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Mordenkainen Presents - Monsters of the Multiverse

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Published by jennilinn, 2023-06-22 20:57:20

Mordenkainen Presents - Monsters of the Multiverse

Mordenkainen Presents - Monsters of the Multiverse

Og r e Ba t t e r in g Ra m Large Ciant, Typically Chaotic Evil Armor Class 11 (hide armor) Hit Points 76 (9dl0 + 27) Speed 40 ft. STR DEX CON INT WIS CHA 19(+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) Senses darkvision 60 ft., passive Perception 8 Languages Common, Ciant Challenge 4 (1,100 XP) Proficiency Bonus +2 Siege Monster. The ogre deals double damage to objects and structures. A7 8 9: ; <________________________________ Multiattack. The ogre makes two Bash attacks. Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2dl0 + 4) bludgeoning damage, and the ogre can push the target 5 feet away ifthe target is a Huge or smaller creature. R?@7 8 9: ; < Block the Path. When a creature enters a space within 5 feet of the ogre, the ogre makes a Bash attack against that creature. If the attack hits, the target’s speed is reduced to 0 until the start ofthe ogre’s next turn. Og r e Bo l t La u n c h e r Large Ciant, Typically Chaotic Evil Armor Class 13 (hide armor) Hit Points 59 (7dl0 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 16 (+3) 5 (-3) 7 (-2) 7 (-2) Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP) Proficiency Bonus +2 A7 8 9: ; < Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. 200 Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3dl0 + 1) piercing damage. CHAPTER 2 | BESTIARY Og r e s o f Wa r O!"#$ %&v# (& ")$* *#+d%&-! .-(& b+((%#, b)( w.(* #-&)!* (.2# +-d p+(.#-4#, $&2# &5 (*#2 %#+"- (& 4+""y &)( $p#4.+%.z#d 2.$$.&-$. T*# -+2#$ (*#y +"# !.v#-—(*# b+((#".-! "+2, (*# b&%( %+)-4*#", (*# 4*+.- b")(#, +-d (*# *&wd+*—"#5%#4( (*#." p+"(.4)­ %+" 5)-4(.&-$. T*#$# j&b$ +"# (+.%&"#d (& (+k# +dv+-­ (+!# &5 +- &!"#’$ $("#-!(*$. Og r e Ba t t e r in g Ra m A- &!"# b+((#".-! "+2 4+"".#$ +- #-&"2&)$ 4%)b (*+(’$ p".2+".%y )$#d 5&" b+$*.-! d&&"$ .-(& k.-d%.-! b)( +%$& w&"k$ w#%% 5&" $2+$*.-! 5&#$. T*#$# &!"#$ +"# d".%%#d .- (w& $.2p%# (+$k$: ")$*.-! 5&"w+"d (& $*+((#" #-#2y 5&"(.5.4+(.&-$ +-d )$.-! (*#." w#+p­ &-$ (& 5&"4# +- +dv+-4.-! #-#2y (& *+%(. Og r e Bo l t La u n c h e r A b&%( %+)-4*#" 4+"".#$ + !.!+-(.4 4"&$$b&w—+ w#+p&- $& %+"!# .(’$ #$$#-(.+%%y +- &!"#-*#%d b+%­ %.$(+. A- &!"# b&%( %+)-4*#" 4+- %&+d (*.$ .22#-$# w#+p&- +-d %&&$# .($ d#+d%y 2.$$.%# +$ q).4k%y +$ + dw+"5 *+-d%#$ + 4"&$$b&w. T*# b&%($ +"# $& %+"!# (*+( 5#w &!"#$ 4+- 4+""y 2&"# (*+- + *+%5 d&z#- +( + (.2#, b)( b&%( %+)-4*#"$ *+v# b##- k-&w- (& )p­ "&&( $2+%% ("##$ &" (#+" b#+2$ &)( &5 b).%d.-!$ +-d %+)-4* (*&$# w*#- (*#." +22)-.(.&- ")-$ %&w.


Og r e Ho w d a h Large Ciant, Typically Chaotic Evil Og r e Ch a in Br u t e A  c bffiffl ffl s  ffl spk c, sff ffl ffffl bffl  s   ff  ccl ffl kck fs ff ffl fffl. Alfflfflvly, ffl  c sff ffl c   cffis v­  sms. Og r e Ho w d a h T msffl ffiffisffil f ffl spclz s, ffl ff  cs  pls  ff  fffl  ffls bck. T fffl svs s  fffl plfflfm f ffip ffl fffi Smll ppl. O ff s  msffl fffl s b bff-  sp-ffl ­  bls ffl bfflffll,  pps k- bl s  p ms (ll ffl pp  ffl Monster Manual), bffiffl ffly mffl ls fflspffl ffl Smll flk. Og r e Ch a in Br u t e Large Ciant, Typically Chaotic Evil ArmorClassll (hide armor) Hit Points 59 (7dl0 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 19(4-4) 8 (-1) 16 (+3) 5 (-3) (-2) (-2) Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 3 (700 XP) Proficiency Bonus +2 Armor Class 15 (breastplate, shield) Hit Points 59 (7dl0 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) (-2) (-2) A( ) *+ , - Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Chain Sweep. The ogre swings its chain, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1 d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP) Proficiency Bonus +2 Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. A( ) *+ , - Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. CHAPTER 2 | BESTIARY 2OI


OlNOLOTH Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. y OlNOLOTH Medium Fiend (Yugoloth), Typically Neutral Evil Armor Class 17 (natural armor) Hit Points 119 (14d8 + 56) Speed 40 ft. blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 18 (+4) 17 (+3) 16 (+3) 19 (+4) Saving Throws Con +8, Wis +7 Skills Deception +8, Intimidation +8, Perception +7 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 Magic Resistance. The oinoloth has advantage on saving throws against spells and other magical effects. A2 3 45 6 7 Multiattack. The oinoloth makes two Claw attacks, and it uses Spellcasting or Teleport. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4dl0) necrotic damage. Corrupted Healing (Recharge 6). The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: ------------------ - ■ ... ■ ._■■■■ ... , ■ -Z Spellcasting. The oinoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only) 1/day each: feeblemind, globe ofinvulnerability Teleport. The oinoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. B5 6 A 7 A2 3 45 6 7 Bringer ofPlagues (Recharge 5-6). The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is blighted, all normal plants there wither and die. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature’s hit point maximum is reduced by 5 (IdlO). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. 202 CHAPTER 2 | BESTIARY


Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand ofOrcus, which is described in the Dungeon Master’s Guide. Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. L- ./ A0 1 .2 3 4 On initiative count 20 (losing initiative ties), Orcus can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Deadly Utterance. Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Grasp ofthe Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next CHAPTER 2 | BESTIARY 203


initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required). Undead Servants. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Reg io n al Ef f ec t s The region containing Orcus’s lair is warped by his magic, creating one or more of the following effects: Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region. Undead Beasts. Dead Beasts periodically animate as Undead mockeries of their former selves. Skel­ ..............- ■ .............. ■ - - -.............' O, - . / Huge Fiend (Demon), Chaotic Evil Armor Class 17 (ur rmffir), 20 w"h h$ Wand of Orcus Hit Points 405 (30d2 + 210) Speed 40 *., *y 40 *. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7) Saving Throws D$x +10, Cffi +15, W"1 +13 Skills Ar3 +12, P$r3$p"ffi +12 Damage Resistances 3ffid, *"r$, "6h"6 Damage Immunities $3rffi"3, pffi"1ffi; bud6$ffi"6, p"$r3"6, d 11h"6 h "1 ffim6"3 Condition Immunities 3hrm$d, $xhu1"ffi, *r"6h$$d, pffi"1ffi$d Senses ru$1"6h 120 *., p11"v$ P$r3$p"ffi 22 Languages , $$phy 120 *. Challenge 26 (90,000 XP) Proficiency Bonus +8 Legendary Resistance (3/Day). I* Or3u1 *"1  1v"6 hrffiw, h$ 3 3hffiffi1$ ffi 1u33$$d "1$d. Magic Resistance. Or3u1 h1 dv6$ ffi 1v"6 hrffiw1 6"1 1p$1 d ffih$r m6"3 $**$31. Master of Undeath. Or3u1 3 31 animate dead ( w") d create undead (3/day). H$ 3hffiffi1$1 h$ $v$  wh"3h h$ 1p$1 r$ 31, d h$ 3r$ur$1 3r$$d by h$m r$m" ud$r h"1 3ffirffi "d$*""$y. Add""ffiy, h$ 3 31 create undead $v$ wh$ " "1’ "6h. Special Equipment. Or3u1 w"$d1 h$ Wand of Orcus. Ac t io n s Multiattack. Or3u1 mk$1 hr$$ Wand of Orcus, T", ffir N$­ 3rffi"3 Bffi 3k1. Wand of Orcus. Melee Weapon Attack: +19 ffi h", r$3h 10 *., ffi$ r6$. Hit: 24 (3d8 + 11) bud6$ffi"6 dm6$ pu1 13 (2d2) $3rffi"3 dm6$. etal and zombie versions of local wildlife are commonly seen in the area. If Orcus dies, these effects fade over the course of Id 10 days. C. 2 3 4/ 3 / 5 6 O, - . / Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait. Undying Soul (Recharges after a Short or Long Rest). I*h"1 3r$ur$ "1 r$du3$d ffi 0 h" pffi"1, " "mm$d"$y mk$1  DC 10 Cffi1"u"ffi 1v"6 hrffiw. I* " 1u33$$d1, " "1 "1$d r$­ du3$d ffi 1 h" pffi". Aura of Death. Th"1 3r$ur$ $m$1  d$hy ur h $x$d1 30 *$$ " $v$ry d"r$3"ffi *rffim "1 1p3$ wh"$ " "1’ "3p3"$d. Th$ ur "1 bffi3k$d by ffi 3ffiv$r. Wh"$ " h$ ur, h$ 3r$ur$ d y *r"$dy Ud$d r$ "mmu$ ffi h$ *r"6h$$d 3ffid""ffi d hv$ r$1"13$ ffi rd" dm6$. E$m"$1 hv$ d"1dv6$ ffi d$h 1v"6 hrffiw1 wh"$ " h$ ur. Tail. Melee Weapon Attack: +16 ffi h", r$3h 10 *., ffi$ r6$. Hit: 21 (3d8 + 8) *ffir3$ dm6$ pu1 9 (2d8) pffi"1ffi dm6$. Necrotic Bolt. Ranged Spell Attack: +15 ffi h", r6$ 120 *., ffi$ r6$. Hit: 29 (5d8 + 7) $3rffi"3 dm6$. Conjure Undead (1/Day). Wh"$ hffid"6 h$ Wand of Orcus, Or3u1 3ffijur$1 Ud$d 3r$ur$1 whffi1$ 3ffimb"$d v$r6$ h" pffi"1 dffi’ $x3$$d 500. Th$1$ 3r$ur$1 m6"3y r"1$ up *rffim h$ 6rffiud ffir ffih$rw"1$ *ffirm " uffi33up"$d 1p3$1 w"h" 300 *$$ ffi* Or3u1 d ffib$y h"1 3ffimmd1 u" h$y r$ d$1rffiy$d ffir u" h$ d"1m"11$1 h$m 1  3"ffi. Spellcasting. Or3u1 311 ffi$ ffi*h$ *ffiffiw"6 1p$1, r$qu"r"6 ffi m$r" 3ffimpffi$1 d u1"6 Chr"1m 1 h$ 1p$31­ "6 b""y (1p$ 1v$ DC 23): A w": detect magic 3/dy: dispel magic 1/dy: time stop Wand Spellcasting. Wh"$ hffid"6 h$ Wand of Orcus, Or3u1 311 ffi$ ffi*h$ *ffiffiw"6 1p$1 (1p$ 1v$ DC 18), 1ffim$ ffi* wh"3h r$qu"r$ 3hr6$1; h$ wd h1 7 3hr6$1 ffi *u$ h$1$ 1p$1, d " r$6"1 1 d4 + 3 3hr6$1 d"y  dw: A w": animate dead (1  3"ffi), blight, speak with dead 1 3hr6$ $3h: circle of death, finger of death 2 3hr6$1: power word kill Leg en L a M N Ac t io n s Or3u1 3 k$ 3 $6$dry 3"ffi1, 3hffiffi1"6 *rffim h$ ffip"ffi1 b$ffiw. Oy ffi$ $6$dry 3"ffi ffip"ffi 3 b$ u1$d   "m$ d ffiy  h$ $d ffi* ffih$r 3r$ur$’1 ur. Or3u1 r$6"1 1p$ $6$dry 3"ffi1  h$ 1r ffi* h"1 ur. Attack. Or3u1 mk$1 ffi$ T" ffir N$3rffi"3 Bffi 3k. Creeping Death (Costs 2 Actions). Or3u1 3hffiffi1$1  pffi" ffi h$ 6rffiud h h$ 3 1$$ w"h" 100 *$$ ffi* h"m. A 3y"d$r ffi* 1w"r"6 $3rffi"3 $$r6y 60 *$$  d w"h  10-*ffiffi rd"u1 r"1$1 *rffim h pffi" d 11 u" h$ $d ffi* Or3u1’1 $x ur. Cr$ur$1 " h r$ hv$ vu$rb""y ffi $3rffi"3 dm6$. 204 CHAPTER 2 | BESTIARY


Or t h o n We a a cduke f e Ni e Hells eeds a c ea­ u e  acked, fu d, a d eie d e away wi  capu ed, e ask usually falls  a   . Tese devils a e i fe al bu y u e s, i eless i ei pu sui f ei qua y ac ss e mulive se. O  s a e i famus f ei sa p se ses. Because a   ca becme i visible a will, is qua y is fe u awa e f bei g u ed u il e  ­  s ikes. Tis i visibiliy ca be dis uped we e devil is aacked, weve , s a s  g cu e a­ ack is fe e bes defe se agai s i. O  s value e calle ge f e case a d e  ill f  e- - e cmba abve all else. A  -  ’s fi s lyaly is  is a cduke, bu  e wi  immediae assig me  mig w k f a y e w p mises i a w y s uggle agai s a leal fe. Because ey  avel widely,   s a e u equaled as guides  ug e laye s f e Ni e Hells. Or t h o n Large Fiend (Devil), Typically Lawful Evil Armor Class 17 (half plate) Hit Points 105 (10dl0 + 50) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 21 (+5) 15 (+2) 15 (+2) 16 (+3) Saving Throws Dex +7, Con +9, Wis +6 Skills Perception +10, Stealth +11, Survival +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., truesight 30 ft., passive Perception 20 Languages Common, Infernal, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 Magic Resistance. The orthon has advantage on saving throws against spells and other magical effects. A0 1 23 4 5 Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) force damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4dl0) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2dl0 + 3) force damage. The target also suffers one ofthe following effects of the orthon’s choice; the orthon can’t use the same effect two rounds in a row; _____________ 1 :------- -- .............................................................. ................. Acid. The target must make a DC 17 Constitution saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. Blindness. The target takes 5 (1 d 10) radiant damage. In addition, the target and each creature within 20 feet of it must succeed on a DC 17 Dexterity saving throw or be blinded until the end ofthe orthon’s next turn. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2dl 2) thunder damage on a failed save, or half as much damage on a successful one. Entanglement. The target must succeed on a DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. The target can escape by taking an action to make a DC 17 Strength or Dexterity check and succeeding. Paralysis. The target takes 22 (4dl0) lightning damage and must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. Ifthe target is on a different plane, the orthon knows which one, but not the exact location there. B3 4 @ 5 A0 1 23 4 5 Invisibility Field (Recharge 4-6). The orthon becomes invisible. Any equipment it wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll. RCD0 1 23 4 5 Explosive Retribution. In response to dropping to 15 hit points or fewer, the orthon explodes. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. The orthon, its infernal dagger, and its brass crossbow are destroyed. .. .................... 11 11 • ....................+ CHAPTER 2 | BESTIARY 205


Ph o e n ix Rlas g a p  frm t I r Pla s crats a pls  f f r tat sprads acrss t sky. A  rmus f ry b rd frms t c tr f t flams a d smk—a ldr Elm tal pssssd by a d t bur vryt g t as. T p  rarly stays   plac fr l g as t str vs t tra sfrm t wrld t a fr . Ph o e n ix Cargantuan Elemental, Typically Neutral Armor Class 18 Hit Points 175 (10d20+ 70) Speed 20 ft., fly 120 ft. STR DEX CON INT WIS CHA 19 (+4) 26 (+8) 25 (+7) 2 (-4) 21 (+5) 18 (+4) Saving Throws Wis +10, Cha +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 16 (15,000 XP) Proficiency Bonus +5 Fiery Death and Rebirth. Ifthe phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4dl0) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1 d6 days, it hatches a new phoenix. Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (IdlO) fire damage. In addition, the phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (IdlO) fire damage. With a touch, the phoenix can also ignite flammable objects that aren’t being worn or carried (no action required). Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy’s reach. Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Legendary Resistance (3/Day). Ifthe phoenix fails a saving throw, it can choose to succeed instead. Siege Monster. The phoenix deals double damage to objects and structures. A7 8 9: ; < Multiattack. The phoenix makes one Beak attack and one Fiery Talons attack. Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. LAB A; C DE F A7 8 9: ; < The phoenix 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 phoenix regains spent legendary actions at the start of its turn. Move. The phoenix moves up to its speed. Peck. The phoenix makes one Beak attack. Swoop (Costs 2 Actions). The phoenix moves up to its speed and makes one Fiery Talons attack. ____ -..... ;_______ ____________ 206 CHAPTER 2 | BESTIARY


Qu ic k l in g Tiny Fey, Typically Chaotic Evil Qu ic k l in g Q s ro et throh tw sted forests where the  see e fey ho d sway, both the Feyw d a d the wor d. These s e ­ der Fey resemb e m atre e ves w th fera featres a d o d eyes that  eam e jewe s. Ra  faster tha the eye a tra , they appear as tt e more tha b rry waver s the a r. Q s owe the r ex ste e—a d the r p ht— to the Qee of A r a d Dar ess, the dread r er of the G oam  Cort. O e a spe es of azy a d eot st a Fey, q s’ predeessors were ate a swer  the qee ’s smmo s o e t me too ma y. To haste the r pae a d teah them to m d her w , the qee sped p the r ter a o s a d shra them. Her rse ave q s amaz  speed bt a so ae erated the r passae throh fe— o q  ves o er tha f ftee years. The morta rea m s a po deros p ae to a q - ’s eye: a hrr a e reeps rada y aross the s y, a torre t of ra dr fts earthward e azy s owf a es, ht  raw s a mea der  path from od to od. The s ow a d bor  wor d seems to be pop ated by torp d reatres whose deep, moo­  speeh a s mea . To other reatres, q s seem b d  y fast, va sh  to a d st t b r as they move. The r re ahter s a brst of rap d staato so ds, the r speeh a shr sqea . O y whe q s de berate y s ow dow , wh h they prefer ot to do, a other be s proper y see, hear, a d Armor Class 16 Hit Points 10 (3d4+3) Speed 120 ft. omprehe d them. Never tr y at rest, “stat o ary” q s o sta t y pae a d sh ft p ae, as thoh they a ’t wa t to be off aa . Q s have a apr os atre that oes we w th the r e ery eve : they th as fast as they r , a d they are a ways p to someth . They spe d most of the r t me perpetrat  ats of m sh ef o s ower reatres. O e rare y passes p a opport ty to t e a perso ’s boot aes toether, move the stoo a reatre s abot to s t o , or  ­ b e a sadd e wh e o o e’s oo . Tr s of that sort are hard y the m t of q ­ s’ artf ma e, however. They do ’t omm t otr ht mrder, bt they a r ves p e ty of other ways: stea  a mporta t etter, sw p  o s o eted for the poor, p a t  a sto e tem someo e’s ba. Q s e joy as  sffer­  that tra se ds mere m sh ef, espe a y whe the b ame for the r at o s fa s o others a d reates d sord. STR DEX CON INT WIS CHA 4 (-3) 23 (+6) 13(+1) 10(4-0) 12(4-1) 7 (-2) Skills Acrobatics 4-8, Sleight of Hand 4-8, Stealth 4-8, Perception 4-5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 Blurred Movement. Attack rolls against the quickling have disadvantage unless it is incapacitated or its speed is 0. Evasion. Ifthe quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated. A4 5 67 8 9 Multiattack. The quickling makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: 4-8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1 d4 4- 6) piercing damage. CHAPTER 2 | BESTIARY 207


Redcap A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature’ iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react. Redcaps’ desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn’t replenished at least once every three days, they will vanish as if they had never been. Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don’t usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual’ murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants. In any case, if a redcap works with another being, the redcap demands to be paid in victims. patron who tries to stifle a redcap’ natural and necessary urge for blood risks becoming the redcap’ next target. R' ( ) * + Small Fey, Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points45 (6d6 + 24) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1) SkillsAthletics +6, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus+2 Iron Boots. The redcap has disadvantage on Dexterity (Stealth) checks. OutsizeStrength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. Ac t io n s Multiattack. The redcap makes three Wicked Sickle attacks. Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC14 Dexterity saving throw or take 20 (3dl0 + 4) bludgeoning damage and be knocked prone. 208 CHAPTER 2 | BESTIARY


Re t r ie v e r Th    s a po n , sp d-l k Cons uc conc d and bu l by Unddak follows of Lol h fo on o g nal pupos— o powl h Abyss and cap u dmons fo hs cul s s o nsla  o us n h uals. Th au oma ons po d so ffc  and so fasom ha hy now pfom many d ff­ n m ss ons. Though   s w ca d o opa  only n h Abyss, hy a som ms d spa chd whn a powful d o  of Lol h nds som ca u o objc cap ud and bough back al  and n ac . Only und h as of c cums ancs s a    handd o  o sold o o hs, s nc Lol h’s cul s s don’ wan o ak h chanc ha h c­ a ons w ll b und aga ns hm. Re t r ie v e r Large Construct, Typically Lawful Evil only one such quarry at a time. The retriever also always knows the location of its master. Armor Class 19 (natural armor) Hit Points 210 (20dl0+ 100) Speed 40 ft., climb 40 ft. A" # $% & ' Multiattack. The retriever makes two Foreleg attacks, and it uses Force Beam or Paralyzing Beam, if available. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 3 (-4) 11 (+0) 4 (-3) Saving Throws Dex +8, Con +10, Wis +5 Skills Perception +5, Stealth +8 Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’ adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15 Languages understands Abyssal, Elvish, and Undercommon but can’ speak Challenge 14 (11,500 XP) Proficiency Bonus +5 Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have I . ■ ■ = Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 6) slashing damage. Force Beam. The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5dl0) force damage on a failed save, or half as much damage on a successful one. Paralyzing Beam (Recharge 5-6). The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed. Spellcasting. The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web - • - - ...... . ....— CHAPTER 2 | BESTIARY 209


Ru t t e r k in R s a wa pd dmos ha oam h Abyss  mobs, cos a ly sa ch g fo  d s o s ­ od ad dvo . Ths F ds p o c h Abyss f om o-dmos. Wh hy spo ay  lop s, hy ga h  a c owd ad s g fo wa d, m g a wav of fa  advac of h a ac s ha lavs h v c ms f d ad oo d  plac. C a  s b  by  s a xposd o a bl d sas ha fc s hm w h h co p ­ g flc of h Abyss. V c ms affl c d w h h you've €u<)k, tu ' A sequel, crowAM wkeu you W. Kisses/) d sas xp c mdos pa  as h bod s bcom d sf g d, flsh w s g a od h bos,  l hy asfo m o jo  h mass of mas d­ mos (s h Monster Manual) ha follow  h wa of h   mob ha la d hm low. -------------- -- . ■. ---------i .. ...... - - . Ru t t e r k in Medium Fiend (Demon), Typically Chaotic Evil Armor Class 12 Hit Points 37 (5d8+ 15) Speed 20 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 17 (+3) (-3) 12 (+1) 6 (-2) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands Abyssal but can’t speak Challenge 2 (450 XP) Proficiency Bonus +2 Immobilizing Fear. When a creature that isn’t a demon starts its turn within 30 feet of one or more rutterkins, that creature must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. A9 : ;< = > Bite. Melee Weapon Attack: +4 to hit, reach ft., one target. Hit: 12 (3d6 + 2) piercing damage. Ifthe target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living manes (see the Monster Manual). The transformation can be undone only by a wish spell. 210 CHAPTER 2 | BESTIARY


Se a Spa w n M y of th storis su g s s ch tys  d r­ cou td i docksid tvr s tll of flofll lost to th s—but ot mrly drofi d  d go . Som u ­ fortu ts tk by th oc liv o s s sflfi , hu ti g th fivs lik torturd rflctio s of thir formr slvs. Corl  crusts thm. Br cls cli g to thir cold ski . Lu gs tht o c filld fiith ir c ofi brth i fitr s fill. Tls flrovid myrid rso s for ths str g tr sformtio s. Folklor fir s gi st flli g i lov fiith  s lf or mrfolk, brvi g storms i hofls of  bou tous ctch,  d flromisi g your hrt to  s god. Such cutio ry tls disguis th dflr truth: thi gs lurki g b th th fivs striv to clim th hrts  d mi ds of l d dfillrs. Krk s, morkoths, s hgs, mrids, storm gi­  ts, drgo turtls (morkoths flflr i this book; th othrs flflr i th Monster Manual')—ll of ths  d mor c mrk mortls s thir ofi  d clim thm s mi io s. U lucky folk might bcom bhold to such  mstr through  blk brgi , or thy might fi d thmslvs cursd by o . O c firfld i to  fishlik form,  s sflfi c ’t lv th fitr for lo g fiithout courti g dth. S sflfi com i  fiid vrity of forms. A i dividul might hv  t tcl for  rm, th jfis of  shrk,  s urchi ’s sfli s,  fihl’s fi , octo­ flus ys, sfid hir, or  y combi tio ofsuch qulitis. Som of ths flisci  body flrts flrovid thm fiith sflcil bilitis. T1 e Se a Spa w n 2 3 P5 6 p7 e R2 9 : ; Visitors to  stri g of isl ds clld th Purfll Rocks (i th Forgott Rlms stti g) might otic o  curious fct bout th isl ds’ hum i hbit ts: o i f ts or ldrly r mo g thm. This is bcus bbis bor to th Rockl drs r climd by  krk (s th Monster Manual) md Slrkrthl. Th xflri c tr sforms th childr i to f tics ddictd to th krk . Thy rtur from th s s hum s, but fih thy rch old g, thy tr sform i to s sflfi  d rjoi thir mstr i th dflths. Som childr rtur hvi g suffrd flrtil tr sformtio s  d must co cl thmslvs from str grs u til thir full tr sformtio i ordr to kfl th scrt of th Purfll Rocks. Krk flrists (i this book) t d to th krk ’s flock. Most of th flrists r isl d tivs, but som r othr sorts of crturs tht liv i th fitr rou d th Purfll Rocks, such s mrfolk or mrrofi (both of fihich flflr i th Monster Manual), or v s lvs. Se a Spa w n Medium Monstrosity, Typically Neutral Evil Armor Class 11 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 8 (-1) Senses darkvision 120 ft., passive Perception 10 Languages understands Aquan and Common but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. A+ , -. / 0 Multiattack. The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) bludgeoning damage. Piscine Anatomy. The sea spawn uses one ofthe following options (choose one or roll a d6): 1-2: Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage. 3-4: Poison Quills. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1 d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. 5-6: Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1 d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target. - - -..... .................. —■ . , . CHAPTER 2 | BESTIARY 211


Sh a d a r -k a i In t e gloom of t e S owfell lve s -, elves w ose ncestos seve t e Rven Queen,  go of et n memoy. T ey wee boug t to t t elm n ges pst, so long go t t t ey’e now pte to ts c eeless envonment, bot p ysclly n mentlly. Eons of exposue to t e nfluence of t e S owfell s left s - often joyless n mounful. In t t elm, t ey ve ple , wnle gy sn, n swollen jonts t t gve t em  copsele spect. T ey ppe moe yout ful w le on ot e plnes, but t e sn lwys etns  et ly s en ue. W en n t e S owfell, t ey etest m­ os n vo eepng t ngs t t emn t em of t e ge. S - of t e Rven Queen wtc ove bot t e S owfell n t e Mtel Plne, scoutng out c oce souls n tgees t t mg t plese t e ety. T ey e umoe to be ble to cox wolly events long tgc pt s fo e musement. T e Rven Queen s fmously cyptc even to e most evote followes, oweve; t e effots e ewe only wt vgue omens t ey ntepet s best t ey cn. F/ r 0 r 1 2 2 / 3 M1 4/ r i1 2 T e s - w o e most evote to t e Rven Queen seve e t t e Fotess of Memoes, e twste cstle n t e S owfell. T e fotess s  mounful plce, flle wt ncessnt ec oes of t e pst. Flocs of vens t t ct s t e Rven Queen’s eyes n es en t e ses oun t w en t ey emege fom wt n, beng e cyptc messges n omens f n we coss t e multvese. Wt n t e fotess e tems t t t e Rven Queen fns esstble: objects nveste wt eep feelngs ofsoow, longng, o emose. T ese tems e boug t to e s gfts fom t e s -, n nclue funtue, clocs, mos, jewels, n toys. G ostly vsons of people, plces, n pets lso ppe n t e fotess. Any of t ese t ngs cn spontneously ppe bout e l, evey object n ppton beng  metp oc epesentton of some stoy—get o smll—t t ws stute wt w emoton. S - encountee outse t e S owfell e often on quests to fn t e most soow-touc e tems t ey cn fn to bng bc to t e queen’s gloomy cstle. 212 CHAPTER 2 | BESTIARY


Gl o o m We a v e r A thugh thy’ fidb  wis, g  wff­ s  ftn cntnt t hid in th shdws, wtching s thi ffy psnc ffcts thi ffictis. Thi b k ngy wighs dwn th ht, cusing ths nby t f th ppch f dth. If d­ tctd, g  wffs us thi shdw gic t duc nis t ghst y cpss. S( a ) o * Da , - e r Ths wh hff fught shdw dncs dscib th xpinc s sii  t fighting  iffing dknss. Effy di  cff nd dknd nk is  p c S( a ) a r -1 a 2 Gl o o m We a v e r Medium Humanoid (Elf), Typically Neutral Evil Armor Class 14 (17 with mage armor) Hit Points 104 (16d8 + 32) Speed 30 ft. STR DEX CON INT WIS CHA ll(+0) 18 (+4) 14 (+2) 15(4-2) 12(4-1) 18 (+4) th ith nd cbtic shdw dncs cn g f t bush thi py. Using this tctic, thy ttck thi nis f  ng s with  f uy f ntng ing chins tht h d fst nd cupt th f sh. Whn thi quy is h p ss, thy disptch it nd thn t th cps f tinkts, pticu  y nything c fu nd iff y t gz t ft thy ­ tun t th g  f th Shdwf . So 6 l Mo , 8 e r Wckd with dspi ff th ss f is f  bight ti, su ngs cff th ffit ity f th­ s. Th ching ffid within  su ng dits utwd, nifsting s n unbb  wight tht dins th ffig f nyn unftunt nugh t b in thi psnc. Ths wh hff scpd th ns ught f  su ng cn hd y shk th ­ y f th sund thy k—th n f  ttud su , st in  btt ss w f tgdy. I ■ _ ... . ....... — ...... I S( a ) a r -1 a 2 S( a ) o * Da , 8 e r Medium Humanoid (Elf), Any Alignment Saving Throws Dex 4-8, Con 4-6 Damage Immunities necrotic Condition Immunities charmed, exhaustion Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish Challenge 9 (5,000 XP) Proficiency Bonus 4-4 Burden of Time. Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet ofthe shadar-kai. Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep. A5 6 78 9 : Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting. Shadow Spear. Melee or Ranged Weapon Attack: 4-8 to hit, reach 5 ft. or range 30/120, one target. Hit: 7 (1 d6 4- 4) piercing damage plus 26 (4dl 2) necrotic damage. Hit or Miss: The spear magically returns to the shadar-kai’s hand immediately after a ranged attack. Spellcasting. The shadar-kai casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: arcane eye, mage armor, minor illusion, prestidigitation, speak with dead 1/day each: arcane gate, bane, confusion, darkness, fear, major image, true seeing RBC5 6 78 9 :______________________________ Misty Escape (Recharge 6). When the shadar-kai takes damage, it turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. . - Ll ------ ■ ■ .... Armor Class 15 (studded leather) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13(4-1) 11 (+0) 12 (+1) 12 (+1) Saving Throws Dex 4-6, Cha -t-4 Skills Stealth 4-6 Damage Resistances necrotic Condition Immunities charmed, exhaustion Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish Challenge 7 (2,900 XP) Proficiency Bonus 4-3 Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep. A5 6 78 9 : Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use Shadow Jump after one ofthese attacks. Spiked Chain. Melee Weapon Attack: 4-6 to hit, reach 10 ft., one target. Hit: 10 (2d6 4- 3) piercing damage. The target must succeed on a DC 14 Dexterity saving throw or suffer one of the following effects (choose one or roll a d6): 1-2: Decay. The target takes 22 (4dl0) necrotic damage. 3-4: Crappie. The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadar-kai can’t grapple another target. 5-6: Topple. The target is knocked prone. B8 9 I : A5 6 78 9 : Shadow Jump. The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. CHAPTER 2 | BESTIARY 213


creature’s hit point maximum. While the shadar-kai has temporary hit points from this trait, it has advantage on attack rolls. I Sh a d a r -k a i o u l Mo n g e r Medium Humanoid (Elf), Typically Neutral Evil Armor Class 15 (studded leather) Hit Points 136 (21d8 + 42) Speed 30 ft. Weight ofAges. Any Beast or Humanoid (except an elf) that starts its turn within 5 feet ofthe shadar-kai has its speed reduced by 20 feet until the start ofthat creature’s next turn. A- . /0 1 2 STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 14 (+2) 19 (+4) 15 (+3) 13 (+1) Saving Throws Dex +7, Wis +7, Cha +5 Skills Perception +7 Damage Immunities necrotic, psychic Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft., passive Perception 17 Languages Common, Elvish Challenge 11 (7,200 XP) Proficiency Bonus +4 Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep. Magic Resistance. The shadar-kai has advantage on saving throws against spells and other magical effects. Soul Thirst. When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the Multiattack. The shadar-kai makes two Shadow Dagger attacks. Shadow Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3dl2) necrotic damage, and the target has disadvantage on saving throws until the end ofthe shadar-kai’s next turn. Hit or Miss: The dagger magically returns to the shadar-kai’s hand immediately after a ranged attack. Spellcasting. The shadar-kai casts one ofthe following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): 1/day each: bestow curse, finger ofdeath, gaseousform, seeming Wave ofWeariness (Recharge 4-6). The shadar-kai emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes half as much damage and doesn’t gain a level of exhaustion. 214 CHAPTER 2 | BESTIARY


Sh a d o w Ma s t if f s S  m — un   e S ell—mve nvbly  rug  e  , l y n  e un. h a d o w Ma s t if f S unnng unlg ,  ee un re uu lly me  p ck. Sme    eve  ee  glm n ng , uc     S r n  e Frgen Re lm, perrm un ly re  ummn   m   rk  emple ennel n bygu r. h a d o w Ma s t if f A( )h a E c p ck    m   le by n lp ,  e m re ne   e grup. T e un  n lp ’ l rke errr n  e   e r  n  ure gn   p ck  n  e prl. h a d o w Ma s t if f A( )h a Medium Monstrosity, Typically Neutral Evil Armor Class 12 Hit Points 44 (8d8 + 8) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 5 (-3) Medium Monstrosity, Typically Neutral Evil Skills Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. A. / 01 2 3 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Ifthe target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Terrifying Howl (Recharge 6). The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a DC 11 Wisdom saving throw or be frightened of it 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. If a target’s save is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours. B1 2 < 3 A. / 01 2 3 Shadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. Armor Class 12 Hit Points 33 (6d8 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 5 (-3) 12 (+1) 5 (-3) Skills Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. A. / 01 2 3 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Ifthe target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. B1 2 < 3 A. / 01 2 3 Shadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. CHAPTER 2 | BESTIARY 215


Sh o o s u v a Large Fiend (Demon), Typically Chaotic Evil Trust MonAenkaiiAeK to look <A w    AkMj Sort o| companionship—even the slavering venomouS/ demonic puppy kind TASHA Sh o o s u v a A  i  yen-dem n gifted by Yeen g (pper in ti b k) t n e pecilly p werf l w r iper (typiclly  fng f Yeen g ; ee te Monster Manual). A  mnife t rtly fter  Yeen g -w r iping wr bnd cie e  gret ict ry, emerging fr m  bill wing, fetid cl d f m ke  it rri e fr m te Aby . In bttle, te dem n wrp it l ering jw r nd ne ictim wile l ing t wit te p i n tinger n it til t bring d wn n ter. A cret re imm bilized by te p i n bec me e y picking f r ny nerby member f te wr bnd. Ec  i b nded t  prtic lr w r­ iper f Yeen g nd figt l ng ide it m ter. A gn ll tt  been gifted wit   i ec­ nd nly t  flind (pper in ti b k) in tt witin  wr bnd dedicted t Yeen g . CHAPTER 2 | BESTIARY Armor Class 14 (natural armor) Hit Points 136 (16dl0 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 17 (+3) 7 (-2) 14 (+2) 9 (-1) Saving Throws Dex +4, Con +6, Wis +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Cnoll, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 A: ;  < = Multiattack. The shoosuva makes one Bite attack and one Tail Stinger attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4dl0 + 4) piercing damage. Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving thro? or become poisoned. While poisoned in this ?ay, the target is also paralyzed. The target can repeat the saving thro? at the end of each of its turns, ending the effect on itself on a success. B < B = A: ;  < = Rampage. When it reduces a creature to 0 hit points ?ith a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack. 216


SlBRIEX Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex’s body, polluting the surrounding landscape. Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it SlBRIEX Huge Fiend (Demon), Typically Chaotic Evil Armor Class 19 (natural armor) Hit Points 150 (12dl2+ 72) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 3 (-4) 23 (+6) 25 (+7) 24 (+7) 25 (+7) Saving Throws I nt +13, Cha +13 Skills Arcana +13, History +13, Perception +13 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours. Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead. Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The sibriex makes three Chain attacks, and it uses Squirt Bile. Chain. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (2dl2 + 7) force damage. Squirt Bile. The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 31 (9d6) acid damage. Spellcasting. The sibriex casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: command, dispel magic, hold monster yday.feeblemind Warp Creature. The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living manes (see the Monster Manual) under the sibriex’s control. The transformation ofthe body can be undone only by a wish spell. LBC B7 D EF G A3 4 56 7 8 The sibriex 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 sibriex regains spent legendary actions at the start of its turn. Cast a Spell. The sibriex uses Spellcasting. Spray Bile. The sibriex uses Squirt Bile. Warp (Costs 2 Actions). The sibriex uses Warp Creature. CHAPTER 2 | BESTIARY 217


might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide. VARIANT: FLESH WARPING Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’ Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes, the effect becomes a permanent feature of that body. A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. Fl es h War pin g dOO Effct 01-05 T cooffi oft tfflffifft’ ffl!ffi, y , ffl$d k!$ b­ com bu, ffid, yow, offi +fflttffi$d. 06-10 T tfflffifft’ y +u  out of !t ffld fflt t $d of tfflk . 11-15 T tfflffifft’ ffl$d ffffiow cfflw , w!c cffl$ b u d ffl dfflffffffi . 16-20 O$ oft tfflffifft’ ff ffffiow o$ffffi tffl$ t otffi, ffiduc!$ff !t wfflk!$ff +d by 10 ft. 21-25 T tfflffifft’ y bcom bfflco$ , f!!$ff ffl 15- foot co$ w!t d!m !fft w$ ty fflffi o+$. 26-30 A +ffl!ffi ofw!$ff , !tffi fffltffid offi ffltffiy, +ffiout fffiom t tfflffifft’ bfflck, ffffiffl$t!$ff !t ffl fy!$ff +d of 30 ft. 31-35 T tfflffifft’ fflffi tfflffi fffi fffiom !t ffld ffl$d cuffiffiy fflwffly; t tfflffifft ! dfflf$d. 36-40 Two oft tfflffifft’ tt tuffi$ !$to offit tu k . 41-45 T tfflffifft’ k!$ dvo+ bfflffik-!k cffl , ffffiffl$t!$ff !t ffl +1 bo$u to AC but ffiduc!$ff !t Cfflffi! mffl coffi by 2 (to ffl m!$!mum of 1). 46-50 T tfflffifft’ fflffim ffl$d ff w!tc +fflc , +ffi­ v$t!$ff t tfflffifft fffiom mov!$ff u$ !t cffifflw . 51-55 T tfflffifft’ fflffim bcom t$tfflc w!t f!$ffffi o$ t $d , !$cffiffl !$ff !t ffifflc by 5 ft. 56-60 T tfflffifft’ ff ffffiow !$cffid!by o$ff ffl$d +ffi!$ffy, !$cffiffl !$ff !t wfflk!$ff +d by 10 ft. 61-65 T tfflffifft ffffiow ffl o$ff, t!$ tffl!, w!c !t cffl$ u  ffl ffl w!+. 66-70 T tfflffifft’ $t!ffi y tuffi$ bfflck, ffl$d !t ffffl!$ dfflffikv! !o$ out to ffl ffiffl$ff of 120 ft. 71-75 T tfflffifft w , tffi!+!$ff !t w!fft. 76-80 81-85 86-90 91-95 96-00 T tfflffifft bcom t!$ ffl$d ktffl, fflv!$ff !t w!fft. T tfflffifft’ ffld tffi!+ !$ !z. T tfflffifft’ fflffi bcom w!$ff , ff!v!$ff !t ffl fy!$ff +d of 5 ft. T tfflffifft’ body bcom u$u uffly bffi!tt, cfflu !$ff t tfflffifft to fflv vu$ffifflb!!ty to bud­ ffo$!$ff, +!ffic!$ff, ffl$d ffl !$ff dfflmfflff. T tfflffifft ffffiow ffl$otffi ffld, cfflu !$ff !t to fflv ffldvffl$tfflff o$ fflv!$ff tffiow fflffffl!$ t b!$ff cfflffimd, fffi!fft$d, offi tu$$d.


'., 1 ...............- ;.. Skulk Medium Monstrosity, Typically Chaotic Neutral Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense ofself. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped. A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner’s commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master. Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person’s life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves. Armor Class 14 Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 19 (+4) 10 (+0) 10 (+0) 7 (-2) 1 (-5) Saving Throws Con +2 Skills Stealth +8 Condition Immunities blinded Senses darkvision 120 ft., passive Perception 8 Languages understands Common but can’t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things: Charnel Candles. The skulk appears as a dim, translucent form in the light of a candle made offat rendered from a corpse whose identity is unknown. Children. Humanoid children, aged 10 and under, can see through this invisibility. Reflective Surfaces. The skulk appears as a drab, smoothskinned biped if its reflection can be seen in a mirror or on another surface. Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed. A= > ?@ A B Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1 d4 + 4) slashing damage plus 3 (1 d6) necrotic damage. CHAPTER 2 | BESTIARY 219


Ac t io n s Sk u l l Lo r d S s have c aime vast egi ns f the Sha­ wfe as thei  mini n. F m these b ighte ans, they wage wa against thei iva s, c mmaning h es f the nying in a bi t estab ish  minance. Yet s s a ways p ve t be thei wn w st enemies; each is a c mbine being b n f m th ee hatef inivia s, an they c nstant y p t against themse ves. Infighting an t eache y b ght s s int existence. The fi st f them appea e in the afte ­ math f Veena’s bi t c nqe the w  f G eyhaw , afte the vampi e Kas bet aye Veena an t his eye an han. In the c nfsi n es ting f m this t n f events, Veena’s wa s t ne against each the , an his p ans we e ashe. In a age, Veena gathe e p his gene a s an captains an b n them in g ps f th ee, fsing them int ab minati ns c se t fight am ng themse ves f a time. Since the fi st s s we e exi e int the sha ws, the s have a isen, typica y c eate f m the eae s wh bet aye thei maste s. k u l l Lo r d Medium Undead (Sorcerer), Typically Lawful Evil Armor Class 18 (plae) Hit Points 112 (15d8 + 45) Speed 30 f. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+5) Skills Ahlefflfffi +7, Hfflfi"ry +8, Perffepffl"& +12, Sealh +8 Damage Resistances ff"ld, &effr"fflff; bludge"&ffl&g, pfflerffffl&g, a&d filafihffl&g fr"m &"&magfflffal aaffkfi Damage Immunities p"fflfi"& Condition Immunities blffl&ded, ffharmed, deafe&ed, exhaufiffl"&, frfflghe&ed, p"fflfi"&ed, fiu&&ed, u&ff"&fiffffl"ufi Senses darkvfflfiffl"& 60 f., pafififflve Perffepffl"& 22 Languages all he la&guagefi ffl k&ew ffl& lfflfe Challenge 15 (13,000 XP) Proficiency Bonus +5 Evasion. Ifhe fikull l"rd fflfi fiubjeffed " a& effeff ha all"wfi ffl " make a Dexerffly fiavffl&g hr"w " ake "&ly half he damage, he fikull l"rd ffl&fiead akefi &" damage fflf ffl fiuffffeedfi "& he fiavffl&g hr"w a&d "&ly half damage fflf ffl faffllfi, pr"vfflded ffl fflfi&’ ffl&ffapafffflaed. Legendary Resistance (3/Day). If he fikull l"rd faffllfi a fiavffl&g hr"w, ffl ffa& ffh""fie " fiuffffeed ffl&fiead. Master ofthe Crave. Whfflle wfflhffl& 30 fee "f he fikull l"rd, a&y U&dead ally "fhe fikull l"rd makefi fiavffl&g hr"wfi wfflh adva&­ age, a&d ha ally regaffl&fi 1 d6 hffl p"ffl&fi whe&ever ffl fiarfi fflfi ur& here. Unusual Nature. The fikull l"rd d"efi&’ requfflre afflr, f""d, drffl&k, "r fileep. Multiattack. The fikull l"rd makefi hree B"&e Saff "r Deahly Ray aaffkfi. Bone Staff. Melee Weapon Attack: +8 " hffl, reaffh 5 f., "&e arge. Hit: 7 (1 d8 + 3) bludge"&ffl&g damage plufi 21 (6d6) &e­ ffr"fflff damage. Deathly Ray. Ranged Spell Attack: +10 " hffl, ra&ge 60 f., "&e arge. Hit: 27 (5d8 + 5) &effr"fflff damage. Spellcasting. The fikull, l"rd ffafifi "&e "fhe f"ll"wffl&g fipellfi, ufiffl&g Charfflfima afi he fipellffafiffl&g abffllffly (fipell fiave DC 18): A wfflll: mage hand, message 2/day eaffh: dimension door, fear 1/day eaffh: cloudkill, cone ofcold LAB An C DE F Ac t io n s The fikull l"rd ffa& ake 3 lege&dary affffl"&fi, ffh""fiffl&g fr"m he "pffl"&fi bel"w. O&ly "&e lege&dary affffl"& "pffl"& ffa& be ufied a a fflme a&d "&ly a he e&d "f a&"her ffreaure’fi ur&. The fikull l"rd regaffl&fi fipe& lege&dary affffl"&fi a he fiar "f fflfi ur&. Attack. The fikull l"rd makefi "&e B"&e Saff "r Deahly Ray aaffk. Move. The fikull l"rd m"vefi up " fflfi fipeed wfflh"u pr"v"kffl&g "pp"ru&ffly aaffkfi. Summon Undead (Costs 2 Actions). The fikull l"rd fiumm"&fi up " ffflve skeletons "r zombies (b"h appear ffl& he Monster Manual) ffl& u&"ffffupffled fipaffefi wfflhffl& 30 fee "f ffl. They remaffl& u&ffll defir"yed. U&dead fiumm"&ed ffl& hfflfi way r"ll ffl&fflfflafflve, aff ffl& he &ex avaffllable ur&, a&d "bey he fikull l"rd. The fikull l"rd ffa& have &" m"re ha& ffflve U&dead fiumm"&ed by hfflfi abffllffly a a fflme. 220 CHAPTER 2 | BESTIARY


Sl it h e r in g r a c k e r Medium Ooze, Typically Chaotic Evil Armor Class 14 Hit Points 39 (6d8 + 12) Speed 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 15 (+2) 10 (+0) 14 (+2) 11 (+0) Skills Stealth +8, Survival +6 Damage Vulnerabilities cold, fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious Senses blindsight 120 ft., passive Perception 12 Languages understands languages it knew in its previous form but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 False Appearance. Ifthe slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the slithering tracker move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the slithering tracker isn’t a puddle. Liquid Form. The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. A4 5 67 8 9 Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (IdlO + 3) bludgeoning damage. Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3dl 0) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other half. B7 8 ? 9 A4 5 67 8 9 Watery Stealth. If underwater, the slithering tracker takes the Hide action, and it makes the Dexterity (Stealth) check with advantage. l it h e r in g r a c k e r T qus fo v somflms ffifflds os fl­ bffiy fflflvd o udo flufflffi wby y fflsfom flo bodfls of smflffiflqufld sfl# $ow ffls sffiflfl ffl#$s. Io#uous ffld flsfldflous ffl  sfflm flm, sffiflfl ffl#$ fffiows flo pffiffl#s w omfflffi #fflu #ffl’ o ffld bfls fls ow bffld of wffly dffl dow o fls quffly. T flufflffi fo #fflfl sffiflfl ffl#$ fls $ow o ffls, ffifl#s, ffld pflss wo wosflp ods of vffl#. I #ffl b pfomd offiy o wflffiffifl #fflu ffl us fo v. T flufflffi su#$s fflffiffi  moflsu fom  subj#’s body, $flffiffi­ fl fl. Y  subj#’s mfld ffiflvs o fl  puddffi ffl flssus fo fom  mfflfls, ffld so oo dos fls flsfflflfflbffi d fo flbuflo. A sffiflfl ffl#$ fflss  oud fl #ouss ov, s$fl ffly ffl# of fls py. To $flffiffi, sffifl­ fl ffl#$ flss up ffld souds #fflu, ffl­ mpfl o dow  #fflu wflffi fflffiso dfflflfl fl of bffiood. A#flvfl v fflfflfls fls ffl dos’ d sffiflfl ffl#$’s xfls# o fls u fo bffiood. Som sffiflfl ffl#$s mfflfl fflwffl of fl pu­ pos ffld xd fl qus fo vffl# o os, su# ffls fflyo wo suppod o bffldd  oflflfflffi ffl. Mos of  flm, ou, ffl#$'s mfld #ffl’ #op wfl bfl fflppd fl ffiflqufld fom, ufflbffi o #ommufl#ffl, ffld dflv by  dsfl fo bffiood; fflf fuffifflffiffifl fls duy,  ovwffimd #ffl­ u fflffl#$s fldfls#flmflfflffiy uflffi fl fls dsoyd. CHAPTER 221 2 | BESTIARY


SORROWSWORN The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations ofthe plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress. A! " # $ S% # # % & ' & q # ! Relying on violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn becomes confused, and its attacks weaken. It also has two heads, which bicker with each other incessantly. H/ ! " # $ S% # # % & ' & % # ! Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn—also known as the Hungry—do whatever is necessary to sate their appetites. These greedy devourers stuff their maws with flesh and drink in their victims’ screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume. L% ! 2 3 $ S% # # % & ' & % # ! The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the lonely sorrowsworn—also called the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer. L% ' 5 S% # # % & ' & % # ! The Shadowfell turns visitors around until they become marooned in its twisted landscape. Lost sorrowsworn—often referred to as the Lost—are representations of the anxiety and fear people experience when they can’t find their way. These sorrowsworn appear desperate and panicked. Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim’s allies fight to break the grasp, the more the victim suffers. W# 2 5 6 7 2 8 S% # # % & ' & % # ! Horrid little monsters, wretched sorrowsworn—or the Wretched—gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep. A! " # $ S% # # % & ' & % # ! Medium Monstrosity, Typically Neutral Evil Armor Class 18 (natural armor) Hit Points 255 (30d8 + 120) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 19 (+4) 8 (-1) 13 (+1) 6 (-2) Skills Perception +11 Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness Senses darkvision 60 ft., passive Perception 21 Languages Common Challenge 13 (10,000 XP) Proficiency Bonus +5 Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. RisingAnger. If another creature deals damage to the sorrowsworn, the sorrowsworn’s attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack’s target takes an extra 19 (3dl2) psychic damage. On its turn, the sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. Ac t io n s Multiattack. The sorrowsworn makes two Hook attacks. Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2dl2 + 3) piercing damage. 222 CHAPTER 2 | BESTIARY


Hu n g r y So r r o w s w o r n Medium Monstrosity, Typically Neutral Evil Lo n e l y So r r o w s w o r n Medium Monstrosity, Typically Neutral Evil Armor Class 16 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. Armor Class 17 (natural armor) Hit Points 225 (30d8 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 6 (-2) 11 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 11 (7,200 XP) Proficiency Bonus +4 Life Hunger. If a creature within 60 feet of the sorrowsworn regains hit points, the sorrowsworn gains two benefits until the end of its next turn: it has advantage on attack rolls, and its Bite deals an extra 22 (4dl0) necrotic damage on a hit. A. / 01 2 3 Multiattack. The sorrowsworn makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) piercing damage plus 13 (3d8) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16), and it is restrained until the grapple ends. While grappling a creature, the sorrowsworn can’t make a Claw attack. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 9 (5,000 XP) Proficiency Bonus +4 Psychic Leech. At the start of each of the sorrowsworn’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. Thrives on Company. The sorrowsworn has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. A. / 01 2 3 __________________________________ Multiattack. The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace. Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once. Sorrowful Embrace. Each creature grappled by the sorrowsworn must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it. CHAPTER 2 | BESTIARY 223


Wr e t c h e d So r r o w s w o r n Small Monstrosity, Typically Neutral Evil Lo s t So r r o w s w o r n Medium Monstrosity, Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. Armor Class 15 (natural armor) Hit Points 10 (4d6 - 4) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 6 (-2) 7 (-2) 5 (-3) STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 9(-l) 5 (-3) 6 (-2) 5 (-3) Skills Athletics +6 Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness Senses darkvision 60 ft., passive Perception 8 Languages Common Challenge 7 (2,900 XP) Proficiency Bonus +3 A* + ,- . / Multiattack. The sorrowsworn makes two Arm Spike attacks. Arm Spike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. Embrace (Recharge 4-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4dl0 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The sorrowsworn can grapple only one creature at a time. R78* + ,- . /_______________________________ Tightening Embrace. Ifthe sorrowsworn takes damage, the creature grappled by Embrace takes 18 (4d8) psychic damage. Damage Resistances bludgeoning, piercing, and slashing while in dim light or darkness Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Wretched Pack Tactics. The sorrowsworn has advantage on an attack roll against a creature if at least one ofthe sorrowsworn’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The sorrowsworn otherwise has disadvantage on attack rolls. A* + ,- . / Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (IdlO + 1) piercing damage, and the sorrowsworn attaches to the target. While attached, the sorrowsworn can’t attack, and at the start of each ofthe sorrowsworn’s turns, the target takes 6 (IdlO + 1) necrotic damage. The attached sorrowsworn moves with the target whenever the target moves, requiring none ofthe sorrowsworn’s movement. The sorrowsworn can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn. 224 CHAPTER 2 | BESTIARY


Spa w n o f Ky u s s Medium Undead, Typically Chaotic Evil Armor Class 10 Hit Points 76 (9d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 18 (+4) 5 (-3) 7 (-2) 3 (-4) Saving Throws Wis +1 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can’t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. Ifthe spawn takes acid, fire, or radiant damage, this trait doesn't function at the start ofthe spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Worms. Ifthe spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. Unusual Nature. The spawn of Kyuss requires no air, food, drink, or sleep. A3 4 56 7 8 Multiattack. The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) slashing damage plus 7 (2d6) necrotic damage. Burrowing Worm. A worm launches from the spawn of Kyuss at one Humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny Undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use Burrowing Worm to launch a scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end ofthe target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 1 Od6), and if it drops to 0 hit points, it dies and then rises 10 minutes later as a spawn of Kyuss. If a worm-infested target is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. Spa w n o f Ky u s s K    high riet  Orc  (er iffl thi bk) h l ffldered cre rm fflecrlie t crete the irt ffl  K . Eveffl cefflt rie ter K ’ deth, hi mligffl dicile cffltiffl e er­ rmifflg the hrriic rite he erected. Frm  ditfflce r iffl r light,  ffl  K ­  lk like ffl rdifflr zmbie. A it cme ifflt clerer vie, hever, the cre  little greeffl rm crlifflg iffl ffld  t  it becme viible. Thee rmj m fflt fflerb H mfflid ffld b rr ifflt their leh. A rm tht effletrte  H mfflid bd mke it  t the cret re’ briffl. Offlce ifflide the briffl, the rm kill it ht ffld fflimte the cre, trfflrmifflg it ifflt  ffl  K , hich breed mre rm. Sffl  K  re exreiffl  Orc ’ iffltefflt t relce ll lie ith ffldeth. Let t it ffl device,  litr ffl  K  trvel imlel . I it t mble cr  livifflg cret re, the ffl ttck ith the le iffltefflt  cretifflg mre ffl. Whether ffl re diered r cl tered, the re­ rd ce exffleffltill i fflthifflg t them. CHAPTER 2 | BESTIARY 225


St a r pa w n The M ei l Pl e eese s oly oe sm ll   of he mul ivese. Beyod he bes -ko! l es of exis ece lie e lms lie o mo l life. Some e so hos ile h eve mome ’ co c is eough o be k mo l’ mid. Ye beigs do exis h e  ive o hese e lms: e i ies h e eve huge­ ig, se chig, ! ig, d some imes de mig. These Elde Evils e f  olde h  mos of he mo l eoles d l! ys iimic l o such ce ­ ues’ mids. Ho!eve much hey migh desie o e e d domi e he M ei l Pl e, he Elde Evils e u ble o u!illig o le ve hei e lms. Some e imisoed i hei dimesios by ex e l foces, some e iex ic bly boud o hei home e li ies, d o hes simly c ’ fid y ! y ou . The ce ues ko! s s  s ! e he he­ lds, sev  s, d soldies of he Elde Evils, c  ­ ble of kig o foms h c  jouey o he M e­ i l Pl e. They ive mos of e i he ! ke of come —o eh s his heomeo meely sig ls h s  s ! e i he vicii y d v il ble fo commuic io. Whe he sigs e igh , cul is s g he oge he, e d loud hei bl shemous ex s, d coduc he mid-se ig i u ls h guide s  s ! i o he !old. E/ 0 1 r E2 3/ / 1 4 4 3n 5 4 Disciles of ce i Elde Evils c  bes o! sue­  u l gif s o hose !ho seve h cul , icludig s  s !. The follo!ig o!es e uique o secific cul s; yic lly ce ue h s oly oe. Cu l t o f At r o p u s , t h e W o r l d Bo r n D e a d Gaze ofCorruption (Recharge 6). Th e cu lt ist t ar ge t s o n e cr e at u r e it can se e w it h in 3 0 f e e t o f it . Th e t ar get m u st su cce e d o n a D C 1 5 Co n st it u t io n sav in g t h r o w o r t ak e 1 6 (3 d l0 ) n e cr o t ic d am age an d b e p o iso n e d f o r 1 m in u t e . Th e p o iso n e d t ar ge t can r e p e at t h e sav in g t h r o w at t h e e n d o f e ach o f it s t u r n s, e n d ­ in g t h e e f f e ct o n it se lf o n a su cce ss. Cu l t o f Bo r em o f t h e La k e o f Bo il in g M u d Borem’s Embrace (1/Day). Th e cu lt ist t o u ch e s o n e cr e at u r e w it h in 5 f e e t o f it . Th e t ar ge t m u st su cce e d o n a D C 1 5 D e xt erit y sav in g t h r o w o r b e co at e d in st icky , st e am in g m u d . W h ile it is co at e d in t h is w ay , t h e t ar ge t ’s sp e e d is h alv e d , it can ’t u se r e act io n s, an d it t ake s 1 0 (3 d 6 ) f ir e d am age at t h e st ar t o f e ach o f it s t u r n s. Th e e f f e ct last s f o r 1 m in u t e , u n t il t h e cu lt ist is in ­ cap acit at e d o r d ie s, o r u n t il t h e t ar ge t is im m e r se d in w at e r . Cu l t o f H a a s k , t h e Vo ic e o f H a r g u t Haask’s Presence (1/Day). Th e cu lt ist t r an sf o r m s in t o a Tin y , slu g-lik e b e in g an d t e le p o r t s o n t o t h e sh o u ld e r o f a H u m an ­ o id t h at it can se e w it h in 3 0 f e e t o f it . Th e t ar get e d H u m an ­ o id m u st su cce e d o n a D C 1 5 Ch ar ism a sav in g t h r o w o r b e ch ar m e d b y t h e cu lt ist . W h ile t h e t ar ge t is ch ar m e d , t h e cu lt ist h as co n t r o l o f it o n t h e t ar ge t ’ s n e xt t u r n . A t t h e e n d o f t h at t u r n , t h e cu lt ist t e le p o r t s t o an u n o ccu p ie d sp ace it can se e w it h in 3 0 f e e t o f it an d r e t u r n s t o it s n o r m al f o r m . Th e cu lt ist can ’t b e t ar ge t e d d ir e ct ly b y an y at t ack o r o t h e r e f f e ct w h ile it ’s in t h e slu g-like f o r m , b u t it is su b je ct t o ar e as o f e f f e ct as n o r m al. Cu l t o f Th a r iz d u n , t h e Ch a in e d Co d Tharizdun’s Spark (Recharge 6). A s a b o n u s act io n , t h e cu lt ist t o u ch e s a sim p le o r m ar t ial w e ap o n o r a n at u r al w e ap o n , if it h as o n e . Th e n ext cr e at u r e h it b y t h e t o u ch e d w e ap o n m u st su cce e d o n a D C 1 5 W isd o m sav in g t h r o w o r h av e d isad v an ­ t age o n all ab ilit y ch e ck s. Th e af f e ct ed cr e at u r e can r e p e at t h e sav in g t h r o w at t h e e n d o f e ach m in u t e , e n d in g t h e e f f e ct o n it se lf o n a su cce ss. Cu l t o f Ty r a n t h r a x u s , t h e Fl a m e d O n e Radiant Flames (1/Day). M u lt ih u ed f lam e su r r o u n d s t h e cu lt ist f o r 1 m in u t e , u n t il t h e cu lt ist is in cap acit at e d o r d ies, o r u n t il t h e cu lt ist e xt in gu ish es t h e f lam e (n o act io n r e q u ir e d ). W h ile in flam e d , t h e cu lt ist h as t e le p at h y w it h a r an ge o f 3 0 f e e t , an d it can t e le p o r t as a b o n u s act io n u p t o 3 0 f e e t t o an u n o ccu p ie d sp ace it can se e. In ad d it io n , e v e r y cr e at u r e t h at st ar t s it s t u r n w it h in 5 f e e t o f t h e cu lt ist m u st m ak e a D C 1 5 D e xt e r it y sav in g t h r o w , t akin g 1 6 (3 d l0 ) r ad ian t d am age o n a f aile d sav e , o r h alf as m u ch d am age o n a su cce ssf u l o n e . t a r pa w n Gr : 1 F ged d liless, he eve-giig, eeily s ig gue loes bou o sidly legs d log ms. Bis les d sies ojec fom odd  ches of i s g yish ski, d i s log figes ed i boke d di y  ils. Gues e he !e kes of he s  s !. A hos of !i hig, sc mblig gues yic lly ccom ies moe o!eful s  s !. Thei cos  chi eig d shiekig oduce discod  sychic eegy h disu s hough  ­ es i o he ce ues, !hich exeiece fl shig colos, h lluci ios, disoie io, d ! ves of hoelessess. t a r pa w n H: / = The hulk is oe of he l ges of he ko! s  s !, !i h glis eig,  sluce ski. P le d seemigly lidless eyes gl e b lefully fom f ce dis o ed by oo m y ee h d oo li le ose. Hulks e seldom ecou eed !i hou comm dig s  s ! see ( lso i his book) e by. A hulk e s o h ve li le !ill of i s o! d is dive o o ec i s m s e. 226 CHAPTER 2 | BESTIARY


St a r pa w n Gr u e Small Aberration, Typically Neutral Evil Large Aberration, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 136 (13dl0 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1) Armor Class 11 Hit Points 17 (5d6) Speed 30 ft. Saving Throws Dex +3, Wis +5 Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 15 Languages Deep Speech Challenge 10 (5,900 XP) Proficiency Bonus +4 STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 6 (-2) Damage Immunities psychic Senses darkvision 60 ft., passive Perception 10 Languages Deep Speech Challenge 1/4 (50 XP) Proficiency Bonus +2 Aura ofShrieks. Creatures within 20 feet ofthe grue that aren’t Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. A1 2 34 5 6 Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start ofthe grue’s next turn. Psychic Mirror. Ifthe hulk takes psychic damage, each creature within 10 feet ofthe hulk takes that damage instead; the hulk takes none ofthe damage. In addition, the hulk’s thoughts and location can’t be discerned by magic. A1 2 34 5 6 Multiattack. The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end ofthe target’s next turn. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Reaping Arms (Recharge 5-6). The hulk makes a separate Slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone. CHAPTER 2 | BESTIARY 227


St a r pa w n a r v a Ma g e A l m is  ihmish combiio of  mol body d oh oldly subsc. Wh  $o ful culis of  omlik iy such s Kyuss o Kzf—usully  lock o oh s$llcs— cocs h com-bo missy of  Eld Eil, h missy c m ih  mol coscious­ ss o c  l m. No of h oiil culis’s $soliy suis h sfomio; h ms is holly li. i ......—• _____________ : St a r Spa w n La r v a Ma g e Medium Aberration, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 168 (16d8 + 96) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3) Saving Throws Dex +6, Wis +6, Cha +8 Skills Perception +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, restrained Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech Challenge 16 (15,000 XP) Proficiency Bonus +5 Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm ofinsects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it 24 hours later. Spellcasting. The mage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): A8 9 :; < = Multiattack. The mage makes three Slam or Eldritch Bolt attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (ld8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 19 (3dl0 + 3) force damage. Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet ofthe mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each ofthe mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At will: mage hand, message, minor illusion 1/day: dominate monster RCD8 9 :; < = Feed on Weakness. When a creature within 20 feet of the mage fails a saving throw, the mage gains 10 temporary hit points. LCF C< G DH I A8 9 :; < = The mage 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 mage regains spent legendary actions at the start of its turn. Slam. The mage makes one Slam attack. Eldritch Bolt (Costs 2 Actions). The mage makes one Eldritch Bolt attack. Feed (Costs 3 Actions). Each creature restrained by the mage’s Plague ofWorms takes 13 (3d8) necrotic damage, and the mage gains 6 temporary hit points. 228 CHAPTER 2 | BESTIARY


cvic ccni( St a r pa w n Ma n g l e r Medium Aberration, Typically Chaotic Evil Armor Class 14 Hit Points 71 (13d8 + 13) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (-2) Saving Throws Dex +7, Con +4 Skills Stealth +7 Damage Resistances cold Damage Immunities psychic Condition Immunities charmed, frightened, prone Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech Challenge 5 (1,800 XP) Proficiency Bonus +3 t a r pa w n a n g l e r A mi is  o-su, cffii hoo iffh mu­ ffiffi y ms—iff mosff offf hs six ms buff c hv y umb fom fou ffo ihff. Ms cffi o ffh oud o ffh s, sfficki ffo shdos d hidi i sffioffs ffhff sm ffoo sho o -iff ffo coc yffhi. Thy ffiffi sm ffh ffhi ffu siz, ffhks ffo ffhi huchd ffiosffu d mciffd fms. Cuffisffs summo ffhs c­ ffus ffo sv s uds d ssssis, ffo os ff hich ffhy xc. Ambusher. The mangier has advantage on initiative rolls. A, - ./ 0 1 Multiattack. The mangier makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) slashing damage. Ifthe attack roll has advantage, the target also takes 7 (2d6) psychic damage. Flurry ofClaws (Recharge 5-6). The mangier makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking opportunity attacks. B/ 0 8 1 A, - ./ 0 1 Shadow Stealth. While in dim light or darkness, the mangier takes the Hide action. CHAPTER 2 | BESTIARY 229


St a r Spa w n Se e r A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm. An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn’t hurt, and the effect ricochets off and expands to assault other creatures. S) * + S,* - . S/ / + Medium Aberration, Typically Neutral Evil Armor Class 17 (natural armor) Hit Points 153 (18d8 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3) Saving Throws Dex +6, Int +11, Wis +9, Cha +8 Skills Perception +9 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 19 Languages Common, Deep Speech, Undercommon Challenge 13 (10,000 XP) Proficiency Bonus +5 Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain, and its movement doesn’t provoke opportunity attacks. Each creature it moves through takes 5 (IdlO) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1 d 10) force damage if it ends its turn inside an object. A7 8 9: ; < Multiattack. The seer makes two Comet Staff or Psychic Orb attacks. Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1 d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, and ifthe target is a creature, it must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one creature. Hit: 27 (5dl0) psychic damage. Collapse Distance (Recharge 6). The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet ofthe target’s original space takes 39 (6dl2) psychic damage. On a successful save, the target takes 19 (3dl2) psychic damage and isn’t teleported. R?@7 8 9: ; < Bend Space. When the seer would be hit by an attack roll, it teleports, along with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead. 230 CHAPTER 2 | BESTIARY


Steeders Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals. Steeders attempt to tear apart perceived threats— and consider even other steeders enemies. When they’re put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. M* + , S- , , . , / Medium Monstrosity, Unaligned F, 0* + , S- , , . , / Large Monstrosity, Unaligned Armor Class 14 (natural armor) Hit Points 30 (4dl0 + 8) Speed 30 ft., climb 30 ft. Armor Class 12 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 3 (-4) STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 3 (-4) Skills Stealth +7, Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Extraordinary Leap. The distance ofthe steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Skills Stealth +5, Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Extraordinary Leap. The distance ofthe steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. A2 3 45 6 7 A2 3 45 6 7 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1 d8 + 3) piercing damage plus 9 (2d8) poison damage. Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder’s leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time. L~ , . .. - ---------------- . ...------------ Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) piercing damage plus 4 (1 d8) poison damage. Sticky Leg. Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder’s leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time. 231 CHAPTER 2 | BESTIARY ■


t e e l Pr e d a t o r A s  p   is  m - DEX 17 (+3) STR 24 (+7) CON 22 (+6) INT 4 (-3) Armor Class 20 (natural armor) Hit Points 207 (18dl0 + 108) Speed 40 ft. St e e l Pr e d a t o r Large Construct, Typically Lawful Neutral ci ss mchin wi h n pups :  c n ki i s g  g ss f is­ nc n bs c s. S  p  s  c   by  uniqu mn, using  mchin ­ c  in h ci y f Sigi. I wsn’ wys h qu   in h Ci y f Ds, hw v . On i s igin hm , h pn f M chnus, h ing nius mn ws u  f i s inv n in—un i i un  h s c  ins gins i s sup is. S  p ­ s w k  hvc gins h mn hi chy un i h gu mn ws pp  n xi . Nw i p  s  shp in Sigi wh  , f  s p pic , nyn cn cmmissin h mnufc u f  s  p  . T c   s  p  , h mn’s mchin mus b f  sm hing h i n ifi s h p  ’s g , such s  ck f hi,  w -wn gv ,   much-us  w pn. Th mm n h n wy mnufc u  s  p   m g s, i buns wy in s ch f i s p y. I s ns s h c in f i s g css pn buni s, bu such  c in is ccu ny  wi hin  husn ys;  cs h  mining is nc , h s  p   c s i s p y by sigh n sm . Onc b  isjin , h p   ign s v y  h  h    ck i s g , un ss  h  c ­ u s p v n i fm  ching h g . In h cs , i  s wh i mus  fufi i s missin. If  g s ccing  pn,  s  p   sys i s g n h n vun iy  uns  Sigi, wh  i ’s bk n wn in  p s h cn b us  in n h  s  p  . B  mg cn cus his ins inc  fi, hw v , in which cs h s  p   ing s in h  , hun ing n kiing  h  c  u s h  s mb i s g  h simpy iv n by. Such gu p  s  ng us  nyn in h vicini y. WIS 14 (+2) CHA 6 (-2) Skills Perception +7, Stealth +8, Survival +7 Damage Resistancescold, lightning, necrotic, thunder Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages understands Modron and the language of its owner but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects. Unusual Nature. The steel predator doesn’t require air, food, drink, or sleep. Ac t io n s Multiattack. The steel predator makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2dl0 + 7) lightning damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage. Spellcasting. The steel predator casts one of the following spells, requiring no spell components and usingWisdom as the spellcasting ability: 3/day each: dimension door (self only), plane shift (self only) Stunning Roar (Recharge 5-6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6dl0) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t stunned. -........" 11 .. T- ir- -- 232 CHAPTER 2 | BESTIARY


t o n e Cu r s e d Medium Construct, Typically Lawful Evil Armor Class 17 (natural armor) Hit Points 19 (3d8 + 6) Speed 10 ft. STR DEX CON INT WIS CHA 16(+3) 5 (-3) 14 (+2) 5 (-3) 8 (-1) 7 (-2) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, petrified, poisoned Senses passive Perception 9 Languages the languages it knew in life Challenge 1 (200 XP) Proficiency Bonus +2 Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attacks. FalseAppearance. If the stone cursed is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the stone cursed move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the stone cursed isn’t a statue. Unusual Nature. The stone cursed doesn’t require air, food, drink, or sleep. Ac t io n s Petrifying Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours. St o n e Cu r s e d S  c a paw  h gh a f l alchmical i al pf m a Hma i ha ha b    . Th i al, which qi a mix­  f bailik bl  a  h ah f m h b  fa h f a c cka ic, awak  a im ch f h p ifi vic im’ pii , a ima i g h  a  a   i g i i a fl gaia . S  c p  a malv l iv lay h livi g, y hy a  ly l yal wh v p­ f m h i al a ima  hm, a  hy by ha bi g’  h b f hi abili y. I c mba ,  y claw ha ip wi h hick, gay lg mg f m a   c’ fi g. Thi alchmical lg a f m h  lah by h claw i  a . A pa f h i al  ca  a   c, a fi -iz biia kll f m wi hi h ca­ ’  . Th kll i ’ viibl whil h   c i ac iv, b wh i i lai , h  a  ha  a  h kll cla  h g  . B­ ca i i h x f  h alchmy  ca  h h  , a fai ch f h igi al vic im’ mm i  a  wi hi h kll. A kill magic-wil ca a mp x ac mm i f m i gai i igh i h vic im’ pa  fi  l  ha hwi w l b l  . Cr . /t 01 W3 0s /e r s Ev h gh a ca  a f m i a   c i l g a, a vag whip f hi mm ­ i liv i h biia kll mb wi hi h   c’ b y. A h   f a h   , a chaac  ca mak a DC 20 I llig c (Aca a) chck a mp x ac a mm y f m h kll ha i a p  a vbal q i p  h kll by h chaac . O c hi chck i ma, wh h i cc  fail, h kll ca ’ b  i hi ma  agai . CHAPTER 2 | BESTIARY 233


St o n e Gia n t Dr e a mw a l k e r Th sufc f h fld ffls ff flfflff flfi  sff gfflffs: fflucufflffg, fipy, xpsd  gusfflffg fflffd ffd suddff fflff. I ffls s fflfldfly chffgbfl s  dfi, ffd h’s h hy gd ffl—s  dfi. Nhfflffg h ffls pfiffff, s ffhfflffg h ffls fl. Wh hppffs ff h sufc dsff’ fi. Pfifflss ffd bgfflffs fid h ffdff’ b hff­ d. Lfflf ffd vff  hfld flss vflu h. Sff gfflffs sfifflfis g ff dfi quss fflff h sufc fld, s2fflffg fflffspfflfflff f hffl ,  b2 ffi dcds-flffg ffffuffl,  sfflsfcfflff f sfflfipfl cufflsffly. Sfi h g ff hs quss fl hfisflvs bcfi fls fflff h dfi. Oh sff gfflffs  bfffflshd  h sufc s pufffflshfiff. Rgdflss f h sff hy ffdd up ff h sufc, fflf hy dff’ 2 shfl uffd sff, such sff gfflffs cff bcfi dfifl2s. Dfifl2s ccupy ff dd pflc f spc u­ sffld h sff gfflff dfffflffg. Thy  cffsffldd ucss, bu hffl ffifflflfflffly fflh h sufc fld fi2s hfi vflubfl gufflds, ffd hffl fflffsfflghs cff hflp h sff gfflffs gsp h dffgs f flfflvfflffg fflff  dfi. Dfifl2s bcfi dfflvcd ffi flffly by fflsflfflff, shfi, ffd hffl uffffdfflffgfly flfflff su­ uffdfflffgs, ffd hffls dflfflfflufi flchs u fflff h fld uffd hfi, ffcfflffg h cus h g  cfls. Bflfflvfflffg h hy’ flfflvfflffg fflff  dfi ffd h hffl cfflffs hv ff fl cffsquffcs, dfifl2s c s hy pfls, bcfifflffg fcs f chs. As hy vfl h fld, hy cflflc bjcs ffd cus h sfi spcfflflfly sfflgfffflffflcff  hfi. Ov fflfi, h cflflcd hfflffgs cc  hffl bdffls, bcfifflffg ffcsd fflff sff. 1 " .... : 1;.................... z St o n e Gia n t Dr e a mw a l k e r Huge Giant, Typically Chaotic Neutral Armor Class 18 (natural armor) Hit Points 161 (14dl2 + 70) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 10 (+0) 8 (-1) 12 (+1) SavingThrows Dex +6, Con +9, Wis +3 SkillsAthletics +14, Perception +3 Condition Immunities charmed, frightened Sensesdarkvision 60 ft., passive Perception 13 Languages Common, Giant Challenge 10 (5,900 XP) Proficiency Bonus+4 Dreamwalker’s Charm. An enemy that starts its turn within 30 feet ofthe giant must make a DC13 Charisma savingthrow, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours. Ac t io n s Multiattack. The giant makes two Greatclub or Rock attacks. Creatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3dl 0 + 6) bludgeoning damage. Ifthe target is a creature, it must succeed on a DC17 Strength saving throw or be knocked prone. Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC17 Constitution savingthrow. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. 234 CHAPTER 2 | BESTIARY


St o r m Gia n t Qu in t e s s e n t Huge Ciant, Typically Chaotic Good Armor Class 12 Hit Points 230 (20dl2 + 100) Speed 50 ft., fly 50 ft. (hover), swim 50 ft. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 20 (+5) 17 (+3) 20 (+5) 19 (+4) Saving Throws Str +14, Con +10, Wis +10, Cha +9 Skills Arcana +8, History +8, Perception +10 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, thunder Senses truesight 60 ft., passive Perception 20 Languages Common, Giant Challenge 16 (15,000 XP) Proficiency Bonus +5 Amphibious. The giant can breathe air and water. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. A1 2 34 5 6 Multiattack. The giant makes two Lightning Sword attacks, or it uses Wind Javelin twice. Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. WindJavelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9) force damage to the target, striking unerringly. The javelin disappears after it hits. L;< ;5 = >? @ A1 2 34 5 6 The giant 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 giant regains spent legendary actions at the start of its turn. Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around the target, who must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses. Thunderbolt (Costs 2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4dl0) thunder damage on a failed save, or half as much damage on a successful one. One with the Storm (Costs 3 Actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm. ......... ■ । St o r m Gia n t Qu in t e s s e n t T fll h vbl, ffl ffl g ppchg h d f h #l lf p k  cp fffl dh. Thy pl#fflb h dph f h pwf#l cc  h lffl d dp hffllv  #, ffflg  fflc­ c# ffl. Th blzzd h g #dgly #d  ffl# pk, h vx h wl #d  ffl ld,  h h#dffl h hwl clly #p d dw  #ggd cl c#ld,  fc, b h #dyg fffl f  ffl g clgg  xc. A ffl g q# hd h ffl d wp b# g h pw  fffl fflkhf wp # f h . Wh h g h  f#­ h # f h lffll wp,  wh h g d, h wp dpp. A ffl g q# c v  h # g fffl fflply d c ffl h fffl lg #gh f h g  cfflffl#c wh  ffll, cy #  h k,  dfd h hffl g gg. CHAPTER 2 | BESTIARY 235


A Qu in t e s s e n t a ir om g q  h o d fo c l o dgo l . Th l   lly  cldd go o pom gogphc f, ch   mo pk,  g wfll,  mo  ld,  fog- hodd loch,  bfl col f, o  wd­ wp d  blff. Th om  whch h g lv cold b  blzzd,  yphoo,  hd om, o  d om,  bf h vom. a ir * t i+ n s om g q  c   l co  g­  fom d whl  fomd o  om. O ­ v co 20 (lo g v  ), h g c k o of h followg l co ; h g c’ k h m l co wo od   ow: Deafening Boom. Th g c  hdclp cd o  po ywh  h l. Ech c wh 20 f of h po m  ccd o  DC 18 Co o vg how o b df­ d l h d of  x . Fog. Th g c  20-foo-d ph of fog (o mky w f wh w) cd o  po ywh   l. Th ph pd od co , d    hvly ob cd. Th fog l  l h g d p   (o co qd), d  c’ b d p d by wd. Gale. Th g c  60-foo-log, 10-foo-wd l of og wd (o og c wh w­ ) ogg fom  po ywh   l. Ech c  h l m  ccd o  DC 18 Sgh vg how o b p hd 15 f  h dco h wd  blowg. Th g  d ­ p  g o vpo, d  xg h cdl , och , d ml pocd flm   . Pocd flm , ch  ho  of l , hv  50 pc chc of bg xg hd. Re ? i+ n a @ EA A e * t s Th go cog  om g q ’ l  wpd by h g’ p c, whch c o o mo of h followg ffc : Downpour. R, ow, o blowg d  o d (whchv  mo  ppop)  co  wh 1 ml of h l. R c  v d m o fll o ovflow h bk ; ow, d , o d fom dp df o d . Lightning. Fl h of lghg d pl of h­ d  col, dy d gh, wh 5 ml of h l. Winds. Hgh wd blow wh 1 ml of h l, mkg  mpo bl o lgh  f l h loc­ o wh h f  l  pocd fom h wd. If h g d , h lghg, hd, d hgh wd gol ffc d mmdly. R, ow, d blowg d  b gdlly wh ld8 dy . 236 CHAPTER 2 | BESTIARY


Armor Class 8 Hit Points 22 (5d8) Speed 5 ft., climb 5 ft. Sw a r m o f o t r u b s R g e inge-ized fflgg h e living nd ded cee, lhgh hey cn vive n vegein. They ine cpe nd pile  decying ffle nd ck nyne h di heffl. A­ e *ing in  cee,  g inincively che* hei *y *d vil p. R g ecil ffl lffle, nd ie i he fflin *epn gin  g nce hey’e inide  dy. Mgic h nelize pin cn l p heffl ee hey kill hei h. -. / 0 1 o t r u b JASON FELIX R g pe  he h ingly nd   *ffl. See he  lck  he fflechnic   *ffl   g. A ingle  g h n  lck. Any cee h cffle in cnc *ih  ingle  g ffl cceed n  DC 10 Cniin ving h*  e pined,  he  g * in he cee. The pined cee ke 3 (ld6) pin dfflge  he end  ech  i n. Wheneve he pined cee ke ie dfflge, he cee cn epe he ving h*, ending he eec n iel n  cce. I he pined cee end i n *ih 0 hi pin, i die,  he  g kill i. STR DEX CON INT WIS CHA 2 (-4) 7 (-2) 10 (+0) 1 (-5) 2 (-4) 1 (-5) Damage Vulnerabilities fire Damage Resistances piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained Senses blindsight 10 ft., passive Perception 6 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. A3 4 56 7 8 Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned. At the end of each ofthe poisoned target's turns, the target takes 3 (1 d6) poison damage. Whenever the poisoned target takes fire damage, the target can repeat the saving throw, ending the effect on itself on a success. Ifthe poisoned target ends its turn with 0 hit points, it dies. 237 CHAPTER 2 | BESTIARY


Armor Class 17 (leather armor, Suave Defense) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) Skills Acrobatics +8, Athletics +5, Persuasion +6 Senses passive Perception 10 Languages any one language (usually Common) Challenge 3 (700 XP) Proficiency Bonus +2 Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. A- . /0 1 2________________________________ _ Multiattack. The swashbuckler makes one Dagger attack and two Rapier attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1 d4 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) piercing damage. B0 1 8 2 A- . /0 1 2 Lightfooted. The swashbuckler takes the Dash or Disengage action. Sw a s h b u c k l e r S    ming n’-do-  o iv y ti o n od of ono. Ty  v noto­ ity, oftn indg in om nti tyt, nd  ot iving  pi t nd o i,  y t ying in on p  fo too ong. M ny    v ign t foi it i ty mi ti tion to m  tmv mo mmo . Yo  n o on t S  Foi t  o oo on of t option to find it y d m ti foi fo  . 9 :2 ; <8 - = > ?@ F> 0 8 @ /2 ; ?2 d8 Flourish Winks and flashes a charming grin 2 Bows theatrically 3 Constantly flips their dagger Punctuates sentences with a boisterous “Ha-HA!” 5 Sings catchy sea chanteys 6 Dexterously manipulates a silver coin through their fingers 7 Hurls colorful insults 8 Adds showy embellishments to rapier strokes 238 CHAPTER 2 | BESTIARY


Sw o r d Wr a it h s W en gly-bee  e n bflflle fl ufl n, fl ey mg fl unfl fl e fle   fl . Sw o r d Wr a it h Co !!a " d # r S fl cmmne unfl bflfllefel, fl­ flckng nyne   quefln fl e vl bufl lk­ ng knly n fl e   ng fl e pe. Sw o r d Wr a it h Wa r r io r S fl  e mfl fflen fun n ncenfl bflfllefel  ee le ee emme n n lug flee fl ufl qufle. 1 - ------------ • ............- Sw o r d Wr a it h Co !!a " d # r Medium Undead, Typically Lawful Evil Armor Class 18 (breastplate, shield) Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Skills Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned, unconscious Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge (3,900 XP) Proficiency Bonus +3 Turning Defiance. The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead. Unusual Nature. The commander doesn’t require air, food, drink, or sleep. A2 3 45 6 7 Multiattack. The commander makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1 d8 + 2) piercing damage. Call to Honor (1/Day). If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and ld4 + sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander’ turn on the same initiative count. B5 6 > 7 A2 3 45 6 7 Martial Fury. The commander makes one Longsword or Longbow attack, which deals an extra 9 (2d8) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn. Sw o r d Wr a it h Wa r r io r Medium Undead, Typically Lawful Evil Armor Class 16 (chain shirt, shield) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, frightened, poisoned, unconscious Senses darkvision 60 ft., passive Perception 9 Languages the languages it knew in life Challenge 3 (700 XP) Proficiency Bonus +2 Unusual Nature. The warrior doesn’t require air, food, drink, or sleep. A2 3 45 6 7 Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1 d8 + 1) piercing damage. B5 6 > 7 A2 3 45 6 7 Martial Fury. The warrior makes one Battleaxe or Longbow attack, and attack rolls against it have advantage until the start of its next turn. . ..... : ---------- . -'"Z"- 1 'i CHAPTER 2 | BESTIARY 239


believe Spile can be an excellent motivator. M unchecked Jury? That rarely leads to anything more than a bi*j messTa n a r u k k Medium Fiend (Demon), Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 95 (10d8 + 50) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 9 (-1) 9(-l) 9 (-1) Skills Intimidation +2, Perception +2 Damage Resistances fire, poison Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common, plus any one language Challenge 5 (1,800 XP) Proficiency Bonus +3 Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects. A3 4 56 7 8 Multiattack. The tanarukk makes one Bite attack and one Greatsword attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) piercing damage. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. B6 7 ; 8 A3 4 56 7 8 Aggressive. The tanarukk moves up to its speed toward an enemy that it can see. R>?3 4 56 7 8 Unbridled Fury. In response to being hit by a melee attack, the tanarukk can make one Bite or Greatsword attack with advantage against the attacker. * TASHA Ta n a r u k k Whe demo ic i fle ce copts the ledeship of  people o  og iztio , the ledes might embce byssl mgic to mffle t fflffls, si g these feocios wios to bolste thei followes’ ste gth. The demo lod Bphomet (ppes i this booffl) gldly shes the secet of ceti g t fflffls with those who e tet him fo powe; the clt of Gmsh hs lso msteed  itl fo this p­ pose,  d bestows it o those deemed wothy. Whteve pocess is sed copts the sbject, t sfomi g them i to  vicios Fie d. Althogh t fflffls e vled s fesome fightes, they e  thet to thei llies off the bttlefield. Whe ot i combt,  t fflffl is destctive  d voltile  d is slly fflept impiso ed by its llies. If  esti ed,  fee t fflffl embffls o  mpge, ttempti g to tffle ove by foce. Most sch cops fil bt e costly o etheless. If  t fflffl does seize the ledeship of  gop, ecfflless idi g o eve w is the cose they i evitbly choose. 240 CHAPTER 2 | BESTIARY


Tit iv il u s D pa er, he goomy Lord of D , re from h ron paace, eemng o hde behnd  abyrn hne corrdor , ron wa , daboca rap , and mon ro er an . Knowng he ha eneme on a de and fearng he’ be d paced ke Mooch, Geryon, and o many o her , he amo ne er ra e far her han he prawng c y ha e o de h paace. D pa er  correc o fear, b he re hrea come no from w ho . The ord’ grea error wa aowng hm ef o be edced by T   , who beged h way n o beng he prmary ad  or n D pa er’ ho ehod. A hogh T    nferor n phy ca reng h and power when compared o o her archde  , he compen a e w h cnnng. A hrewd po can, he ha cawed h way p hrogh he rank o become he econd-mo powerf de  n D , en rey by ayng he rgh hng a he rgh me o ge wha he wan ed. Charmng and pea an , he  a ma er a nego a on, abe o w word o a o ea e h c m conf ed and bee ng he’ on her de. Throgh he e k , T   ha manpa ed e ­ eryone aong h pa h o power, e her o wn hem o er o h ca e or o remo e hem a a hrea . Snce ganng h po  on, T   ha con nced D pa er ha con e po are beng ha ched agan hm and ha A mode hm ef eek o remo e D pa er from power. In re pon e, D pa er ha w hdrawn o h paace and ef day- o-day dec on o T   , e en a horzng hm o an wer and nego a e bargan w h mor a who a emp o mmon D pa er. T   now repre en h ma er and peak w h h oce, a rn of e en ha ead ome o wh per ha e her T    D pa er n d g e or T   ha remo ed he archdke and repaced hm a oge her. T   recognze he precaro ne of h po­  on. Af er a, D pa er’ accep ance of h pan and h ad ce can a ony o ong before ome o her po er ep n and re ea he r h. For n rance, T   ha begn recr ng o der o dea w h probem de  , o n a e hm agan cr c m, and, abo e a, o crea e compca on ha he can o e o a o renforce h ae n he eye of h ma er. T   fnd ad en rer we  ed o he a k he need performed and recr hem drec y or hrogh n ermedare , expendng hem a er a h pan reqre. CHAPTER 2 | BESTIARY 241


Armor Class 20 (natural armor) Hit Points 150 (20d8 + 60) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 22 (+6) 17 (+3) 24 (+7) 22 (+6) 26 (+8) Saving Throws Dex +11, Con +8, Wis +11, Cha +13 Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13 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 16 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead. Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects. Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate. Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point. A2 3 45 6 7 Multiattack. Titivilus makes one Silver Sword attack, and he uses Frightful Word. Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 4) force damage, or 9 (IdlO + 4) force damage if used with two hands, plus 16 (3dl 0) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken. Frightful Word. Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for minute. While frightened in this way, the target must take the Dash action and move away from Titivilus 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. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Titivilus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: alter self, major image, nondetection, sending, suggestion 3/day each: mislead, modify memory Teleport. Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours. L?@ ?6 A BC D A2 3 45 6 7 Titivilus 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. Titivilus regains spent legendary actions at the start of his turn. Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn. Teleport. Titivilus uses Teleport. Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word. 242 CHAPTER 2 | BESTIARY


CONCEPTOPOLIS the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it’s time to lay eggs and hatch a new brood of young. These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate. Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools. T" #$ % & " " # Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and T" #$ % & " " # Large Monstrosity, Typically Neutral Armor Class 15 (natural armor) Hit Points 85 (10dl0 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (-1) Skills Perception +4, Stealth +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Tlincalli Challenge 5 (1,800 XP) Proficiency Bonus +3 A- . /0 1 2 Multiattack. The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d8 + 3) slashing damage, or 8 (IdlO + 3) slashing damage if used with two hands. Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1 d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1 d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on DC 14 Constitution saving throw or be poisoned for minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on success. -■ ■ ■ ....... ~ • --------------- CHAPTER 2 | BESTIARY Q 243


To r t l e s T a mnivu , u -ik bip d wi h h ha cv  m f h i bdi . B cau h y cay h i hm n h i back ,  f i n d  ay pu f ng. M  ik  hw  h  fk iv . A  can p nd d cad away fm h i na iv and wi h­ u f ing hm ick, f n vi wing h i cu n cmpanin a h i famiy. To r t l e Th g n ic  a bck h   p n a wa­ i, p ciay h  wh av fa and wid . To r t l e Dr & '( Many  vi w h wd a a pac f wnd . Th y iv f h chanc  h a a f wind bwing hugh  ,  wa ch a fg caking n a iy pad,   and in a cwd d mak pac . A  duid av uch hing m han m , chann ing h na ua magic f h wd aund h m. t. •...- —...... - To r t l e Medium Humanoid, Any Alignment Armor Class 17 (natural) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) Skills Athletics +4, Survival +3 Senses passive Perception 11 Languages Aquan, Common Challenge 1/4 (50 XP) Proficiency Bonus +2 Hold Breath. The tortle can hold its breath for 1 hour. A+ , -. / 0 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d6 + 2) piercing damage, or 6 (1 d8 + 2) piercing damage if used with two hands in melee. Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1 d8) piercing damage. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge. To r t l e Dr u id Medium Humanoid, Any Alignment Armor Class 17 (natural) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 11 (+0) 15 (+2) 12 (+1) Skills Animal Handling +4, Nature +2, Survival +4 Senses passive Perception 12 Languages Aquan, Common Challenge 2 (450 XP) Proficiency Bonus +2 Hold Breath. The tortle can hold its breath for 1 hour. A+ , -. / 0 Multiattack. The tortle makes four Claw attacks or two Nature’s Wrath attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) slashing damage. Nature’s Wrath. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d6 + 2) damage of a type chosen by the tortle: cold, fire, lightning, or thunder. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge. Spellcasting. The tortle casts one ofthe following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft, guidance 2/day each: cure wounds, hold person, speak with animals, thunderwave 244 CHAPTER 2 | BESTIARY


Tr a ppe r Tr a ppe r Large Monstrosity, Unaligned Armor Class 13 (natural armor) Hit Points 68 (8dl0 + 24) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 17 (+3) 2 (-4) 13 (+1) 4 (-3) Skills Stealth +2 Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiaA t  is m nt -lik c tu th t usu lly luks in subt  n n nvionm nts. It c n ch ng th colo nd t xtu of its tough, outw d-f cing sid to h l it bl nd in with its suoundings, whil its soft, inw d-f cing sid clings to th floo, w ll, o c iling in its hunting t itoy. It  m ins motionl ss s it w its fo  y to com clos . Wh n t g t is within its  ch, it ls its lf w y fom th suf c nd w s ound its  y, cushing, smoth ing, nd th n dig sting it. Only sc tt ing of bon s, m t l, t su , nd oth  indig stibl bits is l ft b hind. A t ’s bility to lt  th colo nd t xtu of its out  sid n bl s it to bl nd in with ny suf c m d ofston , th, o wood, m sking its  s nc to ny but th most igoous scutiny. It c n’t ch ng its t xtu to th t of g ssy o snow-cov  d su­ f c , but it isjust cunning nough to ch ng its colo to m tch nd th n conc l its lf und  thin l y  of v g t tion o ctu l snow. A t  th t luks on th floo of its hunting gounds c n cov  ny  m ins th  with its body, m king th m look lik i gul iti s in th suf c . Th c tu might inst d tt ch its lfto n by w ll o c iling, using th  mn nts s b it; ny c tu th t stos to inv stig t th bon s fo v lu­ bl s b com s th t ’s n xt m l. A t  n ds to t h lfling-siz d m l onc  w k to  m in s t d. Giv n st dy suly of food, t s  cont nt to st y in on l c , m king th m th t long w ll-t v l d dung on coido nd on out s though th wild n ss th t s lot of t ffic. Wh n  y is sc c , t  nt s st t of hib n tion th t c n l st fo months, though it is still w  wh n  y com s n . A t  on th v g ofst v tion might d fy its instincts nd b ndon its old t itoy in s ch of b tt  hunting. tive roll. Moreover, if a creature hasn’t observed the trapper move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling. Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. A0 1 23 4 5 Smother. One Large or smaller creature within 10 feet of the trapper must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until the grapple ends, the target takes 13 (3d6 + 3) bludgeoning damage plus 3 (1 d6) acid damage at the start of each of its turns. While grappled in this way. the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time. CHAPTER 2 | BESTIARY 245


Tr o l l s T that ae neay biteated but uvive and egeneate fm mee cap f feh can dipay bizae featue. Radicay tanfmed t ike the t t, piit t, and venm t that fw ae epeciay ikey t aie when t egene­ ate in the peence f magica emanatin, pana enegy, dieae,  death n a vat cae,  if thei bdie wee damaged by eementa fce. Thee unuua fm can a be pduced and haped by the itua magic f evi pecate  by t’ wn pactice, a i the cae f die t. D#r $ Tr o l l Huge Ciant, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 172 (15dl2+ 75) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 21 (+5) 9 (-1) 11 (+0) 5 (-3) Saving Throws Wis +5, Cha +2 Skills Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened, poisoned Senses darkvision 60 ft., passive Perception 20 Languages Giant Challenge 13 (10,000 XP) Proficiency Bonus +5 Regeneration. The troll regains 10 hit points at the start of its turn. Ifthe troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. A1 2 34 5 6 Multiattack. The troll makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1 d8 + 6) piercing damage plus 5 (IdlO) poison damage. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Whirlwind of Claws (Recharge 5-6). Each creature within 10 feet ofthe troll must make a DC 19 Dexterity saving throw, taking 44 (8dl0) slashing damage on a failed save, or half as much damage on a successful one. V& 'r & ( ) * $ D$ s ) r o + $ r Athugh t ae aey devut and edm pnde piitua quetin, me fea and veneate the entity knwn a Vapak the Detye. Vapak’ tue natue i mething f a mytey, but Vapak i away ptayed a a hid, mihapen, geenih ceatue tngy eembing a t. Vapak i given t fit f minde detuctin and uncntaby fea the pt and ambitin f the deitie. Vapak’ t whipe beieve thi gd devu the u f the wh have been cked  digeted (ain by fie  acid). Othewie, the gd pit the u back int the wd t egeneate a new bdy. D#r $ Tr o l l T ki and eat amt anything—incuding, in ae cae, the t. Thi cannibaim ha the effect f cauing a t t gw t an unuuay age ize. The euting die t cave me and me t feh t fue thei cntinued gwth. Die t a inceae thei ize by gafting feh nt themeve. When a ab f quiveing t feh i bund againt a feh wund n a die t, the die t’ egeneative capacity incpate the new ma int the t’ wn mucuatue. Even me hifying ae the mutipe am, eye, caw, and gan that die t tea fm thei victim and gaft nt themeve in thi manne. 246 CHAPTER 2 | BESTIARY


Ro t Tr o l l A  infused wih waves f nec i - . is : egene aes can deve p a symbiic e a: . - -' : wih ha deah y pwe . The  's bdy wihe ? and he f esh fa s away f m he bdy as quick?, as i f ms. Evenua y a   becmes unab e  egene ae, hugh he  si hea s n ma y. The c eau e cu ses wih nec ic ene gy; simp y sanding nea a   expses he c eau es  eha emanains. S*+r +t Tr o l l A  b ased wih psychic ene gy can ake a nnphysica f m upn egene aing. The  ’s psyche su vives, bu he bdy is as insubsania as shadw. The  migh be unawa e f he  ansiin—he c eau e si mves and aacks wih eeh and c aws as eve —bu nw he  s ikes a vic­ ims’ minds. S*+r +t Tr o l l Large Giant, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 130 (20dl0 + 20) Speed 30 ft. Ro t Tr o l l Large Giant, Typically Chaotic Evil STR DEX CON INT WIS CHA (-5) 17 (+3) 13 (+1) 8 (-1) 9 (-1) 16 (+3) Armor Class 16 (natural armor) Hit Points 138 (12dl0+ 72) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 22 (+6) 5 H) 8(-l) 4 (-3) Skills Perception +3 Damage Immunities necrotic Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 9 (5,000 XP) Proficiency Bonus +4 Rancid Degeneration. At the end of each ofthe troll’s turns, each creature within 5 feet of it takes 11 (2dl 0) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. A, - ./ 0 1 Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (IdlO + 4) piercing damage plus 16 (3dl0) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) ne erotic damage. Skills Perception +3 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 11 (7,200 XP) Proficiency Bonus +4 Incorporeal Movement. The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (IdlO) force damage if it ends its turn inside an object. Regeneration. The troll regains 10 hit points at the start of its turn. Ifthe troll takes psychic or force damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. A, - ./ 0 1 Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3dl0 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned 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: +7 to hit, reach 5 ft., one creature. Hit: 19 (3dl0 + 3) psychic damage. CHAPTER 2 | BESTIARY 247


Ve n o m Tr o l l A t that su vivs assiv d ss f p is  ight t asf  it a v  t . Lig ig p is  i­ fuss th t ’s b d ad tissu, ad p is  aks f  th p s t c at th t ’s fags ad c aws. Ths c atu s a  spcia y dag us i c s c bat bcaus p is  d ips ff thi f sh ad sp ays ut f  v y w ud thy civ. ... Ve n o m Tr o l l Large Ciant, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 94 (9dl0 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9(-l) 7 (-2) Skills Perception +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 Poison Splash. When the troll takes damage of any type but psychic, each creature within 5 feet ofthe troll takes 9 (2d8) poison damage. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start ofthe troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. A3 4 56 7 8 Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1 d6 + 4) piercing damage plus 4 (1 d8) poison damage, and the target is poisoned until the start ofthe troll’s next turn. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1 d8) poison damage. Venom Spray (Recharge 6). The troll slices itselfwith a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage, which can’t be reduced in any way. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 24.8 CHAPTER 2 | BESTIARY


Very rarely, when a tadpole from the brine pool of an elder brain (appears in this book) is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent mind flayer with six tentacles. Illithids innately recognize that an ulitharid s survival is more important than their own. An elder brain s reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain s most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid s ambitions accordingly. When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid s body, a special process transforms its brain into a new elder brain for the colony. This process doesn t work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic elder brain. U( )* + , - ). Large Aberration (Mind Flayer), Typically Lawful Evil Armor Class 15 (breastplate) Hit Points 127 (17dl0 + 34) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5) Saving Throws Int +9, Wis +8, Cha +9 Skills Arcana +9, Insight +8, Perception +8, Stealth +5 Senses darkvision 120 ft., passive Perception 18 Languages Deep Speech, Undercommon, telepathy 2 miles Challenge 9 (5,000 XP) Proficiency Bonus +4 Creature Sense. The ulitharid is aware ofthe presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends ifthe creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless ofthe distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). A3 4 56 7 8 Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4dl0 + 5) psychic damage. Ifthe target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the ulitharid. Hit: 55 (lOdlO) piercing damage. Ifthis damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4dl2 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The ulitharid casts one ofthe following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect thoughts, levitate 1 /day each: dominate monster, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis i—....... ......... . ....................... .......... . CHAPTER 2 | BESTIARY 249


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