Va r ia n t ^Gr u n g Po is o n A cee ped by fflffl c ffe dd l effec h deped he fflffl’ cl, decbed belw. Th effec l l he cee lffle ped by he fflffl. Blue Crung. The poisoned creature must make a loud noise at the start and end of its turn. Cold Crung. The creature is charmed by the grung and can speak Grung. Creen Crung. The poisoned creature can't move except to climb or make standing jumps. Ifthe creature is flying, it can’t take any actions or reactions unless it lands. Orange Crung. The poisoned creature is frightened of its allies. Purple Crung. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red Crung. The poisoned creature must use its action to eat if food is within reach. Gr u n g E( it ) Wa r r io r Small Humanoid, Any Alignment Gr u n g Wi( + ( in g Small Humanoid, Any Alignment Armor Class 13 Hit Points 49 (9d6 + 18) Speed 25 ft., climb 25 ft. Armor Class 16 (natural armor) Hit Points 27 (5d6 + 10) Speed 25 ft., climb 25 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 15 (+2) 10 (+0) 11 (+0) 12 (+1) STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 11 (+0) Saving Throws Dex +5 Skills Athletics +2, Perception +2, Stealth +5, Survival +2 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 12 Languages Grung Challenge 2 (450 XP) Proficiency Bonus +2 Saving Throws Dex +5 Skills Athletics +2, Perception +4, Stealth +5, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages Grung Challenge 1 (200 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. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end ofthat day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. A6 7 89 : ; Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1 d6 + 3) piercing damage plus 5 (2d4) poison damage. Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet ofthe grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end ofthe grung’s next turn. 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 ofthat day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. A6 7 89 : ; Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1 d6 + 3) piercing damage plus 5 (2d4) poison damage. Spellcasting. The grung casts one ofthe following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft 3/day each: cure wounds, spike growth 2/day: plant growth CHAPTER 2 | BESTIARY
Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage. A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’ cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’ aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. drake can’t reproduce, nor can its scales be used to make other guard drakes. VARIANT: CHROMATIC DRAKES Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to lightning damage. Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage. Red Guard Drake. The drake has climbing speed of 30 feet and resistance to fire damage. White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. G4 5 6 7 D6 5 8 9 Medium Dragon, Unaligned Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2) Skills Perception +2 Sensesdarkvision 60 ft., passive Perception 12 Languages understands Draconic but can’t speak Challenge 2 (450 XP) Proficiency Bonus +2 Ac t io n s Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. 151 CHAPTER 2 | BESTIARY
He l l f ir e En g in e H s a sm autoomous b s o dstuct o. Am zus ( th s book) ad oth dv sh as hod thm sv ut thy a dd to p a cus o by dmos o cusad motas, but occas oay o o ths ma ca-mcha ca hyb ds ts oos, d v b sk by ts d to dstoy. H s tak may oms, but a o thm hav o pupos: to mow dow os wavs. Thy a capab osubtty o t cky, but th d stuct v capab ty s mms. Mota catus sa by h s a doomd to jo th a os m hous uss powu ma c-w ds tv o th bha. Th achduks o th N Hs woud k oth btt tha to mod y th s ma c so t woks aa st dmos, too, but that d scovy has udd thm so a. He l l f ir e En g in e Hu Construct, Typically Lawful Evil Armor Class 18 (natural armor) Hit Points 216 (16dl2+ 112) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 24 (+7) 2 (-4) 10 (+0) 1 (-5) SavingThrows Dex +8, Wis +5, Cha +0 Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunitiescharmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious Senses darkvision 120 ft., passive Perception 10 Languages understands Infernal but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form. Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects. Unusual Nature. The hellfire engine doesn’t require air, food, drink, or sleep. Ac t io n s Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. Hellfire Weapons. The hellfire engine uses one of the following options (choose one or roll a d6): 1-2: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2dl0) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (IdlO) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. 3-4: Lightning Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine’s choice that it can see within 30 feet of the target must each make a DC20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. 5-6: Thunder Cannon. The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC20 Dexterity saving throw, taking 27 (5dl0) bludgeoning damage plus 19 (3dl2) thunder damage on a failed save, or half as much damage on a successful one. If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1 d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect. 152 CHAPTER 2 | BESTIARY
COBLINOIDS OF THE FEYWILD The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many ofthem ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members offamilies that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic ofthe Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book). I------------------------------------------------------------------------------------------------------------------------- Ho bg o bl in De v a st a t o r Medium Fey (Coblinoid), Typically Lawful Neutral Armor Class 13 (studded leather) Hit Points 45 (7d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0) Skills Arcana +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 4 (1,100 XP) Proficiency Bonus +2 Ho b g o b l in De v a s t a t o r H wh pfldu ff ffl mc mffmff udfffl fluff fl ffcmff h dff"fl. Dff"fl flff pffcfffl wh c dw fflff d hfffl dfffluc"ff mc hff dfffffff f hff cufl hffy fffl"ff, whffhfffl h cufl hff Fffywd fl hff Mfffl Pff. A h dff"fl hff fffffd hfffl ff d hflff ff"fffly fff flud hffm. Ffl fflm ff cffflffd cdffmc, h dff"fl flff mfffl fhff fffffd. I dd cc ppc f hff mc fl, hffy fffl hff c f wffp uff, d hffy mffuflff hfffl dffffd y hff ffffmff dfffffffd huh hfffl mc. Thffy h"ff hff flffpffc f hfffl mffmfffl f hff h d flffcff"ff ffdffcff d dfffffflffcff fflm my quflfffl. I hff Fffywd, my flchfffy ffffk fffl hfffl flmff’ mh wh hff fffl"cff f h dff"fl. Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number ofallies to be immune to the damage caused by the spell and to succeed on the required saving throw. A8 9 :; < = Multiattack. The hobgoblin makes two Quarterstaff or Devastating Bolt attacks. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1 d6 + 1) bludgeoning damage, or 5 (1 d8 + 1) bludgeoning damage if used with two hands, plus 13 (3d8) force damage. Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) force damage, and the target is knocked prone. Spellcasting. The hobgoblin casts one ofthe following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: mage hand, prestidigitation 2/day each: fireball, fly, fog cloud, gust of wind, lightning bolt CHAPTER 2 | BESTIARY 153
Ho b g o b l in Ir o n Sh a d o w I ss e fl mtfl tflsts seve fey mt cuts s secet pflce, scuts, ssssfls. Tey spy t feet ut tecey, eefl, ety e flt flt utessy. I ss pssess flflty stmfl mtce y y tefl flc cmmfltmet t te fl f tefl mstes. Tey fle ey cmfltfl f ume ffltfl tecflques s mflc t eceflve efet tefl fes. Wfle secet mflssfls, tey e msks cfte t eseme m stes, t t cce tefl fletfltfles t stflke fe flt tefl fes. A fl s fls usuy ecuflte fm te ks f te Feyfl’s fl mfles fm m te fls ve esfle fl te M tefl Pe f cetufles. A cflte f mflssfl uees sefles f tests esfle t eve y ptetfl f tecey. Tse ffl e sfl, fle tse pss eceflve secet tflfl fl te ts f mflc stet. Tfls flctfltfl fls s uus pcess; my spflts ’t fflfls flt, yes mflt y ufl flc te fl ss ecme e memes flt tefl ks. We ecuflt’s tflfl fls cmpete, tey e tske flt cuctfl ssssfltfls spy mflssfls. Ho bg o bl in Ir o n Sh a d o w Medium Fey (Goblinoid), Typically Lawful Neutral Armor Class 15 (Unarmored Defense) Hit Points 32 (5d8 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 11 (+0) Skills Acrobatics +5, Athletics +4, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 2 (450 XP) Proficiency Bonus +2 Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. A, - ./ 0 1 Multiattack. The hobgoblin makes four attacks, each ofwhich can be an Unarmed Strike or a Dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) bludgeoning damage. Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage. Shadow Jaunt. The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness. Spellcasting. The hobgoblin casts one ofthe following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: minor illusion, prestidigitation 1/day each: charm person, disguise self, silent image 154 CHAPTER 2 | BESTIARY
Armor Class 16 (natural armor) Hit Points 90 (12dl0 + 24) Speed 40 ft. Ho w l e r Large Fiend, Typically Chaotic Evil Ho w l e r A fa-ff ai pcds th sight f a h . Evn at a distanc, istns’ minds cing at th sund and fi ith h at th aizatin that th nis is da ing cs. Whn h s g n th p , cuag isn’t nugh t stand up against thm. Ths nightma catus a nativ t Pandmnium, but thy can b fund n mst f th L Pans, h thy a taind as a hunds. H s can b dmsticatd, aft a fashin, but thy spnd ny t buta taining in hich thy a fcd t cgniz th tain as th pack’s undisputd ad. A taind pack thn f s its ad ithut hsitatin. H packs cus v th battfids f th Bd Wa and as sv vi mtas p fu and vicius nugh t cmmand thi yaty. H s y n spd, numbs, and thi mind-numbing h ing t cn py bf thy ta it apat. Thi h s fd th minds f thi victims, making cmpx thught impssib. Listns can d itt m than sta in h and stumb aund th battfid in a sach f safty. Finds spciay piz h s f this asn, bcaus f a f cucia mmnts in a batt, thi h s can nutaiz an nmy. STR DEX CON 17 (+3) 16 (+3) 15 (+2) INT WIS CHA 5 (-3) 14 (+2) 6 (-2) Skills Perception +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened Senses darkvision 60 ft., passive Perception 15 Languages understands Abyssal but can't speak Challenge 8 (3,900 XP) Proficiency Bonus +3 Pack Tactics. A howler has advantage on attack rolls against a creature if at least one ofthe howler's allies is within 5 feet of the creature and the ally isn’t incapacitated. A+ , -. / 0 Multiattack. The howler makes two Rending Bite attacks. Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4dl0) psychic damage ifthe target is frightened. This attack ignores damage resistance. Mind-Breaking Howl (Recharge 4-6). The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3dl0) psychic damage and be frightened until the end ofthe howler’s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours. CHAPTER 2 | BESTIARY 155
Hu t ijin Pol cs he N e Hells are ayh g b pred c able. All aces form all he me, b mos w d p ravel g de o reachery. Neverheless, for all he r backb g ad berayal, dev ls do occas oally d splay loyaly, offer g waver g serv ce o he r masers. Oe sch example s H % , a dke of Ca- a ad loyal serva of Meph sopheles. Across he Hells, H % ’s ame f lls lesser dev ls w h fear ad loah g, for h s dke commads wo compa es of p f eds (see he Monster Manual). W h sch sold ers der h s commad, H % ca eas ly crsh ay r val who ges h s way wh le also defed g Meph sopheles aga s arm es seek g o coes h s dom o. H % has amassed eogh power o challege he lord of Ca a, b he has ever wavered h s sppor for h s masersgges g, perhaps, ha Meph sopheles has some hold over h m. Os de he N e Hells, H % s a rela vely obscre f gre, kow oly o he mos leared feral scholars. He has o cls of h s ow, ad h s servas are few mber. The reaso s s mple: H % haes morals. Whe smmoed from he Hells, he repays he s gaor w h a log ad ago z g deah. Meph sopheles forb ds H % from mak g oo may forays o he Maer al Plae, s ce he dke’s absece leaves h m vlerable o h s r vals. Oher archdev ls kow how mch H % desp ses morals ad have secrely d ssem aed he meas o call h m from he N e Hells he hope of d srac g he archdev l log eogh for hem o assa l Meph sopheles. H % seds dev ls o he Maer al Plae o erad cae me o of h s ame ad desroy hose who have leared of h m, b he smmo gs s ll occr. Whe called from h s pos, he ego aes as q ckly as he ca, sally clos g a deal w h l le cos o he smmoer. However, oce he deal has bee flf lled, H % repays he errp o w h deah. %Kg CHAPTER 2 | BESTIARY
Hu t ijin Large Fiend (Devil), Lawful Evil Armor Class 19 (natural armor) Hit Points 200 (16dl0 + 112) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 27 (+8) 15 (+2) 25 (+7) 23 (+6) 19 (+4) 25 (+7) Saving Throws Dex +9, Con +14, Wis +11 Skills Intimidation +14, Perception +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus+7 Infernal Despair. Each creature within 30 feet of Hutijin that isn’t a devil makes saving throws with disadvantage. Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose to succeed instead. Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects. Regeneration. Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate. A4 5 67 8 9 Multiattack. Hutijin makes one Bite attack, one Claw attack, one Mace attack, and one Tail attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) fire damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) cold damage. Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) force damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2dl0 + 8) thunder damage. Spellcasting. Hutijin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will: alter self (can become Medium when changing his appearance), detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall offire 3/day: dispel magic Teleport. Hutijin teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. RBC4 5 67 8 9 Fearful Voice (Recharge 5-6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him 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. A creature that saves against this effect is immune to his Fearful Voice for 24 hours. LBG B8 H CI J A4 5 67 8 9 Hutijin 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. Hutijin regains spent legendary actions at the start of his turn. Attack. Hutijin makes one Claw, Mace, or Tail attack. Teleport. Hutijin uses Teleport. Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hy d r o l o t h Like e ug -s eaing wa es f e Rive S fflx effl inabi , ffl! s fic e memies f cea ues effl a ack, s eaing awaffl ug s f !eiveffl wa eve mas e effl appen seve. Hffl! s as sav fin!ing s ings, especiaffl se a ave been swawe! up in e !eeps. F ampibius assau s un!ewa e cnfic s, ffl! s ave n equa amng fflug s. Teffl sme imes ie emseves u a ack an! scu e sips an! ai! cas a se emen s. Hy d r o l o t h Medium Fiend (Yugoloth), Typically Neutral Evil Armor Class 15 Hit Points 135 (18d8 + 54) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+0) 14 (+2) Skills Insight +4, Perception +4 Damage Vulnerabilities fire Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 Amphibious. The hydroloth can breathe air and water. Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects. Secure Memory. The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts. Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls. A0 1 23 4 5 Multiattack. The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2dl0 + 5) force damage plus 9 (2dl0) psychic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage plus 9 (2dl0) psychic damage. Spellcasting. The hydroloth casts one ofthe following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: darkness, detect magic, dispel magic, invisibility (self only) 3/day each: control water, crown of madness, fear, suggestion Steal Memory (1/Day). The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 (4d6) psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can’t cast spells; it can’t understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. Teleport. The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. CHAPTER 2 | BESTIARY
JUIBLEX Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, noxious creature that doesn care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. A true horror, Juiblex is mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. , -. / 0 1 2 L3 -4 Juiblex s principal lair is known as the Slime Pits, realm that Juiblex shares with Zuggtmoy (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex s command. Juiblex s challenge rating is 24 (62,000 XP) when encountered in its lair. L3 -4 A= > -? @ 2 On initiative count 20 (losing initiative ties), Juiblex can take one of the following lair actions; it can take the same lair action two rounds in row: Green Slime. A green slime (see the Dungeon Master’s Guide) appears on spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. Slippery Slime.Juiblex slimes square area of ground it can see within the lair. The area can be up to 10 feet on side. When the slime appears, each creature on it must succeed on DC 21 Dexterity saving throw or fall prone and slide 10 feet in random direction determined by d8 roll. When creature enters the area for the first time on turn or ends its turn there, that creature must make the same save. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4dl0) fire damage. Sticky Slime.Juiblex slimes square area of ground it can see within the lair. The area can be up to 10 feet on side. When the slime appears, each creature in that area must succeed on DC 21 Strength saving throw or become restrained. When creature enters the area for the first time on turn or ends its turn there, that creature must make the same save. CHAPTER 2 | BESTIARY 159
A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4dl0) fire damage. Reg io n al Ef f ec t s The region containing Juiblex’s lair is warped by its magic, creating one or more of the following effects: Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Corrupted Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage. Slime. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If Juiblex dies, these effects fade over the course of Id 10 days. C/ 0 1 23 1 3 4 5J/ 26 0 7 8 The Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait. Liquid Movement. A , h rur mv up 20 hru!h p mr h h dmr. I mu d h mvm p h mmd u%% z. Ohrw, k 5 r dm! d rur h p whr b! h mvm. Slimy Organs. Th rur h r b%ud!!, pr!, d %h! dm! rm m!% k. Whvr h rur u r r% h r rdud 0 h p, pry d; h rur wh 5 k d dm! qu% umbr H D. J/ 26 0 7 8 Huge Fiend (Demon), Chaotic Evil Armor Class 18 (ur% rmr) Hit Points 350 (28d%2+ 168) Speed 30 ., %mb 30 . STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 23 (+6) 20 (+5) 20 (+5) 16 (+3) Saving Throws Dx +7, C +13, W +12 Skills Prp +12 Damage Resistances %d, r, %!h! Damage Immunities d, p; b%ud!!, pr!, d %h! h m!% Condition Immunities b%dd, hrmd, d d, xhu, r!hd, !rpp%d, pr%yzd, pr d, pd, pr, rrd, ud, uu Senses ru!h 120 ., pv Prp 22 Languages %%, %phy 120 . Challenge 23 (50,000 XP) Proficiency Bonus +7 Foul. Ay rur hr h Oz h r ur wh 10 Jub%x mu ud DC 21 Cu v! hrw r b pd u% h r h rur’ x ur. Legendary Resistance (3/Day). I Jub%x % v! hrw, h ud d. Magic Resistance. Jub%x h dv! v! hrw ! p%% d hr m!% . Regeneration. Jub%x r! 20 h p h r ur. I k r r rd dm!, h r d’ u h r x ur. Jub%x d %y r ur wh 0 h p d d’ r!r. Spider Climb. Jub%x %mb d u% ur , %ud ! upd dw %!, whu d! mk b%y hk. Ac t io n s Multiattack. Jub%x mk hr Ad Lh k. Acid Lash. Melee or Ranged Weapon Attack: +14 h, rh 10 . r r! 60/120 ., r!. Hit: 21 (4d6 + 7) d dm !. Ay rur k%%d by h k drw Jub%x’ bdy, whr h rp d%vd r 1 mu. Eject Slime (Recharge 5-6). Jub%x pw u rrv %m, r!! rur h wh 60 . Th r! mu ud DC 21 Dxry v! hrw r k 55 (%Od%O) d dm!. U% h r! vd k! %% h dm!, y m% rmr wr by h r! k prm -1 p%y h AC r, d y m% wp h r! rry! r wr! k prm -1 p%y dm! r%%. Th p%y wr h m r! ubjd h . I h p%y bj drp -5, h bj dryd. Th p%y bj b rmvd by h mending p%%. Spellcasting. Jub%x h %%w! p%%, rqur! mr% mp d u! Wdm h p%%! b%y (p%% v DC 20): A w%%: detect magic 3/dy h: contagion, gaseousform Leg en I aJ K Ac t io n s Jub%x k 3 %!dry , h! rm h p b%w. O%y %!dry p b ud m d %y h d hr rur’ ur. Jub%x r! p %!dry h r ur. Attack. Jub%x mk Ad Lh k. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14 h, rh 10 ., rur. Hit: 21 (4d6 + 7) p dm!, d h r! %md. U% h %m rpd wh , h r! pd, d y rur, hr h Oz, pd wh% wh 10 h r!. CHAPTER 2 | BESTIARY
Ki-r in K-s ae oble, celestal ceatues. I the Oute Plaes, k-s sevce to beevolet detes take a dect ole the eteal stuggle betwee good ad evl. I the motal wold, k-s ae celebated fa ad wde as habges of desty, guadas of the saced, ad coutebalaces to the foces of evl. K-s ae a embodmet of good, ad smply beholdg oe ca evoke fea o awe a obseve. A typcal k- looks lke a muscula stag, coveed golde scales led some places wth golde fu. It has a log mae ad tal, coppey clove hooves, ad a spal-shaped coppey ho just above ad betwee ts lumous volet eyes. I a beeze o whe aloft, the ceatue’s scales ad ha appea to blaze wth a holy, golde fe. Beyod the coloato, k-s vay appea ace based o the dety each oe evees ad the fucto each typcally pefoms sevce to that god. Some esemble ggatc ucos; these ae ofte used as guadas. Othes have dacoc featues ad ted to be aggessve foes of evl. Havg oe ho s most commo, but a pa tculaly fece k- mght have two hos o a set of atles lke those of a geat stag. I may lads, commo folk vew k-s as healds of good fotue. They cosde seeg a k- fly ovehead a blessg ad evets that happe o such a day especally auspcous. If a k- alghts dug a ceemoy such as a bth aoucemet o a cooato, eveyoe peset udestads that the ceatue s tellg them the peso so ho oed could become a geat foce fo good. K-s have also bee kow to appea at the stes of geat battles to spe ad stegthe the sde of good o to escue heoes fom ceta death. K-s ae attacted to the woshp of detes of couage, loyalty, selflessess, ad tuth, as well as to the advacemet ofjust socetes. Fo stace, the Fogotte Realms, k-s ally mostly to Tom, although they also seve hs alles Ty ad Ilmate. K-s that seve good detes go wheeve they ae commaded; a k- fom a Uppe Plae mght vetue to the Mateal Plae o a msso, usually as a scout, a messege, o a spy. A k- lvg o the Mateal Plae clams a tetoy to watch ove, ad oe k- mght safeguad a aea that ecompasses seveal atos. L0 ir 1 2 L3 x 3 r 5 O the celestal plaes, k-s esde lofty, elegat aees flled wth lu6uous objects. O the Mateal Plae, a k- chooses a smla locato fo ts la, such as atop a tall pacle o wth a cloud soldfed by the k-’s magc. The chose locato s almost always had to each, ad oly those mo tals who have the teacty to complete the dautg jouey to a k-’s la ca pove themselves wo thy ofspeakg wth ts occupat. May of those who do ed up pledgg sevce to the ceatue. They study ude ts tutelage ts la ad seve as ts agets the wold. These followes mght tavel cogto acoss the lad, seekg ews of gowg evl ad wokg behd the scees, o they mght be champos of the maste’s cause, out to defeat vllay wheeve t s foud. Whe vewed fom the outsde, a k-’s la s dstgushable fom a atual ste, ad the etace s dffcult fo vstos to fd ad each. Isde, the la s a seee ad comfotable place, ts ambace a m6 betwee palace ad temple. Ifthe k- has take ceatues to ts sevce, ts la doubles as a saced ste whee the k- ot oly ests but also teaches of holy mystees. CHAPTER 2 | BESTIARY
a ir Ac t io n s O ve u 20 (l g ve e), k - fi ke e fhe fllw g l fi , d mu f h lg fie beffie k g he he l fi g : Create Comforts. The k -fi jufie up e fi mfie pefime bje mde ff, pl-bed mefi l— lud g mufufied bje l ke p llw, fipe, blke, d lh g—h lle vely f ll mfie h 20-f ube. The bje mefi l ze 1 m ue lefi uup ed pe f he k -fi ’ h e he flfi f he l fi. Create Stone and Metal. The k -fi jufie up e fi mfie empfifiy bje mde fe fi mel h lle vely f ll mfie h 2-f ube. The bje mefi l ze 1 m ue lefi u up ed pe f he k -fi ’ h e he flfi f he l fi, d he bje v h fefi 1 hufi. Create Wood. The k -fi jufie up e fi mfie pefime bje mde f wd, fi m lfily hfid pl-bed mefi l, h lle vely f ll mfie h 10-f ube. The bje mefi l ze 1 m ue lefi uup ed pe f he k -fi ’ h e he flfi f he l fi. R2 3 io n a 4 E6 6 2 c t s A k -fi ’ Cele l ufie fiffim he fieg fiud l fi. Ay f he fllw g mg l effe p ble ffi fivelefi euefi he v y: Blessed Nature. Be, Pl, d Cele l w h 3 m le f he k -fi ’ l fi gfiw mfie v gfi u hey evlve wfid del zed ffim. Suh fieufie fie fifiely ggfie ve wfid hefi h fie’ fimlly pfiey. Controlled Weather. A k -fi control weather wh le w h 3 m le f l fi. The pell’ p f fi g lwy he p udfi le he eefi f l fi. The k -fi de’ eed m lefi ph he ky fi efie ffi he hge wehefi pefi . Pure Waters. Wefi flw pufie w h 3 m le f k -fi ’ l fi. Ay pufipeful fifiup f he w efi l ffi lgefi h 3 m ue. Realm ofRespite. Cufie, d ee, d p fieufie fie uppfieed whe he fieufie fie w h 3 m le f he l fi, ule he fieufie fie Abefifi , F ed, fi Uded. Safe Descents. W h 3 m le f he l fi, w d buy fieufie h fll due f he k -fi fi ll e. Suh fieufie deed fie f 60 fee pefi fiud d ke fll g dmge. Abefifi , F ed, d Uded d’ g h beef , fll g fiml. Whe he k -fi d e, ll hee effe d ppefi mmed ely, lhugh he v gfi g effe flfi d fu fiem ffi 3 yefi. Ki-r in Large Celestial, Typically Lawful Good Armor Class 20 (natural armor) Hit Points 153 (18dl0 + 54) Speed 60 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5) Skills Perception +9, Insight +9, Religion +8 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 Legendary Resistance (3/Day). Ifthe ki-rin fails a saving throw, it can choose to succeed instead. Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects. Ac t io n s Multiattack. The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks. ...........-................. Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage. Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage. Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage. Spellcasting. The ki-rin casts one ofthe following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: light, major image (6th-level version), thaumaturgy 3/day each: cure wounds, dispel magic, lesser restoration, sending 1/day each: banishment, calm emotions, createfood and water, greater restoration, plane shift, protectionfrom evil and good, revivify, wind walk L89 8: ; <= > A? @ AB : C The ki-rin 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 ki-rin regains spent legendary actions at the start of its turn. Move. The ki-rin moves up to half its speed without provoking opportunity attacks. Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack. !62 CHAPTER 2 | BESTIARY
Skills Perception +1 Damage Resistances see Dragon’s Resistance below Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 Ko b o l d Dr a g o n s h ie l d K cmp f t p p. Amt f m k, t c y vt wt pw f t pup f ptct t ’ , ut c vy fw y k tc wt t v f t ’ t. I t c, k t - t- cmt m f c, w c fm pt ft. D kw ty v pc f m t w vt , ut— k t t—mt f tm f uwty f t ttu pt t pv tmv v f t. But ty v t ty t y t fc f ct t, p t t fw tm t tt. Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a diO): 1—2, acid (black or copper); 3-4, cold (silver or white); 5-6, fire (brass, gold, or red); 7-8, lightning (blue or bronze); 9-10, poison (green). Heart ofthe Dragon. Ifthe kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one ofthe kobold’s allies is within 5 feet ofthe creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A9 : ;< = > Multiattack. The kobold makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1 d6 1) piercing damage : • 5 (1 d8 1) piercing damage if used with two hands to make a melee attack. CHAPTER 2 | BESTIARY
Ko b o l d In v e n t o r A k i uis impis waps gai a aaag i cma. Ths waps as f y w aacks f hy ak a ypicay wk y f h i, u hy migh supisigy ffci i h maim. Th wap s ’ ha ha—f ss is pu ps if i isacs, scas, cfuss a cau g ugh f h i ki ha f. Ko b o l d In v e n t o r Small Humanoid, Any Alignment Armor Class 12 Hit Points 13 (3d6 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Challenge 1/4 (50 XP) Proficiency Bonus +2 Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one ofthe kobold’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A0 1 23 4 5 Dagger. Melee or Ranged V/eapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. Sling. Ranged V/eapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1 d4 + 2) bludgeoning damage. V/eapon Invention. The kobold uses one ofthe following options (choose one or roll a d8); the kobold can use each one no more than once per day: 1: Acid. The kobold hurls a flask of acid. Ranged V/eapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. 2: Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged V/eapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1 d4) fire damage at the start of each ofthe target’s turns. The target can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 3: Basket ofCentipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm ofinsects (centipedes; see the Monster Manual) with 11 hit points emerges from the basket and rolls initiative. At the end of each ofthe swarm’s turns, there’s a 50 percent chance that the swarm disperses. 4: Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged V/eapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 5 (IdlO) acid damage, and the target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 (IdlO) acid damage at the start of each of its turns. 5: Rot Grub Pot. The kobold throws a clay pot into a 5-footsquare space within 20 feet of it, and it breaks open on impact. A swarm ofrot grubs (in this book) emerges from the shattered pot and remains a hazard in that square. 6: Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster Manual) tied to the end of a 5-foot-long pole. Melee V/eapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1 d8) poison damage on a failed save, or half as much damage on a successful one. 7: Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a DC 9 Constitution saving throw, or it retches and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest. 8: Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm ofinsects (wasps; see the Monster Manual) with 11 hit points emerges from the bag and rolls initiative. At the end of each ofthe swarm's turns, there’s a 50 percent chance that the swarm disperses. CHAPTER 2 | BESTIARY
Ko b o l d Sc a l e So r c e r e r K s ss hv n innt t nt f n mgi, mking thm high y v u mms fthi mmunitis. Ths s s typi y fi th f vis, n whn thtn, s s shs ut with fu mgi. A s s wh sis in n gn’s i my sv s tht gn’s ip mt n muthpi—ntiipting th gn’s ns, issuing mmns t ths n th gn’s h f, n pting infmtin k t th gn. Suh s ss ftn w tifii wings, whih sign fthi ni ffi. S ss just s w y n sptfu f g ns s ths wh vnt ths mighty tus, ut thy knw tht uty quis thm nt t fwn v thi mst t tims. Thy s unstn tht thi fqunt pximity t thi gn mst mns thy wu p y th fist t i if thi mst m ngy isp s, s thy fnti y mintin n twn tin n t in thi hvi tw thi mst. Ko b o l d Sc a l e So r c e r e r Small Humanoid, AnyAlignment Armor Class 15 (natural armor) Hit Points 27 (5d6+10) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 14 (+2) 10 (+0) 9 (-1) 14 (+2) SkillsArcana +2, Medicine +1 Sensesdarkvision 60 ft., passive Perception 9 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet ofthe creature and the ally isn't incapacitated. ___ _________ __ ________ .—_ ... Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Ac t io n s Multiattack. The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. ChromaticBolt. Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type ofthe kobold’s choice: acid, cold, fire, lightning, poison, or thunder. Spellcasting. The kobold casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC12): At will: mage hand, prestidigitation 2/day each: charm person,fog cloud, levitate CHAPTER 2 | BESTIARY jg
Ko r r e d Ks a unpictabl, sctiv Fy with stng tis t ath an stn. Bcaus f thi magical hai an mystical unstaning f minals, thy a sught aft by tasu-hunting wavs an ths wh si walth bnath th ath. Ks pf t kp thi wn cmpany but ccasinally cnst with catus f lmntal ath such as galb uh (s th Monster Manual'). Thy ftn gath with th ks t pfm c mnial ancs, bating ut hythms n stn with thi hvs an clubs. In th pths f th Matial Plan, ks typically fl fm th catus, but thy bcm aggssiv whn thy fl insult a anny by th suns f mining. Ks can hul buls fa lag than it sms thy shul b abl t, shap stn as thugh it w clay, an swim thugh ck. Thy als gain sup natual stngth just fm staning n th gun. M( ) *+ ( , H( *r Ks hav hai all v thi bis, but th hai that gws fm thi has is magical. Whn cut, it tansfms int whatv matial was us t cut it. Ks us in shas t cut lngths f this magical hai, thn twist th stans tgth t c at in ps that thy can manipulat, animating thm t bin snak aun catus an bjcts. Ks tak gat pi in thi hai an qually gat ffns at anyn wh attmpts t cut it with ut pmissin. CHAPTER 2 | BESTIARY Ko r r e d Small Fey, Typically Chaotic Neutral Armor Class 17 (natural armor) Hit Points 93 (11d6 + 55) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 20 (+5) 10 (+0) 15 (+2) 9 (-1) Skills Athletics +9, Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 15 Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon Challenge 7 (2,900 XP) Proficiency Bonus +3 Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. A/ 0 12 3 4 Multiattack. The korred makes two Greatclub or Rock attacks. Creatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1 d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage ifthe korred is on the ground. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (1 d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage ifthe korred is on the ground. Spellcasting. The korred casts one ofthe following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): At will: commune with nature (as an action), meld into stone, stone shape 1/day: Otto’s irresistible dance B2 3 > 4 A/ 0 12 3 4 Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed ifthe korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each ofthe korred’s turns while the rope has at least 1 hit point and the korred is alive. Ifthe rope drops to 0 hit points, it is destroyed. :------------- . . —C -------------------------- -- -- .. :.................. _j 166
Kr a k e n Pr ie s t A c m godl o fol who hv fcd fu y. Tho who m mgh fo dv pow d ho who o pp h mo h ough v o omm w dd wh pow , o v h f p . Ev y p ud go chg pp c h flc h ’ fluc, l hough ch o dff how h v c dplyd. O p mgh hv -blc y d uc d cl fo ogu, whl oh h fu l fc d body cov d y d mouh h d bbl w . Th ho fc mfo fy wh h po mo o u d p ooucm. Kr a k e n Pr ie s t Medium Monstrosity, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2) Skills Perception +5 Senses passive Perception 15 Languages any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Amphibious. The priest can breathe air and water. A( ) *+ , - Multiattack. The priest makes two Thunderous Touch or Thunderbolt attacks. Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (5dl0) thunder damage. Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2dl0) lightning damage plus 11 (2dl0)fthunder damage, and the target is knocked prone. Spellcasting. The priest casts one ofthe following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: command, create or destroy water 3/day each: control water, darkness, water breathing, water walk 1/day: Evard’ black tentacles Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Wisdom saving throw or be frightened ofthe priest for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. CHAPTER 2 | BESTIARY
Kr u t h ik s K ae cn-coveed eple a n n pac and ne n pawlng beanean wa en. Tey ae aaced o o ce of ea, c a dwaven foge and pool of molen lava, and cave o la a cloe o c locaon a poble. A ey b ow o g e ea, ey leave bend nnel—evdence a ofen e f cl e o e neaby peence of a ve. K alo ma e e of peexng ndego nd cambe, ncopoang em no e la wen ey can. K comm ncae w one anoe o g a ee of e and ceng noe. Tee o nd can ofen be ead n advance of a aac . Weneve e la nvaded, g ad end o an alam by apdly appng e one floo w e ap leg. In addon o avng an ac e ene of mell, can ee n e da and can deec vbaon n e ea ao nd em. Tey a e e cen of e own dead a a wanng and avod aea wee many oe ave ded. Slayng a ffcen n mbe of n one aea mg ca e e emanng ve membe o move elewee. Alo g ey can feed on caon, pefe lve pey. Tey ll eneme by mpalng em on e p ed lmb, en gnd p e fle and bone w mandble ong eno g o cew oc . Wen eveal gang p on a ngle foe, ey become fenzed and even moe leal. K abde e peence of Con c, Elemenal, Ooze, and Undead, and ey e c cea e o elp g ad e ve. Tey ae ma eno g o bacade ome nnel and dg new one a eep e negbo away fom e egg. Y0 u 1 2 Kr u t h ik K ac fom egg lad by female ad l. Eac egg abo e ze of an ad l man’ ead and ace wn a mon. Tny ac lng ae amle and aely ay fa fom e ne. Tey feed pmaly on offal and one anoe. Wn a mon, e vvo become yo ng lage eno g o n and defend emelve. Y0 u 1 2 Kr u t h ik Small Monstrosity, Unaligned Armor Class 16 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft., burrow 10 ft., climb 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 4 (-3) 10 (+0) 6 (-2) Skills Perception +4 Sensesdarkvision 30 ft., tremorsense 60 ft., passive Perception 14 Languages Kruthik Challenge 1/8 (25 XP) Proficiency Bonus +2 Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one ofthe kruthik’s allies is within 5 feet ofthe creature and the ally isn’t incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2V2-foot-diameter tunnel in its wake. Ac t io n s______________________________ Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage. jgg CHAPTER 2 | BESTIARY
Ad u l t Kr u t h ik I aes sx mons ofseay eang fofl a yoffing flffi o fleac affiff sze. Te naffiflaff fffe span of an affiff flffi s floffigffy seven yeafls. Affiff flffis gflow spy pfloflffisons on efl ffegs an can fffng ese aggefl-sze spes a enemes beyon e fleac of efl cffaws. Kr u t h ik Hi) * L, r d A ve ffofl flffiffes eac flffi ve. Wen e ve ffofl es, e sffiflvvng membefls of e ve aban on efl ffafl an seaflc fofl a new one. Wen a sffiabffe ffocaon s foffin, e ffaflges flffi n e ve ffineflgoes a meamoflposs, foflmng a cocoon afloffin sefff an emeflgng seveflaff wees ffaefl as a ve ffofl—a bggefl an smaflefl flffi w e abffy o spflay gesve ac fflom s maw. Te ve ffofl cffams e ffaflges cambefl of e ffafl an eeps seveflaff affiff flffis neaflby as boygffiafls. Kr u t h ik Hi) * L, r d Large Monstrosity, Unaligned Ad u l t Kr u t h ik Medium Monstrosity, Unaligned Armor Class 20 (natural armor) Hit Points 102 (12dl0 + 36) Speed 40 ft., burrow 20 ft., climb 40 ft. Armor Class 18 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft., burrow 20 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 15 (+2) H) 12 (+1) 8(-l) Skills Perception +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages Kruthik Challenge (450 XP) Proficiency Bonus +2 Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. A/ 0 12 3 4 Multiattack. The kruthik makes two Stab or Spike attacks. Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 10 (+0) Skills Perception +8 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 Languages Kruthik Challenge 5 (1,800 XP) Proficiency Bonus +3 Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. A/ 0 12 3 4 Multiattack. The kruthik makes two Stab or Spike attacks. Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (IdlO + 4) piercing damage. Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: (1 d6 + 4) piercing damage. Acid Spray (Recharge 5-6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4dl0) acid damage on a failed save, or half as much damage on a successful one. CHAPTER 2 | BESTIARY
Leucrotta A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death. The first leucrottas came into be ing alongside some gnolls during the rampages of Yeenoghu (appears in this book) on the Material Plane. While many of the hyenas that ate Yeenoghu’s kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these. As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim. A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature’s breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight. A leucrotta’s stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta’s tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions ofjust about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat. Leucrotta Large Monstrosity, Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 67 (9dl0+ 18) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 6 (-2) Skills Deception +2, Perception +5 Senses darkvision 60 ft., passive Perception 15 LanguagesAbyssal, Gnoll Challenge 3 (700 XP) Proficiency Bonus +2 Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC14 Wisdom (Insight) check. Stench. Any creature other than a leucrotta or gnoll that starts its turn within 5 feet ofthe leucrotta must succeed on a DC12 Constitution saving throw or be poisoned until the start ofthe creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour. Ac t io n s Multiattack. The leucrotta makes one Bite attack and one Hooves attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead oftwice. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Bo n u s c t io n s Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action. 170 CHAPTER 2 | BESTIARY
e v ia t h a n l s mms crur cs s forc of ur, drgg g s ps dow o oc’s dps d ws g wy cosl slms. W clld for, l r ss from lrg body of wr d ks o form of g g c srp. Usully foud oly o Elml Pl of Wr, l som ms sw ms roug por l o or world, wr r os, s ls, d or qu c folk mp o co . N l s c culs lso b kow o prform rduous r uls o summo l o world, w m of us g crur o dsroy cosl commu s. Tos cul ss of cos dr blss g o drow msls lml’s wrs. e v ia t h a n Gargantuan Elemental, Typically Neutral Armor Class 17 Hit Points 328 (16d20+ 160) Speed 40 ft., swim 120 ft. STR DEX CON INT WIS CHA 27 (+8) 24 (+7) 30 (+10) 2 (-4) 18 (4-4) 17 (4-3) Saving Throws Wis 4-10, Cha 4-9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 20 (25,000 XP) Proficiency Bonus 4-6 Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead. Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. Siege Monster. The leviathan deals double damage to objects and structures. Water Form. The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A4 5 67 8 9 Multiattack. The leviathan makes one Slam attack and one Tail attack. Slam. Melee Weapon Attack: 4-14 to hit, reach 20 ft., one target. Hit: 21 (2dl2 4- 8) bludgeoning damage plus 13 (2dl2) acid damage. Tail. Melee Weapon Attack: 4-14 to hit, reach 20 ft., one target. Hit: 19 (2dl0 4- 8) bludgeoning damage plus 10 (3d6) acid damage. Tidal Wave (Recharge 6). The leviathan magically creates a wave ofwater that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a DC 24 Strength saving throw. On a failed save, a creature takes 45 (7dl2) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes. L@A @8 B CD E A4 5 67 8 9 The leviathan 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 leviathan regains spent legendary actions at the start of its turn. Move. The leviathan moves up to its speed. Slam (Costs 2 Actions). The leviathan makes one Slam attack. CHAPTER 2 | BESTIARY
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0) Skills Acrobatics +5, Insight +5, Stealth +5 Senses passive Perception 13 Languages any one language (usually Common) Challenge 3 (700 XP) Proficiency Bonus +2 Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. A) * +, - . Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (ld8 + 3) bludgeoning damage. Once per turn, the adept can cause one ofthe following additional effects (choose one or roll a d4): 1-2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. 3-4: Push. The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage. R;<) * +, - . Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by IdlO + 3. Ifthe damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free. a r t ia l Ar t s Ad e pt M cn monk wh xnv nng n hn-o-hn comb. Som oc mon ; oh v h wo kng nghnmn o nw fo m of comb o m . A fw bcom boygu , ng h comb ow n oyy fo foo n ogng. Som m o n hmv wh oo o hono n on o n uco , o o mmo z ofoun on, umh, o f. You my o on h M A A Too b o mn wh o of oo n b . Mar t ial Ar t s Adept Tat t oos d8 Tattoo 1 Patterning on the arms that make them look as though they were made of marble or granite 2 Colorful dragon scales 3 Collage of playful Elemental or Fey creatures 4 Constellations on the palm of each hand 5 Passage from a fighting manual 6 Beautiful but poisonous flowers 7 Two couatls swirling around each other, rendered in metallic ink 8 Detailed landscape depicting natural beauty 172 CHAPTER 2 | BESTIARY
Ma r u t Large Construct (Inevitable), Typically Lawful Neutral Armor Class 22 (natural armor) Hit Points 432 (32dl0 + 256) Speed 40 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 28 (+9) 12 (+1) 26 (+8) 19 (+4) 15 (+2) 18 (+4) SavingThrows Int +12, Wis +10, Cha +12 Skills Insight +10, Intimidation +12, Perception +10 Damage Resistancesthunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious Sensesdarkvision 60 ft., passive Perception 20 Languages all but rarely speaks Challenge 25 (75,000 XP) Proficiency Bonus +8 Immutable Form. The marut is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If the marut fails a saving throw, it can choose to succeed instead. Magic Resistance. The marut has advantage on saving throws against spells and other magical effects. Unusual Nature. The marut doesn’t require air, food, drink, or sleep. Ac t io n s Multiattack. The marut makes two Unerring Slam attacks. Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. Blazing Edict (Recharge 5-6). Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC20 Wisdom saving throw or be stunned until the end of the marut’s next turn. Plane Shift (3/Day). The marut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a DC20 Charisma saving throw or be banished to a teleportation circle in the Hall of Concordance in Sigil. Ma r u t The gh-ppble evble effive glffi pffipe: hey efffi e ffi fffiged he Hll f C ffid e he y f Sgl. Pffim, he ledeffi f he mdffi, ffieed mffi d heffi evble bffig ffideffi delg bewee plffi flk. A wde ffiffiy f dpffie ffieffie, ldg yglh, wll eeffi ffi wh ev ble f ked. The Hll f C ffid e emby f pffie lw Sgl, he Cy f Dffi. I he hll, pffie wh gffiee ml effim—d wh py he ffieq e gld he Klyffi, me h l ege f b le jffipffide e— hve heffi ffi h eled hee f gld h pl ed he he f mffi. Fffim h mme l he ffi flflled, he mffi bd efffi e effim d ph y pffiy wh bffiek hem. A mffi ffieffi lehl fffi e ly f ffi ll fffi , f he ffi flly bffike, ffi f he mffi ked. Ievble ffie hg fffi he pffi f gffieeme, ly he leeffi. A mffi efffi e wh wffie, wh w me by ffi pped be deffid fffim he wffig. The Klyffi ffieje ffi h vge, ffid ffiy, ffi efffi eble effim. Beyd h, de' ffie wheheffi bh pffie deffid wh hey'ffie gffieeg . CHAPTER 2 | BESTIARY 173
DEX 18 (+4) STR 11 (+0) CON 14 (+2) INT WIS 11 (+0) 11 (+0) Ma s t e r Th ie f 1 Medium Humanoid, Any Alignment Armor Class 16 (studded leather) Hit Points 84 (13d8 + 26) Speed 30 ft. CHA 12 (+1) Saving Throws Dex +7, I nt +3 Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7 Senses passive Perception 13 Languages any one language (usually Common) plus thieves’ cant Challenge 5 (1,800 XP) Proficiency Bonus +3 Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn’t incapacitated. A0 1 23 4 5 Multiattack. The thief makes three Shortsword or Shortbow attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage plus 3 (1 d6) poison damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (ld6 + 4) piercing damage plus 3 (1 d6) poison damage. B3 4 : 5 A0 1 23 4 5 Cunning Action. The thieftakes the Dash, Disengage, or Hide action. R<=0 1 23 4 5 Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker. a s t e r Th ie f M v known o pp ng dng . Ty nd o dvlop omn czd pu on. A m mg “ ” om nd-on wok o un v’ guld, pd om cov n p, o njoy qu l o luxuy. Wn m compl cllngng , y o n lv bnd cllng cd o un vc m. You my oll on M T Cll ng Cd bl o d mn w m lv bnd. M=5 1 <? T@ 2<A C=B B 24 C C=? D 5 diO 1 2 3 4 5 9 10 6 7 8 Calling Card Tiny, folded paper cat Red bird feather Rose petal Figurine made from twigs and twine Small note with the words “It’s been fun!” written on it in an ornate script Glass bead that looks like an eye Pistachio shells Two playing cards balanced against each other, resembling a tent Worthless coin with a bite mark in it Chalk or charcoal sketch of a domino mask 174 CHAPTER 2 | BESTIARY
Ma u r e z h i Medium Fiend (Demon), Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 88 (16d8+ 16) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 11 (+0) 12 (+1) 15 (+2) Skills Deception +5 Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Elvish, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Assume Form. The maurezhi can assume the appearance of any Medium Humanoid it eats. It remains in this form for 1 d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. Magic Resistance. The maurezhi has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The maurezhi makes one Bite attack and one Claw attack. Ma u r e z h i Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl 0 + 3) piercing damage. Ifthe target is a Humanoid, its Charisma score is reduced by 1 d4. This reduction lasts until the target finishes a short or long rest. The target dies ifthis reduces its Charisma to 0. It rises 24 hours later as a ghoul (see the Monster Manual), unless it has been revived or its corpse has been destroyed. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Ifthe target is a creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Raise Choul (Recharge 5-6). The maurezhi targets one dead ghoul or ghast (see the Monster Manual) it can see within 30 feet of it. The target is revived with all its hit points. W n Dosn, t Kng of G ols, coptd socty of lvs, ctd nw sot of dmon— t m# —to ld pcks of g ols nd g sts (bot pp n t Monster Manual) on t Mt l Pln. W n m# consms t cops of H mnod t s sln— pocss t t tks bot 10 mnts—t nstntly ssms t ct’s pp nc s t ws n lf. T nw ppnc bgns to ot wy ov t nxt fw dys, vntlly vlng t dmon’s ognl fom. A m# s contgon ncnt. Its bt cn dn vctm’s sns of slf. If t s fflcton s llowd to go f nog , t vctm s nfctd wt n n oly ng fo fls t t ovpows t psonlty nd tnsfoms t m nto g ol. CHAPTER 2 | BESTIARY 175
once pulled whole bottle of fine strawberry liquor from the belly of maw demon. No clue where it might've devoured Such find/ but m not complaining. TASHA Ma w De mo n M d s sh r th c slss hugr fr c r g d rt l flsh fthir str, Yghu, h pp rs i this bk. Aftr d rsts fr 8 hurs, ythig dvurd by it is tr sprtd dirctly it th Lrd f S v gry’s gullt. M d s pp r g gll r b ds th t rship Yghu, usu lly su d s p rt f ritu l ffrigs f frshly sl i Hu ids d t hi . Th glls d’t c d th d s, hich si ply cc p y th r b d d tt ck h t vr cr turs th glls f ll up. Bc us d s r idiscri i t i thir hugr, thir st chs ct i ll r f dditis i dditi t th r is fthir rct pry. Yu y chs r r it s pprpri t fr yur c p ig fr d t ct i, r rll th M D ’s St ch Ctts t bl. fffi !m# $ ’& S' # mff( ) C# $ ' !$ ' & d8 Stomach Contents 1 Intact wine skin with wine still in it 2 Iron skillet 3 Remnants of silk banner embroidered with moon-and-stars motif 4 Corroded gauntlet with skeletal hand in it 5 Assorted keys 6 Old leather boot 7 Beehive 8 Humanoid teeth Ma w De mo n Medium Fiend (Demon), Typically Chaotic Evil Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8(-l) 13 (+1) 5 (-3) 8 (-1) 5 (-3) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Abyssal but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 A( ' F# $ & Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Disgorge (Recharge 6). The demon vomits in 15-foot cube. Each creature in that area must succeed on DC 11 Dexterity saving throw or take 11 (2dl0) acid damage and fall prone in the spew. CHAPTER 2 | BESTIARY
Me a z e l Ms r micious hrmits who fd to th Shdowf to scp thir mort xistnc nd contmpt thir misry. Thr th shdows trnsformd thm, nd thir bittrnss md thm twistd nd cru. Now ht burns in thir hrts, nd thy rsnt ny intrusion into thir suffring, wyying trvrs who vntur too cos to thir irs. Th vi tht corruptd ms so imbud thm with mgic powrs tht ow thm to mov through shdows with s. Thy cn stp from on poo of drknss into nothr on, using this tnt to mbush pry. Somtims thy sntch victims round th throt with thir strnging cords nd thn stp wy; othr tims thy frry thir victims to isotd spots nd thn v th hpss sous to th dsigns of whtvr horrors urk thr. Any crturs ms drw through th shdows r cursd by th ms’ bfu mgic. Th curs cts s bcon; sorrowsworn (which ppr in this book), Undd, nd othr trrors sns whr thy r octd nd dscnd on th strndd victims to tr thm prt. i : e a z e l Medium Monstrosity, Typically Neutral Evil Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage plus 3 (1 d6) necrotic damage. Armor Class 13 Hit Points 35 (10d8 - 10) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 9 (-1) 14 (+2) 13 (+1) 10 (+0) Skills Perception +3, Stealth +5 Senses darkvision 120 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2 A+ , -. / 0 Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target ofthe meazel’s size or smaller. Hit: 6 (1 d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel’s turns. The meazel can’t make weapon attacks while grappling a creature in this way. Shadow Teleport (Recharge 5-6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. Ifthe destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by remove curse or greater restoration. Until this curse ends, every Undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. B. / < 0 A+ , -. / 0 Shadow Stealth. While in dim light or darkness, the meazel takes the Hide action. CHAPTER 2 | BESTIARY 177
Me e n l o c k M s ar Fy that iv trrr ad s t d stry a that is gd, it, ad bautifu . Ths bipds hav th hads ad aws f rustaas, ad thy primari y iv i frsts, a thugh thy adapt w t urba ad subtrraa sttigs. M s ar spawd by far. Wh trrr vrwh ms a ratur i th Fywi d r athr ati whr th Fywi d’s if u is strg, r mr m s might sptaus y aris i th shadws r darss arby. If mr tha m is br, a air a s magia y frms. Th arth ras ad mas as arrw, twistig tu s p up withi it. O f ths passagways srvs as th air’s y tra, ad a arg tra hambr srvs as th m s’ d. Isid th warr, b a mss vrs vry surfa, muff ig sud. A m a supratura y ss aras f darss ad shadw i its viiity ad a t prt frm dard spa t athr—ab ig it t sa up its pry r ru away wh utmathd. M s a s prjt a supratura aura that i sti s trrr i ths arby. Te l e *+ , - .c To / 0 e n , Up t fur m s a t pathia y trmt iapaitatd ratur, fi ig its mid with disturbig suds ad dradfu imagry. Partiipatig m s a’t us thir t pathy fr ay thr purps durig this tim, thugh thy a mv abut ad ta atis ad ratis as rma . This trmt has fft a ratur that is immu t th frightd diti. If th ratur is susptib ad rmais iapaitatd fr 1 hur, th ratur must ma a Wisdm savig thrw, taig 10 (3d6) psyhi damag a fai d sav, r ha f as muh damag a sussfu . Th sav DC is 10 + th umbr f m s partiipatig i th trmt, sidrig y ths that rmai withi sight f th vitim fr th tir hur ad ar’t iapaitatd durig it. Th prss a b rpatd. A Humaid that drps t 0 hit pits as a rsu t f this damag istat y trasfrms it a m at fu ha th ad udr th DM’s tr . O y a wish sp r divi itrvti a rstr a trasfrmd ratur t its frmr stat. Me e n l o c k Small Fey, Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 31 (7d6 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) Skills Perception +4, Stealth +6, Survival +2 Condition Immunities frightened Senses darkvision 120 ft., passive Perception 14 Languages telepathy 120 ft. Challenge 2 (450 XP) Proficiency Bonus +2 Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet ofthe meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start ofthe creature’s next turn. Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A2 3 45 6 7 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. B5 6 : 7 A2 3 45 6 7 Shadow Teleport (Recharge 5-6). The meenlock teleports to an unoccupied space within 30 feet ofit, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. I78 CHAPTER 2 | BESTIARY
Me r r e g o n Th suls f fall sldis, mcais, ad bdy uads wh svd vil withut svati ft fid vlasti svitud i th Ni Hlls as m- s. Ths faclss ft sldis a th Hlls’ liais, taskd with ptcti thi ifal pla ad its uls aaist ituds. Ms hav idividuality ad hc d f facs. Evy m liai has a mtal mask bltd t its had. Makis th mask idicat th ly lmts f th wa’s idtity that matt: th cmmad it svs ad th lay f th Ni Hlls it ptcts. Bcaus f thi ushakabl lyalty, ms fm th backb f may dvils’ ptctiv tius. Thy shik fm task, matt hw daus. Ulss dd t fall back, thy v tat fm a fiht. Me r r e g o n Medium Fiend (Devil), Typically Lawful Evil Armor Class 16 (natural armor) Hit Points 45 (6d8+ 18) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1) Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities frightened, poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Infernal but can’t speak, telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Devil’s Sight. Magical darkness doesn’t impede the merregon’s darkvision. Magic Resistance. The merregon has advantage on saving throws against spells and other magical effects. A9 : ;< = > Multiattack. The merregon makes three Halberd attacks. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (IdlO + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (IdlO + 2) piercing damage. RBC9 : ;< = > Loyal Bodyguard. When another Fiend within 5 feet ofthe merregon is hit by an attack roll, the merregon causes itselfto be hit instead. CHAPTER 2 | BESTIARY 179
Me r r e n o l o t h T g im capais f f is Riv Syx, m ff s ca aviga safffy ug w s s ms ad affways say cu s. Wiffdig fi y a s, m ff s s ik fa i ay w f cfuffffy ba ds i vssffs. L' (r A* t (o n + O iiiaiv cu 20 (ffsig iiiaiv is) w iff capaiig a vssff, m ff ca ak f fffffwig ffai acis; i ca’ ak sam ffai aci w uds i a w: Gale. T ai wi i 60 f f vssff is fiffffd wi wid. Uiff iiiaiv cu 20 x ud, a a a is difficuff ai, ad w a Mdium smaffff c au fffis i a a a sa s is u fffyig , i mus succd a DC 13 S g savig w b kckd p . Propel. A s g wid p pffs vssff, ic asig is spd by 30 f uiff iiiaiv cu 20 x ud. Repair. T vssff gais 22 (4dff0) i pis. Re < (o n ' l E> > e * t + A m ff imbus is vssff wi magic a c as m f fffffwig ffcs: Unerring. T vssff affways says cu s dsiai m ff ams. Unsinkable. T vssff ds’ sik v if is uffff is b ac d. If m ff dis, s ffcs fad v cu s f ffd6 u s. Me r r e n o l o t h Medium Fiend (Yugoloth), Typically Neutral Evil Ac t io n s Multiattack. The merre lh make e Oar aak a d ue Armor Class 13 Hit Points 40 (9d8) Speed 30 f., wfim 40 f. Fear Gaze. Oar. Melee Weapon Attack: +5 hfi, reah 5 f., e arge. Hit: 8 (2d4 + 3) ffire damage. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 10 (+0) 17 (+3) 14 (+2) 11 (+0) Saving Throws Dex +5, I +5 Skills Hfiry +5, Naure +5, Perepfi +4, Survfival +4 Damage Resistances ld, ffire, lfigh fi g; bludge fi g, pfierfi g, a d lahfi g frm magfial aak Damage Immunities afid, pfi Condition Immunities pfi ed Senses blfi dfigh 60 f., darkvfifi 60 f., pafive Perepfi 14 Languages Abyal, I fer al, elepahy 60 f. Challenge 3 (700 XP) Proficiency Bonus +2 Magic Resistance. The merre lh ha adva age avfi g hrw agafi pell a d her magfial effe. ....................... Fear Caze. The merre lh arge e reaure fi a ee wfihfi 60 fee f fi. The arge mu ueed a DC 13 Wfi dm avfi g hrw r beme frfighe ed fhe merre lh fr 1 mfi ue. The frfighe ed arge a repea he avfi g hrw a he e d f eah f fi ur , e dfi g he effe fielf a ue. Spellcasting. The merre lh a e fhe fllwfi g pell, requfirfi g maerfial mp e a d ufi g I ellfige e a he pellafi g abfilfiy (pell ave DC 13): A wfill: charm person, darkness, detect magic, dispel magic, gust ofwind 3/day: control water Bo n B s Ac t io n s Teleport. The merre lh elepr, al g wfih a y equfipme fi fi wearfi g r arryfi g, up 60 fee a u upfied pae fi a ee. ....... - j 8D CHAPTER 2 | BESTIARY
Min d w it n e s s Large Aberration, Typically Lawful Neutral Armor Class 15 (natural armor) Hit Points 75 (10dl0 + 20) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 15 (+2) 15 (+2) 10 (+0) Saving Throws Int +5, Wis +5 Skills Perception +8 Condition Immunities prone Senses darkvision 120 ft., passive Perception 18 Languages Deep Speech, Undercommon, telepathy 600 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. A, - ./ 0 1 Multiattack. The mindwitness makes one Bite attack and one Tentacles attack, or it uses Eye Ray three times. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage. Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13), and it must succeed on a DC 13 Intelligence saving throw or be restrained until this grapple ends. Min d w it n e s s If a b hol r u a brough o h br pool of a l r bra (app ar h book), h b hol r ca b cov r o a m! . Th al r om of y ray a raform four of y alk o acl mlar o a m flay r’. Th m! pychcally mpr !h voo o h l r bra a ubmo o llh comma. A m! ’ prmary fuco o mprov l pahc commucao a m flay r coloy. A cr aur l pahc commucao !h a m ! ca cov r hrough o a may a v oh r cr aur h m! ca , raply mag comma a oh r formao. If para from llh ma r, a m! k ou oh r l pahc cr aur o ll !ha o o. M! hav b ko! o ally !h flumph ( h Monster Manual) a plaar b g uch a mo, hfg h r !orlv ! a algm o mach ho of h r ! ma r. CHAPTER 2 | BESTIARY l8l Eye Ray. The mindwitness shoots one magical eye ray at random (roll a d6, and reroll if the ray has already been used this turn), choosing one target it can see within 120 feet of it: 1: Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls 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. 2: Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened 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. 3: Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take T1 (6d8) psychic damage. 4: Slowing Ray. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’ speed is halved for minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5: Stunning Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned 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. 6: Telekinetic Ray. If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness’ next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. r* 1.... 2 3 4 5 6 1 ... ■ ....................... .
Mo l o c h Exied frm te Nine Hes, M wud d anyting t reaim is psitin. Lng ag, M earned is pae amng te ter ardevis trug te gry e wn driving demns ut f te Nine Hes. Asmdeus rewarded im by eevating im t te ruersip f Mabge. Fr ens, M rued is dmain, vying against te ter ardevis as e sugt sti greater pwer. Tis animsity wrked in Asmdeus’s favr, sine Asmdeus knew tat M’s seming eped keep te ter ardevis in ek. Te arrangement unraveed, wever, wen M tk te nigt ag named Maagard fr is advisr. Her pisnus wrds graduay nvined im t attempt t tppe Asmdeus. Te nspiray neary sueeded, but was utimatey twarted. M was stripped f is statin and sentened t deat—ny te timey use f a panar prta awed im t esape. M wasted n time in preparing fr is return. He amassed an army f devis and mnsters and eft tem t make fina preparatins fr invading te Nine Hes, wie e ventured t te Materia Pane in sear f an artifat tat wud ensure is su ess. But wie tere, e beame trapped, eaving is armies at te mery f is enemies. Tey were destryed in srt rder. M was rendered neary pweress by tis fai ure. He semes f ways t reaim is frmer status, but every time e enters te Nine Hes, e is demted t an imp (see te Monster Manual) and an’t regain is nrma pwers unti e eaves. Tus, e ives a spit existene, smetimes ptting in Ma bge r ter ayers f te Hes and at ter times wandering te panes in sear f magia migt r serets tat migt ep im win bak is tite. Rumrs suggest tat e an ften be fund in Sigi, were e bargains wit yugts t buid yet anter army wit wi e migt invade Mabge and wrest te trne frm Gasya. Bereft as e is, e as itte t ffer in exange, s e migt bargain wit mrtas t gain teir aid in aquiring in, jewes, and ter ries in return fr knwedge abut te Nine Hes and te ter panes. Mst f M’s utists ave swited aegiane t ne f te ter ardevis, but ids nstruted t nr im sti stand in deep dungens, teir jeweed eyes and te remnants f pwer tey d drawing mnstrus wrsipers and unwise adventurers int paes were is fu infuene remains. CHAPTER 2 | BESTIARY
Mo l o c h Large Fiend (Devil), Lawful Evil Armor Class 19 (natural armor) Hit Points 253 (22dl0+ 132) Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 19 (+4) 22 (+6) 21 (+5) 18 (+4) 23 (+6) Saving Throws Dex +11, Con +13, Wis +11, Cha +13 Skills Deception +13, Intimidation +13, Perception +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead. Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects. Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate. A1 2 34 5 6 Multiattack. Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) fire damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage. - 1........................................11 Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) lightning damage plus 11 (2dl 0) thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5dl0) psychic damage, drop whatever it is holding, and become frightened of Moloch for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. Ifthe creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw, ending the effect on itself on a success. Spellcasting. Moloch casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire Teleport. Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. L@A @5 B CD E A1 2 34 5 6 Moloch 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. Moloch regains spent legendary actions at the start of his turn. Attack. Moloch makes one Bite, Claw, or Many-Tailed Whip attack. Teleport. Moloch uses Teleport. Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting.
Huge Fiend (Demon), Typically Chaotic Evil Armor Class 19 (natural armor) Hit Points 216 (16dl2+ 112) Speed 40 ft. STR DEX CON INT WIS CHA 28 (+9) 22 (+6) 25 (+7) 21 (+5) 24 (+7) 24 (+7) SavingThrows Str +16, Con +14, Wis +14, Cha +14 Skills Perception +21 Damage Resistancescold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned Sensestruesight 120 ft., passive Perception 31 LanguagesAbyssal, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus+7 Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead. Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects. Ac t io n s____________________________ Multiattack. The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack. Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (4dl 2 + 9) force damage. If the target has at least one head and the molydeus rolled a 20 on the attack Mo l y d e u s Th farm m pak fr th mn r it rv an nfrc it matr’ wi. Thi mn i 12 ft ta, an it bipa b ha a avring wf ha an a fang rpnt’ ha. It mn r can pak an thrgh th rpnt ha; thi matr a th m t gar tra r, a f, an trrif trp int binc. A m’ mn r btw n it a pwrf wapn that iv if th m i. Th wapn’ frm vari pning n th cratr, bt that n’t affct th wapn’ capabiiti. V* + ,* - . ^De 1o - Su 11o - ,- 3 Y can giv a m th abiit t mmn thr mn. Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1 d6 babaus (also in this book), 1 d4 chasmes, or one marilith (the chasme and marilith appear in the Monster Manual) A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can’t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) force damage from the hit. Snakebite. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 16 (2d6 + 9) poison damage. The target must succeed on a DC22 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual) if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. WolfBite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3dl0 + 9) necrotic damage. Spellcasting. The molydeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC22): At will: dispel magic, polymorph, telekinesis, teleport 3/day: lightning bolt eg en d ar y c t io n s The molydeus 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 molydeus regains spent legendary actions at the start of its turn. Attack. The molydeus makes one Demonic Weapon or Snakebite attack. Move. The molydeus moves without provoking opportunity attacks. Cast a Spell (Costs2 Actions). The molydeus uses Spellcasting. j84 CHAPTER 2 | BESTIARY
Mo r k o t h Ancien and devius, ms ae vacius cllecs. Eac ne flas ug e planes n a sange, mbile island, amassing e valuables, ddiies, and casffs f e mulivese in a massive, eve-gwing cllecin. Te fis ms ase in e Asal Plane wen e peified bdy f a deiy f geed and sife cllided wi a emnan f celesial mae imbued wi life-giving magic. Te cllisin eleased a sm f caic enegy and sen cunless islands spinning away in e vid. Wiin sme f em, bis f e gd’s peified fles came bac life as ms: enacled mnssiies bimming wi malice and geed. Ms ae diven by geed and selfisness mixed wi a yeaning f cnflic. Tey ad vas ses f easue, nwledge, and capives n ei islands. Sme f ese pisnes ae e descendans f peple capued geneains befe; ey mig nw f n e wld uside ei island. A m may allw a visi bagain f sme ing smene i as claimed if a visi ffes e m smeing i desies me. I sws n mecy, weve, se w bea a deal y seal fm i. A m nws evey pesn and bjec in is cllecin. A m’s island as e qualiies f a deamscape. I lds a jumble f bjecs and ceaues e m as clleced, sme f wic dae fm f gen imes. An island mig ave naual-ling illuminain, bu ms ae suded in wilig, and n any f em, miss and sadws can appea wi u nice. Te envinmen is wam and we, a sub pical pical climae a eeps e m and is “guess” cmfable. Eac island glides n plana cuens and is safe fm ms amful exenal effecs—ne culd fla in e sies f Avenus in e Nine Hells wi u am i is esidens. A m’s island mig be fund anywee fm e bm f e cean e vid f e Asal Plane. Anying n wiin a ceain disance f a m’s isle is dawn wi i in isjuney ug e planes. Tus, peple fm ls civilizains and ceaues bjecs fm bygne ages mig be fund wiin a m’s dminin. Sme islands avel a specific ue, aiving a e same desinains egulaly ve a cycle f yeas. Oes ae ied a paicula place gup f lcales, and sill es mve eaically ug e csms. Occasinally, a m leans diec is island’s mvemen. A Mo r k o t h ’5 L7 8r A m claims dminin ve an enie island, and i als mainains a cenal sancum n a isle. Tis lai is ms fen a wised new f naw unnels a cnnec seveal undegund cambes, alug e sucual fms mig be incpaed. Te m dwells amng e ceaues and bjecs i pizes ms in a spacius vaul a e cene f e waen, wee e celesial fagmens a mae up e island’s ce ae als lcaed. Secins f e lai and is cene mig be ep dy bee pec and peseve clleced bjecs and ceaues, bu ms fe lai is undewae. A m encuneed in is lai as a callenge aing f 12 (8,400 XP). L7 8r AA t 8o B 5 On iniiaive cun 20 (lsing iniiaive ies), e m can ae ne f e fllwing lai acins: Cast a Spell. Te m cass darkness, dispel magic, misty step, using Inelligence as is spellcasing abiliy and wiu expending a spell sl. Hypnotize. Te m uses is Hypnsis acin, iginaing a a pin wiin 120 fee f iself. I desn’ need see e effec’s pin f igin. CHAPTER 2 | BESTIARY ^5
Reg io n al Ef f ec t s The island surrounding a morkoth’s lair is warped by the creature’s presence, creating the following effects: Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects. The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren’t. Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the creature later goes to the morkoth’s lair, its lost possessions stand out in its perception and are easily recovered. Supernatural Lure. Entrances to the morkoth’s lair have an enchantment that the morkoth can activate or suppress at any time while it’s in its lair and not incapacitated. Any creature within 30 feet ofsuch an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. If the morkoth dies, these regional effects end immediately. M0 1 2 0 3 4 Large Aberration, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 165 (22dl0 + 44) Speed 25 ft., swim 50 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 13 (+1) "...... .......... ..........................................................................................................................................; + 2) bludgeoning damage at the start of each of its turns, and the morkoth can’t use its tentacles on another target. Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours. Spellcasting. The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic, mage hand 3/day each: darkness, dimension door, dispel magic, lightning bolt, sending Reac t io n s Spell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. SavingThrows Dex +6, Int +9, Wis +6 SkillsArcana +9, History +9, Perception +10, Stealth +6 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 Languagestelepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus+4 Amphibious. The morkoth can breathe air and water. Ac t io n s Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psychic damage. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 —- !86 CHAPTER 2 | BESTIARY
Mo u t h o f Gr o l a n t o r Hi gis csme spied fld d disesed cffi csses wifi s mcfi efisism s cfiidffie eig desseffi d ffiffiey sflfleffi flffi scfi eig fibis. Wfie e fl fieiffi kid becmes icpbe fl keep ig dw fld, fi gi is see, mg fii gi wffisfiipeffis fl fie gd Gffiffi, s fie vesse fl messge flffim fie deiy. Tfie sickeed gi’s cmpffiis sepffie fie gi flffim fie ffies fl fie cmmiy, fle ffippig fiem i cge ffi yig fiem ps. A pffiies fl Gffiffi visis fie flmisfied gi diy, ffiyig ffied pffies i fie pddes fl bie fie fii gi ffiecfies p. Ifl fie sickess s psses, fiey w fie fii gi ffieji sciey. Ifl , fie fii gi is ised sffived fie pi fl despeffii s Gffi- ffi’s figeffi c be give mfi i fie wffid. A mfi fl Gffiffi is ffieveffied s fiy embdi me fl Gffiffi's cfiig figeffi. Uike ypic sggisfi fii gi, mfi fl Gffiffi is fii s wfiippe, effi ike biffid, d csy wicfiy. Mfis ffie kep peffipey impffiised ffi sfick ed; ifl fiey bffiek flffiee, fiey’ffie sffie ki ye effiby beflffie fiey’ffie bffigfi dw ffi escpe kiig spffiee. Tfie y ime mfis fl Gffiffi ffie se se is dffiig wffi, dffiig ffiid gis eemy seeme, ffi i s-dicfi deflese fl Gffiffi’s flififl. Wfie mfi fl Gffiffi fis sgfieffied d ee fieiffi fli fl eemies, fiey pss mid fie gffiy ffiemis fl fieiffi vicims, mkig fiem esy ffiecpffie. o u t h o f Gr o l a n t o r Huge Ciant (Hill Giant), Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 105 (10dl2 + 40) Speed 50 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 18 (+4) 5 H) 7 (-2) 5 (-3) Skills Perception +1 Condition Immunities frightened Senses passive Perception 11 Languages Giant Challenge 6 (2,300 XP) Proficiency Bonus +3 Mouth ofChaos. The giant is immune to the confusion spell. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a diO at the start of each ofthe giant’s turns to determine its action for that turn: ... ............—........ ........... r - —. _■■■■■ .. J 1-3: The giant makes three Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. 4-5: The giant makes one Fist attack against each creature within reach. If no creatures are within reach, the giant makes one Fist attack against itself. 6-7: The giant makes one Bite attack against one random creature within reach. If no other creatures are within reach, its eyes glaze over and it is stunned until the start of its next turn. 8-10: The giant makes one Bite attack and two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. A8 9 :; < = Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. —~........ -...... - — CHAPTER 2 | BESTIARY 187
Na b a s s u The intile n prowl the mltivere in erch ofol to devor. If they think they cn kill cretre nd conme it ol, they ttck—even if tht other cretre i demon, inclding nother n. Mot other demon hn n nd force them to live on the fringe of the Ay. There, n pick off weker demon or, if the ittion wrrnt, gther in pck to tke down lrger prey. Some e pecilly powerfl n even erch for demon lord’ mlet. Whenever mgic pll demon from the Ay to the Mteril Plne, n try to get mmoned o tht they cn emrk on fet ofol there. A mmoned n eek to rek free o tht it cn devor the ol of it mmoner nd then feed on the ol of whtever other cretre it cn ctch. One wy mmoner cn void thi fte i y providing tedy pply ofol to the n, which might perde the demon to e cooper tive— long the pply lt. a b a s s u Medium Fiend (Demon), Typically Chaotic Evil Armor Class 18 (natural armor) Hit Points 190 (20d8 + 100) Speed 40 ft., fly 60 ft. ........ .....----- ------------------ - .... ' creature's number of Hit Dice. Roll those dice, and increase the nabassu’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1 d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 21 (+5) 14 (+2) 15 (+2) 17 (+3) Saving Throws Str +11, Dex +7 Skills Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, telepathy 120 ft. Challenge 15 (13,000 XP) Proficiency Bonus +5 Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light. Devour Soul. A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet ofthe corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to halfthe Magic Resistance. The nabassu has advantage on saving throws against spells and other magical effects. A8 9 :; < = Multiattack. The nabassu makes one Bite attack and one Claw attack, and it uses Soul-Stealing Gaze. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 38 (5dl2 + 6) necrotic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (4dl0 + 6) force damage. Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. Ifthe target isn’t a Construct or an Undead, it must succeed on a DC 16 Charisma saving throw or take 13 (2dl2) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the nabassu regains hit points equal to half that amount. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and ifthe target is a Humanoid, it immediately rises as a ghoul (see the Monster Manual) under the nabassu’s control. l88 CHAPTER 2 | BESTIARY
Na g pa Medium Monstrosity (Wizard), Typically Neutral Evil Armor Class 19 (natural armor) Hit Points 203 (37d8 + 37) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 12 (+1) 23 (+6) 18 (+4) 21 (+5) Saving Throws Int +12, Wis +10, Cha +11 Skills Arcana +12, Deception +11, History +12, Insight +10, Perception +10 Senses truesight 120 ft., passive Perception 20 Languages Common plus up to five other languages Challenge 17 (18,000 XP) Proficiency Bonus +6 A2 3 45 6 7 Multiattack. The nagpa makes three Staffor Deathly Ray attacks. It can replace one attack with a use of Spellcasting. Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage. Deathly Ray. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage. Spellcasting. The nagpa casts one ofthe following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: detect magic, mage hand, message, minor illusion 2/day each:fireball,fiy, hold person, suggestion, wall offire 1/day each: dominate person, etherealness,feeblemind B5 6 = 7 A2 3 45 6 7 Corruption. The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s Corruption for the next 24 hours. Paralysis (Recharge 6). The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lon o, the R ven Queen cursed c b l of owerful wiz rds for meddlin in ritu l th t would h ve heled vert w r between the ods. She tr nsformed them into the sc brous, birdlike cre tures known s n s nd rendered them ble to cquire new lore nd m ic l ower only from the ruins of f llen civiliz tions nd re t c l mities. N s still fe r the R ven Queen nd do their best to void her nd her ents. When it’s imossible to do so, they become crinin, f wnin thins, e er to le se nd thereby esc e further ttention from her cold ze. All the oriin l thirteen rem in live, th nks to their cunnin nd their willinness to do wh tever is necess ry to survive. Hunry to cl im more ower desite the R ven Queen’s curse, n s strive to brin bout world-sh kin destruction. From the sh dows, they m niul te events to brin bout ruin. They c n brin to be r n rr y ofsells to turn other cre tures into their ents, influencin their decisions in subtle w ys nd m kin them unwittin ccom lices in their own destruction. N s re extr ordin rily tient nd ursue sever l schemes simult neously, so if one l n oes wry, they c n shift their focus to nother. Tyic lly, n s emere from the sh dows only when they c n deliver finishin blow. They then revel in the r nd dev st tion their lottin brouht bout—lootin libr ries, lunderin v ults, nd ryin secrets of rc ne lore nd ower from the wreck e. CHAPTER 2 | BESTIARY 189
Na r z u g o n P l di s wh m ke de ls with devils d c y thei twisted se se f h i t the ftelife e especi lly v lffl ble t the chdfflkes f the Ni e Hells. These "ffl# s ct s hific pevesi s f k i#hts e t, c yi # fflt thei m stes’ will. N "ffl# s wield hell-f#ed l ces th t shffl t the sfflls f y they killed t the Rive Styx f ebith s lemffles (see the Monster Manual). Evey l ce be s the m ks f bth "ffl# d its m ste. -- ..... 1 . ......... ..............: . --------- Na r z u g o n Medium Fiend (Devil), Typically Lawful Evil Armor Class 20 (plate armor, shield) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 16 (+3) 14(4-2) 19 (+4) Saving Throws Dex +5, Con +8, Cha +9 Skills Perception +12 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that arten’t silvered Damage Immunities fire, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 22 Languages Common, Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion as an action. Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command. Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1 dl2 + 5) piercing damage plus 16 (3dl0) fire damage. If this damage kills a creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1 d4 hours. Ifthe creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect. Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn. Terrifying Command. Each creature within 60 feet of the narzugon that isn't a Fiend must succeed on a DC 17 Charisma saving throw or become frightened of the narzugon 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. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command for 24 hours. Healing (1/Day). The narzugon, or one creature it touches, regains 100 hit points. . ......... - ----- . - ....... i E ch "ffl# cl ims i#htm e (see the Mon ster Manual) s its mffl t. These steeds e bffl d by infernal tack (see belw) d mfflst esp d t the sfflmm s d cmm ds f the spffls’ we e. Ma g ./ I1 2 3: In 5 2 r n a 6 Ta / 7 Wondrous Item, Legendary (Requires Attunement by Creature of Evil Alignment) A ide bi ds i#htm e t its sevice with infernal tack, which c sists f bidle, bit, ei s, s ddle, d stifflps, l # with spffls th t e w by the ide. A i#htm e eqfflipped with infernal tack mfflst seve wheve we s the spffls ffl til the we e dies the t ck is emved. Yffl c fflse cti t c ll i#htm e eqfflipped with infernal tack by cl shi # the spffls t#ethe sc pi # them thffl#h bld. The i#htm e ppe s t the st t f yffl ext tffl , withi 20 feet f yffl. It cts s yffl lly d t kes its tffl yffl i iti tive cffl t. It em i s f 1 d y, ffl til yffl it dies, ffl til yffl dismiss it s cti . If the i#htm e dies, it efms i the Ni e Hells withi 24 hffls, fte which yffl c sfflmm it # i . The t ck des ’t c jffle i#htm e; e mfflst fist be sfflbdffled s the t ck c be pl ced it. N i#htm e ccepts this fced sevitfflde willi #ly, bfflt sme eve tffl lly fm st # ly lties t thei m stes d becme tffle p t es i evil. 19° CHAPTER 2 | BESTIARY
Ne o g i A n l ks lk an utsz spdr wth an l’s nck and had. It can p s n th b dy and th mnd f ts tarts and can subjuat vn b ns that ar physcally supr r. N usually dwll n far-flun l cat ns n th Matral Plan, as wll as n th Astral Plan and th Ethral Plan. Thy lft thr h m w rld l n a t c nqur and dv ur craturs n thr ralms. Durn ths ra, thy d mnatd umbr hulks and usd thm t buld slk, spdry shps capabl f travrsn th multvrs. Ne o g i H, - . / 0 i1 g A n lvs ab ut a cntury. Whn an ndvdual s rndrd wak by advancd a, th thr n n th r up vrp wr t and njct t wth a spcal p s n. Th t xn transf rms th ld n nt a bl atd mass f flsh. Y unr n lay thr s at p t, and whn th hatchlns mr, thy dv ur th ld n and n an thr untl nly a fw f th str nst nwb rns ar lft. Th survvn n hatchlns bn thr lvs undr th c ntr l f adult n . Thy must larn ab ut thr s cty and arn a plac n t, and ach n starts ts tran n by ann mastry vr an umbr hulk. Ne o g i (A6 7 0 - ) Th mntalty f n s aln t many thr p pls. Bcaus adult n hav th p wr t c ntr l mnds, thy c nsdr d n s t b ntrly appr prat. Thr s cty maks n dstnct n btwn ndvduals, asd fr m th ablty that a vn cratur has t c ntr l thrs, and thy d n’t c mprhnd th m t nal aspcts f xstnc that humans and smlar bns xprnc. T a n , hatrd s as f rn a snsat n as l v, and sh w n l yalty n th absnc f auth rty s f lshnss. N mark thmslvs and th s thy captur thr uh th us f dys, transf rmat nal mac, and thr markns ntndd t snfy rank, achvmnts, and th dntty f th ndvdual’s ladr. By ths sns, n can dntfy ach th rs’ plac n th hrarchy—and thy must dfr t th s f hhr stat n r rsk harsh punshmnt. Ne o g i Ha t c h l in g Tiny Aberration, Typically Lawful Evil Armor Class 11 Hit Points 7 (3d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 9 (-1) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Ne o g i M, ; - e < A, - ./ 0 1 N mastrs us mac, as a rsult f a pact b twn n and abrrant ntts thy mt durn thrj urny fr m thr h m w rld. Ths nt ts—kn wn by such nams as Acamar, Caph n, Gbbth, and Hadar—rsmbl stars and mb dy th ssnc f vl. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1 d4 + 1) piercing damage plus 3 (1 d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. 191 CHAPTER 2 | BESTIARY
Ne o g i Ma s t e r Medium Aberration (Warlock), Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 71 (lld8 + 22) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 18 (+4) Ne o g i Small Aberration, Typically Lawful Evil Armor Class 15 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2) Skills Intimidation +4, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Undercommon Challenge 3 (700 XP) Proficiency Bonus +2 Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. A1 2 34 5 6 Multiattack. The neogi makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. B4 5 8 6 A1 2 34 5 6 Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for day, or until the neogi dies or is more than mile from the target. The charmed target obeys the neogi’s commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Saving Throws Wis +3 Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6 Senses darkvision 120 ft., passive Perception 13 Languages Common, Deep Speech, Undercommon, telepathy 30 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision. Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. A1 2 34 5 6 Multiattack. The neogi makes one Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Tentacle ofHadar. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) necrotic damage, and the target can’t take reactions until the end of the neogi’s next turn, as a spectral tentacle clings to the target. Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: guidance, mage hand, minor illusion, prestidigitation 1/day each: dimension door, hold person, hunger ofHadar B4 5 8 6 A1 2 34 5 6 Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for day, or until the neogi dies or is more than mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. 192 CHAPTER 2 | BESTIARY
Ne o t h e l id Gargantuan Aberration, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 232 (15d20+ 75) Speed 30 ft. STR DEX CON INT WIS CHA 27 (+8) 7 (-2) 21 (+5) 3 (-4) 16 (+3) 12 (+1) Saving Throws Int +1, Wis +8, Cha +6 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages — Challenge 13 (10,000 XP) Proficiency Bonus +5 Creature Sense. The neothelid is aware of the presence of creatures within mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’ 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. Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. A/ 0 12 3 4 Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 11 (2dl0) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 21 (6d6) acid damage at the start of each of the neothelid’ turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60- foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The neothelid casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16): At will: levitate 1/day each: confusion,feeblemind, telekinesis Ne o t h e l id A sm-cvr wrm f mmns sz, a n ffiffl s ffiffl rsuffi f ffiffl mn fayr rprucffiv cyc gn fflrrby wrng. Wffln an ffiffl cny capss, ffiypcay afffir an xffirna assauffi, an ffiffl r bran (appars n ffiffls bk) s k, ffiffl cny’s ffiaps ar suny fr frm ffifflr faffi. Tffly n ngr srv as f—an ar n ngr f by ffifflr carffiakrs. Drvn by fflungr, ffiffly ffiurn ffi vurng n anffifflr. Ony n ffiap survvs uffi f ffiffl ffifflusans n ffiffl cny’s p, an ffi mrgs as a nffiffl. Nffiffls knw nffifflng byn ffifflr praffiry xsffinc. Tffly prw subffirranan passags, usng ffifflr rumnffiary psnc abffis ffi sarcffl uffi an ncapacffiaffi brans ffi saffi ffifflr cnsffianffi fflungr, grwng vr mr vcus. Tffls craffiurs can spray ffissu-ssvng nzyms frm ffifflr ffinffiac ucffis, rucng vcffims ffi pus f sm an av ng ny ffiffl pusng brans unfflarm. Tffly fflav n knwg f ffifflr nk ffi ffiffls, s ffiffly’r jusffi as ky ffi pry n mn fayrs as n anyffifflng s. Mn fayrs cnsr nffiffls angrus abm naffins—nrmay ffiffly affi r sffiry any ffiaps ffifflaffi grw argr ffifflan a fw ncffls n ngffiffl wffiffluffi bng mpanffi n a bran s ffiffly can’ffi bcm sucffl ffifflraffis. Nffiffls ar nffi nffignffi nugffl fr r brans ffi fficffi, s mn fayrs ar aways arffi fr sgns f ffifflr prsnc an rganz fflunffi ng parffis ffi xffirmnaffi any f ffiffls murrus wrms ffiffly arn f. CHAPTER 2 | BESTIARY 193
Nig h t w a l k e r T N v Pn s pc of d , n m o vn ns. Y ! ! som "o "oud p no s f po" ! nd us s n !y fo! sns ! nds. Mos ndvdus p!ov un qu o s'. Tos no d s!oy d ou! ! som m s d!"n nsd pn nd ! pc d by n"' !s— ! !fyn Und d c! u! s d vou! f y ncoun !. On cn ! c N v Pn f!om Sdo"f n pc s " ! b!! ! b " n pn s s n. S ppn ono N v Pn s mos "ys f snc pn suc's f nd sou f!om c! u! s, nnn mos onc . T f " "o su!vv by s ! uc' o! by !n ssn som !! fo!m of p!o cv mc soon dscov ! y cn’ v s sy s y !!v d. Wo!s , fo! c c! u! n !s pn , n"' ! s ! s d o ' s pc . In o!d ! fo! !pp d c! u! o scp , ! s d n- "' ! mus b u! d bc' o N v Pn by off !ns of f fo! o d vou!. If n"' ! s d s!oy d, !pp d c! u! s no op of scp . G n !y, n"' ! on M ! Pn s !c d o m ns of "o!d ssoc d " c! u! ! sponsb fo! s c! on, "c cn p!ovd cu s s o "o !pp d c! u! s. Ts !con do sn’ ndc "nn ss o n " "o!d, ou; n"' !s xs o m' f xnc, nd y p!o!z nyn ssoc d " !pp d c! u! fo! d s!ucon. Nig h t w a l k e r Huge Undead, Typically Chaotic Evil Armor Class 14 Hit Points 337 (25dl2+ 175) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 22 (+6) 19 (+4) 24 (+7) 6 (-2) 9 (-1) 8 (-1) Saving Throws Con +13 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 9 Languages — Challenge 20 (25,000 XP) Proficiency Bonus +6 Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura. Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t be revived except by a wish spell. Unusual Nature. The nightwalker doesn’t require air, food, drink, or sleep. A3 4 56 7 8 Multiattack. The nightwalker makes two Enervating Focus attacks, one ofwhich can be replaced by Finger of Doom, if available. Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its 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. Finger of Doom (Recharge 6). The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 39 (6dl2) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker’s Finger of Doom for the next 24 hours. 194 CHAPTER 2 | BESTIARY
Armor Class 1 3BA( l e a t h e r a r m o r ) Hit Points 7 (2d6) Speed 3 0 f t . STR DEX CON INT WIS CHA 8 ( - 1 ) 1 4 ( + 2 ) 1 0 ( + 0 ) 1 0 ( + 0 ) 8 ( - 1 ) 1 5 ( + 2 ) Skills St e a l t h +6 Senses d a r k v i sio n 6 0 f t ., p a ssi v e P e r c e p t i o n 9 La n g u a g e s Co m m o n , G o b l i n Challenge 1 ( 2 0 0 X P ) Proficiency Bonus + 2 Nilbogism. A n y c r e a t u r e t h a t a t t e m p t s t o d a m a g e t h e n il b o g m u st f i r st su c c e e d o n a D C 1 2 Ch a r i sm a sa v in g t h r o w o r b e c h a r m e d u n t i l t h e e n d o f t h e c r e a t u r e ’ s n e x t t u r n . A c r e a t u r e c h a r m e d i n t h i s w a y m u st u se i t s a c t io n p r a i sin g t h e n i l b o g . T h e n i l b o g c a n ’ t r e g a i n h i t p o in t s, i n c lu d i n g t h r o u g h m a g i c a l h e a l i n g , e x c e p t t h r o u g h i t s R e v e r sa l o f Fo r t u n e r e a c t io n . A c t i o n s _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Fool’s Scepter. Melee Weapon Attack: +4 t o h it , r e a c h 5 f t ., o n e t a r g e t . Hit: 5 ( 1 d 6 + 2 ) b lu d g e o n i n g d a m a g e . Mocking Word. T h e n i l b o g t a r g e t s o n e c r e a t u r e i t c a n se e w i t h i n 6 0 f e e t o f i t . T h e t a r g e t m u st su c c e e d o n a D C 1 2 W i sd o m sa v i n g t h r o w o r t a k e 5 ( 2 d 4 ) p sy c h ic d a m a g e a n d h a v e d is a d v a n t a g e o n i t s n e x t a t t a c k r o l l b e f o r e t h e e n d o f i t s n e x t t u r n . Spellcasting. T h e n i l b o g c a st s o n e o f t h e f o ll o w i n g sp e l l s, u si n g Ch a r i sm a a s t h e sp e l l c a st i n g a b i l it y ( sp e l l sa v e D C 1 2 ) : A t w i l l : mage hand, Tasha’s hideous laughter B o n u s A c t i o n s _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Nimble Escape. T h e n i lb o g t a k e s t h e D i se n g a g e o r H i d e a c t io n . R e a c t i o n s Reversal ofFortune. In r e sp o n se t o a n o t h e r c r e a t u r e d e a li n g d a m a g e t o t h e n i lb o g , t h e n i l b o g r e d u c e s t h e d a m a g e t o 0 a n d r e g a i n s 3 ( l d 6 ) h i t p o i n t s. Nil b o g When Ma uyet cnquered the n ds, a trckster dety was determned t et the ast au h. Athu h Ma uyet shattered ts essence, ths trckster d survves n a spntered frm as pssessn sprts that cause dsrder uness they are appeased. Gns have n name fr ths dety and dare nt ve t ne, est Ma uyet use ts name t ensnare and crush t as he dd ther ther detes. They ca the pssessn sprt, as we as the n pssessed y t, a n (“ n” speed ackward), and they reve n the chas a n sws. Whenever nds frm a hst, there s a chance that a n w ecme pssessed y a n , partcuary f the ns have een mstreated y ther etters. The pssessed n turns nt a wsecrackn , mpsh creature fearess f reprsa. Ths n as ans stran e pwers that drve thers t d the ppste f what they desre. Attackn the pssessed n s fhardy, and kn them just prmpts the sprt t pssess anther n. The ny way t keep a n frm wreakn havc s t treat t we and ve t respect and prase. Amn fey curts, the rsk f attractn a n has ven rse t the practce f aways ncudn at east ne n jester. Thsjester s awed t anywhere and d whatever they pease, hpefuy preventn a n frm manfestn . The pstn fjester s much su ht-after amn the curts’ ns, ecause even f the jester s vusy nt a n , the curt must ndu e ther chatc ehavr. il b o g i- . A n s an nvse sprt that pssesses ny ns. When ereft f a hst, the sprt has a fyn speed f 30 feet, t can’t e attacked, and t s mmune t a dama e and cndtns. Actn n ntatve cunt 20 (sn ntatve tes), the ny actn t can take s t attempt t pssess a n wthn 5 feet f t. A n tar eted y the sprt must succeed n a DC 15 Charsma savn thrw r ecme pssessed. Whe pssessed, the n uses the n stat ck. If the save succeeds, the sprt can’t pssess that n fr 24 hurs. If ts hst s ked r the pssessn s ended y a spe such as hallow, magic circle, r protection from evil and good, the sprt searches fr anther n t pssess. The sprt can eave ts hst at any tme, ut t wn’t d s wn y uness t knws there’s anther ptenta hst neary. A n strpped f ther n sprt reverts t ther nrma statstcs and ses the trats they aned whe pssessed. CHAPTER 2 | BESTIARY 195
Nu ppe r ib o Nu ppe r ib o Medium Fiend (Devil), Typically Lawful Evil N sl s tnd away fm th N n Hlls, flt th tly wthlss—ths whs v l acts n l f as fm calssnss and nact n m than anyth ng ls—a s tafll nly t flcm n fls. Ths t fl cats shffl acss th landsca , d vn t sfl act n nly whn th clds fswam ng vm n that snd thm f nd thm y t dsty whn a gat f nd sh w cmmands t. Ind v dally, n fls a wak, flt thy’ aly aln and can fl dangs whn gathd nt acks. Clds fst ng ng nscts, st gs (s th Monster Manual), and th vm n snd thm n a t fy ng, k ng shath that tmnts any nn-dv l that daws na. A n fl knws nth ng flt th ds t d sty nn-F nds. Onc a n fl’s vm n cld snss a tnt al mal, any nafly n fls s that y t lssly nt l t th n fls a sla n, sm th tnt al v ct m csss th dv ls’ ath and d stacts thm. N fls nth nk ngly fly any cmmand thy c v tl ath cally fm anth dv l. Th s fll nd lyalty maks thm th as st f nfnal t s t lad nt flattl, flt th snc n a lg n ds nth ng t lvat ts gnal’s stats. Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5) Skills Perception +1 Damage Resistances acid, cold Damage Immunities fire, poison Condition Immunities blinded, charmed, frightened, poisoned Senses blindsight 20 ft. (blind beyond this radius), passive Perception 11 Languages understands Infernal but can’t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet ofone or more nupperibos must succeed on a DC 11 Constitution saving throw or take 5 (2d4) acid damage. A creature within the areas oftwo or more nupperibos makes the saving throw with disadvantage. Driven Tracker. In the Nine Hells, the nupperibo can flawlessly track any creature that has taken damage from any nupperibo’s Cloud ofVermin within the previous 24 hours. A8 9 :; < = Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) piercing damage. CHAPTER 2 | BESTIARY
Ob l e x e s By p rim nting on th im , j i , and pudding that inf t th d pth of th Und rdark, mind fay r cr at d a p cia r d of Ooz , th o —a im capa of aauting th mind of oth r cr atur . Th poo ofj y ar cunning hunt r that f d on thought and m mori . Th harp r th mind, th tt r th m a, o o hunt targ t mor ik y to int ig nt, uch a wizard and oth r p cat r. Wh n uita far com within r ach, an o draw it ody up to nguf it victim. A it withdraw, it pund r th cr atur ’ mind, aving it pr y fudd d and confu d—or d ad. Wh n o f d on thought, th y can form w ird copi of th ir pr y to u a ur , which h p th m harv t v n mor victim for th ir mind fay r mat r. Ob l e x S+, - . Ob l e x S+, - . An o d vour m mori not ony to utain it it nc , ut ao to pawn n w o . Each tim it fuy drain th m mori of a victim, it gain th cr atur ’ p ronaity—now twit d y th o ’ fou natur . Th mor m mori an o t a, th arg r it com , unti it mut h d a p ronaity it ha a or d or com uncontro d and rratic. Thi act pawn a n w o . N wy form d o ack th capa iiti of th ir od r kin. Th y k ony to f d on m mori and grow unti th y can imp ronat th ir victim. A1 2 l 3 , . 1 El 1 e 4 Ob l e x e s Od r o , ca d adut and d r, hav at n o many m mori that th y can form dupicat of th cr atur th y hav d vour d from th u tanc of th ir odi , nding th copi off to ur pr y into th ir cutch whi r maining t th r d to th im y ong t ndri of goo. Th dupicat d cr atur ar inditinguiha from th ir victim c pt for a faint ufurou m . O u th dupicat to ad pr y into dang r or to infitrat tt m nt o th y can f d on up rior victim. Tiny Ooze, Typically Lawful Evil Armor Class 13 Hit Points 18 (4d4 + 8) Speed 20 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) Saving Throws I nt +4, Cha +2 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. Ifthe oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. A< = >? @ A Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) bludgeoning damage plus 2 (1 d4) psychic damage. CHAPTER 2 | BESTIARY 197
Ad u l t Ob l e x Medium Ooze, Typically Lawful Evil Armor Class 14 Hit Points 75 (10d8 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 8 (-1) 19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2) Saving Throws I nt +7, Cha +5 Skills Deception +5, Perception +4, plus one ofthe following: Arcana +7, History +7, Nature +7, or Religion +7 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Common plus two more languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. Ifthe oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. A7 8 9: ; < Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage. Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies. Spellcasting (Psionics). The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): 3/day each: charm person (as 5th-level spell), detect thoughts, hypnotic pattern B: ; D < A7 8 9: ; < Sulfurous Impersonation. The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1 d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension ofthe oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed ifthere is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears ifthe tether is severed. 198 CHAPTER 2 | BESTIARY
l d e r Ob l e x Huge Ooze, Typically Lawful Evil Armor Class 16 (natural armor) Hit Points 115 (10dl2+ 50) Speed 20 ft. STR DEX CON INT WIS CHA 15 (+2) 16(+3) 21 (+5) 22 (+6) 13 (+1) 18(4-4) Saving Throws Int 4-10, Cha 4-8 Skills Arcana 4-10, Deception 4-8, History 4-10, Nature 4-10, Perception 4-5, Religion 4-10 Condition Immunities blinded, charmed, deafened, exhaustion, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages Common plus six more languages Challenge 10 (5,900 XP) Proficiency Bonus 4-4 Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. Ifthe oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. A5 6 78 9 : Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 4- 3) bludgeoning damage plus 14 (4d6) psychic damage. Spellcasting (Psionics). The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: charm person (as 5th-level spell), detect thoughts 3/day each: dimension door, dominate person, hypnotic pattern, telekinesis Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8dl0) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies. B8 9 D : A5 6 78 9 : Sulfurous Impersonation. The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 4- 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears ifthe tether is severed. CHAPTER 2 | BESTIARY 199