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Credits Publisher: DMs Guild Product Oversight: Grim Press Designer: Aaron Gentry Editor: Justin M. Cole Writers: Aaron Gentry, Dave Lockwood, Dan Salvucci, Jeffrey Fischer, David Serrano, Justin Dixon, Craig Mackie, Kayla Bayens, Jim Heston, J.D. Mills, Benjamin Aitken, Sir Grognard, Jordan Carmichael, Benjamin Ragan, Alex Hamilton, Kyle Gray, Devlin DM, Duncan Watson, and Trevor Armstrong Artists: Bob Greyvenstein, Kingkostas WotC Inspirational Works: Underdark (4e), The Forgotten Realms Campaign Guide (3e), Out of the Abyss (5e) On the Cover Bob Greyvenstein created this wonderful piece of art showing one of the rarest form of driders. Most driders are males who have displeaded the Queen of Spiders, the goddess Lolth. But in a few special cases, a female drow is turned into a drider. Most of these females are priestesses in Lolth's service who failed a test and are transformed into a more powerful form of drider and sent back to the Material Plane with a task to complete to return to Lolth's favor. About this Product Deep, deep, deep under the surface of Faerûn is a vast network of subterranean tunnels and caverns full of evil beings forced underground at the end of the Age of Demons. The beings that live in this dark world are more often devoid of good and are prone to terrifying those who come from the "World Above". Those races of beings separated from their surface brethren have diverged from so much they are a wholly different from the race they left behind on the surface. Their culture, appearance, and biological traits are more divergent than similar. The same is true of the beasts and monsters of the Underdark. Despite the cramped caverns and darkness, many of the variations found in the deep are actually larger and more terrifying than those found on the surface of Toril. Contained within this supplement are over 150 statblocks of unique creatures to unleash upon your unsuspecting players. Ranging from the most evil drow elves of the Underdark to the truly alien aberrations created by the unique magical faezress of the deep caverns. Included are brand new creations and conversions of popular creatures from previous D&D editions. The ultimate goal of this supplement is to provide a wide variety of options for your storylines, be it exploring long forgotten catacombs or delving into the depths of the Underdark. Surely something sinister and mysterious lies within. Grimlore's Grimoire While this supplement can be used as a standalone addition in your D&D games, it was created to accompany Grimlore's Grimoire, a spell supplement with over 200 new spells for 5th Edition. Many of the creatures in this book can cast spells found within The Deathless One's personal tome of malice. Get the Grimoire for Free! V1.0
Creature Pages A Abomadin ........................................7 Abyssal Batrachians ....................8 aaaMerranuran .............................9 aaaStyganuran ..............................9 Abyssal Oracle ............................10 Accursed Potions .....................11 aaaof Healing .............................11 aaaof Fire Giant Strength .....12 aaaof Water Breathing ...........12 Accursed Shades .......................14 Algarimnar .....................................16 Alka'hataaf .....................................17 Almashiea ......................................18 aaaFootman ................................19 aaaKnight .....................................19 Amethyst Knight .......................20 Ancient Drake .............................21 Arackni the Insane ....................23 Archdemon Tanar'ri .................24 aaaDomogorgon Tanar'ri ......25 aaaFraz-Urb'luu Tanar'ri .........26 aaaGraz'zt Tanar'ri ...................27 aaaZuggtmoy Tanar'ri ............27 aaaOrcus Tanar'ri .....................28 Arthak the Slaver .......................29 Asphodal Blackmoor ...............30 Atroxgul ..........................................33 Augn’biti ........................................34 B Banderhobb ..................................35 aaaGaoler .....................................37 aaaFilch ........................................38 Battle Rex ......................................39 Beholder Ritualist ......................40 Bloodlash Mite ...........................42 aaaBlood Drunk Bloodlash ..43 Brightaxe Knight ........................44 aaaKnight Commander ..........46 aaaSquire .....................................46 C Calcified Guardian ....................47 aaaArcane Guardian ................49 Carcass Spawn ............................50 Cavern Salamander ...................51 Chilsera ...........................................52 aaaAdult .......................................53 aaaNymph ...................................53 aaaLarva ........................................54 Chraal ...............................................55 Coldmarrow Spirit ....................56 Copper Roach .............................58 aaaQueen Copper Roach .....58 Coven Killer Hag ........................59 aaaGreater Nightmare ...........59 D Dalmut ............................................62 aaaPufferfish Variant ..............63 Deep Delver .................................64 Deep Hag ......................................65 aaaDeep Hag Guardian ..........66 Deep Troll ......................................67 Dragon Outcast .........................68 aaaRed-Black Wyrmling ........69 aaaRed-Black Young ...............69 Dredger ...........................................70 Drow Defector ...........................71 Drow Matron Mother .............73 aaaMinor House .......................74 aaaGreat House ........................75 Drow Raider .................................76 Drow Scourge .............................78 Drow Slave Overseers ............79 aaaDrow Slave ...........................80 aaaDrow Overseer ...................80 Druid of the Raven Queen ...81 Duskbringers ...............................83 aaaFledgling ...............................84 aaaWarrior ...................................84 aaaChampion .............................85 E Earth’s End Red Magic Society..............................................86 aaaRed Magi ...............................87 aaaRed Adept ............................88 aaaRed Archmagi .....................89 Elder Brain of Thoon ...............90 Eldritch Paladins of Vergadain........................................93 F Faezre-Fisher ...............................95 Farzress Golem ..........................96 Failed Chosen of Lolth ...........98 Fathomless Leviathan ..........100 Flittermind .................................102 Fomorian Soul Driver ..........103 Fon Talamh Spriggan ...........105 G Gloomwrought Wardens ...107 aaaScout ...................................108 aaaWarden ...............................109 Grabish ........................................110 Gra'gax's Gizmos ...................111 aaaScroller ................................111 aaaIntruder ...............................112 aaaInvader ................................112 Gremlings ...................................114 aaaWanderer ...........................114 aaaSporecaster .......................115 Gulgar ...........................................116 aaaHunter .................................117 aaaYrthak Rider ......................118 aaaTamed Yrthak ...................119 Gullywings .................................120 aaaGullywing ...........................121 aaaSwamp Keeper ................121 H Harpoon Spider ......................122 aaaGiant Harpoon Spider ..123 Harris Hollowhenge .............124 Helgrim .......................................127 Herald of Bone ........................129 Hijiki ..............................................131 aaaYoung Hijiki ......................131 aaaAdult Hijiki ........................132 aaaElder Hijiki .........................133 Hunched Giant ........................134 I Ice Beholders ...........................135 aaaIce Beholder .....................136 aaaIce Spectator ....................137 aaaIce Gazer ............................138 Illithid Mind Stalker ...............139 Inferno Spider ..........................142 Ironwing Angels ......................143 aaaIronwing Cherubim .......144 aaaIronwing Warcaller ........144 J Juang Serda ................................145 K Kellen Raulnor ..........................147 Kemalapan .................................149 Kritalid ..........................................152 Kruthiks .......................................153 aaaHatchling ...........................154 aaaYoung ..................................154 aaaAdult ....................................155 aaaHive Lord ...........................156 L Lizardfolk Vutha ......................157 Luminescent Bloom .............159 M Maerfolk ......................................161 aaaCommoner ........................162 aaaSoldier .................................162 aaaSorcerer ..............................162 Marshmaw .................................163 Mei Lee, Ghostslayer ...........165 Melee Swarm ...........................167 Memanak ....................................168 Meret the Rogue ....................170 Milach'iji ......................................172 Mind Flayer Dominator ......173 Monocle Spider ......................174 N Nagpa Coven Leader ............175 Netherese Sorcerer ...............179 O Ogre Esurient ...........................181 P Phane ............................................183 Phitra & LITEBRAND ...........186 Pit Drowner ...............................189 Prophets of the Black Sun 190 Psiblade .......................................192 4
Creature Pages & Magic Items R Red Death Spider ...................194 Reflective Guardians ............195 aaaMirror Goleum ................196 aaaDoppelgolum ...................196 Rivanel ..........................................197 Rotclaw, the Decaying Dragon .......199 Rot Grub Shambler ...............202 S Sentinels of Laduguer ..........201 aaaSentinel ...............................203 aaaJuggernaut .........................204 Shadowbroker Assassin .....205 Spell Cave Nothics ................207 aaaSpell Cave Nothic ..........208 aaaNothic Secret Keeper ...209 aaaScarred Mind ....................210 Spell Horror ...............................212 Ss'ycorass, The God King ..213 Star Spawn .................................216 aaaShadow ...............................217 aaaSeeker ..................................218 Steel Enforcer ...........................219 Stone Demon ...........................220 Subterranean Spiders ...........221 aaaHirsute Brute ...................221 aaaHairy Spider ......................222 aaaHairy Spider Swarm .......222 aaaWraith Spider ...................223 T Tan Dhaeroaw ..........................224 aaaSoldier .................................225 aaaInfiltrator ............................226 Terrornid .....................................227 Tharid ............................................228 Thought Experiment ............229 Titan Spider ...............................230 U Underhag ...................................231 aaaDark Troll ...........................232 aaaUnderhag ...........................232 V Vathuniaga .................................233 aaa& Kolakulane ........................234 Vengar, Exiled Chieftan ......235 Vinicted .......................................236 The Voiceless ...........................237 The Voiceless ...........................237 W Wandering Hunter ................239 Warflayer .....................................240 Warlock of the Ethereal Hive ..........241 Y Yshvala, Illithid Matron ........243 Z Zather ...........................................247 aaaZather ..................................248 aaaSavage Zather ..................248 Magic Items Amulet of Morality ...................72 Anastasia's Lost Arbalest ......31 Ancient Drake Hide Bracers ............................22 Beholderplate ...........................187 Bloodlash Boots .........................43 Book of Demons .......................26 Bracelet of the Ethereal ......223 Briteaxe Gauntlets ....................45 Crown of Ss'ycorass .............215 Crystal Fists ...............................159 Crystal Nothic Spectacles .209 Dark Candle ..................................36 Drider Heart .................................99 Drow Arrows (60) .................123 Drow House Insignia ..............74 Ethereal Weapon .......................19 Faerzress Ring ..........................231 Flittermindwrap ......................102 Gaoler's Pauldron ......................36 Gloomwrought Rapier ........109 Gloomwrought Scimitar ....109 Gulgarring ..................................118 Hammer of Laduguer ..........204 Harpoon Bow ...........................123 Helgrim's Thunderbuss ......128 Hexickle ......................................242 Horn of Babau .............................25 Horn of the Hijiki ...................132 Hunter's Rings .........................239 Marshmoccs .............................163 Phanestop Potion ..................185 Piwafwi (Greater) ......................74 Piwafwi (Lesser) .........................74 Potio Bandelero Maximus ...88 Psi-Detector Amulet ............140 Psilver Dagger ..........................193 Psionic Chain ...........................140 Rimlock Rifle ............................206 Ring of Icy Blight ....................138 Ring of Permafrost ................137 Ring of Spiders ........................150 Ring of the Four Elements 180 Ring of the Spelunker ..........171 Rod of Qruphex ......................245 Scroll of the Red Magic Society ................88 Serda's Barding ........................145 Shade Axe .....................................14 Sonnlinor Chess .........................94 Soul Snare Whip .....................103 Spell Cave Ring ........................208 Spidersilk Net ..............................77 Sprigganring ..............................106 Staff of Despondency .............82 Stone Shackles ........................220 Talisman of Cyric ....................191 Tan Dhaeroaw Shuriken .....225 Tempest ......................................125 Wand of Emotional Randomness .187 Warding Tattoo ..........................28 Web Shooters ..........................194 Xillesia's Shadowcloak ...........31 5
Introduction T his supplement is for dungeon masters looking to add an extra bit of the deep dark to their adventures, and to challenge players with something they may have not seen before. Within are many original creatures, inspired from our own imaginations, past readings, or from further delving into mythology to see what other beings lurk in mankind's lore. Other creatures have been added in from previous versions of D&D, adapted for the fifth edition. Some are variations on old favorites that could add a new twist into a campaign. Also included are a variety of Non-Player Characters (NPCs) that can serve a variety of purposes; be it a final loathsome enemy, a tormented spirit in need of assistance, or even a potential ally. These creatures span multiple challenge ratings (CRs), allowing a Dungeon Master many options to challenge their players throughout their adventures. Anyone reading this supplement will note that there are numerous cases where spells from Grimlore's Grimoire have been included - a pay what you want supplement containing over 200 additional spells and receiver of numerous positive reviews. Magic Items Scattered throughout this book are a few magic items that our authors and creators felt fit right in with the creatures they were creating. Whether you use any of these items in your game or not, we hope they inspire the fun and creativity of your own games that it did for us when writing this book. How to Use This Book We've added in as much lore as we think is necessary to get a "flavor" for the creatures within. If a creature's description inspires you, or you feel an opportunity to adapt it to some other purpose, the only limitation is your imagination. Additionally, we've emphasized creating a few variants for many of the pieces of art that inspired these creatures. Many of these variants are designed to work together in unique ways. The beings within may lurk throughout any realm and any plane. With that said, keeping within the theme "Creatures of the Underdark", we envision many of them to be found within the many caverns, tunnels, and layers of the Underdark. We sincerely hope you are inspired by some of the creatures within! 6
Abomadin Stumbling through dark caverns, the tortured abomadin are to be pitied and feared in equal measure. These sad creatures were once human, but through exposure to a virulent plague, have become twisted reflections of themselves. Abomadin are constantly rotting; their skin is a collection of weeping wounds and cancerous growths. In order to sustain themselves, abomadin must feed on the flesh of other creatures. They dash towards their targets with breakneck speed before using their pincers to trap their prey. Pack Hunters. Abomadin often cluster in large groups, known as plagues. They travel through caverns, devouring everything in their path like a swarm of locusts. Unlike other pack hunters, Abomadin have no strategy; they simply charge forward and hope to overwhelm their prey through sheer numbers. Adventurers are often hired to help eliminate nests of these foul creatures. Plague Bearers. An abomadin’s open wounds are a breeding ground for bacteria. Because diseases cannot kill abomadin, germs are free to mutate and grow freely on these foul creatures. Even if a city manages to hold off a swarm of these creatures, disease might wipe out the town all the same. Variant @omadin /lague !eare r An abomadin plague bearer has the statistics of a normal abomadin, with the following modifications: Infected Claws. Whenever the abomadin hits a creature with claw attack, the creature must succeed on a DC 10 Constitution saving throw or be infected with a disease from the contagion spell (or any magical disease of your own creation). Abomadin Medium Monstrosity, Unaligned Armor Class 13 Hit Points 22 (5d8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 10 (+0) 4 (-3) 7 (-2) 1 (-5) Skills Perception +2, Survival +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages — Challenge 1 (200 XP) aaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Mutant Sight. The abomadin's darkvision is not affected by magical darkness. Quills. Whenever a creature hits the abomadin with a melee attack while within 5 feet, the creature takes 2 (1d4) piercing damage and 2 (1d4) poison damage. Wretched Stench. Whenever a creature starts its turn within 5 feet of the abomadin, it must succeed on a DC 10 Constitution saving throw or be poisoned until the beginning of its next turn. On a successful saving throw, the creature is immune to the abomadin's stench for one hour. Actions Multiattack. The abomadin makes two attacks with its Claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) piercing damage and the target must succeed on a DC 10 Strength saving throw or be grappled (Escape DC 10). The abomadin can grapple up to two targets at the same time. Bonus Actions Quick Step. The abomadin can take the Dash action as a bonus action. 7
Abyssal Batrachians When a tribe of merfolk visited the Abyss and were corrupted by Demogorgon, they inadvertently brought several live frogs with them amongst their provisions. The demon lord was amused by the tiny creatures and for his entertainment imbued them with souls of demons and humanoids he had slain. He observed with pleasure the horror the creatures exhibited upon their new self-awareness then promptly moved on to torturing and corrupting the merfolk now in his domain, turning them into merrows. The offspring of these amphibian abominations retained their residual intelligence and Demogorgon’s evil corruption. When the merrows returned to the material plane, they unleashed these abyssal batrachians on the Material Plane. Merranurans. These corrupt abyssal batrachians live in colonies within undersea caves and often act as scouts and early warning systems for merrows and sea hags. Their origin is not certain, but legend has it that they were brought to Demogorgon by accident when carried to the Abyss by a tribe of corrupt merfolk. As sheer entertainment, Demogorgon imbued the frogs with souls of the dead and enjoyed the horror of their new self-awareness. When the tortured frogs reproduced, their offspring retained some residual intelligence. Rarely found alone (although it’s possible), these insidious amphibians can usually be found in groups of 6–12 anywhere from sea caves to tide pools and Underdark waters. They thrive in both saltwater and freshwater but prefer still or large bodies of water to fast running streams or rivers. They are carnivorous and tend to gang up on a single prey, slow it with poison, and tear it to shreds before feeding on its offal. Styganuran. This adaptation of the abyssal batrachian has spent its entire life in the Underdark. These albino versions are blind and have never seen the light of day. Adult styganurans weigh about a pound and have powerful legs and claws that are connected by vestigial fins. Although a styganuran can swim, they rarely do except to migrate, and spend most of their existence lurking on the walls and ceilings of low caverns and tunnels waiting for prey to pass by so they can drop and attack. They are usually encountered in groups of 5–8 creatures, but colonies of dozens are not unheard of. Centuries of existence underground have helped them develop a form of blindsight that allows them to sense their surroundings out to a 30-foot radius. They will rarely venture into an area that exceeds that, other than to transit it by the ceiling to get to another tunnel or cavern. An alert adventurer looking up might see a bunch of pale bumps on the tunnel roof ahead before it’s too late. Otherwise, it might just rain poisonous frogs. 8
Merranuran Tiny Monstrosity, Neutral Evil Armor Class 13 (Natural Armor) Hit Points 36 (8d4 + 16) Speed 10 ft., swim 30 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 14 (+2) 6 (-2) 11 (+0) 7 (-2) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Aquan but can't speak Challenge 1 (200 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +2 Amphibious. The merranuran can breathe air and water. Actions Multiattack. While the merranuran is not attached to a creature, it makes two attacks: one with its Poison Bite and one with its Claws. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Poison Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the merranuran attaches to the target. While attached, the merranuran can only make a single claw attack. At the start of its turn, the target must make a DC 12 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one. A creature, including the target, can use an action to detach the merranuran. Bonus Actions Standing Leap (1/day). The merranuran can use a bonus action to leap through the air from land or the water surface, up to 30 feet. Styganuran Tiny Monstrosity, Neutral Evil Armor Class 14 (Natural Armor) Hit Points 54 (12d4 + 24) Speed 10 ft., climb 10 ft., swim 30 ft. STR DEX CON INT WIS CHA 7 (-2) 18 (+4) 14 (+2) 6 (-2) 11 (+0) 7 (-2) Skills Perception +2, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., passive Perception 12 Languages understands Aquan but can't speak Challenge 2 (450 XP) aaaaaaaaaaaaa Proficiency Bonus +2 Amphibious. The styganuran can breathe air and water. Gecko Walk. The styganuran can walk and stop on vertical surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The styganuran makes two attacks: one with its Poisonous Bite and one with its Toxin Claws. Poisonous Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one. Toxin Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target must make a successful DC 12 Constitution saving throw of be poisoned for 1 minute. Bonus Actions Standing Leap (1/day). The merranuran can use a bonus action to leap through the air from land or the water surface, up to 30 feet. 9
Abyssal Oracle Many drow living in the Underdark are followers of the spider goddess Lolth, but occassionally the influences of the demon lords entice drow with gifts of divination magic. Those that accept these abilities become abyssal oracles who scour the deep world for dangers and potential exploits for demons. Occassionally, these abyssal drow remain in the Lolthian cities, secretly working against their fellow drow as an enemy agent, collecting information. Demonic Gift. Abyssal oracles know that knowledge is power. Their mysterious actions hint at omens and secrets, and they can locate creatures or objects that have been lost or that might venture into their locale. They act as advisors to their lord as they plot to conquer the whole of the Underdark and the world above. Often, a demon lord will promise to give their oracle a Robe of Eyes or Crystal Ball for commendable work. The reputations of demon duplicity as well as the oracles' abilities to predict the future don't dissuade the abyssal oracles from coveting these prizes. Vengeance of Lolth. Lolth considers all drow from the Underdark are hers to command and takes great affront to any drow that decides to follow another path. She will send her agents, typically driders, to hunt and destroy any abyssal oracle traitors that she learns of. The bodies of these renegades are then displayed as threats against others taking a similar path. Paranoia. With demons in the underdark comes madness of various sorts. Abyssal oracles aren't immune to the chaos the fiends bring in their wake. They are most susceptible to paranoia, seeing danger around every stalagmite. Because of this paranoia, most of these oracles find it difficult to trust anyone or anything. They need proof if they are to believe anything and then verification of that proof. They are disinclined to sign contracts or reach agreements with anyone that they don't trust, and they don't anyone. Abyssal Oracle Medium Humanoid (Elf), Chaotic Evil Armor Class 15 (leather armor) Hit Points 49 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 16 (+4) 16 (+3) 12 (+1) Saving Throws Dex +6, Intelligence +4 Skills Insight +5, Perception +5, Stealth +6 Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Elvish, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Fey Ancestry. The abyssal oracle has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Portent (Recharges 5-6). When the abyssal oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the abyssal oracle can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. Sunlight Sensitivity. While in sunlight, the abyssal oracle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Fiery Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this attack ignites if it isn't being worn or carried. Spellcasting. The abyssal oracle casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: guidance, mage hand, message 1/day each: arcane eye, clairvoyance (as an action), detect magic, divination, locate creature, locate object 10
Accursed Potion Although these creatures appear as magical potions in their dormant state, they are each oozes that reveal themselves after being consumed. They have a natural drive for a creature to drink them because once an accursed potion finds itself inside a creature who has died, the accursed potion transforms into a larger, more mobile ooze form. Each of the types of accursed potions appears almost identical to the magic potion that they disguise themselves as: their color, viscosity, and even smell. Traps of Juiblex. It is rumored that the demon lord Juiblex itself designed and dispersed accursed potions throughout the underdark. The rumor does not address a purpose for these ooze traps, and being a chaotic being, Juiblex may not have any reason accept spreading chaos. Types of Accursed Potions. While accursed potions of healing, fire giant strength, and water breathing are the most common, other types of accursed potions have been found leading sages to conjecture that some might exist correlating to each arcane potion. Each type of accursed potion has a detrimental effect that applies the opposite of what might be expected. Additionally, when injested inside a creature and that creature dies, each type transforms into a more common ooze (of a similar CR). Accursed Potion of Healing Tiny Ooze, Unaligned Armor Class 6 (natural armor) Hit Points 12 (5d4) Speed 10 ft. STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 10 (+0) 1 (-5) 6 (-2) 2 (-4) Skills Stealth +2 Damage Resistances cold, fire Damage Immunity acid Condition Immunity blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 1/2 (100 XP) aaaaaaaaaa Proficiency Bonus +2 Antimagic Susceptibility. The accursed potion is incapacitated while in the area of an antimagic field. If targeted by Dispel Magic, the accursed potion must succeed on a Constitution saving throw against the caster's spell save DC or dies. False Appearance. While the accursed potion remains motionless, it is indistinguishable from a Potion of Healing. Only an Identify spell or similar magic can reveal the potion's true nature. Actions Ingestion. A creature that drinks the accursed potion takes 3 (1d6) acid damage and may attempt a DC 14 Constitution saving throw at the end of its turn, killing the accursed potion on a successful save. On a failed save, the creature cannot be healed. The target may repeat the saving throw at the end of a short or long rest, ending the effect and killing the accursed potion on a successful saving throw. The target dies if it drops to 0 hit points with the accursed potion (of Healing) ingested inside of it, and the accursed potion immediately transforms into a Gray Ooze. 11
Accursed Potion of Fire Giant Strength Tiny Ooze, Unaligned Armor Class 6 (natural armor) Hit Points 40 (16d4) Speed 10 ft. STR DEX CON INT WIS CHA 25 (+7) 5 (-3) 10 (+0) 1 (-5) 6 (-2) 1 (-5) Skills Stealth +3 Damage Resistances cold Damage Immunity acid, fire Condition Immunity blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 4 (1,100 XP) aaaaaaaaaa Proficiency Bonus +3 Antimagic Susceptibility. The accursed potion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the accursed potion must succeed on a Constitution saving throw against the caster's spell save DC or dies. False Appearance. While the accursed potion remains motionless, it is indistinguishable from a Potion of Fire Giant Strength. Only an Identify spell or similar magic can reveal the potion's true nature. Actions Ingestion. A creature that drinks the accursed potion takes 3 (1d6) acid damage plus 10 (3d6) fire damage and may attempt a DC 18 Constitution saving throw at the end of its turn, killing the accursed potion on a successful save. On a failed save, the creature's Strength score is reduced to 5 if it isn't already lower. The target may repeat the saving throw at the end of a long rest, ending the effect and killing the accursed potion on a successful save. The target dies if it drops to 0 hit points with the accursed potion (of Fire Giant Strength) ingested inside of it, and the accursed potion immediately transforms into a Black Pudding. Accursed Potion of Water Breathing Tiny Ooze, Unaligned Armor Class 6 (natural armor) Hit Points 22 (9d4) Speed 15 ft. STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 10 (+0) 1 (-5) 6 (-2) 2 (-4) Skills Stealth +2 Damage Resistances cold, fire Damage Immunity acid Condition Immunity blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 2 (450 XP) aaaaaaaaaa Proficiency Bonus +2 Antimagic Susceptibility. The accursed potion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the accursed potion must succeed on a Constitution saving throw against the caster's spell save DC or dies. False Appearance. While the accursed potion remains motionless, it is indistinguishable from a Potion of Water Breathing. Only an Identify spell or similar magic can reveal the potion's true nature. Actions Ingestion. A creature that drinks the accursed potion takes 10 (3d6) acid damage and may attempt a DC 16 Constitution saving throw at the end of its turn, killing the accursed potion on a successful save. On a failed save, the creature cannot breath air, only water. The target may repeat the saving throw at the end of a short or long rest, ending the effect and killing the accursed potion on a successful save. The target dies if it drops to 0 hit points with the accursed potion (of Water Breathing) ingested inside of it, and the accursed potion immediately transforms into a Gelatinous Cube. 12
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Accursed Shades Those who spend their lives venerating and worshiping evil entities often find that in death they are disowned of any promises made by such powers. These souls, enraged and betrayed by those they sought to give themselves to, often become accursed shades; the revenant undead that haunt the spaces where the realm of the Shadowfell and the material plane wear thin. In the Underdark, such beings are often found at ancient battlegrounds sanctified to forgotten deities or sacrificial chambers in ruins that have never glimpsed the light of day, their hatred for all life preventing them from achieving any semblance of afterlife whilst their commitment to a cause, even one of evil, prevents them from a good deity's punishment of Hell. Fugitives of the Shadowfell. Accursed shades are the loyal followers of evil entities that have been betrayed in their bonds. Their pacts leave them wandering the Shadowfell, unable to achieve an afterlife and suffering in their unlife until they manage to find their way through weak points in the realms around areas of vested power, death, or tragedy. Drawn to Emotion. Accursed shades are drawn inexorably to areas of strong negative emotion. Battlefields, slaughter grounds, and the sites of tremendous evil acts draw these entities like flies and carrion creatures to death. Here the accursed shades dwell, passively experiencing these strong negative emotions that so match their own lives. Shade Axe Weapon (battleaxe), very rare This weapon feels cold to the touch and appears ethereal in bright light. In dim light or darkness, the weapon appears solid and has a dim reddish hue. You have a +2 bonus to attack and damage rolls made with this magic weapon. Hits with this battleaxe deal an additional 1d6 necrotic damage. Additionally, while wielding this battleaxe, you can see and hit creatures that are in the Border Ethereal as if they were in the same plane as you. Accursed Shade Medium Undead, Chaotic Evil Armor Class 13 Hit Points 45 (7d8 + 14) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 13 (+1) Skills Stealth +5 Damage Vulnerabilities radiant Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages understands the languages it spoke in life but can't speak Challenge 3 (700 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Incorporeal Movement. The accursed specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends her turn inside an object. Negative Energy Aura. Creatures within 5 feet of the accursed shade can’t regain hit points in any way. Aversion to the Holy. The shade has an aversion to holy items such as holy water and can’t willingly enter hallowed ground by nonmagical means. Weapons dipped in holy water bypass the shades damage resistances. If the shade tries to use teleportation to enter hallowed grounds, it must first succeed a DC 15 Wisdom saving throw. Whether or not the attempt was successful, the shade takes 9 (2d8) radiant damage. Actions Multiattack. The accursed shade makes two Anathema Touch attacks. Anathema Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) necrotic damage. If the shade has advantage on the attack roll, the attack deals an extra 9 (2d8) necrotic damage. 14
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Algarimnar Once a great pit fiend that commanded the armies of Phlegethos, the fourth layer of Baator, Algarimnar was cast out of the Nine Hells when he failed to defend the Diabolical Court from an abyssal infiltrator who had attempted to assassinate Fierna, one of the two rulers of the layer. Enraged, the archdevil banished Algarimnar to the bottom of the deepest volcano on the Material Plane as punishment for his failures. He was stripped of rank and turned into a lowly imp. Forgotten and left to die, he began to thrive despite the dire circumstances. Algarimnar’s prison, a magma pit at the bottom of a great volcano, was deep enough to be in the Underdark. He reached out mentally to any that could hear him and he came into contact with a massive tribe of kuo-toa that in turn began to pay reverence and worship Algarimnar as a god. Over the course of hundreds of years, Algarimnar has become empowered by the kuo-toa’s worship and has once again become a powerful devil. Though he cannot match the power of his captors or escape from the Underdark, he has become content being the living deity of a tribe. Now, Algarimnar uses his kuo-toa to fight against an abyssal influence that has a habit of creeping its way into the Underdark. Frequently he finds himself at odds with the drow of Lolth and takes great pleasure in corrupting their faith and becoming their patron instead. He plots secretly to gain enough followers and power to finally break free from his prison and take the throne of Phlegethos, taking his revenge on Fierna. Algarimnar Huge Fiend (Devil), Lawful Evil Armor Class 16 (natural armor) Hit Points 230 (20d12 + 100) Speed 45 ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 20 (+5) 17 (+3) 21 (+5) Saving Throws Dex +8, Con +11, Cha +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 60 ft., passive Perception 13 Languages Infernal, telepathy 300ft. Challenge 18 (20,000 XP) aaaaaaaaaaaa Proficiency Bonus +6 Lava Glide. Algarimnar can move through lava and magma without disturbing it at a speed equal to its walking speed. Magic Resistance. Algarimnar has advantage on saving throws against spells and other magical effects. Magic Weapons. Algarimnar's weapon attacks are magical. Culling Flames. Whenever Algarimnar deals fire damage to a humanoid creature, it must succeed on a DC 18 Wisdom saving throw or become Frightened until the end of his next turn. Actions Multiattack. Algarimnar makes three attacks: one with its Bite and two with its Smash. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 7 (2d6) fire damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, it takes 13 (3d8) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Smash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Spellcasting. Algarimnar casts one of the following spells, using Charisma as his spellcasting ability (spell save DC 18, +10 to spell attacks): At will: charm person, detect magic, scorching ray 3/day: fear, fireball 1/day: charm monster, wall of flame Bonus Actions Mind Shred. As a bonus action, Algarimnar invades the mind of a creature that is Frightened that it can see within 30 feet of him. That creature must succeed on a DC 18 Intelligence saving throw or becomes affected by the dominate person spell. On a successful save, the creature instead takes 7 (2d6) psychic damage. Legendary Actions Algarimnar 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. Algarimnar regains spent legendary actions at the start of its turn. Smash. Algarimnar makes one smash attack. Unfair Spellcasting (Costs 2 Actions). Algarimnar can cast a spell. Horrific Flames (Costs 3 Actions). Algarimnar ignites the fears within his victims' minds. All creatures within 100 feet of him and are Frightened must succeed on a DC 18 Charisma saving throw taking 16 (3d10) fire damage. Creatures that succeed on the saving throw take half damage and are no longer frightened as they find their resolve. 16
Alka’hataaf Thousands of years ago, a small group of duergar mages in the Underdark captured a number of hook horrors and attempted to use alchemy and magic to mutate and manipulate the hook horrors into a new breed of creature that could serve as slaves to the duergar, but their creation was too powerful and resistant to be controlled. Infused with magic, alka’hataaf are more than mere predators of the Underdark. Their intellect and ability to organize and coordinate implies a level of sentience and they have developed their own language, though they have also been observed to speak and understand the language of their predecessors and some Underdark rumors say they have even witnessed the alka’hataaf speaking and understanding Undercommon. Alka’hataaf language is similar to the language of hook horrors, in that they also communicate through taps and scratches on the stone subterranean caverns, but their language is also far more subtle and quiet as the alka’hataaf are able to feel vibrations of their language over long distances. Hunting Packs. Hook horrors live in families and clans that are structured around the eldest female who leads them. However, alka’hataaf packs have been observed to be led not by the strongest or eldest, but by the smartest amongst them. Also, while hook horrors generally settle and defend an area of caverns, alka’hataaf have been noted to be nomadic. Metal Skeleton. While they do not have the long dangerous hooks of their cousins, the duergar magically infused them with the ability to consume metals and those metals then infuse their bones and claws. Most adult alkahataaf weigh significantly more than one would expect for their size due to this. Collector. Alka’hataaf are known to be curious and collect things from their prey. They do not appear to know the value of gems, gold, or magic, but have been observed to collect objects they find interesting or even carry trophies of their dead. Alka'hataaf Large Undead, Neutral Evil Armor Class 16 (natural armor) Hit Points 165 (13d10 + 39) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 8 (-2) 14 (+2) 9 (-1) Skills Athletics +8, Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages Alka'hataaf, Hook Horror Challenge 7 (2,900 XP) aaaaaaaaaaa Proficiency Bonus +3 Echolocation. The alka'hataaf can't use its blindsight while deafened. Keen Hearing. The alka'hataaf has advantage on Wisdom (Perception) checks that rely on hearing. Magic Weapons. The alka'hataaf's weapon attacks are magical. Actions Multiattack. The alka'hataaf makes two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing, magic damage. 17
Almashiea Sometimes in the deep dark when a soldier dies in battle, their spirit is corrupted by the strange magics in the Underdark. These lost souls haunt the dark tunnels. In their confused grief, they seek to continue to kill and drag the fresh soul back into the void with them. These wraith-like undead souls roam the halls of stone beneath the surface world in painful search of battle and blood. They are drawn towards the pain of the living. Emotional pain draws them even stronger than physical pain. Cold Embrace. Experienced explorers of the Underdark can sense their coming presence by a sudden drop in temperature as they lower the temperature of everywhere around them, even when they are incorporeal. Fading In and Out. The almashiea spends much of its existence as a rather ghost-like traveler, spending most of its time in the Border Ethereal, but looking into the Material Plane and becoming corporeal in the Material Plane as it needs to. Soul Destroyer. An almashiea can make an undead servant of a humanoid creature that it has killed. This creature becomes a wraith under the control of the almashiea. However, this control fades after an hour and the original creature’s soul is utterly destroyed and the wraith is destroyed along with the creature’s soul. Once this happens, the humanoid creature can no longer be restored to life, except through the use of a wish spell. Ethereal Weapons. The weapon attacks of an almashiea cannot be blocked, parried, or deflected except by magical shields, weapons, or armor. Undead Nature. An almashiea doesn’t require air, food, drink, or sleep. 18
Ethereal Weapon Any weapon, rare This weapon appears ghostly, as if it is not entirely corporeal and feels cold to the touch. When this magical weapon enchantment is applied to a weapon, its attacks cannot be blocked, parried, or deflected except by magical shields, weapons, or armor. Almashiea Footman Medium Undead, Neutral Evil Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 15 (+2) 10 (+0) 8 (-1) 6 (-2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 9 Languages Undercommon Challenge 7 (2,900 XP) aaaaaaaaaaa Proficiency Bonus +3 Incorporeal Movement. The almashiea can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Ethereal Weapons. The weapon attacks of an almashiea cannot be blocked, parried, or deflected except by magical shields, weapons, or armor. Actions Multiattack. The almashiea makes two Greataxe attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage. Create Wraith. The almashiea targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and was killed by the almashiea. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the almashiea's control. The almashiea can have no more than three wraiths under its control at one time. After an hour, the almashiea's control fades and the original humanoid's spirit is utterly destroyed and can only be restored to life with a wish spell. Almashiea Knight Medium Undead, Neutral Evil Armor Class 17 (natural armor) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 7 (-2) Skills Perception +4, Stealth +6 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 14 Languages Undercommon Challenge 10 (5,900 XP) aaaaaaaaaaa Proficiency Bonus +4 Incorporeal Movement. The almashiea can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Ethereal Weapons. The weapon attacks of an almashiea cannot be blocked, parried, or deflected except by magical shields, weapons, or armor. Actions Multiattack. The almashiea makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. Create Wraith. The almashiea targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and was killed by the almashiea. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the almashiea's control. The almashiea can have no more than three wraiths under its control at one time. After an hour, the almashiea's control fades and the original humanoid's spirit is utterly destroyed and can only be restored to life with a wish spell. Bonus Actions Shadow Stealth. While in dim light or darkness, the almashiea can take the Hide action as a bonus action. Reactions Parry. The almashiea adds 2 to its AC against one melee attack that would hit it. To do so, the almashiea must see the attacker and be wielding a melee weapon. 19
Amethyst Knight Denizens of the sunless depths beneath the earth are enigmatic to surface dwellers. One of the most fearsome of these deep dwellers is the deep dragon, a sinuous drake adapted to living and hunting in total darkness. These clever and manipulative creatures revel in dominating and subjugating lesser beings. Uncharacteristically, rare occurrences have led these dragons to form a bond with the strongest of their subjects, bringing them into a special regiment and granting them gifts for their servitude. Those fortunate enough become known as amethyst knights. Domination of the Deep. The potent mental abilities of deep dragons are capable of manipulating even the strongest willed of creatures. It is uncertain if the amethyst knights are willing allies once they are granted their powers, or merely remain pawns under the continual control of their draconic overlords. Senses of the Underdark. Amethyst knights possess keen senses, bestowed on them by the deep dragons themselves. They are able to see in the pitch black of the depths and can hear even the smallest creature scurrying about. It is nigh impossible to catch one of these knights unaware, with some rumors abounding of seer-like powers. Spell Immunity. The powerful energies of the deep dragon have been passed on to the amethyst knight, albeit in a limited form. As a result, an amethyst knight is unaffected by lesser spells, with only potent arcane forces capable of breaching its defenses. Amethyst Knight Medium Humanoid (Any), Typically Any Non-Good Armor Class 18 (plate) Hit Points 136 (16d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 19 (+4) 9 (-1) 16 (+3) 15 (+2) Saving Throws Con +8, Wis +7 Skills Perception +7, Survival +7 Damage Immunities psychic Senses blindsight 60 ft., passive Perception 17 Languages Common, Draconic, Undercommon Challenge 9 (5,000 XP) aaaaaaaaaaaaaaa Proficiency Bonus +4 Imbued Weapon. The amethyst knight's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3 (1d6) psychic damage (included in the weapon attack below). Light Sensitivity. While in bright light, the amethyst knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Magical Defiance. If the amethyst knight is the target of a 2nd-level spell or lower, it is not affected by the spell unless it chooses to be. Underground Dweller. When the amethyst knight is in an underground terrain, it has advantage on Wisdom (Perception) checks. Actions Multiattack. The amethyst knight makes three Greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 3 (1d6) psychic damage. Breath Weapon (Recharge 5–6). The visage of a purple dragon manifests above the knight's head and exhales energy in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. Legendary Actions The amethyst knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The amethyst knight regains spent legendary actions at the start of its turn. Move. The amethyst knight moves up to half its speed. Attack. The amethyst knight makes one attack with its greatsword. Breath Weapon (Costs 3 Actions). The amethyst knight uses its breath weapon if it is available. 20
Ancient Drake The name ancient drake is a misnomer applied to gargantuan drakes that can reach sizes of up to 30 feet long and 12 feet tall at the shoulder. They can be of almost any age, many living for hundreds of years. These drakes never were smaller drakes; they were created to be their overwhelming size by rituals similar to the creation of other drakes using 1 ton of fresh dragon scales and meat placed inside a fetid pond. The ritual takes an entire week and produces a warped egg the size of a full-grown goliath. The ancient drake emerges within 3 days and grows to its full size within a month. Prey Imprinting. When an ancient drake breaks free from its egg, it imprints upon the first creature that it feeds upon and gains advantages when attacking this type race/creature for the rest of its life. These creatures become their favored prey. Ancient drakes almost always attack their favored prey first in battle and often will seek out locations where their imprinted prey can be found using their inherent magical ability. Dragonborn of Tiamat often use rituals to create ancient drakes and keep their eggs in prisons so that the newborn drakes imprint upon certain creatures that the dragonborn wish to target. They then use these ancients drakes in battle against that particular prey or sell them for large amounts of gold. Dragon Impersonation. Most ancient drakes have found it advantageous to impersonate dragons. They often create lairs deep underground and use their frightful presence to scare away intruders. Because of their lineage, this tactic works on most creatures and provides a layer of protection for the drakes. However, most dragons are protective of their reputations and do not take kindly to imposters. Some seek the drakes out immediately and slaughter them. Others enslave the ancient drakes, using them as guardians for their own lairs or for other nefarious purposes. 21
Variant: CFrom atiA nAient #ra Ies Each type of chromatic dragon's scales and blood creates an ancient drake that resembles a wingless version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Black Ancient Drake. A black ancient drake is amphibious (it can breathe air or water) has a swimming speed of 60 feet, and has immunity to acid damage. Blue Ancient Drake. A blue ancient drake has a burrowing speed of 40 feet and immunity to lightning damage. Green Ancient Drake. A green ancient drake is amphibious (it can breathe air or water), has a swimming speed of 60 feet, and has immunity to poison damage. Red Ancient Drake. A red ancient drake has climbing speed of 60 feet and immunity to fire damage. White Ancient Drake. A white ancient drake has a burrowing speed of 40 feet, a climbing speed of 60 feet, and immunity to cold damage. Ancient Drake Hide Bracers Wonderous item, very rare (requires attunement) Made from the soft cured hide beneath the drake's layers of scales, these bracers magically wrap around the wearer's forearms like a comfortable second skin. When you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d8. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Ancient Drake Gargantuan Dragon, Unaligned Armor Class 20 (natural armor) Hit Points 147 (15d10 + 65) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 10 (+0) Saving Throws Str +9, Dex +5, Con +9 Skills Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages understands Draconic but can't speak Challenge 10 (5,900 XP) aaaaaaaa Proficiency Bonus +4 Frightful Presence. Each creature of the ancient drake's choice that is within 60 feet of the drake and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Presence for the next 24 hours. Sense Prey. The ancient drake is aware of the presence of members of its imprinted prey within 1 mile of it. It magically knows the distance and direction to each creature. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Imprinted Prey. An ancient drake has advantage on attack rolls against its imprinted enemy. Additionally, they do maximum damage on die rolls against their imprinted enemies. Actions Multiattack. The ancient drake makes three attacks: one with its Bite, one with its Claw, and one with its Tail. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. 22
Arackni the Insane Once, Arackni was a high priestess of the Queen of Spiders, Lolth, before diving too deeply into forbidden arcane secrets; secrets that warped her mind and corrupted her body into the twisted form it is now, but still retaining some hint of Lolth’s power. Now wandering the Underdark alone and insane, her motives are beyond understanding to even her. A Broken Mind. No one knows the knowledge that Arackni sought in her studies or what exactly broke her mind. As her insanity overtook her, she destroyed her own chambers within the Drow city and fled into the tunnels. Lone Wanderer. Arackni now wanders the tunnels alone following whatever fleeting ideas her twisted mind can cobble together. The only companionship she has is the multiple voices of her shattered personality. Arackni the Insane Medium Aberration, Chaotic Evil Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 8 (-1) Skills Arcana +3, Insight +3, Perception +3, Stealth +5 Senses truesight 120 ft., passive Perception 13 Languages Elvish, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Keen Sight. Arackni has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Arackni makes three Claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Rotting Gaze. Arackni targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw against this magic or take 14 (4d6) necrotic damage. Weird Insight. Arackni targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against Arackni’s Wisdom (Insight) check. If Arackni wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. 23
Archdemon Tanar’ri When an archmage of the Underdark cast a foul ritual meant to overthrow a drow deity, it tore open a rift to the Abyss allowing unspeakable chaos onto the Material Plane. When several of the demon lords found themselves able to step through, they armed themselves with powerful minions to lay waste to that rich plane of souls. Some of them wisely chose the sadistic and scheming babaus as their scouts and assassins to prepare the way and each demon lord granted their chosen tanar’ri a special boon. The babaus were promised a promotion should they be successful in their respective demon lord’s aims. All of these elevated babaus can summon other demons, unlike most of their kind, and each of them can be identified by their appearance. Most of these select tanar’ri have chosen to embellish themselves with representations of their overlord, either through skin coloration, physical enhancements, or the adornment of trinkets emblematic of their allegiance. Having been brought to the Underdark by means that bypassed their normal restrictions, these archdemon tanar’ri still lurk there, doing their masters’ biddings. Although they have managed to stay while their overlords have not, destroying them on the Material Plane will still send them back to the Abyss. They will do whatever it takes to remain on the Material Plane and remove souls from mortals to ensure their promotions. Demogorgon Tanar’ri. Easily the tallest of the archdemon tanar’ri, averaging over 7 feet in height, they are otherwise identifiable from other babaus by their colored faces. To honor their overlord, the Demogorgon tanar’ri have the right side of their faces magically stained a deep indigo while the left side is imbued with a deep crimson red. Tackling a babau is always a challenge and these add a layer to that by emitting an aura of disease that can undermine the prowess of the most battle-hardened adventurer. Fraz Urb’luu Tanar’ri. These tanar’ri have been bestowed with the gift of charm from the Prince of Deception. No one in their right mind would trust a demon from the Abyss, yet adventurers tell stories of meeting these greenish gray babaus with black vestigial wings and feeling quite unthreatened by them until they lost a party member or a limb to it. As an added threat, they can also summon more demons into a fight than their other enhanced counterparts. Graz’zt Tanar’ri. Obsidian-skinned babaus that excel in the art of stealth and sneak attacks, whether in a clot or alone, when these tanar’ri sense a target coming, they try to ambush their enemy. Failing that, they will usually attempt to summon another of their kind to gain advantage on their target. More slight and shorter than most babaus, these tanar’ri consider themselves the best looking of their breed, if that isn’t an oxymoron. Zuggtmoy Tanar’ri. These tanar’ri appear tall and emaciated, much like their patron. These slender 7-foot-tall babaus are scarlet red and covered in tiny yellow fungi, giving them an orange appearance. Whenever they are hit by an attack, a cloud of poisonous spores is released from these nefarious growths to assail those nearby. One of these abominations is bad enough to deal with; a clot of them can create a deadly environment in very short order. Orcus Tanar’ri. The Prince of Undeath bestowed a special boon upon these muscular, blood-red babaus in order to perform tasks on his behalf in the Underdark. Along with the ability to summon another of their kind, like the other archdemon tanar’ri, these babau have the ability to raise any nearby corpse, be it one of a minion, an enemy, or an innocent bystander, into a zombie ally of the Orcus tanar’ri. Demon Summoned Table 1d20 Demon Summoned Source 1-10 none, 50% failure 11 imp Monster Manual 12-15 bulezau Mordenkainen's Tome of Foes 16-18 babau Volo's Guide to Monsters 19-20 archdemon tanar'ri Creatures of the Underdark (this book) * indicates a tanari of the same type that is summoning. 24
Horn of Babau Wondrous item, rare This horn is made from the hollowed out horn of a babau demon and the bell is wrapped in silver that has arcane runes and sigils pounded into it. You can use an action to blow this horn. In response, a demon is summoned to a point within 60 feet of you. The demon returns to the Abyss after 1 minute or when it drops to 0 hit points. Once you use the horn, it can't be used again until dawn. The demon is not hostile to you and your companions and follows your commands. Use the table above to determine what kind of demon is summoned. On a roll of 1-11, roll again. On a roll of 19-20, pick one of the archdemon tanar'ri from this book. Demogorgon Tanar'ri Medium Fiend (Babau Demon), Chaotic Evil Armor Class 16 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 12 (+1) Skills Perception +5, Stealth +6 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 Challenge 5 (1,800 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +3 Demogorgon's Rot. A creature within 5 feet of the tanar'ri that hits it with a melee attack must make a successful DC 13 Constitution saving throw or become afflicted with Demogorgon's Rot. Once a creature is afflicted, it does not make a saving throw upon further hits against the tanar'ri. At the end of each of the afflicted creature's turns it must make a DC 13 Constitution saving throw. After failing three of these saving throws, the disease's effects take effect and last for 5 days, and it ceases making saving throws. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. However, upon succeeding on three of these saving throws, the creature recovers from the disease and is immune to it for 24 hours. Actions Multiattack. The tanar'ri makes two melee attacks and uses Weakening Gaze. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 4) piercing damage when using two hands. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spellcasting. The tanar'ri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: dispel magic, fear, heat metal, levitate Summon Monster (1/day). The tanar'ri has a 50% chance of summoning another Demogorgon tanar'ri, a babau, a bulezau, or an imp. A summoned demon appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other demons. The summoned demon remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it (see table above). Weakening Gaze. The tanar'ri 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. 25
Book of Demons Wondrous item, very rare This ancient book is bound in the cured skin of a tanar'ri. Using this book, you have advantage on all Intelligence skill checks made when dealing with demons, whether they be Arcana, History, Investigation, Nature, or Religion. Additionally, when you summon a demon, its true name is magically bound and written down in the book. Only one demon's true name can be bound to the book at a time. Once it is bound to the book, you can summon the demon and bind it to your service as per the planar binding spell with a duration of one day without the need for a Charisma saving throw, summoning the demon first, a magic circle, or material components. Once a demon has been bound, the demon's name disappears from the tome and you can no longer recall the demon's true name either as it is magically erased from your memory. Fraz-Urb'luu Tanar'ri Medium Fiend (Babau Demon), Chaotic Evil Armor Class 16 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 13 (+1) Skills Perception +5, Persuasion +7, Stealth +6 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 Challenge 5 (1,800 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +3 Actions Multiattack. The tanar'ri makes two melee attacks and uses Weakening Gaze. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 4) piercing damage when using two hands. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spellcasting. The tanar'ri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: dispel magic, fear, heat metal, levitate Summon Monster (2/day). The tanar'ri has a 50% chance of summoning another Fraz-Urb'luu tanar'ri, a babau, a bulezau, or an imp. A summoned demon appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other demons. The summoned demon remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it (See table). The tanar'ri can only summon one demon at a time. If it summons a second demon while the first demon is present, the first demon is dismissed. Weakening Gaze. The tanar'ri 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. Bonus Actions Fraz-Urb'luu Deception (1/turn). The tanar'ri can attempt to charm a humanoid it can see within 20 feet. the target must make a DC 13 Wisdom saving throw, and does so with advantage if the tanar'ri is fighting it. If it fails the saving throw, it is charmed by the tanar'ri for 1 hour or until the tanar'ri or its allies do anything harmful to it. The charmed creature regards the tanar'ri as a friendly acquaintance. When the spell ends, the creature knows it was charmed by the tanar'ri. 26
Graz'zt Tanar'ri Medium Fiend (Babau Demon), Chaotic Evil Armor Class 16 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 12 (+1) Skills Perception +5, Stealth +6 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 Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Sneak Attack (1/turn). The tanar'ri deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of the tanar'ri's allies that isn't incapacitated. Actions Multiattack. The tanar'ri makes two melee attacks and uses Weakening Gaze. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 4) piercing damage when using two hands. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spellcasting. The tanar'ri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: dispel magic, fear, heat metal, levitate Summon Monster (1/day). The tanar'ri has a 50% chance of summoning another demon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other demons. The summoned demon remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it (see table above). Weakening Gaze. The tanar'ri 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. Zuggtmoy Tanar'ri Medium Fiend (Babau Demon), Chaotic Evil Armor Class 16 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 12 (+1) Skills Perception +5, Stealth +6 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 Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Spore Cloud. A creature within 5 feet of the tanar'ri that hits it with an attack must make a successful DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save. Actions Multiattack. The tanar'ri makes two melee attacks and uses Weakening Gaze. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 4) piercing damage when using two hands. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spellcasting. The tanar'ri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: dispel magic, fear, heat metal, levitate Summon Monster (1/day). The tanar'ri has a 50% chance of summoning demon. A summoned demon appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other demons. The summoned demon remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it (see table above). Weakening Gaze. The tanar'ri 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. 27
Warding Tattoo Wondrous item (tattoo), rare (requires attunement) Produced by a special needle, this magic tattoo appears on your body as a circle of arcane sigils and runes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Protection from Fiends. While this tattoo is on your skin, you are protected against fiends. This protection grants several benefits: Fiends have disadvantage on attack rolls against you. You can't be charmed, frightened, or possessed by them. If you are already charmed, frightened, or possessed by a fiend, when the attuning process starts, you have advantage on any new saving throw against the relevent effect when the attuning process ends. Orcus Tanar'ri Medium Fiend (Babau Demon), Chaotic Evil Armor Class 16 (natural armor) Hit Points 82 (11d8 + 33) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 12 (+1) Skills Perception +5, Stealth +6 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 Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Actions Multiattack. The tanar'ri makes two melee attacks and uses Weakening Gaze. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 4) piercing damage when using two hands. Or Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spellcasting. The tanar'ri casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: dispel magic, fear, heat metal, levitate Summon Monster (1/day). The tanar'ri has a 50% chance of summoning another Orcus tanar'ri, a babau, a bulezau, or an imp. A summoned demon appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other demons. The summoned demon remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it (See table). Weakening Gaze. The tanar'ri 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. Bonus Actions Army of Orcus (1/turn). The tanar'ri can attempt to create an undead servant of Orcus. It chooses a corpse it can see within 20 feet and makes a DC 13 Wisdom ability check. On a success, the tanar'ri raises the corpse as a zombie under its control. On each of its turns the tanar'ri can use a bonus action to telepathically command any zombie it created if the zombie is within 60 feet of it, or all of them if it created more than one. If the tanar'ri issues no command, the zombie does nothing other than defend itself. The zombies act together after the tanar'ri on its initiative. 28
Arthak the Slaver Arthak is a neogi slaver that lives within the Underdark of the Material Plane, using his abilities to try and build himself an empire, trading slaves and riches with the different races of the Underdark. Exiled. Among the neogi, Arthak is not to be associated with. Banished by his people for a crime he claims he is innocent of but will not say what the crime was. A mere mention of his banishment will rouse his anger. Cunning Negotiator. Arthak’s time on the Material Plane has giving him an understanding of their motives and made him a sharp negotiator. He uses these skills to get the best deal when selling those he has captured in the Underdark. Arthak's Pouch Wondrous item, very rare This unique pouch of soft rothé leather was made by a drow mage for Arthak personally to match the shawl he wears across his back. This pouch has been Arthak's secret to his slaver success for many years. By keeping his slaves well-fed and under his control during transit, he keeps a strong stock and rarely has to deal with slaves trying to escape. You can use an action to draw from within this sturdy leather pouch a heroes' feast, drawing from within the pouch a feast that provides the same benefits as the one described by the spell. Additionally, if you speak a sentence or two as you draw the feast out of the pouch, the creatures who consume the feast must make a DC 15 Wisdom saving throw or be compelled to pursue the course of action you described to the best of their ability, as if mass suggestion were cast by eating the meal. Arthak the Slaver Small Aberration, Lawful Evil Armor Class 15 (natural armor) Hit Points 55 (10d6 + 20) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 15 (+2) Skills Intimidation +4, Perception +3, Persuasion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Undercommon Challenge 4 (1,100 XP) aaaaaaaaa Proficiency Bonus +2 Mental Fortitude. Arthak has advantage on saving throws against being charmed or frightened, and magic can't put Arthak to sleep. Spider Climb. Arthak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check Special Equipment. Arthak carries Arthak’s Pouch. Actions Multiattack. Arthak makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Spellcasting. Arthak casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11): 1/day: charm person, darkness, hold person Enslave (Recharges after a Short or Long Rest). Arthak targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by Arthak for 1 day, or until Arthak dies or is more than 1 mile from the target. The charmed target obeys Arthak’s commands and can't take reactions, and Arthak and the target can communicate telepathically with each other at a distance of up to l mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. 29
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Asphodal Blackmoor Asphodal Blackmore was a vistani born over 350 years ago to a loving family of traveling tinkers in Barovia. She was born Anastasia Lenusa Berinca and became a master leatherworker with a vardo (wagon) of her own. Anastasia was beautiful by any standard and had several suitors over the years but didn’t fall in love until she was 25. The happiest year of her life was the one of her betrothal to the son of an elder from a well-known clan. On the eve of her wedding and her 26th birthday, Anastasia went for a walk to collect flowers for her nuptials when she came across her fiancé in the arms of another. Her world fell apart with the betrayal and she ran into the mists of Barovia that she had always been warned to avoid. A dark shape emerged from the fog and fell upon her. She felt a sharp, burning pain and a floating sensation, then darkness. The young woman awoke under a blanket of dirt in a strange land that she soon was to know as the Shadowfell. Her world was gone, along with her happiness. She was found by the shadar-kai witch, Xillesia, who taught the burgeoning vampire the art of fighting. Within a short time, Anastasia Berinca was gone forever, and the reign of unbridled revenge and terror known as Asphodal Blackmore was born. Asphodal lives in a spired obsidian and basalt mansion called Blackmoor Manor in the Shadowfell but roams the Underdark frequently. She stays close to a shadow crossing near her resting place within her sanctuary, unless temptation draws her farther afield. Limited Shapeshifting. Asphodal's ability to shapeshift is severely limited due to a quirk of spending her entire existence away from her maker and the Material Plane’s surface, but she makes up for that lack with her shadow traits and the ability to call on unusual allies in a fight. Only when Asphodal is severely damaged does her innate subconscious ability to shapeshift to a mist transpire and she immediately heads for the shadow crossing to return to Blackmoor Manor in the Shadowfell if she is in the Underdark. Well-Armed. The vampire creates her own sleek leather armor and necrotic whips using the mastery she attained as a mortal. Although she retains her striking red and unmarked beauty, only calculating evil resides in her undead dark heart. Dark Prowess. Asphodal's melee weapon attacks deal one extra die of its damage type and an extra 3 (1d6) necrotic damage when she hits with it (included in the statblock below). Xillesia's Shadowcloak Wondrous item, rare (requires attunement) This dark cloak is shadowy and slightly ethereal. The cloak was a gift from the shadar-kai witch who taught Asphodal how to fight. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to Hide while in dim light or darkness. Additionally, you gain a +2 bonus to AC and saving throws while you wear this cloak. Anastasia's Lost Arbalest Weapon (heavy crossbow), rare This crossbow is made of dark wood and silver fittings. It is unknown if Anastasia left this magical weapon behind when she became Asphodal, or if she simply lost it. You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, bolts fired from the crossbow burst into flame in flight, shedding light and trails of smoke and dealing an additional 2d4 fire damage on a successful hit. 31
Asphodal Blackmoor Medium Undead (Vampire), Lawful Evil Armor Class 18 (studded leather, shadowcloak) Hit Points 144 (17d8 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 20 (+5) Saving Throws Dex +11, Wis +9, Cha +12 Skills Intimidation +10, Perception +7, Persuasion +10, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 17 Languages Common, Draconic, Undercommon Challenge 14 (11,500 XP) aaaaaaaaaa Proficiency Bonues +5 Misty Escape. When she drops to 0 hit points outside her resting place, Asphodal transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed. While she has 0 hit points in mist form, she can't revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she regains 1 hit point. Regeneration. Asphodal regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Asphodal takes radiant damage or damage from holy water, this trait doesn't function at the start of Asphodal's next turn. Spider Climb. Asphodal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Legendary Resistance (3/day). If Asphodal fails a saving throw, she can choose to succeed instead. Special Equipment. Asphodal wears Xillesia’s Shadowcloak. Vampire Weaknesses. Asphodal has the following flaws: Forbiddance. Asphodal can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. Asphodal takes 20 acid damage if she ends her turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into Asphodal's heart while she is incapacitated in her resting place, Asphodal is paralyzed until the stake is removed. Sunlight Hypersensitivity. Asphodal takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. Actions Multiattack. Asphodal can use her Penetrating Gaze. She then makes two melee attacks, only one of which can be a Bite attack. Penetrating Gaze. Asphodal targets one humanoid she can see within 30 feet. If the target can see Asphodal, the target must succeed on a DC 18 Charisma saving throw or become paralyzed until the end of its next turn. Whip. Melee Weapon Attack: +9 to hit, reach 10 ft ., one target. Hit: 9 (2d4 + 4) piercing damage plus 3 (1d6) necrotic damage. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft ., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) necrotic damage and is grappled (escape DC 18). Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Asphodal, incapacitated, or restrained. Hit: 9 (2d4 +4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Asphodal regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Asphodal's control. Charm. Asphodal targets one humanoid she can see within 30 feet of it. If the target can see Asphodal, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by Asphodal. The charmed target regards the Asphodal as a trusted friend to be heeded and protected. Although the target isn't under her control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for Asphodal's bite attack. Each time Asphodal or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect last 24 hours or until Asphodal is destroyed, transforms to a cloud of mist, is on a different plane of existence that the target, or takes a bonus action to end the effect. Children of the Underdark (1/day). Asphodal magically calls 2d4 swarms of spiders, 3d4 swarms of bats, or 3d6 giant wolf spiders. The called creatures arrive in 1d4 rounds, acting as allies of Asphodal and obeying her spoken commands. The beasts remain for 1 hour, until Asphodal reaches 0 hit points, or until Asphodal dismisses them as a bonus action. Legendary Actions Asphodal 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. Asphodal regains spent legendary actions at the start of its turn. Move. Asphodal moves up to her speed without provoking opportunity attacks. Unarmed Strike. Asphodal makes one unarmed strike. Bite (Costs 2 Actions). Asphodal makes one bite attack. 32
Atroxgul Deep down where the rivers bend under the earth, beyond where the ships go are lightless flooded caverns, black silt beaches, and slime-overgrown jagged rocks . In those places, where the unfortunate are swept, live the atroxgul. More than once, atroxgul have been described as a cross between an ogre and a crab having a very bad day. It's quite accurate, indeed. Legend has it somewhere deep in the past, ogres frequented the rivers of the Underdark. For many years they lived beyond the sunlight, feeding off whatever the river brought them. Feeding off refuse and the unfortunate, they adapted to the Underdark. Slowly, their surface eyes gave way to white orbs and their other senses sharpened to compensate. They began to multiply and in numbers they found safety. They live in large groups called casts. The casts will often have a tribal leader who will use the power of the cast to provide for their population at any cost. Fierce in Numbers. The atroxgul fight in tight groups despite their massive size in the cramped quarters of the tunnels, working in twos and threes to overwhelm a single foe before moving on to whomever is left. If you see atroxgul moving in large numbers, it's best to retreat. Atroxgul are savage fighters and will fight to the death for the needs of the cast. They will not be negotiated with or enter parlay. You are food and food is precious. At Home in Darkness. These creatures need no light at all. They are truly blind and very adept at finding prey and taking it down in complete blackness. Light also has no effect on the atroxgul. They cannot percieve itm but they are aware of how other creatures use it and will extinguish lights to put their prey at a disadvantage. Atroxgul Large Monstrosity, Lawful Evil Armor Class 14 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 9 (-1) 12 (+1) 5 (-3) Saving Throws Str +7 Condition Immunities blinded Senses blindsight 10 ft., tremorsense 60 ft., passive Perception 11 Languages Goblin, Undercommon, telepathy 120 ft. Challenge 5 (1,800 XP)aaaaaaaaaaProficiency Bonus: +3 Pack Tactics. The atroxgul has advantage on an attack roll against a creature if at least one of the atroxgul's allies is within 5 ft. of the creature and the ally isn't incapacitated. Savage Attacks. When the atroxgul scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Actions Multiattack. The atroxgul makes three melee attacks. Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. Clawbber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. Any creature that takes damage from a bite is poisoned for 1 minute. 33
Augn’biti One of the strangest creatures of the Underdark is the augn’biti, which is a duergar word meaning “eye biter.” These large six-armed beasts have an eye on each side of their torso and a huge gaping maw where a normal humanoid body might have a head and neck. Their leathery skin is thick and makes them formidable opponents. Augn’biti are territorial hunters and will fight against one another for their hunting grounds, protecting several square miles of caverns and tunnels. With enough food and time, they will reproduce asexually, laying a clutch of three to five eggs and protecting them for over a week until they hatch. Augn’biti young grow quickly to full size, maturing in only three months. During that short period, their parent will teach them how to hunt so that they can survive on their own. Stable Stance. With clawed hands, augn’biti usually stand on three with a good grip on the ground beneath them, or above them, if they’re climbing along the ceiling. For this reason, it’s nearly impossible to knock one off their feet. Mysterious Origins. No one really knows where the strange augn’biti originally came from, whether another plane or even a different planet. But these strange beasts only seem interested in things: feeding, reproducing, and guarding their territory. Augn'biti Large Aberration, Unaligned Armor Class 14 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 16 (+3) 5 (-3) 13 (+1) 7 (-2) Skills Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities prone Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 2 (450 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Actions Multiattack. The augn'biti makes three Claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. In addition, the target must succeed on a DC 14 Strength saving throw or become grappled. Only three targets can be grappled at a time by the augn'biti using their claws. Bonus Actions Aggressive. As a bonus action, the augn'biti can move up to its speed toward a hostile creature it can see. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. As a bonus action, the augn'biti can bite one target it has grappled in its claws. 34
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Banderhobb Gaoler Like many of its ilk, the details of what a banderhobb gaoler is are a relative mystery to many. This is not because of some scarcity of information, though there is, but instead an intrinsic and desired lack of any interest in learning more about the creature. This is, of course, entirely as desired for the malicious creature's creator who wishes for none to know of this, more insidious monstrosity. These banderhobb are sent out from their black tower in the Shadowfell not to steal creatures away but to instead imprison those their master deems too dangerous to its nefarious goal. Inside of a banderhobb gaoler is a pocket dimension prison from which escape can prove all but impossible. Shifting Stories. All rumors of banderhobb gaolers intentionally deceive those who hear of them. Part of the magic that was woven into the creature's creation was a potent deception that acts as anathema to all those who would seek to learn about them further. Warden and Prison. Banderhobb gaolers act as host to all manner of creatures that their unknown master deems dangerous to its plans. These creatures find themselves in a spacious cavern filled with strange black metal cages containing other occupants of the prison space. The entire space is watched over by a baleful face, a monolithic stone carving without eyes or even recognizable form of that of a creature, that drones unceasingly until the creature enters its cage of its own volition, desperate for the noise to cease. Stealth Ambusher. As with all of their monstrous kind, banderhobb gaolers possess a terrifying strength and subtlety for such enormous creatures. Their natural abilities however, are only further augmented by their ability to shift and move through the shadows of the world as they pursue their targets. Seldom Alone. Such is the importance of the banderhobb gaoler to their creator that such beings seldom travel alone. Instead a gaoler is often accompanied by a full contingent of their peers, from common banderhobb to their more specialized brethren. Finding a banderhobb gaoler is akin to finding a small army waiting in ambush, its general intent on their being none remaining to spill its secrets. Dark Candle Wondrous item, uncommon This silver candle holder has a draconic visage as a handle and any candle placed in the holder gives off no light when lit. When a candle is placed in this candle holder, it gives off no light. However, whoever holds the candle holder can see as if the candle is giving off bright light for 10 feet and dim light for a further 10 feet. Gaoler's Pauldron Wondrous item, uncommon This leather pauldron is looks like the leather pauldrons commonly worn by gaolers throughout the realms, but its craftsmanship sets it apart as a beautiful piece of work. While wearing this pauldron, you have advantage on Charisma (Intimidation) checks when you attempt to influence someone through overt threats, hostile actions, and physical violence. Additionally, you have advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks made for grappling and escaping the grappled condition. 36
Banderhobb Gaoler Huge Aberration, Neutral Evil Armor Class 18 (natural armor) Hit Points 310 (27d12 + 135) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1) Skills Athletics +10, Perception +7, Stealth +6 Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 17 Languages understands Common, Goblin, and the languages of its creator, but can't speak Challenge 13 (10,000 XP) aaaaaaaaa Proficiency Bonus +5 Infinite Maw. The banderhobb gaoler can grapple any creature regardless of the creature's size or any magical ability that might otherwise inhibit this action. Demiplane Gaol. Any creature or item that the banderhobb gaoler swallows can end up inside a demiplane that can be entered by no other means except a wish spell or the banderbob gaoler's Gaoler Gobble ability. A creature within the demiplane can leave only by using magic that enables planar travel, such as the plane shift spell or if the gaoler is dealt 100 damage before the swallowed creature enters a cage, which causes the creature to be regurgitated at the banderhobb gaolers feet. While inside the demiplane, a creature ceases to age and no longer requires food or other sustenance. The demiplane resembles a stone room roughly 500 feet in diameter with a ceiling 100 feet high and is filled with a miasmic mist that makes thinking difficult. Floor to ceiling are black metal cages containing the still living targets of the gaoler, all silently and despondently considering their punishment. Filling one wall is an enormous white stone face without eyes that drones incessantly until a creature enters a cage which shuts behind it, sealing it in. If the banderhobb gaoler is slain, the demiplane disappears, and everything inside it appears around the corpse. Resonant Connection. If the banderhobb gaoler has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb gaoler. If the creature is within 30 feet of the banderhobb gaoler, the gaoler instinctively knows the exact location of the creature regardless of any magic that might otherwise inhibit this ability, such as invisibility or nondetection. Unceasing Drone (Swallowed Creatures Only). A creature that starts its turn within the banderhobb gaol outside of a cage takes 13 (2d12) psychic damage due to the incessant droning of the stone face and must make a DC 18 Charisma saving throw or become charmed. A charmed creature must spend its turn moving towards the nearest empty cage that it can see and can take no other action than that. A creature that is immune to charm takes an additional 13 (2d12) psychic damage every turn it stays out of a cage. A creature that drops to 0 hit points is magically transported to the nearest cage which seals shut with an arcane lock spell on the creature's next turn. Special Equipment. A banderhobb gaoler wears a gaoler’s pauldron and carries a dark candle. Actions Multiattack. The banderhobb gaoler makes two attacks: one Bite and one Chew attack or one Tongue and one Bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the banderhobb can’t use its bite attack or tongue attack on another target. Chew. Melee Spell Attack: +10 to hit, reach 0ft., one target grappled by the banderhobb gaoler. Hit: 24 (3d12 + 5) piercing damage. Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (4d8) necrotic damage, and the target must make a DC 18 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb gaoler. Gaoler Gobble. The banderhobb gaoler makes a bite attack against a creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb. At the start of the each of the creature's turns it takes 22 (4d10) acid damage and the creature must make a DC 18 Strength saving throw. On a failed save the creature ends up in the gaolers demiplane stomach (see Demiplane Gaol trait). A creature reduced to 0 hit points in this way stops taking the necrotic damage, becomes stable and is immediately transported into a cage within the demiplane. The banderhobb gaoler 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. If the banderhobb gaoler dies, it likewise regurgitates a swallowed creature as long as it has not entered the demiplane. Bonus actions Shadow Step. The banderhobb gaoler magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Shadow Stealth. While in dim light or darkness, the banderhobb gaoler can take the Hide action as a bonus action. 37
Banderhobb Filch Unlike their towering brethren, the banderhobb filch represents a diminutive threat to those unfortunate enough to cross their paths. These entities are specialists, sent out by the banderhobb's unknown creator to steal items and materials of great value, as well as those that the creator deems to require a touch of finesse for kidnapping. Intelligent Consideration of Orders. A filch represents a unique challenge for those tasked with dealing with their threat. Skittish in behavior, filches flee through shadows and other impossible locations hiding and perceiving the world beyond their shadowy sanctuary until their quarry is unguarded or becomes lax in its defense, only then does a filch strike. Prone to Violent Outbursts. Filch, unlike many of their ilk, are noted for showing personality rather than the automatic following of orders shown by many banderhobbs. Prone to outbursts of violent lashing out against those who see them and surprise them, filch are as likely to drag those who surprise them off to the shadow fell as to flee with their valuables. Banderhobb Filch Small Aberration, Neutral Evil Armor Class 15 (natural armor) Hit Points 78 (12d6 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 16 (+3) 13 (+1) 8 (-1) Skills Athletics +4, Perception +3, Stealth +3 Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 14 Languages understands Common, Goblin, and the languages of its creator, but can't speak Challenge 3 (700 XP) aaaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Built for Purpose. The banderhobb filch can grapple any creature regardless of the target's size or any magical ability that might otherwise inhibit this action. Fling in the Bag. The banderhobb filch has advantage on Strength (Athletics) checks for the purpose of grappling or disarming a creature. Resonant Connection. If the banderhobb filch has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb filch. Strange Holdall. Any bag or sack that the banderhobb filch holds magically becomes a bag of holding capable of carrying those it has been sent to kidnap or the items it has been sent to steal. When the banderhobb filch is slain or disarmed of the bag, the bag loses its magical properties within 1 minute. Sense Magic. The banderhobb filch's senses have been carefully attuned to suit tasks. The banderhobb filch is considered to be permanently under the effects of the detect magic and identify without having to cast the spells. Actions Multiattack. The banderhobb filch makes two attacks: either two Disarbing Blow attacks or one Bite attack and one Disarming Blow attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). Disarming Blow. Melee Spell Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage. The target of this attack must make an opposed Strength (Athletics) check or drop an item of the banderhobb filch's choice at its feet, which the banderhobb filch may then pick up as a free action. Stinking Gob. Ranged Weapon Attack: +4 to hit, range 30 ft., one creature. Hit: 9 (2d6 + 2) poison damage. The target of this attack must make a DC 13 Constitution saving throw or be blinded by the stinking fumes until the end of the banderhobb filch's next turn. Bonus Actions Filch. A creature grappled by the banderhobb filch must make a DC 13 Strength save. On a failed save, the creature is shoved into the filch's sack which functions as a bag of holding when wielded by the banderhobb filch per its Strange Holdall trait. The banderhobb filch may then move up to its full speed without triggering attacks of opportunity. Shadow Step. The banderhobb filch magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Shadow Stealth. While in dim light or darkness, the banderhobb filch can take the Hide action as a bonus action. 38
Battle Rex In the wild jungles of the Lost Land of Chult, ancient reptilian predators roam through the untamed wilds, but none are as terrifying as the Tyrannosaurus Rex. These massive lizards are incredibly strong, surprisingly fast, and easily swallow a creature whole in a single bite. A few powerful armies have imported eggs from these great beasts and raised them for battle. Fearsome Charge. A battle rex, covered in thick plate armor, can break an entire phalanx with a single charge. Their roar can make even bravest soldiers abandon their formation and flee. If their riders die, a battle rex is just as likely to attack friends as foes. Raised from Hatchlings. Wild tyrannosauruses cannot be trained for battle, but have to be controlled with powerful enchantment magic. Only through highly specialized training from birth, can a tyrannosaurus be naturally compelled to accept a rider. But a tyrannosaurus will only ever accept one rider. If their rider dies, they will never allow another to ride atop them. Battle Rex Huge Beast, Unaligned Armor Class 20 (plate and natural armor) Hit Points 195 (17d12 + 85) Speed 50 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 20 (+5) 2 (-4) 14 (+2) 10 (+0) Skills Intimidation +8, Perception +6 Senses passive Perception 16 Languages — Challenge 12 (8,400 XP) aaaaaaaaaaaaa Proficiency Bonus +4 Fearsome Charge. When the tyrannosaurus takes the Dash action or uses its Trampling Frenzy, each hostile creature within 10 feet of it when it ends its movement must succeed on a DC 17 Wisdom saving throw or become frightened of the tyrannosaurus for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Massive Form. If the tyrannosaurus is knocked prone, it must succeed on a DC 17 Constitution saving throw to stand up, otherwise it wastes the movement and remains prone. The tyrannosaurus can only attempt to stand up prone once per turn. Protected Rider. The tyrannosaurus’s rider gains a +2 bonus to its AC while riding the tyrannosaurus . In addition, creatures cannot make an opportunity against the rider unless they are large or bigger or are using reach weapons. Actions Multiattack. The tyrannosaurus makes two attacks: one Bite attack and one Spiked Tail attack. It cannot make both attacks at the same target. Spiked Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 9 (2d8) piercing damage and the target must succeed on a DC 17 Strength Saving throw or be thrown back 10 feet and knocked prone. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. Trampling Frenzy (Recharge 6). The tyrannosaurus moves its speed in a straight line without provoking opportunity attacks. Each creature in its path must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) bludgeoning damage and be knocked prone. After charging forward, the tyrannosaurus can make one Bite attack with advantage against a creature within its range. Bonus Action Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature that is prone. Hit: 26 (4d8 +8) bludgeoning damage. 39
Beholder Ritualist Beholders are creatures of magic, although they were neither created through magic nor willfully learn the arcane arts. It is the many dangerous rays that fire from their eyestalks that makes them magical, as so strongly demonstrated by their inability to use their eyestalks on targets their central eye is watching. Sometimes, a beholder will endeavour to advance their talents through active pursuit of spellcasting. Blinding themselves in their central eye, a beholder mage can wield spells and their eye rays with impunity. Beholder ritualists follow a less extreme path by focusing on spells that only affect themselves so that they can continue to use and see out of their central eye. The true danger of a beholder ritualist is that they appear no different from a regular beholder. It is only when their opponents' spells are countered and their magical items turn inert do they realise their mistake. 40
Beholder Ritualist Large Aberration, Neutral Evil Armor Class 18 (natural armor) Hit Points 178 (21d10 + 63) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (-0) 14 (+2) 16 (+3) 19 (+4) 15 (+2) 17 (+3) Saving Throws Int +9, Wis +7, Cha +8 Skills Arcana +14, Perception +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities charmed, prone Senses darkvision 120 ft., passive Perception 22 Languages Deep Speech, Undercommon Challenge 14 (11,500 XP) aaaaaaaaaaaa Proficiency Bonus +5 Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of it turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Spellcasting. The beholder casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At will: comprehend languages, detect thoughts, tongues 2/day: antimagic field, investiture of stone, mind blank, see invisibility Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet: 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Moonbeam Ray. A silvery beam of pale light shines down in a 10-foot-radius, 40-foot-high cylinder centered on the targeted creature. Dim light fills the cylinder. The light lasts for 1 minute or until the beholder uses this ray again. When a creature enters the light's area for the first time on a turn or starts its turn there, it must make a DC 17 Wisdom saving throw. It takes 11 (2d10) radiant damage on a failed save, or half as much damage on a successful one. 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Dreamscape Ray. The beholder magically teleports itself or the targeted creature up to 30 feet to an unoccupied space that the beholder can see. 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Reactions Annul Spell (2/Day). The beholder targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 4th level or lower, the spell fails, but any spell slots or charges are not wasted. 41
Bloodlash Mite With creatures of such imposing size as the aboleth and beholder within the Underdark, it is unsurprising that parasitic creatures would evolve to feed on such monolithic monstrosities. Bloodlash mites are one such abomination. Sized as large as dogs, bloodlash mites hang from the ceilings of caves amongst roots and vine structures with a long salivary whip extended from their mouth. When a creature connects with the saliva strand the mite drops, bodily connecting and relying on gravity and mass more than strength to overpower anything the same size or smaller. Vitae Strength. Bloodlash mites gain their name from the tongues of vitae that they are able to magical control, wielding the creature's own life-giving blood against it as it attempts to fight back against the parasite. Ambush Parasite. Bloodlash mites have little desire to engage with combat that is turning against them. If damaged sufficiently, a bloodlash mite will attempt to flee and escape, favoring its survival and an easier meal with the animalistic cunning many such creatures exhibit. Growth Potential. Bloodlash mites have a frightening potential rarely seen by those that study them. Allowed to gorge for long enough or on particularly potent blood, bloodlash mites will swell and grow rapidly to accommodate this power. These creatures will then become blood drunk and dangerous to all those around them. Bloodlash Mite Small Beast, Unaligned Armor Class 15 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 2 (450 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Environmental Camouflage. A bloodlash mite has advantage on all Dexterity (Stealth) checks while within a natural terrain such as rocks, roots and flora. Saliva Trap. While hidden from a creature and unmoving, a bloodlash mite may create a trap directly underneath it. A creature must make a DC 13 Wisdom (Perception) check while traveling within 5 feet of a saliva trap. Any creature that fails to spot the trap comes into contact with the trail of liquid and takes 5 (2d4) lightning damage and is surprised. The bloodlash mite immediately attacks that creature and automatically hits. Profound Feeding Growth. A bloodlash mite that deals 15 points of damage in a round of combat undergoes a rapid growth to accommodate the blood it has drawn. Its size changes to large and it becomes a blood drunk bloodlash mite. Actions Draining Tongue. Melee Weapon Attack: +4, reach 10ft., one target. Hit: 5 (1d6 + 2) piercing damage and the bloodlash mite gains temporary hit points equal to the total damage dealt. Drop. Melee Weapon Attack: +4, reach 5ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. A target hit by this attack must make a DC 13 Dexterity save or be knocked prone and restrained by the bloodlash mite which is considered to be in the same space as the target. Bloodlash. Melee Weapon Attack: +4, reach 15ft., one target. Hit: 5 (1d6 + 2). The bloodlash mite deals an additional amount of damage equal to the temporary hit points the Blood Mite currently has. 42
Bloodlash Boots Wondrous item, rare These soft leather boots have a globe of blood drained from the corpse of a blood drunk bloodlash mite embedded in the shaft with a polished red agate dangling from it. As an action when wearing these boots, you can tap the heels together and grow one size category larger for one minute as if under the effects of the spell enlarge/reduce. Using the boots in this way does not require maintaining concentration and can only be performed once per day, recharging at dawn. Additonally, wearing these boots provide you a climbing speed equal to your walking speed and the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Blood Drunk Bloodlash Mite Large Beast, Unaligned Armor Class 15 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3, Stealth +4 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) aaaaaaaaaaaaa Proficiency Bonus +2 Environmental Camouflage. A bloodlash mite has advantage on all Dexterity (Stealth) checks while within a natural terrain such as rocks, roots and flora. Profound Feeding Reduction. A blood drunk bloodlash mite that takes 15 damage from a single attack returns to its bloodlash mite form. Enraged Rampage. When a blood drunk bloodlash mite is reduced to 22 hit points or fewer, it enters into a rage, attacking recklessly. The blood drunk bloodlash mite has advantage on attacks it makes, but granting advantage to attacks against it. Actions Multiattack. A blood drunk bloodlash mite makes two attacks: either two Draining Tongue attacks or one Draining Tongue attack and one Bloodlash attack. Draining Tongue. Melee Weapon Attack: +4, reach 10ft., one target. Hit: 7 (1d10 + 2) piercing damage and the bloodlash mite gains temporary hit points equal to the total damage dealt. Drop. Melee Weapon Attack: +4, reach 5ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. A target hit by this attack must make a DC 13 Dexterity save or be knocked prone and restrained by the bloodlash mite which is considered to be in the same space as the target. Bloodlash. Melee Weapon Attack: +4, reach 15ft., one target. Hit: 7 (1d10 + 2). The bloodlash mite deals an additional amount of damage equal to the temporary hit points the Blood Mite currently has. 43
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Brightaxe Knight A Brightaxe Knight could be a battle-hardened dwarf of any gender, any clan, and any subrace, but they must be brave, valiant in battle, and come to the aid of any beleaguered dwarves they encounter. The vast majority of Brightaxe Knights are shield dwarves, but hill dwarves and even gold dwarves are not unknown in their ranks. They hold a particular disdain for their duergar cousins, whom they blame for the demise of their namesake, Haela Brightaxe. Most of their missions are spent deep underground patrolling the approaches to the Upperdark. To a dwarf, the appearance of a Brightaxe Knight is synonymous with goodness and order. Their benevolence towards their own is expected and reliable. To an outsider they are often seen as unpredictable in their allegiance and their actions. A squad of these knights would not hesitate to side with a village of gnomes to fend off a pack of grimlocks, but the same result could not be assured if they came upon a tussle between a band of elves and a fist of galeb duhr. If you wander too close to a dwarven settlement or mining operation from the Underdark, without official business, and run into a group of Brightaxe Knights, they would not hesitate to engage you with their greatswords first and ask questions later. Brightaxe Knight Commander. A Brightaxe Knight must reach 100 years of age to become a commander. A potential commander must receive a vote of confidence from his squadron, then spend a week of fasting in prayer to the Moradinsamman. If they are successful, they receive the blessing of Influence. Brightaxe Squire. Young shield dwarves that wish to join the ranks of the Brightaxe Knights are given an oversized longsword to train with, and a knight to train under. Instead of a shield, they fight with two hands on their weapon. Squires that train under a commander or a squadron leader brandish a war banner, with a glowing Dethek rune, in their off hand. Brightaxe Gauntlets Wondrous item, uncommon These silver and gold gauntlets are intricately made and layered with soft cloth inside for comfort and warmth. You are considered one size larger and are always considered to be holding your weapon with two hands when another creature attempts to disarm you. Additionally, when you attempt to disarm another creature, you have advantage on the attack roll made to disarm. Brightaxe Knight Medium Humanoid (Dwarf), Neutral Armor Class 18 (plate) Hit Points 104 (16d8 + 32) Speed 25 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +5, Wis +3 Skills Athletics +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Dwarvish Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Dwarven Resilience. The knight has advantage on saving throws against poison and has resistance to poison damage. Brave. The knight has advantage on saving throws against being frightened. Special Equipment. The Brightaxe Knight wears brightaxe gauntlets. Actions Multiattack. The knight makes three melee attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. the creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. 45
Brightaxe Knight Commander Medium Humanoid (Dwarf), Neutral Armor Class 19 (plate) Hit Points 150 (20d8 + 60) Speed 25 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 16 (+3) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +7, Wis +4 Skills Athletics +9, Intimidation +6, Perception +4 Damage Resistances poison Senses darkvision 60 ft., passive Perception 14 Languages Common, Dwarvish Challenge 9 (5,000 XP) aaaaaaaaaaaa Proficiency Bonus +4 Dwarven Resilience. The commander has advantage on saving throws against poison and has resistance to poison damage. Brave. The commander has advantage on saving throws against being frightened. Influential Surge (1/day). After taking an action on its turn, the commander can take one additional action. When it does so, it can also choose one friendly creature within 60 feet that can see and hear the commander. that creature can immediately use its reaction to make one melee or ranged weapon attack. Protection. The Brightaxe Knight Commander gains a +1 bonus to its AC while using a greatsword (included above). Special Equipment. The Brightaxe Knight Commander wears brightaxe gauntlets. Actions Multiattack. The commander makes three melee attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership. For 1 minute, the commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. the creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. This effect ends if the commander is incapacitated. Brightaxe Squire Medium Humanoid (Dwarf), Neutral Armor Class 16 (chain mail) Hit Points 26 (4d8 + 8) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 13 (+1) Saving Throws Con +4 Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Dwarvish Challenge 1 (200 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Dwarven Resilience. The squire has advantage on saving throws against poison and has resistance to poison damage. Unwavering Resolve. The squire cannot be frightened if they can see or hear their commander and are within 60 feet. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage or 7 (1d10 + 2) piercing damage if using two hands. Brandish Banner. The squire raises his commander's banner in the air. Allies that can see the squire and are within 30 feet are granted advantage on Wisdom saving throws and may add 1d4 to their attack rolls until the start of the squire's next turn. 46
Calcified Guardian There are civilizations lost to the mists of history with almost every relic of their age gone and buried. Beneath the earth, ancient places of power can escape the degradation of time, at least in part. Such places are rarely unprotected, though its guard has been motionless for millenia. During its long period of inactivity, stone has accreted to completely encase the guardian, leaving it completely calcified and indistinguishable from a boulder, stalagmite, or section of wall to all but the keenest eye. When it detects intruders, its ancient commands drive it into to motion, energy core screaming against the weight of the stone exterior, and the guardian awakens to fulfill its purpose one last time. A Final Confrontation. Combat with a guardian, first calcified, then arcane, begins with it taking the first lair action from the list below. The calcified guardian will be restrained until its first turn, where it can use its Strata Shedding to break free. It then proceeds to take each lair action in turn, finishing by blowing away its rocky exterior if those it is engaged in combat with have not hacked it away first. The arcane guardian does not have access to the calcified guardian’s lair actions, but fights very differently, being extremely maneuverable. It uses this ability to engage targets that are dangerous but vulnerable, such as spellcasters and archers, and gives tougher targets the run around, such as warriors in heavy armor. The shedding of the rocky exterior also severely damages the arcane guardian’s armor plating, leaving it vulnerable to attacks. 47
Multi-Stage Monster The guardian presented here is presented as a 2- stage creature. It is intended to be encountered as a calcified guardian in its lair which then emerges as an arcane guardian without lair actions. The calcified guardian starts combat restrained by the rock that has literally calcified around the arcane guardian, nearly trapping it inside this rocky armored layer. During the first round of combat, the calcified guardian uses it's Strata Shedding bonus action to begin freeing itself of the restrained condition. This should also trigger the first lair action near the beginning of the second round, which then should trigger the second lair action. The third and fourth lair actions should come during the following rounds. But ultimately, when the fourth lair action occurs, the calcified guardian is destroyed and the arcane guardian emerges. This is the 2nd stage of this encounter. Creative Spell Usage Consider allowing creative use of spells by the party to deal with the calcified guardian, and allowing players to make DC 18 Intelligence (Arcana) or (Investigation) checks to discern the calcified guardian’s vulnerabilities. For example, stone shape and passwall should deal force damage equal to 2d10 per spell level, and transmute rock should instantly reduce the calcified guardian to 0 hp. Lair Actions On initiative count 20 (losing initiative ties), the calcified guardian must take one of the following lair actions. It can take each lair action only once. As a result of the calcified guardian beginning to tear itself free, the ground rumbles, and cracks start to form in a 40-foot square on the ceiling within 60 feet of the calcified guardian. Small pieces of rocky debris begin to rain down on the area below the ceiling, and it becomes difficult terrain. The area on the ceiling becomes weakened (see below). If an area of ceiling became weakened last round, the calcified guardian must take this lair action, which it can take even if it is incapacitated. The weakened ceiling collapses. Rocks and stones come crashing down, and each creature in the area must make a DC 18 Strength or Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one. If a Large or smaller creature fails its saving throw by 5 or more, it is restrained by the fallen rubble. A creature can use its action to make a DC 13 Strength check to crawl out from under the rubble or to pull out another creature from under the rubble. Glowing blue energy begins streaming out of cracks in the calcified guardian’s exterior, and rapidly begins increasing in intensity. Each creature within 60 feet of the calcified guardian must make a DC 18 Strength saving throw. On a failed save, a creature is pulled 30 feet toward the calcified guardian and is unable to move away from it until the calcified guardian takes its next lair action. On a successful save, the creature must spend an additional foot of movement if trying to move away from the calcified guardian. Creatures who are bound in some way (such as being trapped under a pile of rubble) are not pulled toward the calcified guardian. If the calcified guardian is reduced to 0 hit points before it can take its next lair action, the glowing blue energy dissipates harmlessly and the effects of the lair action end. The glowing blue energy reaches an almost blinding intensity, and the calcified guardian’s stony exterior explodes outwards in a hail of rocky shrapnel. Each creature within 30 feet of the calcified guardian must make a DC 18 Dexterity saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much on a successful one. The calcified guardian is reduced to 0 hit points and its outer shell is completely destroyed, revealing the Arcane Guardian that was encased within. Any effects the calcified guardian was under are not transferred to the arcane guardian, and the arcane guardian acts on the same initiative count the calcified guardian did. 48
Calcified Guardian Huge Construct, Unaligned Armor Class 17 (natural armor) Hit Points 200 (16d12 + 96) Speed 20 ft. STR DEX CON INT WIS CHA 22 (+6) 6 (-2) 22 (+6) 10 (+0) 10 (+0) 4 (-3) Damage Vulnerabilities acid, force, thunder Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses blindsight 120 ft., passive Perception 10 Languages Understands one language but cannot speak Challenge 10 (5,900 XP) aaaaaaaaaaaa Proficiency Bonus +4 Concealed by Time. The calcified guardian is covered in a thick layer of accumulated stone, and requires a successful DC 18 Wisdom (Perception) check to notice it before the guardian activates and attacks intruders. The calcified guardian begins combat restrained. Crumbling Exterior. At the end of each of its turns or when it uses its strata shedding, the ground within 5 feet of the calcified guardian, including the space it currently occupies, becomes difficult terrain until cleared as fragments of the guardian’s outer shell crumble away. Each 5-foot diameter portion of difficult terrain takes 1 minute to clear by hand. Stone Form. The calcified guardian is immune to any spell or effect that would alter its form except those that directly affect stone. Actions Multiattack. The calcified guardian makes two Slam attacks, one of which it can replace with its Rubble Spray. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage. Rubble Spray. One of the calcified guardian’s hands explodes in a pulse of blue energy, launching a spray of rubble in a 30-foot cone. Each creature and object in the area must make a DC 18 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one. After the calcified guardian uses this action option twice (once with each of its two hands), it loses this action option. Bonus Actions Strata Shedding. Sections of the calcified guardian’s rocky exterior crumble away as it frees itself from restraints. The calcified guardian ends any number of effects on itself that causes it to be restrained or would reduce its speed. The calcified guardian takes 30 bludgeoning damage for each effect it ends in this way. The calcified guardian can also choose to ignore difficult terrain until the start of its next turn. If it does so, it takes 30 bludgeoning damage. Arcane Guardian Large Construct, Unaligned Armor Class 16 Hit Points HP 190 (20d10 + 80) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 10 (+0) 10 (+0) 4 (-3) Damage Resistances force Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned Senses blindsight 120 ft., passive Perception 10 Languages Understands one language but cannot speak Challenge 10 (5,900 XP) aaaaaaaaaaaa Proficiency Bonus +4 Magic Resistance. The arcane guardian has advantage on saving throws against spells and other magical effects. Gravity Redirection. The arcane guardian ignores difficult terrain and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The arcane guardian makes two Hypochronal Strike attacks. Hypochronal Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. The target must succeed on a DC 18 Constitution saving throw or until the end of its next turn it is under the effect of the slow spell. Legendary Actions The arcane guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The arcane guardian regains spent legendary actions at the start of its turn. Intercept Intruder. The arcane guardian moves up to its speed without provoking opportunity attacks. Engage Intruder. The arcane guardian makes a hypochronal strike attack. 49
Carcass Spawn A single bite from a carcass spawn has a high likelihood of infecting a creature with its dormant eggs. A carrier of the eggs remains unaware (and mechanically unaffected) by the eggs until they die. Once they do, the eggs immediately hatch full-grown, bursting from the corpse, and hungry for live flesh. They leap out to attack the closest creature to them. Appearance. These creatures are about an inch long and have an armored carapace like a crustacean, insect-like appendages and mandibles. They are often colorless, living in the absence of light in caverns far beneath the surface, but some have purple or orange coloration. Their eyes have a faint red glow. Life Cycle. The life span of carcass spawn is extremely short: they hatch from eggs, seek the closest creature to attack, and try to lay eggs. If they are successful, they die. The eggs can remain dormant for years inside a host creature and hatch as soon as the creature dies. Escalating Danger. Wherever carcass spawns are discovered, most cultures of the Underdark attempt to eradicate them because of their ability to spread at such rapid pace: a creature infected with carcass spawn eggs may not be aware of it and may die in a remote location, creating an exponential cycle of birth and infection. Carcass Spawn Tiny Monstrosity, Chaotic Evil Armor Class 16 (natural armor) Hit Points 20 (8d4) Speed 45 ft. STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 10 (+0) 3 (-4) 10 (+0) 3 (-4) Damage Resistances piercing Damage Immunity necrotic Damage Vulnerability fire Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Leap. The carcass spawn has a long jump up to 25 feet and high jump up to 15 feet, with or without a running start. Magic Resistance. The carcass spawn has advantage on saving throws against spells and other magical effects. Actions Burrow. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: The carcuss spawn burrows under the skin of the target. At the start of each of the target's turns, the target takes 9 (2d6 + 2) piercing damage and must succeed a DC 15 Constitution saving throw or the carcass spawn lays 1d4 eggs inside the target and dies. While under the target's skin, the carcass spawn takes only half the damage dealt to it, and the target takes the other half. Because of their size, carcass spawn eggs cannot be targeted by an attack, but any effect that cures disease kills all of the carcass spawn eggs within a target. 50