Rotclaw Large Dragon, Chaotic Evil Armor Class 14 (natural armor) Hit Points 209 (22d10 + 88) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 19 (+4) 20 (+5) 17 (+3) 12 (+1) Saving Throws Dex +4, Con +9, Wis +8, Cha +6 Skills Arcana +10, Intimidation +11, Perception +8, Stealth +4 Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Abyssal, Common, Draconic Challenge 16 (15,000 XP) aaaaaaaaaaaaa Proficiency Bonus +5 Curse of Decay. A creature subjected to Rotclaw’s Curse of Decay has vulnerability to bludgeoning, piercing, and slashing damage as its flesh softens and rots off. A cursed creature can repeat its saving throw at the end of each of its turns, removing the curse on a success. Legendary Resistance (3/day). If Rotclaw fails a saving throw, he can choose to succeed instead. Sloughing Toxin. Once per turn, when Rotclaw takes damage, he takes an additional 10 (3d6) damage of that type, and each creature within 15 feet of him takes 16 (3d10) poison damage. Actions Multiattack. Rotclaw can use his Frightful Presence. He then makes three attacks: one with his Bite and two with his claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) necrotic damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be afflicted with Rotclaw’s Curse of Decay. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Frightful Presence. Each creature of Rotclaw’s choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Rotclaw’s Frightful Presence for 24 hours. Decaying Breath (Recharge 5-6). Rotclaw exhales his own decomposing insides in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 22 (4d10) necrotic damage plus 22 (4d10) poison damage and being subjected to Rotclaw’s Curse of Decay on a failed save, or taking half as much damage and suffering no other ill effects on a successful one. Reactions: Recongeal. When Rotclaw takes damage, he can consume some of his own fallen flesh, regaining 11 (2d10) hit points. Legendary Actions: Rotclaw 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. Rotclaw regains spent legendary actions at the start of his turn. Detect. Rotclaw makes a Wisdom (Perception) check. Tail Attack. Rotclaw makes a tail attack. Foul Stench (Costs 2 Actions). Rotclaw casts stinking cloud (save DC 18), centered on a point he can see within range. 201
Rot Grub Shambler A rot grub shambler occurs when parasitic larvae from adult rot grubs are introduced to an undead thrall, such as a zombie. The necromancy involved causes the rot grub to develop rudimentary control over the zombified remains and the shambling corpse can then be sent lurching towards enemies of the necromancer responsible, much to the dismay of any who get in such a monster's way. Weaponized Vectors. Rot grub shamblers are walking carriers, capable of spreading the vile grubs from one host to another. With each attack or contact from the shambler, dozens of grubs pour forth into a new host who must choose to deal with the undead threat or the burrowing worms. Heart and Mind Seekers. Rot grubs that find new hosts instinctively seek out the hearts and minds of their unfortunate carriers. Working as a necromantic link and spell conveyor, the spell grubs extend the potential for the original caster to work magic within and upon would-be enemies. Willing Warriors. Needing only food to be kept loyal, rot grub shamblers follow the order of their creators absolutely. Their needs are nonexistent and the colony can be sustained almost indefinitely upon their undead host and the unfortunates they guard in their master's troves of knowledge or sanctum against. Rot Grub Shambler Medium Swarm of Tiny Undead Beasts, Unaligned Armor Class 11 Hit Points 110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 19 (+4) 3 (-4) 9 (-1) 6 (-2) Damage Resistances necrotic, poison; percing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 5 (1,800 XP) aaaaaaaaaaa Proficiency Bonus +3 Swarm Sense. The swarm always knows the exact location of members of its swarm. The swarm knows the exact location of creatures that have been attacked or otherwise carry the rot grub disease provided they are within 120 feet. Necromantic Disease. Any creature that makes a melee attack against the swarm must make a DC 15 Dexterity saving throw. On a failed save, the attacker is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 3 (1d6) necrotic damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infected by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and mind and kill it. On the next turn, the creature returns as a zombie under the effects of the animate dead spell. If the zombie remains animated for 24 hours it becomes a rot grub shambler. Any effect that cures disease kills all rot grubs infesting the target. Undead Fortitude. If damage reduces the swarm 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, the swarm reanimates on its next turn with 10 hit points. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rot grub. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The shambler makes two Slam attacks. Slam. Melee Weapon Attack: +7, reach 5ft., one target in the swarm's space. Hit: 9 (2d4 + 4) bludgeoning damage or 6 (1d4 + 4) bludgeoning damage if the swarm has half of its hit points or fewer. The target is infected by Necromantic Disease. 202
Sentinel of Laduguer For the duergar, there is rarely solace from the endless toil of their existence. This tortuous work is beset upon them by their own deity, Laduguer, who was once a hero that led the Clan Duergar to freedom against the illithids. Yet, one of the only places a gray dwarf can find peace is within a temple dedicated to Laduguer. Clerics of Laduguer, often called “Thuldor”, tend to the shrines and the services and labor upon crafting magical weapons in between. About 100 years ago, the temple in the duergar city, Gracklstugh, located in the Northdark was attacked by a squad of Lolth-worshiping drow from Menzoberranzan, killing many acolytes and Thuldors. The High Thuldor, Krvlschount, led a project that put to work hundreds of brilliant minds in the city. Together, the craftsmen of the city created several constructs that would defend the city. These constructs were blessed by the High Thuldor and dedicated to Laduguer. The Sentinels of Laduguer stand vigil over the temple and its toiling worshippers while the juggernauts lie below the temple, ready to demolish any who dare assault its holy ground. Sentinel of Laduguer Huge Construct, Unaligned Armor Class 21 (natural armor) Hit Points 281 (25d12 + 125) Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 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 10 Languages Understands Dwarvish and Undercommon but can't speak Challenge 18 (20,000 XP) aaaaaaaaaaa Proficiency Bonus +6 Poison Absorption. Whenever the sentinel is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt. Immutable Form. The sentinel is immune to any spell or effect that would alter its form. Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects. Magic Weapons. The sentinel's weapon attacks are magical. Psychic Engine. When the sentinel suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 27 (6d8) psychic damage to each creature within 10 feet of it. Actions Multiattack. The sentinel makes two Stone Blade attacks and two Crushing Stomp attacks. Stone Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning, magic damage. If the target is a Large or smaller creature, it must make a successful DC 18 Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage. Crushing Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning, magic damage, or 18 (6d8 + 5) bludgeoning, magic damage to a petrified target, this damage cannot be resisted. Reactions Petrifying Block. When the sentinel is hit with a melee attack, it can use its reaction to cause the attacking creature to make a DC 18 Constitution Saving Throw. On a failure, the attacking creature is covered in a caustic slime that was ejected from the sentinel. Until the end of the sentinel's next turn, if the creature fails on an attack roll, ability check, or saving throw, they become petrified for 1 minute. 203
Hammer of Laduguer Weapon (warhammer), very rare These stone warhammers are made from the remains of the sentinels or juggernauts of Laduguer. The shaped stone of the hammer retains some of the ancient magic blessed by the High Thuldor. You have a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, when you score a critical hit with this weapon, you deal an additional 6d8 psychic damage to each creature within 10 feet, including yourself. Juggernaut of Laduguer Gargantuan Construct, Unaligned Armor Class 22 (natural armor) Hit Points 360 (20d20 + 150) Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Skills Stealth +9 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 10 Languages Understands Dwarvish and Undercommon but can't speak Challenge 20 (25,000 XP) aaaaaaaaaa Proficiency Bonus +6 Poison Absorption. Whenever the juggernaut is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt. Earth Glide. The juggernaut can burrow through earth and stone. While doing so, the juggernaut doesn't disturb the material it moves through. Immutable Form. The juggernaut is immune to any spell or effect that would alter its form. Magic Resistance. The juggernaut has advantage on saving throws against spells and other magical effects. Magic Weapons. The juggernaut's weapon attacks are magical. Psychic Engine. When the juggernaut suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 24 (6d8) psychic damage to each creature within 10 feet of it. Actions Multiattack. The juggernaut makes two Stone Blade attacks and two Crushing Stomp attacks. Stone Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning, magic damage. If the target is a Large or smaller creature, it must make a successful DC 18 Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage. Crushing Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning, magic damage, or 18 (6d8 + 5) bludgeoning, magic damage to a petrified target, this damage cannot be resisted. Invisibility (Recharges after a Short or Long Rest). The juggernaut magically turns invisible until it attacks or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the juggernaut wears or carries is invisible with it. 204
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Shadowbrokers In the Underdark, one should never be alone. Unfortunately, there aren’t many communities who would willingly and benevolently aid an outsider. For those outsiders who happen to carry a lot of coin, however, the Shadowbrokers can watch your flank. The Shadowbrokers are an association of renegade drow that have been exiled from Menzoberranzan that offer a myriad of sketchy services to prominent visitors to the hostile lands of the world below worlds. Mostly located in remote areas of wilderness, Shadowbrokers hide within the shadows, searching for potential clients. When a traveler appears well-off or performs the appropriate “shadow sign” to beckon them, they are approached by a representative who offers jobs in exchange for payment. They then send out an appropriate amount of assassins to handle the job. Normally, it is a single target assassination but sometimes they are simply hired to escort their client or guard locations. Despite their unscrupulous nature, the Shadowbrokers have noble goals. Vehemently against the practices of Lolth worship, they will more likely accept a contract to assassinate a prominent member of Lolth’s cult rather than a svirfneblin political leader. Of course, if paid enough they can certainly be swayed against their ethics. Rimlock Rifle Weapon (firearm), rare This long rifle has twin barrels that have lightly glowing runes running down their length. You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, this double-barrel rifle can be fired twice before being reloaded. However, reloading requires a Bonus Action rather than a Free Action. Shadowbroker Assassin Medium Humanoid (Drow), Lawful Neutral Armor Class 18 (+1 studded leather) Hit Points 165 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 20 (+5) 16 (+3) 16 (+3) 15 (+2) 10 (+0) Saving Throws Dex +9, Con +7, Int +7 Skills Acrobatics +9, Deception +4, Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 16 Languages Undercommon, Elvish Challenge 10 (5,900 XP) aaaaaaaaaaaaaa Proficiency Bonus +4 Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Controlled Bloodstream. The assassin slows the flow of their blood, causing their body temperature to cool to avoid detection from Underdark predators. Creatures with the darkvision or superior darkvision trait make Wisdom (Perception) checks to detect the assassin at disadvantage. Explosive Attacks. The assassin is a master sharpshooter. When it rolls the maximum value on the damage die with a firearm against a target that is surprised, they roll an additional damage die and repeats this process until it rolls a result less than the maximum value. Spellcasting. The assassin casts one of the following spells using Intelligence as its ability modifier (spell save DC 15): At will: fog cloud, pass without trace 3/day: invisibility, see invisibility, silence 1/day: greater invisibility, shadow of moil Actions Multiattack. The shadowbroker makes two melee attacks. Crescent Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 16 (4d8) poison damage. Rimlocke Rifle. Ranged Weapon Attack: +9 to hit, range 120/360 ft., one target. Hit: 11 (1d12 + 5) piercing, magic damage. After making two attacks, the assassin must use a bonus action to reload. Bonus Actions Cunning Action. The assassin can take the dash, dodge, or hide action as a bonus action. Shadow Cloud (1/day). The assassin creates a cloud of shadow that is a 15-foot radius centered on them that follows them. It and any allies within the area have advantage on Dexterity (Stealth) checks and all sound within the cloud is muffled and can only be heard within 20ft. of the area. 206
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Spell Cave Nothics Spell caves are a rare but natural occurrence within the Underdark. Bizarre but beautiful crystalline faults, these caves are illuminated by the thousands of crystals they contain. The curious part of these caves, though, is not their formation but their constituent parts, for these crystals are naturally attuned to capture and store the weave, that magical source that all arcane beings tap into. Spell cave nothics are created when those cursed monstrosities find their way into these sources of powerful ambient magic. Sealing themselves within these dense magical chambers, the nothic feed upon the magic stored within, changing with the exposure to the weave until they begin to gain a semblance of their former existence. This revelation can have unexpected and unpredictable results on the creature's mind, some collapsing into slavering beasts, their former selves destroyed by madness and selfloathing for what they have become. Others wander into the Underdark seeking aid from capable sources to alleviate their curse, often finding death or desolation in the dangerous environs. A few however, accept their new state and instead begin the process of evolving into something altogether more terrible; a nothic secret keeper. Nothic Secret Keepers. These spell cave nothics steal potent secrets and dangerous knowledge from those around them, venturing further and further from their haven caves as they seek out new and powerful knowledge from the world, growing stronger and more dangerous with each secret they consume. Scarred Mind. Of all the spell cave nothics, this is the one that those who delve in the Underdark learn to fear and to listen when rumors abound of their presence in an area. This twisted and ancient nothic secret keeper has grown fat and terrible from consuming the maddening knowledge of the illithids and their elder brain overlords. It is said that the Scarred Mind carries such potent magics that any cave it rests in becomes a spell cave as its dreams bleed out into the world around it, carrying madness and the weave with it. There are those who whisper that the Scarred Mind seeks to become a god or kill one, with all manner of evil that it learns from those it inflicts its madness upon. Spell Cave Ring Wonderous item, very rare (requires attunement) While wearing this simple silver ring, you may, once per day, cast two spells that require concentration and concentrate on them simultaneously. When taking damage, you roll each spell's concentration check separately. Additionally, once per day you may cast a spell at 1 level higher without expending a higher spell slot, you can only do so if you are capable of casting a spell of that higher level. Spell Cave Nothic Medium Aberration, Neutral Evil Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 16 (+3) 17 (+3) 8 (-1) 8 (-1) Skills Arcana +6, Perception +2, Stealth +7 Senses truesight 120 ft., passive Perception 12 Languages Undercommon Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. Magically Attuned. When a spell is cast within 30 feet of a nothic, the nothic may make an Arcana check against a DC 10 + the spell level. On a success, the nothic knows the location of the caster, the name of the spell, and its effects. If the nothic is in combat with the creature, on a successful check the nothic may cast the same spell on its next turn as an action at the cost of 10 hit points per spell level. Magic Resistance. The nothic has advantage on saving throws against spells. Magic Weapons. The nothic's weapon attacks are magical. Actions Multiattack. The nothic makes one Claw and one Bite attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If a target is concentrating on a spell when hit by this attack, the nothic gains an amount of hit points equal to the spell level and the target's concentration check is made with disadvantage. Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must make a DC 14 Charisma saving throw. On a failed save, the target is stunned and the nothic magically learns one fact or secret about the target and regains 20 hit points. The target automatically wins if it is immune to being charmed. 208
Crystal Nothic Spectacles Wonderous item, very rare These optics have carved lenses made from a combination of nothic eye fluid and spell cave crystal. While wearing these optics, you gain 15-foot truesight and may use a reaction whenever a spell is cast within your truesight range to know the name of the spell, its effect, and its intended target. Additionally, magical items faintly glow different colors, allowing you to quickly identify the school of their magic from the aura while within the range of your truesight. Nothic Secret Keeper Medium Aberration, Neutral Evil Armor Class 17 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 17 (+3) 18 (+4) 11 (+0) 9 (-1) Skills Arcana +8, Perception +4, Stealth +8 Senses truesight 120ft., passive Perception 12 Languages Common, Deep Speech, Undercommon Challenge 10 (5,900 XP) aaaaaaaaaaaa Proficiency Bonus +4 Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. Magically Attuned. When a spell is cast within 30 feet of a nothic, the nothic may make an Arcana check against a DC 10 + the spell level. On a success, the nothic knows the location of the caster, the name of the spell, and its effects. If the nothic is in combat with the creature, on a successful check the nothic may cast the same spell on its next turn as an action at the cost of 10 hit points per spell level. Magic Resistance. The nothic has advantage on saving throws against spells. Magic Weapons. The nothic's weapon attacks are magical. Spell Penetration. When the nothic casts a spell and is interrupted by an enemies counterspell, treat the spell’s level as 2 levels higher. Actions Multiattack. The nothic makes two Claw attacks and one Bite attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing, magic damage plus 3 (1d6) force damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing, magic damage plus 3 (1d6) necrotic damage. If a target is concentrating on a spell when hit by this attack the nothic gains an amount of hit points equal to the spell level and the target's concentration check is made with disadvantage. Debilitating Insight. The nothic targets one creature it can see within 30 feet of it. The target must make a DC 16 Charisma saving throw. On a failed save the target is stunned and the nothic magically learns one fact or secret about the target and regains 20 hit points. The target has advantage if it is immune to being charmed. Spellcasting. The nothic casts one of the following spells using Intelligence as its spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: prestidigitation, mind sliver, minor illusion, true strike 4/day: detect magic, disguise self, identify, sleep, unseen servant 3/day: blindness/deafness, darkness, invisibility, magic mouth (as an action) 2/day: dispel magic, hypnotic pattern, synaptic static 1/day: confusion, eyebite Reactions Magic Anathema (1/day). When the nothic fails a save against a magical effect such as a spell save, it may choose to succeed instead. Counterspell (2/day). The nothic can react to another creature’s spellcasting as per the spell counterspell, cast at 4th level. Magic Shield (Recharge 4-6). The nothic encases itself in a shimmering shield of energy which blocks all uses of magic missile and adds 5 to it's AC until the start of it's next turn. 209
Scarred Mind It is said that this nothic secret keeper consumed the powerful secret at the heart of an allip, others say that Vecna’s curse did not affect the prodigious mind of the oncewizard the same as its kin, that the wizard that would become the Scarred Mind had protection even from the god of secrets machinations. Others with perhaps more insight into the Underdark suggest that the predation of the Scarred Mind upon the illithid and their elder brain controllers is responsible for this nothic's power and guile. Whatever conjunction of ill-begotten fate and chance birthed the nothic will remain a secret for all, save the Scarred Mind, for who may know what secrets in its madness it keeps locked away behind chittering maddening cackles and half conversations. What is known is that there are legions of the denizens of the Underdark that would see the Scarred Mind destroyed utterly for its crimes against them in its never-ending pursuit of secrets and information. Even greater still are those that have tried and failed to succeed. World Altering Madness. Scarred Mind's secrets are so potent and its magical aura so strong that its madness literally alters the world around it subconsciously. A spell cave that the Scarred Mind calls home quickly becomes a world unto itself with half-formed illusions and other manifestations of the secrets it contains birthing into existence around the monster. Jealous Hoarder. The Scarred Mind is a hoarder and collector. Much like dragons covet items of value to them, the Scarred Mind obsesses over the collection of secrets, the more powerful or hidden the better. Secrets call to the Scarred Mind, tugging on the strings of the weave that the monster is connected to, like the writhing of an insect trapped in a web. Unending and Inescapable. Unbeknownst to many, the Scarred Mind is as much a living curse as it is an actual monstrous hoarder of forbidden magical knowledge. Those brave enough, or lucky enough, to slay the Scarred Mind find themselves beset by the secrets hoarded and collected by the Scarred Mind; secrets that can never be lost to the world, but never known to anyone else. With such secrets comes dissolution, and possibly even destruction, if one is lucky. Scarred Mind’s Lair The Scarred Mind makes its lair in caves, crevices, or subterranean spaces that allow the monster to seal itself away, forming a protective cocoon of crystal, earth, and rock. Once properly sealed, the magics the nothic has glutted itself on begin to permeate its frame, carrying its maddening information with it. The walls of the Scarred Mind's sanctuary shift and grow strange fractal crystals that those who gaze upon them would swear contain their own hidden secrets. Half-formed illusory representations of the Scarred Mind's secrets appear and fade, sometimes shifting with each step an individual takes. The air of the place takes on a feverish, miasmic quality with heat haze and sweat forming on the crystal surfaces and at its center, the Scarred Mind rests upon a nest of crystal shards, each containing a fragment of madness or magic. Lair Actions When fighting inside its lair, the Scarred Mind can use lair actions. On initiative count 20 (losing initiative on ties), the Scarred Mind can take one lair action to cause one of the following effects; the Scarred Mind can’t use the same lair action two rounds in a row: The Scarred Mind casts phantasmal force on any number of creatures it can see within 60 feet of it. The spell lasts until its duration ends or the Scarred Mind ends it as a free action and while it is active, the Scarred Mind cannot take other lair actions. If the target succeeds on the saving throw or if the effect ends for it, the target is immune to the Scarred Mind's phantasmal force lair action for the next 24 hours. The crystals about the Scarred Mind flash and reality warps, bolts of raw magical energy arc towards a creature the Scarred Mind can see. The target must make a DC 18 Dexterity saving throw or take 5 (1d10) force damage, if another creature is within 10 feet of the target the bolt jumps to them and they take 4 (1d8) force damage. The crystals around the room chime and ring as if struck. Each non-deaf creature within 15 feet of the Scarred Mind must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes frightened of the Scarred Mind for 1 minute as their secrets echo out to them. If the creature fails this save by 5 or more, it is also stunned until the end of the Scarred Mind's next turn. Regional Effects The Scarred Mind's power suffuses the areas around its lair with great and terrible power, which creates one or more of the following effects: Creatures suffer bad dreams of their darkest secret being revealed to the scrutiny of others. Creatures with spells and spell-like abilities roll 1d4 after a long rest while within 1 mile of the Scarred Mind's lair. The creature subtracts the result from their spell slots or daily uses. These slots can be a single slot of an equal level or several slots adding up to the number rolled respectively. Each time a spellcaster uses a spell while not fighting the Scarred Mind, roll a d20, on a result of a 1 the spell fails and the spell slot is lost. If the Scarred Mind dies, these effects fade over the course of 1d6 days. 210
Scarred Mind Large Aberration, Neutral Evil Armor Class 18 (natural armor) Hit Points 263 (31d10 + 93) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 18 (+4) 20 (+5) 12 (+1) 9 (-1) Skills Arcana +10, Perception +6, Stealth +9 Senses truesight 120 ft., passive Perception 16 Languages Common, Deep Speech, Undercommon Challenge 16 (15,000 XP) aaaaaaaaaaaa Proficiency Bonus +5 Keen Sight. The Scarred Mind has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistances (3/day). If the Scarred Mind fails a saving throw, it can choose to succeed instead. Magically Attuned. When a spell is cast within 30 feet of a Scarred Mind, the Scarred Mind may make an Arcana check against a DC 10 + the spell level. On a success, the Scarred Mind knows the location of the caster, the name of the spell, and its effects. If the Scarred Mind is in combat with the creature, on a successful check the Scarred Mind may cast the same spell on its next turn as an action at the cost of 10 hit points per spell level. Magic Resistance. The Scarred Mind has advantage on saving throws against spells. Magic Weapons. The Scarred Mind's weapon attacks are magical. Spell Penetration. When the Scarred Mind casts a spell and is interrupted by an enemies counterspell, treat the spell’s level as 2 levels higher. Unquiet Mind. When a creature starts its turn within 15 feet of the Scarred Mind, it must make a DC 18 Wisdom saving throw. On a failure, the creature is beset by the maddening aura of the Scarred Mind's mind and takes 7 (2d6) psychic damage, cannot take reactions and makes all spell attacks and concentration checks with disadvantage until the end of its next turn. On a successful save, the damage is halved and may act normally on their turn. Actions Multiattack. The Scarred Mind makes two Claw attacks and one Bite attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing, magic damage plus 4 (1d8) force damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing, magic damage plus 4 (1d8) necrotic damage. If a target is concentrating on a spell when hit by this attack, the Scarred Mind gains an amount of hit points equal to the spell level and the target's concentration check is made with disadvantage. Consuming Insight (Recharge 5-6). The Scarred Mind targets each creature it can see within 20 feet of it. The targets must make a DC 18 Charisma saving throw. On a failed save, the Scarred Mind magically learns one fact or secret about the target which the target forgets forever and regains 30 hit points. Additionally, each creature that fails the saving throw by 5 or more takes 9 (2d8) psychic damage and loses 1d4 from its Wisdom score. If a creature's Wisdom score is reduced to 0 by this attack, it is Stunned until a lesser restoration or similar spell is cast on it. Spellcasting. The Scarred Mind casts one of the following spells using Intelligence as its spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: prestidigitation, mind sliver, minor illusion, mold earth, true strike 4/day: detect magic, disguise self, identify, sleep, unseen servant 3/day: blindness/deafness, darkness, dispel magic, invisibility, magic mouth (as an action) 2/day: confusion, eyebite, hypnotic pattern, synaptic static Reactions Counterspell (3/day). The Scarred Mind can react to another creature’s spellcasting as per the spell counterspell, cast at 4th level. Magic Shield (Recharge 4-6). The Scarred Mind encases itself in a shimmering shield of energy which blocks all uses of magic missile and adds 5 to it's AC until the start of it's next turn. 211
Spell Horror It is not uncommon for spells to fail in catastrophic ways for those casting them, especially when interrupted by other magics or spellcasters. Spell horrors are a rare result of the warping energies from powerful ritual spells fusing the casters involved into one suffering monstrosity. The process of several minds fusing into one living, gestalt consciousness causes madness and insanity for the resulting creature. Spell horrors seek out the remnants of their previously separate lives, appearing at loved ones homes or previous places of employment suddenly, as the now fractured mind of many people made one jumps through partial memories. The results for such appearances are often violent and chaotic, spell horrors being reviled and misunderstood as threats based on their appearance. Once violence begins, a primal need to defend itself takes over the spell horror and the creature often finds itself in the ruins of a place it once thought of as safe, the blood of those it once called loved ones staining its hands. Magically Twisted. Spell horrors only occur when the warping touch of failing magical spells fuse many casters into a singular body and mind. The birthing of these creatures leaves them protected from the touch of magic again, their bodies so suffused with the weave that it shrugs off the effects of other magics. Many Minds Made One. Spell horror minds are a chaotic storm of mixed emotions, personalities, and memories. Those who are keenly attuned to psionic or telepathic means suffer their presences most keenly as their agony is projected from them by the power of their madness. Unending Suffering. Spell horrors are not cursed like some creatures, instead they have been exposed to the disruptive effects of raw magic. There is no cure for such creatures and the suffering they experience is often only ended by the kindness of those capable of ending their lives. Spell Horror Large Construct, True Neutral Armor Class 11 Hit Points 114 (12d10 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 19 (+4) 7 (-2) 9 (-1) 6 (-2) Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its previous lives but can't speak Challenge 7 (2,900 XP) aaaaaaaaaaa Proficiency Bonus +3 Immutable Form. The spell horror is immune to any spell or effect that would alter its form. Magic Resistance. The spell horror has advantage on saving throws against spells and other magical effects. Magical Immunity. The spell horror is immune to any condition that would be the result of a magical effect or spell. Dissonant Projections. The spell horror's mind projects agonized suffering into the mind of any creature that gets too close to it. Any creature that starts its turn within 15 feet of the spell horror must make a DC 15 Wisdom saving throw or take 9 (2d8) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the spell horror. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. Weave Interruption. The spell horror's innate magical aura interrupts the weave around it. The spell horror has an aura of 20 feet; any creature that uses a spell slot within the aura must make a DC 15 Intelligence (Arcana) check or the spell fails and the spell slot is lost. Actions Multiattack. The spell horror makes two Pummel attacks. Pummel. Melee Weapon Attack: +7, reach 5ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. 212
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Ss'ycorass, The God King Gargantuan Aberration, Chaotic Evil Armor Class 21 (natural armor) Hit Points 462 (28d20 + 168) Speed 60 ft., fly 120 ft. STR DEX CON INT WIS CHA 27 (+8) 28 (+9) 22 (+6) 25 (+7) 21 (+5) 26 (+8) Skills Arcana +14, Athletics +15, Deception +15, History +14, Insight +12, Perception +12, Religion +14, Stealth +16 Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 60 ft., passive Perception 22 Languages Abyssal, Common Challenge 22 (41,000 XP) aaaaaaaaaaa Proficiency Bonus +7 Chameleon Skin. Ss'ycorass has advantage on Dexterity (Stealth) checks made to hide. Charming Gaze. Any creature that starts it's turn within 30 feet of Ss'ycorass and can see Ss'ycorass' eyes, must make a DC 23 Wisdom saving throw if Ss'ycorass is not incapacitated and can see the target. On a failed saving throw, the creature becomes charmed by Ss’ycorass as if under the mass suggestion spell. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Ss'ycorass until the start of its next turn, when it can avert its eyes again. If the creature looks at Ss'ycorass in the meantime, it must immediately make the save. Blind creatures or creatures without traditional sight such as those that use tremorsense or blindsight automatically succeed on this saving throw. No Mere Mortal. Ssy’corass has no need to eat, sleep or breath and is immune to anything that affects these for purposes of resisting spells and spell-like effects. Godlike Strength. Ss'ycorass has advantage on all Strength (Athletics) checks for the purpose of grappling and maintaining grapple on a target. Legendary Resistance (3/day). If Ss'ycorass fails a saving throw, he can choose to succeed instead. Rejuvenation. If it dies, Ss'ycorass returns to life in 1d6 days and regains all his hit points. Only a wish spell can prevent this trait from functioning. Spell Penetration. When Ss'ycorass casts a spell and is interrupted by an enemy's counterspell, treat the spell’s level as 4 levels higher. Special Equipment. Ss’ycorass wears the Crown of Ss'ycorass. Actions Multiattack. Ss'ycorass makes two attacks: one Coilwhip attack and one Sting attack or one Coilwhip attack and one Bite attack. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature grappled by Ss'ycorass. Hit: 26 (4d8 + 8) piercing damage. The target must make a DC 23 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Coilwhip. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage and the target must make a DC 23 Dexterity saving throw or be grappled (escape DC). Ss'ycorass can only have one creature grappled this way at a time. Sting. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) piercing damage, and the target must make a DC 23 Constitution saving throw, on a failed save the creature is poisoned and takes 18 (4d8) poison damage at the start of each of its turns until the poison is cured. The target can repeat the save at the end of each of its turns. Spellcasting. Ss'ycorass casts one of the following spells using Intelligence as its spellcasting ability (spell save DC 23, +15 to hit with spell attacks): At will: fire bolt, mage hand, minor illusion, ray of frost 4/day: darkness, detect magic, fog cloud, magic missile, sleep 3/day: confusion, lightning bolt, polymorph, stinking cloud 2/day: eye bite, power word pain 1/day: dominate monster, meteor swarm Legendary actions Ss'ycorass can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ss'ycorass regains spent legendary actions at the start of its turn. Coilwhip. Ss'ycorass makes one coilwhip attack. Ss'ycorass may then move up to half its full speed without provoking attacks of opportunity with any grappled creature. Sting. Ss'ycorass makes one sting attack. Cast a Spell (1-3). Ss'ycorass expends a spell slot to cast a 4/day or 3/day spell that he has prepared. Doing so costs 1 legendary action per level of the spell. Summon Worshippers. Ss’ycorass summons a number of worshippers from its multitudious cult. Roll 1d6 and consult the table below. 214
Summon Worshippers 1d6 Worshippers Summoned 1 1d6 swarms of poisonous snakes 2 2d6 giant poisonous snakes 3 1d6 giant constrictor snakes 4 3d6 cultists and 2d4 cult fanatics 5 3d6 acolytes 6 1d4 spirit nagas Crown of Ss'ycorass Wonderous item, artifact (requires attunement) The artistry in this crown is beautiful and it seems to sing alluringly to all those who see it. This crown is made from the fortunes of each empire that fell at the will of Ss'ycorass, the god king. It was forged using naga shaping techniques taught to the servitor race by those who created such beings. Wearing the crown has the following benefits: ● 2 minor beneficial properties ● 1 major beneficial property ● 2 minor detrimental properties ● 1 major detrimental property Magical Dominion. While attuned to this crown you are immune to the charmed condition. Repository of Naga Magics. While attuned to this crown you gain access to the following spells that you may cast using your Charisma modifier as your spellcasting modifier: 5/day: charm person 4/day: crown of madness 3/day: hypnotic pattern 2/day: charm monster 1/day: dominate person Curse. The first time attuning to the artifact you must attempt a DC 20 Charisma saving throw or be charmed by the ancient evil inside the crown. While you are charmed by the artifact, you can't voluntarily end your attunement to it, and the artifact casts geas on you at will (DC 23), urging you to work toward the evil ends it desires. The DM will decide what task the artifact wants you to complete. The only means of removing the curse is by the remove curse spell or by wish. Sentience. The crown has an Intelligence of 20, Wisdom of 14 and a Charisma of 18. It has hearing and darkvision out to 120 feet. Personality. The crown desires its wearer to test their greatness by undoing the works of mortal races, destroying or undoing kingdoms and domains across the world. It presses its wearer to seek out new dark secrets and magical treasures. It loathes all domains of delight and the rulers within it and will push its wearer to seek out such places and to sow chaos there. Ss'ycorass, the God King (Ha-Naga) Amongst the many monstrous entities within the Underdark, few have had such a dramatic impact upon the world at large as Ss'ycorass. Ha-Naga are notorious for their designs upon the destruction and dissolution of civilizations and amongst their ilk, few more so than Ss'ycorass himself, who has destroyed dynasties, kingdoms, and disrupted or ended the lives of tens of thousands across its unending life span. As with many of his brethren, Ss'ycorass takes great pride in his destructive power, reveling in the idea that any target that gathers its attention would inevitably crumble beneath the weight. Created as a servitor, Ss'ycorass remembers well his time obeying callous masters who thought that the creation of an entity enabled dominion of it but far from empathizing with those of lesser power, Ss'ycorass loathes what the weak and feeble mortal races represent. Few learn of Ss'ycorass existence within his Underdark kingdom of ruins and sweltering heat; fewer still live to talk about the world revealed there. Immortal God King. As with all Ha-Naga, Ss'ycorass is immortal, save for the intervention of a divine being or the power of a wish spell, any death that Ss'ycorass experiences is only a temporary set back and with time the god king will return to life and those responsible for his undoing will face the full weight of his hatred. Arrogance of Longevity. Ss'ycorass is arrogant as only the incredibly ancient and powerful beings can be. His intellect and power have enabled him to overcome enemies of all stations from potent heroes to world-ending liches and this has only confirmed to him the rightness of his attitude. Ss'ycorass' ego is only further engrossed by the worship of those he tolerates to exist within his domain, spirit nagas and other denizens of his cult shower him with praise and wealth befitting of his station as their god. In truth, Ss'ycorass cares not one bit for the beings who worship him, caring only about the adoration of those worthy enough to recognize his brilliance. Master of Ancient Ritual. Ss'ycorass was not born a HaNaga. Like all of his subspecies, Ss'ycorass found the ancient rituals of the progenitor race responsible for the creation of nagas and through those dark magics transformed himself into the powerful entity he remains today. Crowned King. Each domain of a mortal race that Ss'ycorass has destroyed or undone has resulted in the collection of potent magical artifacts and wealth. Ss'ycorass has transformed those artifacts into a crown that sits upon his magnificent brow, a source of much power that the god king can wield against those who would seek to dethrone the tyrant. 215
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Star Spawn Those vile, unearthly creatures which are sent, or on occasion are summoned, to the Material Plane come in many forms, each designed by minds unfathomable, to carry out specific tasks for their masters. Some are created for war, while others for seeking and retrieving. While these creatures can be found anywhere at any time, certain types are better suited for particular locations. For example, the star spawn seeker and star spawn shadow are vile creatures which make their home in the darkness and use its cover to carry out their nefarious works. They will often be found in regions such as the Underdark, skulking in ruins or shadow-laden crevices, completing the works their otherworldly masters set them. Star Spawn Shadow On occasion, when a star spawn seer attempts to bind another star spawn entity to a creature from the Material Plane, the mere process of the creature coming in contact with the entity will completely obliterate the body of the creature, leaving only the spirit to which the entity clings. This results in the creation of a star spawn shadow, using its own power to allow the spirit to manifest as a writhing shadow. Unfortunately for the shadow, this new form is weak and easily destroyed, even by sunlight, therefore one or more are often sent alongside a seeker while it traverses the Underdark, acting as eyes and ears to allow the seeker to avoid or better ambush any creatures which might get in its way. With no other more powerful star spawn present to direct a shadow, they will often spend their time hunting a suitable target with the goal of driving them mad before moving on to another. The creature selected is often picked due to its solitary nature, which would provide the shadow a better chance of succeeding in its attacks. The presence of one or more shadows is often predicated by one or more creatures in the area acting unusually, showing symptoms of madness. Mental Assault. A star spawn shadow will always attempt to avoid combat whenever possible due to its inherent fragility, however if it came find its enemies while they are sleeping it can attempt to plague their dreams with visions of incomprehensible nightmare-scapes, this can have dire effects on the targets, and if allowed to continue for long enough will eventually render the creature mad. Light Abhorrence. A star spawn shadow’s body is so fragile that any light at all can have destructive effects on it, therefore it cannot approach too closely to any form of light source such as a torch or bonfire. The best defence against these creatures' mental assaults is to sleep in a well lit and bright area. Though this can have its own ramifications, causing the creatures to make their camp more visible to any creatures who might be hunting them. Ethereal Nature. As a shadow has a limited physical form, it has the ability to touch on the ethereal, it can move freely between the Material and Ethereal planes and communicate telepathically. Star Spawn Shadow Medium Aberration, Chaotic Evil Armor Class 12 Hit Points 37 (15d8 - 30) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 6 (-2) 12 (+1) 14 (+2) 8 (-1) Saving Throws Dex +4, Wis +4 Damage Resistances acid, cold, thunder; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses passive Perception 12 Languages Deep Speech, telepathy 120 ft. Challenge 1/2 (100 XP) aaaaaaaaaaaa Proficiency Bonus +2 Abhors Light. While in sunlight or within 20 ft. of any form of light source, such as torch light or magical light etc., the shadow has disadvantage on attack rolls, ability checks, and saving throws. If the shadow remains within range of the light source for 1 minute it is destroyed permanently. Amorphous. The seeker can move through a space as narrow as 1 inch wide without squeezing. Etherealness. The shadow magically enters the Ethereal Plane from the Material Plane, or vice versa. Telepathic Bond. The shadow ignores the range restriction on its telepathy when communicating with a seeker to which it is serving. The two don't even need to be on the same plane of existence. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage. If the attack roll has advantage, the target also takes 10 (3d6) psychic damage. Nightmare Visions (1/day). The shadow comes into physical contact with a sleeping creature and assails its dreams with visions of madness. If the shadow can remain in physical contact for one hour then the target gains one level of exhaustion and gains no benefits from its rest. Bonus Actions Shadow Stealth. While in dim light or darkness, the seeker can take the Hide action as a bonus action. 217
Star Spawn Seeker A star spawn seeker is more alike to a star spawn larva mage than any of its other brethren in appearance, its body apparently formed from a mass of writhing, slithering worms, caterpillars, or other such creatures, though when fully cloaked it appears to move like a humanoid though with an odd, flowing gait. It wears a bone white mask resembling a death mask concealing its true identity from those that would chance to come across it. A seeker is usually brought into existence by a larva mage or seer binding a lesser star spawn entity to a cultist with roguish abilities. The resulting star spawn uses the skills of its host to serve the larva mage or seer in carrying out specific tasks such as finding long lost artifacts or magical items buried deep in the earth. For this reason, a seeker is most often found in the Underdark, searching long-buried ruins or ancient ritual sites for items of great power or secrets hidden in their depths. Their natural stealth abilities make them near invisible when traversing the perpetual darkness of the Underdark meaning they will often fall upon targets or interlopers before they are even aware of the seeker's presence, preferring to use ambush and surprise to strike at their foes, fleeing if they are forced into open conflict. They are often accompanied by one or more star spawn shadows which they use to assist with their search efforts or as scouts to watch for potential enemies. Skilled Assassins. Thanks to the host they take over when they are brought into existence, a seeker often has innate assasination abilities which it utilizes to strike at enemies and kill them before they are even aware of the seeker's existence. They excel at hit-and-run tactics, making them a dangerous adversary in a location you are unfamiliar with. Pack Leader. A seeker is often given control of one or more star spawn shadows to carry out its missions, acting as a leader to direct and choreograph their movements. The seeker uses the telepathic abilities of the shadows to coordinate over large distances and in complete silence. A group of shadows will follow a seeker's directions without question. Star Spawn Seeker Medium Aberration, Neutral Evil Armor Class 15 Hit Points 108 (24d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 10 (+0) 14 (+2) 12 (+1) 8 (-1) Saving Throws Dex +9, Int +6 Damage Resistances cold; bludgeoning, piercing, and slashing from non magical attacks Damage Immunities psychic Condition Immunities charmed, frightened, prone Senses passive Perception 11 Languages Deep Speech Challenge 10 (5,900 XP) aaaaaaaaaaaaaaa Proficiency Bonus +4 Assassinate. On the first round of each combat, the seeker has advantage on attack rolls against a creature that hasn't taken a turn yet. Amorphous. The seeker can move through a space as narrow as 1 inch wide without squeezing. Evasion. If the seeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the seeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Pack Tactics. The seeker has advantage on an attack roll against a creature if at least one of the seeker's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/turn). The seeker deals an extra 17 (5d6) damage when it hits a target with its claw attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the seeker that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. Actions Multiattack The seeker makes two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the attack roll has advantage, the target also takes 10 (3d6) psychic damage. Warp Strike (Recharge 6). Melee Weapon Attack: +9 to hit, reach 60 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the attack roll has advantage, the target also takes 10 (3d6) psychic damage. The seeker creates a warp in space that allows it to close the distance between itself and a target it can see within 60 feet of itself instantly. Upon initiating the attack, the seeker moves to an unoccupied space it can see next to the target whether the attack is successful or not. Bonus Actions Shadow Stealth. While in dim light or darkness, the seeker can take the Hide action as a bonus action. 218
Steel Enforcer Created by workshops of arcane engineers in the Underdark's greatest empires, these automatons are the result of an extreme modification of an iron golem's framework and standard enchantment. A towering giant, powered by multiple elemental spirits in order to move its enormous body, wields a twin-sided crescent blade. Much less elegant than the golem it was derived from, the steel enforcer presents a bigger threat at the cost of a much more difficult creation process. Thus this construct keeps the nigh invulnerability that iron golems are known for, as well as some additional benefits from the additional elemental spirits bound to its body, but the resources necessary to build one would afford two iron golems in its place. Costly Guardians. Due to their expensive requirements, only the wealthiest of individuals within the Underdark empires have been known to acquire these behemoths, usually the head of a drow house or royalty from duergar kingdoms. Steel Enforcer Huge Construct, Unaligned Armor Class 21 (natural armor) Hit Points 287 (23d12 + 138) Speed 30 ft. STR DEX CON INT WIS CHA 26 (+8) 9 (-1) 23 (+6) 3 (-4) 12 (+1) 1 (-5) Damage Resistances cold, lightning Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 19 (22,000 XP) aaaaa Proficiency Bonus +6 Fire Absorption. Whenever the enforcer is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The enforcer is immune to any spell or effect that would alter its form. Magic Resistance. The enforcer has advantage on saving throws against spells and other magical effects. Magic Weapons. The enforcer's weapon attacks are magical. Actions Multiattack. The enforcer makes two Slam attacks and one Crescent Blade attack. Slam. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 26 (4d8 + 8) bludgeoning, magic damage. Crescent Blade. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 30 (4d10 + 8) slashing, magic damage. Arcane Burst. The enforcer releases a burst of combined elemental power in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) fire, cold or lightning damage on a failed save, or half as much damage on a successful one. The enforcer then gains 15 temporary hit points by absorbing a portion of the released energy back. 219
Stone Shackles Wonderous item, rare Created by the repurposed chains of a defeated stone demon of the Underdark, these manacles magically adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existense. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. Stone Demon Stone demons are created by the races of the Underdark by infusing an executed criminal's soul and life force into these stone constructs before banishing them to the wilds of the Underdark forced to wander and destroy all that dwell below. Doomed to wander forever; half remembering their previous lives. Locked in Stone. From the duergar to the drow, this ritual has become a known practice among some of the more cruel cultures of the Underdark to destroy enemies or to instill fear in their enemies. Doomed to Wander. Those transformed into stone demons are cursed to wander the tunnels of the Underdark, killing all they come across out of misguided rage at what they have lost. Stone Demon Medium Construct, Neutral Evil Armor Class 15 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Skills Athletics +5, Perception +3 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, frightened, petrified, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands one language known to its creator but can’t speak Challenge 4 (1,100 XP) aaaaaaaaa Proficiency Bonus +2 Magic Resistance. The stone demon has advantage on saving throws against spells and other magical effects. Lost Memories. The stone demon can add half its proficiency bonus to any skill check it is not proficient in. Actions Multiattack. The stone demon makes one Greatsword and one Bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 220
Subterranean Spiders The Underdark is home to a wide variety of arachnids. Between the strange magical radiation of the Underdark and the drow love of spiders, these creepy-crawlies have bred into a diversity of species. Hirsute Brute The result of magical experimentation and ritualistic sacrifices in the name of Lolth, the rothé-sized hirsute brute is the larger cousin of the hairy spider. The oversized bristles of this spider serve two purposes: to blunt the attacks of drow-crafted scimitars whilst allowing multiple handholds for an impromptu rider. Unlike its smaller relatives, the hirsute brute can produce webbing, increasing the efficiency of raids meant to secure slaves and sacrifices for Lolth. Hirsute Brute Medium Beast, Unaligned Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 15 (+2) 1 (-5) 13 (+1) 3 (-4) Skills Perception +5, Stealth +6 Damage Resistances slashing Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands Undercommon but can't speak Challenge 2 (450 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two Bite attacks. It can replace one Bite attack with a Web attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw. On a failed save, the target takes 7 (2d6) poison damage. Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 221
Hairy Spider Favored by drow wizards as familiars, these black, bristled spiders are about the size of a human hand. Unlike most spider species, hairy spiders are unable to create webs, although they can utilize and navigate the webs of others. Hairy spiders are commonly encountered in swarms, scrambling over a victim as they tear out chunks of flesh and infecting them with their poisonous bites. Variant: Hairy Spider Familiar Some hairy spiders are willing to serve spellcasters as a familiar. Such hairy spiders have the following trait. Familiar. The spider can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the spider is within 10 feet of its companion, the companion shares the hairy spider's Web Walker trait. Hairy Spider Tiny Beast, Unaligned Armor Class 13 (natural armor) Hit Points 1 (1d4 - 1) Speed 25 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 13 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Skills Perception +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 30 ft., passive Perception 14 Languages — Challenge 1/8 (25 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage. Swarm of Hairy Spiders Medium Swarm of Tiny Beasts, Unaligned Armor Class 14 (natural armor) Hit Points 31 (7d8) Speed 25 ft., climb 20 ft. STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 1 (-5) Skills Perception +3 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, poisoned, restrained, stunned Senses blindsight 10 ft., darkvision 30 ft., passive Perception 13 Languages — Challenge 2 (450 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker. The swarm ignores movement restrictions caused by webbing. Actions Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d5) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 9 Constitution saving throw or take 7 (2d6) poison damage. 222
Wraith Spider Appearing as slightly translucent monstrous spiders, wraith spiders are undead creatures that plague many corners of the Underdark, as well as the swamps of the Lizard Marsh near the city of Daggerford. Originally created by followers of the deity Kiaransalee during the Silence of Lolth, wraith spiders are wicked creatures that can slip through the defenses of a city before manifesting fully into the Material Plane. The presence of wraith spiders can be ascertained from the debris they leave behind. Victims of these arachnids appear as hollowed husks perforated by multiple bite and piercing marks. Bracelet of the Ethereal Wondrous item, very rare This gold bracelet is intricate and beautiful. This bracelet has 3 charges and regains 1d3 charges each day at dawn. As an action, you can expend one charge and enter the Ethereal Plane from the Material plane, or vice versa. You are visible on the Material Plane while you are in the Border Ethereal, and vice versa, however, you can't affect or be affected by anything on the other plane. Wraith Spider Medium Undead, Chaotic Evil Armor Class 15 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 15 (+2) 2 (-4) 10 (+0) 1 (-5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages — Challenge 4 (1,100 XP) aaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Ethereal Sight. The wraith spider can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Spider Climb. The wraith spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the wraith spider knows the exact location of any other creature in contact with the same web. Web Walker. The wraith spider ignores movement restrictions caused by webbing. Actions Multiattack. The wraith spider makes one Bite attack and two Foreleg attacks. It can replace the Bite attack with a Web attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Foreleg. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Etherealness. The wraith spider enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Web. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 223
Tan Dhaeroaw The dark elves of the Underdark are often feared and shunned in common society. Their murderous night time raids come without warning and they kill viciously in the name of their spider queen sparing none, no matter how fair or how little. Due to their relation, half-elves of drow descent are often viewed in a similar way to their elven parent. They are unwanted, turned away, and most commonly, feared. Shunned in the Underdark for their lack of pure blood and unwanted in surface society, these half-elves find themselves living on the outskirts of the world and fighting for survival in the wild. When possible, they band together in kinship, and if enough of them come together, small tribes begin to form self-proclaimed, such as the Tan Dhaeroaw. War on Heritage. The Tan Dhaeroaw do not hold it against the surface dwellers for throwing them out. Rather it is the fault of their dark elf ancestors and their vile goddess, Lolth, who they blindly follow. In retaliation, they dive beneath the earth and take the fight back to dark elf society; a noble cause in an effort to clear their names and separate them from the deeds of their ancestors. Hit and Run. Small in number, their battles have to be well planned and Tan Dhaeroaw – Brother Traitor in common - often employ guerilla fighting tactics similar to how the dark elves attack the surface world. They creep out of the shadows to destroy a target quickly and efficiently, then retreat back to their hold before a defense can be mustered. Common targets often include supply or trading lines, slavers or temples of the spider queen. Silent Defenders. Smaller tribes of Tan Dhaeroaw, or regiments of larger tribes, watch the tunnels leading to the surface world. They wait patiently, looking for drow scouts that seek out raiding opportunities for the dark elves. When found, they attempt to disrupt the dark elves' plans often by killing the scout or laying their own trap for the oncoming raiding party if they are confident in their numbers. If neither of these options are possible, they will warn the nearby surface settlements of the oncoming raid. However, often their warnings are not heeded as their heritage causes mistrust, which is soon regretted when staring down the blade of a drow soldier the next night. Craftsmen. Living in the wilds of society, Tan Dhaeroaw tribes often come into contact with wood elves. When these meetings do not come to blows, they have often led to fragile alliances based on both a mutual heritage and hatred. On occasion, the Tan Dhaeroaw have been able to learn from their wood elf cousins during these alliances and become skilled in crafting bark to their needs. With this talent, they are able to craft armor and weapons from bark that is as hard as steel and aids them in battle. The talent can also be applied to zurkhwood which grows in the Underdark, allowing them to replenish their weapons and armor during long periods living underground. 224
Tan Dhaeroaw Shuriken Weapon (throwing star), uncommon These black star-shaped rings of blades are designed to be thrown easily and fly true to their target. You have a +1 bonus to attack and damage rolls made with this magic weapon. These magic throwing stars are created by the Tan Dhaeroaw specifically with stealth in mind. You have advantage on Dexterity (Stealth) or Dexterity (Sleight of Hand) checks made to draw or hide these weapons. Infiltrators Members of Tan Dhaeroaw whose appearance pulls from their elven heritage particularly strongly are not as easily distinguished from a dark elf. This makes them a great asset to the Tan Dhaeroaw as they are able to enter and live in drow society without being easily detected. These spies use their position to find weaknesses in a dark elf settlement, or gain valuable information to aid the attacks from the Tan Dhaeroaw. It is rumored one family of particularly high renown in the great city of Menzoberranzan is secretly lead by a member of the Tan Dhaeroaw and has been for many years. It is unknown whether this infiltrator is masterfully biding their time, feeding back information and waiting for the perfect moment to topple the drow, or if they have embedded themselves too deep, succumbing to the luxuries and pleasures of the spider queen and discarding their old loyalties. Tan Dhaeroaw Soldier Medium Humanoid (Half-Elf), Neutral Armor Class 16 (breastplate) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 12 (+1) Skills Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Fey Ancestry. The tan dhaeroaw has advantage on saving throws against being charmed, and magic can’t put it to sleep. Keen Hearing and Sight. The tan dhaeroaw has advantage on Wisdom (Perception) checks that rely on hearing or sight. Special Equipment. The tan dhaeraow carries eight tan dhaeraow shuriken. Actions Multiattack. The tan dhaeroaw makes three Longsword attacks or two Throwing Star attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Throwing Star. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing, magic damage. Spellcasting. The tan dhaeroaw casts one of the following spells using Charisma as its spellcasting ability (spell save DC 10, +2 to hit with spell attacks): At will: dancing lights 1/day each: darkness, faerie fire 225
Tan Dhaerow Infiltrator Medium Humanoid (Half-Elf), Neutral Armor Class 14 (studded leather) Hit Points 121 (22d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 18 (+4) Saving Throws Dex +5, Cha +7 Skills Deception +7, Insight +5, Perception +5, Persuasion +7, Sleight of Hand +5, Stealth +5, Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Undercommon Challenge 5 (1,800 XP) aaaaaaaaaaaaaaa Proficiency Bonus +3 Fey Ancestry. The tan dhaeroaw has advantage on saving throws against being charmed, and magic can’t put it to sleep. Sneak Attack. Once per turn, the tan dhaeroaw deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the tan dhaeroaw that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll. Special Equipment. The tan dhaeraow carries eight tan dhaeraow shuriken. Actions Multiattack. The tan dhaeroaw makes two Dagger attacks or two Throwing Star attacks. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 2) piercing damage. Throwing Star. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing, magic damage. Spellcasting. The tan dhaeroaw casts one of the following spells using Charisma as its spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: dancing lights 1/day each: darkness, faerie fire Bonus Actions Cunning Action. On each of its turns, the tan dhaeroaw can use a bonus action to take the Dash, Disengage, or Hide action. Poison Coating. The tan dhaeroaw quickly coats a weapon in one of their poisons. The next time the tan dhaeroaw hits with an attack using the coated weapon the poison is applied to the target creature, at which point it is removed from the weapon and a new poison can be applied. 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. Wyvern Poison. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful save. 226
Terrornid "A very odd lava formation ... " - An Explorer, standing in an eight-foot round tunnel It's difficult to gauge exactly how much of the Underdark was carved out by terrornids. It's possible they are a recent migrant to the area, perhaps from somewhere near the elemental planes, but there does seem to be significant tunneling through much of the Underdark that has the telltale sign of a terrornid. The chances of running into the creature itself is quite unlikely, however running across tunnels, even freshly hewn ones, is something far less rare. Terrornids are quite voracious eaters and are quite fond of metallic deposits. This puts them in direct conflict with several races that regularly mine the Underdark. However, it would take a huge party of dwarves to take down a terrornid. These huge worms cut eight-foot tunnels through stone and dirt alike with a beak-like mouthpart that is hot enough to melt stone and metal deposits on contact. There have been encounters between mining parties and terrornids and it almost always ends up in giant holes being carved through the mining operations and scores of miners being sent home in boxes. The worms can be up to eighty feet long. There is one account on record of a very ancient terrornid being killed by a small army of drow while it burrowed quite absent-mindedly through a portion of a city wall. Many drow were killed simply from the waves of heat and molten stone being tossed about, let alone when the worm finally got tired of a squad of drow and regurgitated molten stone upon them. Surprising to the drow it seems, was that a good portion of the front half of the terrornid was encased in mithril and adamantine. If the stories are to believed, after the army it took to fell the creature it then took another one of smiths to cut the creature up and cart it off. Terrornid Huge monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 230 (20d12 + 100) Speed 60 ft., burrow 60 ft., climb 60 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 20 (+5) 7 (-2) 7 (-2) 10 (+0) Damage Immunities cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, petrified Senses tremorsense 120 ft., passive Perception 8 Languages — Challenge 16 (15,000 XP)aaaaaaa Proficiency Bonus: +5 Heated Body. A creature that touches the terrornid or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage. Fire Absorption. Whenever the terrornid is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Siege Monster. The terrornid deals double damage to objects and structures. Tunneler. The terrornid can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake. Actions Multiattack. The terrornid makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 10 (3d6) fire damage. Breath Weapon (Recharge 5–6). The terrornid exhales lava in a 25-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. 227
Tharid Also known as the devourers, these monstrous beings are a unique breed of fiends fabricated by drow archmages. Through the manipulation of demonic essence, these wizards have managed to create obedient servants with limited intelligence and nonexistent sentience. Though derived from demons of the abyss, the tharid's essence is tied to the tower of their creator instead of the home plane of demons. This makes them easily accesible by their creator, but more vulnerable than a regular demon. These savage creatures relish in violence and rely on the consumption of life essence for their sustenance. This makes them perfect exterminators at the behest of their masters. Too Dangerous. Their ability to absorb the life force of other living beings manifests through a magical aura that they can activate at will. However, this also means that they can be a potential danger to allies, which is why they're always ordered to engage in close quarters combat while their masters or handlers attack from a distance. Tharid Large Fiend, Neutral Evil Armor Class 16 (natural armor) Hit Points 171 (18d10 + 72) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 9 (-1) 14 (+2) 17 (+3) Saving Throws Wis +6, Cha +7 Skills Athletics +9, Deception +7, Intimidation +7 Senses passive Perception 12 Languages Common, Elvish, and Undercommon Challenge 10 (5,900 XP) aaaaa Proficiency Bonus +4 Aura of Hunger. At the start of each of the tharid’s turns, each creature of its choice within 10 feet of it must succeed on a DC 15 Constitution saving throw or take 7 (2d6) necrotic damage. The tharid then recovers a number of hit points equal to half the damage dealt. Magic Resistance. The tharid has advantage on saving throws against spells and other magical effects. Magic Weapons. The tharid’s weapon attacks are magical. Actions Multiattack. The tharid makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the tharid regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claws. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 15 (3d6 + 5) slashing damage. Spellcasting. The tharid casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell atacks): 2/day each: blight, vampiric touch (as a 5th-level spell) 1/day each: enervation 228
Thought Experiment Mind flayers are known for their elaborate experiments on other creatures in attempts to create new methods to control and defeat their enemies and new servants for their colonies —servants which frequently wind up turning on their creators. Intellect devourers are one of the few successful results of these twisted mutations. Another, less successful creation is the tentacled mass of gangrenous grey matter known as a thought experiment. Noxious Vermin. Thought experiments are the result of fusing and stitching multiple brains into one mobile, thinking mass. Though somewhat foul and rotten, the acidic preservatives involved in their creation mean they don’t easily decay, and are surprisingly hearty. They don’t naturally age or die ... which became something of a problem when they escaped from the labs that created them. Now numerous mind flayer colonies are infested with these tentacled creatures, which have discovered a way to reproduce. Brain Death. Thought experiments are capable of damaging the minds of creatures they attack, eventually resulting in complete brain death. Once the creature is catatonic, the thought experiments dissolve the target’s skull with their acid, and take its brain to forge into more of their kind. On rare occasions, even unwary mind flayers have been caught off guard by a mob of the creatures and succumbed to this fate. (Some elder brains regard this as a removal of a weak link and a benefit to the overall colony). Even without direct confrontation, though, most mind flayers find thought experiments frustrating for just this reason— their attacks waste good brains, and dead thought experiments taste awful. Thought Experiment Small Aberration, Chaotic evil Armor Class 12 Hit Points 36 (8d6 + 8) Speed 15 ft. STR DEX CON INT WIS CHA 5 (-3) 14 (+2) 12 (+1) 17 (+3) 10 (+0) 9 (-1) Saving Throws Int +5, Wis +2, Cha +1 Skills Perception +2, Stealth +4 Damage Immunities acid, psychic Condition Immunities blinded, charmed, frightened Senses blindsight 60 ft., passive Perception 12 Languages understands Deep Speech but can’t speak, telepathy 60 ft. Challenge 2 (450 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +2 Detect Sentience. The experiment can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Actions Multiattack. The experiment makes four Draining Caress attacks. Draining Caress. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) acid damage, and the target’s Intelligence score is reduced by 1. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. 229
Titan Spider These huge spiders are rare and more often found in drow captivity than in the wild. Born at nearly the size of a giant spider, titan spiders grow to be large enough to fill a room. When raised in captivity, they often become quite docile, but in the wild, titan spiders are vicious and dangerous creatures. In the wild, titan spiders are quite territorial and solitary. Despite their size, they hunt and feed similar to common spiders. Titans weave webs and wait for prey to get stuck in them, attacking the restrained creatures with their fangs to paralyze and kill them with a powerful poison. Then, like the average spider, they drain the victim of blood. Also like most spiders, titan spiders will wrap up their victims and store them when food is plentiful. Metal Skin. Oddly, titan spiders will swallow the remains after they have been drained of blood and their unique digestive system will slowly digest nearly everything. Much of the harder materials are converted into metals and bone, creating a harder and thicker than normal exoskeletal carapace on the outside of titan spiders. Giant Webs. Throughout the Underdark are many deep caverns that are often covered in ancient thick webs. The webs made by the largest and oldest titan spiders often remain in place for centuries and are large enough for a medium creature to walk across as if it was a narrow bridge. Titan Spider Huge Monstrosity, Unaligned Armor Class 17 (natural armor) Hit Points 170 (20d12 + 40) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 4 (-3) Skills Perception +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15 Languages — Challenge 9 (5,000 XP) aaaaaaaaaaa Proficiency Bonus +4 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two Leg Swipe attacks and one Bite attack. Leg Swipe. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) 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. 230
Underhag Like most things found in the deepening darkness below the surface, hags of the Underdark are generally far more dangerous than those of the surface. Most hags that choose to venture down into the darkness seach out areas of magical radiation, called faezress. They feed on the dangerous radiation, allowing it to further corrupt and empower them. Though they quickly adapt to the dangerous faezress radiation, most of these hags quickly become addicted to it and are unable to leave for long. Some of these underhags actually enchant the faezress into magical items they can wear and carry with them to allow them to leave without suffering the effects of radiation addiction withdrawals. These dark malevolent fey often change their appearance to that of beautiful young women to lure victims into their lairs or to deal with those who have sought them out for bargains as their usual appearance as an unsightly elderly woman has been corrupted and mutated by the strange magic. Solitary. Unlike their surface sisters, the hags of the Underdark are more often found alone in the caverns and tunnels below the surface. They rarely seek each other out to form covens. Since their increased power and longevity is linked to the magical fonts of faezress, they guard these areas from others who might also feed on the magical radiation. Willing to Bargain. Since they are far more likely to be alone in the Underdark, these hags are even more eager to bargain with others, if only to have the occasional visitor. While surface hags make deals with hopes of corrupting mortals for fun, often the underhags will strike bargains out of necessity for resources and goods they don’t have easy access to. Dark Trolls. The underhags guard their faerzress caverns with trolls they grow within the pools of magical radiation. These trolls are bred to guard the lone hag's lair and also sent out from the lair to hunt for food and resources the hag may require. 231
Faerzress Ring Ring, very rare (requires attunement) The gem in this ring appears to contain an entire universe of stars within its facets. The metal of the ring is crudely shaped and the hammer and tool marks are obvious. This ring gives off a faint aura of transmutation magic and is infused with the faerzress of the Underdark. A creature exposed to heavy doses of faerzress radiation who attunes and wears this ring will suffer no consequences from further exposure or lack of exposure to faerzress. Additionally, while attuned and wearing this ring, a creature can use an action to speak the ring's command word and regain one expended spell slot. If the expended spell slot is of 5th level or higher, the new slot is 4th level. Once you have used this power, it cannot be used again until the next dawn. Dark Troll Large Giant, Chaotic Evil Armor Class 16 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 20 (+5) 6 (-2) 8 (-1) 6 (-2) Saving Throws Con +8 Skills Perception +2, Stealth +5 Senses darkvision 120 ft., passive Perception 12 Languages Giant, Undercommon Challenge 7 (2,900 XP) aaaaaaaaaaa Proficiency Bonus +3 Magic Resistance. The dark troll has advantage on saving throws against spells and other magical effects. Keen Smell. The dark troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The dark troll regains 15 hit points at the start of its turn. If the dark troll takes acid or fire damage, this trait doesn't function at the start of the dark troll's next turn. The dark troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The dark troll makes one Bite and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Underhag Medium Fiend (Hag), Chaotic Evil Armor Class 18 (natural armor) Hit Points 195 (26d8 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 18 (+4) 15 (+2) 20 (+5) Saving Throws Con +7, Int +8, Cha +9 Skills Deception +9, Insight +6, Perception +6, Stealth +7 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial, Undercommon Challenge 12 (8,400 XP) aaaaaaaaaaa Proficiency Bonus +4 Magic Resistance. The underhag has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/day). If the underhag fails a saving thorw, she can choose to succeed instead. Actions Multiattack. The underhag makes two claw attacks. Claws (hag form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage. Spellcasting. The underhag casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: detect magic, disguise self, magic missile, plane shift, sleep 2/day: fog cloud, ray of enfeeblement 1/day: bestow curse, confusion, contagion Nightmare Haunting (2/day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. 232
Vathuniaga & Kolakulane A name to strike fear into those who hear it. Vathuniaga and his brother, Kolakulane, are from a clan that has turned its back on the world above. They were born in the mountains among the goliath clans, but they have forsaken their clan ancestry and turned to the darkness below. After years in the Underdark, exposed to the magical radiation, they have changed. Their skin is dark like a drow, with the same tracery as their aboveground cousins. They hunt the Underdark together and are formidable foes. Their motives are strange and unknown. Whether they simply roam and hunt for survival, or if they seek something else, is a mystery. Vathuniaga Medium Humanoid (Goliath), Neutral Evil Armor Class 13 (staff of power, 16 with mage armor) Hit Points 97 (15d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 15 (+2) 18 (+4) 12 (+1) 16 (+3) Saving Throws Int +10, Cha +9 Skills Arcana +8, Athletics +5, History +8, Investigation +8, Persuasion +7 Senses darkvision 60 ft., passive Perception 11 Languages Giant, Undercommon Challenge 9 (5,000 XP) aaaaaaaaaaaa Proficiency Bonus +4 Powerful Build. Vathuniaga counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Staff of Power. Vathuniaga gains a +2 bonus to Armor Class, saving throws, and spell attack rolls, which is included in the statblock of this NPC. Actions Multiattack. Vathuniaga makes one Staff of Power attack and casts one at will Spell. Staff of Power (10 Charges). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning, magic damage. When Vathuniaga hits with a melee attack using the staff, he can expend one charge to deal an additional 3 (1d6) force damage. Spellcasting. Vathuniaga casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: blade ward, dancing lights, fire bolt, poison spray, true strike 3/day: levitate, mage armor, magic missile, ray of enfeeblement 2/day: animate dead, cone of cold, fireball, lightning bolt, wall of force 1/day: globe of invulnerability, hold monster, mass suggestion, similacrum, telepathy Reactions Stone’s Endurance (1/short rest). When Vathuniaga takes damage, he can reduce 8 (1d12 + 2) from the damage taken. 233
Kolakulane Medium Humanoid (Goliath), Neutral Evil Armor Class 18 (unarmored defense, bracers of defense) Hit Points 112 (15d8 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 10 (+0) Saving Throws Str +8, Con +6 Skills Animal Handling +4, Athletics +9, Intimidation +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 11 Languages Giant, Undercommon Challenge 8 (3,900 XP) aaaaaaaaaaaa Proficiency Bonus +3 Powerful Build. Kolakulane counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Actions Multiattack. Kolakulane makes three Greataxe attacks or one attack may be replaced by a Javelin of Lightning attack. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Javelin of Lightning. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 18 (4d8) lightning damage. When Kolakulane hurls it and speaks its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from Kolakulane to a target within 120 feet. Each creature in the line excluding Kolakulane and the target must make a DC 13 Dexterity saving throw, taking 18 (4d6) lightning damage on a failed save, and half as much damage on a successful one. Kolakulane has three javelins of lightning. Reactions Stone’s Endurance (1/short rest). When Kolakulane takes damage, he can reduce 8 (1d12 + 2) from the damage taken. 234
Vengar, Exiled Chieftan Vengar was born in the Spine of the World: a range of harsh, frozen mountains at the far north of Faerun. He was always large for his age, and quickly rose in the ranks of his tribe. On the battlefield, few could match his incredible reach and powerful blows. He defeated a dwarven champion in single combat and took the dwarf’s well-crafted morningstar for himself. From that point forward, he was known as Vengar, the Smasher. Vengar eventually came to rule his tribe through a combination of brutality, intimidation, and sheer force of will. But Vengar’s rise left him surrounded by enemies, including the son of the former chieftain, Harsh. As Vengar gained power, the dwarves laid a trap for him. They disguised a military convoy as a simple trading caravan. Vengar led the raid, only to find his forces outnumbered; he was forced to call a retreat. Harsh publicly accused Vengar of cowardice and Vengar was then driven out of his clan. Vengar has made his way to the underdark where he now travels alone. His exile has humbled him and while he still has a lust for battle, he seeks to prove himself by hunting great and powerful monsters. He believes if he can slay a great beast and return to his tribe, he will dethrone Harsh and take his rightful place at the head of his clan. Bonds and Flaws. Vengar seeks to make himself worthy to return to his tribe. His family means everything to him and it pains Vengar to be apart from them. Vengar's greatest virtue is strength, but not in how hard he swings his morningstar, but his strength of spirit and mind. However, Vengar is so eager to prove himself that he will overlook obvious danger. Vengar, Exiled Chieftain Medium Humanoid (Goblinoid), Chaotic Neutral Armor Class 15 (armor scraps, shield) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 14 (+2) Skills Athletics +7, Intimidation +5, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin, Undercommon Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Brute. A melee weapon attack deals one extra die of weapon damage when Vengar hits with it (included in the attack). Bloodied Rage. When Vengar has less than half his hit points, he can make two attacks with his spiked shield as part of the same bonus action and he cannot be charmed, frightened, or stunned. Surprise Attack. If Vengar surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack Vengar makes two attacks with his Morningstar. Morningstar. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 +4) bludgeoning damage plus 5 (2d4) piercing damage. Vengar can choose to force the creature to make a Strength saving throw (DC 15) or be knocked prone. Fury of the Forgotten (Recharge 6). Vengar makes a Morningstar attack against each creature within his range. If Vengar uses this ability, attacks against him are made with advantage and he has disadvantage on Wisdom saving throws until the beginning of his next turn. Bonus Actions Spiked Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 +4) piercing damage. Vengar can choose to force the creature to make a Strength saving throw (DC 15) or be pushed back 5 feet. 235
Vinicted Vinicted are large, arachnid-like creatures with hardened black carapaces covered with dozens of razor sharp spines. Four pairs of orange eyes give them remarkably powerful vision and small sensitive hairs along their legs allow them to locate even the subtlest vibrations. These foul creatures are born through dark rituals and created solely for destruction. Vinicted wait on cavern walls and ceilings before leaping down atop their prey and tearing them to ribbons with their pincers. Born to Kill. When a vinicted is formed, their creator places the bone of a humanoid at their heart. From that moment onward, the vinicted will be driven to hunt and consume as many as many of that type of humanoid as possible. During wars against the dwarves, drow sorceresses unleashed hundreds of vindicted against dwarven villages. But once the vinicted had consumed all their favored prey in a specific area, they turned against drow creators. While most were destroyed, a few remain in the deepest caverns of the underdark. Unnatural Hunger. Vinicted were born from magic and use magic to sustain themselves. Other than their favored prey, vincited target spellcasters, especially sorcerers. When they cannot find humanoids, vinicted will hunt magical creatures, such as dragon wyrmlings, cloakers, or undead. Vinicted Large Monstrosity, Unaligned Armor Class 19 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 5 (-3) 14 (+2) 5 (-3) Skills Athletics +7, Stealth +5 Condition Immunities charmed Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 12 Languages understands the languages of its creator Challenge 6 (2,300 XP) aaaaaaaaaaaaaaaaa Proficiency Bonus +3 Powerful Leap. The distance the vinicted can jump is doubled and if it would take fall damage, it takes half as much damage instead. Spider Climb. The vinicted can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spiked Carapace. Whenever a creature hits the vinicted with a melee attack while within 5 feet, the creature takes 5 (2d4) piercing damage. Unwavering Purpose. When the vinicted is created, its master tasks it to destroy a particular type of humanoid (such as elf, goblin, or orc). The vinicted has advantage on attack rolls against creatures of that type. Actions Multiattack. The vinicted makes three attacks: two attacks with its Pincers and uses its Crush or Fling, if available. Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 +4) piercing damage and the target must succeed on a DC 15 Strength saving throw or become grappled (escape DC 15). The vinicted can have up to two creatures grappled at a time. Crush. The vinicted crushes one creature grappled by its Pincers. The creature must succeed on a DC 15 Strength saving throw or take 18 (4d8) piercing damage and have its speed reduced by 10 feet until it receives magical healing or a creature succeeds on a DC 15 Wisdom (Medicine) check as an action to bind the wound. On a successful save, the creature takes half damage and its speed is not reduced. Fling. One Medium or smaller creature grappled by the vinicted is thrown up to 30 feet in a direction of vinicted choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. 236
The Voiceless The voiceless are Fey creatures which have been cursed for their arrogance and pride. They once boasted a beautiful appearance and enchanting voice which they would use to enthrall and charm those around them, these things matched only by their strength and dexterity in combat. This caused them to grow conceited and they began to look down on those weaker or less beautiful than themselves. Thinking themselves above them all, they grew wicked, using their strength to bring low those they considered beneath them. Eventually the gods intervened, stealing their voice and taking their beauty as punishment for their heinous actions. Their original name was stripped from them and they became known only as the voiceless. They were cast from their homes within the Feywild and fled to various locations throughout the planes. Most, now ashamed of their appearance and hateful of their lack of voice, lurk in places where they can hide away, preferring to live in the dark and unknown places in the world. The voiceless make their living serving other powerful creatures, seeking out opportunities to levy harm against others as a way to relieve themselves from their own torment. Because of this, they take great pleasure in causing pain and will often take great care to keep an enemy alive, if possible, to prolong their torture. Voiceless. As part of their punishment meted out by the gods, the voiceless had their ability to speak stripped from them. Through their fey magic they have developed a form of telepathic communication which allows them to speak to one another or other creatures they happen across. If presented the opportunity, they will attempt to use this ability to torment creatures who aren't aware of their presence by whispering into their minds while unseen. Prolonging Life. A voiceless will prefer to keep an enemy alive as long as possible in order to torment and torture them over time; to this end they have developed a variety of poisons with a multitude of effects which they use in combat. Some will cause an enemy to fall unconscious, others will paralyze while keeping the target awake, others still will drive their target into a temporary bout of insanity causing them to lash out at their nearby allies. Unwilling Servants. In order to survive, the voiceless will sell their services to other powerful creatures in return for wealth, power, or even an opportunity to torment those they consider below them. They, however, hate to be in servitude to those they consider weaker than themselves, therefore, should any of their temporary masters show a moment of weakness the voiceless will turn on them immediately and mercilessly. 237
The Voiceless Medium Fey, Chaotic Evil Armor Class 16 Hit Points 182 (28d8 + 56) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 17 (+3) 16 (+3) Skills Acrobatics +7, Perception +7, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from non magical attacks Senses Darkvision 120 ft., passive perception 17 Languages Can understand; Common, Elvish, Sylvan, Undercommon but can only communicate telepathically (120ft) Challenge 10 (5,900 XP) aaaaaaaaaaaaaaa Proficiency Bonus +4 Magic Resistance. The voiceless has advantage on saving throws against spells and other magical effects. Nimble Escape. The voiceless can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The voiceless has advantage on an attack roll against a creature if at least one of the voiceless's allies is within 5 feet of the creature and the ally isn't incapacitated. Unnerving Presence. Any non-voiceless creature that starts its turn within 60 feet of the voiceless must make a DC15 Wisdom saving throw. On a failed save, the creature becomes 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 any voiceless's Unnerving Presence for the next 24 hours. Actions Multiattack. The voiceless makes three attacks with either its Shortsword or Claw attack. The voiceless can cast one Spell in place of one of these attacks. Blowgun. Ranged Weapon Attack: +7 to hit, range 25/100 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 4 (1d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour. Spellcasting. The voiceless casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks), the voiceless can ignore verbal component requirements when casting spells: At will: acid splash, frostbite, infestation, mind sliver, poison spray, 3/day: bane, cause fear, darkness, enthrall, hex (as an action) 2/day: bestow curse, haste, vampiric touch 1/day: compulsion, contagion Bonus Actions Pick Your Poison (Recharge 4-6) The voiceless applies a poison to its weapons, on the next successful attack the target must make a DC 15 Constitution saving throw, on a fail the target suffers one of the following effects, they are paralyzed for 1 minute; they fall asleep for 1 minute or until they take damage or another creature uses an action to wake them; or they suffer the effects of the crown of madness spell without the visual effects and with no need to maintain concentration. The target can make a Constitution saving throw at the end of each of its turns. On a success, the effect ends. 238
Wandering Hunter Many unique creatures or plants can only be found within the winding corridors of the Underdark. These creatures and plants can be valuable to the right people for the right price and that means that there are those who will venture down for the chance of gold. Skilled Hunter. These individuals have become skilled at their trading tracking and slaying of the creatures below, or carefully finding and harvesting the plants. Those that are not skilled rarely return from the caverns of the Underdark. Hired Blade. These hunters rarely venture underground without a bounty set forth by a wealthy individual, whether that is wizard looking for new components, an alchemist seeking new ingredients, or just a rich individual. Taking these contracts can be risky but the payouts for success are usually well worth the danger. Hunter's Rings Ring, rare (requires attunement) These golden rings have intricate designs that match their sister rings exactly. While attuned and wearing these rings, you and all others who are attuned and wearing these rings can instantly share words, images, sounds, and other sensory messages with one another through the link up to a range of one mile, even if you can not normally communicate or understand one another languages. These rings are made in sets of up to a dozen, each with a unique design. Wandering Hunter Medium Humanoid (Any), Any Alignment Armor Class 17 (half plate) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 11 (+0) Skills Athletics +5, Medicine +2, Perception +2 Senses passive Perception 12 Languages any one language (usually common) Challenge 3 (700 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Harvesting Expert. The wandering hunter has advantage on Wisdom (Medicine) checks when harvesting materials from plants or creatures. Actions Multiattack. The wandering hunter makes two Longsword attacks. If it has a Dagger drawn, it can also make a Dagger attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage or Ranged Weapon Attack: +5 to hit, range 20/60ft., one target. Hit: 5 (1d4 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 6 (1d8 + 2) piercing damage. 239
Warflayer Know your enemy, devour their minds. Most illithids prefer to engage in more cerebral studies, but some become fixated on the chess game of battle. Such mind flayers become fixated on the study of combat, scouring minds and libraries across the planes to mold themselves into perfect warriors. Warflayers are excellent tacticians and military strategists, and are most likely to be encountered observing, or perhaps even meddling, in the warfare of various peoples. When not conducting research, warflayers organize the defenses of their colony and plan attacks on those that stand in the way of the illithids' glorious expansion. A warflayer is based in deception. Warflayers seek to capture individuals with exceptional combat ability in order to study them. They enjoy laying cunning traps to lure in and outwit their prey, exploiting their opponents' weaknesses. Warflayers believe themselves to have no such vulnerabilities, but their hubris can be their undoing. Warflayer Medium Aberration, Neutral Evil Armor Class 18 (plate) Hit Points 110 (13d8 + 52) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 19 (+4) 17 (+3) 17 (+3) Saving Throws Int +8, Wis +7, Cha +7 Skills Athletics +8, Arcana +8, Deception +7, Insight +7, Perception +7, Persuasion +7, Stealth +5 Senses darkvision 120 ft., passive Perception 17 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 9 (3,900 XP) aaaaaaaaaaaa Proficiency Bonus +4 Magic Resistance. The warflayer has advantage on saving throws against spells and other magical effects. Prowess Thief. Once per turn when the warflayer hits a creature with an attack, it can attempt to tear the creature’s martial prowess from its mind. The creature must succeed on a DC 16 Wisdom saving throw or be unable to use one nonmagical or psionic ability of the warflayer’s choice until the end of its next turn. If the ability has uses that can be expended, the creature expends one use of it. The warflayer can use the creature’s ability once before the end of its next turn. Actions Multiattack. The warflayer makes two attacks, two with its Psychic Flail or one with its Psychic Flail and one with its Tentacles. Psychic Lash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) psychic damage. Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the warflayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the warflayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The warflayer 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. Spellcasting. The warflayer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16): At will: detect thoughts, levitate 1/day each: dominate monster, plane shift Bonus Actions Incite Murder. The warflayer attempts to drive a creature to murder. One creature of the warflayer’s choice within 120 ft. of it must succeed on a DC 16 Wisdom saving throw or spend its next turn trying to kill a creature of the warflayer’s choice. 240
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Warlock of the Ethereal Hive Somewhere beyond the realms of the living, there exists the Ethereal Hive. An entity comprised of thousands upon thousands of once-living souls, it is desperate want and yearning made manifest. The unfinished business of uncounted ghosts, fused into one entity, calling out to the world. And sometimes, those calls are answered. Concerns of the Departed. Warlocks of the Ethereal Hive hear its voice clearly in their dreams. It directs them to other ghosts and wandering spirits who yet have business left in the mortal realm— or, in the unusual circumstance where there are none around, to attend to the affairs of those who managed to move on. The warlocks follow these directions to the best of their ability, and ghosts tend to recognize and trust them. Ethereal warlocks often tend to be disconnected from mortal life, unconcerned with the matters of the living. After all, the countless dead throughout history vastly outnumber the current population. The warlocks have a thousand ancient problems to worry about first. Due to the Dead. Warlocks of the Ethereal Hive have the ability to call forth the spirits of those they have slain. However, they try to avoid using this power for malicious reasons. Rather, the warlocks call these ghosts in order to help them. It doesn’t matter if they were enemies in life— in death, the warlock will do their best to help the souls of the people they’ve slain. This practice means that ethereal warlocks tend to prefer nonviolent solutions. An opponent killed, after all, is just one more job they have to complete. Hexickle Weapon (sickle), very rare (requires attunement) This silvery-bladed sickle appears to be made from one huge piece of metallic crystal with an ornate mithral handle. When this weapon is in the hand of an attuned wielder, the blade glows with pure darkness. While this has no effect on the lighting of the area, it is a noticable quirk of the item. You have a +1 bonus to attack and damage rolls made with this magic weapon and you do an additional 1d4 necrotic damage on a successful hit. When you attune to this weapon, you learn the spell hex as if it was one of your known spells and know this spell as long as you remain attuned to it. Additionally, when the you cast hex, the target has disadvantage on both ability checks and saving throws made with the chosen ability. Warlock of the Ethereal Hive Medium Humanoid (Any), Any Alignment Armor Class 14 (studded leather) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 18 (+4) Saving Throws Con +4, Wis +3, Cha +6 Skills Arcana +2, Intimidation +6, Persuasion +6 Senses passive Perception 11 Languages Any three languages (typically Common, Undercommon, and one other) Challenge 3 (700 XP) aaaaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Call of the Hive. A humanoid slain by the warlock returns as a ghost after 24 hours. The ghost is charmed by the warlock for 1d6 + 1 days, and does its best to follow the warlock’s verbal commands. When the charmed condition ends, the ghost remains and can choose how to treat the warlock. Ethereal Blast. The warlock ignores all cover and adds its Charisma modifier to its damage rolls when it casts eldritch blast. Summon Spirits (1/day). Over the course of a minute, the warlock can perform a ritual to summon 1d4 + 1 specters. The specters remain for 1 hour or until slain, and act as allies of the warlock on their own turns. Hexickle. When the warlock casts hex on a target, the target has disadvantage on both ability checks and saving throws made with the chosen ability. Actions Multiattack. The warlock makes one attack with its Sickle, and casts one of its At Will spells. Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing, magic damage plus 2 (1d4) necrotic damage, and the warlock regains hit points equal to the necrotic damage dealt. Spellcasting. The warlock casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 14, +5 to hit with spell attacks): At Will: chill touch, detect magic, eldritch blast (2 beams), false life, speak with dead 1/day: banishment, blight, dispel magic, hex (as an action), mirror image, summon undead 242
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Yshvala, Illithid Matron Becoming the matron of a powerful drow house is no small feat. It requires cunning, patience, and wisdom and Yshvala Faertoara was once poised to become matron of one of the most influential houses in their region of the Underdark, but her opportunity was taken from her. With the help of an unlikely alliance, a bit of betrayal, and the crafting of a powerful sentient item she has built a new empire and rules over a new family, a family of mindflayers. Though she was groomed to become a priestess of Lolth, Yshvala never cared for the praying and the ceremonies that were required of her station. She would rather spend time learning her magic from a book, which she tried to do often. She preferred to use magics that confuse, interrupt, or damage the mind. While not tending to the duties of a priestess she would study in her hidden chambers trying to unlock magics that would allow her to take over the mind of her mother, Solenzara, and the other priestesses under her reign so she could take the place of matron mother. One evening while secluded and researching, three rival houses rallied together in an assault on the Faertoara house and wiped out the entirety of the house save for Yshvala. The house she strove to rule over was no more. An Unlikely Partnership. Yshvala became enraptured with anger and could think of nothing but exacting revenge on the families who orchestrated her house's killing blow. Her rivals not knowing she was alive, left her family's estate complex in shambles with her working away inside, researching every bit of knowledge she could collect, determined to find some spell or ritual that would allow her to seize control of her enemies' minds and force them under her rule. Then one day, an unexpected visitor found their way into her ruins. Qruphex stumbled into the ruined Faertoara estate to seek refuge thinking it was abandoned. He was injured and dying when Yshvala found the ulitharid in her dilapidated old banquet hall. Before losing consciousness, he promised her fealty and power if she saved his life. She had nothing left to lose so Yshvala nursed the illithid back to health. When he was able, Qruphex told her he was attacked by the elder brain he was connected to when he tried to take a portion of his colony's inhabitants to start his own mind flayer colony and become an elder brain himself. He barely escaped with his life and found his way to her. Rebuilding An Empire. As promised, once Qruphex regained his strength he swore fealty to Yshvala and set out to bring her power. He used his telepathic abilities to scour the Underdark in search of stray mind flayers to help him build a new colony under Yshvala's watch. She gave them run of her estate and its grounds and, in return, they all answered to her. In time, the duo was able to amass a small army of mind flayers and with the ulitharids help, Yshvala was learning more about unlocking her psionic potential. Once they collected enough mind flayers, Qruphex decided it was time to revisit their plan of becoming an elder brain. Qruphex's plan was set into motion and they entrusted the oversight of their transformation to Yshvala. When the time came that Qruphex was ready, their skull was broken open and their brain removed, but Yshvala had no intention of allowing their transformation to come to fruition. Instead, Yshvala convinced a small group of mind flayers with promises of power among her new rule to assist her in a dark ritual. She even convinced one to give their lives for the creation of a new kind of elder brain, one that they would live eternally through. She fixed the lower portion of the creatures head to the end of a rod and used Qruphex's brain to infuse the item with his psionic abilities and, incidentally, with his memories and personality, thus creating the Rod of Qruphex. A New Kind Of Family. With this newly crafted artifact, Yshvala is able to access and utilize Qruphex's psionic and telepathic abilities, but she is also faced with having to periodically fend off its attempts to take control of her. Qruphex's need and drive to propagate their species was so strong it gave the rod its ability to create mind flayer tadpoles. They are vehemently angry of Yshvala's betrayal but are secretly pleased with the idea of being able to proliferate the illithid species indefinitely. Word of the new mindflayer colony has spread fear through all the nearby regions of the Underdark, all while keeping Yshvala's identity hidden. With the Rod of Qruphex in hand, she has led a number of expeditions from the comfort of her newly refurbished throne room and has brought down one of the three houses she has sworn vengeance upon and added their leaders to her ranks of ceremorphs. It's only a matter of time before she makes her move and strikes them down as well. Lair Actions When fighting inside her lair, Yshvala, Illithid Matron can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Yshvala can take one lair action to cause one of the following effects; Yshvala can't use the same effect two rounds in a row: Yshvala targets a point she can see within 120 feet of her causing a barrier of psychic energy to appear in the shape of a 20-foot radius, 20-foot tall cylinder. Creatures can't physically pass through the barrier but attacks can be made through it. A spell attack that passes through the barrier is made with disadvantage. Yshvala targets any number of mind flayers within 30 feet of her and issues a psychic command to protect her. Each mind flayer targeted must use their reaction to move to a space within 5 feet of her. A blast of psychic energy erupts from Yshvala forcing any creatures she chooses within 50 feet of her to make an Intelligence saving throw. On a failed save, a target takes 7 (2d6) psychic damage and is blinded if the number rolled was even, or deafened if the number rolled was odd. 244
Rod of Qruphex Rod, artifact (requires attunement) This ebony rod has four leathery ethereal tentacles with a circular mouth of sharp teeth set between them attached to one end of it. While holding this rod, you can understand and speak Deep Speech, you have telepathy to a range of 2 miles, and you are proficient in Intelligence saving throws. You also gain the following traits: Creature Sense. You are aware of the presence of creatures within 2 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 one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can't be perceived in this manner. Magic resistance. You have advantage on saving throws against spells and other magical effects. Psionics. As an action you can cast one of the following spells: At will: detect thoughts, levitate 1/day: dominate monster, plane shift (self only) Telepathic Hub. You can use your telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. You can let those creatures telepathically hear each other while connected in this way. This rod has 21 charges and regains 3d6+3 charges daily at dawn. The charges can be used to power the following effects: Tentacle Strike. (0 charges) You may use the rod to make a melee attack as if it were a whip. It has a reach of 10 feet and on a hit deals 22 (4d10) psychic damage. If the creature is Large or smaller, it is grappled (Escape DC 18) and must succeed on an Intelligence saving throw against your spell save DC or be stunned until the grapple ends. Mind Blast. (3 charges) Creatures of your choice within 60 feet of you must succeed on an Intelligence saving throw against your spell save DC or take 27 (5d10) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Induce Ceremorphosis. (7 charges) You target one incapacitated creature that you can touch. The rod's tentacles wrap around the creature's face and head and the rod injects an illithid tadpole into the creature's cranium. Over the next seven days, the creature goes through ceremorphosis and is turned into a mind flayer. This change is permanent unless the tadpole is removed before the ceremorphosis is completed. A mind flayer you create with this rod is psychically linked to you as if you were an elder brain and may share their thoughts and speak with any other illithids that are part of your network of minds. If you die, or your attunement to this rod ends, all illithids linked to you must succeed on an Intelligence saving throw against your spell save DC or take 16 (3d10) psychic damage. Sentience. The Rod of Qruphex is a lawful evil sentient rod wih an Intelligence of 21, a Wisdom of 19, and a Charisma of 21. It has hearing and darkvision out to a range of 120 feet. The rod can speak, read, and understand Deep Speech and Undercommon and can speak with its wielder telepathically. Personality. Qruphex speaks in a low, warbly voice and is always planning and scheming. Its sole purpose is to create more illithids and retun their species to their former glory across dimensions. Qruphex resents Yshvala for her betrayal, but as long as she continues her efforts to proliferate the illithids they are sated. If a day goes by that Yshvala, or any other creature attuned to the rod, does not use the Induce Ceremorphosis trait of it, Qruphex attempts to take control of them the next dawn. If they are successful, they take control until the Induce Ceremorphosis trait of the rod is used. They are also opportunistic, however, if another creature would come along and threaten to end Yshvala's reign over the colony, Qruphex offers them their power in exchange for freeing them from her. 245
Yshvala, Ilithid Matron Medium Humanoid (Elf), Neutral Evil Armor Class 17 (half plate) Hit Points 285 (38d8 + 114) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 20 (+5) 19 (+4) 22 (+6) Saving Throws Con +10, Int +12, Wis +11, Cha +13 Skills Arcana +12, Insight +11, Perception +11, Stealth +11 Condition Immunities charmed, frightened Senses darkvision 120 ft. passive Perception 21 Languages Deep Speech, Elvish, Undercommon, telepathy 2 miles Challenge 21 (33,000 XP) aaaaaaaaaaaa Proficiency Bonus +7 Creature Sense. Yshvala is aware of the presence of creatures within 2 miles of her that have an Intelligence score of 4 or higher. She knows the distance and direction to each creature, as well as each one'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. Fey Ancestry. Yshvala has advantage on saving throws against being charmed, and magic can't put her to sleep. Legendary Resistance (3/Day). If Yshvala fails a saving throw, she can choose to succeed instead. Magic Resistance. Yshvala has advantage on saving throws against spells and other magical effects. Special Equipment. Yshvala wields a Rod of Qruphex. Sunlight Sensitivity. While in sunlight, Yshvala has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Telepathic Hub Yshvala can use her telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. She can let those creatures telepathically hear each other while connected in this way. Actions Multiattack. Yshvala makes two Tentacle Strike attacks or she makes one Tentacle Strike attack and uses Psionics. Tentacle Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d10) psychic damage. If the creature is Large or smaller, it is grappled (Escape DC 18) and must succeed on a DC 20 Intelligence saving throw or be stunned until the grapple ends. Psionics. Yshvala casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: detect thoughts, levitate 1/day: dominate monster, plane shift (self only) Spellcasting. Yshvala casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20, +12 to spell attacks): At will: dancing lights, detect magic, guidance, resistance 3/day each: cure wounds, dispel magic 2/day each: command, dominate person, hold person 1/day each: bane, banishment, bestow curse, clairvoyance, darkness, death ward, faerie fire, freedom of movement, geas, harm, hold monster, levitate, mass cure wounds, silence Mind Blast. Creatures of Yshvala's choice within 60 feet of her must succeed on a DC 20 Intelligence saving throw or take 27 (5d10) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Induce Ceremorphosis. Yshvala targets one incapacitated creature that she can touch. The rods tentacles wrap around the creatures face and head and the rod injects an illithid tadpole into the creatures cranium. Over the next 7 days the creature goes through ceremorphosis and is turned into a mind flayer. This change is permanent unless the tadpole is removed before the ceremorphosis is completed. Reactions Seize Servant (Recharge 4-6). When Yshvala would be hit with an attack and there is an illithid within 10 feet of her, she psychically seizes control of them, forcing them to switch places with her and be hit by the attack instead. Legendary Actions Yshvala 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. Yshvala regains spent legendary actions at the start of its turn. Mind Blast. Yshvala makes one mind blast attack. Tentacle Strike. Yshvala makes one tentacle strike attack. Cast A Spell (Costs 2 Actions). Yshvala casts a spell. Induce Ceremorphosis (Costs 3 Actions). Yshvala uses the Induce Ceremorphosis action from the Rod of Qruphex. 246
Zather "I once slew one of these creatures and discovered what likely were the brains of an entire adventuring party inside." - Durnan of Waterdeep The first encounter with the unnatural zather can leave a creature feeling uneasy. A zather's form approximates a three-foot long earthworm with tiny tentacles encircling its maw. It has two arm-like appendages ending in suction cups. Its two lower appendages are used for locomotion but act more like the tail of a snake than legs, giving them a serpentine movement. Their pink segmented body has an oily slime similar to that on mind flayers which allows them to slip through tiny openings and out of grappling arms. Illithid Creations. Among the array of creations of mind flayers, zather seem to have been conceived solely as collectors of humanoid brains that can be delivered back to mind flayers for easy meals. In pocket caverns deep in the Underdark, mind flayer biomancers use twisted rituals to form these bizarre creations. A zather can extract a brain much like an illithid, but they don't devour the brain themselves; they ingest and preserve a brain and deliver it to their masters who pull the collected brain out of the the zather's throat with their tentacles. Savage Zather. Most zather are found wearing 3d4 leather bands enscribed with shimmering runes. These bands demark zather that are thralls of mind flayers; zathers without them are chaotically savage. Zather that have been freed from their ruinic bands no longer obey their masters and will consume any humanoid brain they can but prefer a mind flayer's. Lifespan. It is believed that the brain collection ability supercedes a zather's natural inclination to devour brains for itself. Banded zather only survive for about a month before they starve to death. Mind flayers seem to accept this limitation and just create more zathers to replace those that perish. Each of the arcane bands on a zather has a 17 AC, 20 hit points, magic resistance, immunity to posion and psychic damage, and can only be targeted when the zather wearing it is incapacitated. A zather freed from its bands flies into a berserk fury, starving for brains, and will attack immediately. 247
Zather Small Aberration, Lawful Evil Armor Class 15 (natural armor) Hit Points 45 (7d6 + 21) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 6 (-2) Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11 Languages understands Deep Speech but can't speak Challenge 5 (1,800 XP) aaaaaaaaaaa Proficiency Bonus +3 Magic Resistance. The zather has advantage on saving throws against spells and other magical effects. Slime. The zather is covered in an oily slime that allows them to move through openings as small as six inches in diamter without squeezing. It also gives them advantage on attempts to break a grapple. Actions Multiattack. The zather can make two attacks with its Suction Cups or one attack with its Extract Brain ability. Suction Cups. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and must succeed on a DC 14 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the zather. Hit: The target takes 44 (8d10) piercing damage. If this damage reduces the target to 0 hit points, the zather kills the target by extracting its brain. A zather can collect up to 6 humanoid brains inside itself. Savage Zather Small Aberration, Chaotic Evil Armor Class 15 (natural armor) Hit Points 45 (7d6 + 28) Speed 35 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 3 (-4) 12 (+1) 6 (-2) Condition Immunities blinded Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages — Challenge 5 (1,800 XP) aaaaaaaaaaa Proficiency Bonus +3 Slime. The savage zather is covered in an oily slime that allows them to move through openings as small as six inches in diamter without squeezing. It also gives them advantage on attempts to break a grapple. Actions Multiattack. The savage zather can make two attacks with its Suction Cups or one attack with its Extract Brain ability. Suction Cups. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the zather. Hit: The target takes 44 (8d10) piercing damage. If this damage reduces the target to 0 hit points, the savage zather kills the target by extracting and devouring its brain. Mind Blast (Recharge 6). The savage zather magically emits psychic energy in a 30-foot line. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take 14 (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. 248
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