504 You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies. You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd. Frogskin 4th-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: Self Components: V, S, M (some frogspawn) Duration: Concentration, up to 1 minute Class: Druid, Sorcerer, Tamer, Warlock, Wizard You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again. Slimy. For the duration, you have advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10 for each slot level above 4th. Fungal Infection 4th-level biomancy* (*can be replaced with necromancy) Casting Time: 1 action Range: 90 feet (15-foot radius sphere) Components: V, S, M (a mushroom) Duration: Concentration, up to 1 minute Class: Druid, Warlock, Wizard Flare Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a strip of magnesium) Duration: Instantaneous Class: Cleric, Sorcerer, Wizard You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn. Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell’s damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level (2d8, 30 feet), 11th level (3d8, 40 feet), and 17th level (4d8, 50 feet). Flipperform 1st-level biomancy* (ritual; *can be replaced with transmutation) Casting Time: 1 action Range: 30 feet Components: V, S, M (a fish’s fin) Duration: 1 hour Class: Druid, Ranger, Sorcerer, Tamer, Wizard You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st. Food Coma 3rd-level enchantment (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes) Duration: 1 hour Class: Bard, Cleric, Druid, Paladin, Tamer
Appendix B | Spells 505 You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see. Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure, the creature is pushed 10 feet in a direction of your choice and falls prone, taking 3d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet, and gravity pulse’s damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th. Gravity Smash 5th-level evocation Casting Time: 1 action Range: 120 feet (40-foot-radius, 100-foot-high cylinder) Components: V, S Duration: Concentration, up to 1 round Class: Sorcerer, Warlock, Wizard You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius, 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards; each creature in the area must make a Strength saving throw. If the spell lasts its full duration and ends at the start of your next turn, then, on a failed saving throw, a creature takes 8d10 force damage and is knocked prone. If the spell ends before the start of your next turn, a creature takes 4d10 force damage on a failure instead. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th. With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become cursed until the spell ends. When you cast the spell, choose one of the following fungi to grow on the cursed creatures: • Amanita Rotgut. The creature immediately takes 2d6 poison damage and becomes poisoned. While poisoned in this way, the creature takes 2d6 poison damage at the end of each of its subsequent turns. • Necrotising Zygomycosis. The creature immediately takes 2d8 necrotic damage, and takes 2d8 necrotic damage at the start of each of its turns. • Psilocybin Quickitrippiae. The creature begins ‘tripping’. It must roll a d4 at the start of each of its turns. On a 1, the creature doesn’t move or take actions this turn. • Paralysing Mucorales. At the end of each of the creature’s turns, it becomes stunned until the start of its next turn. If the creature fails a saving throw against this spell by 5 or more then, if it would be stunned, it is paralysed instead. • Raging Henbane. The creature becomes charmed by you and must use its reaction at the start of each of its turns to make one weapon attack against a randomly determined creature within its reach/range other than you. • Veiled Lady. The creature’s vision darkens to a pinhole; the creature has disadvantage on Dexterity saving throws, and ranged attacks have advantage against the creature. An affected creature can repeat the saving throw at the end of each of its turns (after the effects of this spell have triggered), ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) of Amanita Rotgut and Necrotising Zygomycosis increases by 1d6 and 1d8, respectively, for each slot level above 4th. When you cast this spell using a spell slot of 6th level or higher, you can choose two different fungi to grow on affected targets instead of one. Gravity Repulsion 4th-level evocation Casting Time: 1 action Range: Self (20-foot-radius sphere) Components: V, S Duration: Concentration, up to 1 minute Class: Sorcerer, Warlock, Wizard
506 You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target’s turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks; it gains resistance to nonmagical bludgeoning, piercing, and slashing damage; and it can move through other creatures and objects as if they were difficult terrain. If the target ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it is shunted. At Higher Levels. When you cast this spell using a spell slot level of 6th level or higher, you can choose to increase the spell’s duration, or the number of targets, for each slot level above 5th. If you choose duration, the duration increases in increments to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 24 hours (9th level). If you choose to increase the number of targets, the number increases by 1 for each slot level. Inequality 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood and water, mixed) Duration: Concentration, up to 1 minute Class: Bard, Cleric, Paladin, Tamer You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur: • Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw. • Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw. • The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell. Howl Transmutation cantrip Casting Time: 1 action Range: Self (1000-foot-radius sphere) Components: V Duration: 1 round Class: Druid, Tamer You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner. Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning. Otherwise, the howl is unintelligible to creatures that can hear it. Humperdink’s Halitosis 1st-level transmutation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Concentration, up to 1 round Class: Bard, Sorcerer, Warlock You belch forward acidic fumes, afflicting those in a 15-foot cone before you. The fumes spread around corners. All creatures in the area must make a Constitution saving throw, taking 3d4 acid damage on a failure or half as much damage on a success. The fumes linger until the end of your next turn or until dispersed by a moderate or stronger wind. Any creature ending its turn in the area must make a Constitution saving throw, taking 3d4 acid damage or half as much damage on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 1st. Incorporeality 5th-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute Class: Bard, Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard
Appendix B | Spells 507 At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st. Lungburst 6th-level biomancy* (*can be replaced with evocation) Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Sorcerer, Warlock, Wizard You cause rapid and unpredictable changes in the internal air pressure of a creature you can see, rupturing its breathing apparatus. The creature must make a Constitution saving throw. A creature that is holding its breath makes this saving throw with disadvantage. On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success. A creature that does not need to breathe is immune to the effects of this spell. A greater restoration, heal, or wish spell can restore a creature’s ability to breathe, and end its suffocation. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th. Magnetite Shard 3rd-level evocation Casting Time: 1 action Range: 90 feet (20-foot-radius sphere) Components: V, S, M (a piece of magnetite) Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd. Influenza 3rd-level biomancy* (*can be replaced with necromancy) Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (some pollen) Duration: Concentration, up to 1 minute Class: Cleric, Druid, Warlock With a mighty sneeze that can be heard up to 300 feet away, you blast forth a 30-foot cone of phlegm, bad breath, and viral pathogens. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a 3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed on a Constitution saving throw or also become poisoned in this way for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the value a poisoned creature must roll on the d12 to cause a coughing fit increases by 1 for each slot level above 3rd. Initiative 1st-level enchantment Casting Time: 1 reaction, which you take when initiative is rolled Range: 30 feet Components: V, S, M (a coffee bean) Duration: Instantaneous Class: Bard, Ranger, Sorcerer, Tamer, Wizard As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.
508 • Armour. A creature wearing this armour gains 1d4 temporary hit points at the start of each of its turns. • Belt. A creature wearing this belt gains a flying speed of 30 feet. • Boots. A creature wearing these boots has its walking speed increased by 10 feet and its jump distance tripled. • Cloak. A creature wearing this cloak has advantage on Stealth checks it makes to hide and can hide while only lightly obscured. • Gloves. A creature wearing these gloves gains a climbing speed equal to its walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it has advantage on any ability checks it makes related to grappling. • Headwear. A creature wearing this headwear doesn’t need to breathe, has advantage on saving throws against being poisoned, and has resistance to poison damage. You can end this spell early by touching the item. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional item for each slot level above 4th. Mireball 3rd-level conjuration Casting Time: 1 action Range: 150 feet (15-foot-radius sphere) Components: V, S, M (a tiny ball of guano and mud) Duration: 1 minute Class: Bard, Druid, Sorcerer, Warlock A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone. In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw. Magnetobolt Evocation cantrip Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mass Leech 3rd-level necromancy Casting Time: 1 action Range: Self (20-foot-radius sphere) Components: V, S, M (a live leech that has fed on humanoid blood in the past 24 hours) Duration: Instantaneous Class: Cleric, Tamer, Warlock, Wizard You drain the life force of those around you, turning their limbs heavy and their bones cold. Each creature of your choice within 20 feet of you must make a Constitution saving throw. A target takes 2d8 necrotic damage on a failure, or half as much damage on a success. The caster regains hit points equal to half the total amount of necrotic damage dealt to Small or larger creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Mechamagic 4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (adhesive tape with gorillas drawn on it) Duration: 1 hour Class: Bard, Wizard You touch one item, instilling it with levels of belief worthy of a kobold and granting it one of the following properties, based on the item type, for the duration.
Appendix B | Spells 509 You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Power Word Shield 7th-level abjuration Casting Time: 1 reaction, which you take when a creature you can see is the target of an attack or spell Range: 60 feet Components: V Duration: 1 round Class: Bard, Cleric, Sorcerer, Wizard With a word, a translucent shield bubbles out from a creature you can see within range. Until the end of its next turn, it is immune to all damage types except psychic, it has advantage on all saving throws, and all other power word spells have no effect on it. If the creature is poisoned, that condition is removed, and if the creature is aflame, the fires are extinguished. Preserve 2nd-level biomancy* (*can be replaced with abjuration) Casting Time: 1 action Range: 60 feet Components: V, S, M (some ether) Duration: 24 hours Class: Cleric, Druid, Paladin, Ranger, Tamer, Wizard With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see page 87 for the rules on harvesting). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Mortiferous Pulse 2nd-level biomancy* (*can be replaced with necromancy) Casting Time: 1 action Range: Self (50-foot line) Components: V, S, M (a dead animal) Duration: Instantaneous Class: Druid, Warlock You summon a bolt of negative energy to stimulate and transmit necrotic pathogens into those that stand before you, decaying their internal viscera. Each creature in a 5-foot-wide, 50-foot-long line extending from you must make a Dexterity saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Peppermint Plate 1st-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (well-chewed peppermint chewing gum) Duration: Concentration, up to 1 hour Class: Cleric, Paladin, Sorcerer, Tamer, Warlock, Wizard A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st. Pins & Needles Biomancy* cantrip (*can be replaced with evocation) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard
510 Riptide 2nd-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 minute Class: Druid, Sorcerer, Warlock, Wizard Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn. As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range, or is no longer in water at least 2 feet deep. Shackles of Pain 4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a pair of manacles) Duration: Concentration, up to 1 minute Class: Bard, Cleric, Paladin, Warlock You link the vitality of a willing creature within range—the source—to the psyche of another creature within range—the target. The target must succeed on a Charisma saving throw or become linked to the source for 1 minute. Each time the source takes damage, the target takes psychic damage equal to half the damage the source took. If you yourself are the source, the creature takes this damage immediately before you make a Constitution saving throw to maintain your concentration. Whenever the target takes damage in this way, it can repeat the saving throw, ending the effect on a success. Shielding Word 2nd-level abjuration Casting Time: 1 reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw Range: 30 feet Components: V Duration: 1 round Class: Bard, Cleric, Paladin, Sorcerer, Tamer At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic (typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level. Primal Scent Divination cantrip Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 minute Class: Druid, Tamer You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5. When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14. Protection 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a miniature silver shield worth 10 gp, which the spell consumes) Duration: Concentration, up to 1 hour Class: Bard, Cleric, Druid, Paladin, Ranger, Tamer You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.
Appendix B | Spells 511 Spore Cloud Biomancy* cantrip (*can be replaced with conjuration) Casting Time: 1 action Range: Self (5-foot-radius sphere) Components: V, S, M (a toadstool) Duration: Instantaneous Class: Druid, Sorcerer, Warlock You produce a cloud of virulent spores. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw or take 1d4 poison damage. A creature that fails the saving throw by 5 or more is poisoned until the end of its next turn. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Stalker’s Eye Enchantment cantrip Casting Time: 1 action Range: Touch Components: V, S, M (small magnifying lens) Duration: Concentration, up to 1 minute Class: Bard, Druid, Tamer A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature’s defences. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends. This spell augments the creature’s ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20. Stench 3rd-level conjuration Casting Time: 1 action Range: 90 feet (20-foot-radius sphere) Components: V, S, M (a skunk’s tail) Duration: Concentration, up to 1 minute Class: Bard, Druid, Sorcerer, Warlock, Wizard Emanating from a point within range, a noxious, 20-foot-radius sphere of colourless fumes creates a choking, eye-watering miasma that penetrates through creatures’ skin. When a creature enters the spell’s area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. It takes 3d6 poison damage and becomes poisoned until the end of its next With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd. Smokescreen Conjuration cantrip Casting Time: 1 action Range: Self (5-foot-radius, 10-foot-high cylinder) Components: V, S, M (a puffball mushroom) Duration: Concentration, up to 1 round Class: Druid, Sorcerer, Tamer, Wizard You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you. When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet; at 11th level this increases to 25 feet; and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it. Spark Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Class: Sorcerer, Warlock, Wizard A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn. The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.
512 Switcheroo 3rd-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Bard, Cleric, Sorcerer, Tamer, Warlock, Wizard You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied. A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature may choose to fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level. Tentacle Lash 4th-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: Self Components: V, S, M (a miniature plunger) Duration: Concentration, up to 1 minute Class: Druid, Ranger, Warlock, Wizard One of your arms elongates into a long, wet, suckered tentacle. When you cast this spell, and as an action on each of your turns, you can make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 5d8 bludgeoning damage and it must make a Strength saving throw if it is Huge or smaller. On a failure, you can choose one of the following effects: • The target is knocked prone. • The target is shoved 5 feet in a direction of your choice. • You disarm the target; you take one item the target is holding and return it to your person. The tentacle also serves as an appendage that can be used like a grappling hook or rope (GM’s discretion). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. turn on a failure, or takes half as much damage and is not poisoned on a success. Whilst poisoned in this way, a creature has disadvantage on saving throws made to maintain its concentration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Sugar Rush 2nd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: 30 feet Components: V, S, M (some candy) Duration: Concentration, up to 1 minute Class: Bard, Cleric, Paladin, Sorcerer, Tamer Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action. When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd. Swarm Biomancy* cantrip (*can be replaced with conjuration) Casting Time: 1 action Range: 90 feet Components: V, S, M (a spider sac) Duration: 1 round Class: Druid, Sorcerer, Warlock Choose a target within range; a cloud of minuscule poisonous spiders floats on gossamer strands towards it. The target must succeed on a Dexterity saving throw to avoid the spiders or become poisoned until the end of its next turn. This spell deals poison damage on a failed saving throw when you reach certain levels. When you reach 5th level, a creature takes 1d10 poison damage; at 11th level this increases to 2d10; and at 17th level this increases to 3d10.
Appendix B | Spells 513 Psilocybin. The target must succeed on a Wisdom saving throw or begin ‘tripping’ for the spell’s duration. Whilst tripping, the creature must roll a d4 at the start of each of its turns. On a 1, the target is incapacitated until the end of its turn and the effect ends. On a 2-4, the target behaves as normal, and the effect continues. Roc. The target must succeed on a Strength saving throw or its speed becomes 0 feet and it is lifted 20 feet into the air until the end of its next turn, when it begins falling. If there isn’t enough room to be lifted 20 feet, the creature is lifted to the maximum possible height. Snake. The target takes an additional 1d6 poison damage and must succeed on a Constitution saving throw or become poisoned for the spell’s duration. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spider. The target must succeed on a Dexterity saving throw or become restrained until the end of its next turn. The target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of this spell is concentration, up to 8 hours. Water Whip Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Wizard Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards the source of water on a failure. The spell’s damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet). The Bends 3rd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Class: Druid, Sorcerer, Warlock, Wizard You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw. On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Totem Arrows 4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 hour Class: Druid, Ranger You touch a quiver containing arrows or bolts, imbuing the ammunition currently in it with the spirit of a creature, plant, or fungus. For the duration, any creature hit (or in the case of ‘Hawk’, targeted) by one of the pieces of ammunition is subject to the effect of the spirit currently imbuing the quiver (see below), in addition to the attack’s normal effects. As a bonus action, you can change which spirit imbues the quiver. Cat. The target takes an additional 1d6 slashing damage. If the attack roll was made with advantage, the additional damage is increased to 2d6. Elk. The target takes an additional 1d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone or shoved 5 feet in a direction of your choice (you choose when the target is hit). Hawk. The attack ignores half and three-quarters cover. Hogweed. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn.
514 7 The spellcaster casts darkness 8 The spellcaster casts silence 9 The spellcaster regains 2d10 hit points. 10 The spellcaster doesn’t expend a spell slot to cast its spell. Any additional spell cast this way targets or is centred on the spellcaster, who has no control over the spell’s effects. The DC for any saving throws equals the spellcaster’s spell save DC. In the case of concentration spells, no concentration is required. At initiative count 20 of each round, roll a d20 for each ongoing additional effect. On a roll of 11 or higher, that effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you increase the radius of the area affected by 10 feet for each slot level above 6th. Zippit! 3rd-level biomancy* (*can be replaced with transmutation) Casting Time: 1 reaction, which you take when a creature within range vocalises Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Class: Bard, Druid, Sorcerer, Warlock, Wizard In response to a creature vocalizing, you make a sharp sound and hold a finger up in an attempt to interrupt them. The target must succeed on a Constitution saving throw or become silenced as its mouth is fused shut for the duration. If you silence a target that is casting a spell with verbal components, the target’s spell slot isn’t expended, but its action is wasted. At the end of each of its turns, the target can make a Strength saving throw as it tries to tear open its mouth. On a success, the target takes 1d8 slashing damage and is no longer silenced. Alternatively, as an action, the target can use a bladed implement to cut open its mouth, taking 1d8 slashing damage and ending the silence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Weavebend 4th-level abjuration Casting Time: 1 reaction, which you take when you see a creature within range casting a spell Range: 60 feet Components: S Duration: Instantaneous Class: Sorcerer, Warlock, Wizard You attempt to redirect a spell cast by a creature you can see. If the creature is casting a spell of 3rd level or lower, you can redirect the spell. If the spell involves a ranged spell attack, you can cause the ranged spell attack to target a different target of your choice within 10 feet of its original target. If the spell has an area of effect, you can shift the area of effect up to 10 feet in any direction. If the creature is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is redirected as described. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell is automatically redirected as described if its level is less than the level of the spell slot you used. Weave Entanglement 6th-level abjuration Casting Time: 1 action Range: 90 feet (20-foot-radius sphere) Components: V, S, M (a piece of felt) Duration: Concentration, up to 1 minute Class: Bard, Sorcerer, Wizard You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st level or higher in this area, it must make an ability check with its spellcasting ability against your spell save DC. On a success, the spell is cast as normal. On a failure, the spellcaster casts the spell and produces an additional effect. Roll a d10 and consult the following table to determine the additional effect: d10 Effect 1 The spellcaster casts gravity smash* 2 The spellcaster casts phantasmal killer 3 The spellcaster casts confusion 4 The spellcaster casts fireball 5 The spellcaster casts zippit!* 6 The spellcaster casts web *See Appendix B
Appendix C Appendix C | Creatures 515 Appendix C — Creatures This tome of an appendix details the creatures introduced in the random encounters and hunts within this book. The creature categories are arranged alphabetically, except NPCs, which have their own section at the end of this appendix. Within each category, creatures are arranged quasi-alphabetically, with similar creatures (such as polyhedroozes or broodmother chrysalises) in CR order. Legendary & Mythic Actions. This book makes liberal use of legendary and mythic actions to improve the action economy of the boss fights, lending them a more epic feel. Some hunts of different levels use the same creature statistics for the boss monster, but deactivate the mythic trait for the lower level hunt; be sure to double check the ‘Enemies’ Animated Magnetite 516 Flying Magnetite Weapon . . . . . 516 Magnetite Armour . . . . . . . . . . . 517 Swarm of Magnetite Cutlery . . . 517 Biomantic Polyhedroozes 518 Tetrahedrooze . . . . . . . . . . . . . . . 518 Hexahedrooze . . . . . . . . . . . . . . . 519 Octahedrooze . . . . . . . . . . . . . . . 520 Decahedrooze . . . . . . . . . . . . . . . 521 Dodecahedrooze .............. 522 Icosahedrooze . . . . . . . . . . . . . . . 523 The Brood 524 Broodling . . . . . . . . . . . . . . . . . . . 524 Lesser Aboleth Broodmother . . . 525 Aboleth Broodmother . . . . . . . . . 527 Lesser Brood Chrysalis . . . . . . . . 528 Brood Chrysalis . . . . . . . . . . . . . . 528 Greater Brood Chrysalis . . . . . . . 529 Dreamholders 530 Starved Dreamholder . . . . . . . . . 532 Dreamholder . . . . . . . . . . . . . . . . 533 Glutted Dreamholder . . . . . . . . . 534 The Dreamers 535 Sleepwalker .................. 535 Horror . . . . . . . . . . . . . . . . . . . . . 536 Phantasm . . . . . . . . . . . . . . . . . . . 537 Faerie-o’-Fires 538 Faerie-o’-Fire . . . . . . . . . . . . . . . . 538 Fiends and Friends 539 Swarm of Fiendcats . . . . . . . . . . . 539 Soulbound Handler . . . . . . . . . . . 540 Emaciated Tavern Mimic Brain . 571 Tavern Mimic Brain . . . . . . . . . . 572 Nourished Tavern Mimic Brain . 573 Suneater Owlbears 576 Young Suneater Owlbear . . . . . . 577 Adult Suneater Owlbear . . . . . . . 578 Ancient Suneater Owlbear . . . . . 579 Sunsprites 580 Sunsprite . . . . . . . . . . . . . . . . . . . 580 Swallybogs 581 Swallybog . . . . . . . . . . . . . . . . . . 581 Swallybog Gillwrangler . . . . . . . . 582 Swallybog Sharpfin . . . . . . . . . . . 582 Tar Elementals 583 Possessed Mining Suit . . . . . . . . . 583 Mini Tar Elemental . . . . . . . . . . . 584 Tar Elemental . . . . . . . . . . . . . . . 585 Tarchaeologist . . . . . . . . . . . . . . . 586 Tarannosaurus Rex . . . . . . . . . . . 587 Tar-rasque Hatchling . . . . . . . . . 588 Tar-rasque Brittlebone . . . . . . . . 589 Tar-rasque . . . . . . . . . . . . . . . . . . 590 Non-Player Characters 592 Maestro . . . . . . . . . . . . . . . . . . . . 592 Ranger . . . . . . . . . . . . . . . . . . . . . 592 Sorcerer ..................... 593 Fathomcaller Warlock . . . . . . . . . 593 paragraph of your hunt to determine if the mythic trait is active or not. Shared Legendary Actions. This book also introduces shared legendary actions for the hyphan creatures in The Veiled Lady hunt (page 324). Shared legendary actions can be used by any of the specified creatures and reset at the start of the turn of the creature highest in the initiative order. How these are distributed is up to the GM; one creature may use them all or they can be shared in any ratio between the relevant creatures. Lair Actions. Creatures’ lair actions have been re-written to be usable in scenarios other than the hunts within this book. Fiendish Handler . . . . . . . . . . . . . 540 Infernal Handler . . . . . . . . . . . . . 541 Pygmy Rakshasa Mewling . . . . . 543 Pygmy Rakshasa . . . . . . . . . . . . . 544 Pygmy Rakshasa Kingpin . . . . . . 545 Mummified Immortal . . . . . . . . . 546 Hyphans 547 Decrepit Hyphan Brute . . . . . . . . 547 Hyphan Brute . . . . . . . . . . . . . . . 548 Vigorous Hyphan Brute . . . . . . . 548 Decrepit Hyphan Duskcap ...... 549 Hyphan Duskcap . . . . . . . . . . . . . 550 Vigorous Hyphan Duskcap . . . . . 550 Decrepit Hyphan Sporeslinger . . 551 Hyphan Sporeslinger . . . . . . . . . . 552 Vigorous Hyphan Sporeslinger . . . 553 Swarm Spawner Fungus . . . . . . . 554 Swarm of Pufflings . . . . . . . . . . . 554 Lesser Veiled Lady . . . . . . . . . . . 555 Veiled Lady . . . . . . . . . . . . . . . . . 556 Kobold Constructs 558 Kobold Mech . . . . . . . . . . . . . . . . 558 Janky Koboldzilla . . . . . . . . . . . . 559 Koboldzilla . . . . . . . . . . . . . . . . . . 560 Tuned Koboldzilla . . . . . . . . . . . . 561 Magnetite Dragons 564 Magnetite Wyrmling . . . . . . . . . . 564 Young Magnetite Dragon . . . . . . 565 Adult Magnetite Dragon . . . . . . . 566 Ancient Magnetite Dragon . . . . . 567 Mimics 570 Mirrormic . . . . . . . . . . . . . . . . . . 570 Swarm of Baby Mimics . . . . . . . . 570
516 Animated Magnetite Crafted from highly magnetic magnetite, these animated armours and weapons share the common property of being immobilised by heat. The animated suit of plate armour is capable of conjuring bolts of arcanomagnetic force that can knock a creature off its feet. Flying Magnetite Weapon Small construct, unaligned Armour Class 18 (natural armour) Hit Points 44 (8d6 + 16) Speed fly 60 ft. (hover) STR 17 (+3) DEX 15 (+2) CON 14 (+2) INT 1 (-5) WIS 10 (+0) CHA 1 (-5) Damage Immunities cold, poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Arcanomagnetic Repulsion. Attacks against the weapon made with ferrous weapons or ammunition are made at disadvantage. False Appearance. While the weapon remains motionless, it is indistinguishable from a normal weapon. Superconductor.If the weapon takes 10 or more fire damage in a single instance, it falls prone and, until the end of its next turn, it is incapacitated and its flying speed is reduced to 0 feet. Actions Multiattack. The weapon makes two melee attacks. It has one of the following attack options, depending on its anatomy. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) force damage. Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage plus 3 (1d6) force damage. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) force damage. Magnetite Armour
Appendix C | Creatures 517 Mohammed “Aggi” Bellafquih; Opposite: Mohammed “Aggi” Bellafquih Swarm of Cutlery From the depths of the monastery dining rooms flies a swarm of steel knives, forks, spoons, and — most lethally — sporks. Such creatures can be animated by protective magics, or be under the direct control of a creature capable of manipulating the arcanomagnetic spectrum, such as a magnetite dragon! Swarm of Magnetite Cutlery Large swarm of Tiny constructs, unaligned Armour Class 12 Hit Points 52 (7d10 + 14) Speed 0 ft., fly 40 ft. (hover) STR 13 (+1) DEX 15 (+2) CON 15 (+2) INT 1 (-5) WIS 1 (-5) CHA 1 (-5) Damage Vulnerabilities acid Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, grappled, paralysed, petrified, prone, restrained, stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Arcanomagnetic Repulsion. Attacks against the swarm made with ferrous weapons or ammunition are made at disadvantage. Superconductor. If the swarm takes 10 or more fire damage in a single instance, it falls prone and, until the end of its next turn, it is incapacitated and its flying speed is reduced to 0 feet. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny utensil. The swarm can’t regain hit points or gain temporary hit points. Actions Jabs. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Magnetite Armour Medium construct, unaligned Armour Class 18 (natural armour) Hit Points 127 (15d8 + 60) Speed 40 ft., fly 40 ft. (hover) STR 17 (+3) DEX 14 (+2) CON 18 (+4) INT 1 (-5) WIS 10 (+0) CHA 1 (-5) Damage Immunities cold, poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Arcanomagnetic Repulsion. Attacks against the armour made with ferrous weapons or ammunition are made at disadvantage. False Appearance. While the armour remains motionless, it is indistinguishable from a pile of armour plates. Superconductor. If the armour takes 10 or more fire damage in a single instance, it falls prone and, until the end of its next turn, it is incapacitated and its flying speed is reduced to 0 feet. Actions Multiattack. The armour makes two melee attacks or casts Magnetobolt twice. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) force damage. Magnetobolt. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 10 (3d6) force damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone. A creature wearing ferrous armour makes this saving throw with disadvantage. Swarm of Cutlery Flying Magnetite Sword
518 Biomantic Polyhedroozes Tetrahedrooze Tiny ooze, unaligned Armour Class 11 (natural armour) Hit Points 18 (4d4 + 8) Speed 15 ft., climb 15 ft. STR 14 (+2) DEX 5 (-3) CON 15 (+2) INT 1 (-5) WIS 6 (-2) CHA 1 (-5) Saving Throws Dex -1, Con +4 Damage Resistances see Reactive Mutations Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Reactive Mutations. Immediately after the ooze takes damage, it gains resistance to that damage type. The ooze can have up to two resistances from this trait. If the ooze has its maximum number of resistances, the oldest resistance is lost when a new one is gained. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Engulf. The ooze moves up to its speed. While doing so, it can enter Tiny creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 5 (2d4) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 10 (4d4) acid damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) acid damage and the target suffers one of the following random effects (roll a d4): 1. The target takes 2 (1d4) force damage. 2. The target takes 2 (1d4) bludgeoning damage. 3. The target takes 2 (1d4) piercing damage. 4. The target takes 2 (1d4) slashing damage. When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over. Lair Actions While a Gargantuan polyhedrooze lives, it can invoke the ambient magic of its lair to take lair actions. The saving throw DCs and damage of the lair actions depend on the level at which you run the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level Saving Throw DC Damage 1st 11 2 (1d4) 6th 13 5 (2d4) 11th 15 10 (3d6)
Appendix C | Creatures 519 Hexahedrooze Small ooze, unaligned Armour Class 12 (natural armour) Hit Points 58 (9d6 + 27) Speed 20 ft., climb 20 ft. STR 16 (+3) DEX 6 (-2) CON 17 (+3) INT 3 (-4) WIS 6 (-2) CHA 1 (-5) Saving Throws Dex +0, Con +5 Damage Resistances see Reactive Mutations Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Reactive Mutations. Immediately after the ooze takes damage, it gains resistance to that damage type. The ooze can have up to two resistances from this trait. If the ooze has its maximum number of resistances, the oldest resistance is lost when a new one is gained. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze makes two Pseudopod attacks. It can replace one attack with Engulf. Engulf. The ooze moves up to its speed. While doing so, it can enter Small or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 14 (4d6) acid damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) acid damage and the target suffers one of the following random effects (roll a d6): 1. The target takes 3 (1d6) force damage. 2. The target takes 3 (1d6) bludgeoning damage. 3. The target takes 3 (1d6) piercing damage. 4. The target takes 3 (1d6) slashing damage. 5. The target takes 3 (1d6) cold damage. 6. The target takes 3 (1d6) fire damage. Legendary Actions The ooze can take 1 legendary action, choosing the option below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ooze regains spent legendary actions at the start of its turn. Attack. The ooze makes one Pseudopod attack. Lair Actions. On initiative count 20 (losing initiative ties), the Gargantuan polyhedrooze takes one of the following lair actions; the Gargantuan polyhedrooze can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. • Acid Wave. A 15-foot-wide, 15-foot-tall wave of acid erupts from a pool in the lair, travelling 30 feet along the ground in a direction of the polyhedrooze’s choice. Each non-ooze creature in the area must make a VDC Dexterity saving throw. On a failed save, a creature takes Vdam acid damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone. • Spiteful Adaptation. Biomantic magic surrounds one creature in the lair, which must succeed on a VDC Constitution saving throw or gain vulnerability to one random damage type as its skin mutates and develops a specific sensibility. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Random Damage Types d12 Damage Type 1 Acid 2 Bludgeoning 3 Piercing 4 Slashing 5 Cold 6 Fire 7 Lightning 8 Thunder 9 Necrotic 10 Radiant 11 Poison 12 Psychic
Jesse Jackdaw Burns Octahedrooze Medium ooze, unaligned Armour Class 12 (natural armour) Hit Points 110 (13d8 + 52) Speed 20 ft., climb 20 ft. STR 17 (+3) DEX 7 (-2) CON 19 (+4) INT 5 (-3) WIS 6 (-2) CHA 2 (-4) Saving Throws Dex +1, Con +7 Damage Resistances see Reactive Mutations Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Reactive Mutations. Immediately after the ooze takes damage, it gains resistance to that damage type. The ooze can have up to three resistances from this trait. If the ooze has its maximum number of resistances, the oldest resistance is lost when a new one is gained. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze makes two Pseudopod attacks. It can replace one attack with Engulf. Engulf. The ooze moves up to its speed. While doing so, it can enter Medium or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 9 (2d8) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 18 (4d8) acid damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8) acid damage and the target suffers one of the following random effects (roll a d8): 1. The target takes 4 (1d8) force damage. 2. The target takes 4 (1d8) bludgeoning damage. 3. The target takes 4 (1d8) piercing damage. 4. The target takes 4 (1d8) slashing damage. 5. The target takes 4 (1d8) cold damage. 6. The target takes 4 (1d8) fire damage. 7. The target takes 4 (1d8) lightning damage. 8. The target takes 4 (1d8) thunder damage. Legendary Actions The ooze can take 1 legendary action, choosing the option below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ooze regains spent legendary actions at the start of its turn. Attack. The ooze makes one Pseudopod attack.
Decahedrooze Large ooze, unaligned Armour Class 13 (natural armour) Hit Points 136 (13d10 + 65) Speed 25 ft., climb 25 ft. STR 18 (+4) DEX 8 (-1) CON 21 (+5) INT 7 (-2) WIS 6 (-2) CHA 2 (-4) Saving Throws Dex +3, Con +9 Damage Resistances see Reactive Mutations Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 9 (5,000 XP) Proficiency Bonus +4 Reactive Mutations. Immediately after the ooze takes damage, it gains resistance to that damage type. The ooze can have up to four resistances from this trait. If the ooze has its maximum number of resistances, the oldest resistance is lost when a new one is gained. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze makes two Pseudopod attacks. It can replace one attack with Engulf. Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 22 (4d10) acid damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) acid damage and the target suffers one of the following random effects (roll a d10): 1. The target takes 5 (1d10) force damage. 2. The target takes 5 (1d10) bludgeoning damage. 3. The target takes 5 (1d10) piercing damage. 4. The target takes 5 (1d10) slashing damage. 5. The target takes 5 (1d10) cold damage. 6. The target takes 5 (1d10) fire damage. 7. The target takes 5 (1d10) lightning damage. 8. The target takes 5 (1d10) thunder damage. 9. The target takes 5 (1d10) necrotic damage. 10. The target takes 5 (1d10) radiant damage. Legendary Actions The ooze can take 2 legendary actions, choosing the option below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ooze regains spent legendary actions at the start of its turn. Attack. The ooze makes one Pseudopod attack.
522 Dodecahedrooze Huge ooze, unaligned Armour Class 13 (natural armour) Hit Points 200 (16d12 + 72) Speed 25 ft., climb 25 ft. STR 20 (+5) DEX 9 (-1) CON 23 (+6) INT 9 (-1) WIS 6 (-2) CHA 2 (-4) Saving Throws Dex +3, Con +10 Damage Resistances see Reactive Mutations Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 12 (8,400 XP) Proficiency Bonus +4 Reactive Mutations. Immediately after the ooze takes damage, it gains resistance to that damage type. The ooze can have up to four resistances from this trait. If the ooze has its maximum number of resistances, the oldest resistance is lost when a new one is gained. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze uses Engulf and makes two Pseudopod attacks. Engulf. The ooze moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 13 (2d12) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 26 (4d12) acid damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (3d6) acid damage and the target suffers one of the following random effects (roll a d12): 1. The target takes 6 (1d12) force damage. 2. The target takes 6 (1d12) bludgeoning damage. 3. The target takes 6 (1d12) piercing damage. 4. The target takes 6 (1d12) slashing damage. 5. The target takes 6 (1d12) fire damage. 6. The target takes 6 (1d12) cold damage. 7. The target takes 6 (1d12) lightning damage. 8. The target takes 6 (1d12) thunder damage. 9. The target takes 6 (1d12) necrotic damage. 10. The target takes 6 (1d12) radiant damage. 11. The target takes 6 (1d12) poison damage. 12. The target takes 6 (1d12) psychic damage. Legendary Actions The ooze can take 2 legendary actions, choosing the option below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ooze regains spent legendary actions at the start of its turn. Attack. The ooze makes one Pseudopod attack. Regional Effects The area within 6 miles of a Gargantuan polyhedrooze’s lair has the following unique properties: • Biomantic Adaptations. Polyhedroozes occur where biomantic magic, specifically Mut-x, has been unleashed. This magic affects all sorts of fauna and flora, resulting in creatures and plants that have the morphology and traits of other specimens in the region. For example, a cloaker might have a roper’s tendril attack. • Malleable Mood. Creatures affected by Mut-x often take on the psychological traits of any powerful creatures that occupied the area. Polyhedroozes near a former black dragon’s lair may be especially cruel, while those in proximity to an archfey might be tricksy. Here, for example, the polyhedroozes are especially greedy for treasure. • Reactive Mutations. Some creatures have the Reactive Mutations trait, raising their CR by 1. Whenever the creature takes damage, it gains resistance to that damage type immediately afterwards. The creature can have a number of resistances from this trait equal to its proficiency bonus. If the creature has its maximum number of resistances, the oldest resistance is lost when a new one is gained. • Polyhedrons. Rocks, speleothems, and plants form in distinctly geometric patterns, often as perfectly symmetrical polyhedra.
Appendix C | Creatures 523 Icosahedrooze Gargantuan ooze, unaligned Armour Class 14 (natural armour) Hit Points 350 (20d20 + 140) Speed 30 ft., climb 30 ft. STR 23 (+6) DEX 10 (+0) CON 25 (+7) INT 12 (+1) WIS 6 (-2) CHA 3 (-4) Saving Throws Dex +6, Con +13 Damage Resistances see Reactive Mutations Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 2o (25,000 XP) Proficiency Bonus +6 Legendary Resistance (3/Day). If the ooze fails a saving throw, it can choose to succeed instead. Reactive Mutations. Immediately after the ooze takes damage, it gains resistance to that damage type. The ooze can have up to six resistances from this trait. If the ooze has its maximum number of resistances, the oldest resistance is lost when a new one is gained. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze uses Engulf and makes three Pseudopod attacks. Engulf. The ooze moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 21 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 21 (2d20) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 42 (4d20) acid damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 21 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Pseudopod. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (4d6) acid damage and the target suffers one of the following random effects (roll a d20): 1. The target takes 10 (1d20) force damage. 2. The target takes 10 (1d20) bludgeoning damage. 3. The target takes 10 (1d20) piercing damage. 4. The target takes 10 (1d20) slashing damage. 5. The target takes 10 (1d20) fire damage. 6. The target takes 10 (1d20) cold damage. 7. The target takes 10 (1d20) lightning damage. 8. The target takes 10 (1d20) thunder damage. 9. The target takes 10 (1d20) necrotic damage. 10. The target takes 10 (1d20) radiant damage. 11. The target takes 10 (1d20) poison damage. 12. The target takes 10 (1d20) psychic damage. 13. The target must succeed on a DC 21 Strength saving throw or be restrained. The target or a creature within reach of the target can use its action to make a DC 21 Strength check, freeing the restrained creature on a success. 14. The target must succeed on a DC 21 Wisdom saving throw or be afflicted by the confusion spell for 1 minute*. 15. The target must succeed on a DC 21 Constitution saving throw or be afflicted by the reduce effect of the enlarge/ reduce spell for 1 minute*. 16. The target must succeed on a DC 21 Constitution saving throw or be afflicted by the enlarge effect of the enlarge/ reduce spell for 1 minute*. 17. The target must succeed on a DC 21 Constitution saving throw or be afflicted by the zippit!** spell for 1 minute*. 18. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by 10 (1d20) until it finishes a long rest. The ooze regains a number of hit points equal to this value. A creature whose hit point maximum is reduced to 0 dies. 19. The target must succeed on a DC 21 Strength saving throw or be engulfed by the ooze. 20. Roll twice more on this table. *These spells don’t require concentration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **See Appendix B Legendary Actions The ooze can take 3 legendary actions, choosing the option below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ooze regains spent legendary actions at the start of its turn. Attack. The ooze makes one Pseudopod attack.
524 Jesse Jackdaw Burns Broodling Tiny aberration, lawful evil Armour Class 12 Hit Points 13 (3d4 + 6) Speed 10 ft., swim 30 ft. STR 6 (-2) DEX 14 (+2) CON 15 (+2) INT 3 (-4) WIS 10 (+0) CHA 5 (-3) Condition Immunities charmed Senses blindsight 30 ft., passive Perception 10 Languages telepathy 120 ft., understands Deep Speech but can’t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 Amphibious. The broodling can breathe air and water. Hive Mind. Broodlings’ minds connect to other broodlings within 5 feet of them, forming a chain of thought. The broodling gains a +3 bonus to Intelligence checks and saving throws, and to its Entrance save DC for each other broodling in such a chain. Actions Multiattack. The broodling makes two attacks: one with its Bite and one with its Sting. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:1 piercing damage and the creature must succeed on a DC 12 Constitution saving throw or have disadvantage on Wisdom saving throws until the end of the broodling’s next turn. Entrance (1/Day). The broodling targets one creature it can see within 10 feet of it. The target must succeed on a DC 6 Wisdom saving throw or be magically charmed by the broodling until the broodling dies or until it is on a different plane of existence from the target. The charmed target is under the broodling’s control and can’t take reactions. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 30 feet away from the broodling. The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution. A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Broodling A broodmother’s workers are its broodlings. These ray-like amphibians scour the swamp looking for targets with high biomass or interesting features. Once such a creature is found, a broodling releases a pheromone, gathering its brethren and enhancing their hive-mind intellect. With a sting, the broodlings inject a toxin that makes a creature more suggestable and less willful. Then, the gathered mass of broodlings use their augmented intelligence to submit the creature to their will. Once entranced, the creature willingly follows the broodlings to the broodmother’s lair, where the matriarch decides how best to extract its assets. Broodling
Appendix C | Creatures 525 Aboleth Broodmother Due to the plethora of adaptations a broodmother has assimilated, it only vaguely resembles the form it had when it first arrived on the Material Plane. What still remains is its indelible memory and its desire to entrance living things. Regional Effects The region containing an aboleth broodmother’s lair is warped by millenia of tinkering with the flora and fauna, creating one or more of the following effects: • Never-before-seen fauna, often sporting sacs of unborn broodlings, proliferate within 6 miles of the lair. • Creatures in contact with water within 6 miles of the lair feel a compulsion to move towards the lair’s centre. • Within 1 mile of the lair, thickets of dense vegetation allow passage only for the broodmother, broodlings, or creatures controlled by either. Each 5-foot-cube of thicket has an AC of 15, 50 hit points, vulnerability to cold damage, resistance to bludgeoning damage, and immunity to piercing, poison, and psychic damage. Lesser Aboleth Broodmother Large aberration, lawful evil Armour Class 15 (natural armour) Hit Points 127 (15d10 + 45) Speed 15 ft., swim 40 ft. STR 18 (+4) DEX 10 (+0) CON 16 (+3) INT 17 (+3) WIS 13 (+1) CHA 17 (+3) Saving Throws Con +6, Int +6, Wis +4 Skills Athletics +7, History +9, Perception +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Deep Speech, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 Amphibious. The aboleth can breathe air and water. Legendary Resistance (3/Day). If the aboleth fails a saving throw, it can choose to succeed instead. Infectious Mucus. The aboleth is surrounded by infectious mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased. For the first hour of the disease, the creature takes 2 (1d4) necrotic damage if it ends its turn out of water (it must be at least neckdeep to avoid this damage). After the first hour and until the disease is cured, a creature is unable to gain the benefits of a short or long rest if it does not spend the rest at least neck-deep in water. A creature that fails the saving throw by 5 or more becomes a host of a broodling egg that hatches in 3d6 days. Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature. Actions Multiattack. The aboleth makes two Tentacle attacks and uses Birth, if available. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target must make a saving throw against the aboleth’s Infectious Mucus trait. Birth (Recharge 4-6). The aboleth produces a broodling in an unoccupied space within 5 feet of it. Entrance (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn. Jet. The aboleth spurts out a pall of ink, heavily obscuring a 20-foot-radius sphere of water centred on the aboleth until the start of its next turn. It then moves up to its swimming speed. Tentacle. The aboleth makes one Tentacle attack. Suction Drain (Costs 2 Actions). The aboleth attempts to grapple one creature within 10 feet of it with a special tentacle. A creature charmed by the aboleth automatically fails this check. If the aboleth succeeds on the check, the creature takes 14 (4d6) necrotic damage and the aboleth regains a number of hit points equal to half the damage dealt. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Jess Jackdaw Burns Lair Actions So long as the aboleth broodmother or one of its offspring is alive and within the lake, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 5th 13 +5 5 (2d4) 11th 15 +7 10 (3d6) 17th 17 +9 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the aboleth takes one of the following lair actions; the aboleth can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. • Tempestuous Turbulence. The water within the lair writhes and swirls, causing 6-foot-tall waves to crash over all the low-lying islands. Each creature in the water, or on the ground less than 5 feet above the water’s surface, must make a VDC Strength saving throw or be pulled up to 20 feet into the water. • Plague Tide. The water begins to bubble, filling the lair with noxious, aerosolised droplets. A creature is affected even if it doesn’t need to breathe. Each creature must succeed on a VDC Constitution saving throw or become poisoned. If running this hunt at 11th or 17th level, the creature is poisoned as if it had failed a saving throw against the contagion spell (no concentration required). A creature can repeat the saving throw at the end of each of its turns, ending the effect for it on a success. • Aqua Phantasm. Water in the aboleth broodmother’s lair magically becomes a conduit for the unspeakable horrors the broodmother has witnessed in its vast memory. Each creature of the broodmother or broodlings’ choice within the lair’s waters must succeed on a VDC Wisdom saving throw or take Vdam psychic damage and become frightened of the huddled mass of creatures (wave 1), the chrysalis (wave 2), or the broodmother (wave 3) until the end of its next turn.
Aboleth Broodmother Large aberration, lawful evil Armour Class 17 (natural armour) Hit Points 210 (20d10 + 100) Speed 15 ft., swim 40 ft. STR 21 (+5) DEX 10 (+0) CON 20 (+5) INT 18 (+4) WIS 14 (+2) CHA 18 (+4) Saving Throws Con +10, Int +9, Wis +7 Skills Athletics +10, History +14, Perception +12 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 22 Languages Deep Speech, telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 Amphibious. The aboleth can breathe air and water. Legendary Resistance (3/Day). If the aboleth fails a saving throw, it can choose to succeed instead. Infectious Mucus. The aboleth is surrounded by infectious mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 18 Constitution saving throw. On a failure, the creature is diseased. For the first hour of the disease, the creature takes 4 (1d8) necrotic damage each time it ends its turn out of water (it must be at least neck-deep to avoid this damage). After the first hour and until the disease is cured, a creature is unable to gain the benefits of a short or long rest if it does not spend the rest at least neck-deep in water. A creature that fails the saving throw by 5 or more becomes a host for 1d4 broodling eggs that hatch within 3d6 days. Mother of the Swarm (Recharges after a Short or Long Rest). If the aboleth would be reduced to 0 hit points, its current hit point total instead resets to 210, it regains any expended uses of Legendary Resistance, it births 2 broodlings, and it gains 210 temporary hit points as a flurry of swamp fauna swarms over it to protect it. Additionally, the aboleth gains a +5 bonus to its attack and damage rolls and can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 41,000 XP (56,000 XP total) for defeating the aboleth after its Mother of the Swarm activates. Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature. Actions Multiattack. The aboleth makes three Tentacle attacks and uses Birth, if available. Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) acid damage and the target must make a saving throw against the aboleth’s Infectious Mucus trait. Birth (Recharge 4-6). The aboleth produces a broodling in an unoccupied space within 5 feet of it. Entrance (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn. Jet. The aboleth spurts out a pall of ink, heavily obscuring a 20-foot-radius sphere of water centred on the aboleth until the start of its next turn. It then moves up to its swimming speed. Tentacle. The aboleth makes one Tentacle attack. Suction Drain (Costs 2 Actions). The aboleth attempts to grapple one creature within 10 feet of it with a special tentacle. A creature charmed by the aboleth automatically fails this contested check. If the aboleth succeeds, the creature takes 21 (6d6) necrotic damage and the aboleth regains hit points equal to half the damage dealt. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Mythic Actions If the aboleth’s Mother of the Swarm trait has activated in the last hour, it can use the options below as legendary actions. Gestate. The aboleth recharges and uses Birth. It must use a different legendary action before it can use this one again. Rapid Suction Drain. The aboleth uses its Suction Drain legendary action option. It must use a different legendary action before it uses this one again.
528 Brood Chrysalis Huge aberration, lawful evil Armour Class 18 (natural armour) Hit Points 184 (16d12 + 80) Speed 5 ft., swim 15 ft. STR 18 (+4) DEX 5 (-3) CON 20 (+5) INT 16 (+3) WIS 14 (+2) CHA 10 (+0) Saving Throws Con +9, Int +7, Wis +6 Skills Perception +6 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned, prone Senses blindsight 90 ft. (blind beyond this radius), passive Perception 16 Languages Deep Speech, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 Amphibious. The chrysalis can breathe air and water. Legendary Resistance (3/Day). If the chrysalis fails a saving throw, it can choose to succeed instead. Regenerative State. The chrysalis’ hit points reset to its maximum at the start of its turn. Sticky Mucus. When a creature hits the chrysalis with a melee attack, it must succeed on a DC 17 Strength saving throw or become disarmed as its weapon stays stuck to the creature. A creature can use an action to make a DC 17 Strength (Athletics) check, freeing a stuck weapon within its reach on a success. If the attack requires that the attacker touch the aboleth (GM’s discretion), then the attacker becomes grappled (escape DC 17) on a failed save. While it is grappled, it can’t use that limb. If the attack is a bite, then the creature can’t speak while it is grappled in this way. Transitional State. The chrysalis turns into an aboleth broodmother at the start of its fourth turn after becoming a chrysalis, ending any grapples it is a part of. Actions Multiattack. The chrysalis makes three Sticky Ectoplasm attacks. Each attack must be against a different target. Sticky Ectoplasm. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 18 (3d8 + 5) acid damage and the target’s speed is reduced by 15 feet until the target uses an action to remove the ectoplasm. A creature whose speed is reduced to 0 feet by this effect is restrained (escape DC 17). Lesser Brood Chrysalis Large aberration, lawful evil Armour Class 16 (natural armour) Hit Points 171 (18d10 + 72) Speed 5 ft., swim 15 ft. STR 16 (+3) DEX 5 (-3) CON 18 (+4) INT 16 (+3) WIS 14 (+2) CHA 10 (+0) Saving Throws Con +7, Wis +5 Skills Perception +5 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned, prone Senses blindsight 90 ft. (blind beyond this radius), passive Perception 15 Languages Deep Speech, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 Amphibious. The chrysalis can breathe air and water. Legendary Resistance (1/Day). If the chrysalis fails a saving throw, it can choose to succeed instead. Regenerative State. The chrysalis’ hit points reset to its maximum at the start of its turn. Sticky Mucus. When a creature hits the chrysalis with a melee attack, it must succeed on a DC 15 Strength saving throw or become disarmed as its weapon stays stuck to the creature. A creature can use an action to make a DC 15 Strength (Athletics) check, freeing a stuck weapon within its reach on a success. If the attack requires that the attacker touch the aboleth (GM’s discretion), then the attacker becomes grappled (escape DC 15) on a failed save. While it is grappled, it can’t use that limb. If the attack is a bite, then the creature can’t speak while it is grappled in this way. Transitional State. The chrysalis turns into a lesser aboleth broodmother at the start of its fourth turn after becoming a chrysalis, ending any grapples it is a part of. Actions Multiattack. The chrysalis makes three Sticky Ectoplasm attacks. Each attack must be against a different target. Sticky Ectoplasm. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) acid damage and the target’s speed is reduced by 15 feet until the target uses an action to remove the ectoplasm. A creature whose speed is reduced to 0 feet by this effect is restrained (escape DC 15). Broodmother Chrysalis The broodmother’s chrysalis is its failsafe. After gathering a sufficient volume of biomass within the huddle of charmed creatures, the broodlings encapsulate the huddle, creating a hard, sticky casing that protects the internal workings. In this temporary transitional state, the aboleth is almost unkillable. It metabolises the constituent creatures at an astonishing rate, almost immediately repairing any wounds it may sustain. Killable Chrysalis. If you wish to run this monster as something that can be killed (in place of a transitional state), remove both the Regenerative and Transitional State traits.
Appendix C | Creatures 529 Jess Jackdaw Burns Greater Brood Chrysalis Huge aberration, lawful evil Armour Class 20 (natural armour) Hit Points 262 (21d12 + 126) Speed 5 ft., swim 15 ft. STR 20 (+5) DEX 5 (-3) CON 22 (+6) INT 18 (+4) WIS 14 (+2) CHA 10 (+0) Saving Throws Con +12, Int +10, Wis +8 Skills Perception +8 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18 Languages Deep Speech, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Amphibious. The chrysalis can breathe air and water. Legendary Resistance (3/Day). If the chrysalis fails a saving throw, it can choose to succeed instead. Regenerative State. The chrysalis’ hit points reset to its maximum at the start of its turn. Sticky Mucus. When a creature hits the chrysalis with a melee attack, it must succeed on a DC 20 Strength saving throw or become disarmed as its weapon stays stuck to the creature. A creature can use an action to make a DC 20 Strength (Athletics) check, freeing a stuck weapon within its reach on a success. If the attack requires that the attacker touch the aboleth (GM’s discretion), then the attacker becomes grappled (escape DC 20) on a failed save. While it is grappled, it can’t use that limb. If the attack is a bite, then the creature can’t speak while it is grappled in this way. Transitional State. The chrysalis turns into an aboleth broodmother at the start of its fourth turn after becoming a chrysalis, ending any grapples it is a part of. Actions Multiattack. The chrysalis makes four Sticky Ectoplasm attacks. Each attack must be against a different target. Sticky Ectoplasm. Ranged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 22 (3d10 + 6) acid damage and the target’s speed is reduced by 15 feet until the target uses an action to remove the ectoplasm. A creature whose speed is reduced to 0 feet by this effect is restrained (escape DC 20). Brood Chrysalis
530 Dreamholders Natives of the Anomalies, dreamholders often find routes through to the Astral Plane and, from this staging post, parasitise creatures who astrally project, hitching a ride on their psyches back into the home plane. There, they flit between the minds of sleeping creatures, distorting each dreamer’s narrative and feasting on their fear, joy, and distress. An incorporeal version of the floating eye tyrant, the dreamholder can unleash a devastating array of eye beams at lucid dreamers who threaten to expel them from their mind. Fear of Ejection. Rarely does a dreamholder take physical form on the Material Plane. Instead, a dreamholder traverses the world through a dreamscape, an ephemeral plane created by the psyches of sleeping creatures. If this dreamscape ever disappears, such as if all creatures within range of the dreamholder’s influence awaken, the dreamholder is ejected back to the Astral Plane, a place it loathes due to the absence of its favourite snack: sleeping beings. For this reason, dreamholders are commonly found in densely populated areas, places with a mix of diurnal and nocturnal beings, or wherever sleeping creatures can be reliably preyed upon. The dreamholder is a clever and resourceful aberration. Should its continued existence in the dreams of creatures on the Material Plane be threatened, it chooses one of two tactics. If it believes itself more powerful than its foe, it will immediately attempt to annihilate the threatening creature’s psyche and render their body a comatose shell. Alternatively, a dreamholder might bargain with its assailant, delivering secrets to them nightly until such a time as it can destroy this erstwhile ally. Balanced Diet. Dreamholders feed on the gamut of emotions that a creature can experience. For a properly balanced diet, a dreamholder needs to consume anger, disgust, fear, happiness, sadness, and surprise. A dreamholder that can keep a group of humanoids experiencing all these emotions simultaneously is a contented dreamholder indeed. Inconsistent Incorporeality. The dreamholder maintains its incorporeal form through psionics. Its mastery of this technique is absolute; even the most well-placed blow with a magical weapon passes through thin air, the dreamholder dissolving the instant before contact is made. The dreamholder abhors loud noises and psychic attacks, all of which interfere with its focus, causing it to become momentarily corporeal and susceptible to physical blows. Dream Stasis & Bridging. Dreamholders possess the unique ability to bridge the dreams of sleeping creatures, a feature they use to slip from a soon-towake mind into that of one that has recently drifted off. Indeed, one of the symptoms of dreamholder parasitisation is the increased frequency of shared dreams between individuals in a community (and the social awkwardness that soon follows). Powerful dreamholders can exert such influence over a sleeping creature that the dreamer enters a ‘dream stasis’, a paralytic state from which it can’t wake of its own volition. A clever dreamholder learns to release these captured sleepers just before they waste away entirely, knowing full well that they must return to sleep eventually. Dream Lair. Combining these two abilities of stasis and bridging, a dreamholder can create a tangled web of interconnecting landscapes, scenarios, and protagonists, a veritable feast of corrupted dreams. Time dilates and constricts at the dreamholder’s whim, and respite is rarely attainable. In this varied, restless landscape, physical prowess means little; the dreamholder is the ruler, and those that are weak of mind seldom emerge. Regional Effects The dreamholder’s lair has the following unique properties: • Detect Thoughts. The dreamholder can detect the surface thoughts of all creatures within its lair. This gives it advantage on any Wisdom (Insight) checks against creatures in its lair. • Immutable Form. The environment of the Dreamscape can be permanently changed only by a dream or wish spell. All objects are otherwise unbreakable. • Speed of Thought. Each creature gains a modifier to its speed equal to its Intelligence score minus 10 (rounded down to the nearest 5-foot increment). • Strength of Mind. Strength, Dexterity, and Constitution saving throws are all replaced with Intelligence saving throws.
Appendix C | Creatures Jess Jackdaw Burns • Quiet. The Dreamscape is magically quietened; the dreamholder doesn’t like loud noises (or thunder damage). All creatures have disadvantage on Wisdom (Perception) checks that involve hearing. • Where Are We? No one can quite remember how they arrived where they are. Lair Actions While the dreamholder lives, it can invoke the ambient magic of its dreamscape to take lair actions. The saving throw DCs, damage, and temporary hit points of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Temporary Hit Points 5th 13 5 (2d4) 3 (1d6) 12th 16 14 (4d6) 7 (2d6) 19th 18 28 (8d6) 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the dreamholder takes one of the following lair actions; the dreamholder can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. • Forgetful Friend. Each creature of the dreamholder’s choice within the lair must make a VDC Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe. It regards all creatures it can see as enemies until initiative count 20 of the next round. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. • Valiance. The dreamholder inspires creatures of its choice within its lair, giving them visions of triumph and hope. Each affected creature gains temporary hit points and is affected by the bless spell until initiative count 20 of the next round. • Despair. The dreamholder gives creatures of its choice within its lair visions of failure and despair. Each creature of the dreamholder choice that is in its lair must make a VDC Charisma saving throw. On a failure, a creature takes psychic damage and is affected by the bane spell until initiative count 20 of the next round. On a success, the creature takes half as much damage and isn’t affected by the spell.
Starved Dreamholder Large aberration, lawful evil Armour Class 14 (natural armour) Hit Points 68 (8d10 + 24) Speed 0 ft., fly 20 ft. (hover); all +5 ft. in dreamscape STR 10 (+0) DEX 12 (+1) CON 16 (+3) INT 17 (+3) WIS 14 (+2) CHA 15 (+2) Saving Throws Int +6, Wis +5, Cha +5 Skills Insight +5, Intimidation +5, Perception +8, Persuasion +5 Damage Immunities bludgeoning, piercing, poison, slashing Condition Immunities charmed, exhaustion, grappled, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 18 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Phantasmal Cone. The dreamholder’s central eye creates an area of phantasmagoric horrors—illusory manifestations unique to each creature—within a 90-foot cone. At the start of each of its turns, the dreamholder decides which way the cone faces and whether the cone is active. Each creature within the cone at the end of the dreamholder’s turn must succeed on a DC 14 Intelligence saving throw or take 11 (2d10) psychic damage and become frightened of the dreamholder and the illusions within the area until the end of the dreamholder’s next turn. As an affected creature is surrounded by these illusions, the source of its fear is in every direction, rendering it unable to move in any direction while it can see these sources of its fear. Inconsistent Incoporeality. When the dreamholder takes 5 or more psychic or thunder damage in a single instance, it becomes corporeal until the start of its next turn. While corporeal, it loses its Incorporeal Movement trait; its immunity to bludgeoning, piercing, and slashing damage; and its immunity to the grappled and restrained conditions. Incorporeal Movement. The dreamholder 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. Legendary Resistance (3/Day). If the dreamholder fails a saving throw, it can choose to succeed instead. Actions Dreameater. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage. Eye Rays. The dreamholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three creatures it can see within 120 feet of it: 1. Charm Ray. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the dreamholder for 1 hour, or until the dreamholder harms the target. 2. Confusion Ray. The target must succeed on a DC 14 Wisdom saving throw or be afflicted by the confusion spell until the end of its next turn. 3. Static Ray. The target must make a DC 14 Intelligence saving throw,taking 7 (2d6) psychic damage on a failed save or half as much damage on a successful one. On a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Rot Ray. The target must make a DC 14 Intelligence saving throw. On a failure, its grey matter deteriorates, it takes 10 (3d6) necrotic damage, and it has disadvantage on ability checks and attack rolls it makes until the end of its next turn. On a success it takes half as much damage and suffers no additional effects. 5. Incorporeal Shunt Ray. The target must succeed on a DC 14 Charisma saving throw or become momentarily incorporeal, be pushed up to 15 feet directly away from the dreamholder, and then rematerialise. The creature takes 13 (3d8) force damage if it rematerialises inside an object. If the creature rematerialises in another creature’s space, both creatures take this damage. The target is then pushed to the nearest unoccupied space. 6. Nightmare Ray. The target is assailed by illusory manifestations of its fears. It must make a DC 14 Intelligence saving throw, taking 16 (3d10) psychic damage on a failure or half as much damage on a success. Legendary Actions The dreamholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dreamholder regains spent legendary actions at the start of its turn. Eye Ray. The dreamholder uses one random eye ray. Teleport. The dreamholder teleports to an unoccupied space it can see within 60 feet of it. If it is within its lair it doesn’t need to see this space to teleport to it. Mirror (Costs 2 Actions). Two illusory dreamholders appear within 30 feet of the dreamholder, and the dreamholder can then immediately teleport, switching places with one of the illusory duplicates. Physical interaction with the illusory dreamholder, such as hitting it with an attack, reveals it to be an illusion. A creature can use its action to make a DC 14 Intelligence (Investigation) check to inspect one dreamholder within 30 feet of it, determining if it’s an illusion on a success. When the dreamholder uses an eye ray, all the illusions fire the same eye rays at the same target, and when it teleports, so too do the illusions. All the illusions disappear at the end of the dreamholder’s next turn.
Dreamholder Large aberration, lawful evil Armour Class 17 (natural armour) Hit Points 136 (16d10 + 48) Speed 0 ft., fly 20 ft. (hover); all +5 ft. in dreamscape STR 10 (+0) DEX 12 (+1) CON 17 (+3) INT 19 (+4) WIS 16 (+3) CHA 17 (+3) Saving Throws Int +9, Wis +8, Cha +8 Skills Insight +8, Intimidation +8, Perception +13, Persuasion +8 Damage Immunities bludgeoning, piercing, poison, slashing Condition Immunities charmed, exhaustion, grappled, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 23 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 14 (11,500 XP) Proficiency Bonus +5 Phantasmal Cone. The dreamholder’s central eye creates an area of phantasmagoric horrors—illusory manifestations unique to each creature—within a 120-foot cone. At the start of each of its turns, the dreamholder decides which way the cone faces and whether the cone is active. Each creature within the cone at the end of the dreamholder’s turn must succeed on a DC 17 Intelligence saving throw or take 16 (3d10) psychic damage and become frightened of the dreamholder and the illusions within the area until the end of the dreamholder’s next turn. As an affected creature is surrounded by these illusions, the source of its fear is in every direction, rendering it unable to move in any direction while it can see these sources of its fear. Inconsistent Incoporeality. When the dreamholder takes 10 or more psychic or thunder damage in a single instance, it becomes corporeal until the start of its next turn. While corporeal, it loses its Incorporeal Movement trait; its immunity to bludgeoning, piercing, and slashing damage; and its immunity to the grappled and restrained conditions. Incorporeal Movement. The dreamholder 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. Legendary Resistance (3/Day). If the dreamholder fails a saving throw, it can choose to succeed instead. Actions Dreameater. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (3d10 + 4) psychic damage. Eye Rays. The dreamholder shoots four of the following magical eye rays at random (reroll duplicates), choosing one to four creatures it can see within 120 feet of it: 1. Charm Ray. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the dreamholder for 1 hour, or until the dreamholder harms the target. 2. Confusion Ray. The target must succeed on a DC 17 Wisdom saving throw or be afflicted by the confusion spell until the end of its next turn. 3. Static Ray. The target must make a DC 17 Intelligence saving throw,taking 10 (3d6) psychic damage on a failed save or half as much damage on a successful one. On a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Rot Ray. The target must make a DC 17 Intelligence saving throw. On a failure, its grey matter deteriorates, it takes 17 (5d6) necrotic damage, and it has disadvantage on ability checks and attack rolls it makes until the end of its next turn. On a success it takes half as much damage and suffers no additional effects. 5. Incorporeal Shunt Ray. The target must succeed on a DC 17 Charisma saving throw or become momentarily incorporeal, be pushed up to 20 feet directly away from the dreamholder, and then rematerialise. The creature takes 22 (5d8) force damage if it rematerialises inside an object. If the creature rematerialises in another creature’s space, both creatures take this damage. The target is then pushed to the nearest unoccupied space. 6. Nightmare Ray. The target is assailed by illusory manifestations of its fears. It must make a DC 17 Intelligence saving throw, taking 27 (5d10) psychic damage on a failure or half as much damage on a success. Legendary Actions The dreamholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dreamholder regains spent legendary actions at the start of its turn. Eye Ray. The dreamholder uses one random eye ray.. Teleport. The dreamholder teleports to an unoccupied space it can see within 60 feet of it. If it is within its lair it doesn’t need to see this space to teleport to it. Mirror (Costs 2 Actions). Two illusory dreamholders appear within 30 feet of the dreamholder, and the dreamholder can then immediately teleport, switching places with one of the illusory duplicates. Physical interaction with the illusory dreamholder, such as hitting it with an attack, reveals it to be an illusion. A creature can use its action to make a DC 17 Intelligence (Investigation) check to inspect one dreamholder within 30 feet of it, determining if it’s an illusion on a success. When the dreamholder uses an eye ray, all the illusions fire the same eye rays at the same target, and when it teleports, so too do the illusions. All the illusions disappear at the end of the dreamholder’s next turn.
534 Opposite: Roberto Lima Glutted Dreamholder Large aberration, lawful evil Armour Class 19 (natural armour) Hit Points 228 (24d10 + 96) Speed 0 ft., fly 20 ft. (hover); all +10 ft. in dreamscape STR 10 (+0) DEX 12 (+1) CON 18 (+4) INT 21 (+5) WIS 17 (+3) CHA 18 (+4) Saving Throws Int +12, Wis +10, Cha +11 Skills Insight +10, Intimidation +11, Perception +17, Persuasion +11 Damage Immunities bludgeoning, piercing, poison, slashing Condition Immunities charmed, exhaustion, grappled, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 27 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 21 (25,000 XP) Proficiency Bonus +7 Phantasmal Cone. The dreamholder’s central eye creates an area of phantasmagoric horrors—illusory manifestations unique to each creature—within a 150-foot cone. At the start of each of its turns, the dreamholder decides which way the cone faces and whether the cone is active. Each creature within the cone at the end of the dreamholder’s turn must succeed on a DC 20 Intelligence saving throw or take 22 (4d10) psychic damage and become frightened of the dreamholder and the illusions within the area until the end of the dreamholder’s next turn. As an affected creature is surrounded by these illusions, the source of its fear is in every direction, rendering it unable to move in any direction while it can see these sources of its fear. Inconsistent Incoporeality. When the dreamholder takes 15 or more psychic or thunder damage in a single instance, it becomes corporeal until the start of its next turn. While corporeal, it loses its Incorporeal Movement trait; its immunity to bludgeoning, piercing, and slashing damage; and its immunity to the grappled and restrained conditions. Incorporeal Movement. The dreamholder 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. Legendary Resistance (3/Day). If the dreamholder fails a saving throw, it can choose to succeed instead. Actions Dreameater. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 49 (8d10 + 5) psychic damage. Eye Rays. The dreamholder shoots five of the following magical eye rays at random (roll a d6 to determine which ray isn’t fired), choosing one to five creatures it can see within 120 feet of it: 1. Charm Ray. The target must succeed on a DC 20 Wisdom saving throw or be charmed by the dreamholder for 1 hour, or until the dreamholder harms the target. 2. Confusion Ray. The target must succeed on a DC 20 Wisdom saving throw or be afflicted by the confusion spell until the end of its next turn. 3. Static Ray. The target must make a DC 20 Intelligence saving throw,taking 21 (6d6) psychic damage on a failed save or half as much damage on a successful one. On a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Rot Ray. The target must make a DC 20 Intelligence saving throw. On a failure, its grey matter deteriorates, it takes 28 (8d6) necrotic damage, and it has disadvantage on ability checks and attack rolls it makes until the end of its next turn. On a success it takes half as much damage and suffers no additional effects. 5. Incorporeal Shunt Ray. The target must succeed on a DC 20 Charisma saving throw or become momentarily incorporeal, be pushed up to 30 feet directly away from the dreamholder, and then rematerialise. The creature takes 36 (8d8) force damage if it rematerialises inside an object. If the creature rematerialises in another creature’s space, both creatures take this damage. The target is then pushed to the nearest unoccupied space. 6. Nightmare Ray. The target is assailed by illusory manifestations of its fears. It must make a DC 20 Intelligence saving throw, taking 44 (8d10) psychic damage on a failure or half as much damage on a success. Legendary Actions The dreamholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dreamholder regains spent legendary actions at the start of its turn. Eye Ray. The dreamholder uses one random eye ray. Teleport. The dreamholder teleports to an unoccupied space it can see within 60 feet of it. If it is within its lair it doesn’t need to see this space to teleport to it. Mirror (Costs 2 Actions). Two illusory dreamholders appear within 30 feet of the dreamholder, and the dreamholder can then immediately teleport, switching places with one of the illusory duplicates. Physical interaction with the illusory dreamholder, such as hitting it with an attack, reveals it to be an illusion. A creature can use its action to make a DC 20 Intelligence (Investigation) check to inspect one dreamholder within 30 feet of it, determining if it’s an illusion on a success. When the dreamholder uses an eye ray, all the illusions fire the same eye rays at the same target, and when it teleports, so too do the illusions. All the illusions disappear at the end of the dreamholder’s next turn.
The Dreamers Found exclusively in dreamscapes, dreamers are the psyches of sentient creatures blocked from re-entering their corporeal form. The longer a psyche spends in a dreamholder’s twisted realm, the more corrupted it becomes, losing the virtues, values, and empathy it once held dear. Damage. The mind is a magnificent thing, capable of adapting to new realities, and parsing the stimuli in the best way it knows how. This, however, is the dreamers’ weakness; while a blade doesn’t technically exist in a dreamscape, the mind interprets the damage the blade should cause, creating internal psychic trauma in the host’s corporeal body. Sleepwalkers A dreamer that has recently succumbed to a dreamholder’s manipulations is known as a sleepwalker. These individuals are entirely deceived by their aberrant puppetmaster, and can be induced to attack others through manipulative illusions and deceit. With careful persuasion or use of magic, such individuals can be brought back to a lucid state and even induced to break free of the dreamholder’s stasis. Sleepwalker Medium humanoid (psyche), any alignment Armour Class 12 (natural armour) Hit Points 27 (6d8) Speed 30 ft. STR 10 (+0) DEX 10 (+0) CON 10 (+0) INT 14 (+2) WIS 10 (+0) CHA 10 (+0) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, petrified, poisoned Senses passive Perception 10 Languages any two languages Challenge 1 (200 XP) Proficiency Bonus +2 Puppet. While in a dreamholder’s lair, the sleepwalker sees what the dreamholder wants it to. A creature can use its action to make a Charisma (Persuasion) check contested by the dreamholder’s Charisma (Persuasion) to help the sleepwalker see through the illusion. On a success, the sleepwalker sees through the dreamholder’s illusions and can’t be beguiled by the dreamholder for the next 24 hours. On a failure, the sleepwalker believes the creature to be a trick, and any further attempts made to persuade it by that creature automatically fail for the next 24 hours. Actions Multiattack. The sleepwalker makes two melee attacks. Phantom Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) psychic damage.
536 Roberto Lima Horror Horror A sleepwalker becomes a horror when its mind is finally broken. In constant fear, a horror attacks with unprovoked ferocity. It does not trust kind words, for the dreamholder has tricked it too many times. Only creatures in possession of truly powerful restorative magic can bring back some semblance of sanity to these psyches. Even then, should the mind be restored to its body, it would likely not be recognisable. Horror Medium humanoid (psyche), chaotic neutral Armour Class 15 (natural armour) Hit Points 52 (8d8 + 16) Speed 30 ft.; all +5 ft. in dreamscape STR 13 (+1) DEX 14 (+2) CON 15 (+2) INT 18 (+4) WIS 10 (+0) CHA 8 (-1) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, petrified, poisoned Senses passive Perception 10 Languages any two languages Challenge 3 (700 XP) Proficiency Bonus +2 Broken Mind. If the horror is the target of a greater restoration spell or more powerful restorative magic, it sees through the dreamholder’s illusions and can’t be beguiled by the dreamholder for the next 24 hours. Slow Fall. While in a dreamscape, a horror is constantly under the effects of the feather fall spell. Actions Multiattack. The horror makes three attacks. Phantom Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) psychic damage. Horrifying Appearance. Each creature within 60 feet of the horror that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this horror’s Horrifying Appearance for the next 24 hours.
Appendix C | Creatures 537 Roberto Lima Phantasm Phantasm Medium humanoid (psyche), chaotic evil Armour Class 17 (natural armour) Hit Points 97 (13d8 + 39) Speed 30 ft., fly 40 ft. (hover); all +10 ft. in dreamscape STR 13 (+1) DEX 14 (+2) CON 16 (+3) INT 20 (+5) WIS 10 (+0) CHA 6 (-2) Saving Throws Int +8 Damage Vulnerabilities psychic, thunder Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, petrified, poisoned Senses passive Perception 10 Languages any two languages Challenge 7 (2,900 XP) Proficiency Bonus +3 Displacement. The phantasm projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. Creatures with truesight ignore this trait. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the phantasm is incapacitated or has a speed of 0 feet. Incorporeal Movement. The phantasm 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. Actions Multiattack. The phantasm makes four attacks. Phantom Fist. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 10 (1d10 + 5) psychic damage. Horrifying Visage (Recharge 5-6). Each creature within 60 feet of the phantasm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this phantasm’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Phantasm It is too late for a phantasm. Their physical form has long since decayed, taking with it all sense of morality. The prevalence of phantasms within a dreamscape is testament to a dreamholder’s greed; they exist only because the dreamholder kept ahold of their mind for too long. A true artisan of dream manipulation would release a dreamer on the brink of death, allowing it to find sustenance, safe in the knowledge that it must return to sleep in time. Dreamscape Adaptation. Years spent severed from a physical form have allowed phantasms to adapt to the dreamscape. Untethered by belief in physical laws, they can fly, pass through solid matter, and can even create minor illusions of their own. Nonmagical attacks no longer pose any threat to them, their minds having relinquished the ties to which lesser dreamers still cling.
538 Jesse Jackdaw Burns Faerie-o'-Fire Tiny fey, chaotic neutral Armour Class 19 Hit Points 22 (9d4) Speed 0 ft., fly 50 ft. (hover) STR 1 (-5) DEX 28 (+9) CON 10 (+0) INT 13 (+1) WIS 14 (+2) CHA 17 (+3) Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant, poison Condition Immunities blinded, charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception 12 Languages Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 Bright. When the faerie-o’-fire isn’t invisible, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Consume Life. As a bonus action, the faerie-o’-fire can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the faerie-o’-fire regains 10 (3d6) hit points. Ephemeral. The faerie-o’-fire can’t wear or carry anything. Incorporeal Movement. The faerie-o’-fire 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. Actions Solar Flare. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) radiant damage. Until the end of the creature’s next turn, the creature sheds bright light in a 5-foot radius and dim light for an additional 5 feet, attack rolls against the creature have advantage, and the creature can’t benefit from being invisible. Invisibility. The faerie-o’-fire magically turns invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). Faerie-o’-Fires When a will-o’-wisp basks in the eternal sunset of the Plane of Fey, a change overcomes the malevolent spirit that lies at its heart. In place of a wisps’ despair, a faerie develops a guileful and mischievous cunning. These faeries often pair themselves with more powerful creatures, such as a fey queen with a penchant for collecting waifs and strays, or a territorial suneater owlbear. They act as a lure for such a creatures, coaxing unwary wanderers to follow their cheerful nimbus. If all goes according to the faerie’s plan, both faerie and host will gain a meal from this symbiotic mutualism. Etymology. What came first, faerie fire or the faerie-o’-fire? Though the great and prolific wizard Plagiaritrix claimed to have invented the faerie fire spell, this origin story is now shrouded in doubt. The faerie-o’-fire’s solar flare attack was discovered to have surprisingly similar characteristics to the spell, leading scholars to believe that Plagiaritrix might simply have ‘borrowed’ it while on one of their many trips to the Plane of Fey. Faerie-o’-Fire
Appendix C | Creatures 539 Ognjen Sporin Fiends and Friends Fiendcats They say it’s unlucky to cross paths with a black cat. Well, it’s even more unlucky to cross paths with a fiendcat, let alone a pack of ‘em! - Heliana, cat owner If you thought knocking vases off window ledges and licking the cream out of your coffee were acts of true evil, then you were right, and your cat probably has a fiendcat ancestor. Considered aggravating pests even by fiendish standards, swarms of fiendcats have been known to racketeer dairy farms and creameries, taking payment in the form of the richest whipped cream. Swarm of Fiendcats Medium swarm of Tiny fiends, lawful evil Armour Class 16 (Fiendish Audacity) Hit Points 78 (12d8 + 24) Speed 30 ft., climb 30 ft. STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 17 (+3) Damage Resistances bludgeoning, cold, fire, lightning, piercing, and slashing Damage Immunities poison Condition Immunities charmed, frightened, grappled, paralysed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +3 Fiendish Audacity. The swarm’s AC includes its Charisma modifier. Spellcasting. As long as it has more than half of its hit points, the swarm can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): 1/day each: aura of impurity c *,bane c , stench c * *See Appendix B; bold indicates combat spell; c indicates concentration. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hit points or fewer. In addition, the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage and becoming poisoned for 1 minute on a failure, or taking half as much damage and not becoming poisoned on a success. Swarm of Fiendcats
540 Handlers Handlers are a case study in misdirection. Due to their imposing presence, musculature, and distinctly fiendish glare, they are often mistaken for a pygmy raksha’s shapeshifting disguise. This is entirely intentional; the handler’s sole job is to protect its fiendish master. Soulbound Handler Medium humanoid, lawful evil Armour Class 16 (Fiendish Audacity, shield) Hit Points 75 (10d8 + 30) Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Saving Throws Dex +4, Con +5, Wis +4, Cha +4 Senses darkvision 120 ft., passive Perception 12 Languages Common, Infernal Challenge 4 (1,100 XP) Proficiency Bonus +2 Fiendish Audacity. The handler’s AC includes its Charisma modifier. Fiendish Fury. The handler deals an extra 5 (1d10) damage when it hits with a melee weapon attack (included in the attacks). Fiendish Vigour. The handler gains 5 temporary hit points at the start of each of its turns. If the handler takes radiant damage, this trait doesn’t function at the start of the handler’s next turn. Actions Multiattack. The handler makes two attacks with its Morningstar or Tommybow. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. Brittlebone Splinterspray Tommybow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., two creatures within 5 feet of each other. Hit: 7 (2d4 + 2) piercing damage. Reload (3). Reactions Guardian. When a creature within 5 feet of the handler is the target of an attack, the handler can choose to become the target of the attack instead of the original target. Fiendish Handler Medium humanoid, lawful evil Armour Class 20 (Fiendish Audacity, shield) Hit Points 153 (18d8 + 72) Speed 30 ft. STR 19 (+4) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 18 (+4) Saving Throws Dex +8, Con +8, Wis +6, Cha +8 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 12 Languages Common, Infernal Challenge 11 (7,200 XP) Proficiency Bonus +4 Fiendish Audacity. The handler’s AC includes its Charisma modifier. Fiendish Fury. The handler deals an extra 11 (2d10) damage when it hits with a melee weapon attack (included in the attacks). Fiendish Vigour. The handler gains 10 temporary hit points at the start of each of its turns. If the handler takes radiant damage, this trait doesn’t function at the start of the handler’s next turn. Actions Multiattack. The handler makes three attacks with its Morningstar or Tommybow. Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 20 (3d10 + 4) piercing damage. Splinterspray Tommybow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., two creatures within 5 feet of each other. Hit: 11 (3d4 + 4) piercing damage. Reload (4). Reactions Guardian. When a creature within 5 feet of the handler is the target of an attack, the handler can choose to become the target of the attack instead of the original target. Deals With Devils. Who says crime doesn’t pay? Stronger, more lethal, and more hardy than even a master-at-arms, handlers have traded their soul for infernal power. Sure, they’re little more than a glorified cat carrier, but gosh, wouldn’t it feel good to be that powerful? What are you going to do with your soul anyway...?
Appendix C | Creatures 541 Infernal Handler Medium humanoid, lawful evil Armour Class 23 (Fiendish Audacity, shield) Hit Points 218 (23d8 + 115) Speed 30 ft. STR 21 (+5) DEX 20 (+5) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 22 (+6) Saving Throws Dex +11, Con +11, Wis +8, Cha +12 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 12 Languages Common, Infernal Challenge 17 (18,000 XP) Proficiency Bonus +6 Fiendish Audacity. The handler’s AC includes its Charisma modifier. Fiendish Fury. The handler deals an extra 16 (3d10) damage when it hits with a melee weapon attack (included in the attacks). Fiendish Vigour. The handler gains 15 temporary hit points at the start of each of its turns. If the handler takes radiant damage, this trait doesn’t function at the start of the handler’s next turn. Actions Multiattack. The handler makes four attacks with its Morningstar or Tommybow. Morningstar. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 27 (4d10 + 5) piercing damage. Devilbone Splinterspray Tommybow. Ranged Weapon Attack: +11 to hit, range 30/120 ft., two creatures within 5 feet of each other. Hit: 15 (4d4 + 5) piercing damage. Reload (5). Reactions Guardian. When a creature within 5 feet of the handler is the target of an attack, the handler can choose to become the target of the attack instead of the original target. Pygmy Rakshasa Pygmy rakshasas are experts in middle management. Surrounding themselves with burly handlers, mad scientists, and any who might sell their soul for a chance at power, they answer only to their archdevil overlords. Weave Bender. While the pygmy rakshasa’s fullsized cousin enjoys a more robust blanket immunity to magic, the pygmy rakshasa forgoes some of this antimagic potency in order to cause chaos. Bending the weave, it can redirect magic, causing its foes to strike one another. Vindictive and Vicious. Like their cousins, pygmy rakshasa are evil spirits embroiled in mortal, feline flesh. If killed on the Material Plane, a pygmy rakshasa is sent back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form has expired, their kith and kin. Ninth Life. When a pygmy rakshasa is first killed, its disbelief and arrogance sustain it, causing it to rise again in a gruesome mummified form. Its furious, shrill screeching causes all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return. Regional Effects The area within 6 miles of the pygmy rakshasa’s lair has the following unique properties: • Hairweeds. Tumbleweeds made of cat hair abound wherever the wind takes them. • Land on Your Feet. Creatures have a tendency to always land on their feet, gaining advantage on any ability checks or saving throws they make to prevent falling prone. • Sunbeams. Sunbeams create particularly comfortable areas in which to stretch out and relax. When a creature starts a short rest in such an area, it must succeed on a VDC Wisdom saving throw or fall asleep for the rest’s duration. Regardless of the result, such a creature gains 1 additional hit point for each Hit Die it spends to recover hit points at the end of the rest. • Unsafe Ledges. All shelves are unsafe; occasional wafts of magic cause any objects near the edge of a shelf, ledge, or overhang to be knocked off. Lair Actions While a pygmy rakshasa lives, it can invoke the ambient magic of its lair to take lair actions. The saving throw DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Weave Snap Damage 6th 13 5 (2d4) 2 (1d4) 13th 16 14 (4d6) 4 (1d8) 18th 18 28 (8d6) 7 (2d6)
Appendix C | Creatures 543 Ognjen Sporin Pygmy Rakshasa Mewling Small fiend, lawful evil Armour Class 15 (natural armour) Hit Points 65 (10d6 + 30) Speed 35 ft. STR 10 (+0) DEX 16 (+3) CON 17 (+3) INT 15 (+2) WIS 16 (+3) CHA 18 (+4) Saving Throws Dex +6 Skills Deception +7, Insight +6, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal Challenge 6 (2,300 xp) or 8 (3,900 XP) if paired with Soulbound Handler. Proficiency Bonus +3 Legendary Resistance (3/Day). If the rakshasa fails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Ninth Life (Recharges after a Short or Long Rest). If the rakshasa would be reduced to 0 hit points, its current hit point total instead resets to 65 hit points and it gains 40 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 2,900 XP (5,200 XP total) for defeating the rakshasa after its Ninth Life activates. Spellcasting. The rakshasa can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: can’trip*, detect thoughts c , disguise self, minor illusion 3/day each: charm person, detect magic c , enrage c *, major image c , suggestion c 1/day each: dominate person c , cannotrip c *, greater invisibility c , true seeing *See Appendix B; bold indicates combat spell; c indicates concentration. Actions Multiattack. The rakshasa makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage, and the target is cursed if it is a creature. For the next minute, the target can’t be affected by spells or magical effects of 2nd level or lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries, or touches is suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell. Reactions Weavebender. When a ranged spell attack or a spell with an area of effect centred on a point targets a creature or point within 30 feet of the rakshasa, the rakshasa can redirect the spell. It can cause a ranged spell attack to target a different creature within 10 feet of the original target (after the attack roll is made but before the outcome is determined), or it can move the area of effect’s point of focus by up to 10 feet in any direction. Legendary Actions The rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The rakshasa regains spent legendary actions at the start of its turn. Devil’s Hiss. The rakshasa issues a command to the Handler or a creature charmed by it. If the target can hear the rakshasa and is within 120 feet of it, it moves up to half its speed and makes one weapon attack against a creature of the rakshasa’s choice within its reach. Cast a Spell (Costs 2 Actions). The rakshasa casts a spell. Purr (Costs 2 Actions). The rakshasa lets out a low, thrumming purr. Each creature of the rakshasa’s choice within 10 feet of it that can hear it must succeed a DC 15 Wisdom saving throw or be charmed by the rakshasa until the end of the rakshasa’s next turn. A creature charmed in this way regards the rakshasa as its own offspring, acting protectively towards it. Mythic Actions If the rakshasa’s Ninth Life trait has activated in the last hour, it can use the options below as legendary actions. Wind Strike. The rakshasa teleports up to 30 feet to an unoccupied space within 5 feet of a creature it can see, and then can make a melee spell attack (+7 to hit) against that creature. On a hit, the target takes 11 (2d10)force damage. Caterwaul (Costs 2 Actions). The rakshasa lets forth an ear-screeching wail. Each creature within 30 feet of the rakshasa that can hear the rakshasa must make a DC 15 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder damage and 7 (2d6) psychic damage, and drops anything it is holding as it instinctually covers it ears. On a success, a creature takes half as much damage and maintains its grip on what it holds. Lair Actions. On initiative count 20 (losing initiative ties), the rakshasa takes one of the following lair actions; the rakshasa can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. • Fish Guts. The internal viscera of thousands of fish pours down in a 10-foot-radius, 30-foothigh cylinder. Each creature in the area must succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in this area has disadvantage on saving throws made to maintain its concentration.
544 Pygmy Rakshasa Small fiend, lawful evil Armour Class 17 (natural armour) Hit Points 153 (18d6 + 90) Speed 35 ft. STR 10 (+0) DEX 18 (+4) CON 21 (+5) INT 15 (+2) WIS 16 (+3) CHA 20 (+5) Saving Throws Str +4, Dex +8 Skills Deception +9, Insight +7, Stealth +8 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal Challenge 10 (5,900 xp) or 14 (11,500 XP) if paired with Fiendish Handler. Proficiency Bonus +4 Legendary Resistance (3/Day). If the rakshasa fails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Ninth Life (Recharges after a Short or Long Rest). If the rakshasa would be reduced to 0 hit points, its current hit point total instead resets to 153 hit points and it gains 50 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 11,500 XP (17,400 XP total) for defeating the rakshasa after its Ninth Life activates. Spellcasting. The rakshasa can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: can’trip*, detect thoughts c , disguise self, minor illusion 3/day each: charm person, detect magic c , enrage c *, major image c , suggestion c 1/day each: dominate person c , greater invisibility c , true seeing, weave entanglement c * *See Appendix B; bold indicates combat spell; c indicates concentration. Actions Multiattack. The rakshasa makes three Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage, and the target is cursed if it is a creature. For the next minute, the target can’t be affected by spells or magical effects of 4th level or lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries, or touches is suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell. Reactions Weavebender. When a ranged spell attack or a spell with an area of effect centred on a point targets a creature or point within 30 feet of the rakshasa, the rakshasa can redirect the spell. It can cause a ranged spell attack to target a different creature within 10 feet of the original target (after the attack roll is made but before the outcome is determined), or it can move the area of effect’s point of focus by up to 10 feet in any direction. Legendary Actions The rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The rakshasa regains spent legendary actions at the start of its turn. Devil’s Hiss. The rakshasa issues a command to the Handler or a creature charmed by it. If the target can hear the rakshasa and is within 120 feet of it, it moves up to half its speed and makes one weapon attack against a creature of the rakshasa’s choice within its reach. Cast a Spell (Costs 2 Actions). The rakshasa casts a spell. Purr (Costs 2 Actions). The rakshasa lets out a low, thrumming purr. Each creature of the rakshasa’s choice within 10 feet of it that can hear it must succeed a DC 17 Wisdom saving throw or be charmed by the rakshasa until the end of the rakshasa’s next turn. A creature charmed in this way regards the rakshasa as its own offspring, acting protectively towards it. Mythic Actions If the rakshasa’s Ninth Life trait has activated in the last hour, it can use the options below as legendary actions. Wind Strike. The rakshasa teleports up to 30 feet to an unoccupied space within 5 feet of a creature it can see, and then can make a melee spell attack (+9 to hit) against that creature. On a hit, the target takes 22 (4d10)force damage. Caterwaul (Costs 2 Actions). The rakshasa lets forth an ear-screeching wail. Each creature within 30 feet of the rakshasa that can hear the rakshasa must make a DC 17 Constitution saving throw. On a failure, a creature takes 17 (5d6) thunder damage and 17 (5d6) psychic damage, and drops anything it is holding as it instinctually covers it ears. On a success, a creature takes half as much damage and maintains its grip on what it holds.
Appendix C | Creatures 545 Pygmy Rakshasa Kingpin Small fiend, lawful evil Armour Class 19 (natural armour) Hit Points 237 (25d6 + 150) Speed 35 ft. STR 10 (+0) DEX 20 (+5) CON 22 (+6) INT 17 (+3) WIS 18 (+4) CHA 24 (+7) Saving Throws Str +6, Dex +11 Skills Deception +13, Insight +10, Stealth +11 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal Challenge 17 (18,000 xp) or 21 (33,000 XP) if paired with Infernal Handler. Proficiency Bonus +6 Legendary Resistance (5/Day). If the rakshasa fails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Ninth Life (Recharges after a Short or Long Rest). If the rakshasa would be reduced to 0 hit points, its current hit point total instead resets to 237 hit points and it gains 100 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 33,000 XP (51,000 XP total) for defeating the rakshasa after its Ninth Life activates. Spellcasting. The rakshasa can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At will: can’trip*, charm person, detect magic c , detect thoughts c , disguise self, enrage c *, major image c , minor illusion, suggestion c 1/day each: dominate person c , greater invisibility c , mislead c , true seeing, weave entanglement c * *See Appendix B; bold indicates combat spell; c indicates concentration. Actions Multiattack. The rakshasa makes three Claw attacks. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) slashing damage, and the target is cursed if it is a creature. For the next minute, the target can’t be affected by spells or magical effects of 6th level or lower except for those cast by the rakshasa. In addition, the magic of any non-artifact item the target holds, carries, or touches is suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell. Reactions Weavebender. When a ranged spell attack or a spell with an area of effect centred on a point targets a creature or point within 30 feet of the rakshasa, the rakshasa can redirect the spell. It can cause a ranged spell attack to target a different creature within 10 feet of the original target (after the attack roll is made but before the outcome is determined), or it can move the area of effect’s point of focus by up to 10 feet in any direction. Legendary Actions The rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The rakshasa regains spent legendary actions at the start of its turn. Devil’s Hiss. The rakshasa issues a command to the Handler or a creature charmed by it. If the target can hear the rakshasa and is within 120 feet of it, it moves up to half its speed and makes one weapon attack against a creature of the rakshasa’s choice within its reach. Cast a Spell (Costs 2 Actions). The rakshasa casts a spell. Purr (Costs 2 Actions). The rakshasa lets out a low, thrumming purr. Each creature of the rakshasa’s choice within 10 feet of it that can hear it must succeed a DC 21 Wisdom saving throw or be charmed by the rakshasa until the end of the rakshasa’s next turn. A creature charmed in this way regards the rakshasa as its own offspring, acting protectively towards it. Mythic Actions If the rakshasa’s Ninth Life trait has activated in the last hour, it can use the options below as legendary actions. Wind Strike. The rakshasa teleports up to 30 feet to an unoccupied space within 5 feet of a creature it can see, and then can make a melee spell attack (+11 to hit) against that creature. On a hit, the target takes 33 (6d10)force damage. Caterwaul (Costs 2 Actions). The rakshasa lets forth an ear-screeching wail. Each creature within 30 feet of the rakshasa that can hear the rakshasa must make a DC 21 Constitution saving throw. On a failure, a creature takes 28 (8d6) thunder damage and 28 (8d6) psychic damage, and drops anything it is holding as it instinctually covers it ears. On a success, a creature takes half as much damage and maintains its grip on what it holds. • Swarm. The pygmy rakshasa targets one Large or smaller creature within its lair, causing a horde of Tiny beasts and fiends to swarm over it. The creature must make a VDC Strength saving throw. On a failure, the creature takes Vdam piercing damage and is restrained until initiative count 20 on the next round. • Weave Snap. The pygmy rakshasa targets one creature within its lair that is attuned to a magic item or under the influence of a spell (GM’s discretion), and forces it to make a VDC Charisma saving throw. On a failure, the creature takes Vdam force damage for each magic item it is attuned to as well as for each level of spell currently affecting it. On a success, it takes half as much damage.
Ognjen Sporin Mummies While mummy lords will deign to rise from their slumber in order to protect their treasures, no one really wants to get out of bed. Accordingly, nobles of the Lotof’s End Desert choose their most prized bodyguards to be blessed with the ‘serpent’s grace’—a blessing that imbues them with undeath and serpent-like deadliness. Though saved from death, these indefatigable immortals are doomed to an eternal, joyless half-life, traipsing the sandstone halls of their betters. Beginnings of Biomancy. Researchers of the Lotof Desert posit that this serpentine-humanoid fusion was, in fact, the true genesis of the school of biomancy. Analyses of early hieroglyphics show a figure not dissimilar to Dr. Francis N. Stein visiting a desert lord and observing the ritual. Of course, this would make Dr. Stein, the grandfather of biomancy, over a thousand years old, which couldn’t possibly be correct... right? Mummified Immortal Large undead, lawful evil Armour Class 16 (natural armour) Hit Points 153 (18d10 + 54) Speed 40 ft., climb 30 ft., swim 30 ft. STR 20 (+5) DEX 10 (+0) CON 16 (+3) INT 10 (+0) WIS 15 (+2) CHA 14 (+2) Damage Vulnerabilities fire Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Infernal, Common, Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 Magic Resistance. The immortal has advantage on saving throws against spells and other magical effects. Reconstitute. If the immortal dies, its body reforms 24 hours later unless its remains are incinerated. Actions Multiattack. The immortal makes three attacks: two with its Khopesh and one with its Glaive. It can replace any number of these attacks with a Rotting Phlegm attack. Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) necrotic damage. Khopesh. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage. plus 7 (2d6) necrotic damage. Rotting Phlegm. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: 14 (4d6) necrotic damage.
Appendix C | Creatures 547 Jesse Jackdaw Burns Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphans Decrepit Hyphan Brute Large plant (hyphan), lawful neutral Armour Class 14 (natural armour) Hit Points 51 (6d10 + 18) Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 8 (-1) WIS 10 (+0) CHA 9 (-1) Skills Athletics +5 Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Grounded. The brute has advantage on ability checks and saving throws made to avoid being moved against its will. Reckless. At the start of its turn, the brute can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Sun Sickness. While in sunlight, or if it takes 5 or more radiant damage in a single turn, the brute has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The brute dies if it spends more than 1 hour in direct sunlight. Actions Broken Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the brute 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Smush. The brute moves up to 5 feet and can occupy the space of a creature one or more sizes smaller than it. A creature whose space it enters must make a DC 13 Strength saving throw. On a failure, the creature takes 6 (1d12) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and pushes the brute back to the space from which it moved. While the brute occupies the space of a creature it knocked prone in this way, the creature is grappled (escape DC 13). Until this grapple ends, it is restrained. Rampage (Costs 2 Actions). The brute moves up to its speed and can move through the spaces of creatures one or more size categories smaller than it. Each creature whose space it moves through must make a DC 13 Strength saving throw, taking 9 (2d8) bludgeoning damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature can be affected by this action no more than once per turn. Hyphan Brute
548 Hyphan Brute Large plant (hyphan), lawful neutral Armour Class 17 (natural armour) Hit Points 126 (12d10 + 60) Speed 40 ft. STR 19 (+4) DEX 14 (+2) CON 20 (+5) INT 8 (-1) WIS 10 (+0) CHA 9 (-1) Skills Athletics +7 Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 10 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Grounded. The brute has advantage on ability checks and saving throws made to avoid being moved against its will. Reckless. At the start of its turn, the brute can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Sun Sickness. While in sunlight, or if it takes 10 or more radiant damage in a single turn, the brute has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The brute dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The brute makes two melee attacks. Broken Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the brute 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Smush. The brute moves up to 5 feet and can occupy the space of a creature one or more sizes smaller than it. A creature whose space it enters must make a DC 15 Strength saving throw. On a failure, the creature takes 13 (2d12) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and pushes the brute back to the space from which it moved. While the brute occupies the space of a creature it knocked prone in this way, the creature is grappled (escape DC 15). Until this grapple ends, it is restrained. Rampage (Costs 2 Actions). The brute moves up to its speed and can move through the spaces of creatures one or more size categories smaller than it. Each creature whose space it moves through must make a DC 15 Strength saving throw, taking 13 (3d8) bludgeoning damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature can be affected by this action no more than once per turn. Vigorous Hyphan Brute Large plant (hyphan), lawful neutral Armour Class 18 (natural armour) Hit Points 172 (15d10 + 90) Speed 40 ft. STR 21 (+5) DEX 15 (+2) CON 22 (+6) INT 8 (-1) WIS 10 (+0) CHA 9 (-1) Skills Athletics +9 Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 10 Languages — Challenge 9 (5,000 XP) Proficiency Bonus +4 Grounded. The brute has advantage on ability checks and saving throws made to avoid being moved against its will. Reckless. At the start of its turn, the brute can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Sun Sickness. While in sunlight, or if it takes 15 or more radiant damage in a single turn, the brute has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The brute dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The brute makes two melee attacks. Broken Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the brute 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Smush. The brute moves up to 5 feet and can occupy the space of a creature one or more sizes smaller than it. A creature whose space it enters must make a DC 17 Strength saving throw. On a failure, the creature takes 18 (3d12) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and pushes the brute back to the space from which it moved. While the brute occupies the space of a creature it knocked prone in this way, the creature is grappled (escape DC 17). Until this grapple ends, it is restrained. Rampage (Costs 2 Actions). The brute moves up to its speed and can move through the spaces of creatures one or more size categories smaller than it. Each creature whose space it moves through must make a DC 17 Strength saving throw, taking 18 (4d8) bludgeoning damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature can be affected by this action no more than once per turn.
Appendix C | Creatures 549 Jesse Jackdaw Burns Hyphan Brute Strong and burly creatures will be formed into brutes. Used for clearing rockfalls and to intimidate interlopers in a hyphan’s domain, these large specimens’ size can often act as an impediment in the tight tunnels of The Low. On the battlefield, brutes act as juggernauts, sending ranks of foes to the floor—perfect targets for their smaller cousins, the duskcaps. Their bulk and toughness allow them to fight without any sense of self preservation as they rampage through the enemy lines. Hyphan Duskcap Lithe, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and often patrol a colony’s periphery, acting as its eyes and ears. Brainless Senses. An isolated duskcap—indeed any isolated hyphan—does not possess the ability to understand what it hears; it is the fungal hive mind that interprets those sounds. While a duskcap is within range of a colony’s communication spores, this interpretation happens instantaneously. However, if a duskcap should range beyond these spores, it will record everything it hears, to be transmitted to the hive mind with unfailing accuracy upon its return. Decrepit Hyphan Duskcap Medium plant (hyphan), lawful neutral Armour Class 13 Hit Points 33 (6d8 + 6) Speed 35 ft. STR 9 (-1) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 13 (+1) CHA 11 (+0) Skills Stealth +5, Perception +3 Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The duskcap deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the duskcap that isn’t incapacitated and the duskcap doesn’t have disadvantage on the attack roll. Sun Sickness. While in sunlight, or if it takes 5 or more radiant damage in a single turn, the duskcap has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The duskcap dies if it spends more than 1 hour in direct sunlight. Actions Spike. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the duskcap 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Flanking Strike. The duskcap moves up to 20 feet and makes one attack with its Spike. Spike Storm (Costs 2 Actions). The duskcap fires a torrent of spikes in either a 20-foot cone or in a 10-foot sphere centred on it. Each other creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) piercing damage on a failure or half as much damage on a success. Hyphan Duskcap
550 Hyphan Duskcap Medium plant (hyphan), lawful neutral Armour Class 16 (natural armour) Hit Points 91 (14d8 +28) Speed 35 ft. STR 11 (+0) DEX 19 (+4) CON 14 (+2) INT 10 (+0) WIS 17 (+3) CHA 12 (+1) Skills Stealth +7, Perception +6 Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +3 Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The duskcap deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the duskcap that isn’t incapacitated and the duskcap doesn’t have disadvantage on the attack roll. Sun Sickness. While in sunlight, or if it takes 10 or more radiant damage in a single turn, the duskcap has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The duskcap dies if it spends more than 1 hour in direct sunlight. Actions Spike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the duskcap 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Flanking Strike. The duskcap moves up to 20 feet and makes one attack with its Spike. Spike Storm (Costs 2 Actions). The duskcap fires a torrent of spikes in either a 20-foot cone or in a 10-foot sphere centred on it. Each other creature in the area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failure or half as much damage on a success. Vigorous Hyphan Duskcap Medium plant (hyphan), lawful neutral Armour Class 17 (natural armour) Hit Points 127 (17d8 +51) Speed 35 ft. STR 11 (+0) DEX 21 (+5) CON 16 (+3) INT 10 (+0) WIS 19 (+4) CHA 13 (+1) Skills Stealth +8, Perception +7 Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 17 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 Cunning Action. The duskcap can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The duskcap deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the duskcap that isn’t incapacitated and the duskcap doesn’t have disadvantage on the attack roll. Sun Sickness. While in sunlight, or if it takes 15 or more radiant damage in a single turn, the duskcap has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The duskcap dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The duskcap makes two attacks with its Spike. Spike. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the duskcap 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Flanking Strike. The duskcap moves up to 20 feet and makes one attack with its Spike. Spike Storm (Costs 2 Actions). The duskcap fires a torrent of spikes in either a 20-foot cone or in a 10-foot sphere centred on it. Each other creature in the area must make a DC 16 Dexterity saving throw, taking 21 (6d6) piercing damage on a failure or half as much damage on a success.
Appendix C | Creatures 551 Hyphan Sporeslinger Innately magical creatures that get ‘hyphanated’ (the term used by scholars to describe the act by which a creature is overcome by a hyphan colony) will become sporeslingers. Some of these individuals may remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be hyphanated. Without these specimens, a hive mind would have to rely on serendipity to gather new biomass. With them, it can take a more proactive approach. Self-preservation. A hyphan hive mind is far from stupid. It understands the fragility and value of a sporeslinger. A sporeslinger possesses the ability to produce clouds of obscuring spores (from which to make its escape) and is rarely found alone. On diplomatic missions they may be accompanied by brutes, for their intimidating size. When laying a trap, a sporeslinger may stand alone in a field of barely-visible puffball toadstools, several duskcaps lying in wait in the shadows. Decrepit Hyphan Sporeslinger Small plant (hyphan), lawful neutral Armour Class 12 Hit Points 33 (6d6 + 12) Speed 25 ft. STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 10 (+0) CHA 16 (+3) Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Sorcery Points. The sporeslinger has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: Quickened Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Twinned Spell. When the sporeslinger casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). Sun Sickness. While in sunlight, or if it takes 5 or more radiant damage in a single turn, the sporeslinger has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight. Spellcasting. The sporeslinger is a 3rd-level spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: chill touch, mage hand, mending, poison spray 2/day each: charm person, corrupting ichor*, mortiferous pulse*, shield *See Appendix B; bold indicates combat spell; c indicates concentration. Actions Sporestaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) bludgeoning damage. Hit or miss, if the target is a creature, it must succeed on a DC 13 Wisdom saving throw or be charmed by the sporeslinger and its hyphan allies until the end of the sporeslinger’s next turn. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the sporeslinger 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscures the area. It then moves up to its speed. Rage Spores (Costs 2 Actions). The sporeslinger blows a plume of spores in a 20-foot cone. Each non-hyphan creature in the area must succeed on a DC 13 Wisdom saving throw or immediately use its reaction to make a weapon attack against a randomly determined, non-hyphan creature within its reach/range.
552 Jesse Jackdaw Burns Hyphan Sporeslinger Small plant (hyphan), lawful neutral Armour Class 14 (natural armour) Hit Points 91 (14d6 + 42) Speed 25 ft. STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 13 (+1) WIS 10 (+0) CHA 19 (+4) Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception 10 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +3 Sorcery Points. The sporeslinger has 7 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: Quickened Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Twinned Spell. When the sporeslinger casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). Sun Sickness. While in sunlight, or if it takes 10 or more radiant damage in a single turn, the sporeslinger has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight. Spellcasting. The sporeslinger is a 7th-level spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: charm person, chill touch, corrupting ichor*,mage hand, mending 3/day each: shield, mirror image 2/day each: haste c , mortiferous pulse* 1/day each: blight, hypnotic pattern c *See Appendix B; bold indicates combat spell; c indicates concentration. Actions Sporestaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Hit or miss, if the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be charmed by the sporeslinger and its hyphan allies until the end of the sporeslinger’s next turn. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the sporeslinger 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscures the area. It then moves up to its speed. Rage Spores (Costs 2 Actions). The sporeslinger blows a plume of spores in a 25-foot cone. Each non-hyphan creature in the area must succeed on a DC 15 Wisdom saving throw or immediately use its reaction to make a weapon attack against a randomly determined, non-hyphan creature within its reach/range. Hyphan Sporeslinger
Appendix C | Creatures 553 Vigorous Hyphan Sporeslinger Small plant (hyphan), lawful neutral Armour Class 15 (natural armour) Hit Points 117 (18d6 + 54) Speed 25 ft. STR 12 (+1) DEX 18 (+4) CON 17 (+3) INT 15 (+2) WIS 10 (+0) CHA 22 (+6) Damage Immunities necrotic Condition Immunities charmed Senses darkvision 120 ft, passive Perception 10 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 Sorcery Points. The sporeslinger has 11 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: Quickened Spell. When the sporeslinger casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Twinned Spell. When the sporeslinger casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). Sun Sickness. While in sunlight, or if it takes 15 or more radiant damage in a single turn, the sporeslinger has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The sporeslinger dies if it spends more than 1 hour in direct sunlight. Spellcasting. The sporeslinger is an 11th-level spellcaster and can cast the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: charm person, chill touch,mage hand, mending, mirror image, mortiferous pulse * 3/day each: haste c , hypnotic pattern c , shield, 2/day each: blight, polymorph c 1/day each: dominate person c , insect plague c , lungburst * *See Appendix B; bold indicates combat spell; c indicates concentration. Actions Sporestaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Hit or miss, if the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be charmed by the sporeslinger and its hyphan allies until the end of the sporeslinger’s next turn. Legendary Actions The fungal guardians (brute, duskcap, and sporeslinger) can take 3 legendary actions between them, with the sporeslinger 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 fungal guardians regain spent legendary actions at the start of the turn of the guardian with the highest initiative. Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscures the area. It then moves up to its speed. Rage Spores (Costs 2 Actions). The sporeslinger blows a plume of spores in a 30-foot cone. Each non-hyphan creature in the area must succeed on a DC 17 Wisdom saving throw or immediately use its reaction to make a weapon attack against a randomly determined, non-hyphan creature within its reach/range. Variant: No Legendary Actions In scenarios other than The Veiled Lady monster hunt, you may wish to use these hyphans without their legendary actions. If you do so, the brutes’ and duskcaps’ CRs change as follows (the Sporeslinger’s CR stays the same): • Decrepit Brute CR 1 • Brute CR 5 • Vigorous Brute CR 7 • Decrepit Duskcap CR 1 • Duskcap CR 4 • Vigorous Duskcap CR 5 Teamwork Trio. A brute, duskcap, and sporeslinger that bore an especially close connection pre-hyphanation can bring the experience of that teamwork into the hyphan colony. Such individuals often form teams of three, acting in concert to strike more often, and perform feats that lone hyphans cannot.