Dr o w Fa v o r e d Co n s o r t Nly y pi f Llh, iffclu!iffg h p# ful !# mff mh iff hi bk, k ff ci !# cff. Chff much f buy f mgicl migh, !# f! cff cff hl! hi #ff iff bh cffiff ff! cmb. Cmbiffiffg h l f !i, pc, ff! b l!, m f! cff cffff #ih uppiffg l, #hil m mbiiu cff pi b h p# bhiff! h hff— ff clim h hff hml. Th f! cff #h p hi cuffffiffg giff h , ff! php ff h h, f hi pi ff! li! ff pi! uful !ic. N piiff f cff i u! f lffg, hugh; Llh’ pi ffiuly fickl, ff! cff mu fff cffff! #ih il. Sm f! cff #k bhiff! h cff uff!miff h il ffcug! by Llh. Oh cff b fuff! iff Uff!!k cii f f Llh’ ifffluffc, #h h p#ful pllc pply hi migh #! ff!iffg h yffffy. Dr o w Fa v o r e d Co n s o r t Medium Humanoid (Elf, Wizard), Any Alignment Armor Class 15 (18 with mage armor) Hit Points 240 (32d8 + 96) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 16 (+3) 18 (+4) 15 (+2) 18 (+4) Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision 120 ft., passive Perception 18 Languages Elvish, Undercommon Challenge 18 (20,000 XP) Proficiency Bonus +6 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A2 3 45 6 7 Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (ld6 + 5) slashing damage plus 27 (6d8) poison damage. Arcane Eruption. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature. Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: dancing lights, mage armor, mage hand, message 3/day each: dimension door, fireball, invisibility 1/day each: darkness,faeriefire, levitate (self only) R?@2 3 45 6 7 Protective Shield (3/Day). When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow’ next turn, which can cause the triggering attack roll to miss. IOO CHAPTER 2 | BESTIARY
! ' .... ------------------------------------ - ■= Dr o w Ho u s e a pt a in Medium Humanoid (Elf), Any Alignment Armor Class 16 (chain mail) Hit Points 162 (25d8 + 50) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 13 (+1) Saving Throws Dex +8, Con +6, Wis +6 Skills Perception +6, Stealth +8 Senses darkvision 120 ft., passive Perception 16 Languages Elvish, Undercommon Challenge 9 (5,000 XP) Proficiency Bonus +4 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A7 8 9: ; < Multiattack. The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) slashing damage plus 14 (4d6) poison damage. Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1 d4 + 4) slashing damage. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Ifthe saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights 1/day each: darkness, faeriefire, levitate (self only) B: ; D < A7 8 9: ; < Battle Command. Choose one creature within 30 feet ofthe drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action. RFG7 8 9: ; < Parry. The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. House eaptAiul will b Prot“t . Umilu—whether Wtheir birth how or the.r Ltoon of urupprj rebels. « to Amjthiw, (Sowretoes i«furi«M mother for m, choSeu Umilu, W I Mrvrire their AeWion. 1 7 TASHA r o w Ho u s e a pt a in A d h cflffiffl ld flh fl f ffl Uffl ddk fcflffiffl, hflh dfffldffifflg flfflghld ldffifflg fc gffifflfl fflmffi. Th ffffic mk xflfflffiv fldy f flflgy ffld flcflffic fl bcm ffcflffiv ld ffiffl bflfll. Amfflg Llflh’ dvfl ffiffl flh cffifly f Mfflzb- fflzffl ffiffl flh Fgflflffl Rlm, ch fflbl h fflflfl flh ldhffi f ffifl mffilffifly fc fl h cflffiffl, h ffi flyfficlly flh fffifl cffld ffl f d mflffl mflh ( ffiffl flhffi bk). Elh d h cflffiffl fffighfl ffiffl flh gffifflfl Llflh, fflffl llyffifflg ffiflh dg ffld flh h l ffih fl ffid flhffi bflfflffl ld f flhfl gd’ mlvlfflc. CHAPTER IOI 2 | BESTIARY
Dr o w In q u is it o r L lh’ hpe expec eachey—he Spde Q ee! e!c age , afe all. A cea! am ! f backabb!g a!d d ble-c !g ca! be ma!aged, b m ch ca! !dem!e a! e!e c mm !y. T keep me embla!ce f de a!d a , peee f L lh empl y !, . I!, ae ch e! f m he a!k f he pe h d, a!d he a h y e, aled !ly by ha f he d ma ! m he (al ! h b k) f he ! ble h e. A!y !e hey decde a dd h he heachy face pa!f l !e ga ! a!d ally a! exc ca!g deah. VARIANT: DEMON SUMMONING S me d !, have a! ac ! ha all hem mm ! a y chl l. Summon Demon (1/Day). The drow attempts to magically summon a yochlol (see the Monster Manual), with a 50 percent chance of success. Ifthe attempt fails, the drow takes 5 (IdlO) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Dr o w In q u isit o r Medium Humanoid (Cleric, Elf), Typically Neutral Evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+1) 15 (+2) 14 (+2) 16 (+3) 21 (+5) 20 (+5) Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 120 ft., passive Perception 20 Languages Elvish, Undercommon Challenge 14 (11,500 XP) Proficiency Bonus +5 Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A4 5 67 8 9 Multiattack. The drow makes three Death Lance attacks. Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1 d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Spellcasting. The drow’s casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: dancing lights, detect magic, message, thaumaturgy 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faeriefire, levitate (self only), silence, suggestion, true seeing B7 8 A 9 A4 5 67 8 9 Spectral Dagger (Recharges after a Short or Long Rest). The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10 to hit) against one creature within 5 feet ofthe dagger. On a hit, the target takes 9 (1 d8 + 5) force damage. The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet ofthe dagger. 102 CHAPTER 2 | BESTIARY
Dr o w Ma t r o n Mo t h e r Am g d f ll s f L l, flc bl us is ld by fl mfl m , fl ifluifll pisss f L l cflgd i cflyig u g d’s ill il flls fldvflcig iss f fflmily. Mfl m s mb dy scmig fld flcy flss cifld i Qu f Spids. Eflc sflds fl c f fl vfls c spifl ifll b, i d m s, spids, fld c scipd s ldis p sii d b m fld i mis. Al ug mfl m s c mmfld gfl p , fl p dpds mflifliig Spid Qu’s fflv , fld g ddss s mims cflpici usly flks bflck fl s fls giv. T sfl bl ck pss fl mfl m fl ig f p . A mfl m is fllm s v c ud fll . S is ypicfllly flcc mpflid by fl d fflv d c s fld fl d us cflpfli, flc f m flppfls i is b k. O Uddflk cflus mig flls b i pisss’s psc, p vidig p ci fldvic. Mo t h e r - o . Re 0 e 1 1 2o n S m mfl m s uc L l fld j i fl flgflis i f m g ddss. Suc d c uld b f fly flligm, fld y l s f ll ig flbiliis i sfl bl ck: L l’s Fickl Fflv , Summ Svfl, fld C mpl Dm . Ev i u s flbiliis, d mfl m s fl f midflbl pp s, fld svfll f m ld p sii s f gfl ifluc i Uddflk flmis flflyd flgflis f ll s f L l. A Ma t r o n Mo t h e r ’- La 2r T pfllflc f fl d mfl m is m fld f ss. Sigils ug u buildig flll mfl m us f ll ig lfli flci s il ii i. Ay mpl f L l flls fuci s fls fl mfl m ’s lfli il s is isid i, ulss s fls ucd L l fl mfl m is ps. W m mfl m s gfl ii fl mpl f i g ddss, f m cfl us i fls i lfli. La 2r A8 t 2o n - O iiifliv c u 20 (l sig iiifliv is), d cfl flk f f ll ig lfli flci s i lfli; s cfl’ flk sflm lfli flci uds i fl : Perceive Interlopers. T d p jcs mid ug u lfli, mflkig fly p ifll fls flgflis iu. Uil iiifliv c u 20 f x ud, sil cflus ii lfli cfl’ bc m idd f m fld gfli bfi f m ivisibl c dii flgflis . Spectral Web. A glisig spcfll spid b ups f m fl p i d cfl s ii 120 f f . Eflc cflu ii 60 f f fl p i mus succd fl DC 19 Dxiy sflvig b sflid f 1 miu. A cflu cfl pfl sflvig fl d f flc f is us, dig ffc islf fl succss. Telekinetic Throw. T d flgs cflu s cfl s ii 60 f f fld flmps xpl i f m psc. T flg mus succd fl DC 19 Sg sflvig b flug 2d6 x 10 f ug fli. A cflu smflsd i fl s lid bjc flks ld6 bludg ig dflmflg f vy 10 f m vd. If lflsd i midfli, cflu flks fflllig dflmflg fls mfll. CHAPTER 2 | BESTIARY IOg
Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 17 (+3) 21 (+5) 22 (+6) SavingThrows Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened, poisoned Sensesdarkvision 120 ft., passive Perception 21 Languages Elvish, Undercommon Challenge 20 (25,000 XP) Proficiency Bonus+6 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Special Equipment. The drow wields a tentacle rod. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Ac t io n s Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks. Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) bludgeoning damage, or 8 (1 d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. The target must succeed on a DC19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 3 (1 d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC20): At will: command, dancing lights, detect magic, thaumaturgy 2/day each: banishment, blade barrier, cure wounds, hold person, plane shift, silence 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faeriefire, gate, levitate (self only), suggestion Bo n u s Ac t io n s Lolth’s Fickle Favor. The drow bestows the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes before the end of its next turn. Summon Servant (1/Day). The drow magically summons a glabrezu or a yochlol (both appear the Monster Manual). The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. eg en d ar y c t io n s The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn. Compel Demon. An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the draw’s choice that she can see. Demon Staff. The drow makes one Demon Staff attack. Cast a Spell (Costs2 Actions). The drow uses Spellcasting. 104 CHAPTER 2 | BESTIARY
Dr o w Sh a d o w b l a d e Medium Humanoid (Elf), Any Alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 13 (+1) Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 16 Languages Elvish, Undercommon Challenge 11 (7,200 XP) Proficiency Bonus+4 Devil's Sight. Magical darkness doesn’t impede the drow's darkvision. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A5 6 78 9 : Multiattack. The drow makes three Shadow Sword attacks. One ofthe attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness. Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage. Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (ld6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Ifthe saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. Spellcasting. The drow casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, darkness 1/day each: faerie fire, levitate (self only) B8 9 B : A5 6 78 9 : Shadow Step. While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end ofthe turn. ............— 1 - . - ........... :......... . Dr o w Sh a d o w b l a d e D s s st n t im pssgs f t Unk, un n ns f mym. Ty p tct ncvs n Unk citis f m nmis n tck n tivs mk ff it piz tsus. In t city f Mnz nzn in t F g ttn Rms, n uss ftn mp y s s t imint ivs f m t uss. In c mmunitis f f L t’s sy, ty sv s spis tsk it f iing t p ts f tt m n ’s cut. In ny ty tk n, ty m v un tct unti t m mnt ty ttck—n tn ty t st ting ti victims s. A s gins ti p s v s vi itu in ic ty ki s m n n mysticy pvnt it f m -f ming in t Ayss, sip ning its ssnc int tmsvs. VARIANT: DEMON SUMMONING S m s s v n cti n tt s tm t summ n m n. Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual) with a 50 percent chance of success. Ifthe attempt fails, the drow takes 5 (IdlO) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. CHAPTER 2 | BESTIARY 105
Du e r g a r D dwvs of th dp chs ofth Unddk nd oth snlss lms. Thi psonlitis nd bilitis hv bn dply impctd by thi ncstos’ cptivity nd tomnt by mind flys; thy w infsd with powfl psionic bilitis bt lso pofond loom. In som, this stin ofso ow inspis woks of nd bt mlncholic bty, whil in oths, it mnifsts s . Lik mny who dwll in th Unddk, d mst constntly b on d inst th ids nd plots of thi ni hbos. To this nd, d w ios flfill vity of combt ols, oftn myin thi fy in bttl with thi psionic bilitis o tinin dn os Unddk cts s monts. Dni td by som sjoylss, d in fct dply pssiont in ll tht thy do—vn if tht pssion ly mnifsts s mith. Thy bin n motionl intnsity to thi livs, whth thy’ xploin ni hboin tnnls, dfndin thi homs, n in with thi fmilis, o cftin bold nw woks. Th bonds of findship nd kinship ston , tho h nvi tin th invitbl otbsts of fsttion nd dspi is not lwys sy. Similly, d tnd to b vy commnity-mindd—in th Unddk, ll mst coopt to sviv. Amon th d of th Fo ottn Rlms, c tion is ficly pssiont pocss. Thy tnd to fvo woks tht stdy nd nd, bt in b, stippd-down fshion tht fvos omtic foms. Th ston holds thy dsi n blocky nd stk, nd th wpons thy fo bltntly tools of violnc. Whil oths my dcy thi ctions s cold nd b of onmnttion to th point of stity, d s thm s honoin th mtils sd nd honst bot thi ppos. IO6 CHAPTER 2 | BESTIARY
Du e r g a r De s po t D d lc f hi bdi wih mchnicl dvic h hy cn l h h hi inic bilii. Du e r g a r De s po t Medium Humanoid (Dwarf), Any Alignment Armor Class 21 (natural armor) Hit Points 11 (14d8 + 56) Speed 25 ft. STR DEX CON INT WIS CHA 20 (+5) 5 (-3) 19 (+4) 15 (+2) 14 (+2) 13 (+1) Saving Throws Con +8, Wis +6 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Dwarvish, Undercommon Challenge 12 (8,400 XP) Proficiency Bonus +4 Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects. Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A0 1 23 4 5 Multiattack. The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one ofthe attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one ofthe attacks with a use of Flame Jet. Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Ifthe target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked prone. Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (IdlO + 5) bludgeoning damage, or 21 (3d 10 + 5) to a prone target. FlameJet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12): At will: mage hand, minors illusion 1/day: stinking cloud Du e r g a r Ka " a # r a $ % & ' Kvl chni d cvl y ind fih whil idin fml d (in hi bk) h Und d k c mn. Du e r g a r Ka " a # r a $ % & ' Medium Humanoid (Dwarf), Any Alignment Armor Class 16 (scale mail, shield) Hit Points 26 (4d8 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Proficiency Bonus +2 Cavalry Training. When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target. Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A0 1 23 4 5 Multiattack. The duergar makes two War Pick attacks. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) piercing damage plus 5 (2d4) poison damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (IdlO) piercing damage. Shared Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends early on the mount immediately after it attacks. CHAPTER 2 | BESTIARY 107
Du e r g a r Min d Ma s t e r Medium Humanoid (Dwarf), Any Alignment Armor Class 14 (leather armor) Hit Points 39 (6d8 + 12) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) Saving Throws Wis +2 Skills Perception +2, Stealth +5 Damage Resistances poison Senses darkvision 120 ft., truesight 30 ft., passive Perception 12 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Proficiency Bonus +2 Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A, - ./ 0 1_________________________________ Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery. Du e r g a r Min d Ma s t e r W fom mk, fl m mffi flfllly opffi p, boffih byo fl ffiohol. Th poclly flmffi blffi bl ffihm ffio ffihoflh llflo wffih hk ow ffio mffifl z ffio py o ffih ffiffi. Du e r g a r S( u ) * ) a d e Sofllbl fl combffiffi who mffiy of poc llow ffihm ffio mfffi bl of pychc y ffio lc pffi ffih fo. Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce. Invisibility (Recharge 4-6). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction ofthe duergar’s choice. Creatures that can’t be charmed are immune to this effect. B/ 0 = 1 A, - ./ 0 1 Reduce (Recharges after Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage ifthey use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action. IO8 CHAPTER 2 | BESTIARY
Du e r g a r So u l b l a d e Medium Humanoid (Dwarf), Any Alignment Armor Class 14 (leather armor) Hit Points 27 (6d8) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 12 (+1) Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 1 (200 XP) Proficiency Bonus +2 Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. .............- - -. . - . - A, - ./ 0 1 Soulblade. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage, or 13 (3d6 + 3) force damage while under the effect of Enlarge. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. B/ 0 6 1 A, - ./ 0 1 Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. Ifthe duergar lacks the room to become Large, it attains the maximum size possible in the space available. CHAPTER 2 | BESTIARY 109
Du e r g a r St o n e Gu a r d S s li ps ply i smll mbs bls w bs f ls iz i li s ik fcs f spcific missis. Du e r g a r St o n e Gu a r d Medium Humanoid (Dwarf), Any Alignment Armor Class 18 (chain mail, shield) Hit Points 39 (6d8 + 12) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9(-l) Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Proficiency Bonus +2 Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A/ 0 12 3 4 Multiattack. The duergar makes two Shortsword or Javelin attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge. Invisibility (Recharges after Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. B2 3 = 4 A/ 0 12 3 4 Enlarge (Recharges after Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. Ifthe duergar lacks the room to become Large, it attains the maximum size possible in the space available. IIO CHAPTER 2 | BESTIARY
Du e r g a r Wa r l o r d Medium Humanoid (Dwarf), Any Alignment Armor Class 20 (plate mail, shield) Hit Points 75 (10d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 17 (+3) 12 (+1) 12 (+1) 14 (+2) Damage Resistances poison Senses darkvision 120 ft., passive Perception 11 Languages Dwarvish, Undercommon Challenge 6 (2,300 XP) Proficiency Bonus +3 Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A- . /0 1 2 Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack. Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (IdlO + 4) bludgeoning damage, or 15 (2dl0 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (IdlO) psychic damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1 d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge. Call to Attack. Up to three allies within 120 feet ofthis duergar that can hear it can each use their reaction to make one weapon attack. Invisibility (Recharge 4-6). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. B0 1 ? 2 A- . /0 1 2 Enlarge (Recharges after Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. REF- . /0 1 2 Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1 d6) psychic damage. Du e r g a r Wa r l o r d A w is cnnin, inspiin, n mflciflss in flq p ts. A skifl fl fl in b ttfl, thfl w c n sfl spikfls f psinic flnfly t cmpfl thfl w is thfly cmm n t fiht h fl. Du e r g a r Xa r r o r & X n fl spflci ists wh cnstct wfl pns sin mixtfl f chflmy n psinics. Du e r g a r Xa r r o r & Medium Humanoid (Dwarf), Any Alignment Armor Class 18 (plate mail) Hit Points 26 (4d8 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1) Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Dwarvish, Undercommon Challenge 2 (450 XP) Proficiency Bonus +2 Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A- . /0 1 2 Fire Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1 dl2 + 3) piercing damage, or 16 (2dl2 + 3) piercing damage while under the effect of Enlarge, plus 3 (1 d6) fire damage. Fire Spray (Recharge 5-6). From its fire lance, the duergar shoots a 15-foot cone offire or a line offire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Invisibility (Recharges after Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. B0 1 ? 2 A- . /0 1 2 Enlarge (Recharges after Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. Ifthe duergar lacks the room to become Large, it attains the maximum size possible in the space available. CHAPTER 2 | BESTIARY
Du e r g a r Co n s t r u c t s C iv d i hv bil m ffi w mffhi, iffldi ffim h ff b fd wih d . Sffh d -mffhi hyb id i fld by h d ’ piffiiff y, d h d iid h mffhi ff pyffhifflly ffhl pi iffi pffiw wh ffkd. Th mffhi dplffiyd ffi i wih ffffi ffiffi p ffijff d w . Sffim d b vly vffil ffi bffffim hyb id, whil ffih d fffi ffd iffi h fiffi by Ud d k y . Ul iffpffid, h d iid m ffhi ff x iff hmlf f ffim i ffiv h ffffi ffif hffi , ffffimpli h p ffiff h ’ d. Du e r g a r Ha ..e r e r Th d hmm i dii mffhi d i i, d ffi di l d bi my fffi ififfiffi. Du e r g a r Sc r e a .e r A d ff m ffiiff y ffi id ffiffk iffi d d ffi h l ivd ffi h ffid. Du e r g a r Ha ..e r e r Medium Construct (Dwarf), Any Alignment Du e r g a r Sc r e a .e r Medium Construct (Dwarf), Any Alignment Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft. Armor Class 15 (natural armor) Hit Points 38 (7d8 + 7) Speed 20 ft. STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can’t speak Challenge 2 (450 XP) Proficiency Bonus +2 Siege Monster. The hammerer deals double damage to objects and structures. A/ 0 12 3 4 Multiattack. The hammerer makes one Claw attack and one Hammer attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. R9:/ 0 12 3 4 D Engine ofPain. Immediately after a creature within 5 feet ofthe hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature. Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Dwarvish but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 A/ 0 12 3 4 Multiattack. The screamer makes one Drill attack, and it uses Sonic Scream. Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1 dl2 + 4) piercing damage. Sonic Scream. The screamer emits destructive energy in a 15- foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. R9:/ 0 12 3 4 Engine ofPain. Immediately after a creature within 5 feet ofthe screamer hits it with an attack roll, the screamer makes a Drill attack against that creature. 112 CHAPTER 2 | BESTIARY
Dy b b u k Ds are demons that terrorize mortals on the Material Plane possessing corpses and giving them a semlance of life, after which the demons se them to engage in a range of sordid activities. In their natral form, ds appear as transl cent fling jellfish, trailing long tentacles as the move throgh the air. The rarel travel in this fashion, however. Instead, a d possesses a sitale corpse as a vehicle, rosing the od from death. Ds delight in terrorizing other creatres maing their host odies ehave in horrifing was—throwing p gots of lood, excreting piles ofsqirming maggots, and contorting their lims in impossile was as the scttle across the grond. Dy b b u k Medium Fiend (Demon), Typically Chaotic Evil Armor Class 14 Hit Points 37 (5d8 + 15) Speed 0 ft., 40 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 19 (+4) 16 (+3) 16(+3) 15 (+2) 14(4-2) Skills Deception 4-6, Intimidation 4-4, Perception 4-4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Common, telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus 4-2 Incorporeal Movement. The dybbuk 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. Magic Resistance. The dybbuk has advantage on saving throws against spells and other magical effects. A3 4 56 7 Tentacle. Melee Weapon Attack: 4-6 to hit, reach 5 ft., one target. Hit: 13 (2d8 4- 4) necrotic damage. Ifthe target is a creature, its hit point maximum is also reduced by 3 (1 d6). This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary hit points. While possessing the corpse, the dybbuk adopts the corpse’s size and can’t use Incorporeal Movement. Its game statistics otherwise remain the same. The possession lasts until the temporary hit points are lost or the dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears in an unoccupied space within 5 feet ofthe corpse. Spellcasting. The dybbuk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dimension door 3/day: phantasmal force B6 7 B C A3 4 56 7 C Control Corpse. While Possess Corpse is active, the dybbuk makes the corpse do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any Beast or Humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened ofthe dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Control Corpse for 24 hours. CHAPTER 2 | BESTIARY
id o l o n T prtect stes they eem hy, gs fte rey e s, ghsty sprts bu t safeguar a sacre pace. Frge frm the sus f thse wth uwaverg evt, es stak tempes a vauts t esure that eemy efes, amages, r puers these stes. If a eemy sets ft se a ware cat, the e puges t a statue specay prepare t huse ts su; t the amates ths effgy a uses the statue t rve ut the truers. Eid o l o n Medium Undead, Any Alignment Armor Class9 Hit Points 63 (18d8 - 18) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 8(-l) 9 (-1) 14 (+2) 19 (+4) 16 (+3) SavingThrowsWis +8 Skills Perception +8 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 Sensesdarkvision 60 ft., passive Perception 18 Languages the languages it knew in life Challenge 12 (8,400 XP) Proficiency Bonus +4 Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (IdlO) force damage if it ends its turn inside an object other than a sacred statue. Sacred Animation (Recharge 5-6). When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the sacred statue’s stat block in place of its own. Turn Resistance. The eidolon has advantage on saving throws against any effect that turns Undead. Unusual Nature. The eidolon doesn’t require air, food, drink, or sleep. Ac t io n s Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours. CHAPTER 2 | BESTIARY S. / 0 1 d S2 . 2 3 1 Large Construct, As the Eidolon's Alignment Armor Class 19 (natural armor) Hit Points 95 (lOdlO + 40) Speed 25 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 19 (+4) 14 (+2) 19 (+4) 16 (+3) SavingThrowsWis +8 Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Sensesdarkvision 60 ft., passive Perception 14 Languagesthe languages the eidolon knew in life FalseAppearance. Ifthe statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue isn’t an object. Ghostly Inhabitant. The eidolon that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. Inert. Without an eidolon inside, the statue is an object. Unusual Nature. The statue doesn't require air, food, drink, or sleep. Ac t io n s Multiattack. The statue makes two Slam or Rock attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6dl2 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6dl0 + 4) bludgeoning damage. 114
l[ an autumn ela<Arin invites you over [or dinner, come with an empty stomach. Their goodwill extends to heaping portionsNote to $el[: Sen<{ Some o[ mi^ Spring elaitrin [rienJls to visit MoriAenlcainen. That'll teach him to lighten up. TASHA l a d r in E we the ve t spe o of the Feyw . They e ete to the eves fou o the Mte Pe. But whe othe eves c tempe the w mpuses, e e ue by emoto— ue to the mgc tue, they u ego physc chges to mtch the chges tempemet. E hve spet cetues the Feyw , most of them hve become Fey cetues s esut—those pesete hee e of the Fey vety. Some e st Humo , howeve, sm tht espect to the othe eve k. The mgc fowg though e espo s to the emoto stte by tsfomg them to ffeet seso spects, wth behvos btes tht chge wth the foms. Some e mght em ptcu spect fo yes, whe othes u though the emoto spectum ech week. C* a n + , a - l , JSTa / 0 r , 1 Wheeve oe of the e pesete hee fshes og est, they c ssocte themsefwth ffeet seso, pov e they e’t cpctte . Whe the e mkes ths chge, they use the stt bock of the ew seso the th the o stt bock. Ay mge the e suste the pevous fom ppes to the ew fom, s o y co tos o othe ogog effects ffectg them. A0 / 0 5n El a d r in E ofte ete the utum seso whe they e ovecome by feegs of goo w. I ths spect, they efuse cofcts evte suffeg by usg the mgc to eeve y mets tht ffct the peope who come to them fo . They toete o voece the pesece move qucky to sette sputes, to esue tht pece cotues to eg. A0 / 0 5n El a d r in Medium Fey (Elf), Typically Chaotic Neutral Armor Class 19 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 14 (+2) 17 (+3) 18 (+4) Skills Insight +7, Medicine +7 Damage Resistances psychic Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Proficiency Bonus +4 Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet ofthe eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. AA B CD E F Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use ofSpellcasting. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld8 + 1) slashing damage, or 6 (IdlO + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1 d8 + 3) piercing damage plus 22 (5d8) psychic damage. Spellcasting. The eladrin casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: hold person 2/day each: cure wounds (as a 5th-level spell), lesser restoration 1/day each: greater restoration, revivify BD E J F AA B CD E F Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. RLMA B CD E F Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet ofthe eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. CHAPTER 2 | BESTIARY 115
Spr in g El a d r in The hets fe wth joy, sflffiffl effi cvot thoufflh the syvffi ems, the soffiffls ffi ufflhte fffiffl the . These flyfu effi befflue othe cetues to f them wth the joy of sflffiffl. The ffitcs cffi e othe cetues ffito ffiffle ffi mke mschef fo them. pr in g El a d r in Medium Fey (Elf), Typically Chaotic Neutral Armor Class 19 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 18 (+4) 11 (+0) 18 (+4) Skills Deception +8, Persuasion +8 Damage Resistances psychic Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Proficiency Bonus +4 Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet ofthe eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use ofSpellcasting. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1 d8 + 2) slashing damage, or 7 (IdlO + 2) slashing damage if used with two hands, plus 22 (5d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1 d8 + 3) piercing damage plus 22 (5d8) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: Tasha’s hideous laughter 1/day each: major image, suggestion B6 7 @ 8 A3 4 56 7 8 Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. & ''( r El a d r in Wheffi ffifflee, effi effite the sesoffi of summe, buffiffiffl, temflestuous stte tht tffisfoms them ffito fflfflessve wos effle to veffit the wth. The mfflc esfloffis to the fuy ffi mflfes the ffflhtffiffl bty, heflffiffl them move wth stoffi shffiffl quckffiess ffi stke wth tebe foce. & ''( r El a d r in Medium Fey (Elf), Typically Chaotic Neutral Armor Class 19 (natural armor) Hit Points 165 (22d8 + 66) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4) Skills Athletics +8, Intimidation +8 Damage Resistances fire Senses darkvision 60 ft., passive Perception 9 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Proficiency Bonus +4 Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet ofthe eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened ofthe eladrin 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 any eladrin’s Fearsome Presence for the next 24 hours. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The eladrin makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2dl0 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage. B6 7 @ 8 A3 4 56 7 8 Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. REF3 4 56 7 8 Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. CHAPTER 2 | BESTIARY
Win t e r El a d r in Wh soow ssss , hy h w sso , bcom g fgus of m choy. Foz s op fom h chks, h ppb s ss m s fom hm s cy co. 1 1 1____'. _ ........... _ . ___ Win t e r El a d r in Medium Fey (Elf), Typically Chaotic Neutral Armor Class 19 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 18 (+4) 17(+3) 13 (+1) Damage Resistances cold Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 10 (5,900 XP) Proficiency Bonus 4-4 Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet ofthe eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 any eladrin’s Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. A4 5 67 8 9 Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d8) slashing damage, or 5 (IdlO) slashing damage if used with two hands, plus 13 (3d8) cold damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1 d8 4- 3) piercing damage plus 13 (3d8) cold damage. Spellcasting. The eladrin casts one ofthe following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will:/og cloud, gust ofwind, sleet storm B7 8 @ 9 A4 5 67 8 9 Fey Step (Recharge 4-6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. RBC4 5 67 8 9 Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to make a DC 16 Constitution saving throw. On a failed save, the creature takes 11 (2dl0) cold damage.
a ir Ac t io n s O ve u 20 (l g ve e), el defi bfi ke e f he fllw g l fi ; he eldefi bfi ’ ke he me l fi w E) * + r Br a in The ul me expfie f m d flyefi dm , eldefi bfi pfiwl w h v f v u bfi e, fied ffi by m d flyefi m uhe he hugh f fieufie efi d ffi. I fiwl up he v f he fieufie’ m d, fiewfi g he fi hugh d uhfi g he fi dfiem. A eldefi bfi u elf by um g he bfi f hefi fieufie. If m d flyefi efiv d’ bfi g mel d fiely , he eldefi bfi fiehe u w h edfi l f hugh, mpell g fieufie me h feed hem. Whe m d flyefi pefi he, he eldefi bfi ’ efiv feed bfi he fi mefi, wh h he bfib he kwledge d expefi ee ed hefie . M d flyefi e ve f h ee w h he eldefi bfi fied e k fefil fe. Hi6 + Min * Eldefi bfi fie -lled mg - ll h d be ue hey he efil mmu hub ffi e fie m d flyefi ly, ju bfi de ffi l v g bdy. L ked he eldefi bfi , he ly l ke gle fig m, g efi f eh ll h d wefie he d g f hd. A eldefi bfi defi elf d de fie he m mpfi h g he mul vefie, d he m d flyefi ly h g mfie h exe f w ll. Eh pfie de vefi ly fid g w u que pefil y d fie hue f lleed kwledge d expefi ee. Sme eldefi bfi fie g yfi, wh le hefi efive ge, uelfi, d fiep fi e f ffim d lfie ffi he m d flyefi h pfie d ufi h hem. fiud fiw: A E) * + r Br a in ’ a ir Force Wall. The eldefi bfi wall offorce. The l fi f eldefi bfi l e deep he hefi f m d flyefi ly. The bfi dwell d mly glw g bfi e pl f lled w h bfik h wefi fued w h v l flu d d p eefigy. A eldefi bfi ’ mb fie lwy empefied by fiel ve mmb l y. Alhugh eleph ee fieh ffi m le, mv g ywhefie lwy dgefiu pfip . If ffied u de bfi e pl, eldefi bfi w fly exp fie, d fipfi g eldefi bfi pl hfiugh f g d fiuu ubefifie uel ffiequely pfive d ff ul fi mp ble. Psionic Anchor. The eldefi bfi fige e fie ufie ee w h 120 fee f d hfi by heefi ffie f w ll. The fige mu mke DC 18 Chfi m v g hfiw. O f led ve, peed fiedued 0, d ’ elepfi. I fiepe he v g hfiw he ed f eh f ufi, ed g he effe elf ue. Psychic Inspiration. The eldefi bfi fige e ffi edly fieufie ee w h 120 fee f . The fige h flh f p fi d g d vge e k fill, b l y hek, fi v g hfiw mke beffie he ed f ex ufi. 8 CHAPTER 2 | BESTIARY
CHAPTER BESTIARY 119
Reg io n al Ef f ec t s The territory within 5 miles of an elder brain is altered by the creature’s psionic presence, which creates one or more of the following effects: Paranoia. Creatures within 5 miles of an elder brain feel as if they are being followed, even when they’re not. Psychic Whispers. Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked. Telepathic Eavesdropping. The elder brain can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn’t revealed. If the elder brain dies, these effects immediately end. E& ' ( ) B) + ,- Large Aberration (Mind Flayer), Typically Lawful Evil Armor Class 10 Hit Points 210 (20dl0+ 100) Speed 5 ft., swim 10 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7) SavingThrows Int +10, Wis +9, Cha +12 SkillsArcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12 Senses blindsight 120 ft., passive Perception 14 Languages understands Common, Deep Speech, and Undercommon but can’t speak, telepathy 5 miles Challenge 14 (11,500 XP) Proficiency Bonus +5 Creature Sense. The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead. Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects. Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Ac t io n s Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC15) and takes 9 (ld8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5-6). Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0 + 5) 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 (Psionics). The elder brain casts one ofthe following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts, levitate 3/day: modify memory 1/day each: dominate monster, plane shift (self only) Bo n u s Ac t io n s Psychic Link. The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time. Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s emotional state and foremost thoughts (includingworries, loves, and hates). Leg en d ar y Ac t io n s The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn. Break Concentration. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1 d4) psychic damage per level of the spell. Psychic Pulse. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 (3d6) psychic damage. Sever Psychic Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. Tentacle (Costs 2 Actions). The elder brain makes one Tentacle attack. ------ T- ■ -............ . —- ........ I2O CHAPTER 2 | BESTIARY
l d e r Te mpe s t Tifying o anif in h boi of ffi. Bing cav fo cou, win, ain, an ighning, ffi au h haffi offfin ha ih hough h ky. Thy own h an bnah h wih ain an ab h ah wih anc of ighning. Punihing win ca aoun h a hy fy, fing h chao hy ca. El d e r Te mpe s t Gargantuan Elemental, Typically Neutral Armor Class 19 Hit Points 264 (16d20 + 96) Speed 0 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 23 (+6) 28 (+9) 23 (+6) 2 (-4) 21 (+5) 18 (+4) Saving Throws Wis +12, Cha +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, thunder Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 23 (50,000 XP) Proficiency Bonus +7 Air Form. The tempest can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Flyby. The tempest doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Legendary Resistance (3/Day). Ifthe tempest fails a saving throw, it can choose to succeed instead. Living Storm. The tempest is always at the center of a storm 1 d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog. Siege Monster. The tempest deals double damage to objects and structures. A5 6 78 9 : Multiattack. The tempest makes two Thunderous Slam attacks. Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. Lightning Storm (Recharge 6). Each creature within 120 feet of the tempest must make a DC 21 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. L?@ ?9 A BC D A5 6 78 9 : The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn. Move. The tempest moves up to its speed. Lightning Strike (Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet ofthat point must make a DC 21 Dexterity saving throw, taking 16 (3dl0) lightning damage on a failed save, or half as much damage on a successful one. Screaming Cale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4dl0) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4dl0) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 (1 d6) bludgeoning damage for every 10 feet it was thrown before impact. Ifthe target collides with another creature, that other creature must succeed on a DC 19 Dexterity saving throw or take the same impact damage and be knocked prone. CHAPTER 2 | BESTIARY 121
l e me n t a l My r mid o n s E E cju bu b gc u c u f p . I h f, h p cc f h f xc f E. Th x fw h c f h c. Air El e me n t a l My r mid o n Medium Elemental, Typically Neutral Armor Class 18 (plate) Hit Points 117 (18d8 +36) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 10 (+0) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages Auran, one language of its creator’s choice Challenge 7 (2,900 XP) Proficiency Bonus +3 A+ , -. / 0 Multiattack. The myrmidon makes three Flail attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) force damage. Lightning Strike (Recharge 6). The myrmidon makes one Flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end ofthe myrmidon’s next turn. Ea r t + El e me n t a l My r mid o n Medium Elemental, Typically Neutral Armor Class 18 (plate) Hit Points 127 (17d8 + 51) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 8 (-1) 10 (+0) 10 (+0) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages Terran, one language of its creator’s choice Challenge 7 (2,900 XP) Proficiency Bonus +3 A+ , -. / 0 Multiattack. The myrmidon makes two Maul attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. Thunderous Strike (Recharge 6). The myrmidon makes one Maul attack. On a hit, the target takes an extra 22 (4dl0) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. 122 CHAPTER 2 | BESTIARY
Armor Class 18 (plate) Hit Points 123 (19d8 + 38) Speed 40 ft. Armor Class 18 (plate) Hit Points 127 (17d8 + 51) Speed 40 ft., swim 40 ft. Wa t e r El e me n t a l My r mid o n Medium Elemental, Typically Neutral Fir e El e me n t a l My r mid o n Medium Elemental, Typically Neutral STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages Ignan, one language of its creator’s choice Challenge 7 (2,900 XP) Proficiency Bonus +3 Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. Water Susceptibility. For every 5 feet the myrmidon moves in foot or more of water, it takes (1 d4) cold damage. A0 1 23 4 5 Multiattack. The myrmidon makes three Scimitar attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) force damage. Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 7 (2d6) fire damage. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+3) 8 (-1) 10 (+0) 10 (+0) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages Aquan, one language of its creator’s choice Challenge 7 (2,900 XP) Proficiency Bonus +3 A0 1 23 4 5 Multiattack. The myrmidon makes three Trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1 d6 + 4) force damage, or 8 (1 d8 + 4) force damage if used with two hands to make a melee attack. Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (IdlO) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn. CHAPTER 2 | BESTIARY 123
Fir e Gia n t Dr e a d n o u g h t Huge Ciant, Typically Lawful Evil Armor Class 21 (plate, Dual Shields) Hit Points 187 (15dl2 90) Speed 30 ft. STR DEX CON INT WIS CHA 27 (+8) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 11 (+0) Saving Throws Dex +4, Con +11, Cha +5 Skills Athletics +13, Perception +5 Damage Immunities fire Senses passive Perception 15 Languages Giant Challenge 14 (11,500 XP) Proficiency Bonus +5 Dual Shields. The giant carries two shields, which together give the giant +3 to its AC (accounted for above). 9 : ;< = >______________________________ Multiattack. The giant makes two Fireshield or Rock attacks. Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4dl0 8) bludgeoning damage. Shield Charge (Recharge 5-6). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’ space during this move, that creature must succeed on a DC 21 Strength saving throw or take 36 (8d6 8) bludgeoning damage plus 14 (4d6) fire damage and be pushed up to 30 feet and knocked prone. Fir e Gia n t Dr e a d n o u g h t Ms f s vlffi jffis sff bffi ls skll fcf. Tff fffi$y s ff ff f y f cmmffiy. I s mpl, scffl, pv ffi$, $ plcl ffffib ll$ . Tffs wffs pmy vffi s bw ffisffilly cs$ ff lwls f sks, sfficff s wk f bllws mv cl. Hwv, ff ss m ffs c xcl $ k ffffiff spclz$ l: ff $$ffiff. D$ffiffs mssvly pwfffil f s wff wl$ w ffffi sffl$s lk plw bl$s. Tffs sffl$s b spks ff x $ ffv ffllw s wffcff ff $$ffiff pffis ff cls ff fs s f $. Am$ wff ffs w sffl$s, ff $$ffiff c ps fy wll y ck. Wff ff $$ffiff ffs fsff$, f ll ff s lf f f s smk sm ff fl. Wff cll$ fff, $$ffiffs m ff sff by ffis ff sffl$s sffv ffffi qffis f cl, s, bffi ff fffi$y. Occslly, $$ffiffs cll$ by ff sffips ccmpy w $plmc $l $ ffis ff fc $ m$ $ m sff ff $l’s ps. 124 CHAPTER 2 | BESTIARY
ir e n e w t s Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area. F!" # $ # % & W( " ) * + , * - I/!x Firenewts who serve Imi1, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imi1 lead these theocracies or serve as advisors to a high priest. F!" # $ # % & W( " " !* " A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts. F!" # $ # % & W( " ) * + , * - I/!x Medium Elemental, Typically Neutral Evil Armor Class 10 (13 with mage armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 9 (-1) 11 (+0) 14 (+2) —-- ------------- ........................ - — F!" # $ # % & W( " " !* " Medium Elemental, Typically Neutral Damage Immunitiesfire Sensesdarkvision 120 ft., passive Perception 10 Languages Draconic, Ignan Challenge 1 (200 XP) Proficiency Bonus+2 Amphibious. The firenewt can breathe air and water. Devil’s Sight. Magical darkness doesn’t impede the firenewt’s darkvision. /mix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. Ac t io n s Multiattack. The firenewt makes three Morningstar or Fire Ray attacks. Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (ld8 + 1) piercing damage. Fire Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (ld6 + 2) fire damage. Spellcasting. The firenewt casts one ofthe following spells, using Charisma as the spellcasting ability (spell save DC12): At will: guidance, light, mage armor, mage hand, prestidigitation Armor Class 13 (shield) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 7 (-2) 11 (+0) 8 (-1) Damage Immunitiesfire Senses passive Perception 10 Languages Draconic, Ignan Challenge 1/2 (100 XP) Proficiency Bonus+2 Amphibious. The firenewt can breathe air and water. Ac t io n s Multiattack. The firenewt makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (ld6 + 1) slashing damage. Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. CHAPTER 2 | BESTIARY 125
Fl a il Sn a il A f s s creture of e eme t erth tht s przed for ts mu thued she . It my seem hrm ess, but f creture bg e ough to be thret pproches too c ose, the s f shes sc t t g ght d ttcks wth ts mce- ke te tc es. Left u dsturbed, f s moves s ow y o g the grou d. It co sumes everyth g o the surfce, c ud g rocks, s d, d so , d t stops perod c y to re sh cryst growths d other rge m er deposts. It eves beh d shmmer g tr tht quck y so dfes to th d er y tr spre t yer. Ths g ssy resdue c be hrvested d cut to form w dow p es. It c so be heted d spu to other g ss objects. Some fo k mke v g from tr g f s s to co ect ths g ss. U) in * + , - S, - l l . / a Fl a il Sn a il A f s she weghs bout 250 pou ds d hs umerous uses. A tct she c se for 5,000 gp. M y hu ters seek the she for ts tmgc propertes. A sk ed rmorer c mke three she ds from o e she . For 1 mo th, ech she d gves ts we der the s ’s A tmgc She trt. Whe the she d’s mgc fdes, t becomes exotc she d tht s the perfect tem from whch to mke spellguard shield. A f s she c so be used to mke robe ofscintillating colors. The she s grou d d dded to the dye pp ed to the fbrc. The powder s so mter compo e t of the rtu tht e ch ts the robe. Fl a il Sn a il Large Elemental, Unaligned Armor Class 16 (natural armor) Hit Points 52 (5dl0 + 25) Speed 10 ft. STR DEX CON INT WIS CHA 17 (+3) 5 (-3) 20 (+5) 3 (-4) 10 (+0) 5 (-3) Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 AntimagicShell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 3 (1d6) force damage per level of the spell on a failed save, or half as much damage on a successful one. A8 + i. n ) Multiattack. The snail makes five Flail Tentacle attacks. Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Shell Defense. The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is restrained. It can emerge from its shell as a bonus action on its turn. .. .... .... ...... i26 CHAPTER 2 | BESTIARY
Fu n d Whe the emo lor Yeeogh (appears i this book) wats to create a particlarly fearsome war ba leaer, he trasforms a excep tioally strog a vicios goll ito a emoic warrior kow as a fli. A war ba of emo-worshipig golls typically cotais oly oe fli, a that creatre sets the war ba’s path. Becase of its special co ectio to Yeeogh, a fli ses emoic isight to gie the golls towar weak prey ripe for slaghter. Ulike other leaers who might sklk behi their miios, a fli leas the charge i battle. Its flail cases wrackig pai, paralysis, a isorietatio i those it strikes. F) *n d Medium Fiend (Cnoll), Typically Chaotic Evil Armor Class 16 (breastplate) Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 19 (+4) 11 (+0) 13 (+1) 12 (+1) Saving Throws Con +8, Wis +5 Skills Intimidate +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Cnoll, Abyssal Challenge 9 (5,000 XP) Proficiency Bonus +4 A( ) *+ , - Multiattack. The flind makes one Flail of Chaos attack, one Flail of Pain attack, and one Flail of Paralysis attack, or it makes three Longbow attacks. Flail of Chaos. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (IdlO + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. Ifthere’s no creature within reach, the target instead moves half its speed in a random direction. Flail of Pain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (IdlO + 5) bludgeoning damage plus 16 (3dl0) psychic damage. Aura of Blood Thirst. Ifthe flind isn’t incapacitated, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet ofthe flind. Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (IdlO + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1 d8 + 2) piercing damage. CHAPTER 2 | BESTIARY 127
Fr a z -Ur b ’l u u F-U ’ is the Pince of Deception nd Demon Lod of Isions. He ses evey tick, evey once of demonic cnning, to mnipte his enemies— mot nd Fiend ike—to do his wi. F-U ’ cn cete demnds nd mind- ending fntsies e to deceive the most discening foes. Once impisoned fo centies eow Cste Geyhwk on the wod of Oeth, F-U ’ hs sowy e it his powe in the A yss. He seeks the pieces of the egendy staffofpowertken fom him y those who impisoned him nd commnds his se vnts to do ikewise. The Pince of Deception’s te fom is ike tht of get ggoye, some 12 feet t, with n extended, msc neck; smiing fce fmed y ong, pointed es nd nk, dk hi; nd t-ike wings e fed ginst his powef shodes. He cn ssme othe foms, howeve, fom the hideos to the etif. Mny of the ctists of F-U ’ en’t even we they seve the Pince of Deception, eieving thei mste is eneficent eing nd gnte of wishes, some ost god o Ceesti, o even nothe Fiend. F-U ’ wes these msks nd moe. He pticy deights in iding demon-hntes ginst his demonic dvesies, diving the hntes to gete nd gete tocities in the nme of thei cse, ony to eventy eve his te n te nd cim thei sos s his own. Fr a z -Ur b ’l u u ’5 La 6r F-U ’’s i ies within the yss em of Hoow’s Het, pin of white dst with few stctes on it. The i itsef is the city of Zogmeok, cic fotess sonded y dmntine ws topped with os nd hooks. Cokscew towes oom ove twisted domes nd vst mphithetes, foming se nd disoienting cityscpe. The chenge ting of F-U ’ is 24 (62,000 XP) when he’s enconteed in his i. i28 CHAPTER 2 | BESTIARY
Lair Ac t io n s On initiative count 20 (losing initiative ties), FrazUrb’luu can take one of the following lair actions when in his lair; he can’t take the same lair action two rounds in a row: Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none. Psychic Anguish. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6dl0) psychic damage. Simulacrum. Fraz-Urb’luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. Reg io n al Ef f ec t s The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects: F0 1 2 -U0 3 ’4 5 5 Large Fiend (Demon), Chaotic Evil Armor Class 18 (u mfl) Hit Points 337 (27d0+ 189) Speed 40 %., %y 40 %. STR DEX CON INT WIS CHA 29 (+9) 12 (+1) 25 (+7) 26 (+8) 24 (+7) 26 (+8) Saving Throws D,x +8, Cfl +14, I +15, W12 +14 Skills D,3,p1fl +15, P,3,p1fl +14, S,h +8 Damage Resistances 3fld, %1,, 18h18 Damage Immunities pfl12fl; bud8,fl18, p1,318, d 22h18 h 12 flm813 Condition Immunities 3hm,d, ,xhu21fl, %18h,,d, pfl12fl,d Senses u,218h 120 %., p221v, P,3,p1fl 24 Languages , ,,phy 120 %. Challenge 23 (50,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). I% Fz-Ub’uu %12 2v18 hflw, h, 3 3hflfl2, fl 2u33,,d 12,d. Magic Resistance. Fz-Ub’uu h2 dv8, fl 2v18 hflw2 812 2p,2 d flh, m813 ,%%,32. Undetectable. Fz-Ub’uu 3’ b, 8,,d by d1v11fl m813, p,3,1v,d hflu8h m813 23y18 2,2fl2, fl d,,3,d by b111,2 h 2,2, d,mfl2 fl F1,d2. Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have advantage. Nostalgic Pangs. Sapient creatures within 1 mile of the lair frequently see hallucinations of longdead friends and comrades that vanish after only a brief glimpse. Twisted Paths. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If Fraz-Urb’luu dies, these effects fade over the course of Id 10 days. C5 4 ; <= ; = > ? F0 1 2 -U0 3 ’4 5 5 Fraz-Urb’luu grants his cultists the Liar’s Eye trait. Liar s Eye. Th12 3,u, h2 dv8, fl W12dflm (I218h fl P,3,p1fl) 3h,3k2. A2 bflu2 31fl, h, 3,u, d,,32 h, fl31fl fl% 1u21fl2 d h1dd, 3,u,2 w1h1 15 %,, fl% 1. Ac t io n s Multiattack. Fz-Ub’uu mk,2 fl, B1, 3k d wfl F12 3k2, d h, u2,2 Ph2m T,fl. Bite. Melee Weapon Attack: +16 fl h1, ,3h 10 %., fl, 8,. Hit: 19 (3d6 + 9) %fl3, dm8,. Fist. Melee Weapon Attack: +16 fl h1, ,3h 10 %., fl, 8,. Hit: 22 (3d8 + 9) %fl3, dm8,. Phantasmal Terror. Fz-Ub’uu 8,2 fl, 3,u, h, 3 2,, w1h1 120 %,, fl% h1m. Th, 8, mu2 2u33,,d fl DC 23 W12dflm 2v18 hflw, fl 1 k,2 16 (3d0) p2y3h13 dm8, d 12 %18h,,d fl% Fz-Ub’uu u1 h, ,d fl% 12 ,x u. Spellcasting. Fz-Ub’uu 322 fl, fl% h, %flflw18 2p,2, ,qu118 fl m,1 3flmpfl,2 d u218 Ch12m 2 h, 2p,3218 b11y (2p, 2v, DC 23): A w1: alter self (3 b,3flm, M,d1um wh, 3h818 h12 pp,3,), detect magic, dispel magic, phantasmal force 3/dy ,3h: mislead, programmed illusion, seeming 1/dy ,3h: modify memory, project image Leg en K ar L Ac t io n s Fz-Ub’uu 3 k, 3 ,8,dy 31fl2, 3hflfl218 %flm h, flp1fl2 b,flw. Oy fl, ,8,dy 31fl flp1fl 3 b, u2,d 1m, d fly h, ,d fl% flh, 3,u,’2 u. FzUb’uu ,812 2p, ,8,dy 31fl2 h, 2 fl% h12 u. Tail. Melee Weapon Attack: +16 fl h1, ,3h 15 %., fl, 8,. Hit: 20 (2d 0 + 9) %fl3, dm8,. I%h, 8, 12 L8, fl 2m, 3,u,, 1 12 2fl 8pp,d (,23p, DC 24), d 1 12 ,21,d u1 h, 8pp, ,d2. Fz-Ub’uu 3 8pp, fly fl, 3,u, w1h h12 1 1m,. Terror (Costs 2 Actions). Fz-Ub’uu u2,2 Ph2m T,fl. CHAPTER 2 | BESTIARY 129
Fr o g h e mo t h Huge Monstrosity, Unaligned Armor Class 14 (natural armor) Hit Points 161 (14dl2 + 70) Speed 30 ft., swim 30 ft. STR DEX CON INT 23 (+6) 13 (+1) 20 (+5) 2 (-4) WIS CHA ’2 H) 5 (-3) Fr o g h e mo t h Saving Throws Con +9, Wis +5 Skills Perception +9, Stealth +5 Damage Resistances fire, lightning Senses darkvision 60 ft., passive Perception 19 Languages — Challenge 10 (5,900 XP) Proficiency Bonus +4 Amphibious. The froghemoth can breathe air and water. Shock Susceptibility. Ifthe froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws. A3 4 56 7 8 _________________________________ Multiattack. The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3dl0 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. The froghemoth’s gullet can hold up to two creatures at a time. Ifthe froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end ofthat turn or regurgitate all swallowed creatures, each ofwhich falls prone in a space within 10 feet ofthe froghemoth. Ifthe froghemoth dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. Tongue. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet ofthe froghemoth. A f is an apibius pda as bi as an lpan. I lais in swaps and as fu nacls, a ick ubby id, a fan -filld aw wi a pnsil n u, and an xndabl salk spin bulbus ys a fac in diffn dicins. F s a caus n f is wld. A junal pupdly win ln a by wizad Lu dscibs san , cylindical cabs f al buid in und f wic f s d, bu n liabl ps f lcain f suc placs xis. Evy fw yas, a f can lay a f il wiu ain . T f cas nin f is and i a aclin . A yun f ’s suvival us dpnds n is pan lavin i bind in indiffnc. A nwbn f ws full siz v a pid f ns by indisciinaly pyin n caus in is swapy dain. I lans id is nus bdy in uky pls, kpin nly is ysalk abv wa wac f passin caus. Wn fd cs wiin ac, f ups f is pl, nacls and n u flailin . I can ab sval a s a nc; i waps is n u aund n and pulls i in b dvud wil ldin s a bay. If bullywu s (s Monster Manual) c acss a f , bullywu s ay a f as a d and d all y can cax ns in i dn. A f can b ad (af a fasin) by ffin i fd, and bullywu s can cunica wi i n a basic lvl, s cau i a nly a fw bullywu s bf fllwin s. T bullywu s a fd as ibu f i, pvid i wi a cfabl lai, p c i f a, and y nsu a any f is ffspin ac auiy. CHAPTER 2 | BESTIARY
Fr o s t Gia n t Ev e r l a s t in g On e T hd pcfl ffi ffifl whff hfl ffidfffffi, fffi fiff mu ffiufffly fcfl mfihy ffl ff fffifl cmb. Smfl flflk u mfic h w d hflm, bu flff chfffld bjflc cff bfl kflff ffi . Tffiufl fiffiflfffl ffiflfl ff pflffiff pffiwfl. Fcfld wh h ffiuh, fffi fiff mfih flflk upflffiffuffi fif fffim V- pffik hfl Dflffiyflffi. Vpffik fflfficu fid fffiflfffih ffd hufffiflffi wffihpfld by mfl fiffifl ffd ffi. Hfl kfl flmp fffi fiff wh dffiflm f fiffiy fwfld by fffihmffifl f bdy cffffbm. Thfl wh dff’ hffiffk fffim uch 0ff ffi ffiflpffi hflm pffifl f Thffiym ffiflcfl0fl mffifl f hfl mfl. If fffi fiff cmfl ffiflh hflfl dffiflm ffd fffihmffifl, mfl d, Vpffik fl ffi upff cffifld qufl fffd hfl fffi fiff ffd mflfl hfl fiff ff flcffifl. Thfl ffi ffflffi up wff bdy bfl dfl0uffifld ff V- pffik’ ffmfl. Offy hfl bdfl ffd m dflflffimfffld fffi fiff cff fffh uch fiffiy ffl. Afflffi dfl0uffifffi hfl ffi flff by Vpffik, bfffl ffd , fffi fiff bflcmfl ff fl0flffifffi fffl, fifffffi ffiflmflffdu ffiflfffih, ff flmpflffi, ffd ffi’ ffiflfiflffflffi0fl by. Wh hflfl fif, hfl fffi fiff cff wfy cm hfl fl fjffi ffd fly fflffd ff ffi0 fffi dflcdfl. Hwfl0flffi, f hfl fffi fiff dflff’ fi0fl flffufih hffffi Vpffik ffi f hflfld Vpffik’ 0ff, ffjuffifl hfl fffi fiff u ff hfl wffifffi, ffiflufffi ff dcffifld kff; wffiy cffi; ffd 0flfi bdy pffi, uch flxffi dfi, mb, ffd fl0flff hfld. Thfl uch f Vpffik cff ff fffiflffi bfl hddflff hflff, ffd hfl fl0flffifffi fffl fl hflffi kfld ffi flxfld by hflffi cff. Smflmfl m cmmufffl f fl0flffifffi fffl fihflffi ffd fl0flff ffiflpffiducfl, pfffi hfl “bflfffi” ffd wffihp f Vpffik fffim fffl fiflffflffiff hfl ffflx. - • ■ ■ ■ -»■'—■ " ■ ■ •■■ ■ ■ .................... Fr o s t Gia n t Ev e r l a s t in g On e Huge Giant, Typically Chaotic Evil Armor Class 15 (patchwork armor) Hit Points 189 (14dl2 + 98) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 24 (+7) 9 (-1) 10 (+0) 12 (+1) Saving Throws Str +11, Con +11, Wis +4, Skills Athletics +11, Perception +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 12 (8,400 XP) Proficiency Bonus +4 Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate. A@ A BC D E Multiattack. The giant makes two Greataxe or Rock attacks. Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3dl2 + 7) slashing damage, or 30 (3dl2 + 11) slashing damage while raging. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4dl0 + 7) bludgeoning damage. BC D H E A@ A BC D Vaprak’s Rage (Recharges after a Short or Long Rest). The giant enters a rage. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: • The giant has advantage on Strength checks and Strength saving throws. • When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. • The giant has resistance to bludgeoning, piercing, and slashing damage. CHAPTER 2 | BESTIARY 131
Fr o s t Sa l a ma n d e r F iv f h P f Ic, c h F f, which bw h P f Ai h P fW . F pciy ik hu w -b c u . Thy i v f igi ci h M i P by w ig h ugh p g. F ’ gg iv ppi f y h u c h ck xpii h h p wu vi, hy f ik h fi f f g cpfi f g, y . Az ( h Monster Manual) u hi p ici hu f . Vu ig i h F f, hy u g fi u h c u i p, h ki h cc hi hi fg f u i c fig wp . Ahugh f c bu w hi wy h ugh i, hy p f ig i ic. Thy u i pi f b k chuk f ic, wig i c ch hi bck hy g i i w. Thi hbi h c xiv w k fic cv, which bc v g hy cw f h chuk f ic f h w f hi i . A f h w i i f whi c v u ugh pc w y cp wihi. Ixp ic v wh c c h cv h wc h , hugh hy yhig bu. F g iy vu y p y fh y ugh y pig i hi i . O cci, f gi ( h Monster Manual) cpu h c u , uig h bu w i h ic hp c up f . Fr o s t Sa l a ma n d e r Huge Elemental, Unaligned Armor Class 17 (natural armor) Hit Points 168 (16dl2 + 64) Speed 60 ft., burrow 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 7 (-2) Saving Throws Con +8, Wis +4 Skills Perception +4 Damage Vulnerabilities fire Damage Immunities cold Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Primordial Challenge 9 (5,000 XP) Proficiency Bonus +4 Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges. A5 6 78 9 : Multiattack. The salamander makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (ld8 + 5) piercing damage plus 5 (IdlO) cold damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1 d6 + 5) piercing damage. Freezing Breath (Recharge 6). The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8dl0) cold damage on a failed save, or half as much damage on a successful one. 132 CHAPTER 2 | BESTIARY * * ■■■ ■■ --------. -
Ga u t h Medium Aberration (Beholder), Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) Saving Throws Int +5, Wis +5, Cha +4 Skills Perception +5 Condition Immunities prone Senses darkvision 120 ft., passive Perception 15 Languages Deep Speech, Undercommon Challenge 6 (2,300 XP) Proficiency Bonus +3 Stunning Gaze. When a creature that can see the gauth’ central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save. Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. A0 1 23 4 5 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. Eye Rays. The gauth shoots three of the following magical eye rays at random (roll three d6s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it: 1: Devour Magic Ray. The target must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’ next turn. If the object is a charged item, it also loses d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. 2: Enervation Ray. The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. 3: Fire Ray. The target must succeed on a DC 14 Dexterity saving throw or take 22 (4dl0) fire damage. 4: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5: Pushing Ray. The target must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the gauth and have its speed halved until the start of the gauth’ next turn. 6: Sleep Ray. The target must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead. Ga u t h A g is ngry, yrnnicl cre re similr o beolder es mgic nd ries o exc rib e from nying weker n iself. Is body is bo 4 fee in dimeer, wi six eyeslks, cenrl eye (someimes s rro nded by m liple smller eyes), nd fo r smll grsping encles ner is mo . I s color nd ex re vriions similr o r e beolder. A g cn s rvive on me b prefers o s sin iself wi power drined from mgic objecs. If srved of mgic for severl weeks, i is forced bck o is ome plne, so i consnly seeks new iems o drin. A g mig employ cre res o bring i iems cn provide i wi s sennce. Wen e ri l o s mmon specor goes wrong, g mig p s iself ro g e flwed connecion, rriving immediely or severl min es ler. I mig presen iself s beolder o ignorn cre res in n emp o inimide em, or s specor o is s mmoner in order o drin mgic iems i is expeced o g rd. A beolder (see e Monster Manual} s lly drives wy or kills ny g s ener is erri ory, b i mig coose o force em o serve i s lie enns. G s re less xenopobic n be olders, so ey mig form smll cl sers nd work ogeer, o g ey’re j s s likely o ignore ec oer enirely. CHAPTER 2 | BESTIARY 133
Ga z e r Ga z e r Tiny Aberration (Beholder), Typically Neutral Evil Armor Class 13 Hit Points 13 (3d4 + 6) Speed 0 ft., fly 30 ft. (hover) A g is tiny mnifsttion of th dms of bhold. It smbls th bhold who dmd it into xistnc, but its body is only 8 inchs wid nd it hs only fou ystlks. It follows its cto lik dvotd, ggssiv puppy, nd somtims smll pcks of ths ctus ptol thi mst’s li fo vmin to kill nd lon ctus to hss. A g cn’t spk ny lngugs but cn ppoximt wods nd sntncs it hs, mimicking thm in high-pitchd, mocking mnn. Bholds find g s musing nd tolt thi psnc lik spoild pts. Som bholds with wi d minions insist thy tk g s fmili bcus th b holds cn s though th ys of ths ctus. A wild g (on living sptly fom b hold) is titoil, ts bugs nd littl nimls, nd is known fo plying with its food. A lon wild g voids picking fights with ctus tht Mdium o lg, but pck of thm might tk on lg py. A g might follow th folk in its t itoy, noisily mimicking thi spch nd gnlly bing nuisnc, until thy lv th , but it fls if confontd by somthing it cn’t kill. VARIANT: GAZER FAMILIAR Spllcsts who intstd in unusul fmilis find tht g s g to sv somon who hs mgicl pow. Unlss its mst is stict, g fmili cn b unuly, bhving ggssivly towd oth Tiny ctus. A g sving s fmili hs th following tit: Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. STR DEX CON INT WIS CHA 3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2) Saving Throws Wis +2 Skills Perception +4, Stealth +5 Condition Immunities prone Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. A1 2 34 5 6 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The gazer shoots two ofthe following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start ofthe gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start ofthe gazer’s next turn. 3: Frost Ray. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4: Telekinetic Ray. Ifthe target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. Ifthe target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. B4 5 > 6 A1 2 34 5 6 Aggressive. The gazer moves up to its speed toward a hostile creature that it can see. 134 CHAPTER 2 | BESTIARY
Ge r y o n G is l ckd i a dlss stuggl with Lvistus f c t l f Stgia. Th tw hav f ught f ctuis, ach displacig th th iumabl tims. Cutl, Lvistus claims l dship v St gia, but h has b tappd i a m us bl ck f ic at th c mmad f Asm dus. I sp s, G is mashalig his f ll ws, h pig t us this pp tuit t plac his hatd ival. Am g th achdvils, G is k w f his matial p wss. H is a f ci us hut ad a ltlss tack. H ft j is his t ps i battl; h l vs t fl flsh ad stl sudd bath his claws ad t tast his f s’ bl d. Yt G ’ f cit has als limitd his abilit t c llct s uls ad f g a ffctiv hiach. Sags wh stud th Ni Hlls bliv th battl f c t l f Stgia is a tst stagd b Asm dus i h ps f pugig th w st impulss f m b th G ad Lvistus— disc vig a c mptt placmt f b th. e r y o i£s L/ 0r G has ctl claimd his acit f tss, C ldstl, a spawlig c mplx that iss f m th ic ct f Stgia. H ams th passags, spittig aths f vgac agaist Asm dus ad hatchig schms t claim his stadig f m Lvistus. Th challg atig f G is 23 (50,000 XP) wh h’ c utd i his lai. L/ 0r A: ; 0o n < O iitiativ c ut 20 (l sig iitiativ tis), G ca tak f th f ll wig lai acti s; h ca’t tak th sam lai acti tw uds i a w: Banish. G casts th banishment spll. Chill Blast. G causs a blast f c ld t bust f m th g ud at a p it h ca s withi 120 ft f him. Th c ld fills a cub, 10 ft ach sid, ctd that p it. Each catu i that aa must succd a DC 21 C stituti savig th w tak 28 (8d6) c ld damag. Hateful Restraints. G tagts catu h ca s withi 60 ft f him. Th tagt must succd a DC 21 Wisd m savig th w b- CHAPTER 2 | BESTIARY 135
come restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. Reg io n al Ef f ec t s The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects: Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair. Enervating Screams. Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. Hellish Doorways. Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. If Geryon dies, these effects fade over the course of Id 10 days. C+ , - ./ - / 0 1 G2 3 4 0 5 Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait. Crushing Blow (Recharges after a Short or Long Rest). A b u , hfl rflurfl ffl bu hfl dmfflfl r ! flx mfl flfl wflp k r h h wh hfl flx mufl. Thfl bu flqu Srflfflh md!flr (mmum !+1). Indomitable Strength (Recharge 5-6). A rfl whfl h rflurfl kfl dmfflfl, r dO d ubr hfl umbflr r fld !rm hfl dmfflfl. VARIANT: SOUND THE HORN Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Gflry b w h hr, whh ufl 5d4 minotaurs (flfl hfl Monster Manual) ppflr uupfld pfl ! h hfl wh 600 !flfl ! hm. Thfl mur r vfl whfl hfly ppflr, d hfly bfly h mmd. Thfly rflm u hfly dfl r Gflry ufl dm y r !hflm. G2 3 4 0 5 Huge Fiend (Devil), Lawful Evil Armor Class 19 (ur rmr) Hit Points 300 (24d 2+ 144) Speed 30 !., ! y 50 !. STR DEX CON INT WIS CHA 29 (+9) 17 (+3) 22 (+6) 19 (+4) 16 (+3) 23 (+6) Saving Throws Dflx +10, C +13, W +10, Ch +13 Skills Dflflp +13, Imd +13, Pflrflp +10 Damage Resistances b udfflflffl, pflrffl, d hffl !rm mffl k h rfl’ vflrfld Damage Immunities d, !rfl, p Condition Immunities hrmfld, flxhu, !rfflhflfld, pfld Senses ruflfflh 120 !., pvfl Pflrflp 20 Languages , fl flphy 120 !. Challenge 22 (41,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). I! Gflry ! vffl hrw, hfl hfl uflfld fld. Magic Resistance. Gflry h dvfflfl vffl hrw ffl pfl d hflr mffl fl!!fl. Regeneration. Gflry rflffl 20 h p hfl r ! h ur. I! hfl kfl rd dmfflfl, h r dfl’ !u hfl r ! h flx ur. Gflry dfl y ! hfl r h ur wh 0 h p d dfl’ rflfflflflrfl. Ac t io n s Multiattack. Gflry mkfl fl C w k d fl Sfflflr k. Claw. Melee Weapon Attack: +16 h, rflh 15 !., fl rfflfl. Hit: 23 (4d6 + 9) d dmfflfl. I!hfl rfflfl Lrfflfl r m flr, fflrpp fld (DC 24), d rflrfld u hfl fflrpp fl fld. Gflry fflrpp fl fl rflurfl mfl. I!hfl rfflfl rfldy fflrpp fld by Gflry, hfl rfflfl kfl flxr 27 (6d8) d dmfflfl. Stinger. Melee Weapon Attack: +16 h, rflh 20 !., fl rflurfl. Hit: 14 (2d4 + 9) !rfl dmfflfl, d hfl rfflfl mu uflfld DC 21 Cu vffl hrw r kfl 13 (2d 2) p dmfflfl d bflmfl pfld u !hfl hr r ffl rfl. Thfl rfflfl’ h p mxmum rfldufld by mu flqu h !hfl p dmfflfl kfl. Th rfldu u hfl pfld d rflmvfld. Thfl rfflfl dfl ! h p mxmum rfldufld 0. Spellcasting. Gflry fl !hfl ! wffl pfl , rflqurffl mflr mpfl d uffl Chrm hfl pfl ffl b y (pfl vfl DC 21): A w : alter self( bflmfl Mfldum whfl hfflffl h ppflrfl), detect magic, ice storm, invisibility (fl ! y), locate object, suggestion, wall ofice 1/dy: banishment Teleport. Gflry fl flpr, ffl wh y flqupmfl hfl wflrffl d rryffl, up 120 !flfl uupfld pfl hfl flfl. Leg en F aG H Ac t io n s Gflry kfl 3 flfflfldry , hffl !rm hfl p bfl w. O y fl flfflfldry p bfl ufld mfl d y hfl fld ! hflr rflurfl’ ur. Gflry rflffl pfl flfflfldry hfl r ! h ur. Infernal Glare. Gflry rfflfl fl rflurfl hfl flfl wh 60 !flfl ! hm. Thfl rfflfl mu uflfld DC 23 Wdm vffl hrw r bflmfl !rfflhflfld ! Gflry u hfl fld ! flx ur. Teleport. Gflry ufl Tfl flpr. Swift Sting (Costs 2 Actions). Gflry mkfl fl Sfflflr k. 136 CHAPTER 2 | BESTIARY
Armor Class 14 (natural armor) Hit Points 22 (3dl0 + 6) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 4 (-3) 12 (+1) 6 (-2) Damage Immunities fire Senses passive Perception 11 Languages — Challenge (200 XP) Proficiency Bonus +2 Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. A) * +, - . Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) piercing damage. Fire Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried. Gia n t St r id e r Ths fc mjsc moss xhb bus of boh bs pls, bu uly h. G ss hv supul ffy o f c sp gous of flm s ms. Thy mos of fou opcl, volc clly cv s o gos h smlly pov soucs of boh w xm h. Fws pz g ss sk o op hm whv possbl. Thy pov fo sbls of hs cus h ls, u, h g ss voluly sv s mous fo fw wos ( hs book). CHAPTER 2 | BESTIARY 137
CHA 12 (+1) Armor Class 16 (breastplate) Hit Points 60 (8d8 + 24) Speed 30 ft. Gif f Medium Humanoid, Any Alignment Proficiency Bonus +2 STR DEX CON INT WIS 18 (+4) 14 (+2) 17 (+3) 11 (+0) 12 (+1) Senses passive Perception 11 Languages Common Challenge 3 (700 XP) Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols. Headfirst Charge. The giff can try to knock creature over; if the giff moves at least 20 feet in straight line and ends within 5 feet of Large or smaller creature, that creature must succeed on DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. A2 3 45 6 7________________________________ Multiattack. The giff makes two Longsword, Musket, or Pistol attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1 dl2 + 2) piercing damage. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (IdlO + 2) piercing damage. Fragmentation Grenade (1/Day). The giff throws grenade up to 60 feet, and the grenade explodes in 20-foot-radius sphere. Each creature in that area must make DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on failed save, or half as much damage on successful one. Gif f It’s easy to spot g n a room: these burly olk are 7-oot-tall, hppopotamus-headed people. In Wldspace and the assocated ports, g are most oten encountered as spacearng mercenares. These troops are renowned or ther martal tranng and love o explosves and are typcally armed wth gleamng pstols and muskets. The stat block here represents one o those mercenares. Every aspect o these spacearng g’s socety s organzed along mltary lnes. From brth untl death, each has a mltary rank. Promotons don’t depend on age but are granted by a superor as a reward or valor. Muskets and grenades are the specaltes o many g regments. The bgger the boom, the brghter the lash, and the thcker the smoke t produces, the greater the glory or the one weldng the weapon. G mercenares have been known to accept payment n kegs o gunpowder n preerence to gold, gems, or other currency. G* + ,- . / 0 1 2 3 4 5 0 K0 7 In addton to ther personal gunpowder weapons, gshps and mercenary companes carry spare gunpowder n kegs. In an emergency, or a large exploson s needed, a whole keg can be detonated. A g lghts the use on the keg and can then throw the keg up to 15 eet as part o the same acton. The keg explodes at the start o the g’s next turn. Each creature wthn 20 eet o the explodng keg must make a DC 12 Dexterty savng throw. On a aled save, a creature takes 24 (7d6) re damage and s knocked prone. On a successul save, a creature takes hal as much damage and sn’t knocked prone. Every other keg o gunpowder wthn 20 eet o an explodng keg has a 50 percent chance o also explodng. Check each keg only once per turn, no matter how many other kegs explode around t. >38 CHAPTER 2 | BESTIARY
i... ■; - ............ . ..... —-------■=. Gir a l l o n Large Monstrosity, Unaligned Armor Class 13 Hit Points 59 (7dl0 + 21) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 5 (-3) 12 (+1) 7 (-2) Skills Perception +5, Stealth +5 Sensesdarkvision 60 ft., passive Perception 15 Languages— Challenge 4 (1,100 XP) Proficiency Bonus +2 Ac t io n s_______________________________ Multiattack. The girallon makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1 d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bo n u s Ac t io n s Aggressive. The girallon moves up to its speed toward a hostile creature that it can see. Gir a l l o n A g ks ke veszed, fu-med pe wth gysh-t sk d whte fu. Its vcus fgs d c ws eve t t be mstus pedt. G s e mst cmm tempete wm fest evmets budt wth fe. They she pes’ deptess t c mbg, thugh few tees c suppt the weght f these h f-t cetues. The us f ctes, espec y thse fud deep fests d jug es, seem t ttct g s. They see cty’s bu dgs s supe st ffest whse uppemst “bches” c sfe y suppt them. The cetues c es y sc e w s d btt emets, d they pech twe tps d the hgh v tges t keep eye the suudg e. Whe g s c’t c mb, they st k the fest f , uk w ves sh w cves, hde ued stes wh e wtg f pey t cme e. A g s supsg y ste thy, csdeg ts sze d ts ck f cmuf ge. G s fm se bds fseve dvdu s d the ffspg, usu y ed by dmt du t tht s teds t be the dest membe f the gup. Whe the hut wy fm the , g s use s d bdy guge t cmmucte wth e the ve dstce. Ech dvdu typc y huts e d wde y septed fm the thes t esue tht eveye gets dequte fdde. The ede mght gze membes t wk tgethe t mke bg k , hweve. If they succeed, eveye the gup shes the sp s, wth the best pts gg t thse cg f the yug. G s’ stge ppece d ttct t us ed sges t be eve they wee ceted thugh mgc t seve s guds f sme st empe. Whe tht empe fe ges g, g s tued fe d sped ut css the w d. Numeus cetues hve ted t tme, subjugte, cpete wth the mstes. F stce, sme fest-dwe g pep es cptue g s d t them t seve s sete s. Recgzg tht g s e pecefu mg the w kd, the f k hve eed hw t ppch gup’s ede, ffeg fd d the gfts hpes f estb shg ce wth the cetues. G s tht e we teted mght be w g t seve s guds, thugh they ck the te gece t tke tsks me cmp cted th ttckg stges wh ete the dm. A g tht’s cptued whe yug d cefu y ted cu d ed up seemg y u ke y p ce, such s gud g the etce t cty’s theves’ gu d. Thse wh wu d keep g must wys be wy, hweve, becuse the cetue cu d evet t ts ped ty tue t y tme. CHAPTER 2 | BESTIARY I39
Git h y a n k i G desce d from ce people wo were lso e proge ors of g zer (lso s boo). Tese ll, gu fol ve po e pso c powers d dwell, for e mos pr , o e As rl Pl e. Amo g e bes - ow g re e bellcose followers of e Lc Quee Vl . Te errorze e As rl Pl e, rd g o o er pl es o plu der e mul verse of s mgc d rces. Git h y a n k i Gi+ h Gs ble d er mgcl bl es w swordpl o become d gerous foes b le. Ter speclzed cpbl es me em well su ed for ssss o , rd g, d espo ge. Git h y a n k i Gi+ h Medium Humanoid (Cith, Wizard), Any Alignment Armor Class 17 (half plate) Hit Points 130 (20d8 4-40) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 15(+2) 14(4-2) 16(4-3) 15(4-2) 16(4-3) Saving Throws Con 4-6, Int 4-7, Wis 4-6 Skills Insight 4-6, Perception 4-6, Stealth 4-6 Senses passive Perception 16 Languages Gith Challenge 10 (5,900 XP) Proficiency Bonus 4-4 A7 8 9: ; < Multiattack. The githyanki makes three Longsword or Telekinetic Bolt attacks, or it makes one ofthose attacks and uses Spellcasting. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (ld8 4- 3) slashing damage, or 8 (IdlO 4- 3) slashing damage if used with two hands, plus 22 (5d8) psychic damage. Telekinetic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage. Spellcasting (Psionics). The githyanki casts one ofthe following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: light, mage hand (the hand is invisible), message 3/day each:fireball, invisibility, nondetection (self only) 1/day each: dimension door, plane shift, telekinesis B: ; B < A7 8 9: ; < Astral Step (Recharge 4-6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Git h y a n k i Kit h ’/ a k Ml rzed g cul ures ssg r s d respo sbl es o c ze s. Groups of e wrrors follow e comm ds ofsr s (g wrrors; see e Monster Manual), wle e sr s obe e comm ds of mg ’r. Tese cmpo s u dergo or urous r g d pso c es g u l e c comm d e respec of er u derl gs. Git h y a n k i S3 4/ 5 65 C8 66a n 9 5 / Supreme comm ders led rmes, ec o e comm d g e ’rs, wo ur led e res of er forces. Mos supreme comm ders rde red drgo s (see e Monster Manual) o b le. Git h y a n k i Kit h ’/ a k Medium Humanoid (Cith), Any Alignment Armor Class 18 (plate) Hit Points 180 (24d8 4- 72) Speed 30 ft. STR DEX CON INT WIS CHA 18(4-4) 16(4-3) 17 (+3) 16(4-3) 15 (+2) 17(4-3) Saving Throws Con 4-7, Int 4-7, Wis 4-6 Skills Intimidation 4-7, Perception 4-6 Senses passive Perception 16 Languages Gith Challenge 12 (8,400 XP) Proficiency Bonus 4-4 A7 8 9: ; < Multiattack. The githyanki makes three Greatsword attacks. Creatsword. Melee Weapon Attack: 4-8 to hit, reach 5 ft., one target. Hit: 11 (2d6 4- 4) slashing damage plus 17 (5d6) psychic damage. Spellcasting (Psionics). The githyanki casts one ofthe following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: mage hand (the hand is invisible) 3/day each: blur, nondetection (self only) 1/day each: plane shift, telekinesis B: ; B < A7 8 9: ; < Astral Step (Recharge 4-6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. RCD7 8 9: ; < Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. 140 CHAPTER 2 | BESTIARY
:~~_____ _________ i". ........ ......................................................... Gt h y a n k Su pr e me Co mma n d e r Medium Humanoid (Cith), Any Alignment Armor Class 18 (plate) Hit Points 18 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 18 (+4) 16 (+3) 16 (+3) 18 (+4) Saving Throws Con +9, Int +8, Wis +8 Skills Insight+8, Intimidation +9, Perception +8 Senses passive Perception 18 Languages Gith Challenge 14 (11,500 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). Ifthe githyanki fails a saving throw, it can choose to succeed instead. A, - ./ 0 1 Multiattack. The githyanki makes two Silver Greatsword attacks. Silver Creatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Spellcasting (Psionics). The githyanki casts one ofthe following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): At will: mage hand (the hand is invisible) 3/day each: levitate (self only), nondetection (self only) 1 /day each: Bigby's hand, mass suggestion, plane shift, telekinesis B/ 0 < 1 A, - ./ 0 1 __________________________ Astral Step. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. R?@, - ./ 0 1 Parry. The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. L?B ?0 C @D E A, - ./ 0 1 The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The githyanki regains spent legendary actions at the start of its turn. Command Ally. The githyanki targets one ally it can see within 30 feet of it. Ifthe target can see or hear the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll. Attack (2 Actions). The githyanki makes one Silver Greatsword attack. ............ ........ ■----- CHAPTER 2 | BESTIARY 141
Git h z e r a i G o wo ldly folk w psonc pow s wo s n ncs l lnk o g ynk (lso n s book). T g follow s of g ld Z Mny -Ag-G n sc c popl wo lv p f om s of cosmos, w n confns of fo sss flo ng oug cos of Lmbo. Ins d of mposng wll on o popls, y focus on con ollng nd mnpul ng ndlssly mllbl om. Git t iz e r a i A+ a r , h An cs g sgs nd mys cs wo ld commun s nd mn n dmn n c dls s v s s ong pon s n Lmbo nd on o plns. Ty v fo mdbl psonc cpbl s nd bl o mnpul unfo md subs nc of dop d pln w oug . An An ar c h ’s Lair In Lmbo, g n cs c slnds of nqul y n s u buln pln. An n c cn us s psonc pow o gv fo m o fo mlss subs nc, c ng moun ns, lks, nd s uc u s o s v s found on fo g commun y. T n c’s cllng ng s 17 (18,000 XP) wn ’s ncoun d n s l . LairActions. On n v coun 20 (losng n v s), n c cn k on of followng l c ons; n c cn’ k sm l c on wo ounds n ow: Create Object. T n c cs s creation spll (s 9 -lvl spll) usng unfo md subs nc of Lmbo ns d ofsdow m l. If usd n Lmbo, objc mns un l n c’s concn on s b okn, g dlss of s compos on. If n c movs mo n 120 f f om objc , n c’s concn on b ks. Move Object. T n c cn mgclly mov n objc cn s w n 150 f of by mkng Wsdom cck w dvn g. T DC dpnds on objc ’s s: DC 5 fo Tny, DC 10 fo Smll, DC 15 fo Mdum, DC 20 fo L g, nd DC 25 fo Hug o l g . Psionic Bolt. T n c cs s lightning bolt spll ( 5 lvl), bu n c cn cng dmg yp f om lg nng o cold, f , psycc, dn , o und . If spll dls dmg o n f o lg nng, dosn’ gn flmmbl objc s. RegionalEffects. T gon con nng n n c’s l s w pd by s p snc, wc c s on o mo of followng ffc s: Form Substance. In Lmbo, n c cn spnd 10 mnu s s blng 5-ml cn d on , cusng unfo md subs nc o k w v nnm fo m n c cooss. Du ng p ocss, n c d mns sp nd compos on of fo ms c d. Stabilize Object. T n c s bls ny objc c d n Lmbo nd b oug o M l Pln fo s long s n c mns w n 1 ml of (no c on qu d). If n c ds, s ffc s nd f ld6 ounds. All fo md subs nc bcoms co c cu n of n gy nd m , un vlng n o unfo md subs nc dssp s ld6 ounds l . Git h z e r a i A+ a r , h Medium Humanoid (Cith), Any Alignment Armor Class 20 (Py Defee) Hit Points 144 (17d8 + 68) Speed 30 ft., fly 40 ft. (ove)) STR DEX CON INT WIS CHA 16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2) Saving Throws St) +8, Dex +10, It +9, W +10 Skills A)// +9, Igt +10, Pe)epto +10 Senses p/ve Pe)epto 20 Languages Gt Challenge 16 (15,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). Ifte gtze)/ f/l / /vg t)ow, t / ooe to ueed te/d. Psychic Defense. Wle te gtze)/ we/)g o /)mo) /d weldg o eld, t AC lude t Wdom modfe). Ac 8 i9 n s Multiattack. Te gtze)/ m/ke t)ee U/)med St)ke /tt/k. Unarmed Strike. Melee Weapon Attack: +10 to t, )e/ 5 ft., oe t/)get. Hit: 9 (1 d8 + 5) bludgeog d/m/ge plu 18 (4d8) py d/m/ge. Spellcasting (Psionics). Te gtze)/ /t oe ofte followg pell, )equ)g o pell ompoet /d ug Wdom / te pell/tg /blty (pell /ve DC 18): At wll: mage hand (te /d vble) 3/d/y e/: see invisibility, telekinesis 1/d/y e/: globe ofinvulnerability, plane shift, wall offorce LAB An C ar D Ac 8 i9 n s Te gtze)/ / t/ke 3 leged/)y /to, oog f)om te opto below. Oly oe leged/)y /to opto / be ued /t / tme /d oly /t te ed of/ote) )e/tu)e’ tu). Te gtze)/ )eg/ pet leged/)y /to /t te t/)t of t tu). Strike. Te gtze)/ m/ke oe U/)med St)ke /tt/k. Teleport. Te gtze)/ telepo)t, /log wt /y equpmet t we/)g o) /))yg, to / uouped p/e t / ee wt 30 feet of t. Change Gravity (Costs 3 Actions). Te gtze)/ /t te reverse gravity pell, ug Wdom / te pell/tg /blty. Te pell / te o)m/l effet, exept t/t te gtze)/ / o)et te /)e/ /y d)eto /d )e/tu)e /d objet f/ll tow/)d te ed ofte /)e/. CHAPTER 2 | BESTIARY
Git h z e r a i En l ig h t e n e d Som spu flffi spfflff offl flous ffl mff offl o fflscfflff fl ms of fl foms fflff o ppflfflff fl fflu of y. Zfls wflo comp fl fflx of fl fflffl bcom kfflowffl s fl fflflfflff. it h z e r a i n l ig h t e n e d Medium Humanoid (Cith), Any Alignment Armor Class 18 (Psychic Defense) Hit Points 112 (15d8 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+1) Saving Throws Str +6, Dex +8, Int +7, Wis +8 Skills Arcana +7, Insight +8, Perception +8 Senses passive Perception 18 Languages Gith Challenge 10 (5,900 XP) Proficiency Bonus +4 Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. A/ 0 12 3 4 Multiattack. The githzerai makes three Unarmed Strike attacks. --- - - Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) psychic damage. Spellcasting (Psionics). The githzerai casts one ofthe following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16): At will: mage hand (the hand is invisible) 3/day: see invisibility 1/day each: plane shift, teleport Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8dl2) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. R@A/ 0 12 3 4 Slow Fall. When the githzerai falls, it reduces any falling damage it takes by 50. CHAPTER 2 | BESTIARY 143
Gn o l l Fl e s h n a w e r Medium Monstrosity, Typically Chaotic Evil Armor Class 14 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 8 (-1) Saving Throws Dex +4 Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 1 (200 XP) Proficiency Bonus +2 A% & '( ) * Multiattack. The gnoll makes one Bite attack and two Shortsword attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) piercing damage. Sudden Rush. Until the end ofthe turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks. B( ) 7 * A% & '( ) * Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. ------------------------- . . 1 n o l l s T fit g y tfmd by mgic. My f t m t cuptd by t dm d Yg u. W t i vic t Yg u ddictd t t uviv f t i ki, g bd k t ft up f it upi ttck d t v uviv iv. n o l l Fl e s h n a w e r T g c t u f gd p i fv f t bd t t t y id it gt pd d fficicy. I t t ick f fig t, t y d c t bttfid, ig d ig t y u d tgg d fii ff udd f. n o l l H* n + e r Hut t tt it g i bd. I t vgud, t y cp ud, pickig ff i td ppiti i cig t y f t t f t fc t dvc. Hut pticuy kid it t gb, d t y fi it viciuy bbd d. Ev ut d’t ki t i tgt it t i fit t, t tik big muc pi t t t victim i bbd i it ttmpt t u y. 1 :....... . 1____ ______ , „ ............. _ n o l l H* n + e r Medium Monstrosity, Typically Chaotic Evil Armor Class 13 (leather armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 8 (-1 Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Gnoll Challenge 1/2 (100 XP) Proficiency Bonus +2 A% & '( ) * Multiattack. The gnoll makes two Bite, Spear, or Longbow attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, or 6 (ld8 + 2) piercing damage when used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1 d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn. B( ) 7 * A% & '( ) * Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. 144 CHAPTER 2 | BESTIARY
STR DEX CON INT WIS CHA 14(+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 7 Languages understands Cnoll but can’t speak Gn o l l Wit h e r l in g Medium Undead, Typically Chaotic Evil Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft. Challenge 1/4 (50 XP) Proficiency Bonus +2 Unusual Nature. The witherling doesn’t require air, food, drink, or sleep. A. / 01 2 3 Multiattack. The witherling makes two Bite or Spiked Club attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) necrotic damage. Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. B1 2 6 3 A. / 01 2 3 Rampage. After the witherling reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes one Bite attack. R89. / 01 2 3 Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet ofthe witherling, the witherling makes one Bite or Spiked Club attack. Gn o l l Wit h e r l in g S mms s f Y u u aas ac , paps dm w us a wa bad bcaus f xm sava . Ev ud day ccumsacs, s a a dpvd f vcms f su c u ad v us. Evuay, y f am msvs. T suvv s dv u fs f sa c m ads bu psv b s. T, by v k uas Y u (appas s b k) y b mas back a smbac f f f m f a w. Ws av w c mads ad y k ay pa. Ty d ’ a ad a’ m vad by u, av m fs f s f wa bad. CHAPTER 2 | BESTIARY 145
Gr a y Re n d e r A cuious impuls ivs th g fl. Dspit its hulkiflg fom fl tibl pptit, it wflts most of ll to bofl with fl ifltlligflt ctu fl, oflc bofl, to giv its lif to potct tht ctu. Gt stflgth fl focious fltu mk g fls fic guifls, but th lck sh of cuflfliflg. G fls pouc b fomiflg flouls ofl thi bois tht, ofl chiflg mtuit, bk off to bgifl lif s ouflg g fls. Th fl flo oblig tiofl to thi ouflg fl hv flo iflclifltiofl to gth with oths of thi kifl. Iflst, ch hs fl ov powiflg fl to bofl with fl ifltlligflt ctu. Whfl ofl flcouflts suitbl mst, it siflgs to tht ctu— wi, wbliflg c ccompfli b sctchiflg t th th fl show of fflc. Oflc it foms bofl, g fl svs its mst votl. A g fl might b stoflg ll, but it’s lws fl uflpictbl ofl. Ifl combt, g fl fights viciousl fl flv williflgl hms its mst, but outsi bttl, it might cus coflsi bl ifficultis. It might follow its mst spit biflg tol to st put, sto its mst’s hous, buow hols though ship’s hull, ttck out ofjlous, o wos. Th G Rfl Quiks tbl psflts possibl quiks fo g fls tht cfl b gflt fl oml o slct s si. Gr a y Re n d e r Large Monstrosity, Typically Chaotic Neutral Armor Class 19 (natural armor) Hit Points 189 (18dl0 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 20 (+5) 3 (-4) 6 (-2) 8 (-1) Gr ay Render Quir ks d!2 Quirk Hates horses and other mounts 2 Roars loudly when its bonded creature is touched by another creature 3 Likes to snuggle 4 Uproots and chews on trees 5 Has terrific and eye-watering flatulence 6 Brings offerings of meat to its bonded creature 7 Compulsively digs up the ground 8 Attacks carts and wagons as if they were terrible monsters Howls when it rains 10 Whines piteously in the dark 11 Buries treasure it finds 12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes Saving Throws Str +8, Con +9 Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 12 (8,400 XP) Proficiency Bonus +4 ; < => ? @ Multiattack. The gray render makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2dl 2 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 10 (3d6) bludgeoning damage if the target is prone. RBC; < => ? @ Bloody Rampage. When the gray render takes damage, it makes one Claw attack against a random creature within its reach, other than its master. J4.6 CHAPTER 2 | BESTIARY
Gr a z ’z t The ppence of his demon lod is wning h no ll h is beuiful is good. Evey plne nd cuve of his nine-foo-ll body, evey glnce of his buning eyes, pomises mixue of plesue nd pin. G"’" cn nsfom himself will, ppe ing in ny humnlike fom h pleses him o his onlookes, ll eqully emping in hei own wys. In evey fom, hough, suble wongness pevdes his beuy, fom he cuel cs of his feues o he six finges on ech hnd nd six oes on ech foo. G"’" suounds himself wih he fines of hings La (r A* t (+ , - On iniiive coun 20 (losing iniiive ies), G"’" cn ke one of he following li cions; he cn’ ke he sme li cion wo ounds in ow: Command. G"’" css he command spell on evey ceue of his choice in he li. He needn' see ech one, bu he mus be we h n individul is in he li o ge h ceue. He issues he sme commnd o ll he ges. Gr a z ’z t ’- La (r nd he mos cive ofsevns, nd he dons himselfin silks nd lehes boh siking nd dis ubing in hei wokmnship. His li nd hose of his culiss e plesue plces whee nohing is fobidden sve modeion nd kindness. Culs devoed o him e sece socieies of indulgence, ofen using hei debuchey o subjuge ohes hough blckmil, ddicion, nd mnipulion. They we lbse msks wih ecsic expessions nd osenious dess nd body on menion o hei sece ssignions. Alhough he pefes chm nd suble mnipulion, G"’" is cpble of eible violence when povoked. He wields he geswod Angdelve, lso clled Wve of Soow, whose wvy, "o-edged blde dips cid his commnd. G"’"’s pincipl li is his Agen Plce, gndiose sucue in he ciy of Zel, found wihin his byssl domin of A"". G"’"’s demonic influence dies ouwd in ngible ipple, wping eliy ound him. Given enough ime in single locion, G"’" cn wis i wih his powe. G"’"’s li is den of osenion nd hedonism. I is doned wih finey nd decoions so dec den h even he welhies of mols would blush he excess. Wihin G"’"’s lis, devoees nd subjecs like e foced o slke G"’"’s his fo pgeny. CHAPTER 2 | BESTIARY 147
^r«z'zt proved io be a plenii|ul Source o| magical energy. He seems to thmk there's Somethin wore between US- He'll eventually figure out the truth. TASHA Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. R"# $% & '( E* * "+ , - The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects: Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. ■ ■ ■ - - G' ( ) ’) * Large Fiend (Demon), Chaotic Evil Armor Class 20 (natural armor) Hit Points 346 (33dlO+ 165) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8) Saving Throws Dex +9, Con +12, Wis +12 Skills Deception +15, Insight+12, Perception +12, Persuasion +15 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Challenge 24 (62,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he can choose to succeed instead. Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical effects. A+ , $% & - Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting. Wave ofSorrow (Creatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage. Beguiling Realm. Within 6 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage. Mirrors Everywhere. Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. If Graz’zt dies, these effects fade over the course of Id 10 days. C2 3 * 45 * 5 6 7 G' ( ) ’) * Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait. Joyfrom Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction. Master ofPleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it. Spellcasting. Craz’zt casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: charm person, detect magic, dispel magic 3/day each: darkness, dominate person, telekinesis, teleport 1/day each: dominate monster, greater invisibility Teleport. Craz’zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. B% & O - A+ , $% & - Change Shape. Graz’zt transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. R"'+ , $% & - Negate Spell (Recharge 5-6). Graz’zt tries to interrupt a spell he sees a creature casting within 60 feet of him. Ifthe spell is 3rd level or lower, the spell fails and has no effect. Ifthe spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. L"# "& Q 'R S A+ , $% & - Graz’zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Graz’zt regains spent legendary actions at the start of his turn. Abyssal Magic. Graz’zt uses Spellcasting or Teleport. Attack. Graz’zt makes one Wave of Sorrow attack. Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs. lz|.8 CHAPTER 2 | BESTIARY
Gr u n g s G ae fo -like folk fod i ai foet ad topical j le. Thee amphibia pefe hade ad live i tee, bt they maitai hatcheie fo thei offpi i well- aded od-level pool. Abot thee moth afte hatchi , a tadpole take o the hape of a adlt, ad afte aothe ix moth, the eache matity. Bo i a wide a e of colo, mot ofte appea i hade of ee, ble, pple, ed, oa e, ad old. All ecete a btace that i hamle to them bt poioo to othe ceate, ad ometime that btace ha a pecial effect baed o the ’ colo (ee “Vaiat: G Poio”). They alo e thi veom to poio thei weapo. Gr u n g The tat block epeet a typical wa io o hte, met eithe i a commity o taveli elewhee a a meceay, ame wade, ad, o badit. Gr u n g E/ 01 2 W4 r r 05 r A elite waio typically lead a op of ad othe waio ito battle ad i ofte accompaied by a wildli . Gr u n g W0/ 6 / 0n g Gifted with didic ma ic, a wildli typically eve a a advio, a heale, ad a - te of cop. Gr u n g Small Humanoid, Any Alignment Armor Class 12 Hit Points 11 (2d6 + 4) Speed 25 ft., climb 25 ft. STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0) Saving Throws Dex +4 Skills Athletics +2, Perception +2, Stealth +4, Survival +2 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 12 Languages Grung Challenge 1/4 (50 XP) Proficiency Bonus +2 Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. Ifthe grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. A3 4 56 7 8 Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1 d4 + 2) piercing damage plus 5 (2d4) poison damage. CHAPTER 2 | BESTIARY 149