MORDENKAINEN PRESENTS MONSTERS OF THE MULTIVERSE &
Cr e d it s Lead Designer: Jeremy Crawford Art Directors: Emi Tanji, Kate Irwin This book is a revision of content that originally appeared in the books Volo’s Guide to Monsters (2016) and Mordenkainen's Tome ofFoes (2018). It also includes revised options from Princes ofthe Apocalypse (2015), Eberron: Rising from the Last War (2019), and Mythic Odysseys ofTheros (2020). Original Design: Jeremy Crawford, Adam Lee, Mike Mearls, Christopher Perkins, Ben Petrisor, Sean K Reynolds, Robert J. Schwalb, Matt Sernett, Chris Sims, Nolan Whale, Steve Winter Revision Design: Sydney Adams, Judy Bauer, Jeremy Crawford, Makenzie De Armas, Dan Dillon, Ari Levitch, Ben Petrisor, Taymoor Rehman Editing: Judy Bauer, Michele Carter, Kim Mohan, Christopher Perkins Graphic Designers: Trystan Falcone, Emi Tanji Cover Illustrator: Joy Ang Interior Illustrators: Dave Allsop, Tom Babbey, John-Paul Balmet, Thomas M. Baxa, Mark Behm, Eric Belisle, Michael Berube, Mike Bierek, Jared Blando, Zoltan Boros, O9 : ; < C= > <? A celestial ki-rin soars into the air, bringing hope to the multiverse in this painting by Joy Ang. Christopher Bradley, Alix Branwyn, Aleksi Briclot, IP Dmitry Burmak, Filip Burburan, Christopher Burdett, Sidharth Chaturvedi, Jedd Chevrier, Conceptopolis, Daarken, Nikki Dawes, Eric Deschamps, Simon Dominic, Dave Dorman, Nicholas Elias, Wayne England, Jason Felix, Justin Gerard, Justyna Gil, Lars Grant-West, Jon Hodgson, Ralph Horsley, Tyler Jacobson, Mike Jordana, Vance Kelly, Julian Kok, Michael Komarck, Daniel Landerman, Oily Lawson, Daniel Ljunggren, Valera Lutfullina, Warren Mahy, Lorenzo Mastroianni, Brynn Metheney, Aaron Miller, Francisco Miyara, Caio Monteiro, Scott Murphy, Marta Nael, Marco Nelor, Jim Nelson, Adam Paquette, PINDURSKI, Claudio Pozas, April Prime, Grzegorz Rutkowski, Marc Sasso, Chris Seaman, Ilya Shkipin, Rudy Siswanto, David Sladek, Craig J Spearing, Bryan Sola, Zack Stella, Sarah Stone, Philip Straub, Arnie Swekel, Thom Tenery, David A. Trampier, Cory Trego-Erdner, Beth Trott, Brian Valeza, Randy Vargas, Franz Vohwinkel, Anthony S. Waters, Campbell White, Richard Whitters, Eva Widermann, Sam Wood, Shawn Wood, Ben Wootten, Zuzanna Wuuyk, Min Yum Project Engineer: Cynda Callaway Imaging Technician: Kevin Yee Prepress Specialist: Jefferson Dunlap D&D S: G H I= Executive Producer: Ray Winninger Principal Designers: Jeremy Crawford, Christopher Perkins Design Manager: Steve Scott Design Department: Sydney Adams, Judy Bauer, Makenzie De Armas, Dan Dillon, Amanda Hamon, Ari Levitch, Ben Petrisor, Taymoor Rehman, F. Wesley Schneider, James Wyatt Senior Art Director: Richard Whitters Art Department: Trystan Falcone, Kate Irwin, Emi Tanji, Shawn Wood, Trish Yochum Senior Producer: Dan Tovar Producers: Bill Benham, Robert Hawkey, Lea Heleotis Director of Product Management: Liz Schuh Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross MJ? K <: I9 L Director ofGlobal Brand Marketing: Brian Perry Global Brand Manager: Shelly Mazzanoble Senior Marketing Communications Manager: Greg Tito Community Manager: Brandy Camel 620D0149000003 EN ISBN: 978-0-7869-6743-8 First Printing: October 2021 987654321 Disclaimer: We asked the wizard Mordenkainen to write a humorous disclaimerfor this book. We received this response: "The day I start writingfrivolous disclaimersfor game manuals is the day I retirefrom wizardry and abandon all self-respect." Mordenkainen's rival wizard Tasha apparently intercepted our request and sent us this note: "Mordenkainen lost his sense ofhumor somewhere between the City ofGreyhawk and the Astral Plane. Keep your chins up, my dearest ones. The multiverse isfiled with horrors, many ofwhich are detailed in this book. Marshal your laughter and afew good spells. Ifwe’re going to be devoured, better toface the darkness with a smile." DUNGEONS & DRAGONS, D&D, Wizards ofthe Coast, the dragon ampersand, Dungeon Master, Player's Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks ofWizards ofthe Coast in the USA and other countries. All characters and their distinctive likenesses are property ofWizards ofthe Coast. The materials described in this statement are protected under the copyright laws of the United States ofAmerica and around the world under international intellectual property treaties. Any reproduction or unauthorized use ofthe materials contained herein or artwork contained herein is prohibited without the express written permission ofWizards of the Coast. Printed in China. ©2021 Wizards ofthe Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA. Rue Emile-Bo^chat 31.2800 Delemont. CH. Represented by: Hasbro. De Entree 240. 1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. 8ox 43 Newport, NP19 4YH, UK.
Co n t e n t s Using This Book......................................4 Chapter 1: Fantastical Races.............5 Cr ai g Yur Charac r..........................5 Aarakcra..................................................6 Aaimar..................................................... 7 Bugb ar.....................................................8 C aur.....................................................9 Cha g li g..............................................10 D p G m ........................................... 11 Du rgar................................................... 12 Eladri .................................................... 13 Fairy.........................................................14 Firblg..................................................... 15 G ai, Air.............................................. 16 G ai, Earh......................................... 17 G ai, Fir ............................................ 17 G ai, Wa r......................................... 17 Gihya ki.................................................18 Gihz rai..................................................19 Gbli ......................................................20 Gliah.....................................................21 Har g ................................................ 22 Hbgbli ............................................... 23 K ku......................................................24 Kbld.....................................................25 Lizardflk............................................... 26 Mi aur................................................. 27 Orc........................................................... 28 Sayr........................................................29 S a Elf.....................................................30 Shadar-kai...............................................31 Shif r.....................................................32 Tabaxi......................................................33 Trl .......................................................34 Tri .......................................................35 Yua -i.....................................................36 Chapter 2: Bestiary...........................37 Abihai, Black.........................................38 Abihai, Blu ...........................................39 Abihai, Gr ........................................40 Abihai, R d............................................40 Abihai, Whi ........................................ 41 Alh .....................................................43 Alkilih....................................................44 Allip......................................................... 45 Am izu....................................................46 A i Hag............................................... 47 Archdruid............................................... 48 Arch r......................................................49 Arma i ................................................. 50 Aral Dr ad ugh............................... 51 Babau.......................................................52 Ba l......................................................... 54 Balha h.............................................55 Ba d rhbb.............................................56 Baphm ............................................... 58 Bard........................................................ 59 Bargh .................................................60 B rbala g............................................... 61 Bh ur Hag.............................................. 62 Blackguard............................................. 63 Bdak..................................................... 64 Bggl .....................................................65 B claw................................................66 Bul zau...................................................67 Cadav r Cll cr.................................. 68 Ca lh................................................. 69 Cabl pa...............................................70 Cal .......................................................71 Aurch............................................... 71 D p Rh ..........................................71 Ox......................................................... 72 S ch Kw.........................................72 Cav Fih r.............................................73 Champi ................................................74 Chii .....................................................75 Chk r..................................................... 76 Chldrih................................................. 77 Clckwrk Br z Scu.......................79 Clckwrk Ir Cbra........................... 79 Clckwrk Oak Bl r....................... 80 Clckwrk S D f d r...................80 Clud Gia Smili g O ......................81 Crp Flw r........................................82 Cra ium Ra...........................................83 Cra ium Ra, Swarm f.......................83 Darkli g..................................................84 Darkli g Eld r........................................84 D ah Ki.............................................. 85 D ahlck............................................... 86 D ahlck Ma rmi d......................... 87 D ahlck Wigh.................................... 87 D p Sci ............................................. 88 D mgrg ...........................................90 D rr.......................................................91 D rr Sava ..........................................92 D vur r................................................. 93 Dh rglh............................................. 94 Di aur............................................... 95 Br auru...................................... 95 D i ychu........................................95 Dim rd .........................................95 Hadrauru.......................................96 Qu zalcalu.................................... 96 S gauru........................................96 V lcirapr.........................................96 Dlphi ...................................................97 Dlphi D ligh r.................................. 97 Dra glh................................................ 98 Drw Arach ma c r........................... 99 Drw Favr d C r.........................100 Drw Hu Capai ............................101 Drw I quiir.................................... 102 Drw Mar Mh r........................... 104 Drw Shadwblad .............................. 105 Du rgar D p.................................... 107 Du rgar Kavalrach i........................... 107 Du rgar Mi d Ma r.......................... 108 Du rgar Sulblad ...............................109 Du rgar S Guard...........................110 Du rgar Warlrd...................................Ill Du rgar Xarrr ...................................Ill Du rgar Hamm r r............................. 112 Du rgar Scr am r............................... 112 Dybbuk.................................................113 Eidl .................................................114 Eladri , Auum ...................................115 Eladri , Spri g.....................................116 Eladri , Summ r..................................116 Eladri , Wi r.....................................117 Eld r Brai ............................................120 Eld r T mp ...................................... 121 El m al Myrmid , Air.................... 122 El m al Myrmid , Earh............... 122 El m al Myrmid , Fir .................. 123 El m al Myrmid , Wa r................123 Fir Gia Dr ad ugh......................124 Fir w Warlck f Imix.................... 125 Fir w Warrir..................................125 Flail S ail............................................. 126 Fli d.......................................................127 Fraz-Urb’luu..........................................129 Frgh mh..........................................130 Fr Gia Ev rlai g O ................131 Fr Salama d r................................132 Gauh.....................................................133 Gaz r.....................................................134 G ry ...................................................136 Gia Srid r......................................... 137 Giff......................................................... 138 Girall ................................................. 139 Gihya ki Gih..................................... 140 Gihya ki Kih’rak................................140 Gihya ki Supr m Cmma d r...... 141 Gihz rai A arch..................................142 Gihz rai E ligh d..........................143 G ll Fl h G aw r............................. 144 G ll Hu r......................................... 144 G ll Wih rli g...................................145 Gray R d r..........................................146 Graz’z...................................................148 Gru g.................................................... 149 Gru g Eli Warrir............................. 150 Gru g Wildli g.................................... 150 Guard Drak ......................................... 151 H llfir E gi ..................................... 152 Hbgbli D vaar.......................... 153 Hbgbli Ir Shadw.......................154 Hwl r...................................................155 Huiji ....................................................157 Hydrlh.............................................. 158 Juibl x....................................................160 Ki-ri .....................................................162 Kbld Drag hi ld........................... 163 Kbld I v r....................................164 Kbld Scal Src r r.........................165 Krr d...................................................166 Krak Pri ....................................... 167 Kruhik, Yu g..................................... 168 Kruhik, Adul....................................... 169 Kruhik Hiv Lrd................................169 L ucra...............................................170 L viaha ...............................................171 Marial Ar Ad p................................ 172 Maru..................................................... 173 Ma r Thi f.......................................... 174
Maurezhi............................................... 175 Maw Demon..........................................176 Meazel...................................................177 Meenlock.............................................. 178 Merregon.............................................. 179 Merrenoloth......................................... 180 Mindwitness.........................................181 Moloch...................................................183 Molydeus...............................................184 Morkoth.................................................186 Mouth of Grolantor...............................187 Nabassu................................................188 Nagpa................................................... 189 Narzugon..............................................190 Neogi Hatchling................................... 191 Neogi..................................................... 192 Neogi Master........................................192 Neothelid.............................................. 193 Nightwalker..........................................194 Nilbog................................................... 195 Nupperibo............................................. 196 Oblex Spawn.........................................197 Oblex, Adult.......................................... 198 Oblex, Elder..........................................199 Ogre Battering Ram........................... 200 Ogre Bolt Launcher............................. 200 Ogre Chain Brute................................ 201 Ogre Howdah.......................................201 Oinoloth............................................... 202 Orcus....................................................204 Orthon.................................................. 205 Phoenix................................................ 206 Quickling..............................................207 Redcap................................................. 208 Retriever.............................................. 209 Rutterkin...............................................210 Sea Spawn........................................... 211 Shadar-Kai Gloom Weaver.................213 Shadar-Kai Shadow Dancer............... 213 Shadar-Kai Soul Monger.....................214 Shadow Mastiff....................................215 Shadow Mastiff Alpha......................... 215 Shoosuva..............................................216 Sibriex...................................................217 Skulk.................................................... 219 Skull Lord............................................220 Slithering Tracker............................... 221 Sorrowsworn, Angry...........................222 Sorrowsworn, Hungry........................ 223 Sorrowsworn, Lonely..........................223 Sorrowsworn, Lost............................. 224 Sorrowsworn, Wretched..................... 224 Spawn of Kyuss...................................225 Star Spawn Grue................................. 227 Star Spawn Hulk................................. 227 Star Spawn Larva Mage..................... 228 Star Spawn Mangier...........................229 Star Spawn Seer.................................230 Steeder, Female...................................231 Steeder, Male....................................... 231 Steel Predator......................................232 Stone Cursed....................................... 233 Stone Giant Dreamwalker..................234 Storm Giant Quintessent.................... 235 Swarm of Rot Grubs............................237 Swashbuckler...................................... 238 Sword Wraith Commander.................239 Sword Wraith Warrior........................ 239 Tanarukk..............................................240 Titivilus................................................ 242 Tlincalli................................................ 243 Tortle....................................................244 Tortle Druid......................................... 244 Trapper................................................. 245 Troll, Dire.............................................246 Troll, Rot...............................................247 Troll, Spirit...........................................247 Troll, Venom.........................................248 Ulitharid...............................................249 Vampiric Mist...................................... 250 Vargouille.............................................251 Vegepygmy........................................... 252 Vegepygmy Chief................................. 253 Vegepygmy, Thorny............................. 253 War Priest............................................254 Warlock of the Archfey........................ 255 Warlock of the Fiend............................255 Warlock of the Great Old One............ 256 Warlord................................................ 257 Wastrilith..............................................258 Wizard, Apprentice............................. 259 Wizard, Abjurer...................................260 Wizard, Conjurer.................................260 Wizard, Diviner....................................261 Wizard, Enchanter.............................. 261 Wizard, Evoker.....................................262 Wizard, Illusionist............................... 263 Wizard, Necromancer.........................264 Wizard, Transmuter............................ 265 Wood Woad..........................................266 Xvart.....................................................267 Xvart Warlock of Raxivort...................267 Yagnoloth..............................................268 Yeenoghu..............................................270 Yeth Hound.......................................... 271 Yuan-ti Anathema................................ 272 Yuan-ti Broodguard..............................273 Yuan-ti Mind Whisperer......................274 Yuan-ti Nightmare Speaker................275 Yuan-ti Pit Master................................ 276 Zaratan................................................. 278 Zariel....................................................280 Zuggtmoy..............................................282 Appendix: Monster Lists...................283 U@ AB C TD A@ BE E F The multiverse of DG B C H E B @ & DJ K C E B @ brims with peril, and many of the greatest dangers are monsters. A companion to the Monster Manual, this book collects monsters from many different planes of existence, each creature ready to imperil D&D heroes of different levels. The book also includes game statistics for nonplayer characters, who may assist or oppose the heroes, and an array of fantastical races for players to consider for their characters. The monsters and fantastical races in the following chapters are accompanied by the occasional comments of the mighty wizard Mordenkainen, one of the most learned mages of the D&D world of Greyhawk. The archmage Tasha, Mordenkainen’s friendly rival, interjects as well. All together, the monsters, nonplayer characters, and fantastical races herein provide a host of new friends and foes to populate your D&D worlds. WD K N YE G ’O O FAB P WAN D AB Chapter 1, “Fantastical Races,” presents over 30 race options for player characters, complementing the options in the Player’s Handbook and other D&D books. These races debuted elsewhere and appear all together for the first time here, each of them revised to fit into the current state of the game. Chapter 2, “Bestiary,” contains over 250 monsters and NPCs, each one represented by a stat block and story text. When you’re preparing to run an adventure as the DM, consider sprinkling these creatures into your games, mixing them with the monsters and NPCs from the Monster Manual. The creatures in this chapter fit seamlessly with the ones you use from other D&D books. Appendix, “Monster Lists,” makes it easy for you to find the right stat blocks for your adventures. This appendix lists the book’s monsters and NPCs by creature type, challenge rating, and environment. 4 USING THIS BOOK
Fa n t a s t ic a l Ra c e s ATHERING TOGETHER FANTASTICAL RACES from hroughou h D&D muvr, h flhffipr offr h foowfig rffifl for pffiyr flhffirffiflr, uppmfifig h rffifl opofi fi h Player’s Handbook: Aarakocra Aasimar Bugbear Centaur Changeling Deep Gnome Duergar Eladrin Fairy Firbolg Harengon Genasi, Air Hobgoblin Genasi, Earth Kenku Genasi, Fire Kobold Genasi, Water Lizardfolk Githyanki Minotaur Githzerai Orc Goblin Satyr Goliath Sea Elf Shadar-kai Shifter Tabaxi Tortle Triton Yuan-ti Mffifiy of h rffifl ffir bffid ofi flrffiur hffi ffippffir fi h Monster Manual or h bffiry of h book. Cofiu wh your DM o whhr ffifi op ofi hr ffipproprffi for your flffimpffigfi. If you do u ffi rffifl fi h flhffipr, fr rffid h “Crffifig Your Chffirffiflr” flofi bow. C, e a t in - Y. / , C0 a , a c t e , A 1 v, you flhoo whhr your flhffirffiflr ffi mmbr of h humffifi rffifl or of ffi fffififfiflffi rffifl. If you fl ffi fffififfiflffi rffifl fi h flhffipr, foow h ffiddofiffi ru durfig flhffirffiflr flrffiofi. A3 il it 4 Sc . , e In c , e a s e s Whfi drmfifig your flhffirffiflr’ ffiby flor, fiflrffi ofi flor by 2 ffifid fiflrffi ffi dffrfi flor by 1, or fiflrffi hr dffrfi flor by 1. Foow h ru rgffird of h mhod you u o drmfi h flor, uflh ffi rofig or pofi buy. Th “Quflk Bud” flofi for your flhffirffiflr’ flffi offr uggofi ofi whflh flor o fiflrffi. You flffifi foow ho uggofi or gfior hm, bu you flffifi’ rffi ffifiy of your flor ffibov 20. La n - / a - e s Your flhffirffiflr flffifi pffik, rffid, ffifid wr Commofi ffifid ofi ohr ffifiguffig hffi you ffifid your DM ffigr ffipproprffi for h flhffirffiflr. Th Player’s Handbook offr ffi of ffifiguffig o flhoo from. Th DM fr o modfy hffi for ffi flffimpffigfi. CHAPTER 1 | FANTASTICAL RACES 5
Cr e a t u r e Ty pe Ev c in D&D, inclding ch ffil ch c , hs sfficil g in h ls h idnifis h ffi of c h . Mos ffil ch c s of h Hmnoid ffi. A c in his chffi lls o wh o ch c ’s c ffi is. H ’s lis of h gm’s c ffis in l ffihbicl o d : Ab ion, Bs, Clsil, Cons c, D gon, Elmnl, F, Find, Gin, Hmnoid, Mons osi, Ooz, Pln, Undd. Ths ffis don’ hv ls hmslvs, b som ls in h gm ffc c s of c in ffis in diff n ws. Fo xmffil, h cure wounds sffill dosn’ wo k on Cons c o n Undd. L45 e Spa 7 Th ffiicl lif sffin of ffil ch c in h D&D mliv s is bo cn , ssming h ch c dosn’ m violn nd on n dvn . Mmb s ofsom cs, sch s dw vs nd lvs, cn liv fo cn is. If ffiicl mmb s of c in his book cn liv long hn cn , h fc is mniond in h c’s dsc iffiion. He 49 : t a 7 ; We 49 : t Pl ch c s, g dlss of c, ffiicll fll ino h sm ngs of high nd wigh h h mns hv in o wo ld. If o’d lik o d min o ch c ’s high o wigh ndoml, consl h Rndom High nd Wigh bl in h Player’s Handbook, nd choos h ow in h bl h bs ffi sns h bild o imgin fo o ch c . Aa r a > ? @ r a A wingd ffioffil who o igind on h Elmnl Pln of Ai , koc so h ogh h sk wh v h wnd . Th fi s koc s vd h Wind Dks of Aq—migh bings of i —nd w imbd wih ms of hi ms s’ ffiow ov winds. Thi dscndns sill commnd chos of h ffiow . F om blow, koc look lik l g bi ds nd hs somims clld bi dfolk. Onl whn h oos on b nch o wlk c oss h g ond is hi Hmnoid n cl . Snding ffi igh, koc ffiicll bo 5 f ll, nd h hv long, n ow lgs h ffi o sh ffi lons. Fh s cov hi bodis—sll d, o ng, llow, b own, o g . Thi hds lso vin, ofn smbling hos of ffi os o gls. Aa r a > ? @ r a Tr a 4t D As n koc , o hv h following cil is. Creature Type. Yo Hmnoid. Size. Yo siz is Mdim. Speed. Yo wlking sffid is 30 f. Flight. Bcs of o wings, o hv fl ing sffid ql o o wlking sffid. Yo cn’ s his fling sffid if o’ w ing mdim o hv mo . Talons. Yo hv lons h o cn s o mk n md s iks. Whn o hi wih hm, h s ik dls ld6 + o S ngh modifi slshing dm g, insd of h bldgoning dmg no ml fo n n md s ik. Wind Caller. S ing 3 d lvl, o cn cs h gust ofwind sffill wih his i, wiho qi ing m il comffionn. Onc o cs h sffill wih his i, o cn’ do so gin nil o finish long s. Yo cn lso cs h sffill sing n sffill slos o hv of 2nd lvl o high . Inllignc, Wisdom, o Ch ism is o sffillcsing bili fo i whn o cs gust ofwind wih his i (choos whn o slc his c). 6 CHAPTER 1 | FANTASTICAL RACES
Aa s ima r Whethe de cended fo cele tl beng o nfu ed wth hevenly powe, e otl who cy pk of the Uppe Plne wthn the oul . They cn fn tht pk to bng lght, e e wound , nd unle h the fuy of the heven . A cn e ong ny populton of o tl . They e eble the pent , but they lve fo up to 160 ye nd often hve fetue tht hnt t the cele tl hetge. The e often begn ubtle nd becoe oe obvou when the gn the blty to evel the full cele tl ntue. The A Cele tl Fetue tble h exple you cn choo e o u e n pton to cete you own. Aasimar Cel est ial Feat ur es d6 Celestial Feature 1 A dusting of metallic, white, or charcoal freckles 2 Metallic, luminous, or dark eyes 3 Starkly colored hair 4 An unusual hue tinting your shadow 5 A ghostly halo crowning your head 6 Rainbows gleaming on your skin Aa s ima r Tr a i* s A n , you hve the followng cl tt . Creature Type. You e Hunod. Size. You e Medu o Sll. You choo e the ze when you elect th ce. Speed. You wlkng peed 30 feet. CelestialResistance. You hve e tnce to necotc dge nd dnt dge. Darkvision. You cn ee n d lght wthn 60 feet of you f t wee bght lght nd n dkne f t wee d lght. You d cen colo n tht dkne only hde of gy. Healing Hands. A n cton, you cn touch cetue nd oll nube of d4 equl to you pofcency bonu . The cetue egn nube of ht pont equl to the totl olled. Once you u e th tt, you cn’t u e t gn untl you fn h long e t. LightBearer. You know the light cntp. Ch you pellc tng blty fo t. CelestialRevelation. When you ech 3d level, choo e one of the evelton opton below. Thee fte, you cn u e bonu cton to unle h the cele tl enegy wthn you elf, gnng the beneft of tht evelton. You tn foton l t fo 1 nute o untl you end t bonu cton. Once you tn fo u ng you evelton below, you cn’t u e t gn untl you fn h long e t: You eye befly becoe pool of dkne , nd gho tly, flghtle wng pout fo you bck tepoly. Cetue othe thn you lle wthn 10 feet of you tht cn ee you u t ucceed on Ch vng thow (DC 8 + you pofcency bonu + you Ch od fe) o becoe fghtened of you untl the end of you next tun. Untl the tn foton end , once on ech of you tun , you cn del ext necotc dge to one tget when you del d ge to t wth n ttck o pell. The ext d ge equl you pofcency bonu . Seng lght tepoly dte fo you eye nd outh. Fo the du ton, you hed bght lght n 10-foot du nd d lght fo n ddtonl 10 feet, nd t the end of ech of you tun , ech cetue wthn 10 feet of you tke dnt dge equl to you pof cency bonu . Untl the tn foton end , once on ech of you tun , you cn del ext dnt dge to one tget when you del dge to t wth n ttck o pell. The ext dge equl you pofcency bonu . Two lunou , pectl wng pout fo you bck tepoly. Untl the tn fo ton end , you hve flyng peed equl to you wlkng peed, nd once on ech of you tun , you cn del ext dnt dge to one tget when you del dge to t wth n ttck o pell. The ext dge equl you pof cency bonu . CHAPTER 1 | FANTASTICAL RACES
Bu g b e a r Nith s no s, s th hlkin cosins of olins nd hoolins. With oots in th Fywild, ly s sidd in hiddn plcs, in hd-to-ch nd shdowd spcs. Lon o nd fom ot of th con of yo y, thy cm to th Mtil Pln, d to spd thohot th mltivs y th conqin od Mliyt. Cntis lt, thy still fy ift fo lkin jst ot of siht, nd mny of thm hv snkd wy fom tht od’s inflnc. Thy lon of lim nd covd in cos hi, with wd-shpd s nd pointd tth. Dspit thi fomidl ild, s qit sklks, thnks to fy mic tht llows thm to hid in spcs sminly too smll fo thm. Bu g b e a r Tr a ./ 0 As , yo hv th followin cil tits. Creature Type. Yo Hmnoid. Yo lso considd olinoid fo ny pqisit o ffct tht qis yo to olinoid. Size. Yo siz is Mdim. Speed. Yo wlkin spd is 30 ft. Darkvision. Yo cn s in dim liht within 60 ft of yo s if it w iht liht nd in dknss s if it w dim liht. Yo discn colos in tht dknss only s shds of y. FeyAncestry. Yo hv dvnt on svin thows yo mk to void o nd th chmd condition on yoslf. Long-Limbed. Whn yo mk ml ttck on yo tn, yo ch fo it is 5 ft t thn noml. PowerfulBuild. Yo cont s on siz l whn dtminin yo cyin cpcity nd th wiht yo cn psh, d, o lift. Sneaky. Yo poficint in th Stlth skill. In ddition, withot sqzin, yo cn mov thoh nd stop in spc l noh fo Smll ct. Surprise Attack. If yo hit ct with n ttck oll, th ct tks n xt 2d6 dm if it hsn’t tkn tn yt in th cnt comt. 8 CHAPTER 1 | FANTASTICAL RACES
Ce n t a u r C s gllop hogho h ml ivs d c hi oigis o my diff lms. Th c s ps d h hil fom h Fywild d mys iclly so wi h h l wold. Fom h wis p, hy smbl lvs, displyig ll h lf vi is of ski o. Fom h wis dow, hy hv h bodis of hoss. Ce n t a u r Tr a #t $ As c , yo hv h followig cil i s. Creature Type. Yo Fy. Size. Yo siz is Mdim. Speed. Yo wlkig spd is 40 f . Charge. If yo mov ls 30 f s igh owd g d h hi i wi h ml wpo ck o h sm , yo c immdi ly follow h ck wi h bos c io, mkig o ck gis h g wi h yo hoovs. Equine Build. Yo co s o siz lg wh d miig yo cyig cpci y d h wigh yo c psh o dg. I ddi io, y climb h qis hds d f is spcilly difficl fo yo bcs of yo qi lgs. Wh yo mk sch climb, ch foo of movm cos s yo 4 x f is d of h o ml 1 x foo . Hooves. Yo hv hoovs h yo c s o mk md s iks. Wh yo hi wi h hm, h s ik dls ld6 + yo S g h modifi bldgo ig dmg, is d of h bldgoig dmg o ml fo md s ik. NaturalAffinity. Yo fy coc io o givs yo i i iv coc io o h l wold d h imls wi hi i . Yo hfo hv poficicy i o of h followig skills of yo choic: Aiml Hdlig, Mdici, N , o Svivl. CHAPTER 1 I FANTASTICAL RACES
Ch a n g e l in g W t v r-c pp rc s, c s r s d my soc t s ud t ct d. Ec c c sup rtury dopt y fc t y k . For som c s, w fc s oy d su s . For ot r c s, w fc my r v sp ct of t r sou. T f rst c s t mut v rs pp r d t F yw d, d t wodrous, mutb ss c of tt p rs c s tody— v tos c s wo v v r s t foot t f y r m. Ec c d c d s ow to us t r sp -s ft b ty, c t r t p r or t joy of t F yw d. Som t m s t y dopt w forms for t sk of m sc f or m c , d ot r t m s t y do w d t ty to r t wros or d t t dowtrodd . I t r tru form, c s pp r fd d, t r f tur s most d vo d of d t . It s rr to s c tt form, for typ c c c s t r sp t wy ot rs m t c cot s. A csu sp —o cr t d o t spur of t mom t, w t o d pt or story— s c d msk. A msk c b us d to xpr ss mood or to s rv sp c f c purpos d t m t v r b us d . How v r, my c s d v op d t t s tt v mor d pt, crft wo p rsos comp t w t stor s d b fs. A c dv tur r m t v p rsos for my s tut os, cud ot t o, v st t o, d combt. P rsos c b sr d by mut p c s; commu ty m t b om to tr r c s, w t wo v r s o duty dopt t p rso of Adr , t t pys c . P rsos c v b pss d dow trou fm y, ow you r c to tk dvt of cotcts stb s d by t p rso’s pr v ous us rs. Ch a n g e l in g T1 a i2 3 As c , you v t foow rc tr ts. Creature Type. You r F y. Size. You r M d um or Sm. You coos t s z w you s ct t s rc . Speed. Your wk sp d s 30 f t. Changeling Instincts. Tks to your co ct o to t f y r m, you prof c cy w t two of t foow sk s of your co c : D c pt o, Is t, It m dt o, P rformc , or P rsus o. Shapechanger. As ct o, you c c your pp rc d your vo c . You d t rm t sp c f cs of t c s, cud your coort o, r t, d s x. You c so djust your t d w t d c c your s z b tw M d um d Sm. You c mk yours f pp r s m mb r of ot r rc , tou o of your m st t st cs c . You c’t dup ct t pp rc of d v du you’v v r s , d you must dopt form tt s t sm bs c rr m t of mbs tt you v . Your cot d qu pm t r ’t c d by t s tr t. You sty t w form ut you us ct o to r v rt to your tru form or ut you d . o CHAPTER 1 | FANTASTICAL RACES
De e p Gn o me D g s, r svirfbli, ar ativs f th U drdark ad ar suffusd with that subtrraa ral ’s agic. Thy ca su raturally ca uflag th slvs, ad thir svirfbli agic rdrs th difficult t lcat. Ths abilitis hav abld th t surviv fr gratis a g th rils f th Udrdark. Lik thr g s, d g s ca liv fr c turis, u t 500 yars. De e p Gn o me T' ( )* + As a d g , yu hav th fllwig racial traits. Creature Type. Yu ar a Hu aid. Yu ar als csidrd a g fr ay rrquisit r ffct that rquirs yu t b a g . Size. Yu ar S all. Speed. Yur walkig s d is 30 ft. Darkvision. Yu ca s i di light withi 120 ft f yu as if it wr bright light ad i darkss as if it wr di light. Yu discr clrs i that darkss ly as shads f gray. Gift ofthe Svirfneblin. Startig at 3rd lvl, yu ca cast th disguise selfs ll with this trait. Startig at 5th lvl, yu ca als cast th nondetection s ll with it, withut rquirig a atrial c t. Oc yu cast ithr f ths s lls with this trait, yu ca’t cast that s ll with it agai util yu fiish a lg rst. Yu ca als cast ths s lls usig s ll slts yu hav f th a r riat lvl. Itlligc, Wisd , r Charis a is yur s llcastig ability fr ths s lls wh yu cast th with this trait (chs wh yu slct this rac). Gnomish Magic Resistance. Yu hav advatag Itlligc, Wisd , ad Charis a savig thrws agaist s lls. Svirfneblin Camouflage. Wh yu ak a Dxtrity (Stalth) chck, yu ca ak th chck with advatag. Yu ca us this trait a u br f ti s qual t yur rficicy bus, ad yu rgai all x dd uss wh yu fiish a lg rst. CHAPTER 1 | FANTASTICAL RACES II
Du e r g a r D dwvs whos ncstos w tnsfomd by cntis livin in th dpst plcs of th Unddk. Tht chthonic lm is sttd with stn m icl n y, nd ov ntions, ly d bsobd tcs of it. Thy w f th ltd whn mind flys nd oth Ab tions invdd nd pfomd hoific xpimnts on thm. Fld by Unddk m ic, thos xpimnts lft ly d with psionic pows, which hv bn pssd down to thi dscndnts. In tim, thy libtd thmslvs fom thi bnt tynts nd fo d nw lif fo thmslvs in th Unddk nd byond. Lik oth dwvs, d typiclly hv lif spn of 350 ys. Du e r g a r Tr a *+ , As d , yo hv th followin cil tits. Creature Type. Yo Hmnoid. Yo lso considd dwffo ny pqisit o ffct tht qis yo to b dwf. Size. Yo Mdim. Speed. Yo wlkin spd is 30 ft. Darkvision. Yo cn s in dim li ht within 120 ft of yo s if it w bi ht li ht nd in dknss s if it w dim li ht. Yo discn colos in tht dknss only s shds of y. Duergar Magic. Sttin t 3d lvl, yo cn cst th enlarge/reduce spll on yoslf with this tit, withot qiin mtil componnt. Sttin t 5th lvl, yo cn lso cst th invisibility spll on yoslf with this tit, withot qiin mtil componnt. Onc yo cst ith of ths splls with this tit, yo cn’t cst tht spll with it in ntil yo finish lon st. Yo cn lso cst ths splls sin spll slots yo hv of th ppopit lvl. Intlli nc, Wisdom, o Chism is yo spllcstin bility fo ths splls whn yo cst thm with this tit (choos whn yo slct this c). Dwarven Resilience. Yo hv dvnt on svin thows yo mk to void o nd th poisond condition on yoslf. Yo lso hv sistnc to poison dm . Psionic Fortitude. Yo hv dvnt on svin thows yo mk to void o nd th chmd o stnnd condition on yoslf. CHRISTOPHER BRADLEY, ZUZANNA WUZYK 12 CHAPTER 1 | FANTASTICAL RACES
El a d r in E e eves of the Feyw , em of peous beuty bou ess mgc. Usg tht mgc, e c step fom oe pce to othe the bk of eye, ech e esotes wth emotos cptue the Feyw the fom of sesos—fftes tht ffect the e ’s moo ppece. A e ’s seso c chge, though some em oe seso foeve. Choose you seso o o o the E Sesos tbe. You Tce tt ets you chge you seso. Lke othe eves, e c ve to be ove 750 yes o . El adr in Seasons d4 Season 1 Autumn: peace and goodwill, when summer’s harvest is shared with all 2 Winter: contemplation and dolor, when the vibrant energy of the world slumbers 3 Spring: cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes 4 Summer: boldness and aggression, a time of unfettered energy and calls to action El a d r in Tr a i- . As e , you hve the foowg c tts. Creature Type. You e Humo . You e so cos ee ef fo y peequste o effect tht eques you to be ef. Size. You e Me um. Speed. You wkg spee s 30 feet. Darkvision. You c see m ght wth 60 feet of you s f t wee bght ght kess s f t wee m ght. You sce coos tht kess oy s sh es of gy. FeyAncestry. You hve vtge o svg thows you mke to vo o e the chme co to o yousef. Fey Step. As bous cto, you c mgcy teepot up to 30 feet to uoccupe spce you c see. You c use ths tt umbe oftmes equ to you pofcecy bous, you eg expe e uses whe you fsh og est. Whe you ech 3 eve, you Fey Step gs to effect bse o you seso; f the effect eques svg thow, the DC equs 8 + you pofcecy bous + you Itegece, Ws om, o Ch sm mo fe (choose whe you seect ths ce): Autumn. Imme tey fte you use you Fey Step, up to two cetues of you choce tht you c see wth 10 feet of you must succee o Ws om svg thow o be chme by you fo 1 mute, o ut you o you compos e y mge to the cetues. Winter. Whe you use you Fey Step, oe cetue of you choce tht you c see wth 5 feet of you befoe you teepot must succee o Ws om svg thow o be fghtee of you ut the e of you ext tu. Spring. Whe you use you Fey Step, you c touch oe wg cetue wth 5 feet of you. Tht cetue the teepots ste of you, ppeg uoccupe spce of you choce tht you c see wth 30 feet of you. Summer. Imme tey fte you use you Fey Step, ech cetue of you choce tht you c see wth 5 feet of you tkes fe mge equ to you pofcecy bous. Keen Senses. You hve pofcecy the Pecepto sk. Trance. You o’t ee to seep, mgc c’t put you to seep. You c fsh og est 4 hous f you spe those hous tceke me tto, ug whch you et coscousess. Wheeve you fsh ths tce, you c chge you seso, you c g two pofceces tht you o’t hve, ech oe wth wepo o too of you choce seecte fom the Player’s Handbook. You mystcy cque these pofceces by w g them fom she eve memoy, you et them ut you fsh you ext og est. CHAPTER 1 | FANTASTICAL RACES 13
Fairy The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your character. Fey Char act er ist ics d8 Characteristic 1 Your wings are like those of a bird. 2 You have shimmering, multicolored skin. 3 You have exceptionally large ears. 4 A glittering mist constantly surrounds you. 5 You have a small spectral horn on your forehead, like a little unicorn horn. 6 Your legs are insectile. 7 You smell like fresh brownies. 8 A noticeable, harmless chill surrounds you. F$ %& ' T& $ %( ) As a fairy, you have the following racial traits. Creature Type. You are a Fey. Size. You are Small. Speed. Your walking speed is 30 feet. FairyMagic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. 14 CHAPTER 1 | FANTASTICAL RACES
Fir b o l g Fir b o l g Tr a it s D n cu n f n, he f f flffi wndeed he p mevffi fe f he muffi vee, nd he m c f he fe enw ned effifw h he f flffi’ uffi. Cenu e ffie, h m c ffiffi hum n de f flffi, even ne wh h neve ffi ved unde he fluh f e fe. A f flffi’ m c n flcu n , wh ch ffi ffiwed he nce p huh fe w h u d ufl n . S deep he cnnec n fleween f flffi nd he w ffid pffice f he wffid h hey cn cmmun ce w h fffi nd fun. F flffi cn ffi ve up 500 ye. As a childl, I learned ihai playing hideand-seek wi+h disappearing jirbol^s is |un |u+ile. TASHA A f flffi, yu hve he fffiffiw n c ffi . Creature Type. Yu e Humn d. Size. Yu e Med um. Speed. Yu wffik n peed 30 fee. Firbolg Magic. Yu cn c he detect magic nd disguise selfpeffiffi w h h . When yu ue h ve n f disguise self, yu cn eem up 3 fee he ffiffie. Once yu c e he f hee peffiffi w h h , yu cn’ c h peffiffi w h n un ffi yu f n h ffin e. Yu cn ffi c hee peffiffi u n ny peffiffi ffi yu hve. Ineffiffi ence, W dm, Ch m yu peffiffi c n fl ffi y f hee peffiffi when yu c hem w h h (che when yu effiec h ce). Hidden Step. A flnu c n, yu cn m cffiffiy un nv flffie un ffi he f yu nex un un ffi yu ck, mke dme ffiffi, fce mene mke v n hw. Yu cn ue h numfle f me equffi yu pf c ency flnu, nd yu e n ffiffi expended ue when yu f n h ffin e. PowerfulBuild. Yu cun ne ze ffie when deem n n yu cy n cpc y nd he we h yu cn puh, d, ffi f. Speech ofBeast andLeaf. Yu hve he fl ffi y cmmun ce n ffi m ed mnne w h Be, Pffin, nd vee n. They cn undend he men n f yu wd, huh yu hve n pec ffi fl ffi y undend hem n eun. Yu hve dvne n ffiffi Ch m check yu mke nfffiuence hem. CHAPTER 1 | FANTASTICAL RACES 15
Lef t t o Rig h t : Ear t h Gen as i, Wat er Gen as i, Fir e Gen as i, an o Air Gen as i Ge n a s i Trcg thr ctry to th g of th Elmtl Pl, ch g c tp to th powr of o of th lmt. Ar, rth, fr, d wtr—th r th four pllr of th Mtrl Pl d th four typ of g. Som g r drct dcdt of g, whl othr wr bor to o-g prt who lvd r plc uffud by g ’ mgc. A typcl g h lf p of 120 yr. Ai+ Ge n a s i T+ a i, s Ar g r dcdd from dj, th g of th Elmtl Pl of Ar. Embodyg my of th ry trt of thr othrworldly ctor, r g c drw upo thr cocto to th wd. Ar g’ k to clud my hd of blu, log wth th full rg of hum k to, wth bluh or h ct. Somtm thr k mrkd by l tht m lk crck wth bluh-wht rgy pllg out. A r g’ hr mght blow phtom wd or b md trly of cloud or vpor. A r g, you hv th followg trt. jg CHAPTER 1 | FANTASTICAL RACES Creature Type. You r Humod. Size. You r Mdum or Smll. You choo th z wh you lct th rc. Speed. Your wlkg pd 35 ft. Darkvision. You c dm lght wth 60 ft of you f t wr brght lght d drk f t wr dm lght. You dcr color tht drk oly hd of gry. Unending Breath. You c hold your brth df tly whl you’r ot cpcttd. Lightning Resistance. You hv rtc to lghtg dmg. Mingle with the Wind. You kow th shocking grasp ctrp. Strtg t 3rd lvl, you c ct th featherfall pll wth th trt, wthout rqurg mtrl compot. Strtg t 5th lvl, you c lo ct th levitate pll wth th trt, wthout r qurg mtrl compot. Oc you ct feather fall or levitate wth th trt, you c’t ct tht pll wth t g utl you fh log rt. You c lo ct thr of tho pll ug y pll lot you hv of th pproprt lvl. Itllgc, Wdom, or Chrm your pllctg blty for th pll wh you ct thm wth th trt (choo wh you lct th rc). ILAUDIO POZAS
Ea r t h Ge n a s i Tr a it s T cg cy o d o, g of El m l Pl of E , g d o’ df g d cool ov . A g ’ k c b colo of o d o um k o w glg p kl lk gm du. Som g v l m kg k lk c ck, owg glmmg gmlk v o dm, yllow glow. E g c pp c vd of o o cy l o mbl d of pu m l. A g , you v followg . Creature Type. You Hum od. Size. You Mdum o Sm ll. You coo z w you lc c. Speed. You w lkg pd 30 f. Darkvision. You c dm lg w 60 f of you f w bg lg d d k f w dm lg. You dc colo d k oly d of g y. Earth Walk. You c mov co dffcul wou xpdg x movm f you ug you w lkg pd o goud o floo. Merge with Stone. You kow blade ward c p. You c c om l, d you c lo c bou co umb of m qu l o you pofccy bou, g g ll xpdd u w you f log . S g 5 lvl, you c c pass without trace pll w , wou qug m l compo. Oc you c pll w , you c ’ do o g ul you f log . You c lo c ug y pll lo you v of 2d lvl o g. Illgc, Wdom, o C m you pllc g bly fo pll w you c m w (coo w you lc c). Fir e Ge n a s i Tr a it s Dcdd fom f, g of Elm l Pl of F, f g c l fl mboy d of ducv u of fl m. Ty ow g k o, wc c g fom dp c co l o d of d d o g. Som b k o commo o um y bu w fy m k, uc lowly wlg lg ud k mbl mb o glowg d l cg ov bod lk c ck. F g c mbl d of f o ooy mok. A f g , you v followg . Creature Type. You Hum od. Size. You Mdum o Sm ll. You coo z w you lc c. Speed. You w lkg pd 30 f. Darkvision. You c dm lg w 60 f of you f w bg lg, d d k f w dm lg. You dc colo d k oly d of g y. Fire Resistance. You v c o f d m g. Reach to the Blaze. You kow produce flame c p. S g 3d lvl, you c c burning hands pll w . S g 5 lvl, you c lo c flame blade pll w , wou qug m l compo. Oc you c burning hands o flame blade w , you c ’ c pll w g ul you f log . You c lo c of o pll ug y pll lo you v of ppop lvl. Illgc, Wdom, o C m you pllc g bly fo pll w you c m w (coo w you lc c). Wa t e r Ge n a s i Tr a it s W g dcd fom m d, qu c g fom Elm l Pl of W . W g pfcly ud o lf udw d c y pow of w v d mlv. T k of d of blu o g, om m bld of wo. If y v um k o, glg xu c c lg, lk w dopl o ly vbl f c l. T c mbl wd, w vg f cu, o c v b lk w lf. A w g , you v followg . Creature Type. You Hum od. Size. You Mdum o Sm ll. You coo z w you lc c. Speed. You w lkg pd 30 f, d you v wmmg pd qu l o you w lkg pd. AcidResistance. You v c o cd d m g. Amphibious. You c b d w . Call to the Wave. You kow acid splash c p. S g 3d lvl, you c c create or destroy water pll w . S g 5 lvl, you c lo c water walk pll w , wou qug m l compo. Oc you c create or destroy water o water walk w , you c ’ c pll w g ul you f log . You c lo c of o pll ug y pll lo you v of ppop lvl. Illgc, Wdom, o C m you pllc g bly fo pll w you c m w (coo w you lc c). Darkvision. You c dm lg w 60 f of you f w bg lg, d d k f w dm lg. You dc colo d k oly d of g y. CHAPTER 1 | FANTASTICAL RACES
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood. A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds. Githyanki who reside in the Astral Plane can live indefinitely. G#$ % & ' ( ) # T* ' #$ + As a githyanki, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest. Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast thejump spell with this trait. Starting at 5th level, you can also cast the misty step spell with it. Once you castjump or misty step with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psychic damage. :8 CHAPTER 1 | FANTASTICAL RACES
Git h z e r a i G mg d o Ev cngng Cos of Lmbo f ncn scsm spl ncs o s f om cousns, g ynk. Lmbo s olng mls om of m nd n gy, collps ng nd fo mng w ou pu pos o d c on, un l c u x s dlb wll o s bl . T oug po n psonc pow , g c vd om fo mslvs md cos. As gs pssd, g xplo s ngd ou o o plns nd wo lds of mul v s. G gn lly slnd , w spckld skn n sds of yllow, g n, o b own. Eons of cul v ng mn l pow s w n ndlss cos of Lmbo v mbud g w bl y o sp psonc n gy o p o c mslvs nd p ob mnds. Git h z e r a i Tr a it ) As g , you v followng cl s. Creature Type. You Humnod. Size. You Mdum. Speed. You wlkng spd s 30 f . GithzeraiPsionics. You know mage hand cn p, nd nd s nvsbl wn you cs cn p w s . S ng 3 d lvl, you cn cs shield spll w s . S ng 5 lvl, you cn lso cs detect thoughts spll w . Onc you cs shield o detect thoughts w s , you cn’ cs spll w gn un l you fns long s . You cn lso cs of os splls usng ny spll slo s you v of pp op lvl. In llgnc, Wsdom, o C sm s you spllcs ng bl y fo s splls wn you cs m w s (coos wn you slc s c). Non of s splls qu spll componn s wn you cs m w s . Mental Discipline. You nn psycc dfnss g n you dvn g on svng ows you mk o vod o nd c md nd f g nd cond ons on you slf. Psychic Resilience. You v ss nc o psycc dmg.
Go b l in A suterraea fk, gs ca e fud every crer f the mutverse, fte esde ther ugear ad hg k. Lg efre the gd Maguyet cquered them, eary gs served the curt f the Quee f Ar ad Darkess, e f the Feywd’ archfey. Gs thrved her dagerus dma thaks t a speca frm her—a superatura kack fr fdg the weak spts fes arger tha themseves ad fr gettg ut f true. Gs rught ths fey wth them t wrds acrss the Matera Pae, eve f they d’t rememer the fey ream they hated efre Maguyet’ rse. Nw may gs pursue ther w destes, escapg the pts f th archfey ad gds. o b l in T, - i. / As a g, yu have the fwg raca trats. Creature Type. Yu are a Humad. Yu are as csdered a gd fr ay prerequste r effect that requres yu t e a gd. Size. Yu are Sma. Speed. Yur wakg speed s 30 feet. Darkvision. Yu ca see dm ght wth 60 feet f yu as f t were rght ght ad darkess as f t were dm ght. Yu dscer crs that darkess y as shades f gray. FeyAncestry. Yu have advatage savg thrws yu make t avd r ed the charmed cd t yursef. Fury ofthe Small. Whe yu damage a creature wth a attack r a spe ad the creature’ sze s arger tha yurs, yu ca cause the attack r spe t dea extra damage t the creature. The extra damage equas yur prfcecy us. Yu ca use ths trat a umer f tmes equa t yur prfcecy us, regag a expeded uses whe yu fsh a g rest, ad yu ca use t mre tha ce per tur. Nimble Escape. Yu ca take the Dsegage r Hde act as a us act each f yur turs.
Go l ia t h Te frs gs ved n e ges munn peks—fr bve e ree ne, were e r s n nd frgd wnds w. Dsny reed gns nd nfused w e supernur essence fer ncesrs’ munnus me, gs snd be ween 7 nd 8 fee nd ve wde rry f skn nes resembng dfferen ypes fsne. o l ia t h T' a it ( As g, yu ve e fwng rc rs. Creature Type. Yu re Humnd. Size. Yu re Medum. Mountain Born. Yu ve ressnce cd dm ge. Yu s nury ccme g udes, even f yu’ve never been ne. Ts ncudes eev ns bve 20,000 fee. Stone’s Endurance. Yu cn supernury drw n unyedng sne srug ff rm. Wen yu ke dmge, yu cn use yur recn r d2. Add yur Cnsun mdfer e number red nd reduce e dmge by . Yu cn use s r number fmes equ yur prfcency bnus, nd yu regn expended uses wen yu fns ng res. Speed. Yur wkng speed s 30 fee. Little Giant. Yu ve prfcency n e Aecs sk, nd yu cun s ne sze rger wen deermnng yur crryng cpcy nd e weg yu cn pus, drg, r f. 2
Ha r e n g o n H s iit d i th F ywild, wh th y spk Sylv d mbdi d th spiit f f dm d tv l. I tim , th s bbitflk hpp d it th wlds, bii th f y lm’s xub c with th m d l i w lu s s th y w t. H s bip dl, with th chct istic l f t f th bbits th y s mbl d fu i vi ty f cls. Th y sh th k s s s d pw ful l s f l pi c tu s d full f y, lik wud-up spi. H s bl ss d with littl f y luck, d th y ft fid th ms lv s f w ftut f t wy fm d s dui dv tu s. Ha r e n g o n Tr a '( ) As h , yu hv th fllwi cil tits. Creature Type. Yu Humid. Size. Yu M dium Smll. Yu chs th siz wh yu s l ct this c . Speed. Yu wlki sp d is 30 f t. Hare-Trigger. Yu c dd yu pfici cy bus t yu iititiv lls. Leporine Senses. Yu hv pfici cy i th P c pti skill. Lucky Footwork. Wh yu fil D xt ity svi thw, yu c us yu cti t ll d4 d dd it t th sv , pt tilly tui th filu it succ ss. Yu c’t us this cti if yu’ p yu sp d is 0. Rabbit Hop. As bus cti, yu c jump umb f f t qul t fiv tim s yu pfici cy bus, withut pvki pptuity ttcks. Yu c us this tit ly if yu sp d is t th 0. Yu c us it umb f tim s qul t yu pfici cy bus, d yu i ll xp d d us s wh yu fiish l st. 22 CHAPTER 1 | FANTASTICAL RACES
Ho b g o b l in H s trace ther r s t the acet curts f the Feywd, where they frst appeared wth ther ad u ear k. May f them were drve frm the Feywd y the cquer d Ma uyet, wh marshaed them as sders, ut the fey ream eft ts mark; wherever they are the mutverse, they ctue t chae a aspect f the Feywd’s rue f recprcty, whch creates a mystca d etwee the ver ad the recever f a ft. O sme wrds, such ds ead h s t frm cmmutes wth deep tes t e ather. I Eerr ad the Fr tte Reams, vast h e s have emer ed, wth raks f devted s ders famed fr ther uty. H s are eeray taer tha ther cuss ut t qute as as u ears. They have curved, pted ears ad ses that tur r ht red • r ue dur dspays f emt. Ho b g o b l in T, - i. / As a h , yu have the fw raca trats. Creature Type. Yu are a Humad. Yu are as csdered a d fr ay prerequste r effect that requres yu t e a d. Size. Yu are Medum. Speed. Yur wak speed s 30 feet. Darkvision. Yu ca see dm ht wth 60 feet f yu as f t were r ht ht ad darkess as f t were dm ht. Yu dscer crs that darkess y as shades f ray. FeyAncestry. Yu have advata e sav thrws yu make t avd r ed the charmed cd t yursef. Fey Gift. Yu ca use ths trat t take the Hep act as a us act, ad yu ca d s a umer f tmes equa t yur prfcecy us. Yu re a a expeded uses whe yu fsh a rest. Start at 3rd eve, chse e f the pts ew each tme yu take the Hep act wth ths trat: Hospitality. Yu ad the creature yu hep each a a umer f temprary ht pts equa t d6 pus yur prfcecy us. Passage. Yu ad the creature yu hep each crease yur wak speeds y 10 feet ut the start f yur ext tur. Spite. Ut the start f yur ext tur, the frst tme the creature yu hep hts a tar et wth a attack r, that tar et has dsadvata e the ext attack r t makes wth the ext mute. Fortune from the Many. If yu mss wth a attack r r fa a aty check r a sav thrw, yu ca draw yur ds f recprcty t a a us t the r equa t the umer f aes yu ca see wth 30 feet f yu (maxmum us f +3). Yu ca use ths trat a umer f tmes equa t yur prfcecy us, ad yu re a a expeded uses whe yu fsh a rest. CHAPTER 1 | FANTASTICAL RACES 23
e n k u Fathrd fol who rsmbl ravs, ar blssd with obsrvatio ad spratrally accrat mmoris. No of thm ca rmmbr th origi of th first , howvr, ad thy oft jo that thr ar as may origi storis as thr ar . Som of thm pait thir gsis as a crs, big a flightlss bird popl doomd to mimic othr popl’s cratios. Othr rcit cryptic bt batifl poms abot thir advt big a blssd vt i which thy wr st ito th mltivrs to obsrv ad catalog its may wodrs. Whatvr thir tr origi, ar most oft fod i th Shadowfll ad th Matrial Pla, ad thy td to hav th coloratio typical of ravs. e n k u T) * +, - As a , yo hav th followig racial traits. Creature Type. Yo ar a Hmaoid. Size. Yor siz is Mdim or Small. Yo choos th siz wh yo slct this rac. Speed. Yor walig spd is 30 ft. Expert Duplication. Wh yo copy writig or craftwor prodcd by yorslf or somo ls, yo hav advatag o ay ability chcs yo ma to prodc a xact dplicat. Kenku Recall. Thas to yor spratrally good mmory, yo hav proficicy i two sills of yor choic. Morovr, wh yo ma a ability chc sig ay sill i which yo hav proficicy, yo ca giv yorslf advatag o th chc bfor rollig th d20. Yo ca giv yorslf advatag i this way a mbr of tims qal to yor proficicy bos, ad yo rgai all xpdd ss wh yo fiish a log rst. Mimicry. Yo ca accratly mimic sods yo hav hard, icldig voics. A cratr that hars th sods yo ma ca tll thy ar imitatios oly with a sccssfl Wisdom (Isight) chc agaist a DC of 8 + yor proficicy bos + yor Charisma modifir. 24 CHAPTER 1 | FANTASTICAL RACES
o b o l d Sme f the smaest racnic creatures in the mutiverse, ks ispay their racnic ancestry in the gint f their scaes an in their rars. Legens te f the first ks emerging frm the Unerark near the airs f the eariest ragns. In sme ans, ks serve chrmatic r metaic ragns—even wrshiping them as ivine eings. In ther paces, ks knw t we hw anger us thse ragns can e an hep thers efen against racnic estructin. Whatever their reatinship t ragns, k scaes ten t e rust cre, athugh the ccasina k sprts a scae cr mre akin t that f a chrmatic r a metaic ragn. A k’s cry can express a range f emtin: anger, resve, eatin, fear, an mre. Regaress f the emtin expresse, their cry resnates with racnic pwer. Ko b o l d T+ , -. / As a k, yu have the fwing racia traits. Creature Type. Yu are a Humani. Size. Yu are Sma. Speed. Yur waking spee is 30 feet. Darkvision. Yu can see in im ight within 60 feet f yu as if it were right ight, an in arkness as if it were im ight. Yu iscern crs in that arkness ny as shaes f gray. Draconic Cry. As a nus actin, yu et ut a cry at yur enemies within 10 feet f yu. Unti the start f yur next turn, yu an yur aies have avantage n attack rs against any f thse enemies wh cu hear yu. Yu can use this trait a numer f times equa t yur prficiency nus, an yu regain a expene uses when yu finish a ng rest. Kobold Legacy. Ks’ cnnectin t ragns can manifest in unpreictae ways in an iniviua k. Chse ne f the fwing egacy ptins fr yur k: Craftiness. Yu have prficiency in ne f the f wing skis f yur chice: Arcana, Investigatin, Meicine, Seight f Han, r Surviva. Defiance. Yu have avantage n saving thrws t avi r en the frightene cnitin n yursef. Draconic Sorcery. Yu knw ne cantrip f yur chice frm the srcerer spe ist. Inteigence, Wism, r Charisma is yur specasting aiity fr that cantrip (chse when yu seect this race). CHAPTER 1 | FANTASTICAL RACES 25
iz a r d f o l k The sun e thught by sme sges t be stnt cusns gnbn n bs. Despte the esembnce t thse the sce , hweve, e the wn pepe n hve ve n the ws the Mte Pne snce the ws’ cetn. Gte by the gs wth embe physc eenses n mystc cnnectn t the ntu w, cn suvve wth just the wts n stutns tht wu be ey the . Becuse tht ct, mny myths stte tht the pepe wee pce by the gs n the M te Pne t gu ts ntu wnes. L hve cu sces n exhbt we y sce pttens. The nvu c e tues e s ve s thse s. iz a r d f o l k r a i. / As , yu hve the wng c tts. Creature Type. Yu e Humn. Size. Yu e Meum. Speed. Yu wng spee s 30 eet, n yu hve swmmng spee equ t yu wng spee. Bite. Yu hve nge mw tht yu cn use t me unme stes. When yu ht wth t, the ste es 6 + yu Stength me sshng mge, nste the bugenng mge nm n unme ste. Hold Breath. Yu cn h yu beth up t 15 mnutes t tme. HungryJaws. Yu cn thw yuse nt ee ng eny. As bnus ctn, yu cn me spec ttc wth yu Bte. I the ttc hts, t es ts nm mge, n yu gn tempy ht pnts equ t yu pcency bnus. Yu cn use ths tt numbe tmes equ t yu pcency bnus, n yu egn expene uses when yu nsh ng est. NaturalArmor. Yu hve tugh, scy sn. When yu en’t weng m, yu bse AC s 13 + yu Dextety me. Yu cn use yu ntu m t etemne yu AC the m yu we wu eve yu wth we AC. A she’s benets ppy s nm whe yu use yu ntu m. Nature's Intuition. Thns t yu mystc cnnectn t ntue, yu gn pcency wth tw the wng ss yu chce: Anm Hnng, Mecne, Ntue, Peceptn, Steth, Suvv. 26 CHAPTER 1 | FANTASTICAL RACES
Min o t a u r M s e bel-chesed h m ds wh heds esembl g hse f b lls. Blessed wh s pe lly s g se se f dec , m s mke ge vgs. Sme sges beleve m s wee fs ceed by he Ldy f P pl he mgcl mzes h she ses p he fes. M h s ge sze fm b 1 f l g esly hee mes h le gh. M s fe cve he h s shpe he edges, ech symbls f pwe hem, shehe hem b ze peve hem fm she g d g ble. Thck h exe ds dw m s’ ecks d pwef l bcks, d sme hve l g pches f h he ch s d cheeks. The legs e d hevy, clve hves, d hey hve l g, fed ls. in o t a u r Tr a it + As m , y hve he fllw g cl s. Creature Type. Y e H m d. Size. Y e Med m. Speed. Y wlk g speed s 30 fee. Horns. Y hve h s h y c se mke med skes. Whe y h wh hem, he ske dels ld6 + y Se gh mdfe pec g dmge, sed f he bl dge g dmge ml f med ske. Goring Rush. Immedely fe y ke he Dsh c y d mve les 20 fee, y c mke e melee ck wh y H s s b s c . Hammering Horns. Immedely fe y h ce e wh melee ck s p f he Ack c y , y c se b s c emp p sh h ge wh y h s. The ge m s be wh 5 fee f y d me h e sze lge h y . U less s cceeds Se gh sv g hw g s DC eq l 8 + y pfce cy b s + y Se gh mdfe, y p sh p 10 fee wy fm y . Labyrinthine Recall. Y lwys k w whch d ec s h, d y hve dv ge y Wsdm (S vvl) check y mke vge ck. CHAPTER 1 | FANTASTICAL RACES
Or c Os tae thei eation to the one-eyed god Guumsh, an unstoppable waio and poweful leade. The divine qualities of Guumsh esonate within os, ganting them efletion of his toughness and tenaity that an t be mathed, and the god equipped his hilden to be able to live above o below gound. On some wolds, suh as Ebeon, os wee among the fist defendes of the natual ode fom the enoahments of Fiends and othe extaplana theats. Guumsh s blessings have made os tieless guadians and mighty allies wheeve they ae found, even when they tun thei devotion to othe gods. r c Tr $ %& ' As an o, you have the following aial taits. Creature Type. You ae Humanoid. Size. You ae Medium. Speed. You walking speed is 30 feet. Adrenaline Rush. You an take the Dash ation as bonus ation. You an use this tait numbe of times equal to you pofiieny bonus, and you egain all expended uses when you finish long est. Wheneve you use this tait, you gain numbe of tempoay hit points equal to you pofi ieny bonus. Darkvision. You an see in dim light within 60 feet of you as if it wee bight light, and in dakness as if it wee dim light. You disen olos in that dakness only as shades of gay. PowerfulBuild. You ount as one size lage when detemining you aying apaity and the weight you an push, dag, o lift. Relentless Endurance. When you ae edued to 0 hit points but not killed outight, you an dop to 1 hit point instead. One you use this tait, you an t do so again until you finish long est.
Satyr Originating in the Feywild—a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds. S% & ' ( T( % )& * As a satyr, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 35 feet. MIKE jQRDANA CHAPTER 1 | FANTASTICAL RACES Ram. You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Magic Resistance. You have advantage on saving throws against spells. Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal. Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice. 29
Se a El f S vs in ov with th wi d buty o th ocn in th r ist dys o th mu tivrs. Whi othr vs trv d rom r m to r m, s vs nvigtd th currnts nd xp ord th wtrs o mny wor ds. Tody ths vs cn b ound whrvr ocns xist, s w s in th E mnt P n o Wtr. Lik othr vs, s vs cn iv to b ovr 750 yrs o d. Se a El f T' a () * As s , you hv th o owing rci trits. Creature Type. You r Humnoid. You r so considrd n or ny prrquisit or ct tht rquirs you to b n . Size. You r Mdium. Speed. Your w king spd is 30 t, nd you hv swimming spd qu to your w king spd. Child ofthe Sea. You cn brth ir nd wtr, nd you hv rsistnc to co d dmg. El ves o f a ny Rea l ms Created by the god Corelion, the first elves were Fey beings who cavorted on various planes of existence, changing their physical forms at will. Outside the glory ofArvandor, their favorite place was the Feywild—a realm of unbridled passion. It was to that place of splendors that elves fled after they were exiled from Corellon’s presence for plotting with their god’s rival, Lolth. And it was there that they transformed from Fey creatures into Humanoids and lost their ability to shape-shift at will. Afterward, they often wept as they realized what they had lost, their sorrow made even deeper by the Feywild’s influence. But in the Feywild, they also discovered the potential joys of being people of fixed forms, and they rediscovered hope once they renounced Lolth’s treachery. Most elves eventually spread from the Feywild to other worlds, as wanderlust and curiosity drove them to the far reaches ofthe multiverse. In those other worlds, elves developed the physical forms now associated with them. Because oftheir original mutable nature, each group ofelves mystically took on characteristics ofthe environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow), the Shadowfell (shadar-kai), the Feywild (eladrin), or oceans (sea elves). In some places, Corellon has passed from elves’ memory, but the god’s blood flows within them still, even ifthey know nothing of its source. That blood is what causes them to evolve after spending centuries connected to a particular environment, so it is only a matter oftime before other kinds of elves emerge. Darkvision. You cn s in dim ight within 60 t o you s i it wr bright ight, nd in drknss s i it wr dim ight. You discrn co ors in tht drknss on y s shds o gry. FeyAncestry. You hv dvntg on sving throws you mk to void or nd th chrmd condition on yours . Friend ofthe Sea. Aqutic nim s hv n xtrordinry inity with your pop . You cn communict simp ids to ny Bst tht hs swimming spd. It cn undrstnd your words, though you hv no spci bi ity to undrstnd it in rturn. Keen Senses. You hv proicincy in th Prcption ski . Trance. You don’t nd to s p, nd mgic cn’t put you to s p. You cn inish ong rst in 4 hours i you spnd thos hours in trnc ik mdittion, during which you rtin consciousnss. Whnvr you inish this trnc, you cn gin two proicincis tht you don’t hv, ch on with wpon or too o your choic s ctd rom th Player’s Handbook. You mystic y cquir ths proicincis by drwing thm rom shrd vn mmory, nd you rtin thm unti you inish your nxt ong rst. 30 CHAPTER 1 | FANTASTICAL RACES
Sh a d a r -k a i r a it s A -, you ve e followng cl . Creature Type. You e Humno. You e l o con ee n elf fo ny peequ e o effec eque you o be n elf. Size. You e Meum. <| Speed. You wlng pee 30 fee. Blessing ofthe Raven Queen. A bonu con, h a d a r -k a i S- e e elve of e Sowfell, ognlly wn o e elm by e Rven Queen. Ove e cenue , ome of em ve connue o eve e, wle oe ve venue no e Mel Plne o foge e own e ne . Once - wee Fey le e e of e elven n; now ey ex n e beween lfe n e, n o beng n fome by e Sowfell’ gm enegy. S- ve en n one , n wle ey’e n e Sowfell, ey l o become wzene, eflecng e ombe nue of gloomy plne. Le oe elve , - cn lve o be ove 750 ye ol. you cn mgclly elepo up o 30 fee o n unoccupe pce you cn ee. You cn u e numbe of me equl o you pofcency bonu , n you egn ll expene u e wen you fn long e . Sng 3 level, you l o gn e nce o ll mge wen you elepo u ng . Te e nce l unl e of you nex un. Dung me, you ppe go ly n n lucen. Darkvision. You cn ee n m lg wn 60 fee of you f wee bg lg, n n ne f wee m lg. You cen colo n ne only e of gy. FeyAncestry. You ve vnge on vng ow you me o vo o en e cme con on on you elf. Keen Senses. You ve pofcency n e Pecep on ll. Necrotic Resistance. You ve e nce o necoc mge. Trance. You on’ nee o leep, n mgc cn’ pu you o leep. You cn fn long e n 4 ou f you pen o e ou n ncele me on, ung wc you en con cou ne . Weneve you fn nce, you cn gn wo pofcence you on’ ve, ec one w wepon o ool of you coce elece fom e Player’s Handbook. You my clly cque e e pofcence by wng em fom e elven memoy, n you en em unl you fn you nex long e . CHAPTER 1 | FANTASTICAL RACES 31
Sh if t e r S s a somms calld woucd, as y a dscndans o popl wo conacd ull o paal lycanopy. Humanods w a bsal aspc, s s can’ ully cang sap, bu y can mpoaly nanc anmalsc aus by nng a sa y call s ng. S s a smla o umans n g and buld bu a ypcally mo l and lxbl. T acal aus av a bsal cas, o n w lag ys and pond as; mos s s also av pomnn cann . Ty gow u-lk a on naly vy pa o bods. Wl a s ’s appaanc mg mnd an onlook o an anmal, y man claly dn abl as s s vn wn a mos al. Mos s s smbl a pacula knd o lycanop. You can coos knd o lycanop n you pas, o you can dmn andomly by ollng on Lycanop Ancso abl. T abl also povds a suggson o S ng opon you mg av as a sul o you ancsy. Lycant hr ope Ancest or d6 Ancestor Suggested Shifting Option 1 Werebear Beasthide 2 Wereboar Beasthide 3 Wererat Swiftstride 4 Weretiger Swiftstride 5 Werewolf (wolflike) Longtooth 6 Werewolf (doglike) Wildhunt Sh if t e r Tr , it - As a s , you av ollowng acal as. Creature Type. You a a Humanod. Size. You a Mdum. Speed. You walkng spd s 30 . Bestial Instincts. Cannlng bas wn, you av po cncy n on o ollowng sklls o you coc: Acobacs, Alcs, Inmdaon, o Suvval. Darkvision. You can s n dm lg wn 60 o you as w bg lg, and n daknss as w dm lg. You dscn colos n a daknss only as sads o gay. Shifting. As a bonus acon, you can assum a mo bsal appaanc. Ts ans omaon lass o 1 mnu, unl you d, o unl you v o you nomal appaanc as a bonus acon. Wn you s , you gan mpoay pons qual o 2 x you po cncy bonus. You can s a numb o ms qual o you po cncy bonus, and you gan all xpndd uss wn you ns a long s. Wnv you s , you gan an addonal bn basd on on o ollowng opons (coos wn you slc s ac): Beasthide. You gan ld6 addonal mpoay pons. Wl s d, you av a +1 bonus o you Amo Class. Longtooth. Wn you s and as a bonus acon on you o uns wl s d, you can us you longad angs o mak an unamd sk. I you w you angs, you can dal pcng damag qual o ld6 + you Sng mod , nsad o bludgonng damag nomal o an unamd sk. Swiftstride. Wl s d, you walkng spd ncass by 10 . Addonally, you can mov up o 10 as a acon wn a cau nds s un wn 5 o you. Ts acv movmn dosn’ povok oppouny aacks. Wildhunt. Wl s d, you av advanag on Wsdom ccks, and no cau wn 30 o you can mak an aack oll w advanag agans you unlss you’ ncapacad. 32 CHAPTER 1 | FANTASTICAL RACES
Ta b a x i Creted y the Ct Lord— dvne eng of the Upper Plnes—to lend the qultes of humnods nd cts, t" re vred people n oth tttude nd ppernce. In some lnds, t" lve lke the cts they resemle, nturlly curous nd t home n plyful envronments. In other plces, t" lve s other folk do, not e"htng the felne ehvor the Ct Lord ntended. T"’s ppernce s s vred s ther tttudes. Some t" hve fetures or ptternng n ther fur lke tgers, jgurs, or other g cts, whle others hve ppernces more lke house ct. Stll others hve unque ptterns or mght style ther fur to ther preferences—or mght even e hrless! a b a x i + a i, - As t", you hve the followng rcl trts. Creature Type. You re Humnod. Size. You re Medum or Smll. You choose the sze when you select ths rce. Speed. Your wlkng speed s 30 feet, nd you hve clmng speed equl to your wlkng speed. Cat's Claws. You cn use your clws to mke un rmed strkes. When you ht wth them, the strke dels ld6 + your Strength modfer slshng dm ge, nsted of the ludgeonng dmge norml for n unrmed strke. Cat's Talent. You hve profcency n the Percepton nd Stelth sklls. Darkvision. You cn see n dm lght wthn 60 feet of you s f t were rght lght, nd n drkness s f t were dm lght. You dscern colors n tht drkness only s shdes of gry. Feline Agility. Your refle"es nd glty llow you to move wth urst of speed. When you move on your turn n comt, you cn doule your speed untl the end of the turn. Once you use ths trt, you cn’ use t gn untl you move 0 feet on one of your turns. CHAPTER 1 | FANTASTICAL RACES 33
Tortles have saying: “We wear our homes on our backs.” These turtle folk live on many worlds, most often journeying up and down coasts, along waterways, and across the sea. Tortles don t have unified story of how they were created, but they all have sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles special feeling of security wherever they go, for even if they visit far, unknown country, they have place to lay their heads. Tortles exhibit the same range of coloration and patterns found among turtles, and many tortles enjoy adorning their shells in distinctive ways. # $ % & ' $ ( )% * As tortle, you have the following racial traits. Creature Type. You are Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals ld6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. HoldBreath. You can hold your breath for up to 1 hour. NaturalArmor. Your shell provides you base AC of 17 (your Dexterity modifier doesn t affect this number). You can t wear light, medium, or heavy armor, but if you are using shield, you can apply the shield s bonus as normal. Nature'sIntuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. ShellDefense. You can withdraw into your shell as an action. Until you emerge, you gain +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can t increase, you have disadvantage on Dexterity saving throws, you can t take reactions, and the only action you can take is bonus action to emerge from your shell. 34 CHAPTER 1 | FANTASTICAL RACES
r it o n Ogally fm he Elemeal Plae f Wae, may s eeed he Maeal Plae ceues ag espse he gwg hea f evl elemeals. Thse s spead acss he wlds’ ceas, pecg he suface fm es he deep. Ove me, have exeded he sewadshp ve he sea fl he cea’s suface. Ts have webbed hads ad fee, small fs he calves, ad cla ha favs blues ad gees. Tr it o n Tr % it & As a , yu have he fllwg acal as. Creature Type. Yu ae a Humad. Size. Yu ae Medum. Speed. Yu walkg speed s 30 fee, ad yu have a swmmg speed equal yu walkg speed. Amphibious. Yu ca beahe a ad wae. Control Air and Water. Yu ca cas fog cloud wh hs a. Sag a 3d level, yu ca cas he gust ofwind spell wh hs a. Sag a 5h level, yu ca als cas he water walk spell wh . Oce yu cas ay f hese spells wh hs a, yu ca’ cas ha spell wh aga ul yu fsh a lg es. Yu ca als cas hese spells usg ay spell sls yu have f he apppae level. Iellgece, Wsdm, Chasma s yu spellcasg ably f hese spells whe yu cas hem wh hs a (chse whe yu selec hs ace). Darkvision. Yu ca see dm lgh wh 60 fee f yu as f wee bgh lgh ad dakess as f wee dm lgh. Yu dsce cls ha dakess ly as shades f gay. Emissary of the Sea. Yu ca cmmucae smple deas ay Beas, Elemeal, Mssy ha has a swmmg speed. I ca udesad yu wds, hugh yu have specal ably ude sad eu. Guardian of the Depths. Adaped he fgd cea dephs, yu have essace cld damage. CHAPTER 1 | FANTASTICAL RACES 35
Yu a n -t i Y - were org lly hm s who r sformed hemselves o serpe folk hrogh ce rls. Mos y - were corrped o mo sers by hose res, b some y - sed becme ew people who mx chrcerscs of hm s d s kes. Blessed wh ress ce o mgcl d poso os effecs by he rls h creed hem, ech of hese y - m fess her serpe e herge vrey of wys: forked o ge, s ke eyes, s kelke ose, or some oher ophd chrcers c. However y - looks, hey hve he power o prse gre good or evl he mlverse. Yu a n -t i T' a it ( As y -, yo hve he follow g rcl rs. Creature Type. Yo re Hm od. Size. Yo re Medm or Smll. Yo choose he sze whe yo selec hs rce. Speed. Yor wlk g speed s 30 fee. Darkvision. Yo c see dm lgh wh 60 fee of yo s f were brgh lgh, d drk ess s f were dm lgh. Yo dscer colors h drk ess o ly s shdes of gry. Magic Resistance. Yo hve dv ge o sv g hrows g s spells. Poison Resilience. Yo hve dv ge o sv g hrows yo mke o vod or e d he poso ed co do o yorself. Yo lso hve ress ce o poso dmge. Serpentine Spellcasting. Yo k ow he poison spray c rp. Yo c cs animal friendship lmed mber of mes wh hs r, b yo c rge o ly s kes wh . Sr g 3rd level, yo c lso cs suggestion wh hs r. O ce yo cs , yo c ’ do so g l yo f sh lo g res. Yo c lso cs s g y spell slos yo hve of 2 d level or hgher. I ellge ce, Wsdom, or Chrsm s yor spellcs g bly for hese spells whe yo cs hem wh hs r (choose whe yo selec hs rce). 36 CHAPTER 1 | FANTASTICAL RACES
Be s t ia r y CHAPTER 2 | BESTIARY wovxsiirous TASHA A»9 JneH* ,loye HIS BESTIARY PROVIDES GAME STATISTICS nd lofi fofi mofi #hn 250 mon'# fi', wh*ch fi 'u*#bl fofi n. D&D cmp*gn. Th chp# fi *nclud ' old fvofi*# ' ffiom p'# d* #*on' of #h gm ' w ll ' cfi #ufi ' cfi # d fofi #h cufifi n# d*#*on. Th*' chp# fi *' compn*on #o #h Monster Manual nd dop#' '*m*lfi pfi ' n##*on. If .ou fi unfm*l*fi w*#h #h mon'# fi '## block fofim#, fi d #h *n#fioduc#*on of #h Monster Manual b fofi pfioc d *ng fufi#h fi. I# xpl*n' '## block # fim*nolog. nd g*v ' fiul ' fofi vfi*ou' mon'# fi #fi*#'—*nfofim#*on #h# *'n’# fi p # d h fi . Th cfi #ufi ' *n #h*' b '#*fi. fi ofign*z d lph b #*cll.. A f w fi g#h fi d und fi gfioup h d*ng; fofi xmpl , #h “D*no'ufi'” ' c#*on con#*n' '## block' fofi vfi*ou' d*no'ufi'. H fi *n .ou w*ll f*nd 'om w pon' #h# d l unu'ul dmg #.p ' nd 'p llc'#*ng #h# func#*on' *n #.p*cl w.'. Such n xc p#*on *' 'p c*l f #ufi of mon'# fi nd fi pfi ' n#' how *# u' ' #h w pon ofi c'#' *#' 'p ll'; #h xc p#*on h' no ff c# on how w pon ofi 'p ll func#*on' fofi 'om on l' . F*nll., *f '## block con#*n' #h nm of cl'' *n #h mon'# fi’' nm ofi *n pfi n#h ' ' und fi #h nm , #h mon'# fi *' con'*d fi d m mb fi of #h# cl'' fofi #h pufipo' of m #*ng pfi fi qu*'*# ' fofi mg*c *# m'.
Ab is h a is Ec w once mortl w o ome ow won Tmt’ fvor efore det nd, rewrd, found t oul trn formed nto drconc devl to erve t er ple ure n t e Nne Hell . Ec type of octed wt one of Tmt’ fve drgon ed : lck, lue, green, red, nd w te. Tmt deploy er gent , endng t em fort to repre ent er ntere t n t e Hell nd cro t e multver e. Some ve mple t k , uc delverng me ge to cult t . Ot er ve greter re pon lte , uc ledng lrge group , ntng trget , nd ervng n rme . In ll c e , re fntclly loyl to Tmt, redy to ly down t er lve f needed. A tnd out de t e norml errc y of t e Nne Hell , vng t er own c n of commnd nd ultmtely n werng to Tmt (nd A modeu , w en e c oo e to u e t em). Ot er rc devl cn commnd to work for t em, ut mo t rc devl do o rrely, nce t never cler w et er n follow Tmt’ order or A modeu ’ . T ere n erent r k n countermndng n order gven y Tmt, ut nterferng wt A modeu ’ pln nvte certn de tructon. B, a - . Ab is h a i Expert n nd nfltrtor , lck cn weve dow to m k t er pre ence, llowng t em to rec locton w ere t ey cn delver ftl trke to t er trget . B, a - . Ab is h a i Medium Fiend (Devil), Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0) Saving Throws Dex +6, Wis +6 Skills Perception +6, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities acid, fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Draconic, Infernal, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Devil’s Sight. Magical darkness doesn’t impede the abishai's darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The abishai makes one Bite attack and two Scimitar attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (IdlO + 3) piercing damage plus 9 (2d8) acid damage. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) force damage. Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. B6 7 = 8 A3 4 56 7 8 Shadow Stealth. While in dim light or darkness, the abishai takes the Hide action. 38 CHAPTER 2 | BESTIARY
Bl u e Abish a i Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat’s enemies. Gr e e n Abish a i Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents. Re d Abish a i Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight. Wh it e Abish a i White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. Bl u e Abish a i Medium Fiend (Devil, Wizard), Typically Lawful Evil Arm o r Class 19 (n at u ral arm o r) Hit Po in t s 202 (27d 8 + 81) Sp eed 30 ft ., fly 50 ft . STR DEX CON INT W IS CHA 15 (+2) 14 (+2) 17 (+3) 22 (+6) 23 (+6) 18 (+4) Savin g Thro w s I n t +12, W is +12 Skills Arcan a +12 Dam age Resist an ces co ld ; b lu d geon in g, p iercin g, and slashin g from n o n m agical at t acks t h at aren’t silvered Dam age Im m u n it ies fire, ligh t n in g, p o iso n Co n d it ion Im m u n it ies p o iso ned Sen ses d arkvision 120 ft ., p assive Percept io n 16 Langu ages Draco n ic, In fern al, t elep at h y 120 ft . Ch allen ge 17 (18,000 XP) Pro ficien cy Bo nu s +6 Devil’s Sight. M agical d arkn ess d o esn’t im pede t h e abish ai’s d arkvisio n . Ac t io n s Multiattack. The abishai m akes t h ree Bit e o r Ligh t ning St rike at t acks. Bite. Melee Weapon Attack: +8 t o h it , reach 5 ft ., o ne t arget . Hit: 13 (2dl0 + 2) p iercing d am age p lus 14 (4d 6) lightn in g d am age. Lightning Strike. Ranged Spell Attack: +12 t o h it , ran ge 120 ft ., o ne t arget . Hit: 36 (8d 8) ligh t ning d am age. Spellcasting. The ab ish ai cast s o n e o f t h e fo llo w ing spells, u sin g In t elligen ce as t he sp ellcast ing ab ilit y (spell save DC 20): At w ill: disguise self, mage hand, minor illusion 2/ d ay each : charm person, dispel magic, greater invisibility, wall offorce Bo n u s Ac t io n s Teleport. The abishai t elep ort s, alo n g w it h any equ ipm ent it is w earing o r carryin g, u p t o 30 feet t o an u no ccu pied space t h at it can see. Magic Resistance. Th e ab ish ai h as ad vant age o n savin g t hro w s again st sp ells an d o t h er m agical effect s. 1 " - - -- ■ ■ ----- ■ - - -*- ■'-**•J---------•«- - - - CHAPTER 2 | BESTIARY 39
Gr e e n Abish a i Medium Fiend (Devil), Typically Lawful Evil Armor Class 18 (natural armor) Hit Points 195 (26d8 + 78) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 16 (+3) 17 (+3) 12 (+1) 19 (+4) Saving Throws Int +8, Cha +9 Skills Deception +9, Insight +6, Perception +6, Persuasion +9 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Draconic, Infernal, telepathy 120 ft. Challenge 15 (13,000 XP) Proficiency Bonus +5 Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. A/ 0 12 3 4 Multiattack. The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting. Fiendish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage. Ifthe target is a creature, it must succeed on a DC 16 Constitution saving throw or take 16 (3dl0) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The abishai casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: alter self major image 3/day each: charm person, detect thoughts,fear 1/day each: confusion, dominate person, mass suggestion Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Re d Abish a i Medium Fiend (Devil), Typically Lawful Evil Armor Class 22 (natural armor) Hit Points 289 (34d8+ 136) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 19 (+4) 14 (+2) 15 (+2) 19 (+4) Saving Throws Str +12, Con +10, Wis +8 Skills Intimidation +10, Perception +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities frightened, poisoned Senses darkvision 120 ft., passive Perception 18 Languages Draconic, Infernal, telepathy 120 ft. Challenge 19 (22,000 XP) Proficiency Bonus +6 Devil’s Sight. Magical darkness doesn’t impede the abishai's darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. A/ 0 12 3 4 Multiattack. The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism. i. .... . —...... Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3dl0 + 6) piercing damage plus 38 (7dl0) fire damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2dl0 + 6) force damage plus 11 (2dl0) fire damage. Frightful Presence. Each creature ofthe abishai’s choice that is within 120 feet and aware of the abishai must succeed on a DC 18 Wisdom saving throw or become frightened of it 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 abishai’s Frightful Presence for the next 24 hours. Incite Fanaticism. The abishai chooses up to four other creatures within 60 feet of it that can see it. Until the start of the abishai’s next turn, each ofthose creatures makes attack rolls with advantage and can’t be frightened. Power ofthe Dragon Queen. The abishai targets one Dragon it can see within 120 feet of it. The Dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target. 40 CHAPTER | BESTIARY
Wh it e Ab is h a i Medium Fiend (Devil), Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1) Saving Throws Str +6, Con +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities cold, fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Draconic, Infernal, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. - ...... .... ..... —........ . . . . । Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. A3 4 56 7 8 Multiattack. The abishai makes one Bite attack, one Claw attack, and one Longsword attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) piercing damage plus 3 (1 d6) cold damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (IdlO + 3) slashing damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) force damage, or 8 (IdlO + 3) force damage if used with two hands. R>?3 4 56 7 8 Vicious Reprisal. In response to taking damage, the abishai makes one Bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks. -.......... —-i CHAPTER 2 | BESTIARY 41
Al h o o n Mid fayers tat pursue arcae magic are exied as deviats, ad fflr tem fl everastig cflmmuifl wit a eder brai (appears i tis bflflk) is pflssibe. Te rflad tfl icdflm flffers a aterative way tfl escape te permaecy flf deat, but tat pat is flg ad fraugt wit barriers. Aflfls are mid fayers wfl ave used a sflrtcut tfl attai a ic- ike state. Eder brais fflrbid mid fayers frflm pursuig magic pflwer aside frflm psiflics, but it is’t a i terdictifl tey must flfte efflrce. Iitids brflflk fl masters but members flf teir flw kid, sfl it is’t i teir ature tfl bflw tfl ay gfld flr flterwflrdy patrfl. Hflwever, wizardry remais a temptatifl. I te pages flf a spebflflk, a iitid sees a system tfl acquire autflrity. Trflug te writigs flf te wizard wfl peed it, te iitid perceives te wflrkigs flf a igy iteiget mid. Mflst mid fayers wfl fid a spebflflk react wit abflrrece flr idifferece, but fflr sflme, a spebflflk is a gateway tfl a ew way flf tikig. Fflr a time, te study flfsuc fflrbidde texts ca be idde frflm flter iitids ad eve frflm a eder brai. Yet evetuay, mid fayer arcaists determied tfl pursue wizardry must fee te cflfly fflr teir flw safety. Oce tey taste freedflm frflm te cflfly, sflme prize teir privacy, flters seek tfl cflmmue wit simiar mids, ad sti flters seek tfl dflmiate a cflfly by eevatig temseves tfl te pflsitifl flf eadersip flrmay ed by a eder brai. Regardess, a suc arcaists face te same stark fact: we tey die, tey wi flt jfli te flst flf mids i te eder brai—deviat mids are ever accepted as part flf te cflective. Fflr tem, deat meas flbivifl. Licdflm flffers savatifl ad te prflspect flf beig abe tfl pursue kflwedge idefiitey. Yet earig te secret flf acievig icdflm requires a arcae specaster tfl be at te apex flf pflwer—a sigificat caege fflr mid fayers, give te scarcity flf avaiabe metflrs ad traiig. Cflfrfltig tis reaity, a grflup flf ie mid fayer arcaists used teir arcae magic ad psifl ics tfl weave a ew trut. Tese ie caed temseves te Aflfl, ad tflse wfl fflflw i teir fflfltsteps are referred tfl by te same ame. Co l l 4 5 o 6 4 7 89 : Un < : 4 7 h Tfl becflme aflfls, mid fayer arcaists must cfl flperate i te creatifl flf a periapt ofmind trapping, a fist-sized cfltaier made flfsiver, emerad, ad ametyst. Te prflcess requires at east tree mid fayer arcaists ad te sacrifice flf a equa umber flfsflus frflm ivig victims i a tree-day-flg ritua flfspecastig ad psiflic cflmmuifl. Upfl its cflmpetifl, free-wied udeat is cflferred fl te mid fayers, turig tem itfl aflfls. Iitiay, a aflfl ca be difficut tfl distiguis frflm a flrma mid fayer. Te mflst flbviflus differece is te ack flf a mid fayer’s ever-preset mucus cflatig. Witflut tat prfltectifl, a aflfl’s ski becflmes dry ad cracked, ad its eyes migt appear sriveed ad suke. Bflt flf tese cues are easiy missed by sflmefle wfl as’t see a mid fayer. Hflwever, i sflrt flrder, a aflfl’s fes witers away ad its empty eye sflckets geam wit cfld pipricks flf igt ike tflse flf flter ices. Uike a true ic’s pyactery, te periapt ofmind trapping dfles’t restflre te aflfls tfl udeat if tey are destrflyed. Istead, a destrflyed aflfl’s mid is trasferred tfl te periapt, were it remais i cflmmuifl wit ay flter trapped aflfl mids, as we as te sflus flf tflse sacrificed. Te udeat cflferred by a periapt ofmind trapping asts fly sfl flg as te ife flf te ivig victim seected. Tus a aflfl wfl sacrificed a 200-year- fld ef flflks fflrward tfl a muc flger existece ta fle tat sacrificed a 35-year-fld persfl. A flfls ca exted teir existece by repeatig te ritua wit ew victims, effectivey resettig te cflcks fflr temseves. Destrflyig a periapt ofmind trapping cflsigs tflse trapped witi it tfl flbivifl, ad tus aflfls flfte wflrk tflgeter tfl create eabflrate prfltectifls fflr teir periapt ad teir preferred ritua site. Sflmetimes a sige aflfl is etrusted wit te periapt ofmind trapping, but tis is a dagerflus prflpflsitifl. Ayfle wfl flds te periapt gais advatage fl attacks, savig trflws, ad cecks agaist te aflfls assflciated wit its creatifl, ad tflse aflfls i tur suffer disadvatage fl attacks, savig trflws, ad cecks agaist te flder. I additifl, te flder ca teepaticay cflmmu icate wit ay sacrificed sflu trapped witi, ad aflfls witi te periapt ca speak teepaticay wit te flder. creature carryig te periapt ca’t prevet cflmmuicatifl frflm aflfls but ca siece trapped sflus. 4,2 CHAPTER 2 | BESTIARY
l h o o n Medium Undead (Mind Flayer, Wizard), Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 15 ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3) Saving Throws Con +7, Int +8, Wis +7, Cha +7 Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5 Damage Resistances cold, lightning, necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 17 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects. Turn Resistance. The alhoon has advantage on saving throws against any effect that turns Undead. A1 2 34 5 6 _________________________________ Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks. Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points. Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage. Mind Blast (Recharge 5-6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation 1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall offorce RCD1 2 34 5 6 Negate Spell (3/Day). The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted. ....................................1 .. .. _______ CHAPTER 2 | BESTIARY 43
Al k il it h Medium Fiend (Demon), Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 168 (16d8 + 96) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 22 (+6) 6 (-2) 11 (+0) 7 H) SavingThrows Dex +8, Con +10 SkillsStealth +8 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, poisoned Sensesdarkvision 120 ft., passive Perception 10 Languages understands Abyssal but can’t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 Al k il it h An a s eas y msaen for some nd of fou funga grow a appears on doorways, wndows, and o er pora s. T ese drppng nfesaons concea e demonc naure of e a , mang w a s ou d be a dre warnng appear srange bu o erwse nnocuous. W erever a s ae roo, ey weaen e fabrc of rea y, creang a pora roug w c even naser demons can nvade. T e appearance of an a n e wor d era ds a grea wrongness and an mmnen caasrop e. An a searc es for an aperure suc as a wndow or a door around w c can ae roo, srec ng s body around e openng and anc orng se f w a scy secreon. If ef undsurbed, e open ng becomes auned o e Abyss and evenua y becomes a pora o a p ane (see “P anar Pora s” n e Dungeon Master’s Guide). A s sprng from cas-off bs of e deous, s udderng body ofJub ex (appears n s boo). T ey gradua y become se f-aware and see o fnd er way ono e Maera P ane. Snce mos cu ss consder em oo rsy o summon— ey can, afer a , creae pora s o e Abyss—a s mus fnd o er escape roues ou of er nave p ane. Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a permanent portal to a random layer of the Abyss. Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing. FalseAppearance. If the alkilith is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the alkilith isn't ordinary slime or fungus. Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Confusion. Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects. Spider Climb. The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check. Unusual Nature. The alkilith doesn't require air, food, drink, or sleep. Ac t io n s Multiattack. The alkilith makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage. .............. .......~....................... • , '-r.' "" 1 . 44 CHAPTER 2 | BESTIARY
Al l ip When a creature uncovers a secret that a owerfu beng has rotected wth a mghty curse, the resut s often the creaton of an a. Secrets rotected n ths manner range n scoe from a demon ord’s true name to the hdden truths of the cosmc order. The creature acqures the secret, but the curse annhates ts body and eaves behnd a sectra beng comosed of fragments from the vctm’s syche and overwhemng sychc agony. Every a s wracked wth a horrfyng nsght that torments what remans of ts mnd. In the resence of other creatures, an a seeks to reeve ths burden by sharng ts secret. The creature can m art ony a shard of the knowedge that doomed t, but that ece s enough to wrack the recent wth temorary menta angush and voent comusons. The survvors of an a’s attack are sometmes eft wth a comuson to earn more about what sawned ths monstrosty. Strange hrases echo through ther mnds, and werd vsons occuy ther dreams. The sense that some coossa truth stsjust outsde ther reca agues them for days, months, and sometmes years after ther fatefu encounter. I& ' i( i) * ' L) , - An a mght attemt to share ts ore to escae ts curse and enter the afterfe. It can transfer know edge from ts mnd by gudng another creature to wrte down what t knows. Ths rocess takes days or ossby weeks. An a can accomsh ths task by urkng n the study or workace of a schoar. If the a remans hdden, ts vctm s graduay overcome by frantc energy. A schoar, drven by sudden nsghts to work nght and day, roduces reams of text wth tte memory of exacty what the documents contan. If the a succeeds, t asses from the word—and ts terrbe secret hdes somewhere n the schoar’s text, watng to be dscovered by ts next vctm. Al l ip Medium Undead, Typically Neutral Evil Armor Class 13 Hit Points 40 (9d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3) Saving Throws I nt +6, Wis +5 Skills Perception +5, Stealth +6 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 Incorporeal Movement. The allip can move through other creatures and objects as ifthey were difficult terrain. It takes 5 (IdlO) force damage if it ends its turn inside an object. Unusual Nature. The allip doesn’t require air, food, drink, or sleep. A4 5 67 8 9 Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect. Whispers ofCompulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect. CHAPTER 2 | BESTIARY 45
Amn iz u Medium Fiend (Devil), Typically Lawful Evil Armor Class 21 (natural armor) Hit Points 202 (27d8 + 81) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 16 (+3) 20 (+5) 12 (+1) 18 (+4) Saving Throws Dex +7, Con +9, Wis +7, Cha +10 Skills Perception +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities charmed, poisoned Senses darkvision 120 ft., passive Perception 17 Languages Common, Infernal, telepathy 1,000 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision. Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks. Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1 d8 + 5) slashing damage plus 16 (3dl0) force damage. Amn iz u A s lead feral legos to battle ad coad gardas at the gateways to the Hells. A s are arrogat, bllyg, ad rthless, bt they’re also hghly tellget tactcas ad fal gly loyal—qaltes the hellsh archdkes vale. Soe a s perfor the crtcal task of watch g over the Rver Styx fro fortresses alog the rver’s blghted baks, where t flows throgh Ds ad Styga. They collect the sols arrvg the for of leres (see the Monster Manual). Leres have o persoaltes or eores; they’re drve oly by the desre to cot evl. The a s that patrol here drll the rles of the Ne Hells to the ew arrvals’ ds ad arshal the to legos. VARIANT: DEVIL SUMMONING Soe a s have a acto that allows the to so other devls: Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1 d4 barbed devils (both appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action. Blinding Rot. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4dl2) necrotic damage and be blinded until the start of the amnizu’s next turn. Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d 12) psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Ifthe target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. Spellcasting. The amnizu casts one ofthe following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19): At will: command 3/day: dominate monster l/day.feeblemind RAB3 4 56 7 8 Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. Ifthe saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours. 46 CHAPTER 2 | BESTIARY
An n is Ha g A h l r mout or h ll. Thee huchbcked d hump-houldered h re the lr et d mot phy clly mpo of the r k d, td e ht feet tll. They c e ly ter fully row pero prt, but they love hut the you , preferr the r fleh bove ll other. A h leve toke of the r cruelty t the ed e of foret d other re they cl m to provoke fer d d trut erby v ll e d ettlemet. To h , oth weeter th mk oce-v brt commu ty prlyzed w th terror, o folk ever veture out t ht, tr er re met w th up c o d er, d pret wr the r ch ldre: “Be ood, or the w ll et you.” Whe feel epec lly cruel, the h dopt the pperce of k dly elder, pproche ch ld remote plce, d ve them iron token (decr bed below), throu h wh ch the ch ld c m clly cof de the h . Over t me, “Gry” or “Grmpy” cov ce the ch ld tht t’ oky to do bd deed—trt w th brek th or w der w thout perm o, the rdut to puh omeoe dow the t r or ett houe o f re. Evetully, the ch ld’ terr f ed fm ly d commu ty fce p ful dec o of wht to do bout the eem ly remorele ch ld. Much h befr ed ch ldre order to corrupt them, they my dopt roup of o re, troll, or other creture (o re d troll pper the Monster Manual}, rul them throu h brute tre th, ult, d upert t o. I2 3 n T3 4 5 n A h c pull out oe of the r ro teeth or l d ped 1 m ute hp d pol h t to the form of co , r , or t y m rror. Therefter, y creture tht hold th iron token c hve wh pered covert o w th the h , prov ded the creture d the h re w th 10 m le of ech other. Whe the h pek throu h the toke, the holder c her the h ’ wh per but ot y other oud t the h ’ loct o. S m lrly, the h c her the holder of the toke but ot the o e roud t. A h c hve up to three iron tokens ct ve t oe t me. A ct o, the h c d cer the d rect o d pprox mte d tce to thoe ct ve toke. The h c dect vte y of thoe toke t y d tce (o ct o requ red), whereupo the toke ret t curret form but loe t m c. Ha g C3 < 5 n s A h tht prt of cove (ee the “H Cove” debr the Monster Manual} h chlle e rt of 8 (3,900 XP). An n is Ha g Large Fey, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 90 (12dl0 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2) Saving Throws Con +5 Skills Deception +5, Perception +5 Damage Resistances cold Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 0 1 23 4 5 Multiattack. The annis makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’ turns. The hag can’ make attacks while grappling a creature in this way. Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): 3/day each: disguise self (including the form of a Medium Humanoid), Jog cloud CHAPTER 2 | BESTIARY 47
Challenge 12 (8,400 XP) Proficiency Bonus +4 — DEX 14 (+2) CON 12 (+1) STR 14 (+2) Saving Throws I nt +5, Wis +9 Skills Medicine +9, Nature +5, Perception +9 Senses passive Perception 19 H Languages Druidic plus any two languages Ar g h d r u id Medium Humanoid (Druid), Any Alignment INT WIS CHA 12 (+1) 20 (+5) 11 (+0) Armor Class 14 (hide armor) g Hit Points 154 (28d8 + 28) Speed 30 ft. Ar c h d r u id A s wat ove te natal wones of te oma ns. Tey selom ntea t w t folk away fom te ffoves an s nes, nless tee s a ffeat teat to te natal oe o to a neaby ommn ty. An a typ ally as one o moe pp ls wo ae s (see te Monster Manual), an te a ’s la s sally ffae by loyal Beasts an Fey eates. Wen an a ses te Canffe Sape a t on, yo may oose te eate tey tn nto, ab nff by te a t on’s est t ons. O yo may oll on te A Favoe Sapes table to ete m ne te fom te a aopts. Tese eates appea n te Monster Manual, nless ote w se note. A, - . / , 0 1/ F34 5 , 6/ S. 3869 d8 Favored Shape 1 Air elemental 2 Earth elemental 3 Fire elemental 4 Giant crocodile 5 Mammoth 6 Flail snail (appears in this book) 7 Triceratops 8 Water elemental A- : 15 ; 9 Multiattack. The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting. Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) bludgeoning damage plus 21 (6d6) poison damage. Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the druid’s next turn. Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): At will: beast sense, entangle, speak with animals 3/day each: animal messenger, dominate beast, faerie f re, tree stride 1/day each: commune with nature (as an action), mass cure wounds B5 ; 0 9 A- : 15 ; 9 Change Shape (2/Day). The archdruid magically transforms into a Beast or an Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action. While in a new form, the archdruid's stat block is replaced by the stat block ofthat form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks. .... :. .... ................ . .......... • ... ___ 48 CHAPTER 2 | BESTIARY
Ar c h e r As dfnd astls, unt wild gam on t fings of ivilization, sv as atilly in militay units, and oasionally mak good oin as bigands o aavan guads. Som nownd as and goups of as a known fo t spial flting of ti aows. You may oll on t A Flting tabl to dt min t distintiv flting usd by an individual a o a goup of tm. Ar c h er Fl et c h in g d!2 Fletching 1 F a s fom a owb a’s ma 2 Cofflkafiffl f a s 3 Ax b ak f a s 4 Pa a f a s 5 Coua f a s 6 P 'asus f a s 7 Gfiffo f a s 8 Vofflk f a s 9 P yo f a s 10 Dyad af va s 11 Dak sffla va s 12 Sfi' wfi' va s Ar c h e r Medium Humanoid, Any Alignment Armor Class 16 (sudd d a ) Hit Points 75 (10d8 + 30) Speed 30 f. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) Skills Afflobafiffls +6, P ffl pfio +5 Senses passive P ffl pfio 15 Languages ay o a'ua' (usuay Commo) Challenge 3 (700 XP) Proficiency Bonus +2 Ac t i: n ; Multiattack. T affl mak s wo Soswod o Lo' bow aafflks. Shortsword. Melee Weapon Attack: +6 o fi, affl 5 f., o a' . Hit: 7 (1 d6 + 4) pfi fflfi' dama' . Longbow. Ranged Weapon Attack: +6 o fi, a' 150/600 f., o a' . Hit: 8 (1 d8 + 4) pfi fflfi' dama' . B: n A ; Ac t i: n ; Archer’s Eye (3/Day). Imm dfia y af makfi' a aafflk o o a dama' o wfi a a' d w apo, affl ffla o a dfiO ad add umb o d o oa. CHAPTER 2 | BESTIARY