hit Points 18 (4d8) Speed 10 ft. STR DEX CON INT WIS CHA 12 (+1) 1 (–5) 10 (+0) 1 (–5) 5 (–3) 1 (–5) Condition Immunities blinded, deafened, frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 Languages — Challenge 1/4 (50 XP) Shapechanger. The shiftshroom can use its action to alter its appearance into a more frightening fungus, such as a poisonous deathcap mushroom, or back into its true form. Alternatively, it can change back into its true form as a reaction when it takes damage. Its statistics are the same in each form, and it reverts to its true form if it dies. While in its frightening form, the shiftshroom can take only
348 S • TOME OF BEASTS Medium undead, neutral evil Armor Class Hit Points Speed STR DEX CON INT WIS CHA Skills Damage Vulnerabilities radiant Damage Resistances Damage Immunities necrotic, poison Condition Immunities Senses Languages Challenge Amorphous Shadow Evolution Shroud Stealth Sunlight Weakness ACTIONS Strength Drain Melee Weapon Attack Hit:
Chapter 1. Bestiary 251 Actions Actions
369 TOME OF BEASTS • S Familiar Bond comprehend languages STRYX FAMILIARS Tiny monstrosity, neutral Armor Class 13 Hit Points Speed STR DEX CON INT WIS CHA Skills Senses Languages Challenge False Appearance Flyby Innate Spellcasting 3/day: comprehend languages ACTIONS Talons Melee Weapon Attack Hit:
407 TOME OF BEASTS • W Tiny beast, unaligned Armor Class 13 Hit Points Speed STR DEX CON INT WIS CHA Skills Senses Languages — Challenge ACTIONS Bite Melee Weapon Attack Hit: Pilfer WHARFLING SWARM Large swarm of Tiny beasts, unaligned Armor Class Hit Points Speed STR DEX CON INT WIS CHA Skills Damage Resistances Condition Immunities Senses Languages — Challenge Swarm ACTIONS Bites Melee Weapon Attack Hit: Pilfer
W TOME OF BEASTS 2 368 WICKED SKULL Some wicked skulls are willing to serve spellcasters, especially those who enjoy a good joke, as a familiar. Such wicked skulls have the following trait. Familiar. The wicked skull can serve another creature as a familiar, forming a magic, telepathic bond with that willing sense what the wicked skull senses as long as they are within 1 companion, the companion shares the wicked skull’s Jokester trait. At any time and for any reason, the wicked skull can end its service as a familiar, ending the telepathic bond. WICKED SKULL FAMILIARS WICKED SKULL Tiny monstrosity (shapechanger), chaotic neutral Armor Class 13 Hit Points 7 (2d4 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 6 (–2) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Senses darkvision 120 ft., passive Perception 11 Languages Common Challenge 1/8 (25 XP) False Appearance (Object Form Only). While the wicked skull remains motionless, it is indistinguishable from an ordinary object. Jokester. The wicked skull has advantage on a Charisma (Deception) or Charisma (Persuasion) check if it includes mockery or a joke or riddle as part of the check. Shapechanger. The wicked skull can use its action to polymorph into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. ACTIONS Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Petty Mockery. The wicked skull unleashes a string of insults laced with subtle enchantments at a creature it can see within 60 feet. If the target can hear the wicked skull (though it does not have to understand it), the target must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Aheen Armor Class Hit Points Speed STR DEX CON INT WIS CHA Skills Senses Languages Challenge Life of Study. checks. Specialist Learning. Aheen automatically succeeds Multiattack. Aheen attacks once, and when using a bonus action to attack a second time does not add Scimitars. damage. Choking Powder A target or be poisoned until the end of its next turn. t (or medicine person and shaman) tribe’s shaman she is responsible for ensuring that all tribe members are cared for and judge for most tribal disputes. Aheen is also an adept she specializes in a choking powder that temporarily disables foes but has been known to nastier toxins as well. Yeil S e Armor Class Hit Points Speed STR DEX CON INT WIS CHA Skills Senses Languages Challenge Greatclub. Parry. attacker and be wielding a melee weapon. cunning and ruthless but staunchly committed to the tribe’s customs and traditions, a strident supporter of and prestige. When he died while guiding some the next heir was the mother’s adopted daughter. politician, born for power and action.
260 Chapter 1. Bestiary Actions Actions Actions Actions Reactions
262 Chapter 1. Bestiary Actions Actions Reactions