Ar ma n it e Large Fiend (Demon), Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 94 (9dl0 + 45) Speed 60 ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 21 (+5) 8(-l) 12 (+1) 13 (+1) Ar ma n it e G h ds of s c c oss h blsd flds of h Abyss, b o slugh d dh, d v by u s d bloodlus. Whh hy’ co olld by o pow ful dos o ch gg o bl fo h sk of , s us h clws d hoovs, s wll s h log, whplk ls, o p fos. I h s of do lo ds, s p fo h ol of hvy cvl y, ldg h ch g d g o h s’ flks. A s fgh ll h —v blg ch oh f hy c’ fd oh y. Thy k dl shock oops, u ly uhlss d bold o h po ofsupdy. P of wh ks s so f so s h ub of wpos hy hv h dsposl. Thy possss ds hoovs, clws h d cu l g los, d log ls whos s d dgs c fls h flsh f o vc, d hy us h ll o c v h ough h fos. Wh hy’ up gs ough fo os, hy c cll o h gc o loos bols of lghg d blow hols y ks. Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects. A+ , -. / 0 Multiattack. The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus (2d8) lightning damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2dl0 + 5) slashing damage. Lightning Lance (Recharge 5-6). The armanite looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. 50 CHAPTER 2 | BESTIARY
As t r a l Dr e a d n o u g h t Em ifyiffl, fi ffl ifivy vi f Afi Pfi, ciffl pfi vfi vy ffl f m. Dffl v b fflfiiiffl ffl fi mi ic w f mfiiv, yiffl v fifi c y c. Cv fm ifi i fiy f ick, pik pfi, ffl w fflfi fiimb i mfflic- c pic cfiw. Cfifii pp wifi i p f i ifflfi y, i pi ifi ifi ff i ifivy vi. Ay iffl i wfifiw i pi i iq mipfi— cfi pc ci w f i, wfifi mi f vfi. T pfic fflviy b bfi i, fflic m cy . W ffl i, i mipfi vi , i c fi i Afi Pfi. Ast r a l Dr e a d n o u g h t Gargantuan Monstrosity (Titan), Unaligned Armor Class 20 (natural armor) Hit Points 297 (17d20+ 119) Speed 15 ft., fly 80 ft. (hover) STR DEX CON INT WIS CHA 28 (+9) 7 (-2) 25 (+7) 5 H) 14 (+2) 18 (+4) Saving Throws Dex +5, Wis +9 Skills Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses darkvision 120 ft., passive Perception 19 Languages — Challenge 21 (33,000 XP) Proficiency Bonus +7 Antimagic Cone. The dreadnought’s eye creates an area of antimagic, as in the antimagicfield spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while the dreadnought is blinded. Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out ofthat plane. Demiplanar Donjon. Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or the dreadnought’s Bite and Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought’s corpse. The demiplane is otherwise indestructible. Legendary Resistance (3/Day). Ifthe dreadnought fails a saving throw, it can choose to succeed instead. Sever Silver Cord. Ifthe dreadnought scores a critical hit against a creature traveling by means ofthe astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage. Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep. A7 8 9: ; < Multiattack. The dreadnought makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5dl 0 + 9) force damage. Ifthe target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is incapacitated, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor ofthe Demiplanar Donjon. Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) force damage. L?@ ?; A BC D A7 8 9: ; < The dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of its turn. Claw. The dreadnought makes one Claw attack. Donjon Visit (Costs 2 Actions). One Huge or smaller creature that the dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end ofthe target’s next turn, it reappears in the space it left or in the nearest unoccupied space ifthat space is occupied. Psychic Projection (Costs 3 Actions). Each creature within 60 feet ofthe dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4dl0 + 4) psychic damage on a failed save, or half as much damage on a successful one. CHAPTER 2 | BESTIARY 51
Challenge 4 (1,100 XP) Proficiency Bonus +2 Armor Class 16 (natural armor) Hit Points 82 (lld8 + 33) Speed 40 ft. Babau Medium Fiend (Demon), Typically Chaotic Evil STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1) Skills Perception +5, Stealth +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal Babau Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt (appears in this book). It is said that when Glasya wounded Graz’zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature, and its talons gleam with acidic slime. A) * +, - . Multiattack. The babau makes two Claw attacks. It can replace one attack with a use of Spellcasting or Weakening Gaze. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1 d4 + 4) slashing damage plus 2 (1 d4) acid damage. Spellcasting. The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11): At will: darkness, dispel magic, fear, heat metal, levitate Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 52 CHAPTER 2 | BESTIARY
Ba e l With th Bood W r b tw n d vis nd d mons r ging for ons nd no nd in sight, opportuniti s bound for mbitious rchd vis to win f m , gory, nd pow r in th ongoing strugg . Duk B , on of M mmon’s most import nt v ss s, h s won f m nd cc im for his victori s. Ch rg d with ding sixty-six comp ni s of b rb d d vis (s th Monster Manual), B h s prov n to b t ctic g nius, rning st m for hims f nd his m st r s r sut of victory ft r victory ov r th byss host. M mmon r i s on B to s f gu rd his hodings b c us of B ’s b tt cum n. During tim wh n so m ny oth r rchd vis h v ost th ir positions, M mmon h s n v r b n oust d, which is t st m nt to B ’s ski on th b tt fi d. For his ccompishm nts, B h s b n gr nt d th tit of Bronz G n r . His cco d s notwithst nding, h h s h d difficut tim n vig ting th qu gmir of inf rn poitics. His critics c him n iv , though n v r to his f c . His prim ry int r st h s w ys b n ding sodi rs in b tt , so h finds it frustr ting to h v his mbitions of sc nding to high r r nk const nty stymi d by poitic y shr wd riv s. B pr f rs to m k s rv nts out of his dv rs ri s, nd mort s bound to his s rvic rn th ir wr tch d p c by f ing victim to his sup rior str t g ms. B g dy sp r s th iv s of thos h d f ts—if th y p dg th ir sous nd s rvic to him. D mons r n xc ption; though h is wiing to corrupt most ny oth r fo s, h w ys d stroys d mons h d f ts. B so w com s mort s into his s rvic ifth y c n provid him with n dv nt g in his poiticking. H r cruits s vvy individu s nd r i s on th m to r pr s nt his int r sts t M mmon’s court, which v s him fr to pursu his b tt ust. D spit his ck of int r st in ff irs outsid b tt , or p rh ps b c us of it, B h s g in d sm foowing of cutists. Thos who worship t his t r c him th King of H , nd th most d ud d b i v th t h is th ord of d vis. In rc n circ s, c rt in writings, such s th dr d d Book ofFire, s y th t B r v d th invisibility sp to th word, though som scho rs of m gic hoty r fut such c ims. B is som tim s d pict d s to d, c t, hum n, or som combin tion of th s forms. CHAPTER 2 | BESTIARY 53
Ba e l Large Fiend (Devil), Lawful Evil Armor Class 18 (plate) Hit Points 189 (18dl0 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 17 (+3) 20 (+5) 21 (+5) 24 (+7) 24 (+7) SavingThrows Dex +9, Con +11, Int +11, Cha +13 Skills Intimidation +13, Perception +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 Sensestruesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 19 (22,000 XP) Proficiency Bonus+6 Dread. Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated. Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead. Magic Resistance. Bael have advantage on saving throws against spells and other magical effects. Regeneration. Bael regains 20 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. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate. Ac t io n s Multiattack. Bael makes two Hellish Morningstar attacks. Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage. Infernal Command. Each of Bael’s allies within 60 feet of him can’t be charmed or frightened until the end of his next turn. Spellcasting. Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC21): At will: alter self (can become Medium), charm person, detect magic, invisibility, major image 3/day each: dispel magic,fly, suggestion, wall offre 1/day: dominate monster Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Leg en d ar y Ac t io n s Bael 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. Bael regains spent legendary actions at the start of his turn. Fiendish Magic. Bael uses Spellcasting or Teleport. Infernal Command. Bael uses Infernal Command. Attack (Costs2 Actions). Bael makes one Hellish Morningstar attack. Balhannoth Ntiv to th Shdowf , th vicious, pr dtory bhnnoth t rs r ity in its ir to mk th pc pp r inviting to trv rs. A imit d form of t pthy nb s bhnnoth to id ntify img s of pc s wh r its pr y xp cts th ir n ds nd d sir s to b m t, such s n inn or t mp off ring h ing. It th n wrps r ity round its f, hiding its f nd r mking its nvironm nt to r s mb such pc . Th imittion is imp rf ct, but it’s good nough to foo gr dy or d sp rt cr tur s. Onc its pr y nt rs th trp, it sntch s th trg ts nd t ports wy to f d on th ir f r nd d spir. Dung on buid rs nd Und rdrk tyrnts som tim s v ntur into th Shdowf to cptur b- hnnoths for us s gurdins. A Ba l ) a * * + , ) ’- La /0 In th Shdowf , bhnnoths mk th ir irs n r pc s inhbit d by cr tur s th y hunt. Th y typicy hunt w -trv d rods nd pths, sntching p op who com ong. A bhnnoth us d s gurdin in th Und rdrk might ir in cv s n r Und rdrk pssg s nd gurd th wys in nd out of its k p rs’ ncv . Lair Ac t io n s On inititiv count 20 (osing inititiv ti s), b hnnoth cn tk on of th foowing ir ctions; th bhnnoth cn’t tk th sm ir ction two rounds in row: Teleport. Th bhnnoth trg ts on cr tur within 500 f t of it. Th trg t must succ d on DC 16 Wisdom sving throw, or th trg t, ong with wht v r it is w ring nd crrying, t ports to n unoccupi d spc of th bhnnoth’s choic within 60 f t of it. Vanish. Th bhnnoth trg ts on cr tur within 500 f t of it. Th trg t must succ d on DC 16 Wisdom sving throw, or th bhnnoth b com s invisib to tht cr tur for 1 minut . This ff ct nds if th bhnnoth ttcks th trg t. Warp Terrain. Th bhnnoth wrps r ity round it in n r up to 500 f t squr . Aft r 10 minut s, th t rrin in th r r shp s to ssum th pp rnc of oction sought by on Humnoid whos d sir s th bhnnoth hs s ns d (s R gion Eff cts b ow). Th trnsformtion ff cts noniving mt ri ony nd cn’t cr t nything with moving prts or mgic prop rti s. Any obj ct cr t d in this r is, upon 54 CHAPTER 2 | BESTIARY
Balhannoth Large Aberration, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 114 (12dl0 + 48) Speed 25 ft., climb 25 ft. STR DEX CON INT WIS CHA 17 (+3) 8(-l) 18 (+4) 6 (-2) 15 (+2) 8 (-1) Saving Throws Con +8 Skills Perception +6 Condition Immunities blinded Senses blindsight 500 ft. (blind beyond this radius), passive Perception 16 Languages understands Deep Speech, telepathy 1 mile Challenge 11 (7,200 XP) Proficiency Bonus+4 Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead. close inspection, revealed as fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again. R,- ./ 0 12 E4 4 ,5 6 7 A region containing balhannoth s lair becomes warped by the creature s unnatural presence, which creates one or more of the following effects: Sense Desires. The balhannoth can sense the strongest desires of any Humanoid within mile of it and learns whether those desires involve place: safe location to rest, such as temple, home, or somewhere else. Supernatural Lure. Creatures within mile of the balhannoth s lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth s lair. If the balhannoth dies, these effects end immediately. A5 6 ./ 0 7 Multiattack. The balhannoth makes one Bite attack and two Tentacle attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3dl0 + 3) piercing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets. The balhannoth has four tentacles. L,- ,0 A 1B C A5 6 ./ 0 7 The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn. Bite. The balhannoth makes one Bite attack against one creature it has grappled. Teleport. The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. CHAPTER 2 | BESTIARY 55
Ba n d e r h o b b A is yi f sw fls. Tug vil mgic, ts cmp ts tk mus ific upigt sp smli g ipl t. I tis fm, tmpily svs its ct s tug, tif, ki pp tt swllws t u wy. Hgs v vis itul f cti g - s— g w k ws t itul migt willi g t tc it f t igt pic. Sm t wick Fy pwful Fi s ls k w f t pcss, s fw mtl mgs. Dui g its if xist c, ttmpts t cy ut its ct’s ii g. It ccmpliss its missi wit c c f t m it suffs cuss. Its ly si is t sv succ. A tt is ssig t tck w tgt is pticully gus w it is pvi wit lck f i, ps l l gi g, t jct c ct t t tgt. Pssssi fsuc itm llws it t s s t ctu’s lcti fm s f s mil wy. A fulfills its utis u til its xist c s. W it xpis, usully svl ys ft its it, it lvs i ly ty g wisps f sw. Lg s tll f mi us tw i t Swfll w t sws smtims fm s m. ======= Ba n d e r h o b b Large Monstrosity, Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 84 (8dl0 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1) Skills Athletics +8, Stealth +7 Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 12 Languages understands Common and the languages of its creator but can’t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter ofwood, it knows the most direct route to that creature or object if it is within 1 mile ofthe banderhobb. A. / 01 2 3 Multiattack. The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled ================================== (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can’t use its Bite attack or Tongue attack on another target. Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet ofthe banderhobb. Shadow Step. The banderhobb teleports up to 30 feet to an un occupied space of dim light or darkness that it can see. Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature grappled by the banderhobb. Hit: 15 (3d6 + 5) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each ofthe banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. Ifthe banderhobb dies, it likewise regurgitates a swallowed creature. B1 2 A 3 A. / 01 2 3 Shadow Stealth. While in dim light or darkness, the banderhobb takes the Hide action. CHAPTER 2 | BESTIARY
Ba ph o me t Civiliz in is w knss nd bru liy is srngffi in ffi crd f B fiffi , ffi Hrnd King nd ffi Princ f B ss. H is wrsffiifid by ffis wffi w n br k ffi cnfins f civiliy nd unl sffi ffiir bsi l n urs, fr B fiffi nvisins wrld wiffiu rsr in, wffir cr urs liv u ffiir s bldffiirsy dsirs. Culs dvd B fiffi us zs nd c filx kns s ffiir bl s. Tffiy cr scr fil cs indulg ffi slvs, including l byrinffis f ffi sr ffiir sr f vrs. Blds ind crwns nd w fins f irn nd br ss dcr ffiir fir f n l rs. Ovr i , culis f B fiffi bc s ind by ffiis influnc, g ining bldsffi ys nd c rs, ffiickning ffi ir. S ll ffirns vnu lly sfiru fr ffi culis’s frffi d. In i , dvd culis igffi r nsfr nirly in in ur, wffiicffi is cnsidrd ffi gr s gif f ffi Princ f B ss. B fiffi fifi rs s f rs , 20-f- ll in ur wiffi six irn ffirns. A findisffi ligffi burns in ffiis rd ys. Alffiugffi ffi is filld wiffi bsi l bld lus, ffir lis wiffiin ffii crul nd cunning inllc dvd subvring ll civiliz in. B fiffi wilds gr gl iv c lld H r cl vr. H ls cffi rgs ffiis n is nd grs ffi wiffi ffiis ffirns, r filing ffiis fs in ffi rffi nd rnding ffi wiffi ffiis ffi lik b s. Ba ph o me jt ’2 La 45 B fiffi ’s l ir is ffiis fi l c, ffi Lykin, wffiicffi is n ffi l yr f ffi Abyss c lld ffi Endlss M z. Nsld wiffiin ffi wising fi ss gs f ffi fil n wid l byrinffi, ffi Lykin is i cul ly in ind nd surrundd by cnsrucd in ffi f sffiin f ffir-di nsin l z. Tffi fi l c is wring srucur wffis inrir is s l byrin ffiin s ffi fil n n wffiicffi i s nds; i is fifiul d by in urs, grisrs, nd qu sis, ll f wffiicffi fifi r in ffi Monster Manual. La 45 A; t 4o < 2 On inii iv cun 20 (lsing inii iv is), B fiffi c n k n f ffi fllwing l ir cins; ffi c n’ k ffi s l ir cin w runds in rw: Illusory Room. B fiffi c ss mirage arcane, ffcing r wiffiin ffi l ir ffi is n l rgr in ny di nsin ffi n 100 f. Tffi ffc nds n ffi nx inii iv cun 20. Cffi ris is B fiffi ’s sfillc sing biliy fr ffiis sfill. Reverse Gravity. B fiffi cffiss r wiffiin ffi l ir ffi is n l rgr in ny di nsin ffi n 100 f. Unil ffi nx inii iv cun 20, gr viy is r vrsd wiffiin ffi r . Any cr urs r bBcs in ffi r wffin ffiis ffi fifins f ll in ffi dircin f ffi nw fiull f gr viy, unlss ffiy ffi v s ns f r ining lf. B fiffi c n ignr ffi gr viy rvrs l if ffi’s in ffi r , lffiugffi ffi liks us ffiis cin l nd n ciling ck rgs flying n r i. Seal the Way. B fiffi s ls n drw y r ffir nryw y wiffiin ffi l ir. Tffi fining us b unccufiid. I is filld wiffi slid sn fr 1 inu r unil B fiffi ks ffiis l ir c in g in. CHAPTER 2 | BESTIARY 57
Reg io n al Ef f ec t s The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Hedge Mazes. Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form ofsmall mazes. Panicked Beasts. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. If Baphomet dies, these effects fade over the course of Id 10 days. .. B) *+ , -. / Hu Fiend (Demon), Chaotic Evil Armor Class 22 (ur rmr) Hit Points 319 (22d2+ 176) Speed 40 %. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3) Saving Throws Dx +9, C +15, W./ +14 Skills I.m.d. +17, Pr2p. +14 Damage Resistances 2d, %.r, .h. Damage Immunities p./; bud., p.r2., d //h. h ./ m.2 Condition Immunities 2hrmd, xhu/., %r.hd, p./d Senses ru/.h 120 %., p//.v Pr2p. 24 Languages , phy 120 %. Challenge 23 (50,000 XP) Proficiency Bonus +7 Labyrinthine Recall. Bphm 2 pr%2y r2 y ph h h/ rvd, d h ./ .mmu h maze /p. Legendary Resistance (3/Day). I% Bphm %./ /v. hrw, h 2 2h/ /u22d ./d. Magic Resistance. Bphm h/ dv /v. hrw/ ./ /p/ d hr m.2 %%2/. Ac t io n s Multiattack. Bphm mk/ B. 2k, Gr 2k, d Hr2vr 2k. H / u// Fr.h %u Pr/2. Bite. Melee Weapon Attack: +17 h., r2h 10 %., r. Hit: 19 (2d8 + 10) p.r2. dm. C0 1 / 23 / 3 , 4 B) *+ , -. / Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. Labyrinthine Recall. Th./ 2rur 2 pr%2y r2 y ph . h/ rvd. Unerring Tracker. A/ bu/ 2., h./ 2rur m.2y 2r/ p/y2h.2 .k w.h 2rur . 2 /. Fr h x hur, / bu/ 2. h./ 2rur r/ h 2urr d./2 d d.r2. h r .% . ./ h /m p % x./2. Th .k d/ .%h./ 2rur ./ .2p2.d r .% . u// h./ b..y d.%%r r. Incite the Hunters (Recharges after a Short or Long Rest). A/ 2., h./ 2rur w/ 2h y w.h. 30 % % . h h/ h Urr. Tr2kr r. mk wp 2k / r2 . ./ h r %h y’/ Urr. Tr2kr. Core. Melee Weapon Attack: +17 h., r2h 10 %., r. Hit: 17 (2d6 + 10) p.r2. dm. I% Bphm mvd / 10 % /r.h wrd h r .mmd.y b%r h h., h r k/ xr 16 (3d 0) p.r2. dm. I% h r ./ 2rur, . mu/ /u22d DC 25 Srh /v . hrw r b pu/hd up 10 % wy d k2kd pr. Heartcleaver. Melee Weapon Attack: +17 h., r2h 15 %., r. Hit: 21 (2d0 + 10) %r2 dm. Frightful Presence. E2h 2rur % Bphm’/ 2h.2 w.h. 120 % % h.m d wr % h.m mu/ /u22d DC 18 W./dm /v. hrw r b2m %r.hd %r 1 m.u. A %r.hd 2rur 2 rp h /v. hrw h d % 2h % ./ ur/, d. h %%2 ./% /u22//. Th/ r /v/ hv d./dv .% Bphm ./ w.h. . % /.h %h 2rur. I% 2rur /u22d/ y %h/ /v/ r h %%2 d/ ., h 2rur ./ .mmu Bphm’/ Fr.h%u Pr/2 %r h x 24 hur/. Spellcasting. Bphm 2// %h %w. /p/, r qu.r. mr. 2mp/ d u/. Chr./m / h /p2/. b..y (/p /v DC 18): 3/dy 2h: dispel magic, dominate beast, maze, wall ofstone 1/dy: teleport Leg en I aJ K Ac t io n s Bphm 2 k 3 dry 2./, 2h/. %rm h p ./ bw. Oy dry 2. p. 2 b u/d .m d y h d % hr 2rur’/ ur. Bphm r./ /p dry 2./ h /r % h./ ur. Heartcleaver Attack. Bphm mk/ Hr2vr 2k. Charge (Costs 2 Actions). Bphm mv/ up h./ /pd w.hu prvk. ppru.y 2k/, h mk/ Gr 2k. CHAPTER 2 | BESTIARY
Saving Throws Dex +4, Wis +3 Skills Acrobatics +4, Perception +5, Performance +6 Senses passive Perception 15 Languages any two languages Challenge 2 (450 XP) Proficiency Bonus +2 A% & '( ) * Multiattack. The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1 d6 + 2) piercing damage. Cacophony (Recharge 4-6). Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed. Spellcasting. The bard casts one ofthe following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights, mage hand, prestidigitation 1/day each: charm person, invisibility, sleep B( ) = * A% & '( ) * Taunt (2/Day). The bard targets one creature within 30 feet of it. Ifthe target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start ofthe bard’s next turn. Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company ofjolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons. Each bard is a master of at least one type of performance. You may choose a bard’s main type, or you may roll on the Bard Performance Types table to determine it. B d Pfl ffi ffl m fi fl T!pfl# $iO Perfor&ance Ty'e 1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting CHAPTER 2 | BESTIARY 59
Ba r g h e s t Lon o, od M lubiy—conquffioffi nd n loffid of ffily oblinoidff—b ffi ind wi Gnffi l of Gnn foffi id. T Gnffi l pffiovidd yuoloff, wic n did in ffffivic o M lubiy. Y wn im c m o onoffi iff p ffi of comp c, M lubiy ffind on d l. In vn nc, Gnffi l of Gnn cffi d ffoul-dvouffiin b ffi- ffff o dvouffi oblinoid ffoulff. T miffffion of vffiy b ffiff, impl nd in i by Gnffi l of Gnn , iff o conffum ffoulff. I ff ff ffoulff by dvouffiin bodiff of off i killff, pffifffiffiin oblinoidff. Ba r g h e s t Large Fiend, Typically Neutral Evil Armor Class 17 (natural armor) Hit Points 60 (8dl0 + 16) Speed 60 ft. (30 ft. in goblin form) STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) Skills Deception +4, Intimidation +4, Perception +5, Stealth +4 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Soul Feeding. The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim’s soul is trapped in the barghest for 24 hours, after which time it -....... ........... pl iff miffffion, ffiuffin o Gnn , nd ffffiv Gnffi l difficly in iff yuolo lionff, bu i doffn’ kill oblinoidff indiffcffiimin ly. By dvouffi in ffoulff of oblinoid l dffiff nd offi pow ffiful individu lff, b ffiff ffinff lv d ff uff in fffilif. B ffiffff ypic lly kp iffi ffiu n uffi ffcffi, pffiyin on occ ffion l lon oblin wn oppoffiuniy ffiiffff, unil y ffi c dul ood nd ffi c p bl of ffkin ou ffffionffi pffiy. A b ffiff voidff con c wi l ffi, opn fiffiff. Any confl ffi ion l ffiffi n iff body cff ff w y o Gnn nd b niffff i o pl n, wffi i iff likly o b ffl in offi nffl vd by yuolo foffi iff f iluffi. is digested and the person is incapable of being revived. Ifthe barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted. A5 6 78 9 : Multiattack. The barghest makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) slashing damage. Spellcasting. The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: levitate, minor illusion, pass without trace 1/day each: charm person, dimension door, suggestion B8 9 ? : A5 6 78 9 : Change Shape. The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies. 6o CHAPTER 2 | BESTIARY
Be r b a l a n g B s c p c oss th pt ifid mi s of dd ods d ift o th Ast P . Osssd with th i sc ts, oth f om th ods thy i hit d f om th o s of dd c tu s, thy c fo th th spi its of th dd d fo c thm to divu wht thy d i if. B s p f to spk o y to dd thi s, d spcificy o y to th spi its thy c fo th i th hop of i sc ts. Thy co d thi sto is o th o s tht o c o d to ths c tu s, thus p s vi th i fo mtio thy i . Pu suit of k owd d ivs v ythi s do. Athouh thy mosty thi sc ts f om th dd, thy ’t ov spyi o th ivi to tk k owd f om thm s w. A c c t spct dupict of itsf d s d th dupict out to th i fo mtio o oth p s y wtchi pcs wh th ods d thi s v ts th . Wh is p civi its vi o m t th ouh its dupict, its ctu ody is u co scious d c ’t p otct itsf. Thus, typicy uss its dupict fo o y sho t tim fo tu i its co scious ss to its ody. Th k owd tht s ccumut mks thm t sou cs of i fo mtio fo pow fu pop t vi th p s. B s i o ptitio s, howv , u ss thy com i choic sc t o th o s of p ticu y i t sti c tu . Som ithy ki hv to st ik ds with th c tu s, usi s to spy o thi mis d to wtch ov thi c chs o th Mt i P . Be r b a l a n g Medium Aberration, Typically Neutral Evil Armor Class 14 (natural armor) Hit Points 49 (14d8 - 14) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 9 (-1) 17 (+3) 11 (+0) 10 (+0) Saving Throws Dex +5, I nt +5 Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5 Senses truesight 120 ft., passive Perception 12 Languages all Challenge 2 (450 XP) Proficiency Bonus +2 A3 4 56 7 8 Multiattack. The berbalang makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (IdlO + 3) piercing damage plus 4 (1 d8) psychic damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Spellcasting. The berbalang casts one ofthe following spells, requiring no material components and using Intelligence as the spellcasting ability: At will: speak with dead 1/day: plane shift (self only) B6 7 > 8 A3 4 56 7 8 Spectral Duplicate (Recharges after Short or Long Rest). The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. CHAPTER 2 | BESTIARY 6 . 1 1 . 1
Bh e u r Ha g B s liv in winty l nds, f voin snowy mont ins. T s s bcom mo ctiv din wint, sin t i ic nd w t m ic to m k lif mis bl fo n by sttlmnts. A b ’s skin s t blis of pson w o s fozn to d t . T ’s i is w it, nd t is m ci td, wit p l ys sondd by bis-colod fls . A b c is twistd y woodn st ff t t c n b iddn lik flyin boom nd t t mnts t ’s m ic. B s tt ctd to slfis ctions inspid by d dly cold, sc s mdin t vl fo wint co t o c oppin down dy d’s ov fo fiwood. T s ctions spci lly swt to b if t y nw ntd, sc s dy mc nt o din xcss food fo t wint w il ot s st v. B s s t i bility to m nipl t w t to b tt vill s wit fzin cold, opin to instill dsp i t t tns folk inst c ot . In comb t, b lso stivs to inspi oo. W n n cntly sl in fo, t m y foo n tt ck to fd on t cops. T si t of t is btc y is no to tify most witnsss. Ha g C+ , e - . A b t t is p t of covn (s t “H Covns” sidb in t Monster Manual) s c lln tin of 9 (5,000 XP). Bh e u r Ha g Medium Fey, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft., fly 50 ft. (hover, Graystaff Magic) STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3) Saving Throws Wis +4 Skills Nature +4, Perception +4, Stealth +6, Survival +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages Auran, Common, Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability. CraystaffMagic. The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost the hag extra moment. A6 7 89 : ; Multiattack. The hag makes two Slam or Frost Shard attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) cold damage. Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 30 (6d8 + 3) cold damage, and the target’s speed is reduced by 10 feet until the start of the hag’s next turn. Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the feeding must succeed on a DC 15 Wisdom saving throw or be frightened of the hag for minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Feast for the next 24 hours. Spellcasting. While holding or riding the graystaff, the hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: hold person 1/day each: cone ofcold, ice storm, wall ofice 62 CHAPTER 2 | BESTIARY
Bl a c k g u a r d Medium Humanoid (Paladin), Typically Neutral Evil Armor Class 18 (plate) Hit Points 119 (14d8 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2) Saving Throws Wis +5, Cha +5 Skills Athletics +7, Deception +5, Intimidation +5 Senses passive Perception 12 Languages any one language (usually Common) Challenge 8 (3,900 XP) Proficiency Bonus +3 A* + ,- . / Multiattack. The blackguard makes three attacks, using Glaive, Shortbow, or both. Claive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (IdlO + 4) slashing damage plus 9 (2d8) necrotic damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1 d6 + 2) piercing damage. Dreadful Aspect (Recharges after Short or Long Rest). Each enemy within 30 feet ofthe blackguard must succeed on a DC 13 Wisdom saving throw or be frightened ofthe blackguard for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. Bl a c k g u a r d B s e p ins who boe thei se oths n now in e thei own vi inos mbitions. They onsot with Fiens n Une, n they ejet mny of the oo y thin s fom thei fome ives. B s often on thei mo n wepons with e otements o e me by eeie phenomen. Yo my hoose b ’s o tement o o on the B Aotements tb e to etemine it. B( ) * + , -) . / A* * 0 -1 . 23241 5 d8 Accoutrement Spellcasting. The blackguard casts one ofthe following spells, using Charisma as the spellcasting ability (spell save DC 13): 2/day each: command, dispel magic, f nd steed B- . < / A* + ,- . / Smite. Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard's choice: Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success. Shove. The target is pushed up to 10 feet away and knocked prone. 1 Armor etched with stylized depictions of gruesome battles 2 Helm wrought in the shape of a demonic boar 3 Helm wrought to resemble a death mask 4 Cloak decorated with bloody handprints 5 Curls of inky smoke seeping from armor at the joints 6 Dozens of flies buzzing about the blackguard 7 Severed hand hanging from a chain around the blackguard’s neck 8 Glaive adorned with a length of cloth bearing the words “I choose violence” CHAPTER 2 | BESTIARY 63
Bo d a k A b is the un ying remins fsmene wh revere Orcus (ppers in this b). Devi f life n sul, it exists nly t cuse eth. A wrshiper f Orcus cn te ritul vws while crving the emn lr ’s symbl n their chest ver the hert. Orcus’s pwer flys b y, min , n sul, leving behin sentient hus tht cnsumes life energy ner it. Mst b s cme int being in this wy, then re unleshe t spre eth in Orcus’s nme. B s re extensins f Orcus’s will utsi e the Abyss, serving the emn prince’s ims n ther minins. Orcus cn recll nything b sees r hers. If he s chses, he cn spe thrugh b t ress his enemies n fllwers irectly. A b retins vgue impressins f its pst life. It sees ut its frmer llies n enemies lie t estry them, s its wrpe sul sees t erse nything cnnecte t its frmer life. Minins f Orcus re the ne exceptin t this cmpulsin; b recgnizes them s in re suls n spres them frm its wrth. Anyne wh new the in ivi ul befre its trnsfrmtin int b cn recgnize mnnerisms r ther subtle clues t its riginl i entity. Bo d a k Medium Undead, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 15(+2) 16(4-3) 15 (+2) 7 (-2) 12(4-1) 12 (+1) Skills Perception 4-4, Stealth 4-6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, the languages it knew in life Challenge 6 (2,300 XP) Proficiency Bonus 4-3 Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw ifthe bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3dl0) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. Ifthe creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The bodak doesn’t require air, food, drink, or sleep. A7 8 9: ; < Fist. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. Hit: 4 (1 d4 4- 2) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4dl0) necrotic damage on a failed save, or half as much damage on a successful one. B: ; > < A7 8 9: ; < Aura of Annihilation. The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet ofthe bodak. Undead and Fiends ignore this effect. 64 CHAPTER 2 | BESTIARY
Bo g g l e Small Fey, Typically Chaotic Neutral Armor Class 14 Hit Points 18 (4d6 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 7 (-2) Skills Perception +5, Sleight of Hand +6, Stealth +6 Damage Resistances fire Senses darkvision 60 ft., passive Perception 15 Languages Sylvan Challenge 1/8 (25 XP) Proficiency Bonus +2 Ac t io n s Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Oil Puddle. The boggle creates a puddle of nonflammable oil. The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle’s choice: Slippery Oil. Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. Sticky Oil. Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful DC 11 Strength check. Bo n u s Ac t io n s Boggle Oil. The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again: Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing. Sticky Oil. The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Dimensional Rift. The boggle creates an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn. Bo g g l e Bs ar th itt bys f fairy tas. Thy urk in th frins f th Fywid and ar as fund n th Matria Pan, whr thy hid undr bds and in csts, waitin t frihtn and bdvi fk with thir mischif. Bs ar brn ut f fins f ninss. Thy matriaiz whn a sapint bin fs is atd r abandnd nar a pac whr th Fywid tuchs th wrd. Fr xamp, a frsakn chid miht unintntinay cnjur a b and s thm as a srt f imainary frind. A b miht as appar in th attic f a ny widwr’s hus r in a hrmit’s cav. Bs na in ptty pranks t amus thmsvs, usin th i thy xcrt t caus trub. A b as isn’t abv brakin dishs, hidin ts, startin cws t dcras thir mik, r hidin a baby in an attic. Athuh a b’s antics miht caus distrss and unintntina harm, mischif—nt mayhm—is usuay th intnt. If thrat nd, a b fs rathr than stand and fiht. A b can crat maica pnins t trav shrt distancs r t pifr itms that wud thrwis b bynd its rach. T crat such a rift in spac, a b must b adjacnt t a spac dfind by a fram, such as an pn windw r a drway, a ap btwn th bars f a ca, r th pnin btwn th ft f a bd and th fr. Th rift is invisib and disappars aftr a fw scnds—just nuh tim fr th b t stp, rach, r attack thruh it. CHAPTER 2 | BESTIARY 65
Bo n e c l a w iz rd h tris t bm ih but f is might bm bffi iffist d. Ths hidus, k iffig mffistrs sh r f f ihs’ ttributs, but hi ihs r immrt m strs f th r ffi, bffi s r thr s t vi, h trd, ffid p iffi. Th mst imprt ffit p rt f th tr ffisfrm tiffi ritu urs hffi th su f th spiriffig ih migr ts t prp rd phy try. If th iz rd is t physi y r m gi y k t mp th su iffit its ffi hm, th su iffist d sks ut m str— prsffi ithiffi f mis h h s h t-fid h rt. Th su bffids t th t prsffi ffid bms ffis vd t its ffi m str’s ishs. Th bffi frms ffi r its m str, smtims pp riffig bfr th t iffidividu t riv rdrs ffid thr tims simpy skiffig t fufi its m str’s dsirs. bffi ffi srv ffiy ffi vi r tur. If its m str fiffids rdmptiffi r siffiry turffis y frm th p th f vi, th bffi is dstryd. Othris, bffi ffi’t b dstryd hi its m str ivs. N m ttr h t h ppffis t th bffi ’s bdy, it r-frms ithiffi hurs. Iffi srvi t its m str, bffi dights iffi usiffig hrrifi p iffi. It urks ik spidr iffi sh d y rsss, itiffig fr vitims t ppr h ithiffi r h f its ffig, bffiy imbs. Offi sp rd, r tur is pud iffit th d rkffiss t b sid p rt. o n e c l a w Large Undead, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 150 (20dl0 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1) Saving Throws Dex +7, Con +6, Wis +6 Skills Perception +6, Stealth +7 Damage Resistances cold, necrotic Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common plus one language spoken by its master Challenge 12 (8,400 XP) Proficiency Bonus +4 Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in IdlO hours, with all its hit points. The new body appears within 1 mile ofthe boneclaw’s master. Unusual Nature. The boneclaw doesn't require air, food, drink, or sleep. A4 5 67 8 9 Multiattack. The boneclaw makes two Piercing Claw attacks. Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3dl0 + 4) piercing damage plus 11 (2dl0) necrotic damage. Ifthe target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. ShadowJump (Recharge 5-6). Ifthe boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5dl2 + 2) necrotic damage. The boneclaw then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces ofthis teleportation must be in dim light or darkness. B7 8 = 9 A4 5 67 8 9 Shadow Stealth. While in dim light or darkness, the boneclaw takes the Hide action. R@A4 5 67 8 9 Deadly Reach. In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature. 66 CHAPTER 2 | BESTIARY
Bu l e z a u Dis s d mnif sttions of nimistic rg , b s mbody th vio nc of ntr . Across th Abyss, th s d mons rk in d p cnyons nd ofty crgs, nd mny find pc in th rnks of d mon ords’ rmi s, s rving s foot sodi rs in th Abyss’ nd ss wrring. B s crv vio nc . Th ir g rn ss to ki nd wiingn ss to di mk th m common m mb rs of mny d mon ords’ ntorg s. Wh n not b ing corr d by rg r nd togh r d mons, b s gth r into scrbbing mobs, wr sting nd fighting mong th ms v s nti b tt r trg t com s ong or nti strong r d mon bi s th m into sbs rvi nc . Disfigring im nts pg b s: crst d y s, mggots wrigging in op n sor s, nd r k of rott n m t tht foows th m wh r v r th y go. u l e z a u Medium Fiend (Demon), Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 17 (+3) 8(-l) 9(-l) 6 (-2) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 9 Languages Abyssal, telepathy 60 ft. Challenge 3 (700 XP) Proficiency Bonus +2 Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1 d6) necrotic damage. Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. A4 5 67 8 9________________________________ Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1 dl2 + 2) piercing damage plus 4 (ld8) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1 d8). The target dies if its hit point maximum is reduced to 0. Some ask why the bulezau, for all its ra<je and violence, has the head of a ^oat. I always respond, have you met a <joat? They're stubborn, they're vicious, and they rarely <jo down without bashing you several times in the shinS- that's awfully Specific. I Say, tAovx't pry. TASHA yo CHAPTER 2 | BESTIARY
Ca d a v e r Co l l e c t o r Th ni n w mhin s knwn s flfl s flumb imfl ssfly ss h bfls pflins f Ah n unifl h y flfl upn by n mn bfls h nks f nqu ing my n h M ifl Pfln . Th s f sm Cnsus b y h i summn s unifl h y ismiss bk Ah n, bu if summn m s b n, flfl migh wn h M ifl Pfln f nui s, flfl ing ps s whifl s hing f wy un hm . C flfl s spn summns fm mfl nfly wh n h y flfl h s n f g bfl — ih wh n is in pg ss, wh n is immin n, wh n n k pfl . Th y ns h ms fl s in h m n w pns f fflfl n wis n impfl h ps s f hs wis n h fln s n h w pns mb in h i sflg m. Cps s h umufl n flfl ’s sh flfl n’ jus gisfly bfl phi s. A fl fl n summn h spiis f h s s bfl gins is n mi s. Aflhugh h s sp s iniiuflfly w k, fl fl n flfl up n flms nfl ss suppfly f h m, if gi n nugh im . Ca d a v e r Co l l e c t o r Ac t io n s Large Construct, Typically Lawful Evil Multiattack. The ller make w Slam aak. Armor Class 17 (aural armr) Hit Points 189 (18dl0 + 90) Speed 30 f. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 20 (+5) 5 (-3) 11 (+0) 8 (-1) Damage Immunities er(, p(, pyh(; bludge(g, p(er(g, ad lah(g frm mag(al aak ha are’ adama(e Condition Immunities harmed, exhau(, fr(gheed, paralyzed, per(f(ed, p(ed Senses darkv(( 60 f., pa(ve Perep( 10 Languages uderad all laguage bu a’ peak Challenge 14 (11,500 XP) Proficiency Bonus +5 Magic Resistance. The ller ha advaage av(g hrw aga( pell ad her mag(al effe. Unusual Nature. The ller de’ requ(re a(r, fd, dr(k, r leep. Slam. Melee Weapon Attack: +10 h(, reah 5 f., e arge. Hit: 18 (3d8 + 5) bludge(g damage plu 16 (3dl0) e r( damage. Paralyzing Breath (Recharge 5-6). The ller releae paralyz(g ga ( a 30-f e. Eah reaure ( ha area mu make a ueful DC 18 C(u( av(g hrw r be paralyzed fr 1 m(ue. A paralyzed reaure repea he av(g hrw a he ed f eah f ( ur, ed(g he effe (elf w(h a ue. Bo n < s Ac t io n s Summon Specters (Recharges after a Short or Long Rest). The ller all up he elaved p(r( fhe ( ha la(; 1 d4 specters (w(hu Sul(gh Se((v(y; ee he Monster Manual) ar(e ( uup(ed pae w(h( 15 fee f (. The peer a r(gh afer he ller he ame (((a(ve u ad f(gh u(l hey're deryed. They d(appear whe he ller ( deryed. 68 CHAPTER 2 | BESTIARY
Ca n o l o t h A ype f yug , c s re fiedis rckers d gurdis emp yed by evi p wers. Tey prefer e er i c rc s gurd vube resures d imp r c i s. Tey wys d exc y s sked—ever y m re, ever y ess. Wi seses srp e ug pip i e c i s f erby ivisibe cre ures, c s resp d ufiigy y re eir crges. Fur erm re, ey emi mgic dis r i fied preve s cre ures c se em fr m eep r ig. C s c fr i ruders wi swif d erribe f rce, pr jec ig g, spiy gues grb eir f es d drg em c se. W ppes ex depeds e c rc . Uess is ruc ed ki, c merey ds i s pris er, bu if give e rder d s , i ers i s prey imb fr m imb. Ca n o l o t h Medium Fiend (Yugoloth), Typically Neutral Evil Armor Class 16 (natural armor) Hit Points 120 (16d8 + 48) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 5 (-3) 17 (+3) 12 (+1) Skills Investigation +3, Perception +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. Magic Resistance. The canoloth has advantage on saving throws against spells and other magical effects. Uncanny Senses. The canoloth can’t be surprised unless it’s incapacitated. A/ 0 12 3 4 Multiattack. The canoloth makes one Bite or Tongue attack and one Claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage plus 18 (4d8) force damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) slashing damage plus 9 (2d8) force damage. Tongue. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (1 dl + 4) piercing damage plus 7 (2d6) acid damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue. .......= CHAPTER 2 | BESTIARY 69
Ca t o b l e pa s Th c i hm h vi wm nd in which i iv, cngmrin f d uff, dinur, wrhg, nd himu r. Di i unginy hyigy, c rm nur nim in i hvir, ming hrugh i mrhy hm, munching chic vg in, ing h ccin i f crrin, nd w wing in mir. A c migh fund wih h n m i ch fr if nd, n ccin, wih cf. A c ck nyn h mv c, ciy if gurding i yung. A c’ ink, ik h nch f dh mixd wih wm g nd kunk muk, giv i wy ing much mr ghy hn i r nc ugg. Whn i i n h ck, c rv h xn f i hrrific nur. Th cr ur’ rnin nck h ru ifing i hd, u n gr frm i dh y cn r fh. A h nd f i i i cu h cn r dy nd u if i rik ru, ving vicim un c whi h c f n i dy. Bl *+ , t e - Te . . *t o . / A c’ nur crur f di nd dcy ring u imir chrcriic in h cr ur’ wmy hi. Such wnd cm gmy, ngd, nd mr fid hn i w fr. Bnfici quii fh nvirnmn, uch hing hr nd cn wr, cm dgrdd, nd wm g k n hin f h c’ fun. Anim in h r r mr ggriv nd i did. Dgnr crur r iky k u ridnc nr c’ rri ry, r h king vid nic. Ca t o b l e pa s e s *2 Fo l 4 l o . e Ordinry fk rry c, u h cr ur h uch frd ruin h ri u i r ingrind in h ur cuur. Any rumr f c king u ridnc nry i kn d mn, vn if h rumr i rvn f. In m nd, h ihu f c, wih i i xndd vr i dy nd i hd hd w, i fu hrdic figur ignifying dh r dm. Sg y h gd f inc nd r crd c mdimn f hir infunc, whi hr ri ink hm mifrun. Sm uch cim h wm-dwing hg nd c ik c, drinking h mnr’ mik nd uing hm gurdin r . Ohr gnd y h h f imur hr cn m c nd whir f mvn wrck nd wickd knigh wh rid hm in . Ca t o b l e pa s Large Monstrosity, Unaligned Armor Class 14 (natural armor) Hit Points 84 (8dl0 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 21 (+5) 3 H) 14 (+2) 8(-l) Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +3 Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’ next turn. On a successful saving throw, the creature is immune to the Stench of any catoblepas for hour. Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas’ next turn. Death Ray (Recharge 5-6). The catoblepas targets one creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray. ■ ... — — " " -- • 70 CHAPTER 2 | BESTIARY
Ca t t l e Mny kinds of c rom h muivrs, som of hm domsicd nd ohrs fr. In mny cu urs, c r mos ik fmiy o h fok who nd o hm. Afi ! " # $ An urochs is rg, firc bovin wih juing horns. In mny nds, hrds of urochs rom fr, whi swhr orcs nd humns rin hm from n ry g o crry ridrs ino comb. h. -..-r. L... .. ... ... -----------1 Au r o c h s Large Beast (Cattle), Unaligned Armor Class 11 (natural armor) Hit Points 38 (4dl0 + 16) Speed 50 ft. De e p R! t # e D+ roh r Undrdrk c h communic wih on nohr using h dancing lights s+. Som schors s+cu h roh cm originy from h Fywid nd brough h biiy o cs h s+ wih hm. Ohr sgs ribu h biiy o h cnuris roh hv s+n in h Undrdrk, whr mbin mgic sowy rnsforms vryhing. De e p Ro t h e Medium Beast (Cattle), Unaligned Armor Class 10 Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3) STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 5 (-3) Senses passive Perception 11 Languages— Challenge 2 (450 XP) Proficiency Bonus+2 A" t 0! 1 $ Core. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the aurochs moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage, and the target must succeed on a DC15 Strength saving throw or be knocked prone if it is a creature. Sensesdarkvision 60 ft., passive Perception 10 Languages— Challenge 1/4 (50 XP) Proficiency Bonus+2 Beast ofBurden. The rothe is considered to be one size larger for the purpose of determining its carrying capacity. A" t 0! 1 $ Core. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Ifthe roth£ moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage. Dancing Lights. The rothe casts dancing lights, requiring no spell components and using Wisdom as the spellcasting ability. CHAPTER 2 | BESTIARY
Ox Oxen are domesticated cattle bred for milk and meat production and for hauling. Many cultures incorporate the ox into their labor and diets. Sfl ffi ffl ff fi ! w Stench ko#s are misshapen bison native to the Lo#er Planes. These orange and green creatures defend themselves by exuding a miasma so hideous as to be toxic. Some mischievous and malevolent #izards have summoned stench ko#s to the Material Plane, disguised the creatures as oxen, and let the infernal bison loose on unsuspecting villages. St e n c h Ko w Large Fiend (Cattle), Unaligned Ox Large Beast (Cattle), Unaligned Armor Class 10 Hit Points 15 (2dl0 + 4) Speed 30 ft. Armor Class 10 Hit Points 15 (2dl0 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3) STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 2 H) 10 (+0) 4 (-3) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Beast ofBurden. The ox is considered to be one size larger for the purpose of determining its carrying capacity. A* + ,- . / Core. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage. Ifthe ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage. — - ■ ■ ■ ——.................- ... - ... ■■ .. . .... - -................... । Damage Resistances cold, fire, poison Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/2 (50 XP) Proficiency Bonus +2 Stench. Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start ofthe creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all stench kows for 1 hour. A* + ,- . / Core. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage. If the stench kow moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage. 72 CHAPTER 2 | BESTIARY
Ca v e Fis h e r c f ubtnn cnd wt long nout tt ou pnnt, nblng t ctu to poduc tcky flmnt, muc lk t tnd of pd’ wbbng, wc t ctu u to ng py. c f uully unt mll nml nd ptcully fond of bt, o t ttc flmnt o n opnng tt uc py mgt t l toug. It tn clmb to dng pot nd d tlf to t ufc to t nd wt. Wn py blund nto t flmnt, t c f l n t ml. goup of c f mgt wok togt to co lg wt flmnt, but oon on cptu potntl food, y c f n t compt fo t pz. If ctm cp fom t ntl mbu, c f cn clm t py by ootng flmnt out to cptu t gn. Scc food mgt dw goup of c f up to t ufc, nto dowy cnyon o gloomy fot tt ftu bot nt nml py nd ctu uc xplo o t l occon lly mo ng toug t . Va + , a - + e Pa r / s Nly y pt of c f uful ft t ctu bn dptcd. C f flmnt cn b wo n nto op tt tn, toug, nd nly n bl. T ctu’ ll ud n t mnufctu of tool, mo, nd jwly. It blood lcoolc nd tt lk tong lquo. S l dw n pt nclud c f blood, nd om dw , pclly bk, dnk t blood tgt. C f mt dbl, ttng muc lk cb cookd n tong wn. Wl om folk unt c f to kll tm to t t flmnt, ll, nd blood, ot cptu c f gg nd t tclng, wc cn b tnd to gud pg o bt of w. C f ntul on to f, nc t blood flmmbl. A uc, Unddk dnzn oftn u t tt of f wn tnng tm. a v e Fis h e r Medium Monstrosity, Unaligned Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 3 (-4) 10 (+0) 3 (-4) Skills Perception +2, Stealth +5 Senses blindsight 60 ft., passive Perception 12 Languages— Challenge 3 (700 XP) Proficiency Bonus+2 Flammable Blood. Ifthe cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Ac t io n s Multiattack. The cave fisher makes two Claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Retract Filament. One Large or smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can’t use Adhesive Filament. Bo n u s Ac t io n s Adhesive Filament. The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is grappled by the cave fisher (escape DC13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away ifthe cave fisher takes this bonus action again. CHAPTER 2 | BESTIARY
Ch a mpio n Ch a mpio n Medium Humanoid, Any Alignment C s re gty w rr rs w ve ed ter fgtg sklls w rs r gl d t r l ts. T s lders d ter e le w fgt f r lv g, c s re s fluet l s bles, d ter resece s c urted s sg fst tus g rulers. A tyc l c be rs c t f rs, er ldry t t s ss c ted wt te c f r d wde. Y u y cre te c t f rs f r c r r ll te C ’s C ts f Ars t ble t detere t. Ch ampio n ’s Co at s o f Ar ms d!2 Coat ofArms 1 Tee l cdlefl ffi fflufflle field 2 Se fleffle cffiled ffiud de ffi blue field 3 Hug ffi bded gffild ffi gy field 4 Rfled fifl gflfflg cffi ffi queed field ffifi blue d we 5 Tule w ceeled ffiwe ffi fl flell ffi we field 6 Dgffi flkull flufflfflffied ffi ee flde by dgffi wgfl ffi ed field 7 Yellffiw ccke fiffiffi ffi blck field 8 Lgg bffil flffllg glley wffi ffi blue field 9 Twffi cffiucg dflffllce beflfl ficg ec ffie ffi yellffiw field 10 Kffied bmblefl ffi gee field 11 Red ffiwlbe w fllve cffiw ffi ceckeed field ffifi blck d we 12 Blck vl ccked dffiw e mddle ffi ffi ge field Armor Class 18 (fflle) Hit Points 143 (22d8 + 44) Speed 30 fi. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 14 (+2) 10(+0) 14 (4-2) 12(4-1) Saving Throws S 4-9, Cffi 4-6 Skills Alecfl 4-9, Imdffi 4-5, Pecefflffi --6 Senses fflflflve Pecefflffi 16 Lgugefl y ffie lguge (uflully Cffimmffi) Challenge 9 (5,000 XP) Proficiency Bonus 4-4 Indomitable (2/Day). Te cmfflffi effillfl filed flvg ffiw. AC t io n s Multiattack. Te cmfflffi mkefl ee Ceflwffid ffi Sffi bffiw ckfl. Creatsword. Melee Weapon Attack: 4-9 ffi , ec 5 fi., ffie ge. Hit: 12 (2d6 4- 5) fllflg dmge, ffllufl 7 (2d6) fllfl g dmge fie cmfflffi fl mffie lfiffifi fl ffil fflffifl emg. Shortbow. Ranged Weapon Attack: 4-6 ffi , ge 80/320 fi., ffie ge. Hit: 5 (1 d6 4- 2) fflecg dmge, ffllufl 7 (2d6) fflec g dmge fie cmfflffi fl mffie lfiffifi fl ffil fflffifl emg. Bo n E s AC t io n s Second Wind (Recharges after a Short or Long Rest). Te cm fflffi egfl 20 fflffifl. " ........ ■ - - ■■ ■- — 74 CHAPTER 2 | BESTIARY
I Ch it in e Ddca d o Lol , c s ar mul armd bpds w aracd qual s. Mos lv colos Udrdark ad fg ms of Dmo Qu of Spdrs. Log ago, cul of Lol frs subjc d lf prsors o orrbl r uals a rasformd m o cra urs w bo lv ad spdr ra s, wc r cra ors dubbd c s. T o was o cra srvl warrors ddca d frs o cul ad , oly by assoca o w , o Lol . T goddss foud s arragm uaccp abl. As pusm , Spdr Qu ws d r worsprs’ r uals. T procss usually rasformd subjc s o spdly cra urs r dvo s xpc d, bu occasoally, a lf cagd o a coldr (appars s book): a aracd Mos ros y abl o commad ad cra mor c s o s ow. Ts coldr s soo ld c s o rbl ad abado r cra ors, foud g fr colos lswr Udrdark. O occaso, oug, colos ca b foud rmo , gloomy aras of surfac world, warrg agas Lol ’s ms. T cul of Lol s ll cra s c s as d arss. Ou sd prsc of a coldr , c s mak good workrs, ad y ca b usful f cul fds a dpd c coloy ad wa o fl ra . If cra o procss ylds a coldr , oug, cul ds roys cra ur. As srva s of Lol , c s lov spdrs. Ty rar spdrs ad smlar aracds, suc as cav fsrs (also s book). C colos rc srs o Lol a srv as bacos, a rac g spdrs ad o r bgs a srv r. Aywr c s s up a coloy quckly bcoms a wbsroudd, gloomy, ad racrous plac. C s rsmbl spdrs, bu y bav mor lk socal sc s suc as a s. Ty ar dvdd o workr ad warror cas s; coldr s, w prs , occupy op lvls of a coloy’s rarcy. Eac c as a socal pos o a coms w du s rla d o a rak, ad all ar xpc d o sacrfc mslvs o pro c coloy’s coldr s. Evry c as spr s ad slowly producs wbbg a s usd o buld floors, walls, s ruc urs, objc s, ad raps a bf coloy. A warror mg b rsposbl for craf g wb armor (wc s as oug as d or la r), wl a group of workrs mg b askd o dg p raps ad covr m w fragl wbbg dsgusd w loos dr o appar as a sold surfac. Ch it in e Small Monstrosity, Typically Chaotic Evil Armor Class 14 (hide armor) Hit Points 18 (4d6 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2) SkillsAthletics +4, Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages Undercommon Challenge 1/2 (100 XP) Proficiency Bonus +2 Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep. Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web. Web Walker. The chitine ignores movement restrictions caused by webbing. Ac t io n s_______________________________ Multiattack. The chitine makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. CHAPTER 2 | BESTIARY 75
Ch o k e r T c is a subt anan p dat fa m dang us tan its small siz and spindly, ubb y limbs wuld suggst. C s av ca tilag at tan a bny sl tn. Tis flxibl int nal st uctu nabls tm t asily slip int na w fissu s and nics in t walls f ti cav n ms. Ty lu in ts spts, silnt and unsn, waiting f p y t appn by. A c ’s usual mtd f lu ing p y invlvs psitining t bdy f its latst catc just utsid its iding spt. Wnv it gts ung y, it ta s ff a fw cuns f fls t fd itslf. In t mantim, t c ps s vs t ntic t cu ius fl—xpl s f m t su fac w ld, d w, du - ga , t c ’s fav it p y, gblins—t cm witin ac. Wn a ta gt p snts itslf, t c ’s sta - fis-sapd ands da t ut f its iding spt, w ap a und t victim’s t at, and pin t unf tunat c atu against t cav n wall. Bcaus its a ms a s lng, t c can p its bdy dp insid t c vic w it ids, bynd t ac f mst n mal wapns. C s tnd t st ti ambuss aln, at tan w ing in cnc t, but w n c is fund, t s a lily t b na by. Ty cmmunicat t ug i, ning wls tat t avl lng distancs t ug cavs and tunnls but a difficult t idntify lcat in a typical c-filld cav n. Ch o k e r Small Aberration, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech Challenge (100 XP) Proficiency Bonus+2 Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn. Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. Spicier Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 8 9 :; < = Multiattack. The choker makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (ld4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’ use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’ breathe or speak until the grapple ends. 76 CHAPTER 2 | BESTIARY
Gh o l d r it h Medium Monstrosity (Cleric), Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 66 (12d8+ 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 10 (+0) SkillsAthletics +5, Religion +2, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Undercommon Challenge 3 (700 XP) Proficiency Bonus +2 FeyAncestry. The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep. Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. Web Walker. The choldrith ignores movement restrictions caused by webbing. Ac t io n s______________________________ Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage plus 10 (3d6) poison damage. Spellcasting. The choldrith casts one ofthe following spells, using Wisdom as the spellcasting ability (spell save DC12): At will: guidance, thaumaturgy 1/day each: bane, hold person Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Bo n u s Ac t io n s________________________ Spectral Dagger (Recharges after a Short or Long Rest). The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack (+4 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 6 (1d8 + 2) force damage. The dagger lasts for 1 minute. As a bonus action on later turns, the choldrith can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger. Ch o l d r it h C s ae m ns us sp e ke ceaues g nay ceae seve L . Tey ue c n es f c nes ( n s b k) an ea em n bae n L ’s wa aga ns e enem es. Wen ev ees f L ceae e f s c nes, se wace as e f wes use acane mag c an em n c p wes an nv ke e a f e v ne spak neee ensue e subjecs’ suv va, expec ng see ese new ab m na ns e cae s ey e, bu e ev ees pef me n suc ua. As evenge f e ev ees’ beaya, e Sp e Queen man puae e cea n uas s a ey s me mes ceae c s nsea f c nes. A f s, ese ev ees wee unawae a e new ceaues, w c ey ubbe c s, wee s gns f L ’s wa. Insea, ey wee pease, because c s c u ay eggs a b e m e c nes (an e ae c ) an c u ec e c nes n e w k. Bu e ev ees s n ea ze e m sake—c s be nge L , b y an s u. C s w spee e c nes f e a a n fe Sp e Queen an e enm y aga ns e cea s, an e em n a successfu ev . C s ae b n w a mys ca c nnec n L , w c g ves em v ne mag c. Tey as make up e u ng case f m s c ne c n es. A c ny can supp nume us c s, w seve as c mmanes, p ess, an supev s s. Te c s c n nuay j ckey f p s n, a ug ey aey c nf n ne an e n a way a pus e c ny a sk. Te c ny s ue by a s ve e gn, w eem nes w c c ny membes pe f m w c asks, ncu ng wee a c s pem e ay eggs. S me mes a c ue ece ves a v s n f m L a nsp es e en e c ny n s me gan, fen v en, ac n. CHAPTER 2 | BESTIARY 77
Cl o c k w o r k s Gnme ’ tineing ith magi and mehania devie ha pdued many faied Cn tut but a ha e uted in genuine advane , uh a . The methd u ed t aft have been haed beteen gnme mmunitie ve many geneatin . Br o & z ( Sc o * + A bn-e ut edm emege fm undegund. It tee ping eye ta b eve fe at e ange hie m t f it egmented bdy emain buied. If deteted, it end eetia h thugh the gund tad pu ue hie it eteat . Ir o & Co / r 0 An in ba i exaty hat it name impie : a meta nae ith a pi nu bite. Gnme ad thi ith ahemia ntin that an paay-e eatue and ud the mind. O0 k ( & Bo l + ( r N dinay bai ta, an aen bte i a Cn tut apabe f tiing at ng di tane . The bt it aunhe an end fe h, de ty am, dag enemie tad tap meee-iented — and at hte ange , bu t ith exp ive fe. S+ o & ( D( 8 ( & 9 ( r The thi pate f tne iveted nt a tne defende give it ub tantia ptetin. It hief e i a a bdyguad. I& 9 :; :9 * 0 l D( s :< & s Gnme ati an pefe unique ve pefety funtining ne that py t muh fm the eatin . A an be u tmi-ed by adding ne f the fing enhanement and ne ptentia mafuntin t it tat b. Yu an e et andmy h e a pai f mdifiatin that fit the tempeament f the ’ buide. Cl o c k w o r k En h a n c e m e n t s diO Enhancement 1 Ca m o u f la ge d . Th e clo ck w o r k g a in s p r o f icie n cy in St e a lt h if it la ck s t h a t p r o f icie n cy . W h ile m o t io n le ss, it is in d ist in gu ish a b le f r o m a st o p p e d m a ch in e . 2 Sensors. Th e r a n ge o f t h e clo ck w o r k ’ s d a r k v isio n in cr e a se s b y 6 0 f e e t , a n d it g a in s p r o f icie n cy in Pe r ce p t io n if it la ck s t h a t p r o f icie n cy . 3 Fortified. Th e clo ck w o r k ’ s A C in cr e a se s b y 2 . 4 Increased Speed. Th e clo ck w o r k ’ s sp e e d in cr e a se s b y 1 0 f e e t . diO Enhancement 5 Reinforced Construction. Th e clo ck w o r k h a s r e sist a n ce t o f o r ce , lig h t n in g, a n d t h u n d e r d a m a ge . 6 Self-Repairing. If t h e clo ck w o r k st a r t s it s t u r n w it h f e w e r t h a n h a lf it s h it p o in t s b u t a t le a st 1 h it p o in t , it r e ga in s 5 h it p o in t s. If it t a k e s ligh t n in g d a m a ge , t h is a b ilit y d o e sn ’t f u n ct io n a t t h e st a r t o f it s n e x t t u r n . 7 Sturdy Frame. Th e clo ck w o r k ’ s h it p o in t m a x im u m in cr e a se s b y a n a m o u n t e q u a l t o it s n u m b e r o f H it D ice . 8 Su ct io n . Th e clo ck w o r k g a in s a clim b in g sp e e d o f 3 0 f e e t . 9 Vocal Resonator. Th e clo ck w o r k g a in s t h e a b ilit y t o sp e a k r u d im e n t a r y Co m m o n o r G n o m ish . 1 0 Water Propulsion. Th e clo ck w o r k g a in s a sw im m in g sp e e d o f 3 0 f e e t . Cl o c k w o r k M a l f u n c t i o n s d8 Malfunction 1 Faulty Sensors. Ro ll a d 6 a t t h e st a r t o f t h e clo ck w o r k ’ s t u r n . If y o u r o ll a 1 , t h e clo ck w o r k is b lin d e d u n t il t h e e n d o f it s t u r n . 2 Flawed Targeting. Ro ll a d 6 a t t h e st a r t o f t h e clo ck w o r k ’ s t u r n . If y o u r o ll a 1 , t h e clo ck w o r k m a k e s a t t a ck r o lls w it h d isa d v a n t a ge u n t il t h e e n d o f it s t u r n . 3 Ground Fault. Th e clo ck w o r k h a s v u ln e r a b ilit y t o ligh t n in g d a m a ge . 4 Im p r in t in g Lo o p . Ro ll a d 6 a t t h e st a r t o f t h e clo ck w o r k ’ s t u r n . If y o u r o ll a 1 , t h e clo ck w o r k m ist a k e s o n e cr e a t u r e it ca n se e w it h in 3 0 f e e t f o r it s cr e a t o r . Th e clo ck w o r k w o n ’ t w illin g ly h a r m t h a t cr e a t u r e f o r 1 m in u t e o r u n t il t h a t cr e a t u r e a t t a ck s o r d a m a g e s it . 5 Limited Steering. Th e clo ck w o r k m u st m o v e in a st r a igh t lin e . It ca n t u r n u p t o 9 0 d e gr e e s b e f o r e m o v in g a n d a ga in a t t h e m id p o in t o f it s m o v e m e n t . It ca n r o t a t e f r e e ly if it d o e sn ’t u se a n y o f it s sp e e d s o n it s t u r n . 6 Overactive Sense ofSelf-Preservation. If t h e clo ck w o r k h a s h a lf it s h it p o in t s o r f e w e r a t t h e st a r t o f it s t u r n in co m b a t , r o ll a d 6 . If y o u r o ll a 1 , it r e t r e a t s f r o m co m b a t if p o ssib le . It o t h e r w ise k e e p s f ig h t in g. 7 Overheats. Ro ll a d 6 a t t h e st a r t o f t h e clo ck w o r k ’ s t u r n . If y o u r o ll a 1 , t h e clo ck w o r k is in ca p a cit a t e d u n t il t h e e n d o f it s t u r n . 8 Rusty Gears. Th e clo ck w o r k h a s d isa d v a n t a ge o n in it ia t iv e r o lls, a n d it s sp e e d d e cr e a se s b y 1 0 f e e t . CHAPTER 2 | BESTIARY
Armor Class 13 Cl o c k w o r k Br o n z e Sc o u t Medium Construct, Unaligned Hit Points 91 (14d8 + 28) Speed 30 ft. Armor Class 13 Hit Points 36 (8d8) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16(+3) 11(4-0) (-4) 14 (+2) 1 (-5) Skills Perception 4-6, Stealth 4-7 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands one language of its creator but can’ speak Challenge 1 (200 XP) Proficiency Bonus 4-2 Earth Armor. The clockwork doesn’ provoke opportunity attacks when it burrows. Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’ require air, food, drink, or sleep. A1 2 34 5 6 Bite. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 4- 3) piercing damage plus (1 d6) lightning damage. Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. STR DEX CON INT WIS CHA 12 (4-1) 16 (+3) 14 (4-2) (-4) 10 (4-0) 1 (-5) Skills Stealth 4-7 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can’t speak Challenge 4 (1,100 XP) Proficiency Bonus 4-2 Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’ require air, food, drink, or sleep. A1 2 34 5 6 Bite. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. Hit: 6 (ld6 4- 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6): 1-2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3-4: Paralysis. The target is paralyzed until the end of its next turn. 5-6: Poison. The target takes 13 (3d8) poison damage. CHAPTER 2 | BESTIARY 79
Cl o c k w o r k Oa k e n Bo l t e r Medium Construct, Unaligned Armor Class 16 (natural armor) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 3 (-4) 10 (+0) 1 (-5) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can’t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. A. / 01 2 3 Multiattack. The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack. Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2dl0 + 4) piercing damage. Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (IdlO + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (IdlO) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon. Explosive Bolt (Recharge 5-6). The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. B1 2 @ 3 A. / 01 2 3 Reel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer. Cl o c k w o r k St o n e De f e n d e r Medium Construct, Unaligned Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 3 (-4) 10 (+0) 1 (-5) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 4 (1,100 XP) Proficiency Bonus +2 Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. A. / 01 2 3 Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and ifthe target is Large or smaller, it is knocked prone. RCD. / 01 2 3 Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker. 8 CHAPTER 2 | BESTIARY
Cl o u d Gia n t Smil in g On e Huge Giant, Typically Chaotic Neutral Armor Class 15 (natural armor) Hit Points 250 (20dl2 + 120) Speed 40 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 22 (+6) 15 (+2) 16 (+3) 17 (+3) Saving Throws Con +10, nt +6, Cha +7 Skills Deception +11, Insight +7, Perception +11, Sleight of Hand +9 Senses passive Perception 21 Languages Common, Ciant Challenge 11 (7,200 XP) Proficiency Bonus+4 Control Weather (8th-level Spell). The giant can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability. A. / 01 2 3 Multiattack. The giant makes two Slam attacks or two Telekinetic Strike attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 5 (IdlO) psychic damage. Telekinetic Strike. Ranged Spell Attack: +7 to hit, range 240 ft., one target. Hit: 25 (4dl0 + 3) force damage. Change Shape. The giant magically transforms to look and feel like Beast or Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don't change. It reverts to its true form if it dies. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: detect magic,fog cloud, light, minor illusion 3/day each: invisibility, silent image, suggestion, tongues 1/day each: gaseousform, major image B1 2 = 3 A. / 01 2 3 Cloud Step (Recharge 4-6). The giant teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Cl o u d Gia n t Smil in g On e S s r cflffi ffls wh hr ffi flffl fflh crffflss ffi fficffl f fflh ffiffly Mr bv s. Thy r fflrcksfflrs sflpr wh fls shffl f hffi, fficpffl, sffircffl, ffi c fflhr pflrsflffl f wfflh. Thy s pssss fr fr flprfficfflbffly ffi wckffi ss f hflr. S s vrsfflp bflffis f fficrfl wfflh fflhr bhvr, ffi ffi sy fflhs fflhffl v fflhr kvsh fk csffir bfflh fflhr ffiffly. S s fflk fflhr fr fflh sfflr fflw-fcffi sks fflhy wr. Th s hf f fflh fc fffl ks r k srk r fflrflphffl sr fflh psffl r. Th frw hf rprsffls fflh ffispsflr s s f bflffl cflffi ffls’ pc fflh rffi—scffi ffl sfflr ffls. Th sks srv s sybs f s s’ ffivffl ffi s cc fflhr wrrs' fflrfl fc xprsss. CHAPTER 2 | BESTIARY 8
Co r ps e Fl o w e r Large Plant, Typically Chaotic Evil Co r ps e Fl o w e r A c f can ut at th g av f an vi nc manc th main f fu Undad c atu . Un it i u td and bu nd hi it i ti a ding, th c f g t n mu iz v v a k, thn ta itf f f th a th and bgin cavnging Humanid c f m battfid and g avya d. Uing it fib u tntac, it tuff th main int it bdy t utain and ai itf. Th ant ha a mav nt bnt and di th iving. With ithut c ntd in it bdy, a c f xud a tnch f dcay that can v hm th n f na by c atu , cau ing thm t bcm nauatd. Th tnch, hich v a a dfn mchanim, fad 2d4 day aft th c f di. Armor Class 12 Hit Points 127 (15dl0 + 45) Speed 20 ft., climb 20 ft. a DC14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours. Ac t io n s STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 7 (-2) 15 (+2) 3 (-4) Condition Immunities blinded, deafened, poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 Languages— Challenge 8 (3,900 XP) Proficiency Bonus+3 Corpses. When first encountered, a corpse flower contains the corpses of 1 d6 + 3 Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. Spicier Climb. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench ofDeath. Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make Multiattack. The corpse flower makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage. Harvest the Dead. The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying. Bo n u s Ac t io n s Digest. The corpse flower digests one corpse in its body and instantly regains 11 (2dl0) hit points. Nothing ofthe digested corpse remains. Any equipment on the corpse is expelled from the corpse flower in its space. Reanimate. The corpse flower animates one corpse in its body, turning it into a zombie (see the Monster Manual). The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower's stench clings to it (see Stench of Death). 82 CHAPTER 2 | BESTIARY
Cr a n iu m a t s M d flye cee c by bobd g wh po c e egy. C e oewh e h od y d behve ch. If e ogh c coe ogehe o fo w, hey ege he d o gle ellge ce wh he ccled eoe of ll he w’ co e . The becoe e el, d e he heghe ed ellge ce fo lo g he w pe. The w lo wke le po c ble pl ed wh ech c by d flye ceo, beow g po he w po c powe. A gle c e l elephy o co ce h ge, fe, d ohe be eoo . A w of c co c g eleph clly “pek” o e cee, ofe efe g o elf g he collecve po o “we” d “.” Soe d flye colo e e c pe. The vde co e d c eye d e fo he colo y’ elde b (ppe h book), g he hogh whe hey w d e wh ge of he elde b ’ elephy. r a n iu m a t Tiny Aberration, Unaligned Armor Class 12 Hit Points 2 (ld4) Speed 30 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 4 (-3) 11 (+0) 8 (-1) Senses darkvision 30 ft., passive Perception 10 Languages telepathy 30 ft. Challenge 0 (10 XP) Proficiency Bonus +2 Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. A& ' () * + _________________________________ Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. B) * / + A& ' () * + Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light. S. a r m / 0 r a n iu m a t s Medium Swarm ofTiny Aberrations, Typically Lawful Evil Armor Class 12 Hit Points 76 (17d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 10 Languages telepathy 30 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 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 rat. The swarm can’t regain hit points or gain temporary hit points. Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. A& ' () * + Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage ifthe swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage. Spellcasting (Psionics). As long as it has more than half of its hit points remaining, the swarm casts one ofthe following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): At will: command, comprehend languages, detect thoughts 1/day each: confusion, dominate monster B) * / + A& ' () * + Illumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number offeet equal to the chosen radius), or extinguishes the light. CHAPTER 2 | BESTIARY 83
Da r k l in g s Acet eed pe of eee fey who betfflyed the Summeffl Quee. I the Summeffl Quee’ wfflth, he cuffled eveffly membeffl of h houe. The eee fey’ tfflue me h bee tfflce ffflom htoffly, but the toffle c hm Dubh Cth (“Dffl Cfflow” Commo), d otheffl Fey fflefeffl to the houe’ dece dt dubh th—“dffl.” Dffl dwe ecuded cveffl d chmbeffl beeth the tow of otheffl pece. Ffflom uch ecve, they quety py theffl tfflde theve d . Da r k l in g The Summeffl Quee’ cuffle cue dffl’ body to bofflb ht, whch wze the cffletuffle, much e the effect of fflpd . Foffl th ffleo, dffl coveffl theffl etffle bode wth coth whe expouffle to ht ffl. The ht dffl bofflb oveffl the couffle of theffl ve expode outwffld whe they de, cefflt the cffletuffle d much of theffl poeo. Da r k l in g El 4 5 r A we d fflepected dffl c udefflo ffltu to become edeffl. Otheffl edeffl mffl the upp ct wth ow tttoo, che wy ome of the dffl’ bofflbed ht. If the ffltu ucceed, the dffl fflow to teffl, ef-e fofflm. The dffl pefflhe f the ffltu f. Da r k l in g Small Fey, Typically Chaotic Neutral Armor Class 14 (leather armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10(+0) Skills Acrobatics 4-5, Deception 4-2, Perception 4-5, Stealth +7 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages Elvish, Sylvan Challenge 1/2 (100 XP) Proficiency Bonus 4-2 Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A1 2 34 5 6 Dagger. Melee or Ranged Weapon Attack: 4-5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d4 4- 3) piercing damage plus 7 (2d6) necrotic damage. Da r k l in g El 4 5 r Medium Fey, Typically Chaotic Neutral Armor Class 15 (studded leather armor) Hit Points 27 (5d8 4- 5) Speed 30 ft. STR DEX CON INT WIS CHA 13 (4-1) 17 (4-3) 12 (4-1) 10 (4-0) 14 (+2) 13 (+1) Skills Acrobatics 4-5, Deception 4-3, Perception 4-6, Stealth 4-7 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Elvish, Sylvan Challenge 2 (450 XP) Proficiency Bonus 4-2 Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded. A1 2 34 5 6 Multiattack. The darkling elder makes two Scimitar attacks. Scimitar. Melee Weapon Attack: 4-5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 4- 3) slashing damage plus 7 (2d6) necrotic damage. Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability. 84 CHAPTER 2 | BESTIARY
De a t h Kis s De a t h Kis s Large Aberration (Beholder), Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 142 (15dl0 + 60) Speed 0 ft., fly 30 ft. (hover) A d k lr boldr cn com n o bng wn ru boldr vvd ng mr bou long blood. I color on nd p rmbl o of boldr drmd n o x nc, bu u mor mu d, nd n d of mgcl y ry, n long n cl, c ndng n mou full of . I cn pk roug ny of n cl-mw n g-p cd, nl voc. D k fr ru boldr, wc cn ly kll or ubdu m. Lckng go m of r rongr kn, d k uully ubm o rul of cr or or ny o r boldr ncoun r, bu r o cp oon boldr proccupd. A d k conum ng d blood, wc lo u o l nd gnr lc rcl nrgy nd body. Trrfd of dyng from rv on, obvly drn vn l l cr ur uc r , lvng bnd rl of bloodl corp. Wn undrground, u n cl flr, proddng nd xmnng nvronmn n ll d rc on. Abov ground, uully kp n cl r rc d wn on un , n l ou w m o c c opponn off gurd. A d k lck comb fn nd n llgnc of ru boldr. In mo c, mply l c on o pry w on or mor of n cl nd drn blood un l pry collp. If ’ n upror po on nd fo po no r , mg oy w food, drwng ou pry’ d . A d k prfr o un lon. If m no r of knd, mg fg , fl, or m up, dpndng on l nd prd. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0) SavingThrows Con +8, Wis +5 Skills Perception +5 Damage Immunities lightning Condition Immunities prone Sensesdarkvision 120 ft., passive Perception 15 Languages Deep Speech, Undercommon Challenge 10 (5,900 XP) Proficiency Bonus +4 Lightning Blood. A creature within 5 feet of the death kiss takes 5 (IdlO) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. Ac t io n s Multiattack. The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature. Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can’t use the same tentacle on another target. The death kiss has ten tentacles. Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC16 Constitution saving throw. On a failed save, the target takes 22 (4dl0) lightning damage, and the death kiss regains half as many hit points. CHAPTER 2 | BESTIARY 85
De a t h l o c k Ma s t e r min d Tug flffiffl xfiffl ffl v fi p #ffl, y fi# ffl& f & w# fi fl&ffl vfifflfi#g flfiflffl # fl yfi#g u p#ffl. Pw fu flffiffl fl ufi fflffl fl u ffl p & fl y u fi &fifflfflfi#ffl, bfl&fi#g &ffl &fi#ffl bfi# vffl fl#fflpfi flfiffl # fi# figuffl flu&fi# fi# fl fl&pfiffl&# f g flffl f vfi. De a t h l o c k Wi. h t Dp fiv f &ufl f fiffl &gfifl ffl fflpflfi pu#fiffl &#, flffi wfig fi#g ffl bw# w flffi fi wffl # w fl xfiffl#fl f wfig. De a t h l o c k Medium Undead (Warlock), Typically Neutral Evil Armor Class 12 (15 with mage armor) Hit Points 36 (8d8) Speed 30 ft. T f gfi#g f pfl bw# w flffi # p # fiffl # &fi# flflfflfi#— ffl # f w flffi. T fl#fflqu#flffl f b ffifi#g pfl fl# b fi #, fi# ffl& flfflffl, . A w flffi w ffiffl fiv up b gfi# wfi # vfi p # u#ffl fifflffi f fifflfi#g f & ffl flffi, fu U# fiv# ffl v fiffl w y p #. A# pw fu #fl &#fl &fig ffl fifflflv wfiflffi &ffl f fl fi#g flffi # # fflubjug fi, flfi#g ffl flffi’ffl p #. De a t h l 5 . k A# v pw fi#g u g ffl v fl#fflu&ffl &fi# f #wy wffi# flffi. A#y gffl # & bfifi#ffl fi fi# fif #’ pffl fiffl p # f wy ffl fiffl &ffl ’ffl fflfi ffl bfl& pu pffl fivffl fi. T flffi fi&&fiy fflu&ffl w ffi # fiffl p #’ffl bf. Wv g, fi wyffl fflffl p #’ffl fi# fflffl, #gfi#g f & ffl&-fflfl fl#fl #ffl & ffl f flffl&fifl fflflp. A flffi fi# f Ffi# &fig w ffi ffl y fflpflfiffifl &p fifl g g, wfi # ffl vffl G O O# &fig u# f & fiffl # fl f fifyfi#g #fiy fi# w . T flfl& pfiffl fifffiflu g, flffi &fig b f fl Ml ffl v # pw fu fl u &fig # Aj g ffl v#ffl f fiffl w#. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3) Saving Throws Int +4, Cha +5 Skills Arcana +4, History +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2 Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. A1 2 34 5 6 Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 2) necrotic damage. Crave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2dl0 3) necrotic damage. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: detect magic, disguise self, mage armor, mage hand 1/day each: dispel magic, hunger ofHadar, invisibility, spider climb ______________________:i_._____ ___ 1.. . 1 86 CHAPTER 2 | BESTIARY
De a t h l o c k Ma s t e r min d Armor Class 13 (16 with mage armor) Hit Points 110 (20d8 20) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 17 (+3) Saving Throws I nt +5, Cha +6 Skills Arcana +5, History +5, Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 14 Languages the languages it knew in life Challenge 8 (3,900 XP) Proficiency Bonus +3 Devil’s Sight. Magical darkness doesn’t impede the deathlock’s darkvision. Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. A3 4 56 7 8 Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 3 necrotic damage). Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic, disguise self, mage armor, minor illusion 1/day each: darkness, dimension door, dispel magic,fly, invisibility De a t h l o c k Wig h t } Medium Undead (Warlock), Typically Neutral Evil Armor Class 12 (15 with mage armor) Hit Points 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3) Saving Throws Wis +4 Skills Arcana +3, Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 3 (700 XP) Proficiency Bonus +2 Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. A3 4 56 7 8 Multiattack. The deathlock makes two Life Drain or Crave Bolt attacks. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1 d8 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain by this attack rises 24 hours later as a zombie (see the Monster Manual) under the deathlock’s control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time. Crave Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 3) necrotic damage. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: detect magic, disguise self, mage armor 1/day each: fear, hold person CHAPTER 2 | BESTIARY 87
The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was. Dffl ffl ff S !" # Medium Monstrosity, Typically Chaotic Evil Armor Class 11 Hit Points 67 (9d8 + 27) Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form) STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) Saving Throws Wis +3, Cha +4 Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3 Senses darkvision 120 ft., passive Perception 11 Languages Aquan, Common, thieves' cant Challenge 3 (700 XP) Proficiency Bonus +2 Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form. A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master’s desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their masjS. ter’s commands. Amphibious (Hybrid Form Only). The deep scion can breathe air and water. A1 2 34 5 6 Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1 d8 + 4) slashing damage, or 9 (IdlO + 4) slashing damage if used with two hands. Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1 d4 + 4) piercing damage. Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet ofthe deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end ofthe deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body ofwater. B4 5 = 6 A1 2 34 5 6 Change Shape. The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies. 88 CHAPTER 2 | BESTIARY
De mo g o r g o n Pic f Ds, th Sibilat Bast, ad Mast f th Spialiffl Dpths, Dfflffl is th bdit f chas, cfusi, ad dstucti, skiffl t cupt all that is ffld ad udi d i th ultivs, t s vythiffl dafflffld hwliffl it th ifiit dpths f th Abyss. Th d ld is a ld f difft fs. H has a sauia lw bdy ad clawd, wbbd ft; suckd ttacls sput f th shulds f his fflat aplik ts, which is suutd by tw hid us siia hads ad Aaul ad Hathadiah. Thi fflaz biffls bwildt ad cfusi t ay wh cft th. Siilaly, th spialiffl Y siffl f Dfflffl’s cult divs ths wh ctplat it f t lffl t dliiu. As a sult, all fllws f th Pic f Ds bak with ality s lat. e mo g o r g o n ’, L. /r Dfflffl aks his lai i a palac calld Abys, fud a lay f th Abyss kw as th Gapiffl Maw. Dfflffl’s lai is a plac f cfusi ad duality; th pti f th palac that lis abv wat taks th f f tw spti tw s, ach cwd by a skull-shapd iat. Th, Dfflffl’s hads ctplat th ystis f th aca whil affluiffl abut hw bst t blit at thi ivals. Th bulk f this palac xtds dp udwat, i chill ad dakd cavs. L. /r A3 4 /o n , O iitiativ cut 20 (lsiffl iitiativ tis), D fflffl ca tak f th fllwiffl lai actis; h ca’t tak th sa lai acti tw uds i a w: Darkness. Dfflffl casts th darkness spll fu tis, taffltiffl difft aas with th spll. Dfflffl ds’t d t cctat th splls, which d iitiativ cut 20 f th xt ud. Illusory Duplicate. Dfflffl cats a illusy duplicat f hislf, which appas i his spac ad lasts util iitiativ cut 20 f th xt ud. O his tu, Dfflffl ca v th illusy duplicat a distac qual t his walkiffl spd ( acti quid). Th fist ti a catu a bjct itacts physically with D fflffl (f xapl, by hittiffl hi with a attack), th is a 50 pct chac that th illusy duplicat is affctd, t Dfflffl, i which cas th illusi disappas. CHAPTER 2 | BESTIARY
Reg io n al Ef f ec t s The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage. Venomous Beasts. The area within 6 miles of the lair becomes overpopulated with poisonous snakes and other venomous Beasts. C+ , - ./ - / 0 1 D2 30 4 0 5 4 0 6 Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait. Two Minds ofChaos. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. If Demogorgon dies, these effects fade over the course of Id 10 days. D2 30 4 0 5 4 0 6 Huge Fiend (Demon), Chaotic Evil Armor Class 22 (natural armor) Hit Points 464 (32dl2 + 256) Speed 50 ft., swim 50 ft. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 26 (+8) 20 (+5) 17 (+3) 25 (+7) SavingThrows Dex +10, Con +16, Wis +11, Cha +15 Skills Insight +11, Perception +19 Damage Resistances cold, fire, lightning Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical Condition Immunitiescharmed, exhaustion, frightened, poisoned Sensestruesight 120 ft., passive Perception 29 Languages all, telepathy 120 ft. Challenge 26 (90,000 XP) Proficiency Bonus+8 Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead. Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects. Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Ac t io n s Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze. Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage. Ifthe target is a creature, it must succeed on a DC23 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Caze. Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6): 1-2: Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight. 3-4: Confusing Caze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell. 5-6: Hypnotic Caze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement. Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC23): At will: detect magic, major image 3/day each: dispel magic,fear, telekinesis 1/day each:feeblemind, project image Leg en d ar y Ac t io n s Demogorgon can take 2 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. Demogorgon regains spent legendary actions at the start of his turn. Caze. Demogorgon uses Caze and must use either Beguiling Gaze or Confusing Gaze. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2dl0 + 9) bludgeoning damage plus 11 (2dl0) necrotic damage. Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting. 90 CHAPTER 2 | BESTIARY
De r r o Small Aberration, Typically Chaotic Evil De r r o D slink thugh th subtanan alms, sking placs that a saf fm th pils f th Unddak. Equal pats faful and vicius, bands f ths dwaf-kin py n ths wak than thmslvs, whil giving simping bisanc t any catus thy dm m pwful. A ln d may sm pitiabl, but a cackling, spitting, gwling, hwling hd f thm is hifying t bhld. Factius in gups and individually wak, d wuld hav did ut lng ag but f tw lmnts f thi chaact. Thy a cautius and distustful, which svs thm wll as thy navigat th dangs f th Unddak and its scitis. Thy als hav a stng-than-nmal tndncy t dvlp scus pw. Individuals wh d s usually sv as lad s and a knwn as savants. Gandis fantasis and ampant fanaticism hav bscud d’s tu igin, vn amng thmslvs. Mst dwavs dn’t cgniz d as kin, but th lgnds that d tll abut thi ppl and th sty that duga bliv sha a gain f tuth. Accding t th histis fsm duga, d a dscndd fm a dwavn cmmunity that was lft bhind whn th ths scapd th ul f mind flays. Ths mnants w s disttd by th mind flays’ psinic pw that th dwavs bcam Abatins. D tll thi wn stis f flight and suvival in th Unddak, in which mind flays an’t always th nmy. Thy tll f tw bths, th gds Diiinka and Diinkaazan, and f hw Diiinka clv ly btayd his sibling s that h culd stal magical pw fm th vil thy scapd. Th dang th bths a said t fac in this lgnd vais, dpnding n whatv f th savants want t lad thi ppl against, yt th ssnc f th sty mains th sam: a lssn fsuvival at any pic and an xampl f hw dcitfulnss and culty can b vitus. Armor Class 13 (leather armor) Hit Points 13 (3d6 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1) Skills Stealth +4 Senses darkvision 120 ft., passive Perception 7 Languages Dwarvish, Undercommon Challenge 1/4 (50 XP) Proficiency Bonus +2 Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A8 9 :; < = Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1 d6) piercing damage. Ifthe target is Medium or smaller, the derro can choose to deal no damage and knock it prone. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1 d8 + 2) piercing damage. CHAPTER 2 | BESTIARY 91
Small Aberration (Sorcerer), Typically Chaotic Evil Armor Class 13 (leather armor) Hit Points 36 (8d6 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 14 (+2) Skills Stealth +4 Senses darkvision 120 ft., passive Perception 7 Languages Dwarvish, Undercommon Challenge 3 (700 XP) Proficiency Bonus +2 Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. A- . /0 1 2 Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1 d6 - 1) bludgeoning damage. Chromatic Beam. The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand, message, prestidigitation 1/day each: invisibility, sleep, spider climb 92 CHAPTER 2 | BESTIARY
De v o u r e r Plan, psing Ocs’s schms and intsts in ths alms. Whn Ocs snds dffls t th Of all th abminatins nlashd by Ocs (appas in this bk), dffls a amng th mst fad. Ths tall, mmmy-lik Undad wand th plans, cnsming sls and spading Ocs’s cd f placing all lif with ffllasting dath. A lss dmn that pffls itslf t Ocs might b gantd th pifflilg f bcming a dffl. Th Pinc f Undath tansfms sch a dmn int an 8-ft-tall, dsiccatd bipd with a hllwd-t ibcag, thn fills th nw cat with a hng f sls. Ocs gants ach nw dffl th ssnc f a lss ftnat dmn t pw th dffl’s fist fay int th plans. Mst dffl s main in th Abyss n th Astal Ethal Matial Plan, h ftn sts thm n a missin t cat, cntl, and lad a plag f Undad. Skl tns, zmbis, ghls, ghasts, and shadws (all f which appa in th Monster Manual) a patic laly attactd t th psnc f a dffl. Dffls hnt Hmanids with th intnt f cnsming thm bdy and sl. Aft a dffl bings a tagt t th bink f dath, it plls th fflictim’s bdy in and taps th cat within its wn ibcag. As th fflictim tis t staffl ff dath (sally witht sccss), th dffl tts its sl with tlpathic nis. Whn th fflictim xpis, it nd gs a hibl tansfmatin, spinging fth fm th dffl’s bdy t bgin its nw xistnc as an Undad sfflit f th mnst that spawnd it. De v o u r e r Large Undead, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 189 (18dl0 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 13 (+1) 10 (+0) 16 (+3) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Unusual Nature. A devourer doesn’t require air, drink, or sleep. A( ) *+ , - Multiattack. The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage. Imprison Soul. The devourer chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. While imprisoned in this way, the creature is restrained and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an Undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. (All three appear in the Monster Manual.) A devourer can imprison only one creature at a time. Soul Rend (Recharge 6). The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8dl0) necrotic damage on a failed save, or half as much damage on a successful one. CHAPTER 2 | BESTIARY 93
Dh e r g o l o t h A kind f yu, ds us in ba ik wiwinds f dsucin, asin u wi fiv ss f caws a xnd fm i squa, ba -sapd bdis. Ty ak cnacs pu dwn upisins, ca u abb, and imina scus and skimiss, and y v in bucy y ca, i fu au isin abv i vic ims’ scams. Sinc ds a i m an bus, mpys mus us cauin wn insucin m. Ty can and simp ds a dn’ ak a f im sv. Wn ivn anyin cmpx d, wv, y i f wa y’ d dn’ isn in fis pac, and n bun ask a was s f m. ------- j ---------- _......... Dh e r g o l o t h Medium Fiend (Yugoloth), Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 119 (14d8 +56) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 19 (+4) 7 (-2) 10 (+0) 9 (-1) Saving Throws Str +6 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 10 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects. A0 1 23 4 5 Multiattack. The dhergoloth makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage. Flailing Claws (Recharge 5-6). The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3dl2 + 3) force damage. Spellcasting. The dhergoloth casts one ofthe following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 10): At will: darkness, fear Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. 94 CHAPTER 2 | BESTIARY
Din o s a u r s The Monster Manual h tt tc f evel kd f d . Th ect pvde evel me. Br o n ff o s a u r u s Th m ve f-legged d lge egh tht m t pedt leve t le. It dedly tl c dve wy kll mlle thet . D$ in o n % & ' u s Th lge c f the velcpt kll by gppg t tget wth t clw d feedg. Di*$ ff r o + o n Th l-bcked eptle cmmly fd e whee d lve. It ht he d hllw wte, fllg ml le t ccdle. Ha + r o s a u r u s A hd em-qdpedl hebve wth by hed ce t . If ed fm htchlg, t c be ted t cy de. Qu $ ff z a 2 & o a ff 2 u s Th gt eltve f the pted h wg p exceedg 30 feet. Althgh t c wlk lke qd ped, t me cmftble the . Sff $ 7 o s a u r u s Th hevly blt d h w f plte t bck d flexble, pked tl held hgh t tke pedt . It ted t tvel hed f mxed ge . Br o n t o sa u r u s Cargantuan Beast (Dinosaur), Unaligned V$ 2 o & ir a 9ff o r Th fetheed d bt the :e f lge tkey. It gge ve pedt d fte ht pck t bg dw lge pey. De in o n y g h u s Medium Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft. Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 14 (+2) 4 H) 12 (+1) 6 H) Proficiency Bonus +2 Pounce. Ifthe deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. Ifthe target is prone, the deinonychus can make one Bite attack against it as a bonus action. A6 7 89 : ;_______________________________ Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1 d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1 d8 + 2) slashing damage. Armor Class 15 (natural armor) Hit Points 121 (9d20 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) Saving Throws Con +6 Senses passive Perception 10 Languages — Challenges (1,800 XP) Dime t r o d o n Medium Beast (Dinosaur), Unaligned Armor Class 12 (natural armor) Hit Points 19 (3d8 + 6) Speed 30 ft., swim 20 ft. Proficiency Bonus +3 STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 5 H) A6 7 89 : ; Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage Skills Perception +2 Senses passive Perception 12 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 A6 7 89 : ; Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. CHAPTER 2 | BESTIARY 95
Ha d r o sa u r u s Large Beast (Dinosaur), Unaligned Armor Class 11 (natural armor) Hit Points 19 (3dl0 + 3) Speed 40 ft. St e g o sa u r u s Huge Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 76 (8dl2 + 24) Speed 40 ft. STR 20 (+5) DEX 9(-l) CON 17 (+3) INT 2 (-4) WIS 11 (+0) CHA 5 (-3) STR DEX 15 (+2) 10 (+0) CON 13 (+1) INT WIS 2 (-4) 10 (+0) CHA 5 H) Skills Perception +2 Senses passive Perception 12 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Senses passive Perception 10 Languages — Challenge 4 (1,100 XP) A& ' () * + Proficiency Bonus +2 Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage. A& ' () * + — Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (IdlO + 2) bludgeoning damage. Ve l o c ir a pt o r Tiny Beast (Dinosaur), Unaligned Qu e t z a l c o a t l u s Huge Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 30 ft. Armor Class 13 (natural armor) Hit Points 30 (4dl2 + 4) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Skills Perception +2 Senses passive Perception 12 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. A& ' () * + Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage. If the quetzalcoatlus flew least 30 feet toward the target immediately before the hit, the target takes an extra 10 (3d6) piercing damage. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 6 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet ofthe creature and the ally isn’t incapacitated. A& ' () * + Multiattack. The velociraptor makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1 d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) slashing damage. 96 CHAPTER 2 | BESTIARY
Do l ph in Medium Beast, Unaligned Armor Class 12 (natural armor) Hit Points 11 (2d8 4-2) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2) Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Hold Breath. The dolphin can hold its breath for 20 minutes. A* + ,- . / Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) bludgeoning damage. Ifthe dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1 d6) bludgeoning damage. Do l ph in De l ig h t e r Medium Fey, Typically Chaotic Good Armor Class 14 (natural armor) Hit Points 27 (5d8 + 5) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 14 (+2) 13(+1) 13(4-1) 11(4-0) 12(4-1) 16(4-3) Saving Throws Wis 4-3, Cha 4-5 Skills Perception 4-3, Performance 4-5 Senses blindsight 60 ft., passive Perception 13 Languages Aquan, telepathy 120 ft. Challenge 3 (700 XP) Proficiency Bonus 4-2 Hold Breath. The dolphin can hold its breath for 20 minutes. A* + ,- . / Multiattack. The dolphin makes two Dazzling Slam attacks. Dazzling Slam. Melee Weapon Attack: 4-4 to hit, reach 5 ft., one target. Hit: 5 (1 d6 4- 2) bludgeoning damage plus 7 (2d6) psychic damage, and the target is blinded until the start ofthe dolphin’s next turn. B- . ; / A* + ,- . / Delightful Light (Recharge 5-6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 (2dl 0) temporary hit points. Fey Leap. The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet ofthe dolphin’s destination space. Do l ph in s D are c ever, ca mar e mamma tat feed ma f a d qud. A adu t ecme betwee 5 a d 6 feet g. Do l ph in D are ymb f wdm a d ayfu e am g te ea f k f ma y wr d. Fu d cea a d te E eme ta P a e fWater, d are befre ded by drud a d ra ger, a d ma y ta e eak f d tat aeared ut f were t rtect wmmer frm ark a d ter aquatc redatr. Do l ph in De l ig h t e r I te Feyw d, d de gter brgte te md f te w trave te ea f te Dma f De gt. Te eatca y g g ea ca tey, tee d ea a d te ert trug te um u water f Faere a d te Matera P a e, a d tey are fatfu a e t a y w batt e te frce f g m a d bruta ty u der te wave. D de gter fte accma y gru fea e ve, trt , a d trt e a guarda a d fre d. CHAPTER 2 | BESTIARY
Dr a e g l o t h d is dmn c d by n f pis f L in n uny, d nus iu in wic i is infusd wi fy ssnc f c nd findis ssnc f bzu. Tis iu y succds, bu L’s f ifu cnsid i w isk, s suin c u is ifd wi inn m ic nd pysic mi. T d usu y svs is c , ndin is is f dsucin c ’s p ns iump v iv s. d is n -sizd, fu- md bipd wi pup skin nd p i. Tw f is ms muscu , ippd wi s p c ws; w siz nd s p f n f’s ms, c p b f dic mvmns. Au c u is viy muscd, i is cfu ik n f. Is bsi f c f us win d ys, dik snu, nd mu fu fs p . Amn dw nb uss f Mnzb nz n in Fn R ms, i pisss’s succssfu c in f d is sn s sin f L’s f v w d us— nd sin f dmn d’s dis d f f miy’s iv s, w w n us ifd. T c in pmps ds f us bin c fin nw p ns sik is iv s wn d is fuy wn. Ts p ns us d in sinific n , bc us is biiis c n un id in b ins us dsn’ v d f is wn. Au d s p ys n imp n p in p ns f L’s cu, d c n’ is bv s us f f vd sv n pis in cu. Bf d is ivn ny duis, i civs insucin in ccpin s f i nd n c nin uiy. Ms d s ficy sn bin ivn ds, bu nks i inin, y ypic y k u i fus in n i c ’s nmis, n n i c . d c n’ suppss is mbiins mi b ndn is c nd sik u n is wn. W s bius d s p f L’s p n f swin c s is unc . Armor Class 15 (natural armor) Hit Points 123 (13dl0 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 18 (+4) 13 (+1) 11 (+0) 11 (+0) Skills Perception +3, Stealth +5 Damage Resistancescold, fire, lightning Damage Immunities poison Condition Immunities poisoned Sensesdarkvision 120 ft., passive Perception 13 LanguagesAbyssal, Elvish, Undercommon Challenge 7 (2,900 XP) Proficiency Bonus+3 Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep. Ac t io n s Multiattack. The draegloth makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2dl0 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2dl0 + 5) slashing damage. Spellcasting. The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC11): At will: dancing lights, darkness 1/day each: confusion,faeriefire 98 CHAPTER 2 | BESTIARY
Dr o w Ar a c h n o ma n c e r D spllsts sk t dv t tslvs lly t L lt, t Spid Qu", s tis lk t si"ist pt f t " ". By ffi"g up b dy "d s ul t L lt, ty gi" t"d us p "d sup"tul ""ti " t t "i"t spids f t D "b Pits, ""li"g gi f tt dd pl. Dr o w Ar a c h n o ma n ) e r Medium Humanoid (Elf), Typically Chaotic Evil Armor Class 15 (studded leather) Hit Points 162 (25d8 + 50) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 14 (+2) 19 (+4) 14 (+2) 16 (+3) Saving Throws Con +7, I nt +9, Cha +8 Skills Arcana +9, Nature +9, Perception +7, Stealth +8 Damage Resistances poison Senses blindsight 10 ft., darkvision 120 ft., passive Perception 17 Languages Elvish, Undercommon, can speak with spiders Challenge 13 (10,000 XP) Proficiency Bonus +5 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drow ignores movement restrictions caused by webbing. A3 4 56 7 8 Multiattack. The drow makes three attacks, using Bite, Poisonous Touch, Web, or combination of them. One attack can be replaced by use of Spellcasting. Bite (Spider Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make DC 15 Constitution saving throw, taking 31 (7d8) poison damage on failed save, or half as much damage on successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for hour, even after regaining hit points, and is paralyzed while poisoned in this way. Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (1 Od6) poison damage. Web (Spider Form Only; Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make DC 15 Strength check, bursting the webbing on success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: dancing lights, mage hand 1/day each: darkness, dispel magic, etherealness, faeriefire, fly, insect plague, invisibility B6 7 A 8 A3 4 56 7 8 Change Shape (Recharges after a Short or Long Rest). The drow magically transforms into Large spider, remaining in that form for up to hour, or back into its true form. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies. c CHAPTER 2 | BESTIARY