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(ENG) D&D 5a Ed. - Creatures of The Underdark

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Published by caio.gracco00, 2023-06-16 16:58:11

(ENG) D&D 5a Ed. - Creatures of The Underdark

(ENG) D&D 5a Ed. - Creatures of The Underdark

Fathomless Leviathan Travel far enough down in certain oceans, and you can reach depths so low and so far removed from the light as to be part of the Underdark itself. Shadowy crevasses, scalding trenches, strange, bioluminescent aberrations, and ancient underwater cities are common sights in the Undersea. But nearly every creature in those icy depths has learned to fear the awakening of a fathomless leviathan. Impossibly Large. A small leviathan can measure well over 150 feet long, with a mouth that can open into a starving, 30-foot wide void. Their teeth are massive and sharp, but practically ornamental against anything that’s not as big as the leviathan itself, which prefers to swallow its prey whole and let them dissolve. The leviathan’s powerful lungs are capable of inhaling and processing huge amounts of water, swallowing entire groups of creatures in the span of seconds. It is a blessing that they are adapted to immense amounts of pressure, and so never willingly venture to the surface. Sleeping Terror of the Deep. More than one city of merfolk, built on the darkest depths of the sea floor, has been completely destroyed by a leviathan attack. Their skin is thick enough to shrug off lesser attacks, and they can scream loudly enough to shatter stone. The one upside to the leviathans is that they spend most of their existence in a deep hibernation. They awaken perhaps once a decade, at which point they spend a few weeks on a destructive feeding frenzy before returning to sleep. In more recent times, the deep dwellers have learned to track the sleeping schedules of the leviathans and evacuate when they’re going to awaken. Very rarely, once a century or so, multiple leviathans will wake at the same time, seeking each other out to reproduce. The extra energy consumed by this process makes them even hungrier and more dangerous than usual, and a fathomless leviathan mating ritual is something to be avoided at all costs. Fathomless Leviathan Gargantuan Monstrosity, Unaligned Armor Class 16 (natural armor) Hit Points 350 (20d20 + 140) Speed 0 ft., swim 80 ft. STR DEX CON INT WIS CHA 30 (+10) 17 (+3) 25 (+7) 3 (-4) 18 (+4) 1 (-5) Saving Throws Dex +9, Wis +10 Skills Athletics +16, Perception +10 Senses blindsight 300ft., passive Perception 20 Languages — Challenge 19 (22,000 XP) aaaaaaaa Proficiency Bonus +6 Keen Hearing and Smell. The leviathan has advantage on Wisdom (Perception) checks that rely on hearing or smell. Siege Monster. The leviathan deals double damage to objects and structures. Thick Skin. If the leviathan would take 15 or less damage from a single attack or effect, it instead takes 0 damage. Water Breathing. The leviathan can breathe only underwater. Actions Multiattack. The leviathan makes three Massive Tentacle attacks and uses its Bite once. Massive Tentacle. Melee Weapon Attack: +16 to hit, reach 40 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage. Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: If the creature is Huge or smaller, it is swallowed (see below). If the creature is larger than Huge, it takes 49 (6d12 + 10) piercing damage. Shriek (Recharge 5-6). The leviathan lets out an ear splitting scream. Each creature within 300 feet of it must make a DC 21 Constitution saving throw, taking 49 (14d6) thunder damage and being deafened on a failed save, or taking half as much damage and suffering no other ill effects on a successful one. Each object or structure in the area automatically fails its saving throw against this effect and takes maximum damage. Inhale (Recharge 6). The leviathan inhales everything it can in a 40-foot cone. Each Huge or smaller creature in the area must succeed on a DC 24 Strength saving throw or be pulled up to 40 feet towards the leviathan and swallowed by it. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the leviathan, and takes 24 (6d6) acid damage at the start of each of the leviathan’s turns. If the leviathan takes 25 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone. 101


Flittermind Of the many creatures that are birthed from the purposeful insertion of an illithid tadpole into a host, the flittermind is one of the weakest ceremorphs. Barely resembling the terrestrial bat from which it is birthed, the flittermind looks like a winged brain with tentacles descending from its jaw. These proboscises serve the same function for the flittermind as they do for a mind flayer, but where the mind flayer consumes its victim's brains, the flittermind merely extracts them. They return to the colony with their burden to feed the elder brain, or another creature in need of sustenance. Flittermindwrap Wondrous item, uncommon (requires attunement) This leathery cloth headwrap is made from the cured and treated leathery wings of a flittermind. While attuned to this headwrap, you are aware of the presence of creatures within 1 miles of you that have an Intelligence score of 4 or higher. You know the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about them. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Flittermind Small Aberration, Lawful Evil Armor Class 13 Hit Points 31 (7d6 + 7) Speed 10 ft., fly 35 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 13 (+1) 17 (+3) 7 (-2) 6 (-2) Senses darkvision 60 ft., passive Perception 8 Languages Deep Speech, telepathy 60 ft. Challenge 1/2 (100 XP) aaaaaaaaaa Proficiency Bonus +2 Creature Sense. The flittermind is aware of the presence of creatures within 1 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Actions Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be incapacitated until this grapple ends. Extract Brain. Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated creature grappled by the flittermind. Hit: 11 (2d10) piercing damage. If this damage reduces the target to 0 hit points, the flittermind kills the target by extracting its brain. 102


Fomorian Soul Driver The fomorians once held a high standing among the folks of the Feywild, but their greed and lust for power led to them becoming cursed and driven underground. Now the fomorians live a crude life in the Underdark, their desire to rule over others still fueling their existence. The savage need for power leads them to subjugate any creatures unlucky enough to cross their paths, especially those of elvish descent. They put them to work tending to mushroom forests and other general labor until they have no use for them. Once they have become too weak or too old to be useful, they are killed and eaten by the deformed giants. Unless the fomorians have a soul driver among them, their fate could be much, much worse. A fomorian soul driver is to be feared even among the fomorians themselves. These brutal giants are able to bind souls to themselves through the use of a special whip and force them to do their bidding. They are wiser than other fomorians and tend to become leaders among fomorian societies. Other fomorians respect them for their wisdom but fear the chance of having their souls taken from them. Bad Deals. The fey curse that gave the fomorians their hideous deformities also stripped them of the old magics that they were so obsessed with. Now the most magic that fomorians seem to possess is the ability to pass on their curse through their Evil Eye. This make it a curious thing that these soul drivers are able to possess the powers they do, even if they just come from their unique, powerful whips. No one is sure how they came to own such powerful weapons. Did they trade for them in exchange for a necromancer's life? Did someone teach them how to craft them in some terrible ritual? Some denizens of the Underdark have a theory that they may be part of a deal a fomorian made with a powerful fiend, gaining the power to rule others even in their death in exchange for the fiend receiving a steady payment of the stolen souls. Some claim this is why you tend to see them with hordes of elven souls toiling for them. They believe the souls of other species are sold off to fiends while they keep the elven ones for themsleves as a way to torture them for everything they have done to their people. Soul Snare Whip Weapon (whip), very rare (requires attunement) This leather whip looks to be made of simple leather, but its craftsmanship is superb. This weapon can deal damage to targets on the Ethereal Plane. When you hit a creature with this weapon, you deal an additional 18 (3d10) necrotic damage and any time it would kill a creature it removes their soul from their body and binds it to your service. A soul bound this way is friendly to you, loses its memories, and knows of nothing other than serving you, can't harm you, and is bound to whichever plane of existence you are currently on. A bound soul can only be destroyed, or freed, if you allow it, if your attunement to this weapon ends, or by a wish spell or similar magic. Consume Souls. At the start of your turn, you may roll 1d4 to consume that many souls. For each soul consumed you regain 5 hit points. A soul that is consumed is destroyed and can only be restored by a wish spell or similar magic. Spirit Shield. When an attack would hit you, you may force souls to interpose themselves as a reaction, granting you a +5 bonus to your AC until the end of the current turn. If you are killed, or your attunement to this weapon ends, the bindings that tether the souls to you are broken, they regain all of their forgotten memories, and are free to do as they please. 103


Fomorian Soul Driver Huge Giant, Chaotic Evil Armor Class 14 (natural armor) Hit Points 187 (15d12 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (0) 22 (+6) 9 (-1) 16 (+3) 8 (-1) Skills Perception +7, Stealth +4 Senses darkvision 120 ft., passive Perception 17 Languages Giant, Undercommon Challenge 10 (5,900 XP) aaaaaaaaaaaaaaa Proficiency Bonus +4 Bound Souls. While a soul is bound to the fomorian, it loses its memories and is bound to whichever plane the fomorian is on. It can't disobey any order from the fomorian, nor can it cause any harm to it, and it's sole purpose is now to serve its new ruler. A soul can only be destroyed, or freed, if the fomorian allows it, if the bonds that tether them to the fomorian are severed, or by a wish spell or similar magic. Consume Souls. At the start of the fomorian's turn, it may roll 1d4 to consume that many souls. For each soul consumed the fomorian regains 5 hit points. A soul that is consumed is destroyed and can only be restored by a wish spell or similar magic. Actions Multiattack. The fomorian attacks twice with its Soul Snare Whip or makes one Soul Snare Whip attack and uses Evil Eye once. Soul Snare Whip. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 13 (3d4 + 6) slashing damage and 16 (3d10) necrotic damage. If this damage would kill a creature, the whip removes its soul from its body as it is bound to the fomorian and added to the ranks of souls it commands. Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. Curse of the Evil Eye (Recargea after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. Wail of the Dead (Recharge 5-6). The fomorian whips the souls into a flurry that erupts in a 60-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, the target takes 33 (8d8) psychic damage and is stunned for 1 minute. the target can repeat the saving throw at the end of each of their turns. On a successful save, the target takes half damage and isn't stunned. Bonus Actions Soul Armor (3/day). Bound souls are used to form an ethereal armor that covers the body of the fomorian for two rounds. While protected in this way, the fomorian gains a +5 bonus to their AC, they are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, and have advantage on saving throws against spells and other magical effects. Reactions Spirit Shield. When an attack would hit the fomorian, it forces souls to interpose themselves, granting the fomorian a +5 bonus to their AC until the end of the current turn. 104


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Fon Talamh Spriggan Spriggan are guardians of fey realms and will often be found in areas where the barrier between the Feywild and the Material Plane are thinnest, barring passage to those who would wish to cross. Fon Talamh Spriggans are most often found where the Feywild join with an underground location, specifically in the Underdark. These Spriggans have adapted to their environment to become even more dangerous than their above-ground brethren. A spriggan generally appears as a grotesquely ugly, wizened old man with a large childlike head, only standing around 4 feet tall. The Fon Talamh exacerbate their appearance by taking on features of their underground lairs, their skin taking on a rocky or earthen appearance, their body more hunched and withered, and their hair thinning and limp. Not only are their physical forms considered harsh and ugly, but their personalities are not much improved. They carry with them a particularly nasty disposition and delight in making miserable those they have considered to have wronged them. When bored they may begin to work mischief against those around them, whether they have interacted before or not. A Giant's Strength. Like most fey, a spriggan's form hides its true strength, a fact which has led to the deaths of many who would choose to underestimate them. A single spriggan is said to have the strength of a giant, capable of tearing any adventurer who crosses them in two. Not only this, but some of their more powerful numbers have the ability to increase their size for a time, becoming more like the giants they emulate with their strength. Earthen Adaption. The standard spriggan is adept in certain magics, capable of affecting the environment around them, buffeting their enemies with heavy winds or blighting the local landscape in storms. Fon Talamh spriggans have also learned to affect their new environments in a similar way, capable of manipulating the earth around them to their advantage. Fey Guardians. Due to their role as guardians of entryways into the Feywild they are also sometimes tasked with protecting valuable fey artifacts or items, therefore it is not uncommon to find magic items of great value in the areas protected by a spriggan, a fact which has spurred on greedier adventurers to their untimely demise. Sprigganring Wondrous item, rare (requires attunement) This sverfneblin of the Underdark have long studied the duergar and spriggans who can magically grow in size, seemingly at will. After centuries of study, they have managed to recreate this magical power and store it in these rare rings. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. As an action, you can expend one charge and magically increase in size, along with anything you are wearing or carrying up to Large size. While enlarged, your damage dice triples on Strength-based weapon attacks and your Strength-based saving throws have advantage. This enlargement lasts one minute. Fon Talamh Spriggan Small Fey, Chaotic Evil Armor Class 17 (natural armor) Hit Points 136 (16d6 + 80) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 20 (+5) 9 (-1) 16 (+3) 8 (-1) Skills Athletics +11, Perception +7 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16 Languages Gnomish, Sylvan, Undercommon Challenge 9 (5,000 XP) Proficiency Bonus +4 Giant's Strength. The spriggan has advantage on all strength saving throws. Actions Multiattack The spriggan makes three Greatclub attacks. Greatclub Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage or Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 19 (3d8 + 7) bludgeoning damage while enlarged. Enlarge (1/short rest). For 1 minute, the spriggan magically increases in size, along with anything it is wearing or carrying. While enlarged, the spriggan is Large, triples its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spriggan lacks the room to become Large, it attains the maximum size possible in the space available. Spellcasting. The spriggan casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: dancing lights, commune with nature (as an action), gust, mold earth, stone shape 3/day: detect magic, earth tremor 2/day: earthbind, gust of wind, maximilian's earthen grasp, see invisibility 1/day: erupting earth 106


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Gloomwrought Warden These powerful rangers patrol the Underdark and gather intelligence within their assigned wards. All of them have spent years in the Shadowfell, where much of their training and experience is gained. They learn to spend years in the dark, finding light only within themselves and with the magic they have acquired through their quiet but important order. Every gloomwrought warden is taught the methods of travel through the Shadowfell, how to avoid its worst threats, and how to deal with them when there is no other choice. When they rotate out of the Shadowfell to a relatively peaceful ward in the Underdark, a warden’s demeanor is almost cheerful in comparison, although it would not seem so to a stranger. Gloomwrought wardens are trained to fight in tunnels and tight places and, therefore, forgo extensive training in archery. Every warden carries a hand crossbow, a trick they have learned from the drow through their encounters in the Underdark, but it is mainly a tool to be used to get a line across a crevasse or to send a distraction past a group of grimlocks. Instead, they are masters of close fighting, and each ranger is presented with a special combination of magical blades, a rapier and a scimitar, upon becoming a warden. Although most wardens are human, there are half-elves, a few elves, and even a dwarf among its ranks. One of the most famous gloomwroughts was an ursinor, a bearfolk female, who met her demise fighting a pack of hook horrors. When she was found, her body was surrounded by a hill of hook horror corpses of those she had slain. She had killed nine before one managed to pierce her guard. Her blades were recovered and hang reverently in the mess hall. Wardens learn to speak Undercommon, as well as Common, and any native languages they know. Undercommon is useful for negotiations with many of the Underdark’s denizens and although many of those creatures would just as soon kill a surface dweller as talk to one, mutual enterprises such as trade, passage, and common enemies justify its knowledge to the warden that strides the Underdark’s depths. In some cases, a gloomwrought warden might aid a party with information or even act as a temporary guide, but it is just as likely they would appear to prevent someone from accessing an area for reasons of their own. It is more likely that a group of adventurers in the Underdark would never see one of these rangers, but they surely will have been seen. Gloomwrought Scout. Rangers that train to become wardens have acquired many of the skills they will need by the time they roam the Underdark alone. However, they usually act as guides for adventuring groups or as security for miners and merchants, to gain experience in the tunnels and caverns under the surface. Other times they travel in pairs or trios to hunt monsters or to clear known threats close to settlements. They do whatever their instructors arrange for them to do at any given point in their training. They have not been awarded their magical blades yet, but are well trained. They know how to stay alert, fight in close, and can mark dangerous threats. A gloomwrought scout is not one to be trifled with. Gloomwrought Scout Medium Humanoid (Any), Lawful Neutral Armor Class 15 (studded leather) Hit Points 39 (6d8 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0) Saving Throws Dex +5, Wis +4 Skills Nature +3, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Undercommon Challenge 2 (450 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +2 Alert. The scout has a +5 on initiative rolls and can't be surprised. Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack. The scout makes two melee attacks, one with each blade. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 7 (1d8 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) damage. Spellcasting. The scout casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: speak with animals 3/day each: daylight Bonus Actions Hunter's Mark (At Will). As a bonus action, the scout may choose a creature it can see within 90 ft. and mark it as the scout's quarry. Until the spell ends, the scout deals an extra 1d6 damage to the target whenever the scout hits the marked quarry with a weapon attack. 108


Gloomwrought Scimitar Weapon (scimitar), very rare This scimitar is hewn from blue steel and appears razor sharp. Along its length are numerous runes and sigils. You have a +1 bonus to attack and damage rolls made with this magic weapon and when a target is hit with this weapon it takes an additional 10 (3d6) radiant damage. Additionally, the scimitar has three charges and regains 1d3 charges daily at dawn. With an action, you can touch a creature with this weapon, spending one charge, and casting stoneskin on the creature touched. Gloomwrought Rapier Ammunition, very rare This rapier is of superiour craftsmanship and gleams brightly. You have a +1 bonus to attack and damage rolls made with this magic weapon and when a target is hit with this weapon it takes an additional 7 (3d4) force damage. Additionally, you can cast steel wind strike while holding this weapon. After you cast the spell, you cannot cast it again until the next dawn. Gloomwrought Warden Medium Humanoid (Any), Lawful Neutral Armor Class 16 (studded leather) Hit Points 112 (15d8 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0) Saving Throws Dex +7, Wis +5 Skills Nature +4, Perception +5, Stealth +7, Survival +8 Senses darkvision 60 ft., passive Perception 15 Languages Common, Undercommon Challenge 8 (3,900 XP) aaaaaaaaaaaa Proficiency Bonus +3 Alert. The warden has a +5 on initiative rolls and can't be surprised. Gloomwrought Blades. The warden is equipped with magical weapons that add +1 to its attack and damage rolls and deal extra damage (included in the attacks). Keen Hearing and Sight. The warden has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack. The warden makes three melee attacks, two with one blade and one with the other. Gloomwrought Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing, magic damage plus 10 (3d6) radiant damage. Gloomwrought Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing, magic damage plus 7 (3d4) force damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) damage. Spellcasting. The warden casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: speak with animals 3/day each: daylight, stoneskin 1/day each: steel wind strike Bonus Actions Hunter's Mark (At Will). As a bonus action, the warden may choose a creature it can see within 90 ft. and mark it as the warden's quarry. Until the spell ends, the warden deals an extra 1d6 damage to the target whenever the warden hits the marked quarry with a weapon attack. 109


Grabish The grabish imitates a bush-like stone formation, then strikes when a creature gets close. They are often found in the same areas as piercers, working complimentarily to gather more prey. Mistaken for a stone formation until it is too late, this creature remains still and nearly dormant for long periods of time, it’s many tendrils imitating branches and flowers. Then when it senses nearby movement, its sensitive eyes slowly open. The grabish then either shoves or pinches a creature until it moves into the threatened area of a piercer or colony of piercers. Should the creature be struck down, the grabish joins the feast. As with piercers, these creatures are found in colonies. Tickling Tansy The tickling tansy is an aquatic version of the grabish. Without the partnership of the piercers, it’s a more aggressive hunter, floating through the shallows and seeking out prey rather than passively awaiting its arrival within reach. Grabish Medium Monstrosity, Unaligned Armor Class 14 Hit Points 22 (3d8 + 9) Speed 5 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 16 (+3) 1 (-5) 7 (-2) 3 (-4) Skills Stealth +5 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) aaaaaaaaaaaaa Proficiency Bonus +2 False Appearance. While the grabish remains motionless, it is indistinguishable from an exotic rock formation. Actions Multiattack. The grabish makes four Claw attacks. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) slashing damage or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 2 (1d2 + 1) slashing damage. Tickling Tansy Medium Monstrosity, Unaligned Armor Class 14 Hit Points 22 (3d8 + 9) Speed swim 5 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 16 (+3) 1 (-5) 7 (-2) 3 (-4) Skills Stealth +5 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) aaaaaaaaaaaaa Proficiency Bonus +2 False Appearance. While the tickling tansy remains motionless, it is indistinguishable from a floating clump of vegitation. Actions Multiattack. The tickling tansy makes four Claw attacks. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) slashing damage or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 2 (1d2 + 1) slashing damage. 110


Gra’gax’s Gizmos Gra’gax was an illithid inventor who dabbled in making constructs. She long ago left the Underdark for other parts unknown, but many of her contraptions continue to roam the Underdark. Gra'gax prided herself on programming intelligent constructs that could potentially become independently thinking sentient beings, capable of their own thoughts outside her original programming. Gra'gax was considered a bit of an outsider, even among her fellow aberration illithid brethren. Rarely did she program her constructs for sadistic pursuits, but rather for a specific or niche need. Scroller Scroller is a unique construct that roams the tunnels of the Underdark. He was originally created by Gra’gax in an attempt to map the entire Underdark. Gra’gax intended to create several constructs of the same type, but after setting Scroller loose on a test run, he never returned to his master. Scroller continuously explores the Underdark and follows the directives that Gra’gax programmed him with: Explore new areas, making a mental map of the caverns. Avoid conflict, only fighting when necessary. Avoid cities and areas of high population. Never return to the same area unless no other route can be found. Following these rules, Scroller continues to wander the Underdark. He’s been doing this for so long, in his magical construct memory, there is a nearly perfect map of the Underdark. Scroller’s body is designed so that he can move very quickly by rolling along the smooth cavern floors and walls of the dark underground. Scroller has the ability to roll along the walls even when the floor would slow him down. Blind. Unlike many creatures and inhabitants of the Underdark, he has no ability to see in the darkness and operates entirely through his keen tremorsense. Friend of Svirfneblin. About a hundred years ago, Scroller was found and cornered by a group of deep gnomes. When his programming told him he needed to fight to escape, one of the gnomes cast a spell that allowed him to understand their language. Instead of trying to capture him, they explained that they meant him no harm and only wanted to speak to him. Out of pure curiosity, Scroller was able to overcome his programming and became friends with the svirfneblin. In exchange for his maps of the Underdark, they taught Scroller how to speak Undercommon and their own language, Gnomish. Scroller Large Construct, Unaligned Armor Class 15 (natural armor) Hit Points 130 (20d10 + 20) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 11 (+0) 16 (+3) 7 (-2) Skills Perception +6 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Gnome, Undercommon Challenge 8 (3,900 XP) aaaaaaaaaaaaa Proficiency Bonus +3 Immutable Form. Scroller is immune to any spell or effect that would alter its form. Magic Resistance. Scroller has advantage on saving throws against spells and other magical effects. Actions Multiattack. Scroller makes two Blade attacks. Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bonus Actions Dash. As a bonus action, Scroller may move up to his speed. 111


Intruder and Invader Intruder and Invader are two unique constructs created by Gra’gax during her time in the Underdark. She created the two of them to conquer a Gith settlement near her home in the Underdark. As constructs, they are immune to the mental powers of psionics the Gith are masters of. The pair of them silently entered the Gith outpost and slew most of the inhabitants before any of them were aware the two had entered their midst. While the experiment was successful and Gra’gax intended to turn the pair of them into a pack of powerful construct attackers, she was distracted by other projects and never got around to building more of the deadly constructs. For several years, the pair of them served Gra'gax as her loyal guards. However, when Gra'gax was suddenly killed when one of her experiments unexpectedly exploded in her tentatcled face, several of her constructs were left to fend for themselves, including Intruder and Invader. While their loyalty to Gra'gax was programmed, she also anticipated a day when these stealthy killers would outlive her.     For some time, they wandered the Underdark in search of another mind flayer to serve, but instead, after several years, a group of duergar captured the two constructs and convinced the powerful constructs to join them. The duergar used Intruder and Invader to protect their trade caravans. For more than fifty years, Invader and Intruder lived with the gray dwarves and protected them. However, a great war between a dark elf city and the gray dwarf city ended with many of the dwarves dead and displaced and the constructs had to begin searching for a new place where they might find a home. Adamantine Construct. The dwarves replaced Intruder and Invader’s skin with adamantine plates, increasing their durability and toughness. Coordinated. Intruder and Invader are perfectly in sync due to their constant telepathic connection with one another. Combined with their talented ability to move and climb quietly, they are highly talented hunters. 112


Intruder Large Construct, Unaligned Armor Class 17 (natural armor) Hit Points 225 (30d10 + 60) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 14 (+2) 12 (+1) 12 (+1) 8 (-1) Skills Perception +6, Stealth +10 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Deep Speech, Dwarvish, Undercommon Challenge 15 (13,000 XP) aaaaaaaaa Proficiency Bonus +5 Telepathic Brother. Intruder can communicate telepathically with his twin brother, Invader, at a distance of up to ten miles. Immutable Form. Intruder is immune to any spell or effect that would alter its form. Magic Resistance. Intruder has advantage on saving throws against spells and other magical effects. Magic Weapons. Intruder's weapon attacks are magical. Adamantine Construct. Intruder is immune to critical hits. Actions Multiattack. Intruder makes three Claw attacks and one Bite attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage, magic. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage, magic plus 10 (3d6) cold damage. Bonus Actions Dash. As a bonus action, Intruder may move up to his speed. Reactions Ripost. As a reaction, Intruder may make an attack on a target that failed to hit Intruder and is within reach. Invader Large construct, unaligned Armor Class 17 (natural armor) Hit Points 225 (30d10 + 60) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 14 (+2) 12 (+1) 12 (+1) 8 (-1) Skills Perception +6, Stealth +10 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Deep Speech, Dwarvish, Undercommon Challenge 15 (13,000 XP) aaaaaaaaa Proficiency Bonus +5 Telepathic Brother. Invader can communicate telepathically with his twin brother, Intruder, at a distance of up to ten miles. Immutable Form. Invader is immune to any spell or effect that would alter its form. Magic Resistance. Invader has advantage on saving throws against spells and other magical effects. Magic Weapons. Invader's weapon attacks are magical. Adamantine Construct. Invader is immune to critical hits. Actions Multiattack. Invader makes two Claw attacks, one Bite attack, and one Tail Whip. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing, magic damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing, magic damage, plus 10 (3d6) cold damage. Tail Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 5) piercing, magic damage. Bonus Actions Hide. As a bonus action, Invader can take the hide action. 113


Gremlings You often hear stories of unfortunate wanderers falling through a rabbit hole and finding themselves in the Feywild. What you don’t commonly hear is that sometimes feyfolk wander through a cave and find themselves in the Underdark of the Prime Material Plane. Gremlings are unfortunate fey that have wound up in the brutal subterranean wasteland and have become mutated and twisted as a result of being surrounded by strange and alien flora. Once these creatures were gnomes, pixies, or fairies, so their sizes range from palm sized to about 4 feet tall. They have become inherently blind, only able to see basic shapes and abstract colorations in bright light, but have enhanced senses of hearing and touch to compensate. Their skin has turned a sickly green, covered with boils filled with acidic pus and many sport fungal growths that allow them to synergize with the surrounding fungi forests that can be found throughout the Underdark. The main goal of gremlings is to figure out how to return home, but the stress that comes with the terrors of the Underdark in tandem with their minds rapidly deteriorating from the illicit spores that emanate from their growths leads them down a road of paranoid subsistence in a hostile land. Often the gremlings will attack travelers in a misguided attempt to be proactive in protecting their ranks. Those fortunate enough to know how to speak their language will find that it's quite easy to convince them to call off their assault and may even find help in the form of food and lodgings if the gremlings believe that you could help them find a way back to the Feywild. There are different conclaves of gremlings which are determined by which color hat that they wear. Those wearing red hats are descendants of redcaps and tend to be vicious killers, incapable of the reasoning powers of other conclaves who rove the wilds of the Underdark killing anyone in their path; deep gnomes have the most trouble with these Gremlings. Those wearing blue hats originate from the summer court and retain a large portion of their original wits, engaging in strange habitual rituals and esoteric study and are the most likely to find their way home. Lastly, those wearing green hats are in tune with their surroundings and have no desire to leave the Underdark, they trade with local towns, making their homes in small abodes built within giant mushrooms found in fungal forests. Gremling Wanderer Small Fey, Chaotic Neutral Armor Class 13 Hit Points 66 (12d6 + 24) Speed 25 ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 15 (+2) 17 (+3) 8 (-1) 5 (-3) Skills Nature +5, Perception +1, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities charmed, blinded Senses blindsight 30 ft., passive Perception 11 Languages Sylvan, Gnomish, Undercommon Challenge 1 (200 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Enhanced Hearing. The gremling has advantage on Wisdom (Perception) checks made by using their sense of hearing. Fungal Essence. While the gremling is surrounded by wild fungi, it can hide as though it were lightly obscured and has advantage on Dexterity (Stealth) checks. Acidic Growths. When the gremling is dealt bludgeoning, piercing, or slashing damage, one of its fungal growths bursts and all creatures within 5 ft. of it must succeed on a DC 13 Constitution saving throw or take 5 (1d10) acid damage. Actions Poisoned Shamshir. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) plus 3 (1d6) poison damage. Blowgun Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 5 (1d4 + 3) plus 7 (2d6) acid damage. Hidden Growth (Recharge 6). The gremling makes an attack with its Poisoned Shamshir. If it hits a creature that is surprised, the creature must succeed on a DC 13 Constitution saving throw or become poisoned for 10 minutes. While poisoned this way, fungal growths sprout from the wound, dealing 2 (1d4) acid damage at the end of each of the creature's turns. 114


Gremling Sporecaster Tiny Fey, Chaotic Neutral Armor Class 15 Hit Points 45 (13d4 + 13) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 8 (-1) 20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) Skills Perception +2, Nature +6, Stealth +7, Arcana +6 Damage Resistances poison Damage Immunities acid Condition Immunities blinded, charmed Senses blindsight 30 ft., passive Perception 12 Languages Sylvan, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Enhanced Hearing. The gremling has advantage on Wisdom (Perception) checks made by using their sense of hearing. Fungal Essence. While the gremling is surrounded by wild fungi, it can hide as though it were lightly obscured and has advantage on Dexterity (Stealth) checks. Acidic Growths. When the gremling is dealt bludgeoning, piercing, or slashing damage, one of its fungal growths bursts and all creatures within 5 ft. of it must succeed on a DC 13 Constitution saving throw or take 3 (1d6) acid damage. Actions Spray of Spores. Ranged Spell Attack: +7 to hit, range 15 ft., one target. Hit: 13 (2d12) poison damage. The target must succeed on a DC 13 Dexterity saving throw or be covered in bulbous fungal growths for 1 minute and makes this saving throw at the end of each of its turns, ending the effect early on a success. While covered in the fungus, the affected creature takes 3 (1d6) acid damage at the beginning of their turn. Rusty Needle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) plus 4 (1d8) acid damage. Spellcasting. The gremling casts one of the following spells using Intelligence as the ability modifier (spell save DC 14): At will: detect poison and disease, druidcraft, entangle 1/day: daylight, protection from poison, speak with plants Bonus Actions Misty Step (3/day). The gremling can teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. 115


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Gulgar These hulking, gray-skinned humanoids are usually identified by their crystalline bone-spurs that project out through areas where their skin is close to bone. They have a broad physique and are known for their height, which ranges from seven to ten feet. Gulgars are mistakenly known for being quiet and even dour, but truthfully are quite boisterous and talkative. It's just that their own language is subsonic and inaudible to most humanoids. However, they learn many common languages and understand others around them, but are often incapable of verbal communication. Female gulgars become more and more pale during their life, while males have their skin grow darker and darker, so gulgar elders have either pale white skin or very dark black skin. Other than this skin coloring, they have few identifying sexual characteristics. Originally coming from the Elemental Plane of Earth, their oral history tells a story that they fled their original homeland after an incursion by evil genies. But now they live on both the surface and in the Underdark. Most of their numbers are found in the Upperdark and Middledark, and they are known for their domestication (or enslavement) of yrthaks and for riding the huge flying beasts. Unknown Name. The actual name of their race is unpronounceable in the Common tongue, but they are called Gulgar because of the "guhl-GAAAR" sound that they make when they release their sonic pulse that booms and can deafen their foes. Racial Tensions. Whether because they're difficult to communicate with or because of misunderstandings, gulgar don't have the greatest relationships with the other races of the Underdark, or the surface folk for that matter. Subsonic Speech. A creature must have the tremorsense ability or keen sense of hearing to hear the subsonic speech of gulgars. Creatures with keen sight can read the gulgar's lips with a successful DC 20 Perception check, as long as the gulgar is speaking a language they understand. Large Hands. Gulgar have huge hands with four digits: two fingers and two thumbs. But despite these big fingers, gulgar are surprisingly dexterous for their size. Because of these large hands though, they often wield heavy weapons one-handed or carry extremely large bows. Because gulgar have four large digits on their feet as well, it makes them excellent climbers. Gulgar Hunters Most gulgar are encountered in the Underdark alone. These gulgar are often acting as scouts or just out hunting for a larger tribe of gulgar. Gulgar society is often somewhat migratory and gulgar will move from one known hunting ground to another, usually only staying in an area for a few months at a time. When moving, these lone gulgar hunters are often the leading edge of the migratory group. Gulgar Hunter Large Monstrosity, Lawful Neutral Armor Class 18 (breastplate, shield) Hit Points 75 (10d10 + 20) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 15 (+2) 13 (+1) 14 (+2) 9 (-1) Saving Throws Str +8, Con +5, Wis +5 Skills Athletics +8, Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities thunder Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15 Languages Gulgar, Undercommon and two other languages Challenge 6 (2,300 XP) aaaaaaaaaaaa Proficiency Bonus +3 Adamantine Weapons. The gulgar's maul and arrows are made of adamantine for purposes of overcoming damage resistances. Giant's Strength. The gulgar has advantage on all Strength saving throws. Actions Multiattack. The gulgar makes 2 attacks: either two Maul attacks or two Longbow attacks. Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage or Hit: 16 (2d10 + 5) bludgeoning damage if used twohanded. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Sonic Pulse (Recharge 5-6). The gulgar booms out a thunderous noise from deep within them in a 15- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save and is deafened, or half as much damage on a successful one. Bonus Actions Aggressive. The gulgar can move up to its speed towards a hostile creature it can see. 117


Gulgar Yrthak Riders The terrifying military strength of gulgar society is the famed yrthak riders. They long ago used their sonic pulse against the vulnerable flying beasts to forcibly domesticate them. Many who have observed their methods believe the gulgar have enslaved the yrthaks through fear and pain rather than truly forming a symbiotic relationship with the intelligent beasts. Gulgar yrthak riders often hide in the darkness of the distant ceiling of a cavern and swoop down and attack from above with bows and the yrthak's sonic lance attack while other gulgar move in on the ground. Mounted Com@atant The statblock below represents the gulgar yrthak rider mounted on its tamed yrthak. It is slower on the ground or climbing, but quicker in the air, takes up a larger space on the battlefield, has less reach with its maul, and has the option of using the yrthak's sonic lance ability. If a player targets the yrthak and not the rider, use the statblock on the following page instead for tracking hit points, saves, etc. If the rider is dismounted, use the gulgar hunter statblock found on the previous page for the dismounted rider. Gulgarring Ring, rare This ring has been crafted from the crystalline residue of a dead gulgar by duergar artificers intending on capturing some of the power of the gulgar. You are immune to thunder damage and have advantage on Strength saving throws while wearing this ring. Additionally, you have 30 ft. tremorsense and can comprehend the Gulgar language while wearing this ring. Gulgar Yrthak Rider Huge Monstrosity, Lawful Neutral Armor Class 18 (breastplate, shield) Hit Points 85 (10d12 + 20) Speed 15 ft., climb 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 15 (+2) 13 (+1) 14 (+2) 9 (-1) Saving Throws Str +8, Con +5, Wis +5 Skills Animal Handling +5, Athletics +8, Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities thunder Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15 Languages Gulgar, Undercommon and two other languages Challenge 6 (2,300 XP) aaaaaaaaaaaa Proficiency Bonus +3 Adamantine Weapons. The gulgar's maul and arrows are made of adamantine for purposes of overcoming damage resistances. Giant's Strength. The gulgar has advantage on all Strength saving throws. Flyby. The gulgar doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Multiattack The gulgar makes 3 attacks, only one of which can be a Claw or Bite attack. Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage or Hit: 16 (2d10 + 5) bludgeoning damage if used twohanded. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Sonic Pulse (Recharge 5-6). The gulgar booms out a thunderous noise from deep within them in a 15-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save and is deafened, or half as much damage on a successful one. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage or Hit: 16 (2d10 + 5) bludgeoning damage if used twohanded. Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage or Hit: 16 (2d10 + 5) bludgeoning damage if used twohanded. Sonic Lance (Recharge 6). The yrthak booms out a thunderous reverberating growl in a 60-foot line. Each creature in that area must make a DC 15 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save and is deafened, or half as much damage on a successful one. 118


Tamed Yrthaks Without a rider, these huge "tamed" yrthaks will still fight alongside the gulgar unless a wise adventurer convinces them otherwise. These intelligent magical beasts are often described as blind sickly dragons with crocodile mouths. They aren't actually blind though, seeing the world around them through magical blindsight and while appearing beastlike and incapable of speech, they are quite intelligent. 6ild 8rt FaIs The tamed yrthak statblock represents those yrthaks raised in captivity and trained by the gulgar to be ridden. For wild yrthaks, they understand no languages and make 1 less attack. Their CR is 9 (5,000 XP). Tamed Yrthak Huge Monstrosity, Chaotic Neutral Armor Class 16 (natural armor) Hit Points 157 (15d12 + 60) Speed 15 ft., climb 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 19 (+4) 7 (-2) 16 (+3) 11 (+0) Saving Throws Dex +6, Wis +7 Skills Perception +7, Stealth +6 Damage Vulnerabilities thunder Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, poisoned Senses blindsight 120 ft., tremorsense 30 ft., passive Perception 17 Languages Understands Gulgar and Undercommon but can't speak Challenge 10 (5,900 XP) aaaaaaaaaa Proficiency Bonus +4 Magic Resistance. The yrthak has advantage on saving throws against spells and other magical effects. Flyby. The yrthak doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Multiattack. The yrthak makes 3 attacks: two Claw attacks and one Bite. If its Sonic Lance is available, it can replace its Bite with the Sonic Lance. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (2d4) thunder damage. Sonic Lance (Recharge 6). The yrthak booms out a thunderous reverberating growl in a 60-foot line. Each creature in that area must make a DC 15 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save and is deafened, or half as much damage on a successful one. 119


Gullywing Distant relatives of the bullywug, gullywings are an evolutionary adaptation which came about when a tribe of bullywug, sheltering in a shallow cave system, found themselves dropped into the Underdark after a powerful earth tremor split the floor of the caves. Now trapped in an unfamiliar environment, they quickly went about ensuring their safety, suddenly discovering themselves on the bottom of the food chain. They made their home in an underground swamp and over time noticed changes to their physiology it turned out this location was touched by the Feywild, its magic causing their bodies to change and adapt. Shattered Pride. Having been both figuratively and literally dropped into the darkness of a world unfamiliar to them, they did what they could to survive. Their previous visions of grandeur and rulership dashed; they instead set about protecting what they now called home. Fearing for their very survival they became secretive and reclusive, preferring to avoid confrontation and instead hide when danger presented itself. Fey Touched. Thanks to the swamp's proximity to the Feywild, the first gullywings developed a minor affinity for magic over time. An ability which was passed down and strengthened through the generations, most gullywings are capable of casting minor spells while others show surprisingly adept skill in weaving magics rooted in their swampy nature. Beyond this, the touch of the Feywild seems to have had an effect on the gullywings physical appearance, making them nigh indistinguishable from their bullywug ancestors. Not all have taken on the same traits, and in fact those that have spread out through the Underdark and taken up homes in other swamp areas will take on unique characteristics making it easier to denote one tribe from another. Some have grown fairy-like wings, which do not grant any function for flying, others take on more plant-like appearances, growing what appear to be branches with sprouting leaves or flowers from their backs or arms. The more magically inclined of the gullywing go on to become a rudimentary form of druid which they call a Swamp Keeper, using their magic to protect and sometimes even expand their swamp regions. They are also relied upon as healers and protectors of their swamp homes, using magic to ward or frighten off would-be attackers or predators. Shepherds of the Swamp. Wary of the Underdark outside of their swampy habitats, gullwings immediately turned their attention to long-term survival, shepherding, caring for, and protecting the other creatures that lived there. This began out of necessity, a way of ensuring there would be enough food to last, but over time developed into something more. Some scholars who have been lucky enough to study gullyings believe it became a way of replacing their ancestor's prideful need to claim ownership of the swamps they inhabited. 120


Gullywing Medium Humanoid, Unaligned Armor Class 13 Hit Points 44 (8d8 + 8) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 10 (+0) 8 (-1) 12 (+1) 6 (-2) Skills Stealth +5 Senses passive Perception 11 Languages Bullywug, Undercommon Challenge 1 (450 XP) aaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Amphibious. The gullywing can breathe air and water. Fey Touched. The gullywing has advantage on saving throws against being charmed, and magic can't put the gullywing to sleep. Speak with Frogs and Toads. The gullywing can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. The gullywing has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. The gullywing's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack The gullywing makes two melee Spear attacks. Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands, or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Spellcasting. The gullywing casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks): At will: dancing lights, magic stone (as an action) Bonus Actions Swamp Stealth. While in swampy regions, the gullywing can take the Hide action as a bonus action. Gullywing Swamp Keeper Medium Humanoid, Unaligned Armor Class 13 Hit Points 44 (8d8 + 8) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 10 (+0) 10 (+0) 15 (+3) 6 (-2) Skills Arcana +2, Nature +2, Stealth +5 Senses passive Perception 13 Languages Bullywug, Undercommon Challenge 2 (500 XP) aaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Amphibious. The gullywing can breathe air and water. Fey Touched. The gullywing has advantage on saving throws against being charmed, and magic can't put the gullywing to sleep. Speak with Frogs and Toads. The gullywing can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. The gullywing has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. The gullywing's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack The gullywing makes two Quarterstaff attacks. Quarterstaff. Melee Weapon Attack:: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands to make a melee attack. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Spellcasting. The gullywing casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, druidcraft, magic stone (as an action), poison spray 1/day each: create or destroy water, cure wounds, faerie fire, speak with animals Bonus Actions Swamp Stealth While in swampy regions, the gullywing can take the Hide action as a bonus action. Healing Word As a bonus action, the gullywing can target a creature within 60 ft. that it can see and the creature regains 5 (1d4 + 3) hit points. 121


Harpoon Spider Many strange creatures inhabit the Underdark, a world bereft of light causing strange and unusual adaptions. One of these unusual creatures is the harpoon spider. These large, spiked spiders hide on high ledges or hang from cavern ceilings impaling and dragging their prey away. Spiked Body. The spiked carapace of the harpoon spider is one defense developed in the constant battle for survival in the Underdark. The wickedly sharp spikes curving from the hardened carapace make it hard for even the most vicious predator to attack this hardy creature. Impaler. The evolution of the harpoon spider’s mouth is unusual allowing it to launch its pincers piercing into its prey and then dragging it back to its waiting jaws. Harpoon Spider Large Beast, Unaligned Armor Class 15 (natural armor) Hit Points 52 (8d10 + 8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) aaaaaaaaa Proficiency Bonus +2 Spider Climb, The harpoon spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spiked Carapace, A creature that touches the harpoon spider or hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Impale. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is Grappled (escape DC 12). At the start of the harpoon spiders turn an impaled creature is pulled 10 ft. closer to the spider. The harpoon spider has 2 pincers which it can impale with. 122


Harpoon Bow Weapon (bow), uncommon This bow is carved of bone and painted red to look like the barbed harpoon spider of the Underdark. You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when a target is hit with this weapon, you may use a bonus action to magically pull it up to fifteen feet closer to you. Drow Arrows () Ammunition, uncommon These intricately crafted and delicate arrows appear to be crafted from hardened hollow reeds and fletched with woven spidersilk. While most drow are trained to use their hand crossbows, a few drow are trained to use larger bows. These arrows are light and designed to fly true, without the use of magic. Because they are light and hollow, they splinter on impact and come in larger amounts than a usual quiver. This causes extra damage and many drow also add drow poison to the hollow to inject the poison on impact similar to drow hand crossbow bolts. You have a +1 bonus to attacks made with these arrows and they do 1d4 additional piercing damage. If loaded with drow poison, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Giant Harpoon Spider Huge Beast, Unaligned Armor Class 15 (natural armor) Hit Points 90 (12d12 + 12) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) aaaaaaaaa Proficiency Bonus +2 Spider Climb. The giant harpoon spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spiked Carapace. A creature that touches the giant harpoon spider or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) piercing damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Impale. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is Grappled (escape DC 13). At the start of the harpoon spiders turn an impaled creature is pulled 10 ft. closer to the spider. The giant harpoon spider has 2 pincers which it can impale with. 123


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Harris Hollowhenge Few men embody the chaotic, reckless nature of the storm as well as Harris Hollowhenge. The paladin’s face is old and weathered, his hair and beard stark white, but his blue eyes shine with light of a man half his age. Harris believes in justice, but not the kind doled out by kings or courts. For Harris, true justice, true good, is what he believes in his heart to be right, not what any law or leader says. Above all, Harris desires freedom for every person to decide their own destiny. He despises slavery and all who practice it. Harris has left the surface and descended down into the Underdark to fight against the slave-owning servants of Lolth. Storm Devotee. Harris grew up the son of an innkeeper, surrounded by an ever changing group of adventures, traders, and storytellers. While many boys grew out of their dreams of adventure and settled for a quick life in their parent’s trade, Harris never did. One day, when an old storyteller told him of the god of storms, Talos, Harris resolved to find them. He traveled to the top of a great mountain and shouted for the storm god to listen. And Talos did. Harris took the Oath of Storms and from that day forward became a paladin of Talos. Tempest. Harris’s magical sword, Tempest, was a gift from Talos. After Harris survived a hurricane in nothing more than a small rowboat, he found the sword, crackling with lightning in the bottom of the boat. It is his most prized possession and the only thing he will not gamble away. Bonds and Flaws. Harris is devoted to Talos, the god of storms and destruction. He will follow his lead, even into the belly of the Underdark. Harris believes freedom is all and that every person should have the opportunity to follow their dreams and choose their destiny. Harris is reckless and does not think things through. He is often the first to charge into battle and will never back down from a fight, even if he is outmatched. Tempest Weapon (longsword), very rare (requires attunement) This longsword has a silvery gleam and is grooved with longforgotten runes and sigils. It crackles and sparks with harmless sparks of lightning. You have a +2 bonus to attack and damage rolls made with this magic weapon and deal an additional 1d8 thunder damage on a successful hit. Additionally, you have resistance to lightning and thunder damage while attuned to this weapon. Gift of Talos. Talos gave this gift to Harris Hollowhenge and as finicky as gods often are, Talos may decide to send his followers to recover the sword if it falls in the hands of someone he deems unworthy to wield it. In Harris' hands, the sword was a legendary artifact, but its power is weakened without the divine support of Talos. Harris Hollowhenge Medium Humanoid (Human), Chaotic Good Armor Class 19 (splint, shield) Hit Points 57 (6d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 20 (+5) 10 (+0) 8 (-1) 16 (+3) Saving Throws Wis +1, Cha +5 Skills Athletics +7, Intimidation +5, Persuasion +5 Damage Resistances lightning, thunder Senses passive Perception 9 Languages Common, Primordial Challenge 4 (1,100 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Brave. Harris has advantage on saving throws to avoid being frightened. Charger. When Harris takes the Dash action, he can use his bonus action to make one attack with Tempest. Divine Health. Harris is immune to disease. Special Equipment. Harris Hollowhenge carries Tempest. Actions Multiattack. Harris makes two attacks with Tempest. Tempest (Longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 4 (1d8) thunder damage, or 10 (1d10 + 5) slashing damage plus 4 (1d8) thunder damage if used with two hands. Storm's Eye (1/short rest). As an action, Harris can present his holy symbol and cause powerful winds to blow around him. For one minute, or until he leaves his current space (willingly or unwillingly), he gains a +2 to his AC and has advantage on Strength and Constitution saving throws. Blessings of the Winds (1/short rest). As an action, Harris can utter the name of the wind. He gains a flying speed equal to his walking speed for one minute or until he loses concentration (as if concentrating on a spell). Spellcasting. Harris casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to spell attacks): 3/day each: cure wounds, thunderwave 1/day each: shatter, gust of wind 125


Harris Hollowhenge Champion of Talos Medium Humanoid (Human), Chaotic Good Armor Class 20 (plate, shield) Hit Points 123 (13d8 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 10 (+0) 8 (-1) 18 (+4) Saving Throws Str +9, Dex +3, Con +9, Int + 4, Wis +3, Cha +8 Skills Athletics +13, Intimidation +8, Persuasion +8 Damage Resistances lightning, thunder Senses passive Perception 9 Languages Common, Primordial Challenge 10 (5,900 XP) aaaaaaaaaaaaaaa Proficiency Bonus +4 Aura of Protection. Harris and any friendly creatures within 10 feet of him gain a +4 bonus to all saving throws (including in his saving throw bonuses). Harris must be conscious to grant this bonus. Charger. When Harris takes the Dash action, he can use his bonus action to make one attack with Tempest. If that attack hits, the creature is knocked prone if it is large or smaller. Divine Health. Harris is immune to disease. Storm Incarnate. Whenever Harris is subjected to lightning damage, he takes no damage and instead regains hit points equal to half the damage dealt. Unbreakable. Harris cannot be frightened. Actions Multiattack. Harris makes two attacks with Tempest. Tempest (Longsword). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing, magic damage plus 5 (1d8) lightning damage, or 12 (1d10 + 7) slashing, magic damage plus 5 (1d8) lightning damage if used with two hands. If the target is Large or smaller, Harris can force the target to make a DC 16 Strength saving throw. On failed save, the creature is blasted back 10 feet and falls prone. Storm's Eye (1/short rest). Harris presents his holy symbol and causes powerful winds to blow around him. For one minute, or until he leaves his current space (willingly or unwillingly), he gains a +2 to his AC and has advantage on Strength and Constitution saving throws. Spellcasting. Harris casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16, +8 to spell attacks): 3/day each: cure wounds, thunderwave 2/day each: lighting bolt, wind wall 1/day each: fly, storm sphere Reactions Electric Retribution. Whenever Harris is hit by melee attack, he can force the attacker to succeed on DC 16 Constitution saving throw or take 16 (3d10) lighting damage. If the saving throw fails by 5 or more, the creature is paralyzed until the end of Harris's next turn. Legendary Actions Harris can take 1 legendary action, 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. Harris regains spent legendary actions at the start of his turn. Attack. Harris makes an attack with Tempest. Fly. Harris can fly up to half his movement speed without provoking attacks of opportunity. He must end this movement where he will not fall. 126


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Helgrim A pirate lord betrayed by his crew and given to the sea, his body eventually found its way into the Underdark where it gave him a false semblance of life, restoring him to a cursed half-life with only fragments of his memories and a lust for the power he once held. Animated Dead. Helgrim was animated by the strange energies of the Underdark, twisting his body and restoring it back to a faint shadow of life. He now wanders the twisting tunnels searching for a way back to surface. Hunger for Power. The thing that Helgrim yearns for more than a return to the surface is to gain back the power he remembers from his shattered memories, the glorious wealth of his treasure hordes, and the legions of pirates at his command. Helgrim's Thunderbuss Weapon (firearm), very rare This blunderbuss is a specimen of superb craftsmanship and magical tinkering. Made of rare Chultan mahogany and inlaid with alu'tel'quessir gold-plated coral, this weapon was created for Helgrim by master sea elf craftsmen. A blunderbuss is a muzzle-loading black-powder firearm that deals 7 (2d6) piercing damage when loaded with a packet of small metal pellets. It can also be loaded with gravel, sand, or whatever else is at hand that can fit in the muzzle. When loaded with improvised ammunition in this way, the blunderbuss deals 5 (2d4) piercing or bludgeoning damage. You have a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, this blunderbuss deals an additional 3 (1d6) thunder damage and can be easily heard from up to a mile away. Lost at Sea. Helgrim was once a powerful pirate lord when he wielded this magic blunderbuss. When his crew betrayed him and tossed his body into the sea, they then turned on each other and fought over his thunderbuss. Helgrim Medium Undead, Neutral Evil Armor Class 11 (studded leather) Hit Points 67 (9d8 + 27) Speed 20ft. STR DEX CON INT WIS CHA 13 (+1) 8 (-1) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 8 Languages understands Common but can't speak Challenge 1 (200 XP) aaaaaaaaa Proficiency Bonus +2 Undead Fortitude. If damage reduces Helgrim to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Helgrim drops to 1 hit point instead. Actions Multiattack. Helgrim makes two attacks: one with his Cutlass and one with his Slam. Cutlass. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) slashing damage. Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. 128


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Herald of Bone A herald of bone is a spellcaster marked by a malicious god of undeath, wearing a robe decorated by the bones of their predecessors, who has been tasked with creating an army of the dead in preparation for a vague apocalypse that their god expresses in strange dreams and messages. Heralds of bone tend to hide their armies in the Underdark, out of sight of potential victims that would join it. As settlements and cities quiet and slow for the evening and "night" falls, the heralds make their way to the outskirts, observing and waiting for opportunities to ambush the unprepared. The undead minions created by these servants of dark powers are branded by their patron god, imbuing them with strength that a common undead would not have access to. Instigators of Conflict. Given the opportunity, a herald will incite opposing groups of people to resort to violence. Be it in a simple street fight where the defeated is ripe for the picking as a new minion, or in a war where the remnants of a battlefield are simply a feast for the god of undeath pulling the strings. These cruel masterminds will do whatever is needed to add new bodies to their army. Rivals to Vampires. Due to their inherent superiority in the power of necromancy, vampires consider the heralds of bone as a threat to their own coven of thralls and hypnotized servants. This fear is not unfounded, as the heralds possess the ability to take over undead that haven't been created by themselves. If they were weakened enough, even a vampire could potentially be forced to join the ranks of these terrible creatures. Herald of Bone Medium Humanoid (Any), Typically Any Evil Alignment Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 14 (+2) 20 (+5) 13 (+1) Saving Throws Wis +9, Cha +5 Skills Intimidation +5, Perception +9, Religion +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 19 Languages Common and one more language Challenge 9 (5,000 XP) aaaaaaaaaaaaaa Proficiency Bonus +4 Aura of Unending Decay. Any undead creatures of the herald's choice within 15 feet of it have resistance to nonmagical bludgeoning, slashing and piercing damage. Master of Necromancy. Any undead creature created by the herald does an additional 4 (1d8) necrotic damage with any of its weapon attacks or abilities that deal damage. Actions Multiattack. The herald makes one Touch of Undeath attack followed by casting Toll the Dead. Touch of Undeath. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) piercing damage. On a hit the target can’t regain hit points until the start of the herald's next turn. Toll the Dead. The herald points at one creature it can see within 60 feet, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a DC 17 Wisdom saving throw or take 13 (3d8) necrotic damage. If the target is missing any of its hit points, it instead takes 19 (3d12) necrotic damage. Spellcasting. The herald casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): At will: resistance, speak with dead, thaumaturgy, toll the dead 3/day each: animate dead, command, inflict wounds, sanctuary 2/day each: bane, bless, dispel magic, guiding bolt, hold person, spirit guardians 1/day each: circle of death, create undead (as an action), death ward, guardian of faith, harm, summon undead Bonus Actions Shield of Faith (3/Day). As a bonus action, the herald may grant a +2 AC bonus for up to 10 minutes to a creature of their choice within 60 ft. 130


Hijiki Many deadly predators lurk in the depths of the Underdark but few can be as unassuming, or as fearsome, as the hijiki. Dwelling in underground lakes, rivers, and bogs, hijikis spend their time honing their skills in watery ambushes. As soon as they are able, young hijiki are taught how to hunt, which is to say catch their prey completely by surprise. Their gangly flexible forms are coated with a toxic moss-like fur which aids them in their camoflauge. As long as a hijiki lies face down it looks like nothing more than a patch of algae or moss. Foul Presence. The moss-like fur covering the topside of its body not only gives the hijiki its ability to look like gathered algae, but it also secretes a toxic ichor that fouls the water around it. The older one gets, the greater the contamination it spreads. This can be very troublesome for some communities in the Underdark if one of these creatures decides to make its home in their local watering hole since the only way to purify the water is to get rid of the hijiki contaminating it. Captivating Eyes. Fully mature hijiki are able to make their eyes glow with a blue light that shines upon nearby surfaces and distracts their prey so they may take it by surprise. While they are young, they are taught to hunt using the parent's Luring Gaze to distract prey while they sneak up on it and practice wrapping unsuspecting creatures in their tentacles and diving with them into the water where they consume them, or wait until they drown before doing so. Adult hijiki are much faster and stronger than their young and will attack any creature that foolishly gets close enough to let them. Young Hijiki Large Monstrosity, Neutral Evil Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 16 (+3) 2 (-4) 14 (+2) 2 (-4) Skills Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned, prone Senses darkvision 120 ft., passive Perception 14 Languages — Challenge 4 (1,100 XP) aaaaaaaaaaa Proficiency Bonus +2 False Appearance. While the hijiki remains motionless, it is indistinguishable from a patch of algae. Ambusher. The hijiki has advantage on attack rolls against any creature it has surprised. Limited Amphibiousness The hijiki can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Fetid Waters. The hijiki's presence causes any water within 10 feet of it to foul. Any creature that drinks this water, or starts its turn submerged in it, must make a DC 13 Constitution saving throw taking 4 (1d8) necrotic damage on a failed save or half as much on a successful one. On a failed save, the target is also poisoned for the next minute. It can repeat the saving throw at the end of each of its turns ending the effect on a successful save. Actions Multiattack. The hijiki makes three attacks: two with its Tentacles and one with its Bite. Hooked Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and if the target is a creature that is Medium or smaller it must succeed on a DC 13 Strength saving throw or become grappled (escape DC 13). While grappled the target is restrained and takes 3 (1d6) piercing damage at the start of each of their turns. The hijiki can only grapple one creature at a time. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) necrotic damage. Bonus Actions Dive. The hijiki can move up to half its movement speed in a straight line without provoking opportunity attacks. 131


Horn of the Hijiki Wondrous item, rare This horn appears to be made from the hollowed out pincer of an adult hijiki with bleached straps made from its mosslike fur. You can use an action to blow this horn. In response, the horn begins to glow with soft blue light and three sparlking motes of blue light begin to flutter in a space within 30 feet that you choose. Any creature that can see the light at the start of its turn must make a DC 15 Wisdom saving throw or become charmed. While charmed in this way, a creature is mesmerised by the flitting lights and wants nothing more than to stay where they are and watch them dance. Once you use the horn, it can't be used again until at least an hour has passed. Adult Hijiki Huge Monstrosity, Neutral Evil Armor Class 17 (natural armor) Hit Points 189 (18d12 + 72) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 18 (+4) 4 (-3) 16 (+3) 6 (-2) Saving Throws Dex +10 Skills Perception +7, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned, prone Senses darkvision 120 ft., passive Perception 17 Languages — Challenge 11 (7,200 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +4 False Appearance. While the hijiki remains motionless, it is indistinguishable from a patch of algae. Ambusher. The hijiki has advantage on attack rolls against any creature it has surprised. Limited Amphibiousness The hijiki can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Fetid Waters. The hijiki's presence causes any water within 20 feet of it to foul. Any creature that drinks this water, or starts its turn submerged in it, must make a DC 16 Constitution saving throw taking 13 (3d8) necrotic damage on a failed save or half as much on a successful one. On a failed save, the target is also poisoned for the next minute. It can repeat the saving throw at the end of each of its turns ending the effect on a successful save. Actions Multiattack. The hijiki makes five attacks: four with its Tentacles and one with its Bite. Hooked Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 4 (1d8) piercing damage, and if the target is a creature that is Large or smaller it must succeed on a DC 17 Strength saving throw or become grappled (escape DC 17). While grappled the target is restrained and takes 4 (1d8) piercing damage at the start of each of their turns. The hijiki can only grapple up to two creatures at a time. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) necrotic damage. Luring Gaze (Recharge 4-6). The hijiki causes its three eyes to sparkle with a blue light that shines on a space within 30 feet of it. This causes three sparkling motes of blue light to be seen fluttering about the chosen space. Any creature that can see the light at the start of its turn must make a DC 15 Wisdom saving throw or become charmed. While charmed in this way, a creature is mesmerised by the flitting lights and wants nothing more than to stay where they are and watch them dance. Bonus Actions Dive. While submerged in water, the hijiki can move up to half its movement speed in a straight line without provoking opportunity attacks. Reactions Vicious Grab. When a creature that is more than 5 feet from the hijiki moves into a space within 5 feet of the hijiki, it may make a hooked tentacles attack against them as long as it is not currently grappling two creatures. 132


Elder Hijiki Gargantuan Monstrosity, Neutral Evil Armor Class 19 (natural armor) Hit Points 261 (18d20 + 72) Speed 20 ft., swim 50 ft. STR DEX CON INT WIS CHA 23 (+6) 22 (+6) 18 (+4) 4 (-3) 16 (+3) 4 (-3) Saving Throws Str +12, Dex +12, Con +10 Skills Perception +9, Stealth +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned, prone Senses darkvision 120 ft., passive Perception 17 Languages — Challenge 19 (22,000 XP) aaaaaaaaaaaa Proficiency Bonus +6 False Appearance. While the hijiki remains motionless, it is indistinguishable from a large mass of algae or a small island. Ambusher. The hijiki has advantage on attack rolls against any creature it has surprised. Limited Amphibiousness The hijiki can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Fetid Waters. The hijiki's presence causes any water within 40 feet of it to foul. Any creature that drinks this water, or starts its turn submerged in it, must make a DC 18 Constitution saving throw taking 22 (5d8) necrotic damage on a failed save or half as much on a successful one. On a failed save, the target is also poisoned for the next minute. It can repeat the saving throw at the end of each of its turns ending the effect on a successful save. Actions Multiattack. The hijiki can use its Frightful Presence. It then makes seven attacks: six with its Tentacles and one with its Bite. Hooked Tentacles. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 9 (2d8) piercing damage, and if the target is a creature that is Huge or smaller it must succeed on a DC 20 Strength saving throw or become grappled (escape DC 20). While grappled the target is restrained and takes 9 (2d8) piercing damage at the start of each of their turns. The hijiki can only grapple up to three creatures at a time. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 13 (3d8) necrotic damage. Frightful Presence. Each creature of the hijiki's choice that is within 120 feet of the hijiki and aware of it must succeed on a DC 17 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 hijiki's Frightful Presence for the next 24 hours. Swallow. The hijiki makes a bite attack against a creature grappled by it. If the attack hits, the target is swallowed. A swallowed creature is blinded and restrained, it has total cover from attacks and other effects originating outside the hijiki, and it takes 27 (6d8) necrotic damage at the start of each of the hijiki's turns. If the hijiki takes 30 damage or more on a single turn from a creature inside it, the hijiki must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hijiki. If the hijiki dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Luring Gaze (Recharge 4-6). The hijiki causes its three eyes to sparkle with a blue light that shines in a 10-foot radius sphere within 60 feet of it. This causes a cascade of blue lights to be seen fluttering about the chosen space. Any creature that can see the light at the start of its turn must make a DC 17 Wisdom saving throw or become charmed. While charmed in this way, a creature is mesmerised by the flitting lights and wants nothing more than to stay where they are and watch them dance. Reactions Vicious Grab. When a creature that is more than 10 feet from the hijiki moves into a space within 10 feet of the hijiki, it may make a tentacles attack against them as long as it is not currently grappling three creatures. 133


Hunched Giant Hunched giants are a breed of subterranean giant that descend from the storm giant line. Centuries of life underneath a stone-filled sky has caused these once godly creatures to devolve into stooped, hunchbacked mockeries of their former forms. Also known as maurs, hunched giants have yellow eyes, and hairless skin of a pale pink or pale purple hue. They utilize crude armor and weapons of their own making, favoring light leather made from rothé hide, wielding uneven or curved blades somewhere between a dagger and a shortsword in comparative length. Hunched giants are fearless combatants. They rely on their foes falling to the brutality of their attacks and innate magical prowess before they sustain any mortal wounds. The death of one giant can often commence a full scale retreat from their brethren, not in fear, but in confusion and uncertainty. Hunched Giant Large Giant, Neutral Armor Class 15 (leather armor) Hit Points 180 (19d10 + 76) Speed 40 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 13 (+1) Skills Athletics +13, Investigation +4, Perception +8, Stealth +6 Damage Immunities lightning, thunder Condition Immunities frightened Senses darkvision 60 ft., passive Perception 18 Languages Giant, Undercommon Challenge 8 (3,900 XP) aaaaaaaaaaaaaaa Proficiency Bonus +3 Amphibious. The giant can breathe air and water. Light Sensitivity. While in bright light, the giant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The giant makes two Shortblade attacks. Shortblade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Thunderous Stomp. The giant stomps the grounds, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 15 Constitution saving throw or take 22 (4d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 360 feet. Spellcasting. The giant casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: detect magic, feather fall (as a reaction) 1/day: water breathing Bonus Actions Shadow Stealth. While in dim light or darkness, the giant can take the Hide action as a bonus action. 134


Ice Beholders Egotistical, conniving, and deranged, an ice beholder isn't that far off from its thawed out relative. Much like other beholders, an ice beholder is extremely paranoid believing that anything and everything is scheming against them while thinking they are the smartest things to float upon this or any realm. They still see all other creatures as inferior to their perfect form which varies from other beholders in a few ways. Most ice beholders have an ice-crusted hide that is usually white, blue, or silver in color and some will shape icicle growths upon their bodies to add to their grisly visage. Their icy exterior is a giveaway of their frozen nature but makes them slightly tougher than other beholders. Some of its eye rays are imbued the icy cold of the beholder and its large central eye is capable of freezing creatures where they stand. The beholder often uses this as an opportunity to mock and ridicule its quarry before either devouring them or freezing them. Isolated Exhibitionists. The lair of an ice beholder is a remote place, usually tucked somewhere high in the caves of a frozen mountain range or hidden in the subterranean caverns of a frigid tundra. Though most don't like visitors, their lairs would lead you to believe otherwise. An ice beholder's lair can be a whimsical place with ice sculptures of perfect craftsmanship dreamt up by the beholder, and yet has a morbidness to it as it they decorate it with frozen corpses of creatures of all sizes posed as if some grotesque collection of trophies. Mad Ravings on the Wind. Many have fallen prey to the false hope of stumbling upon an ice beholders's lair in search of shelter from a blizzard, and only a few of them realize too late they may have been led right into the trap. During a blizzard, an ice beholder can sense the desperation of creatures nearby seeking shelter. They can send messages upon the wind to lost travelers that become hard to differentiate from words being heard or words being thought. An ice beholder will use these subtle messages to lead potential prey to, or away from, its lair, usually depending on how hungry it is. Lair Actions When fighting inside its lair, an ice beholder can invoke the ambient magic to take lair actions. On initative count 20 (losing initative ties), the ice beholder can take one lair action to cause one of the following effects: The ice beholder creates a blizzard in the shape of a 50- foot-radius, by 50-foot-tall cylinder within 120 feet of it; the area is subjected to all the effects of a blizzard until initiative count 20 on the next round. Use the rules for Extreme Cold, Heavy Wind, and Heavy Precipitation found on pg110 of the Dungeon Master's Guide. The ice beholder magically animates up to 1d6 frozen statues within 120 feet of it until initiative count 20 on the next round. While animated, a frozen statue is indestructible and it harasses a creature of the ice beholder's choosing giving them disadvantage on attack rolls and ability checks. An icicle forms on a surface above a creature the ice beholder can see within 120 feet and falls, threatening to impale them. The target must succeed on a DC 17 Dexterity saving throw or take 9 (2d8) piercing damage and 9 (2d8) cold damage. The icicle then explodes forcing each other creature within 15 feet to succeed on a DC 17 Dexterity saving throw or take 4 (1d8) piercing damage and 4 (1d8) cold damage. The Beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. Regional Effects A region containing an ice beholder's lair is wrapped by the creature's unnatural presence, which creates one or more of the following effects: Snow and ice within 1 mile of the ice beholder's lair form nightmarish depictions of aberrant creatures and landscapes that can change at the whims of the beholder. During a blizzard, an ice beholder can sense creatures within 1 mile of its lair and can use the wind to send messages to them, usually to lure them into, or away from, its lair. Wildlife within 1 mile of the beholder's lair may have strange icy mutations as the beholder dreams up ways to improve the local fauna. If the beholder dies, these effects fade over the course of 1d10 days. 135


Ice Beholder Large Aberration, Lawful Evil Armor Class 19 (natural armor) Hit Points 231 (22d10 + 110) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 20 (+5) 18 (+4) 15 (+2) 15 (+2) Skills Perception +12 Damage Immunities cold Condition Immunities prone Senses darkvision 120 ft., passive Perception 22 Languages Deep Speech, Undercommon Challenge 14 (11,150 XP) aaaaaaaaaaaa Proficiency Bonus +5 Ice-Cold Cone. The beholder's central eye creates an area of frigid cold that causes the ground to ice over in a 150-foot cone. At the start of each of it's turns, it decides which way the cone faces and whether the cone is active. Any creature in the area when it becomes affected must succeed on a DC 17 Strength saving throw or become restrained (escape DC 17) with their feet trapped in ice as long as they remain in the area of the cone. The ground in the area becomes difficult terrain and any creature that spends more than half their movement speed on their turn must make a DC 15 Dexterity saving throw or fall prone. In addition, any creture the dies in the area of the cone is frozen in ice. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 15 (4d6 + 1) piercing damage and 9 (2d8) cold damage. 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 of it: 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. Freeze Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute as they are frozen solid. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened 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. 4. Snow Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's body is coated with snow and their 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. Snowball Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be hit by a large snowball that pushes them 30 feet in a direction of the beholder's choosing. It is restrained by the snowball 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. 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Ice Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to ice 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 white frost. If the target is a Large or smaller non-magical 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. Legendary Actions The beholder 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 beholder regains spent legendary actions at the start of its turn. Eye Ray. The beholder uses one random eye ray. Icy Gaze. (Costs 2 actions) The beholder focuses its central eye on a creature within the area of its Ice-Cold Cone that is not restrained by it and tries to freeze their feet in place again. The creature must succeed on a DC 17 Strength saving throw or become restrained as by the effect of the Ice-Cold Cone. 136


Ring of Permafrost Ring, very rare This stone ring is made of cold marble with a strip of blue feldspar around its center. The ring feels cold to the touch. While wearing and attuned to this ring, you are resistant to cold and do not suffer from any ill effects from extreme cold. Additionally, you can speak one of the ring's command words and summon either a water elemental or 2d4 ice mephits (your choice) as if you had cast the conjure elemental spell. The ring cannot be used this way again until the next dawn. Ice Spectator Medium Aberration, Neutral Evil Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (0) 14 (+2) 16 (+3) 15 (+2) 14 (+2) 11 (0) Skills Perception +6 Damage Immunities cold Condition Immunities prone Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, telepathy 120 ft. Challenge 4 (1,100 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +2 Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage and 4 (1d8) cold damage. Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. 1. Confusion Ray. The target must succeed on a DC 14 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn. 2. Freeze Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute as it's frozen solid. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. 4. Frost Ray. The target must make a DC 14 Dexterity saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one. Create or Destroy Ice. The spectator magically creates or destroys ice in a space it can see within 30 feet. Ice created by the spectator appears in any shape the spectator chooses but must fit inside a 5-foot cube. If ice is created in a space with a creature in it, they must make a DC 14 Dexterity saving throw. On a failed save they are restrained by the ice (Escape DC 14). On a successful save, they move to the nearest unoccupied space of their choice. Reactions Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. 137


Ring of Icy Blight Ring, legendary (requires attunement) This silver ring with glowing white diamond chips and one large diamond in the center has writing on the inside of the ring in ancient dwarven runes which reads "when darkness rises so does the icy chill of death." Wearing this ring instantly attunes the wearer to it. While wearing and attuned to this ring, you are immune to cold and fire damage and do not suffer from any ill effects from extreme cold or extreme heat. Additionally, you can cast the following spells as if you had prepared them using Charisma as your casting ability: At will: frostbite, ray of frost 2/day: ice knife, sleet storm 1/day: ice storm, cone of cold Nondetection. The ring defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors. Cursed Collective Sentience. This ring is filled with thousands of ice gazer souls that were harvested by a group of duergar mages who trapped them in the ring to harness their power. Any creature attuned to the ring must make a DC 15 Charisma saving throw after a long rest or take 44 (8d10) psychic damage due to the chaotic jumble of thoughts that invade their dreams. The ring craves its own destruction and will only calm if it senses the bearer of the ring is working towards its destruction. Only the destruction of the ring or the death of the wearer can remove it, as a remove curse, wish, or similar magic may not remove the ring. Destroying the Ring. To destroy the ring, it must be taken to the Elemental Plane of Fire where a group of at least one thousand fire elementals must band together to unleash their power upon the ring and destroy it. Ice Gazer Tiny Aberration, Neutral Evil Armor Class 13 Hit Points 22 (5d4 + 10) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 4 (-3) 17 (+3) 15 (+2) 3 (-4) 10 (0) 7 (-2) Saving Throws Wis +2 Skills Perception +4, Stealth +5 Damage Immunities cold Condition Immunities prone Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 1 (200 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) cold damage. Hurl Snowball. The gazer magically covers itself in snow and hurls itself in a 30-foot line without provoking opportunity attacks. If it passes through the space of another creature, they must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage and stop the gazer's movement. Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn. 3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4. Freeze Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute as it's frozen solid. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 138


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Illithid Mind Stalker Of all of the alien races, it is a rare thing to find something that so universally inspires fear and revulsion as illithid mind stalkers. These monstrously imposing mind flayers are so named for the bloody war fought against the dwarves when the mind flayers first invaded the Underdark, a war that decimated illithid numbers. Mind stalkers are cannibalistic illithid that pursue their brethren with the same alien disregard as illithid have shown to the other species since their arrival in the Underdark. Mind stalkers crave nothing more than the slaking of their hunger, devouring mind and memory of those unlucky enough to cross their paths. Heretical Alien Minds. The loss of knowledge and secrets that each illithid death represents is more significant to the illithid than the death of the individual. In this regard, mind stalkers represent a forever death that illithid fear more than anything. To the mind flayers' leaders, the Elder Brains, mind stalkers represent an aberrant monstrosity and a near act of sacrilege. Aberrant Communion. Mind stalkers are known to to work with those that would help them overcome and devour more illithid. They are known to be manipulators, setting up situations where they can work with outsiders and have no compunction in aiding heroes or other denizens work against the goals of the mind flayers. Pawns of Thoon. It is a common theory amongst illithid that mind stalkers are the inevitable outcome for those who interact with the strange, unknowable Thoon. Those that worship or follow the tenets of Thoon inevitably begin to turn and change, their bodies altering as they study the power of Thoon directly. Whether or not this is true is unknown for those who deal with mind stalkers directly typically have little time to ask questions. Psi-Detector Amulet Wondrous item, very rare This amulet is made of stone from a cavern where a powerful illitid elder brain was killed. You can detect any source of psionic power, be it creature, item, or environmental effect within 1 mile. Additionally, you can, as an action, give yourself resistance to psionic effects for 1 minute. While under this effect, you have advantage against all saves against psionic mind powers and a +5 bonus to your AC against psionic spell-like attacks. Psionic Chain Armor (any chain or ring mail), very rare (requires attunement) The intricate links of this armor give off a golden shine and the chest of the armor is covered in an intricate arcane symbol that shifts and changes as the links move with the body wearing it. You have a +2 bonus to AC while wearing this armor. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. This magic armor resizes to fit the wearer. Protected Mind. You are immune to psionics while wearing this armor. If the source of the spell, attack, or magical attack is from a psionically-powered creature or magical item utilizing psionics, you cannot be affected by it while attuned and wearing this armor. 140


Illithid Mind Stalker Medium Aberration, Lawful Evil Armor Class 17 (natural armor) Hit Points 175 (27d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 19 (+4) 17 (+3) 17 (+3) Saving Throws Str +8, Int +8, Cha +7 Skills Arcana +8, Deception +7, Insight +7, Perception +7, Persuasion +7, Stealth +5 Senses darkvision 60 ft., passive Perception 17 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 10 (5,900 XP) aaaaaaaaa Proficiency Bonus +4 Aura of Malevolent Silence. Any creature communicating telepathically within 120 ft. of the mind stalker, except those communicating with it, must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 3 (1d6) psychic damage and cannot communicate telepathically for the next hour. Disarming Grapple. A creature that the mind stalker grapples must make a DC 16 Strength saving throw or be forced to drop any items it's holding. The items land at the target's feet. Magic Resistance. The mind stalker has advantage on saving throws against spells and other magical effects. Psionic Camouflage. The mind stalker is immune to spells and magical effects that would reveal its location such as detect thoughts and scrying or senses that detect a creature based on psionic ability such as an Elder Brains creature sense ability. Spell Penetration. When the mind stalker casts a spell and is interrupted by an enemy's counterspell, treat the spell’s level as 1 level higher. Toxic Bile. If a mind stalker is subjected to a melee attack that deals more than 20 points of damage in a single blow, each creature takes 5 (1d10) points of poison damage and must make a DC 16 Dexterity saving throw or be blinded until the start of the creature's next turn. Actions Multiattack. The mind stalker can make a total number of attacks equal to its Tentacles not currently grappling a creature (starting at four attacks and reducing). If its Tentacles are all actively grappling a creature, it may make a Flail attack or one attack with its Extract Brain action if conditions are met. Mind Ensnaring Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 2 (1d4) psychic damage. If the target is Large or smaller, it is grappled (escape DC 16). At the start of a grappled creature's turn it must make a DC 16 Strength saving throw or suffer 2 (1d4) psychic damage. A creature not grappled by the Mind Stalker may use an action to break the grapple early by making a DC 16 Strength (Athletics) check. If multiple tentacles are grappling the same target all attempts to break the grapple are made with disadvantage. If a single creature is grappled by four tentacles, then the mind stalker can activate the extract brain ability as a bonus action rather than an action. Flail. Melee Spell Attack: +8 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one humanoid grappled by the mind stalker. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind stalker kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind stalker magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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. Psionics. The mind stalker casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16): At will: astral projection, detect thoughts, levitate, plane shift (self only) 2/day each: dominate monster, suggestion 141


Inferno Spider Hailing from the plane of fire these elemental creatures mimic the shape of giant spiders, but their bodies are formed from scorching hot rocks that make up their body and lava coursing through their veins. Summoned into Darkness. These creatures’ eggs were often smuggled into enemy cities by the warring factions by the various factions of the Underdark waiting for them to hatch and wreak chaos. Due to this, they have begun to breed down in the dark passages often taking up residence around lava flows. Glowing Death. Many of the creatures of Underdark see through heat and the inferno spider has come to be known as the glowing death for its viciousness in attacking those that trespass upon its territory. Inferno Spider Large Elemental, Unaligned Armor Class 14 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 4 (-3) 11 (+0) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 2 (450 XP) aaaaaaaaa Proficiency Bonus +2 Spider Climb The inferno spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Heated Body. Any creature that touches the inferno spider or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Spit Fire. Ranged Weapon Attack: +5 to hit, range 20/60ft., one target. Hit: 17 (4d6 + 3) fire damage. Greater Inferno Spider Huge Elemental, Unaligned Armor Class 15 (natural armor) Hit Points 60 (8d12 + 8) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 12 (+1) 4 (-3) 11 (+0) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 4 (1,100 XP) aaaaaaaaa Proficiency Bonus +2 Spider Climb The greater inferno spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Heated Body. Any creature that touches the greater inferno spider or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 14 (4d6) fire damage. Spit Fire. Ranged Weapon Attack: +5 to hit, range 20/60ft., one target. Hit: 31 (8d6 + 3) fire damage. 142


Ironwing Angels The quickest way to rally a group to one’s cause is to make them truly believe that cause is justified. And what better way to do that than to gain divine approval? A being of pure law and good endorsing a cause or calling for battle will sway many religious or nominally good folks, by putting the difficult moral decisions in hands more worthy than their own. And if you can’t find a real celestial, well… an imitation works fine. Angels of Deception. Ironwings are not true celestials, but constructs designed to have the appearance of armored angels, ready for battle. In this way, they can rally whole armies to whatever banner their creators and masters desire. The enchantments on them are powerful enough to thwart nearly all divination magic, requiring a close inspection to reveal their true nature. The ironwings, of course, have no interest in allowing such an inspection to occur, and will fight to prevent it. Worse still, their bodies self-destruct upon death, making examining a corpse even less likely. This also means that slaying the ironwings won’t stop whatever army they’ve rallied, as the deception will be maintained after their death. Mechanical Loyalty. Created on the Plane of Order, ironwings are far from mindless drones, capable of independent thought and clever planning. Baked into their core, however, is an unflinching loyalty to their creators, who they serve to the absolute best of their ability. The creators have been known to sell this loyalty to the highest bidder in shady markets on the edges of Mechanus. Thus anyone with enough money, influence, or ambition can gain the service of these imitation angels ... for a time, at least. Ironwing Cherubim These smaller ironwings have the appearance of a metal sculpture of a child, carrying a bow with no arrows. They travel in packs, and prefer to spend most of their time invisible, only appearing when necessary to maintain the ruse. When simple persuasion isn’t enough to convince someone, the cherubim wield powerful mind-affecting magic, and use it to win over important targets. The shimmering, psychic arrows they fire from their bows can be used to weaken a creature’s resistance to their magic, ensuring their mind-control is successful. Ironwing Warcaller Any group of ironwings will likely have only one warcaller, with a small group of cherubim to support it. While its smaller kin watch from the sidelines, warcallers are the leaders. Persuasive and charming, they are the ones giving speeches, commanding armies, and leading people into battle. Powerful fighters in their own right, the weapons they wield are designed to mimic an angel’s innate radiance—but unlike an angel, which imbues damaging light into any weapon it wields, this has been built into specific weapons the warcallers carry. As such, they rarely use any weapon besides their own, to maintain the deception. 143


Ironwing Cherubim Small Construct, Lawful Neutral Armor Class 15 (natural armor) Hit Points 49 (9d6 + 18) Speed 15 ft., fly 60 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 14 (+2) 15 (+2) 20 (+5) Saving Throws Dex +6, Cha +8 Skills Deception +11, Insight +8, Persuasion +8 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Resistances poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 12 Languages telepathy 60 ft. Challenge 5 (1,800 XP) aaaaaaaaaa Proficiency Bonus +3 Angelic Imitation. Any divination magic or abilities that detect creature type reveal the cherubim to be a celestial. A successful DC 22 Intelligence (Investigation) check made in close contact over the course of a minute reveals the cherubim’s true nature. Magic Resistance. The cherubim has advantage on saving throws against spells and other magical effects. Self-Destruct. When the cherubim dies, its corpse explodes into radiant light and silvery dust. Each creature within 5 feet of it must make a DC 13 Constitution saving throw, taking 15 (6d4) radiant damage on a failed save, or half as much on a successful one. Actions Multiattack. The cherubim makes two Hypnotic Arrow attacks. Hypnotic Arrow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the cherubim’s next turn. Spellcasting. The cherubim casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 16): At Will: charm person, invisibility, suggestion 1/day: greater invisibility, hold person Ironwing Warcaller Large construct, lawful neutral Armor Class 17 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 14 (+2) 15 (+2) 22 (+6) Saving Throws Con +7, Cha +10 Skills Deception +14, Perception +6, Persuasion +14 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Resistances poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 16 Languages telepathy 60 ft. Challenge 9 (5,000 XP) aaaaaaaaaa Proficiency Bonus +4 Angelic Imitation. Any divination magic or abilities that detect creature type reveal the warcaller to be a celestial. A successful DC 22 Intelligence (Investigation) check made in close contact over the course of a minute reveals the warcaller’s true nature. Magic Resistance. The warcaller has advantage on saving throws against spells and other magical effects. Magic Weapons. The warcaller’s weapon attacks are magical. Self-Destruct. When the warcaller dies, its corpse explodes into radiant light and silvery dust. Each creature within 10 feet of it must make a DC 15 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much on a successful one. Actions Multiattack. The warcaller makes two Flaring Morningstar attacks. Flaring Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 2 (1d4) piercing damage plus 9 (2d8) radiant damage. Incite Rage (3/day). The warcaller psychically drives its allies into a frenzy. Each allied creature of the warcaller’s choice within 60 feet of it gains a +2 bonus to the damage of their weapon attacks, and their movement speed increases by 10 feet. This effect lasts for 1 minute, or until the warcaller loses concentration, as if concentrating on a spell. 144


Juang Serda Juang Serda is the youngest son of a youngest son and therefore, has no value or worth in the harsh nature of drow society. No one batted an eye when he disappeared into a dark cavern and wasn’t heard from. No one thought to look or hire someone to do it, which is why it came as a surprise during an Illithid invasion, a figure clad in full armor riding a beast unknown came to their rescue. It was even more of a surprise when that figure was revealed to be Juang Serda. Even after rescuing them, he was not given accolades or praised; it was not their way. Instead, he was assigned to the highest ranking daughter as her protector. Juang bore this duty for a time before becoming bored and disappearing again. It is said that when he is needed in a time of war and blood that he will ride from the shadows again to defend the drow. But more often than not, he comes charging in to change the flow of battle on a whim when he comes across conflicts wandering the Underdark. A Bit Chaotic. He loves the fight for just the challenge. Often, he will charge into any conflict he comes across and wage through it slaying as he goes, even changing sides mid-conflict because he gets bored. But if you cannot focus on him, he is a devastating force. Mounted Fighter. During his travels, Juang found and tamed some strange creatures in the depths of the Underdark. The two function as one seamless unit when in battle. Both are armored completely with most weapons having a hard time getting through it enough to do damage. Serda's Barding Armor (plate), legendary This magical armor is designed to be worn by a mount and gives the beast protective plating and the rider a built-in saddle. When this armor is placed on a creature, it magically conforms to the creature's shape and size. When worn, the creature's AC is 18 with no bonus from its Dexterity and disadvantage on Stealth rolls. 145


Juang Serda is presented above while mounted. When he is not mounted he is a Medium Humanoid, and only makes three attacks with his Multiattack. He no longer has access to the Ram, Gore, or Bite attacks, nor the Mount Charge feature. Juang Serda Huge Humanoid (Drow), Chaotic Neutral Armor Class 20 (full plate and shield) Hit Points 378 (28d12 + 196) Speed 60 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 24 (+7) 18 (+4) 10 (+0) 10 (+0) Saving Throws Str +12, Con +13 Skills Animal Handling +6, Athletics +12, Perception +6 Damage Resistances bludgeoning, piercing, slashing from magical attacks Damage Immunities bludgeoning, slashing and piercing damage from nonmagical weapons Senses darkvision 120ft., passive Perception 16 Languages Elvish, Undercommon Challenge 20 (25,000 XP) aaaaaaaaaaaaa Proficiency Bonus +6 Mount Charge. If Juanga Serda moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 19 (3d12) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Mounted Combat. If Juang Serda isn’t mounted, he can use a bonus action to magically teleport onto the creature serving as his mount, provided Juang Serda and his mount are on the same plane of existence. When he teleports, Juang appears astride the mount along with any equipment he is wearing or carrying. While mounted and not incapacitated, Juang can’t be surprised, and both he and his mount have advantage on Dexterity saving throws. Sure-Footed. Juang Serda has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. Juang Serda makes five attacks: two of which must be a Ram, Gore or Bite. Spear. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) piercing damage or 15 (2d8 + 6) piercing damage if used with two hands or Ranged Weapon Attack: +5 to hit, range 20/60ft., one target. Hit: 13 (2d6 + 6) piercing damage. Battle Axe. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) slashing damage. Dagger. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 7 (2d6) poison damage or Ranged Weapon Attack: +12 to hit, range 20/60ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. On a hit, the target must make a DC 15 Constitution saving throw or become poisoned. Ram. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. On a successful hit instead of damage a DC 18 Strength saving throw can be forced, knocking the target prone or a failure. Gore. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 19 (2d12 + 6) piercing damage. The target must make a DC 15 Dexterity saving throw or become gored on the tusk and become restrained. At the end of the target's turn they can attempt to remove themself from the tusk with a DC 18 Strength (Athletics) check. Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 5 (2d4) bludgeoning damage, and the target is grappled (escape DC 18 Strength). Until this grapple ends, the target is restrained, and the mount can’t bite another target. Reactions Rammed Spikes. When hit with a melee attack Juang Serda may use a reaction to have their mount slam into the attacker causing 7 (2d6) piercing damage and forcing a DC 18 Strength saving throw or become knocked prone. 146


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Kellen Raulnor Kellen Raulnor is known by many titles, including Grand Torchbearer of Candlekeep, King Fisher of the School of Twelve, Runereader of the Squall Caves, and Snow's Feather. The accuracy and validity of these titles are of some debate, but Kellen's self-confidence and self-reliance bestows some credibility to these claims. Raulnor is a literal beacon of light in the shadowy realm of the Underdark, with a glowing orb lit by a continual flame affixed to his headwear. It is this fact, and that he is a rock gnome rather than a svirfneblin, that makes Raulnor stand out in the memories of those he encounters. At an impressive four-foot-one, Raulnor is a slim figure in green and gold robes, with a thick blue beard that curls back upon itself. The only equipment the gnome seems to carry is a bifurcated quarterstaff, but those with a keen eye will note the small pouches beneath his robes that hold more than they should. Seeker of Knowledge. Raulnor's primary drive is the acquisition of knowledge, both for himself and for those institutions and groups he deems important. He is equally an adventurer and a patron, and both teacher and student. With knowledge comes the power to effect change, and what Raulnor seeks to change most is the danger posed by the unknown denizens of the Underdark. If he can study them to learn of their habits, behaviors and strengths, he can better control any potential threats that they may cause. A Solution for Any Puzzle. Most wizards, at a certain point in their studies, focus their attentions towards a specific area of knowledge in an effort to uncover deeper layers of hitherto unknown powers. Raulnor shirked this convention, instead focusing his gaze on many areas just enough to glean little tricks and advantages from all over the proverbial shop. Kellen Raulnor Small Humanoid (Gnome), Neutral Good Armor Class 14 (bracers of defense, 17 with mage armor) Hit Points 121 (22d6 + 44) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 21 (+5) 16 (+3) 16 (+3) Saving Throws Int +8, Wis +6 Skills Arcana +11, History +8, Insight +6, Investigation +8, Perception +6, Stealth +5, Survival +9 Senses darkvision 90 ft., passive Perception 16 Languages Common, Draconic, Gnomish, Undercommon Challenge 8 (3,900 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +3 Defensive Preparedness. Raulnor wears bracers of defense and casts mage armor prior to entering combat. Gnomish Cunning. Kellen has advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects. Prismatic Ward. On initiative count 20 (losing initiative ties), Raulnor gains immunity to one of the following damage types: acid, cold, fire, lightning, poison, or thunder. He may not choose the same type over two consequentive rounds. Actions Kellen's Lance. Melee Spell Attack: +8 to hit, reach 5 ft., up to two adjacent targets. Hit: 22 (5d6 + 5) piercing or thunder damage (Raulnor's choice) or Ranged Spell Attack: +8 to hit, reach 60 ft., up to two adjacent targets. Hit: 22 (5d6 + 5) piercing or thunder damage (Raulnor's choice). Spellcasting. Raulnor casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16, +8 to spell attacks): At-will: gust, light, message 3/day: fly, greater invisibility, mage armor, passwall, polymorph 1/day: alter self, immovable object, mass suggestion, mislead, Nathair's mischief, scatter, see invisbility, teleport Disintegration Ray (Recharges 5-6). Raulnor shoots a greenish ray at a target he can see within 120 feet. If the target is a creature, it must succeed on a DC 16 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. Bonus Actions Misty Step (3/day). Raulnor can teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Arcane Sangfroid (Recharges 4-6). When Raulnor fails a saving throw, he can use his reaction to reroll. He must use the result of the second roll. Geometric Ward (3/day). When Raulnor is hit by an attack, geometric patterns of multicoloured light appear around him. He gains a +5 bonus to AC, and gains resistance to bludgeoning, piercing, or slashing damage until the end of his next turn. 148


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Kemalapan With so many adventurers journeying into places they shouldn't, many monsters evolve to take advantage of such yummy meals wrapped in steel and iron. One such creature changes forms as it travels through its life cycle to best take advantage of the delivered meals. First, as swarming tiny twisted spiders with small mouths and stinging tails like scorpions who devour metal. Later, as a larger sharp-toothed adult that eats the squishy flesh and hoards the metal for its young. They tend to group into large swarms; the adults are pitching into a shared hoard for the young, hundreds of mating adults leading to thousands of swarming young. With many mouths to feed, sometimes the hunting range for an adult can go for miles, often leading to stories of disappearances in the area. In desperate times, the adults will even begin stealing metal objects from the closest signs of civilization or even begin raiding active mines. It also seems that the kemalapan is able to feel certain emotions - anger, parental love, sadness, etc. There have been many recorded accounts of adult kemalapan’s hunting down adventurers that have slaughtered their young over miles. Once marked for death, it is only a matter of time before they feel the bite of a bereaved kemalapan. For the Hoard. While the bonus to growing into eating the squishy bits is that the adults and young do not have to compete for food, it also means that piles of metal objects can always be found in a kemalapan hive. The larger the hoard, the larger the swarm maintaining it. So, if you see piles of metal items in a dark location you better run. Equal Opportunity Hunters. Once the young, are born they will also hunt, swarming living creatures and stinging them to death before dragging their bodies back to the nest. It isn’t uncommon to find one or the other rather than encountering both, but destroying the young will cause their parents to hunt relentlessly for revenge. Ring of Spiders Ring, very rare This hammered iron ring is inlaid with rings of brass. While you wear this ring, you have advantage on Constitution saving throws made to resist poisons and venoms and are immune to the poisoned condition. Additionally, you have advantage on Wisdom (Animal Handling) checks made when interacting with spiders. Young Kemalapan Tiny Monstrosity, Unaligned Armor Class 14 (natural armor) Hit Points 7 (2d4 + 2) Speed 20 ft., climb 40 ft. STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 5 (-3) Saving Throws Dex +6 Skills Acrobatics +6, Stealth +6 Condition Immunities paralyzed, poisoned Senses blindsight 10 ft., passive Perception 13 Languages — Challenge 1 (200 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Iron Scent. The kemalapan can pinpoint, by scent, the location of ferrous metal within 90 feet of it. Pack Tactics. The kemalapan has advantage on attack rolls against a creature if at least one of the kemalapan's allies is within 5 feet of the creature and the ally isn't incapacitated. Spider Climb. The kemalapan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, the target must make a DC 11 Constitution saving throw or take an additional 2 (1d4) poison damage Feast. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Any nonmagical weapon made of metal that the kemalapan bites is slowly destroyed. After successfully biting, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal is eaten by the kemalapan and is destroyed after dealing damage. Sting. Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn, being unable to move and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. A petrified creature is still considered made of flesh and blood when it comes to consuming them. 150


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