Cavern Salamander In the realm of the Underdark, one of the fiercest creatures that can be found is the cavern salamander. This predator wanders for miles through the endless tunnels in search of well-travelled routes where it can burrow among the rocks waiting for prey to pass. Ambush Predator. Cavern salamanders use their ability to see in the depths of the Underdark, as well as their strong sense of smell to find routes used by other creatures or humanoids of the subterranean realm. Once they find such a route, they will burrow below the floor or climb to a ledge above and wait for a victim to pass before springing into action. Vicious Mounts. The drow often mount expeditions searching for the nests of cave salamanders; if they are raised from a hatchling, these creatures can be shaped and molded into mounts for the dark elves. Cavern Salamander Large Elemental, Unaligned Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 20 ft., burrow 20 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 12 (+1) Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 10 Languages Primordial Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Keen Smell. The cavern salamander has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The cavern salamander makes 3 attacks: 2 with its claws and 1 with its bite. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. Noxious Breath (Reacharge 5-6). The cavern salamander exhales a poisonous fog in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. 51
Chilsera "Alone in the tunnels there was a sound like blades sinking into stone. The sound grew closer, echoing off the walls until the creature was upon us. Its countless legs shining like swords sinking into my compatriots. Not to kill, no, (he shakes uncontrollably) but to hold them still, it put its larva into them! Then the little ones came on us in droves and we fled, we ran, into the tunnels in terror. " - Markus the Pitious before they hauled him away. Rare in the Underdark though they are, the chilsera have made an impression on many a traveler. Fighting a single one would be difficult enough, but each chilsera often travels with a brood of nymph chilsera and, of course, is looking to feed its larva on any flesh it can find. The Chilsera carapace is made of some kind of metal and the only real weak points on it seem to be its eyes. Not another gap or crevice in its armor can be found. The most effective method to kill them is to crush them beneath falling rocks. However most of those who find themselves creeping through the tunnels of the underdark rarely have a few tons of loose boulders poised ready for their enemies at all times. Adult Chilsera are fast and agile; they can climb by driving their incredibly sharp legs into almost any material. Their carapace is resistant to magic and their ability to deftly maneuver their segmented bodies is so fast as to escape most harm directed at them. The aim of the chilsera is not to kill, but to wound and lay its hatched larva on its freshly injured prey. The larvae are voracious and will burrow into a host in short order and then once the meal is complete, in as little as a day, another nymph will emerge to join its brood. Typically, the host of larva are other denizens of the Underdark and often chilsera will prey upon goblins or duergar dwarves, as they are available in great numbers, but chilsera have been known to make prey from cave fishers. The entire brood works together to achieve the goal of implanting larva. The adult will quickly attack causing confusion and trying to seriously wound one or two targets. That is when the nymphs attack scuttling in from all directions. They will work together to keep the threat away from the adult while it lays its larva. Once the larva are in place, a few nymphs will remain to guard the larva and the adult will join the brood to eliminate any remaining threat and then drag the hosts and larva back to the nest. Larva. Chilsera larva are most dangerous while embedded. Their bodies expel acid to dissolve flesh and then slurp up that flesh to gain strength and become a nymph, and one day, an adult. Its entire being is directed at eating. Once it has its fill, it will mature into a nymph and become part of the chilsera brood for many years as it grows in size. An adult chilsera will generally only be carrying three larvae at a time. However, it is not unknown for multiple chilsera to hunt together and a single target can become home to multiple larvae. Nymph. A chilsera brood often consists of only one adult and dozens of nymph chilsera. Nymphs vary in size greatly, but in general their carapace is not yet fully hardened with minerals, so they are easier to kill. However, they attack in numbers and they pointedly attack in concert, communicating in clicking sounds. This intelligence in combat creates a real issue for hunting groups intent on clearing out the nests. Nymphs have been described by hunting parties to feign a retreat only to swarm them in choke points or cut off individuals from the main group. On several occasions, nymphs have been seen to stop attacking once the individual can no longer fight seemingly knowing the adult wants the prey alive. Some groups have stumbled upon a few nymphs in a nest minding the growing larvae. Rarely are any of the captives in any shape to be rescued. Unfortunately, nymphs are quick to send up the alert and rarely would anyone be able to sneak into the nest without a nymph calling for help. 52
Chilsera, Adult Large Monstrosity, Unaligned Armor Class 21 (natural armor) Hit Points 85 (10d10 + 30) Speed 60 ft., climb 60 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 14 (+2) 14 (+2) 6 (-2) Saving Throws Dex +10, Con +8 Skills Acrobatics +10, Perception +7 Damage Resistances bludgeoning Damage Immunities piercing, slashing Condition Immunities charmed, frightened Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 17 Languages understands Undercommon but cannot speak Challenge 13 (10,000 XP) aaaaaa Proficiency Bonus: +5 Magic Resistance. The chilsera has advantage on saving throws against spells and other magical effects. Evasion. If the chilsera is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the chilsera instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The chilsera makes four attacks. Slashing Leg. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. Pin Prey. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) piercing damage, and the target is pinned to a nearby surface (escape DC 20). Until this grapple ends, the creature is restrained. Inject Larva. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) piercing damage and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. Chilsera, Nymph Medium Monstrosity, Unaligned Armor Class 17 (natural armor) Hit Points 45 (6d8 + 18) Speed 40 ft., climb 60 ft. STR DEX CON INT WIS CHA 126 (+1) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 6 (-2) Saving Throws Dex +7, Con +6 Skills Acrobatics +7, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 13 Languages — Challenge 6 (2,300 XP) aaaaaaaaa Proficiency Bonus: +3 Magic Resistance. The chilsera has advantage on saving throws against spells and other magical effects. Spider Climb. The chilsera can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Blood Frenzy. The chilsera has advantage on melee attack rolls against any creature that doesn't have all its hit points. Pack Tactics. The chilsera has advantage on an attack roll against a creature if at least one of the chilsera's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The chilsera makes two slashing leg attacks. Slashing Leg. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) slashing damage. 53
Chilsera, Larva Tiny Monstrosity , Unaligned Armor Class 12 (natural armor) Hit Points 10 (7d4 - 7) Speed 10 ft., burrow 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 9 (-1) 5 (-3) 6 (-2) 5 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses tremorsense 30 ft., passive Perception 8 Languages — Challenge 1/4 (50 XP) aaaaaaaaa Proficiency Bonus: +2 Magic Resistance. The chilsera has advantage on saving throws against spells and other magical effects. Regeneration. The chilsera regains 2 hit points at the start of its turn if it has eaten and has at least 1 hit point. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the chilsera attaches to the target. While attached, the chilsera can’t attack, and at the start of each of the chilsera turns, the target takes 7 (3d4) acid damage. Larva injected by an adult start their next round attached. The chilsera can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a chilsera. 54
Chraal An elemental formed of darkened ice and the death of an evil creature, these creatures have a hunger for the heat of their former lives. Created by random occurrences of wild magic or dark mages, these creatures roam the Underdark destroying all life that crosses their path. Dark Creation. Dark mages or surges of magic from the Shadowfell can create the ideal circumstances for the creation of these dark creatures. A soul binds to the dark energies and form the blackened ice of their new forms. Hunger for Life. Once created, this creature of black ice thirsts for the former warmth it possessed in life and is prepared to kill for it. Chraal Large Elemental, Neutral Evil Armor Class 15 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 18 (+4) 9 (-1) 10 (+0) 12 (+1) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Primordial Challenge 7 (2,900 XP) aaaaaaaaa Proficiency Bonus +3 Death Throes. When the chraal dies, its body explodes into a blast of cold energy. Each creature withing 30 feet of the chraal must make a DC 15 Constitution saving throw taking 16 (3d10) cold damage on a failed save, or half as much on a successful save. Actions Multiattack. The chraal makes three attacks: two with its Claws and one with its Bite. Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 8 (1d8 + 4) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 7 (2d6) cold damage. 55
Coldmarrow Spirit Even the Underdark knows the touch of Auril, the cold goddess for whom darkness is the chill of death. Here though, Auril's touch manifests in more beguiling forms. Those suited for entrancing creatures charm them to follow them into frigid caves or freezing water pools so that the lady may embrace them in her frozen touch. Coldmarrow spirits are the spirits of those slain by cold and exposure in the Underdark, those whose souls roam the dark labyrinthine passages seeking others to share their suffering. These beings appear to those only around areas of extreme cold or darkness, where Auril's domain and presence is closest, calling to those unwary or foolish to follow them to their unfortunate demise. God-Touched. Coldmarrow spirits carry a spark of favor from Auril herself. These beings are capable of acting as mouthpieces for Auril, communicating with those who worship Icedawn, and aiding their mistresses plots and machinations against all those who would cling to warmth and safety. Alluring Presence. As hypothermia addles the mind and senses, so too do coldmarrow spirits appear as that which is most enticing or pleasing to those that perceive them. Beneath this illusion though, these creatures are frostbitten husks, withered skeletons with mottled flesh, animated by malevolent design, that others may share their suffering and burden. Vanity's Weakness. Coldmarrow spirits are known to slink away from their reflections or lights that are too bright and pierce the magics of their illusory form, revealing their hideous true features to themselves. Denizens of the Underdark have taken to carrying silvered mirrors and lanterns that burn with silver-laced glass to force these beings away from the safe roads, but there are always those unfortunate or foolish enough to carry neither in the Underdark. 56
Coldmarrow Spirit Medium Undead, Chaotic Evil Armor Class 12 Hit Points 38 (7d8 + 7) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 12 (+1) 13 (+1) 17 (+4) Saving Throws Wis +3, Cha +6 Skills Deception +6, Persuasion +6, Stealth +4 Damage Vulnerabilities fire Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages understands Common, Deep Speech, Undercommon but can't speak Challenge 1 (200 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Detect Life. The coldmarrow spirit can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations. Illusorily Alluring. The coldmarrow spirit's true form is covered by a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the coldmarrow spirit takes a bonus action to end it, it dies, or it is exposed to a silver mirror or silver-laced glass lantern worth at least 50gp. The changes wrought by this effect fail to hold up to physical inspection. For example, the coldmarrow spirit could appear to have smooth skin, but someone touching it would feel the withered corpse flesh beneath. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the coldmarrow spirit is disguised. Incorporeal Movement. The coldmarrow spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Natural Causes. Coldmarrow spirits always appear around areas that are naturally cold, dark, or have a naturally occurring dangerous environment effect such as fast running water. Coldmarrow spirits build illusions around these terrain effects that can reveal their true intent to the wary. A creature may take an action to visually inspect the area and on a DC 15 Intelligence (Investigation) succeeds in identifying these illusory effects of concealment. Fatal Attraction. Creatures within 30 feet that can see the coldmarrow spirits illusory form must make a DC 15 Charisma saving throw or be charmed by the spirit and is treated as under the effects of the suggestion spell. The coldmarrow spirit appears to them as the most attractive individual they could imagine. On the creature's turns, it follows the coldmarrow spirit's request to follow it towards a naturally occurring environmental threat. When the creature arrives at such a threat, such as an ice pit or frigid river, it may remake the saving throw against this effect. On a failed save, the creature willingly steps into the natural threat and is immediately reduced to 0 hit points. On a successful saving throw, a creature is immune to the effects of the coldmarrow spirit's fatal attraction for 24 hours. Actions Cold Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) cold damage plus 2 (1d4) necrotic damage. A creature hit by this attack must make a DC 13 Constitution saving throw or gain one level of exhaustion, additionally it has advantage on checks and saves to perceive the coldmarrow spirit's illusions. 57
Copper Roach Created by a long forgotten and quite insane wizard, the copper roaches were given one command, to clean the Underdark. The wizard's thinking being that if no dead matter existed to feed on, then the various predators and prey of the labyrinth of stone would need to go elsewhere. Sadly for the wizard, his command was not as clear as it should have been because as soon as it was given the first roach melted him away with its acidic spray. Designed to Survive. The roaches proved to be an effective cleaning system for the Underdark, using its various material to brew acid inside their complex mechanical bodies for later use, as well as being able to repair themselves and even others of their kind. Without Mercy. Coming across a copper roach is considered the worst of luck among those who know the Underdark, as the creatures will attack without fear or mercy. Even if their prey should escape, these mindless constructs will track them for miles to ensure their only command is carried out. Copper Roach Medium Construct, Unaligned Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 15 (+2) 4 (-3) 10 (+0) 1 (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 4 (1,100 XP) aaaaaaaaa Proficiency Bonus +2 Magic Resistance. The copper roach has advantage on saving throws against spells and other magical effects. Actions Multiattack. The copper roach makes two Claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) slashing damage. Acid Spray (Recharge 6). The copper roach spews an acidic spray in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Queen Copper Roach Large Construct, Unaligned Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 17 (+3) 4 (-3) 10 (+0) 1 (-5) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can't speak Challenge 6 (2,300 XP) aaaaaaaaa Proficiency Bonus +3 Magic Resistance. The queen copper roach has advantage on saving throws against spells and other magical effects. Copper Creator. The queen copper roach can consume metal and over a 7-day period create a copper roach before expelling it to a square within 5 feet. Actions Multiattack. The queen copper roach makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 16 (3d8 + 3) slashing damage. Acid Spray (Recharge 5-6). The copper roach spews an acidic spray in a 40-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. 58
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Coven Killer Hag Hags are cursed, twisted creatures who often live sad, lonely lives. Only the bonds of sisterhood, of a coven, can free a hag from their isolation. While many hag covens will still plot and feud among themselves, at their core, a hag coven is a family. There is ancient power in familial bonds, especially for hags. A coven can access more powerful magic together than any one hag could individually. But sometimes a particularly ambitious hag might not want to share that power with her sisters. So she will commit the ultimate sin: kill her sisters and enslave their souls. Bitter-Heart Blade. In order to bind her sister’s souls to her service, a hag must forge a bitter-heart blade. These blades are created by sacrificing the heart of a tree spirit, such a dryad, and performing a blood ritual in service to an archdevil. The bitter-heart blade is a physical representation of the hag’s, dark-twisted heart. If the hag’s bitter-heart blade is destroyed, she loses all her power and becomes a normal hag again. Soul-Powered. Once a hag kills her sisters with a bitterheart blade, she can absorb their souls into the black metal. This extends her life and grants her access to powerful magic normally out of reach for any one hag. But this power comes at a price, the coven killer hag is tormented by voices of her sisters, cursing her for her bertyal. Many coven killers go mad from guilt and isolation. Demon-Kin. Coven killer hags are scorned by the fey as traitors. Only devils and demons will tolerate their company. Many coven killers will take greater nightmares as steeds and use other lesser demons as minions to help them hunt down other hags. Milrelda, Coven Killer Milrelda was once a green hag who spent decades with her two sisters. But she was always jealous of her older sister, Fera, a night hag. She wanted Fera’s power and so she used her magic to consult with an ancient archdevil. The devil told her of a bloody ritual to create a bitter-heart blade and bind her sister’s souls to her service. At first, Milrelda was appalled at the idea. But as she jealously festered, she couldn’t put the idea of the bitterheart blade out of her mind. Eventually, after a particularly nasty fight with Fera, Milrelda secretly created a bitter-heart blade and on a night with no moon, slaughtered her sisters in cold blood. Now she lives alone, half-mad from the voices of her slain sister, with only her nightmare, Ferus, for company. DM's Note. You can alter the challenge rating of the coven killer hag by decreasing the amount of souls that it has enslaved. A coven killer hag with only one soul has a CR of 8. Greater Nightmare Large Fiend, Neutral Evil Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 60 ft., fly 90 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 16 (+3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire, necrotic Senses darkvision 120 ft., passive Perception 12 Languages understands Abyssal, Common, and Infernal but can't speak Challenge 5 (1,800 XP) aaaaaaaaaaaaaaaaa Proficiency Bonus +3 Confer Resistances. The nightmare can grant resistance to fire and necrotic damage to anyone riding it. Devil's Sight. The nightmare's darkvision ignores magical darkness. Illumination. The nightmare sheds bright light in a 15- foot radius and dim light for an additional 15 feet. Actions Multiattack. The hag makes two attacks with its Hooves. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage and the creature must succeed on a DC 14 Strength saving throw or be knocked prone. Shadow and Flame (Recharge 6). The nightmare chooses a point it can see within 60 feet. A sphere of magical darkness expands in a 15-foot-radius from that point and lasts for one minute or until the nightmare uses this ability again. Whenever a creature other than the nightmare's rider starts its turn within the radius, the creature takes 7 (2d6) fire plus 7 (2d6) necrotic damage. The nightmare's rider can see through the magical darkness. Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. Change Shape. The nightmare magically polymorphs into a riding horse, or back into its true form. It reverts to its true form if it dies. 60
Coven Killer Hag Medium Fey, Chaotic Evil Armor Class 15 + the number of hag souls it has stored Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 16 (+3) 14 (+2) 20 (+5) Saving Throws Wis +6, Cha +9 Skills Arcana +11, Deception +13, Insight +6, Perception +6, Stealth +4 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses darkvision 60 ft., truesight 30 ft., passive Perception 16 Languages Common and any three other languages Challenge 11 (7,200 XP) aaaaaaaaaaaaaaa Proficiency Bonus +4 Soul Stealer. The hag has stolen the souls of its hag sisters and feeds off them for magical power. The hag can store up to two other hag souls. If the hag dies, she instead is restored to full hit points, regains all expended abilities, and one of its sister's souls is destroyed. The hag can restore one soul whenever it kills another hag. Legendary Resistances (Number of Souls/day). The hag has a number of legendary resistances equal to the amount of hag souls it has stored. Whenever it would fail a saving throw, it can choose to succeed instead. Sister's Sight. As long as the hag has two captured souls, it has truesight (as shown in its Senses). As long as the hag has at least one captured soul, it has advantage on Wisdom (Perception) checks and Initiative rolls. Mimicry. The hag can mimic animal sounds or humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 21 Wisdom (Insight) check. Actions Multiattack. The hag makes a number of attacks equal to the amount of captured souls she has stored with her Bitter-Heart Blade or Claws and casts a spell. Bitter-Heart Blade. Melee Weapon Attack +9 to hit, range 5 ft., one target. Hit: 14 (2d8 +5) necrotic damage and the target must succeed on a DC 15 Wisdom saving throw or become cursed (as if under one of the effects chosen by the hag described in the bestow curse spell) for one minute. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Change Shape. The hag can use its action to magically polymorph into a small or medium female humanoid or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Superior Invisible Passage. The hag and her mount can magically turn invisible until she attacks or casts a spell. While invisible the hag and her mount leave no physical evidence of their passage and can only be tracked by magical means. Any equipment the hag or her mount are wearing or carrying is invisible with them. Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, +9 to spell attacks): At will: dancing lights, detect magic, magic missile, minor illusion, vicious mockery 3/day each: hold person, identify (as an action), ray of sickness 2/day each (1 soul): bestow curse, lightning bolt, phantasmal killer, polymorph 1/day each (2 souls): contact other planes (as an action), eyebite, scrying (as an action) Legendary Actions The hag can take a number of legendary actions equal to the amount of souls it has stored, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hag regains spent legendary actions at the start of its turn. Claw. The hag makes one claw attack. Minor Magic. The hag casts one of its At Will spells (shown in its spellcasting feature). Move. The hag or her mount moves up to their speed without provoking attacks of opportunity. 61
Dalamut Living in the waters found in the Underdark network of caves and tunnels, the dalamut have adapted to hunt in the near pitch-black waters. It is said that they are distant relatives of similar creatures found in the open oceans that were trapped during a series of massive turmoil that lead to floods and tunnel collapses. They are extremely predatory, making them solitary or small group creatures unless it is breeding season, as they will fight another unknown dalamut that enters their territory. Often matriarchal, the small groups will be one female with two smaller males to do her bidding. These duties include guarding the eggs during the breeding season, scouting the waters, digging out the underground cave for housing, etc. Appearing rather primitive on the surface, they actually have a very complicated system of status, power, and control overseen by the dominant female. It has even been found that dalamut have made trade agreements with other Underdark societies when food sources have been scarce. Given the need for societies to have water, drow often end up living near a water source that hosts at least one grouping of dalamut. The larger the water source, the more there may be depending on the way territories have developed between warring females. Learning to adapt, drow have begun to use this as additional protection against invasions by fellow drow cities or from illithids. Often going so far as to sacrifice prisoners by chaining them to something heavy and throwing them into the water to provide an easy source of food for the dalamut. Dimorphism. Males are typically smaller than their female counterparts. This allows them to more easily enter and maneuver in the breeding caves that they transition the eggs into after they have been fertilized. Doing so prevents the female from deciding against competition if it seems that too many females are developing. Their colors are typically more muted along with smaller decorative fins. Highly Adaptable. Dalamut seem to be extremely adaptable. Dropping one in a new environment will yield a new variation within only a single generation. Some drow societies have taken advantage of this by dropping them into environments known to breed in desired traits such as protective spines, hardened shells, and even crab-like pinchers. 62
Dalamut Medium Humanoid (Dalamut), Lawful Chaotic Armor Class 17 Hit Points 105 (10d8 + 60) Speed 30 ft., climb 20 ft., swim 90 ft. STR DEX CON INT WIS CHA 18 (+4) 26 (+8) 22 (+6) 17 (+3) 17 (+3) 12 (+1) Saving Throws Dex +12, Con +10 Skills Insight +7, Stealth +12, Survival +7 Damage Resistances acid, cold, force Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., Passive Perception 13 Languages Aquan, Undercommon Challenge 10 (5,900 XP) aaaaaaaaaa Proficiency Bonus +4 Amphibious. The dalamut can breathe air and water. Blood Frenzy. The dalamut has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions Multiattack. The dalamut makes three attacks: two must be either Claws or Bite. Trident. Melee Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d6 + 8) piercing damage or 17 (2d8 + 8) piercing damage if used with two hands, or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d6 + 8) piercing damage. Harpoon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage or Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the dalamut or be pulled up to 20 feet toward the dalamut. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. On a successful hit the target must make a DC 16 Constitution saving throw taking 5 (1d10) poison damage, or half as much on a save. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Dalamut (Pufferfish Variant) Medium Humanoid (Dalamut), Lawful Chaotic Armor Class 18 Hit Points 212 (17d8 + 136) Speed 30 ft., climb 20 ft., swim 90 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 26 (+8) 17 (+3) 17 (+3) 12 (+1) Saving Throws Str +10, Con +12 Skills Athletics +10, Intimidation +5, Survival +7 Damage Resistances acid, cold, force Damage Immunities poison Condition Immunities paralyzed, poisoned Senses blindsight 30 ft., darkvision 120 ft., Passive Perception 13 Languages Aquan, Undercommon Challenge 12 (8,400 XP) aaaaaaaaaa Proficiency Bonus +4 Amphibious. The dalamut can breathe air and water. Blood Frenzy. The dalamut has advantage on melee attack rolls against any creature that doesn't have all its hit points. Actions Multiattack. The dalamut makes three attacks: two must be either Claws or Bite. Trident. Melee Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d6 + 8) piercing damage or 17 (2d8 + 8) piercing damage if used with two hands, or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d6 + 8) piercing damage. Harpoon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage or Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the dalamut or be pulled up to 20 feet toward the dalamut. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. On a successful hit the target must make a DC 16 Constitution saving throw taking 5 (1d10) poison damage, or half as much on a save. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. On a successful hit the target must make a DC 16 Constitution saving throw taking 5 (1d10) poison damage, or half as much on a save. Reactions Puffed Up. After being hit with an attack, the dalamut can puff up extend protective spines and dealing 5 (2d4) piercing damage to anyone within 5 feet of it. 63
Deep Delver These guides and explorers of the dark depths of the Underdark spend their lives below ground mapping and exploring the tunnels and caverns. Below Ground. Spending so much of their lives underground, these individuals have become adept climbers and learned to traverse the various terrains that can be found in the Underdark. Intrepid Explorers. Deep delvers are often sent down into the Underdark to explore and map out the various tunnels. Most commonly sent by Dwarves looking to expand their mines, deep delvers map potential dangers and features for future mining plans. Deep Delver Medium Humanoid (Any), Any Alignment Armor Class 14 (leather) Hit Points 65 (10d8 + 20) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 13 (+1) Skills Perception +2, Survival +2 Senses darkvision 60 ft., passive Perception 12 Languages any two languages (usually common and undercommon) Challenge 2 (450 XP) aaaaaaaaa Proficiency Bonus +2 At Home in the Dark. The deep delver has advantage on Wisdom (Survival) checks when in the Underdark. Actions Multiattack. The deep delver makes three melee attacks: two with its Scimitar and one with its Dagger. Or the deep delver makes two ranged attacks with its Daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 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: +5 to hit, range 80/320ft., one target. Hit 7 (1d8 + 3) piercing damage. 64
Deep Hag Deep hags live in the winding caverns of the Underdark, making their homes near humanoid settlements where they can easily entice unsuspecting victims into their schemes. They find drow settlements to be particularly fruitful, although will also dwell near deep gnomes and duergar. A deep hag has purely red eyes, with no pupils or iris, at times these can be seen in the darkness and may lure in unsuspecting victims. Whilst others grow wary and flee an area if they see two beads of red light watching them from a distance. Deals in the Dark. The Underdark is a cruel and ever changing landscape, where the residents are easily pitted against each other (if they aren’t murdering each other already). Most people are driven by one of two impulses, greed or fear. A deep hag finds joy in seeing and bringing about others misfortune, manipulating these impulses to achieve their end. However, deep in the Underdark her craft requires a more subtle touch. Unlike her surface cousins (who often prey on humans) the common denizens of the Underdark live for upwards of two hundred years, unless a hook horror gets them on the way home and longer life spans gives them more time to retaliate on the hag, or raise a band of warriors to seek her out. Because of this, deep hags sow misfortune into their deals very carefully, commonly they attempt to bring about the targets downfall by giving them exactly what they want. That way when it all falls apart, they don’t look to the hag for blame. For instance, a deep gnome settlement needs a new supply of gems to mine in a safe place. A deep hag may offer this information but leave out the fact the largest gem to be found there is horribly cursed. Now insanity is spreading through the deep gnome dwelling, who can the gnomes possibly turn to? This achieves a returning customer, and a hag loves nothing more than a returning customer. Masters of Stone. Although powerful, a deep hag is by no means the most dangerous thing in the Underdark, and she must always be careful. As a result, the deep hag has become attuned to the stone and can sense the slightest movements in it. She is able to craft golems and creatures from the stone to defend her home, and shift the natural rock to make new rooms easily. When that force of drow does eventually come for her, she can meld with the rock and make a speedy escape through the walls to a safe place she has undoubtedly marked out. Covens. A deep hag that is part of a coven (see the “Hag Covens” sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP). Deep Hag Guardian Sculpted from a mixture of twisted branches, stones, and earth a hag guardian stands over eight feet tall and is a physically intimidating presence. No two hag guardians look quite the same and a hag takes great pride in putting her own touches on the guardian when creating hers. Coven Creation. Although it only takes one hag to make a guardian, the most important ingredient in the creation is the hag eye embedded in its head. Since a coven is required for a creation of the hag eye normally only a hag coven is able to acquire a guardian. However, it is not unheard of for a single hag to have acquired a guardian. This may happen because she was previously part of a coven and the other two members unfortunately passed away, however, the eye was already made. Alternately, a hag may entice someone into stealing a hag eye from another coven as part of a bargain for some other favor. Once created, the guardian is completely under the control of the hag who created it, even if the eye that was used wasn’t that hag’s to begin with. Although now part of the guardian, the hag who made it can still use the eye as if it were a hag eye (see the “Hag Covens” sidebar in the Monster Manual) and gains all the benefits and negative effects of having one. 65
Deep Hag Medium Fey, Neutral Evil Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) Skills Deception +6, Insight +5, Perception +5, Stealth +5 Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15 Languages Common, Dwarvish, Elvish, Gnomish, Undercommon Challenge 6 (2,300 XP) aaaaaaaaaa Proficiency Bonus +3 Earth Glide. The deep hag can move through nonmagical, unworked earth and stone using her normal move speed. While doing so, the hag doesn't disturb the material it moves through. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 18 Intelligence (Investigation) check to discern that the hag is disguised. Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +6 to spell attacks): At will: catapult, dancing lights, stone shape 2/day each: earth tremor, maximilian’s earthen grasp 1/day each: flesh to stone, transmute rock, wall of stone Deep Hag Guardian Large Construct, Unaligned Armor Class 16 (natural armor) Hit Points 168 (16d10 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5) Damage Immunities poison, psychic, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Understands the languages of its creator but can't speak. Challenge 11 (7,200 XP) aaaaaaa Proficiency Bonus +4 Conduit. When the hag that created the golem casts a spell that isn’t range self, the golem can deliver the spell as if it had cast the spell. The golem must be within 100 ft. of the hag and it must use its reaction to cast the spell. The spell still uses the hag's spell attack and DC, if required. Necrotic Absorption. Whenever the golem 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 golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Grasping Roots (Recharge 5-6). The golem targets up to four creatures it can see within 30ft of it, causing grasping roots to spring from the ground below them. Each target must make a DC 16 Strength saving throw or become restrained. A creature can use its action to make a DC16 Strength check , freeing itself or another entangled creature within reach on a success. Alternately each root has 10 armor class, 15 hit points and vulnerability to fire damage. 66
Deep Troll Deep trolls are a subspecies of troll native to caverns of the Underdark. Perfectly adapted to the Underdark with a heavy layer of hair to keep warm and hide its heat, but this adaptation does make it more vulnerable to fire than its more widespread cousins. Cavern Dweller. These trolls have lived down in the dark for so long that they have adapted to it with superior darkvision and as well as growing a thick layer of hair to hide its body heat helping to hide for other predators and ambush prey. Hidden from Sight. These creatures tend to be ambush predators, hiding among the tunnels and caverns of the Underdark, waiting for prey to come within striking distance. Deep Troll Large Giant, Chaotic Evil Armor Class 15 (natural armor) Hit Points 76 (8d10 + 32) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 18 (+4) 7 (-2) 9 (-1) 7 (-2) Skills Perception +2, Stealth +4 Damage Vulnerabilities fire Damage Resistances poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages Giant Challenge 5 (1,800 XP) aaaaaaaaa Proficiency Bonus +3 Keen Smell. The deep troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The deep troll regains 10 hit points at the start of its turn. If the deep troll takes acid or fire damage, this trait doesn't function at the start of the deep troll's next turn. The deep troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Cave Dweller. Living below ground, deep trolls have developed a thick layer of body hair to hide the heat. While in the Underdark and attempting to hide the troll has advantage on the Dexterity (Stealth) check. Actions Multiattack. The deep troll makes three attacks: one with its Bite and two with its Claws. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage. 67
Dragon Outcast It is common belief among chromatic dragons that they are direct descendants of their god, Tiamat. Their ancient lineage makes them true dragons, a step above draconic creatures such as wyverns or dragon turtles. Mentioning this relation to some dragons would be a slight and has led to a quick end for more than one overly-inquisitive adventurer. Rarely, a wyrmling is born that shows characteristics of more than one chromatic blood line. Patches of scales that are a different color, horn or facial structure patterns from a different draconic line or a mixed breath weapon. Because of their devotion to maintain their lineage, these offspring are regarded with disdain, seen as a stain in the bloodline that must be wiped out. Discarded Wyrmling. Once it is clear the hatchling is a dragon outcast, the mother takes quick steps to eradicate it from the draconic blood line. If she is unwilling to dispose of the wyrmling herself, then commonly it will be thrown into the Underdark. There it is assumed it will meet a quick and vicious end to one of the many terrible creatures that live under the earth. Once rid of it, the dragon mother quickly forgets the outcasts existence, often too busy wondering what it did to spurn Tiamat into being gifted such offspring. Fighting for Survival. Lost in the Underdark, dragon outcasts have to learn quickly if they hope to survive. Food is scarce in the stone tunnels and often it is a battle to determine if it will be them or the prey that end up as dinner. Because of this, dragon outcasts often grow up to be feral and vicious creatures, more akin to wild animals than their true dragon parents. Furthermore, they never learn particular taught skills such as how to speak common, or how to properly control their chromatic breath. Stunted Growth. The Underdark isn’t always the roomiest of places, and dragon outcasts often make their first lairs in small spaces and tunnels where the larger (and deadlier) creatures of the Underdark can’t easily get. Due to the constraints of their early living conditions a dragon outcast easily develops physical deformities as they grow up from being a wyrmling to a young dragon. These deformities can affect each outcast differently, one may have a particularly short or elongated tail whilst another has one front arm which is overly muscular or extremely underdeveloped. Most commonly a dragon outcast's wings are stunted in their growth and never able to reach their full wing span. This causes a lack of proper flight within dragon outcasts, as these stunted wings aren’t able to hold their weight fully. When used, they are able to propel themselves into the air for a few seconds before they must land. As a result, the dragon outcasts flight is more akin to the humble leaps of a toad than the glorious flight of their ancestors. Growing Up. Having been abandoned in the Underdark as mere wyrmlings it takes a particularly lucky, or savage, dragon outcast to live to be a young dragon. As they grow and get larger, the dragon outcast is forced out to explore large tunnels and chambers of the Underdark where its mass is able to comfortably fit and maneuver around. Moving into larger regions of the Underdark usually means moving to the bottom of the food chain, a significant drop from being the apex predator in their small tunnels. Now having to deal with larger and more vicious creatures of the Underdark, who have bread and adapted for the dark terrain, young dragon outcasts don’t live to be adult dragons. Many try to return to their previous regions, but find their mass has quickly grown in the larger spaces so they can no longer fit into the tunnels they once called home. Worshipped. Although shunned and discarded by their chromatic dragon parents, there are others who would see a dragon outcast as a gift. Cultists of Tiamat admire these offspring, seeing them as a combination of two chromatic dragons they are closer to an aspect of Tiamat than any other chromatic dragon. Upon hearing rumors of a dragon outcast, followers will be sent out on pilgrimages of Tiamat to retrieve the holy offspring and return it to the cult. If successful, the cult is often sent into overdrive as there is no greater gift than receiving what they see as an aspect of their divine deity. Followers of Tiamat that seek out and retrieve these creatures call them vrak di kluchuduun, which translates from draconic to child of color. One particular cult attempted to breed multiple dragon outcasts in an attempt to create a cross breed of all five chromatic dragons and birth their own aspect of Tiamat. However, the creature they created was a crazed and fierce being which destroyed the cult before dying due to its natural deformities. 68
Red-Black Dragon Outcast, Wyrmling Medium Dragon, Chaotic Evil Armor Class 17 (Natural Armor) Hit Points 52 (8d8 + 16) Speed 30 ft., climb 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 4 (-1) 12 (+1) 8 (-1) Saving Throws Dex +3, Con +4, Wis +3, Cha +1 Skills Perception +3, Stealth +3 Damage Immunities acid, fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 4 (1,100 XP) aaaaaaaaaaa Proficiency Bonus +2 Amphibious. The dragon can breathe air and water. Stunted Wings. When using its fly movement speed the dragon must land at the end of its movement. If the dragon ends its turn in the air it falls to the ground and takes appropriate fall damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) acid damage and 2 (1d4) fire damage. Chromatic Breath (Recharge 5-6). The dragon exhales acid and fire in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 10 (3d6) acid damage plus 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Red-Black Dragon Outcast, Young Large Dragon, Chaotic Evil Armor Class 18 (natural Armor) Hit Points 152 (16d10 + 64) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 19 (+4) 8 (-1) 14 (+2) 10 (+0) Saving Throws Dex +7, Con +8, Wis +6, Cha +4 Skills Perception +6, Stealth +7 Damage Immunities acid, fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Draconic Challenge 10 (5,900 XP) aaaaaaaa Proficiency Bonus +4 Amphibious. The dragon can breathe air and water. Stunted Wings. When using its fly movement speed the dragon must land at the end of its movement. If the dragon ends its turn in the air it falls to the ground and takes appropriate fall damage. Actions Multiattack. The dragon makes three attacks: one with its Bite and two with its Claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage and 4 (1d8) fire damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Chromatic Breath (Recharge 5-6). The dragon exhales acid and fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 21 (6d6) acid damage plus 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. 69
Dredger Dredgers have one purpose: to acquire corpses for their necromancer masters. They aren't too particular whether they come from graveyards or from the poor unfortunates they happen to come across during their body-snatching excursions. These giant creatures are earth elementals, albeit ones exposed to countless rituals to expand upon their size, durability, and pliability as thralls. Their presence indicates that a mighty shadow is about to darken the land, as only the boldest and bravest necromancers, liches, or death cults use such unsubtle tools. Dredger Huge Elemental, Neutral Evil Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3) Skills Athletics +11, Perception +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15 Languages understands the languages of its creator but can't speak Challenge 13 (10,000 XP) aaaaaa Proficiency Bonus +5 Corpse Sense. The dredger can sense the presence and location of any creature within 300 feet of it that has died within the last 30 days. Immutable Form. The dredger is immune to any spell or effect that would alter its form. Magic Resistance. The dredger has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dredger makes four Claw attacks. If a target is hit by two or more Claw attacks, the dredger can make one Tectonic Slam attack against the target. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Tectonic Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage and the target is knocked prone. 70
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Drow Defector While most drow are intensely loyal to Lolth and drow society as a whole, there are a select few who become disillusioned with the cruelty that exists within. After a long internal debate and struggle with morality, eventually some drow choose to turn their backs on the Lolth and drow society. While some wander the Underdark for a time, it is an inherently dangerous place for a lone drow - thus, despite being initially unable to tolerate bright light, they eventually make way for the surface world for a more peaceful, if lonely, existence. Mistrustful. As with all drow, defectors are often highly suspicious and mistrustful of other creatures, regardless of their race. As a result defectors tend to eschew social contact with other races except to either barter for required goods or in times of absolute need. They often retain the view that creating even a slight emotional bond is a sign of weakness and an opportunity for betrayal. Likewise, other races view a drow defector with scepticism, often questioning their motives. With time, however, defectors from the Underdark may earn the trust of surface dwellers, despite their aloof and often somewhat arrogant ways, and likewise surface dwellers come to tolerate, even welcome these former denizens of the underworld. Seekers of Truth. Defectors from the Underdark renounce the teachings of Lolth and will often seek a different path of a more just and noble cause. They may even be so bold as to tempt other drow to follow in their path and seek justice and righteousness rather than power and greed. Through their piousness, defectors are no longer affected by the light of day, but nor can they command darkness by their will. Amulet of Morality. Very rarely, a defector will steal one of these rare alignment-detecting amulets or pay a drow artificer to make one for them before they leave. This powerful tool can help guide their search for truth and keep them safe from those who would decieve them. Amulet of Morality Wonderous item, rare (requires attunement) This large amulet has purple gemstones and silver settings. This amulet allows the attuned wearer to cast detect evil and good up to three times per day. Additionally, when you cast the spell from this amulet, you can also discern the alignment of any creature within range of the spell. Drow Defector Medium Humanoid (Elf), Neutral Good Armor Class 15 (studded leather) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 13 (+1) 11 (+0) 14 (+2) 13 (+1) Saving Throws Dex +6, Wis +4 Skills Perception +4, Stealth +6 Senses darkvision 120 ft., passive Perception 14 Languages Common, Elvish, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaa Proficiency Bonus +2 Fey Ancestry. The drow defector has advantage on saving throws against being charmed, and magic can't put the drow defector to sleep. Special Equipment. The drow defector carries an amulet of morality. Actions Multiattack. The drow defector makes three warhammer attacks. Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Spellcasting. The drow defector casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: dancing lights, thaumaturgy, toll the dead 3/day: detect evil and good, faerie fire, inflict wounds, levitate 2/day: augury (as an action), bane, hold person 1/day: banishment, dispel magic, remove curse Reactions Penitence (3/day). When an ally of the drow defector within 30 feet of it is hit with an attack that deals damage, it implores its deity for aid. The defector takes double the damage dealt by the attack, and the creature targeted by the attack regains a number of hit points equal to 1d8 + the damage dealt, and has advantage on attack rolls and saving throws until the end of its next turn. 72
Drow Matron Mother While not all dark elf societies are matriarchal, many of them are highly structured and led by powerful women who are locked in a multi-faceted struggle for power both within their own families and within their society. The most powerful women lead the most powerful houses, and these women work in a carefully structured “peace” to run the drow society at large. More than a simple drow priestess, these drow women are powerful clerics blessed with powers and spells by their god or goddess. Most drow societies are not much more than citystates, led by the theocratic nobility. Matron mothers are at the top of this theocratic nobility. Drow society has their own highly structured hierarchy within the house as well. The matron rules the family, her sisters and daughters act as her lieutenants, each with their own spot in the pecking order, each constantly scheming, plotting, and planning actions to move up the pecking order with the goal of becoming the next matron of the house. Below the matron’s sisters and daughters are her brothers and sons. In most female-dominant drow societies, drow noblemen are good for little more than breeding and soldiers. Drow who are born outside of the noble houses of these Underdark city-states have value to their society based only on their skills and what they can offer to these houses as soldiers, mages, and priests. Lust for Power. While the drow are known for their cruelty and anachronistically ordered and structured society while they worship a goddess of chaos, the other thing they are known for is their desire for power at nearly all costs. No member of drow society exemplifies this appetite for strength and prestige than the matron mothers. They plot, scheme, shuffle, and make moves in a constant battle for power. Tools of Station. Drow nobles are known for carrying certain magical items that are mass-produced in these Underdark drow city-states. The most powerful of these items are the drow house insignia and the piwafwi. Both items were powerful magical tools that were not only highly regulated in drow society, but also highly coveted by those who were not high enough in station to be granted them. 73
Piwafwi (lesser) Wonderous item, common (requires attunement) This dark-hued cloak shimmers in the light, but in darkness appears inky and full of shadows. A lesser piwafwi is much like a cloak of elvenkind, however, it only works in darkness or shadows. In sunlight, its magic begins to fade and becomes a common non-magical cloak. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Piwafwi (greater) Wonderous item, rare (requires attunement) This dark-hued cloak shimmers in the light, but in darkness appears inky and full of shadows. The lining of this cloak is silky-smooth and feels cool in warm weather and warm in cold weather. A greater piwafwi is much like a cloak of elvenkind, however, it only works in darkness or shadows. In sunlight, its magic begins to fade and becomes a common non-magical cloak. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Additionally, this cloak provides the attuned wearer with resistance to fire damage. Drow House Insignia Wonderous item, very rare (requires attunement) This intricately carved emblem is carried, worn around the neck, or attatched to clothing as a brooch. It has the symbol of the house the drow is associated with carved into it. If carried by a priest or priestess, it often bears their holy symbol carved into the opposite side. When held or touched can be used to cast a number of spells or enhance the drow's already powerful spell-like abilities. When a drow elf is attuned to this item, they can innately cast darkness and faerie fire two additional times per day. Additionally, they can cast feather fall innately up to three times per day. When a non-drow attunes to this item, they gain the ability to innately cast dancing lights at will, and darkness, faerie fire, and feather fall each once per day. Their casting ability is Charisma. Drow Matron Mother, Minor House Medium Humanoid (Drow), Chaotic Evil Armor Class 16 (breastplate) Hit Points 202 (27d8 + 81) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 16 (+3) 18 (+4) 17 (+3) Saving Throws Con +8, Wis +9, Cha +8 Skills Insight +9, Perception +9, Religion +8, Stealth +8 Damage Resistances fire Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 19 Languages Elvish, Undercommon, Abyssal, Common Challenge 14 (10,000 XP) aaaaaaaaaaaaa Proficiency Bonus +5 Fey Ancestry. The drow matron mother has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Magic Resistance. The drow matron mother has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the row matron mother has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Piwafwi. While in shadow or darkness, Wisdom (Perception) checks made to see the drow matron mother have disadvantage, she has advantage on Dexterity (Stealth) checks made to hide. Actions Multiattack. The drow matron mother makes three Tentacle Rod attacks. Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The drow matron mother casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: dancing lights, detect magic, guidance, sacred flame, thaumaturgy 3/day: bane, command, cure wounds, darkness, faerie fire, feather fall, hold person, silence 2/day: banishment, contagion, dispel magic, flame strike, geas (as an action), mass cure wounds, spirit guardians 1/day: blade barrier, divine word, gate, holy aura, plane shift Bonus Actions Fickle Favor. As a bonus action, the drow matron mother can bestow a divine blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. 74
Drow Matron Mother, Great House Medium Humanoid (Drow), Chaotic Evil Armor Class 17 (half plate) Hit Points 400 (53d8 + 159) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 18 (+4) 22 (+6) 20 (+5) Saving Throws Con +10, Wis +13, Cha +12 Skills Insight +13, Perception +13, Religion +11, Stealth +11 Damage Resistances fire Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 23 Languages Elvish, Undercommon, Abyssal, Common Challenge 22 (41,000 XP) aaaaaaaaaaaaa Proficiency Bonus +7 Fey Ancestry. The drow matron mother has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Magic Resistance. The drow matron mother has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the drow matron mother has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Piwafwi. While in shadow or darkness, Wisdom (Perception) checks made to see the drow matron mother have disadvantage, she has advantage on Dexterity (Stealth) checks made to hide. Legendary Resistance (3/day). If the drow matron mother fails a saving thorw, she can choose to succeed instead. Actions Multiattack. The drow matron mother makes two Demon Sstaff attacks or three Tentacle Rod attacks. Demon Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow matron mother for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle Rod. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The drow matron mother casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At will: dancing lights, detect magic, guidance, sacred flame, thaumaturgy 4/day: bane, bestow curse, command, cure wounds, darkness, faerie fire, feather fall, hold person, silence 3/day: banishment, contagion, death ward, dispel magic, flame strike, geas (as an action), mass cure wounds, spirit guardians 2/day: blade barrier, divine word, harm, holy aura, plane shift 1/day: gate, mass heal Summon Servant (1/Day). The drow matron mother magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Bonus Actions Fickle Favor. As a bonus action, the drow matron mother can bestow a divine blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. Legendary Actions The drow matron mother can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The drow matron mother regains spent legendary actions at the start of its turn. Demon Staff. The drow matron mother makes one attack with her demon staff. Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the drow matron mother uses its reaction to make one attack against a target of the drow matron mother's choice that she can see. Cast a Spell (Costs 1–3 Actions). The drow matrion mother expends a spell slot to cast a 4/day or 3/day spell that she has prepared. Doing so costs 1 legendary actions per level of the spell. 75
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Drow Raider While most drow prefer to remain in the subterranean depths of their glorious civilization in the Underdark, the hierarchical and cruel nature of drow society rewards strength above all else. Some drow commoners who show promise in the arts of war may enlist with noble houses in an effort to improve their social standing. By seeking glory and demonstrating their prowess in combat these raiders might eventually be adopted into a noble family, thus improving their social station. Drow raiders tend to accompany nobles and other warriors during raids on other drow houses or even on the few forays into the world above. Bounty Hunters. Drow raiders who are either cast out from the houses they once sought favor with or that have been decimated by endless war may choose to become bounty hunters. These mercenaries are often particularly cruel and ruthless, and are thus sought after by factions that seek such attributes. Further, enlisting a bounty hunter to their cause provides plausible deniability to their patrons, allowing them to wipe their hands of any connection should the bounty hunter be caught or discovered. Skilled Hunters and Trackers. Drow raiders and bounty hunters are skilled at tracking and pursuing prey through the darkness. They may also serve as spies or assassins, and have honed their skills toward this end. Further, they are highly skilled in the identification and use of various poisons and toxins, skills that they readily employ. Spidersilk Net Weapon (net), uncommon This net is light, silky, and despite its ability to entangle things, it never seems to get tangled up by itself. This light net works as a normal net, except it is harder to escape, requiring a DC 13 Strength check to get free and this net has a 20 ft. normal range and its long range is double that of a normal net. Additionally, the spidersilk net is twice as durable as a normal net, with 10 slashing or fire damage (AC 10) required to destroy it. Drow Raider Medium Humanoid (Elf), Neutral Evil Armor Class 15 (studded leather) Hit Points 55 (10d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 12 (+1) Saving Throws Dex +5, Wis +3 Skills Perception +3, Stealth +5 Senses darkvision 120 ft., passive Perception 13 Languages Elvish, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Fey Ancestry. The drow raider has advantage on saving throws against being charmed, and magic can't put the drow raider to sleep. Sunlight Sensitivity. While in sunlight, the drow raider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow raider makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 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. Spellcasting. The drow raider casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks): At will: dancing lights, poison spray 1/day: darkness, detect poison and disease, hunter's mark, faerie fire Bonus Actions Spidersilk Net. Ranged Weapon Attack: +5 to hit, range 20/30 ft., one target. Hit: any Large or smaller creature hit by the net is restrained until it is freed. The target can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing or fire damage to the spidersilk net (AC 10) also frees the creature, ending the effect and destroying the net. 77
Drow Scourge The mysterious drow, dark elves of the underworld, are a savage and cruel race. These savage beings are violent by nature, and children who display the most savage of tendencies from a young age are trained by a secret sect to become scatheful warriors for the queen of spiders. These brutal and merciless combatants have found favor with the spider queen, and have been granted abilities feared by the denizens of the Underdark. Only the most cunning and pitiless of devotees survive to become Scourge, with the vast majority of these secretive warriors perishing at the hands of their fellows. Favor of the Dark Mother. The scourge have found favor in their patron's eyes, granting them enhanced perception and unnatural quickness. They strike with speed and fury that is unmatched, and even the most battle-hardened soldiers are hard pressed to contain them. Master of Venom. These drow have coated their blades with the most potent of venoms, distilled from virulent creatures of the Underdark. Due to their intimate knowledge of poisons, the scourge are immune to all known venoms, having been poisoned themselves to the cusp of death throughout their training. Drow Scourge Medium Humanoid (Elf), Neutral Evil Armor Class 18 (plate) Hit Points 187 (22d8 + 88) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 19 (+4) 13 (+1) 14 (+2) 18 (+4) Saving Throws Dex +7, Wis +6 Skills Athletics +8, Acrobatics +11, Deception +8, Perception +10 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 20 Languages Elvish, Undercommon Challenge 9 (5,000 XP) aaaaaaaaaaa Proficiency Bonus +4 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Weaving Blades. Drow scourge are masters of the blade. A creature suffers disadvantage on melee weapon attacks against the drow if the creature does not have an ally within 5 feet of the drow. Actions Multiattack. The drow makes three Longsword attacks. If it has a dagger drawn, it can also make a Dagger attack. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 10 (3d6) poison damage. Dagger. Melee Weapon Attack.: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 16 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. Spellcasting. The drow casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: blade ward, dancing lights, poison spray 3/day each: darkness, faerie fire, magic weapon 1/day each: bestow curse, cloudkill 78
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Drow Slave Overseers Ruthless and merciless, drow overseers handle the daily operations and activities of the drow noble houses they serve. For their loyalty and service, overseers are handsomely rewarded as befits their station - with wealth, servants, and perhaps even command of a legion of elite warriors. Ruthless. As with many of the drow, overseers are ambitious and relentless in their pursuit of power. While most are utterly loyal to their houses, there are those who secretly plot against their leaders. Overseers have been known to amass great followings themselves, and internal strife and conflict within a great house can follow an overly ambitious overseer - provided they are sufficiently cautious in their endeavors, for drow nobles are hardly known for their lenience and forgiveness. Slaves. Drow who have been spared from death or who have fallen far from the grace of Lloth are sometimes kept as slaves or servants. Collared and mercilessly mistreated should they displease their superiors or even at the mere whim of their masters, these slaves are blindly loyal to their overseers. While physically strong, years of mistreatment mean they lack skill in combat and their magical abilities have been suppressed. Nonetheless, they will fearlessly attack at their master's command, even against overwhelming odds. Drow Slave Medium Humanoid (Elf), Neutral Evil Armor Class 12 (unarmored) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 8 (-1) 8 (-1) 9 (-1) Skills Perception +1 Senses darkvision 120 ft., passive Perception 11 Languages Elvish, Undercommon Challenge 1/8 (25 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Fey Ancestry. The drow slave has advantage on saving throws against being charmed, and magic can't put the drow slave to sleep. Sunlight Sensitivity. While in sunlight, the drow slave has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Fists. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning damage. Drow Overseer Medium Humanoid (Elf), Chaotic Evil Armor Class 15 (studded leather) Hit Points 154 (28d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 13 (+1) 14 (+2) 16 (+3) Saving Throws Dex +6, Wis +5, Cha +6 Skills Deception +6, Intimidation +6, Perception +5, Stealth +6 Senses darkvision 120 ft., passive Perception 15 Languages Elvish, Undercommon Challenge 6 (2,300 XP) aaaaaaaaaaaaa Proficiency Bonus +3 Fey Ancestry. The overseer has advantage on saving throws against being charmed, and magic can't put the drow raider to sleep. Sunlight Sensitivity. While in sunlight, the overseer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The overseer makes two Eldritch Blast attacks. Eldricth Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d10) force damage. Spellcasting. The overseer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: dancing lights, infestation, mage hand, poison spray 2/day: darkness, faerie fire, levitate 1/day: fear, invisibility, suggestion, summon lesser demons Reactions Counterspell (1/day). The overseer can react to another creature’s spellcasting as per the spell counterspell, cast at 5th level. Rebuke (2/day). The overseer can react when taking damage from another creature's attack, pointing at the creature. The creature must make a DC 14 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. 80
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Druid of the Raven Queen The enigmatic Raven Queen attracts few followers among the native races of the Material Plane, as few understand what this quasi-deity represents in a world full of actual gods. Many of her followers make pacts with her or with the weapons of her creation. Only a select few pursue a different path, devoting themselves without the expectation of instant or material benefit. They are wanderers, forever moving from one community to another, seeking glimpses of the Raven Queen's divinity in the tales of sorrow and loss that fill tavern rooms, for those with the patience to listen. Druids of the Raven Queen are nocturnal creatures, appreciating nature's beauty through evening's indigo hues. They weaponize light in these shadows, illuminating their foes in the radiance of moonlight or outlining them with faerie fire. Rare is the druid of the Raven Queen that engages in a prolonged fight for there is nothing to be gained in death. Staff of Despondency Staff, rare (requires attunement by a druid) This wooden staff is made from a branch of one of the withered trees found in the courtyard of the Raven Queen's Fortress of Memories. This wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 6 charges and regains 1d4 + 2 of its expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns into raven feathers and is lost forever. While holding the staff, you can use a bonus action to expend one charge and target one creature within 30 feet. The target must succeed on a DC 16 Charisma saving throw. On a failure, the creature is incapacitated and has disadvantage on saving throws until the start of your next turn. On a success, the creature is immune to Despondency for the next hour. Druid of the Raven Queen Medium Humanoid (Any), Lawful Neutral Armor Class 15 (leather, staff of despondency) Hit Points 136 (16d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 18 (+4) 12 (+1) 20 (+5) 13 (+1) Saving Throws Con +8, Wis +9, Cha +5 Skills Insight +8, Medicine +8, Nature +7, Stealth +9 Damage Resistances necrotic, psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Undercommon Challenge 7 (2,900 XP) aaaaaaaaaaa Proficiency Bonus +3 Special Equipment. The druid of the Raven Queen carries a staff of despondency. Actions Multiattack. The druid makes two Umbral Flame attacks. It can replace one attack with a use of Spellcasting. Umbral Flame. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) necrotic damage or Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) necrotic damage, and the target has disadvantage on Wisdom ability checks until the end of the druid's next turn. Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): At will: animal friendship, speak with animals 3/day: faerie fire, moonbeam 1/day: lesser restoration, wither and bloom Bonus Actions Blessing of the Raven Queen (1/Day). The druid magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Until the start of its next turn, it appears ghostly and gains resistance to all damage. Despondency (Recharge 4-6). The druid targets one creature within 30 feet of it. The target must succeed on a DC 16 Charisma saving throw. On a failure, the creature is incapacitated and has disadvantage on saving throws until the start of the druid's next turn. On a success, the creature is immune to the druid's Despondency for the next hour. 82
Duskbringers These dark paladin-esque figures are renowned as masters of melee combat and capable users of corrupted magic. Created as part of a twisted ritual that infects the energies utilized in resurrection magic by evil cults, these beings embody malicious intent, rage and the desire for destruction. They reside primarily within the Underdark, as the cults that created them often come from places of dark worship. Followers of Lolth and other evil gods are the most common culprits of this endeavor. Duskbringers' souls remember their previous life, but view it under the warped lens of their new hateful existence. As a result there are many tales of these armored ravagers traveling to their hometowns, which would result in a brutal slaughter if no one could match the might of this warrior. On rare ocassions the dark resurrection ritual can fail part of its corruption process, preventing the change in personality of the duskbringer in question, but retaining the dark magic that has been imbued in their body. Divine Corruption. As their soul is intrinsically tied to the oath they held in life as paladins, they are able to wield a dark mockery of divine magic as their weapon. Sought by the Powerful. Drow houses and other organizations often seek to induct these warriors into their ranks, with offers of power, material or otherwise, in exchange for their loyalty. 83
Duskbringer Fledgling Medium Humanoid (Any), Typically Any Evil Armor Class 18 (plate armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 15 (+2) Saving Throws Wis +4, Cha +4 Skills Athletics +7, Deception +5, Intimidation +5 Senses passive Perception 12 Languages Common and one more language Challenge 4 (1,100 XP) aaaaaaaaaaa Proficiency Bonus +2 Brute. A melee weapon deals one extra die of its damage when the duskbringer hits with it (included in the attack). Actions Multiattack. The duskbringer makes one Flail attack and one Unholy Flame attack. Flail. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) piercing damage. Unholy Flame. Ranged Spell Attack: +4 to hit, reach 60/90ft., one target. Hit: 9 (2d6 + 2) fire or necrotic damage. If the target is a creature and they take fire damage they are ignited, taking 3 (1d6) fire damage at the start of their turn. A creature can use its action to put the flames out or another creature within 5 feet of it can use its action to do it. Spellcasting. The duskbringer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): 2/day each: bless 1/day each: command, divine favor Bonus Actions Smite. As a bonus action, the duskbringer may cast one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): 2/day each: compelled duel, searing smite, shield of faith, thunderous smite 1/day each: branding smite, wrathful smite Duskbringer Warrior Medium Gumanoid (Any), Typically Any Evil Armor Class 19 (plate armor +1) Hit Points 170 (20d8 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2) 17 (+3) Saving Throws Str +7, Dex +4, Con +7, Int +3, Wis +9, Cha +10 Skills Athletics +8, Deception +7, Intimidation +7 Senses passive Perception 12 Languages Common and one more language Challenge 11 (7,200 XP) aaaaaaaaaa Proficiency Bonus +4 Dark Blessing. The duskbringer has a bonus to its saving throws equal to its Charisma modifier. Brute. A melee weapon deals one extra die of its damage when the duskbringer hits with it (included in the attack). Actions Multiattack. The duskbringer makes three Flail attacks and one Unholy Flame attack. Flail. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) necrotic damage. Unholy Flame. Ranged Spell Attack: +7 to hit, reach 60/90ft., one target. Hit: 17 (4d6 + 3) fire or necrotic damage. If the target is a creature and they take fire damage they are ignited, taking 3 (1d6) fire damage at the start of their turn. A creature can use its action to put the flames out or another creature within 5 feet of it can use its action to do it. Spellcasting. The duskbringer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: divine favor 3/day each: bless 2/day each: command, dispel magic 1/day each: banishment, find greater steed (as an action) Bonus Actions Smite. As a bonus action, the duskbringer may cast one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: compelled duel, shield of faith 3/day each: searing smite, thunderous smite 2/day each: branding smite, wrathful smite 1/day each: blinding smite, spirit shroud, staggering smite 84
Duskbringer Champion Medium Humanoid (Any), Typically Any Evil Alignment Armor Class 21 (plate armor +1, wicked protection) Hit Points 256 (27d8 + 135) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 20 (+5) 10 (+0) 16 (+3) 19 (+4) Saving Throws Str +10, Dex +7, Con +9, Int +4, Wis +13, Cha +14 Skills Athletics +12, Deception +10, Intimidation +10 Senses passive Perception 13 Languages Common and one more language Challenge 19 (22,000 XP) aaaaaaaaaaa Proficiency Bonus +6 Brute. A melee weapon deals one extra die of its damage when the duskbringer hits with it (included in the attack). Dark Blessing. The duskbringer has a bonus to its saving throws equal to its Charisma modifier. Master of Dark Magic. The duskbringer can concentrate on two spells at once, as long as one of the spells has "smite" in its name. Magic Weapons. The duskbringer's weapon attacks are magical. Wicked Protection. The duskbringer is constantly under the effect of the shield of faith spell. Actions Multiattack. The duskbringer makes three Flail attacks and one Unholy Flame attack. Flail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 13 (3d8) necrotic damage. Unholy Flame. Ranged Spell Attack: +10 to hit, reach 60/90 ft., one target. Hit: 25 (6d6 + 4) fire or necrotic damage. If the target is a creature and they take fire damage they are ignited, taking 7 (2d6) fire damage at the start of their turn. A creature can use its action to put the flames out or another creature within 5 feet of it can use its action to do it. Unholy Surge (Recharge 5-6). Red and black fire explodes from the duskbringer’s body in a 30-foot radius centered on the duskbringer. Each creature in that space must make a DC 18 Constitution saving throw. On a failed save, a creature takes 54 (12d8) fire or necrotic damage and is cursed as per the bestow curse spell for 1 minute. On a successful save, it takes half as much damage and isn’t cursed by this burst. At the end of each of their turns, any afflicted creature can make another Constitution saving throw. Spellcasting. The duskbringer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: divine favor 3/day each: bless 2/day each: command, dispel magic 1/day each: banishment, find greater steed (as an action), geas (as an action) Bonus Actions Smite. As a bonus action, the duskbringer may cast one of the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: compelled duel, shield of faith 3/day each: searing smite, thunderous smite 2/day each: blinding smite, branding smite, wrathful smite 1/day each: banishing smite, spirit shroud, staggering smite Legendary Actions The duskbringer can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The duskbringer regains spent legendary actions at the start of its turn. Move. The duskbringer can move up to its speed without provoking attacks of opportunity. Attack. The duskbringer can make either a Flail or Unholy Flame attack. Cast a Spell (costs 2 Actions). The duskbringer can cast a spell. 85
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Earth’s End Red Magic Society Long before Halruua took off to Abeir, a sect of powerful sorcerers formed a society deep below its surface in a stone tower near Earth’s End, a town in the Underdark. When Halruua left, Earth’s End was unaffected. When it returned, opportunities for exploitation only increased. The Earth’s End Red Magic Society made certain not to interfere with the local politics but ran their influence far and wide throughout the Underchasm, the surface, and even to other planes, while keeping a civil face at home. The main aim of the society was to undermine lawful order and accumulate power through the acquisition of magical items and the assassination of other powerful magic users. The Earth’s End Red Magi are self-serving, mercenary, and are not unknown to kill each other in their drive to rise to the top of their hierarchy. Therefore, although they meet when called together for important conclaves, it is rare to run across more than one at a time outside Earth’s End. Earth’s End Red Archmagi. These powerful sorcerers are at the top of the hierarchy of the society. They control the contracts and missions of the magi and determine the course of the order. If the target of an assassination is an extraplanar being or a powerful wizard, it is usually an archmagi tasked with the job. Earth’s End Red Adept. The society does not convert members to its order. It trains potential young novices that exhibit magical prowess and malicious intent. As part of their training, they are often hired out as “magic muscle” to bands of bandits, thieves, or other paying ne’er-do-wells in the Underdark. Earth's End Red Magi Medium Humanoid (Any), Typically Any Evil Alignment Armor Class 12 (15 with mage armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 18 (+4) Saving Throws Wis +5, Cha +7 Skills Arcana +4, Deception +7, Perception +5 Damage Resistances necrotic Senses passive Perception 15 Languages Common, one additional language Challenge 5 (1,800 XP) aaaaaaaaaaaaaaaaa Proficiency Bonus +3 Supernal Awareness. The archmagi cannot be surprised. Dark Arts Adept. Whenever the archmagi reduces a creature to 0 hp, the magi gains 20 temporary hp. Halagard Blademaster. The magi uses its Charisma ability modifier for weapon attack and damage rolls. Actions Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target or Ranged Weapon Attack: +7 to hit, range 20/80 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Necrotic Touch (At will). Ranged Spell Attack: +7 to hit, 120 ft., one target. Hit: 13 (3d8) necrotic damage, and the target can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Spellcasting. The archmagi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: darkness, mage armor, mage hand, minor illusion 3/day each: Aganazzar's scorcher 2/day each: fireball, stinking cloud 1/day each: blight Reactions Magic Shield (3/day). An invisible barrier of magical force appears and protects the magi. Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack, and it take no damage from magic missile. Mist of the Magi (1/day). The magi can turn into a cloud of dark vapor when it is target by a melee attack that would hit it by a creature that it can see. Instead, the triggering attack misses and the magi can move up to 15 feet in any direction without provoking attacks of opportunity. 87
Scroll of the Red Magic Society Scroll, very rare This roll of parchment teems with magical energy and has arcane symbols covering the outside. Using an action to read the scroll instantly transports you and up to eight willing creatures of your choice that you can see within 10 feet of you, or a single object that you can see within range, to Earth's End, specifically the Red Magic Society teleportation circle within Earth's End. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. These scrolls are created and handed out to elite agents of the Red Magic Society to facilitate quick and speedy returns or even emergency escapes to protect those among the society who've received years and years of specialized training. Potio Bandolero Maximus Wondrous item, very rare This leather bandolier appears to be of masterful creation, the sleeves, buckles, and leather all look supple and sturdy. When you draw and use a potion from this bandolier, it only takes a Bonus Action, rather than the usual required Action. Additionally, any potions drawn from this bandolier and used within the same turn will roll for maximum effect, whether that is healing hit points or dealing damage. Earth's End Red Adept Medium Humanoid (Any), Typically Any Evil Armor Class 12 (15 with mage armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 16 (+3) Saving Throws Wis +4, Cha +5 Skills Arcana +3, Perception +4 Damage Resistances necrotic Senses passive Perception 14 Languages Common, one additional language Challenge 3 (700 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Halagard Blademaster. The archmagi uses its Charisma ability modifier for weapon attack and damage rolls. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target or Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Necrotic Touch (At will). Ranged Spell Attack: +5 to hit, 120 ft., one target. Hit: 10 (2d8) necrotic damage, and the target can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Spellcasting. The archmagi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: mage armor, mage hand, minor illusion 2/day each: Aganazzar's scorcher, darkness 1/day each: fireball, stinking cloud Reactions Magic Shield (1/day). An invisible barrier of magical force appears and protects the magi. Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack, and it take no damage from magic missile. Mist of the Magi (1/day). The magi can turn into a cloud of dark vapor when it is target by a melee attack that would hit it by a creature that it can see. Instead, the triggering attack misses and the magi can move up to 15 feet in any direction without provoking attacks of opportunity. 88
Earth's End Red Archmagi Medium Humanoid (Any), Typically Any Evil Alignment Armor Class 13 (16 with mage armor) Hit Points 143 (22d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 20 (+5) Saving Throws Wis +6, Cha +9 Skills Arcana +5, Deception +9, Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, psychic Condition Immunities charmed Senses passive Perception 19 Languages Common, one additional language Challenge 12 (8,400 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +4 Magic Resistance. The archmagi has advantage on saving throws against spells and other magical effects. Magic Weapons. The archmagi's weapon attacks are magical. Supernal Awareness. The archmagi cannot be surprised. Dark Arts Adept. Whenever the archmagi reduces a creature to 0 hp, the magi gains 20 temporary hp. Halagard Blademaster. The archmagi uses its Charisma ability modifier for weapon attack and damage rolls. Prescient Defense. The archmagi casts mage armor, stoneskin, and mind blank on itself before combat (included above). Actions Multiattack. The archmagi makes one Dagger, Acid Bubble, or Necrotic Touch attack and makes one use of Spellcasting. Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target or Ranged Weapon Attack: +9 to hit, range 20/80 ft., one target. Hit: 7 (1d4 + 5) piercing, magic damage. Acid Bubble (At will). The archmagi hurl's a bubble of acid a a creature within 60 feet, or two creatures within 60 feet that are within 5 feet of each other. A target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) acid damage. Necrotic Touch (At will). Ranged Spell Attack: +9 to hit, 120 ft., one target. Hit: 18 (4d8) necrotic damage, and the target can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Spellcasting. The archmagi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17): At will: darkness, mage armor, mage hand, minor illusion 3/day each: Aganazzar's scorcher, fireball, stinking cloud 1/day each: blight, cloudkill, insect plague, mind blank, stoneskin Reactions Magic Shield (3/day). An invisible barrier of magical force appears and protects the magi. Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack, and it take no damage from magic missile. Spell Kill (3/day). The archmagi chooses one creature, object, or magical effect within 120 feet. any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the archmagi makes a Charisma ability check against 10 + the spell's level. On a successful check, the spell ends. Mist of the Magi (1/day). The magi can turn into a cloud of dark vapor when it is target by a melee attack that would hit it by a creature that it can see. Instead, the triggering attack misses and the magi can move up to 15 feet in any direction without provoking attacks of opportunity. 89
Elder Brain of Thoon As wizards delve deeper and deeper into the magics involved with time, one word becomes more and more relevant to their studies, quintessence. Quintessence is a fractional, distilled moment of time and potential that never decays in power or form. It has profound arcane potential as it both limits psionic potency and also allows for the complete protection from the passage of time. As time-wizards delve further into the mystery of this arcane lore, they draw the attention of other creatures that hunger for quintessence for their own nefarious reasons, creatures such as the elder brain of Thoon. Little is known about the enigmatic benefactor of these elder brains. It is hypothesized that Thoon may be a rival god to Ilsensine, others still believe that Thoon is a philosophy of thought, something the pilgrims amongst the Illithid brought back from their journey to the Cavern of Thought. What is known is that those who delve too deeply into the secrets of quintessence come across the name of Thoon eventually, but in doing so expose themselves to beings who intend to keep such secrets just that; secret. Those who learn too much have a habit of vanishing, snatched away in the middle of the night without a trace, providing the elder brains of Thoon with another thrall for their masses. Secret Keepers of Thoon. Elder brains of Thoon are rare and secretive creatures, outcasts from Illithid society for their heretical views. Those Illithid that follow them do so knowing that they are working towards goals that would see them destroyed by their previous brethren. It is because of this that the elder brains of Thoon act as jealous guardians to their knowledge, protecting the secrets of quintessence and Thoon so that other mind flayers and elder brains do not gain access to the secrets such mortal minds might uncover. Secret Inspirers. When a creature studies too deeply the secrets of time, elder brains of Thoon begin to reach out and touch their minds. With these subtle ministrations elder brains guide mortals in developing new learning and secrets for them to devour, seasoning their minds as farmers might feed cattle specific meals to improve the meat's flavor. Quintessence Keepers. It is unknown why creatures so intrinsically linked to the psionic powers would collect an anathemic substance such as quintessence, some suggest that elder brains of Thoon seek to control and consume enough quintessence to fuel Thoon's plans. Others still believe that submerging an entire elder brain of Thoon in enough quintessence would allow Thoon to manifest an avatar within the mortal realms. Whatever the reason there is nothing that elder brains of Thoon covet more. An Elder Brain of Thoon's Lair Unlike an elder brain's lair, an elder brain of Thoon rarely lies at the heart of a mind flayer city; instead an elder brain of Thoon lies in a secret, distant place supported by a select group of trusted disciples and the thralls they have drawn to their service. The monstrous mind exists within a growing pool of quintessence and acid; its palpable psychic aura filling the space with its ambient thoughts and power. 90
Elder Brain of Thoon Large aberration, lawful evil Armor Class 12 Hit Points 262 (25d10 + 125) Speed 5 ft., fly 10 ft., swim 10 ft. STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 20 (+5) 23 (+6) 25 (+7) 23 (+6) Saving Throws Int +12, Wis +13, Cha +12 Skills Arcana +12, Deception +12, Insight +12, Intimidation +12, Persuasion +12 Damage Immunities acid, psychic Senses blindsight 120 ft., passive Perception 17 Languages understands Common, Deep Speech, and Undercommon, but can't speak; telepathy 5 miles Challenge 18 (20,000 XP) aaaaaaaa Proficiency Bonus +6 Burning Caress. An elder brain of Thoon's tentacles are coated in the potent acids contained within its pool. Any creature hit by the elder brain of Thoon takes 14 (4d6) acid damage at the end of its next turn unless it spends an action to clean off the poison. The damage is always 4d6 regardless of how many times the elder brain of Thoon hit it. Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each 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. Legendary Resistance (3/day). If the elder brain of Tthoon fails a saving throw, it can choose to succeed instead. Magic Resistance. The elder brain of Thoon has advantage on saving throws against spells and other magical effects. Telepathic Hub. The elder brain of Thoon can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Actions Multiattack. The elder brain of Thoon may make a number of attacks equal to its available Tentacles that are not currently grappling a creature, up to a maximum of four. Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 18) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Confusion Sphere. The elder brain of Thoon reaches into the psionic structures of nearby creatures' minds, disrupting them and causing confusion. Each creature within 10 feet of the elder brain of Thoon must make a DC 18 Wisdom saving throw. On a failed save, the creature must roll on the Confusion Table below every turn that they remain within 10 feet of the elder brain of Thoon. Mind Blast (Recharge 5-6). The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 332 (5d10 + 6) 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. Overmind of Thoon. An elder brain of Thoon can project the horror of its gestalt consciousness against a single creature within 100 ft., overwhelming its mind and draining its psyche. The target must succeed on a DC 18 Wisdom saving throw or have its wisdom score reduced by 1d6. A creature whose Wisdom reaches 0 can be controlled by the elder brain of Thoon directly, using the actions available to it though it cannot cast any spells whilst under the control of the elder brain. This effect lasts until it is cured by a greater restoration or wish spell. Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. Bonus Actions Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. 91
Lair Actions When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row: The elder brain casts confusion at 5th level. The elder brain casts wall of force. The elder brain rends the minds of those around it, filling their minds with the adoration and worship of Thoon. Each creature within 10 feet of the elder brain of Thoon must make a DC 18 Charisma saving throw or become stunned until the end of the elder brain's turn. Regional Effects The territory within 5 miles of an elder brain of thoon is altered by the creature's psionic presence, which creates one or more of the following effects: Creatures' dreams are filled with maddening imagery and devotional chanting in a language they cannot comprehend. When resting a creature must make a DC 18 Wisdom saving throw or become affected by the elder brain's psychic link trait. The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it. Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind which makes concentration challenging. Any time a creature attempts a skill check whilst linked to an elder brain of Thoon it does so with disadvantage unless it allows the whispers deeper into their mind. A creature that attempts to resist these effects and may make a DC 18 Charisma saving throw, on a failed save they begin to question their current faith and instead strive for a greater connection with the unknown being Thoon. A creature that fails this save has disadvantage on attacking the elder brain of Thoon and disadvantage on saving throws against effects the elder brain of Thoon casts. Confusion Table aaa1d6aaa Effect 1 Attack the elder brain of Thoon with melee and ranged weapon attacks, or move closer if that isn't possible. 2 The creature may act normally. 3-4 The creature takes no action this turn and spends its turn muttering "Thoon ... Thoon ..." incessantly. 5 Flee from the elder brain of Thoon, taking the dash action and moving away from the elder brain of thoon by the safest available route. 6 Attack the nearest allied creature. Legendary Actions The elder brain of Thoon can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain of Thoon regains spent legendary actions at the start of its turns. Extract Quintessence. The elder brain acts as a natural leech for the quintessence contained within a creature. Each creature that starts it's turn within 10 ft. of the elder brain must make a DC 18 Constitution saving throw. On a failed save, the creature's gains a point of exhaustion. If a creature gains 6 points of exhaustion, it is immediately slain and its body turns into a pool of shimmering silver mercury. A creature affected in such a way can only be restored to life by spells that replace its body. Drain Quintessence. The elder brain of Thoon drains a pool of quintessence left behind from a slain creature. It regains 55 (10d10) hit points and cures 1 condition it is currently afflicted with. Break Concentration. The elder brain of Thoon targets a creature within 120 ft. with which it has a psychic link. The elder brain of thoon breaks the creature's concentration on a spell it has cast. The creature takes 1d4 psychic damage per level of the spell. Sever Psychic Link. The elder brain of Thoon targets a creature within 120 ft. of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. 92
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Eldritch Paladins of Vergadain In the late 13th century DR, a mission of clerics and acolytes of Dumathoin went on a trade mission to collect a treasure of rare gems that took them deep into the Underdark to meet with a known svirfneblin consortium. During that meeting, a well-planned duergar raid took place resulting in the deep gnomes getting slaughtered and the clerics becoming slaves of the gray dwarves. The slave dwarves were taken into the Underdark where they were stripped of their wealth and forced to work in the duergar mines for years, subjected to mockery and watching their overseers accumulate riches. One day, after more than twenty years passed, a commotion woke them when a clan of urdunnirin attacked and freed the hapless slaves. News of their release made its way back to their home and an emissary was sent to the Underdark to assess the lost mission. The abbot was abhorred by the condition of the dwarves and the influence the Shadowfell had had on them. None of his spells could cure them of the shadow now present in their souls. He declared them unfit to continue as clerics of Dumathoin but would allow them home if they paid their way in future gems and gold. The lost dwarves sent the emissary away and chose to stay with the urdunnirin, mining gems for them in exchange for all the precious metal they could find. However, the exarch of Moradin, Vergadain, visited the lost dwarves and acknowledged them for their perseverance. The exarch praised them for the works of silver, gold, and mithral they had forged and assured the dwarves they were not forgotten. It asked them to go forth from the urdunnirin realm and further the aims of Vergadain, not as clerics but as paladins, and to right the wrongs against not only them, but all dwarvenkind. The exarch promised to shield them from the shadow in their souls provided they protect dwarves, gather wealth, and share a portion with the temples and shrines of the Moradinsammin in each settlement that provide them succor. The exarch would become their patron and grant them sorcerous boons to aid them in their quests. Thus, the Eldritch Paladins of Vergadain were born. Sonnlinor Chess Wondrous item, uncommon These chess sets created by Moradin's clerics grant a blessing to a winner of a game played using this set. For the following 24 hours after winning a game using this set, the winner is under the effects of the bless spell. Eldritch Paladin of Vergadain Medium Humanoid (Dwarf), Lawful Neutral Armor Class 20 (plate, shield) Hit Points 97 (15d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 15 (+2) 11 (+0) 12 (+1) 18 (+4) Saving Throws Con +5, Wis +4 Skills Arcana +3, Intimidation +7, Perception +4, Persuasion +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 14 Languages Dwarvish, Undercommon Challenge 6 (2,300 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +3 Dwarven Resilience. The squire has advantage on saving throws against poison and has resistance to poison damage. Eldritch Inspiration. The paladin adds its Charisma modifier to the damage eldritch blast deals on a hit (included in the attack). Magic Resistance. The paladin has advantage on saving throws against spells and other magical effects. Magic Weapon. The paladin's weapon attacks are magical. Actions Multiattack. The paladin makes two Eldritch Blast attacks or two melee attacks. Eldritch Blast (At will). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 15 (2d10 + 4) force damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing, magic damage or 8 (1d10 + 3) piercing, magic damage if using two hands. Spellcasting. The paladin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): 3/day each: inflict wounds, darkness, vampiric touch Edge of Insanity (Recharge 5-6). The paladin draws on the power of the Shadowfell. It chooses a creature it can see within 30 ft. and the creature must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. Bonus Actions Shield of Faith (3/Day). As a bonus action, the paladin may grant a +2 AC bonus for up to 10 minutes to a creature of his choice within 60 ft. 94
Faezre-Fisher In the strangeness of the Underdark, there are areas of magical radiation that are only found beneath the surface world. These remnants of the magic that formed the Universe itself remain, slowly decaying and radiating strange magic around them. Some creatures are inexplicably drawn to these areas of magical radiation and danger. Most die from the strange warping magic, but some are forever mutated into a more dangerous form. The curious radioactive magics warp not only their bodies, but their minds. One common creature of the Underdark that seems especially attracted to the faezress is the cave fisher. Some of these lobster-like monsters survive the radiation and emerge as faezre-fishers. They mutate into stronger and more dangerous fishers than they were before. Natural Leader. For inexplicable reasons, other cave fishers flock to and follow the faezre-fisher. The faezre-fisher will often lead a small pack of 2d4 cave fishers to a narrow tunnel and the whole group will let their filaments down to fish the passageway for a small or medium group of prey. Dangerous Corpse. Due to the radioactive mutations, the faezre-fisher’s corpse is poisonous to those who might try to harvest it for meat. While some people of the Underdark are known to hunt cave fishers for their tasty meat, experienced hunters know how to identify the mutated flesh of the faezrefisher. Faezre-Fisher Large Monstrosity, Unaligned Armor Class 13 (natural armor) Hit Points 98 (10d10 + 40) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 4 (-3) Saving Throws Con +6 Skills Perception +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 3 (700 XP) aaaaaaaaaaaaa Proficiency Bonus +2 Actions Multiattack. The faezre-fisher makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. In addition, the target must succeed on a DC 14 Strength saving throw or become grappled. Only two targets can be grappled at a time by the faezre-fisher by their claws. Filament. Ranged Weapon Attack: +3 to hit, range 60 ft., one target. Hit: the target is restrained by the filament and must succeed on a DC 14 Strength saving throw or be pulled up to 25 feet toward the cave fisher. As an action, the restrained target can make a DC 14 Strength check, breaking free of the filament on a success. The filament can also be attacked and destroyed (Armor Class 12; 5 hit points; immunity to bludgeoning, piercing, and psychic damage). 95
Faerzress Golem "What's worse than encountering a giant contruct made of solid stone? How about one that glows with power of a demon lord and can cause you to go insane before pummeling you to death with its stone fists." - Volothamp Geddarm Golems are created by mages from various natural substances to serve them as guardians and servants. A faerzress golem was a stone golem that spent too much time in a faerzress-infused area of the Underdark and became corrupted by the arcane demonic energy that can be found there. These unstoppable juggernauts act in chaotic manner, regardless of the wishes of their creator. They not only have become infected with a form of insanity, but spread that madness wherever they go. Faerzress. First discovered by Lolthian drow explorers, faerzress is a mysterious arcane energy that pervades much of the Underdark. The drow use this power to protect their settlements using its styrange properties. However, faerzress acts as a catalyst of demon lord influence, causing various forms of madness as the chaos fiends attempt to spread their influence upon the Prime Material Plane. The effects of this effect can be transferred to a golem that has found itself in an effected area too long. Appearance. Because of their stone golem origin, faerzress golems are chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, these golems can be carved in any form the sculptor can imagine. The faerzress does cause them to blemish and crack, but these defects are superficial and do not diminish their power. The faerzress aura seeps from seams or cracks in the golem, appearing as a misty glow, usually white, yellow, or pale green. Creatures that find themselves in this aura often feel a buzz in their skulls as the faerzress begins disorienting them. 96
Short-Term Madness d100 Effect (lasts 1 minute) 01–20 The target retreats into their mind and becomes Paralyzed. 21–30 The target becomes Incapacitated and spends the duration screaming, laughing, or weeping. 31–40 The target becomes Frightened and must use their action and movement each round to flee from the golem. 41–50 The target begins babbling and is incapable of normal speech or spellcasting. 51–60 The target must use their action each round to attack the nearest creature selected at random. 61–70 The target experiences vivid hallucinations and has disadvantage on ability checks. 71–75 The target does whatever anyone tells them to do that isn’t obviously self-destructive. 76–80 The target experiences an overpowering urge to eat something strange such as dirt, slime, or offal. 81–90 The target is Stunned. 91–100 The target falls Unconscious. Faerzress Golem Gargantuan Construct, Chaotic Evil Armor Class 17 (natural armor) Hit Points 243 (16d20 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 12 (8,400 XP) aaaaaaaaaaaaa Proficiency Bonus +4 Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Constructed Nature. The golem doesn't require air, food, drink, or sleep. Faerzress Aura. The golem glows, giving off a dim light to a distance of 30 feet and has the following effects: A creature in an aura has advantage on saving throws against divination spells. If a divination spell doesn't allow a saving throw, the caster must succeed on a DC 15 Constitution saving throw to cast the spell. Failing this save means the spell is wasted and has no effect. Any creature attempting to teleport into, within, or out of the aura must succeed a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 force damage and the teleportaion attempt fails. When a spell is cast in the aura, the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the sorcerer's Wild Magic table (PHB). The aura can't be dispelled, but its effects are temporaily suppressed in an Antimagic Field. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Madness (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Intelligence saving throw against this magic. On a failed save, a target suffers from a random form of Short Term Madness (see above). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. 97
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Failed Chosen of Lolth There are three types of driders. The most common are males in Lolth-worshipping societies who gain enough power as sorcerers, mages, or wizards that they threaten the femaledominated leadership of the city-state and are put to the Test. If they fail to prove their loyalty to Lolth, they are cursed to live the rest of their lives as a drider. The second most common are males and females that displease the leaders of the Lolth-worshipping society and are given the severe punishment of being cursed into driders. The rarest of driders are females who are brought to the Demonweb Pits by Lolth herself and tested by her personally. Those who pass Lolth’s tests are granted powerful blessings as her chosen representatives, but those who fail are sent back as failed chosen. These special driders are leaders among the driders. Lolth often sends these failed chosen back to the material plane with a task to complete to redeem themselves, and as such, these failed chosen are less suicidally homicidal in combat. While normally, driders will press an attack in hopes of ending their life early in glorious combat, failed chosen have been known to retreat and escape death in hopes of completing their redemption in Lolth’s eyes. Former Priestesses. Failed chosen are also sent back with access to their faith and ability to call on Lolth’s divine spells. These female driders were once powerful priestess of Lolth and still have the ability to call on Lolth’s divine power, despite failing her test. Lolth’s Redemption. Failed chosen are sent back with a task to complete to redeem their soul in Lolth’s eyes. These tasks are usually quite mysterious and confusing to mortals, but further Lolth’s dark and chaotic goals. When they are redeemed, Lolth has been known to return them to drow form. Lolth's Task 1d4 Task for Redemption 1 Kill a matron mother who has displeased Lolth. 2 Destroy a minor drow noble house, killing all members of the noble family without a trace. 3 Lead an attack on a small city or fortress of rivals. 4 Sacrifice a good-aligned drow to Lolth. Drider Heart Wonderous item, very rare (requires attunement) This petrified heart the size of a fist gives off an aura of enchantment and necromancy. A drider heart cut out of a failed chosen of Lolth acts as a ring of spell storing. Additionally, the holder of the heart can cast raise dead once per day without spell slots or spell components. Failed Chosen of Lolth Large Monstrosity, Chaotic Evil Armor Class 19 (natural armor) Hit Points 199 (21d10 + 84) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 13 (+1) 20 (+5) 13 (+1) Saving Throws Con +8, Wis +9 Skills Perception +9, Stealth +7 Senses darkvision 120 ft., passive Perception 19 Languages Abyssal, Elvish, Undercommon Challenge 9 (5,000 XP) aaaaaaaaaaa Proficiency Bonus +4 Fey Ancestry. The failed chosen has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Spider Climb. The failed chosen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The failed chosen ignores movement restrictions caused by webbing. Actions Multiattack. The failed chosen makes three attacks with its Tentacle Rod. It can replace one of those attacks with a Bite attack. Tentacle Rod. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The failed chosen casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: dancing lights, detect magic, guidance, sacred flame, thaumaturgy 3/day: bane, command, cure wounds, darkness, faerie fire, hold person, silence 2/day: banishment, contagion, dispel magic, flame strike, geas (as an action), mass cure wounds, spirit guardians 1/day: blade barrier, divine word (as an action), gate, holy aura, plane shift 99
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