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Published by ticcitoby600, 2023-10-03 21:10:04

Incredible Creatures

ART-INSPIRED MONSTERS FOR FIFTH EDITION INCREDIBLE C REATURES INCREDIBLE C REATURES 5E


3 Credits OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. · Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. · The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. · Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. · Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. · Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. · Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. · Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. · Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. · Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. · Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. · Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. · Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. · Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. · Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. · COPYRIGHT NOTICE. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. All other material Copyright 2020, MAD Design, Inc. and Alan Tucker END OF LICENSE Project Lead: Alan Tucker. Creature Artists: Erin Z. Andersen, Batinica, Hefestus Cave, Comettant, Florian Jonak, Obsolete Goat, Davide Molino, SAGAU (Sarah Gaudette), Fernando Salvaterra, Gavrosh Stevenson, Vall Syrene, Don Burgos Tan, PK Thorne. Other Interior Artists: Forrest Imel, aboard, karinacornelius, Depiano, Dmitry375, I_g0rZh, nikolai2, sergeypykhonin, a.yelsukova. Cartographers: William C. Cronk, CH Guise, Saga Mackenzie, Tiffany Munro, Fernando Salvaterra, Christian Zeuch. Writers: Deanna Adams, Aaryan Balu, Chai Power, Elise Cretel, William C. Cronk, Nathan Doyle, T. A. Gray, Morten Greis, Adam Hancock, Andy Headley, Justyn Johnston, Kirsty Kidd, Ryan Langr, Magnus Laursen, Chad M. Lensch, Ginny Loveday, Jeffrey Ludwig, Bruce Maelzer, Matthew Moynihan, Mr. Tarrasque, JVC Parry, Joe Raso, Luke Russell, Michael Sharp, Jeff C. Stevens, Jonathan Swadley, Alan Tucker, Chris Valentine, Tyson VanOverhill, Micah Watt, Toni Winslow-Brill, Matthew Wulf. Editors: Terry Herc, Christopher Walz, Clint Thorne, Alan Tucker. Proofreading: Ryan Langr. Layout: Alan Tucker. Cover: Comettant (creature art), piolka (background), Alan Tucker (composition). Special Thanks: R.P. Davis, Jeff C. Stevens, Clint Thorne. All materials Copyright ©2021, MAD Design, Inc. and Alan Tucker.


4 Contents Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Challenge Ratings by Tier . . . . . . . . . . . . . . . . . . . . . . . 7 Heroic Actions & Traits . . . . . . . . . . . . . . . . . . . . . . . . 7 Other Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 The Creatures Living Hallucination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Caustic Shambler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Bakumu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Plutarch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Grasper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Corpse Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Obyrinth Familiar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Impaler Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Trimaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Slithering Maw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Zombie Wurm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 H’loov-pau, the Ever-Changing . . . . . . . . . . . . . . . . . . . . . 24 Spawn of H’loov-pau . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 H’loov-pau as a Warlock Patron . . . . . . . . . . . . . . . . 27 H’loov-pau Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . 27 H’loov-pau Body Effect . . . . . . . . . . . . . . . . . . . . . . . . 28 Pound of Flesh Golem . . . . . . . . . . . . . . . . . . . . . . . . . 28 Viroptera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Metamorphic Changes in Host . . . . . . . . . . . . . . . . . 32 Swarm of Viroptera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Chiropterran . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Lunapoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Ríastrad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 A Ríastrad’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Mouldering Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Vine Brute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Bog Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Akartiwara . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Glowforge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Quartz Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Zirconian Miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Asteroid Eater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Swarm of Liskitl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Neartian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Plurodin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Plurodin Potion table . . . . . . . . . . . . . . . . . . . . . . . . . 54 Wild Magic table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Damage Type table . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 A Plurodin’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Titanic Walking Fish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Finasheck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Judicestial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Ysezaror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Katraloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Keratotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 False Herald . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Waeknan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Qi’sharahd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Psionic Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Tungekrave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Gosflorai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Leaping Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Underkin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Underking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Ghastmob . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Amalgam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Fandexter’s Fragmenting Kobold Swarm . . . . . . . . . . . . . 89 Splayke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Merrow Trenchmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Merrow Trench-city . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Merroscori . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Aquan Dreadnaught . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Farveaeder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Amodo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Hagloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Hagloth Larva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Hagloth Nymph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Shaurikan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Forgefolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 A Forgefolk’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Lava Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Elemental of Thea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Armageddon Herald . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Doliglop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 A Doliglop’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Scaeurgus Stitcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Globnotter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Globnotter Size table . . . . . . . . . . . . . . . . . . . . . . . . . 116


5 Eldritch God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Skull Collector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 Syzel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 Dwarf Eater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 Purgatorial Overseer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Hivemaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Swarm of Amberized Bees . . . . . . . . . . . . . . . . . . . . . . . . 130 Apiarum Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Wasp Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Vespidian Queen Mother . . . . . . . . . . . . . . . . . . . . . . . . . 133 Corrupted Titan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Deep Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Agglomerate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Protean Colony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Xerelliun, King of Waves . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Celerium, Queen of Tides . . . . . . . . . . . . . . . . . . . . . . . . . 143 Braittak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Frynoceros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Pyroderm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Elder Smeltling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 An Elder Smeltling’s Lair . . . . . . . . . . . . . . . . . . . . . 148 Vollgon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 Ighound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Stained Glass Chromera . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Forest Defender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Swarm of the Forgotten . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Cursed Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Cursed Mask Amalgamation . . . . . . . . . . . . . . . . . . . . . . 161 Grove Warden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 A Grove Warden’s Lair . . . . . . . . . . . . . . . . . . . . . . . 162 Kyjam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Swarm of Kyjam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Magic Drain table . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Motzetzeloani Coatl (Wing-Beater Serpent) . . . . . . . . . 169 Crotalix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Doranati . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Neulta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Kehppy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Trinket Shade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Loom Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 Trinket Grafter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181 Bloodburn Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183 Al’ayl Alnaar (Fire Stag) . . . . . . . . . . . . . . . . . . . . . . . . . . 184 Firebrand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 Scornazzor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187 Maleano Lizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Wasteland Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 Infant Adsicor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Adsicor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 An Adsicor’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Random Level 1 Creatures . . . . . . . . . . . . . . . . . . . . 194 Loch Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Chirparacnar (Bat-Spider) . . . . . . . . . . . . . . . . . . . . . . . . 199 Spider Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Unconsecrated Archon . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Etahd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203 Paingolin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 Tzunga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206 Crystic Host . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Murder-Tongue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Soulsucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Bog Specter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Smoke Elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 Waking Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 Micenta Blight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 Nexleesia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 Thugulth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 A Thugulth’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 The Old Man of the Forest . . . . . . . . . . . . . . . . . . . . . . . . 223 The Old Man of the Forest’s Lair . . . . . . . . . . . . . . . 224 Neshuhk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 The Lover’s Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 A Wilted Oracle’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Wilted Oracle Magical Surge table . . . . . . . . . . . . . 230 Wilted Oracle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 Shoonyata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 A Shoonyata’s Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Night Shrieker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Vhengir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 Umudlikufa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Undead Type table . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Subsequent Arrival table . . . . . . . . . . . . . . . . . . . . . . 239 Dismembered Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241 Lykkihale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243 Shirava . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244 Silvatica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Gevaleer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Appendix: Creature Lists . . . . . . . . . . . . . . . . . . . . . . . . . 249 Arctic Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Coastal Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Desert Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Forest Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250 Grassland Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . 250 Hill Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Mountain Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Subterranean Creatures . . . . . . . . . . . . . . . . . . . . . . . 251 Swamp Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Underwater Creatures . . . . . . . . . . . . . . . . . . . . . . . . 252 Urban Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Creatures by Type . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Creatures by Challenge Rating . . . . . . . . . . . . . . . . . 255 Creator Bios/Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Kickstarter Backers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Other Products You Might Enjoy . . . . . . . . . . . . . . . . . . 261


6 Foreword Greetings fellow creatures! We love playing RPGs because they offer an escape from the mundane. One of the biggest components of our enjoyment is getting the chance to encounter and interact with incredible creatures. Learning about what makes a creature tick—whether we’re engaged in combat with it or negotiating a price for goods—stimulates our brains and keeps us interested in the game and the world we create through our story-telling. Creatures with their own motivations tend to be the most compelling. That’s why I believe taking the approach we did with this book was so enjoyable, not only for the artists, but for the writers as well. To look at a piece of art and wonder: what is this creature? What are its goals, its desires? That’s what can really spark a writer’s imagination. We endeavored Art by Gavrosh Stevenson to create creatures that would ignite a GM’s imagination as well—creatures with rich histories and goals that beg to be included in your game. In the end, the goal is to have fun. I know we did in creating this book, regardless of the long hours spent. If we, in turn, provide fun for you and your players, so much the better! Thank you for your support of Incredible Creatures! –Alan Tucker, Project Lead


7 Introduction F rom the moment this concept entered my brain, I’ve been excited about it. Artists are usually commissioned to bring someone else’s vision to life, taking instruction and guidance from a writer who has created a monster for their adventure or campaign. But now the tables are turned! I asked a number of artists to go wild and bring their own imaginations to life with some amazing creations. Then, a host of writers were tasked with fashioning monster stories and statistics based on those images. The pages of this book are the result. Inside, you’ll find over 130 monsters to use in your fifth edition role playing games. Creatures of all shapes, sizes, and power levels await the spark of your imagination to find a place to inhabit your world. Foes and potential friends alike abound to challenge and delight your players for countless sessions. I hope you enjoy the talent and creativity that made this book possible. I know the design and editorial teams are immensely proud of what we’ve accomplished in bringing this to you. How to Use This Book Each piece of creature artwork has multiple monster stat blocks and lore attached to it. In most cases, a version of the monster has been created by the writers for each “tier” of play, following these guidelines: Challenge Ratings by Tier Tier Challenge Rating Range 1 0–4 2 5–10 3 11–16 4 17+ Heroic Actions & Traits Some of the creatures in this book have additional actions or traits we’ve labeled “heroic.” These extra actions and traits are conditional in nature, meaning that a certain condition, or multiple conditions, must be met before they become available to the creature. With each, any required conditions are explained along with the action or trait. Other Features The appendices in the back of the book have listings of the creatures broken down by terrain, type, and challenge rating. So, if you’re looking for a particular level of power to pit against your party, or they are traveling through a certain kind of terrain, you can quickly locate an appropriate creature for them to encounter. Each original creature artwork is presented as a full page by itself, then followed by its inspired monster lore and stat blocks in order of challenge rating. You can also find more information about the artists and writers at the end of the book and discover more work by your favorite creators! So please, sit back and page through a world of Incredible Creatures! Art by PK Thorne


8 Artist: Comettant Writers: Nathan Doyle, T. A. Gray, Tyson VanOverhill, Justyn Johnston


9 Living Hallucination Small fey, chaotic evil Armor Class 9 Hit Points 14 (4d6) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 9 (–1) 11 (+0) 12 (+1) 15 (+2) 7 (–2) Skills Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses truesight 60 ft., passive Perception 12 Languages Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 Invisibility. The hallucination is invisible to creatures that aren’t poisoned. Actions Multiattack. The hallucination makes one bite attack and one claw attack. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the hallucination’s next turn. Living Hallucination by Nathan Doyle These terrifying creatures native to the fey realm are known for being an amalgamation of motley colors, but only if you can even see them. Typically only visible to creatures that are hallucinating or have some kind of toxin in their system, descriptions are often contradictory. Supposedly ranging from greens and purples to oranges and blues, no two are ever said to be the same. These creatures stalk their prey in the large fungal fields of the fey realm and sometimes make their way into the underworld and beyond. The creatures are carnivorous and prefer the flesh of sentient creatures, hunting mortals who wander too close to their domain. Fact or Fiction. Many don’t believe that these creatures even exist, as those who claim to see them are usually shaking off the effects of imbibed toxins or hallucinogenic spores. The claimed connection between these hallucinations and disappearances are often dismissed. Surely folks aren’t being eaten by a colorful monster only they can see, right? They Come From Nowhere. Some who claim to have survived these encounters claim they couldn’t even see the creatures until after their claws were rending their flesh. Others even claim to have been attacked while stone sober, and only once the attack began did they feel the toxic effects.


10 Caustic Shambler Large monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 9 (–1) 17 (+3) 3 (–4) 11 (+0) 4 (–3) Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 7 (2,900 XP) Proficiency Bonus +3 Regeneration. The caustic shambler’s acidic blood cauterizes its wounds, allowing it to rapidly heal during combat. At the start of each turn, the caustic shambler regains 3 (1d6) hit points. Pressurized Blood. The acidic blood erupts from the shambler any time it is wounded. When the shambler is successfully hit with a physical weapon attack, acidic blood sprays in a 15 foot cone in the direction the attack came from. All creatures in the cone must make a DC 15 Dexterity saving throw, taking 3 (1d6) acid damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The shambler makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Acid Spray (Recharge 6). The caustic shambler sprays acid in a straight line that is 30 feet long and 5 feet wide. All creatures in that line must make DC 15 Dexterity saving throw, taking 11 (3d6) acid damage on a failed save, or half as much damage on a successful one. Caustic Shambler by T. A. Gray A caustic shambler is a bulbous, hulking monstrosity that makes its home deep below ground. This slow-moving beast is acidic to its core, with caustic liquid dripping from its enormous maw. Even the caustic shambler’s blood is acidic, often resulting in severe burns to any creature that attacks it. The caustic shambler’s skin is thick and rubbery, with splotches of purple and black stretched across its green mass. The acid that oozes from the shambler makes it a difficult creature to overlook. A caustic shambler leaves trails of acid-scarred ground in its wake, and the hissing sound of acid making contact with rock is usually audible from a distance. The caustic shambler earns its name from its stilted, uneven gait. Due to its form and the overabundance of acid within its body, the shambler weaves awkwardly as it walks, often relying on its claws or the spikes protruding from its shoulders to avoid falling over. This unusual gait does not prevent it from traveling at high speed when it senses prey. Bursting at the Seams. The caustic shambler resembles an overstuffed sausage, with massive amounts of acidic blood causing the creature’s skin to bulge and strain as it moves. When injured, the pressure of the acidic blood bursts from the injured part of the shambler’s body, spraying the aggressor and anyone around them. Indiscriminate Feeder. Shamblers have a ravenous appetite, which leads them to constantly roam the tunnels and caves beneath the earth for food. No meal is too small, and no prey has been dead too long. The shambler will also relentlessly pursue their prey with a single-minded obsession.


11 Bakumu Large monstrosity, chaotic evil Armor Class 17 (natural armor) Hit Points 150 (20d10 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 16 (+3) 18 (+4) 22 (+6) Saving Throws Wis +8, Cha +10 Skills Stealth +5 Condition Immunities sleep Senses darkvision 120 ft., passive Perception 14 Languages Celestial, Common Challenge 11 (7,200 XP) Proficiency Bonus +4 Devour Fear. The bakumu has advantage on attacks against frightened creatures. Innate Spellcasting. The bakumu’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: invisibility (self only) 2/day each: enlarge/reduce, plane shift (self only), sleep 1/day: weird Magic Resistance. The bakumu has advantage on saving throws against spells and other magical effects. Bakumu by Tyson VanOverhill Bakumu were once known as gentle creatures of the Upper Planes that fed on the nightmares of those on the Material Plane. Most found their presence a blessing, freeing them from the terrors of the night, but the bakumu grew curious about the cosmos and migrated from their ancestral homes to the Transitive Planes. There, the bakumu changed. Their hunger for nightmares warped beyond what mortals could provide normally. Now the bakumu create terrible nightmares in their prey to devour. The terrors are more than many mortals can handle and can lead to madness or even death. Cloak of Terror. Bakumu are able to reach into the minds of their foes and draw out their greatest fears. Wrapping themselves in those fears, their foes offer up a delicious feast of terror. Dream Invasion. The bakumu enter the dreams of their targets, first to understand the target’s hopes and fears. Once they understand the target, they turn their dreams into destructive nightmares. Invisible Stalker. While insatiable, the bakumu are patient hunters. Once settled on their prey, they stalk them, learning their habits, and finding the perfect time to strike. The more powerful the target, the more potent the fears they can consume. Actions Multiattack. The bakumu makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Frightened creatures take an additional 8 (2d8) psychic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. Nightmare Harvest. The bakumu touches a sleeping creature, creating disturbing dreams. The creature must succeed on a DC 16 Wisdom saving throw. On a failure, the target gains no benefit from rest. Upon waking, the target takes 5 (1d10) psychic damage for each hour the bakumu was able to maintain contact. The bakumu can remain invisible while using this ability. Reactions Spook. When being targeted by an adjacent foe, the bakumu can momentarily morph into a creature of the foe’s greatest terror. The target must succeed on a DC 16 Wisdom saving throw or take 9 (2d8) psychic damage and be frightened of the bakumu until the end of their next turn.


12 Plutarch by Justyn Johnston This denizen of the depths of existence has been lurking in darkness since the beginning of time. It is said that the plutarch was cursed, and then outcast, by the devil himself. Over eons, this creature has not only evolved but has become the embodiment of evolution itself. Able to assume multiple forms, this gargantuan mass has been able to keep its own legend of fear alive just by the sheer fact that few have seen more than just one of its endless physical forms. The plutarch’s natural form is still something of a mystery as even it cannot remember its original shape. All that is certain is that this monstrosity can assume the likeness of just about any creature, or a grotesque assortment of limbs, eyes, and mouths that it chooses. Be it running on its massive legs or climbing with its ill-formed, yet powerful upper appendages, the plutarch is a quick and agile opponent, especially for being such a massive creature. Those unlucky enough to stumble into the lair of the plutarch are unlikely to return. Mercurial Body. The plutarch is constantly changing its form much in the way that one changes their clothes. Able to take the shape of both land and sea creatures, the plutarch can draw in prey and lull it into a false sense of security before delivering the fatal blow. Aerial Expert. When needed, the plutarch is able to forcibly thrust rope-like appendages from its upper body to penetrate into solid rock if need be, and then quickly lift itself into the air before launching an aerial attack.


13 Plutarch Gargantuan monstrosity, chaotic evil Armor Class 17 Hit Points 330 (20d20 + 120) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 23 (+6) 15 (+2) 21 (+5) 17 (+3) Saving Throws Str +13, Dex +6, Con +12, Wis +11 Skills Athletics +13, Perception +11, Survival +11 Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 21 Languages Common, Deep Speech Challenge 19 (22,000 XP) Proficiency Bonus +6 Flyby. The plutarch doesn’t provoke attacks of opportunity when it moves out of an enemy’s reach using its projectile appendages ability. Legendary Resistance (3/Day). If the plutarch fails a saving throw, it can choose to succeed instead. Magic Resistance. The plutarch has advantage on saving throws against spells and other magical effects. Projectile Appendages. The plutarch can use its bonus action to fire its two rope-like appendages from its torso up to 30 feet into the air and into any structure made of wood, stone, rock, or earth. The appendages can support the weight of the plutarch provided the structure itself can bear the weight. The plutarch can then lift itself up to 30 feet using the appendages. It does not expend any of its movement when doing this. Siege Monster. The plutarch deals double damage to objects and structures. Actions Multiattack. The plutarch makes four attacks: one with its bite and three slam attacks. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or take 28 (8d6) poison damage and be poisoned for 1 hour. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. Modified Monster. The plutarch magically transforms its body into that of another creature. All of the plutarch’s game statistics and abilities, including its size, remain unchanged, but if its new form has anatomy that allows it to fly or swim, the plutarch gains the appropriate movement speed of 40 feet. If the new form has a means of attack that the plutarch doesn’t have (such as a breath weapon or stinger), it can use that method of attack in place of one of its own natural attacks. The damage output is exactly the same as the plutarch’s replaced attack but the damage type dealt is appropriate for the new method of attack. Legendary Actions The plutarch 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 plutarch regains spent legendary actions at the start of its turn. Acid Breath. The plutarch spews acid in a 10-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. Gain. The plutarch gains an extra bonus action to use this turn. Move. The plutarch moves up to half its speed.


14 Artist: Davide Molino Writers: Adam Hancock, Jeff C. Stevens, Matthew Moynihan, Nathan Doyle


15 Grasper by Adam Hancock As soon as the sun goes down, graspers from dark caves and petrified or blighted forests on silent leathery wings flit. They prey mostly on beasts but prefer people when they can get them. Their preference for humanoids is due to the fact that they make a meal not of flesh or blood, but memories. A grasper resembles a horned mass of flesh from which sprouts two small wings. Their mouth doesn’t take in food, so it has been reduced to a small circular opening from which the grasper emits its high-pitched shriek, sounding like a distressed animal. At its lower extremity, its body ends with what resembles a clawed hand, good for hanging from a branch while the grasper sleeps upside down throughout the day. The oversized appendage protruding from its belly is the dangerous end. The grasper uses the three long talons of this arm to grasp the head of its prey while it injects a hollow tube into the victim’s brain. Once this happens, the feeding begins. A grasper ingests memories the way a mosquito might feed on blood. A single grasper is a threat, and a group of them can be lethal. Even if the victim fends them off, they might have no recollection of how they came to wander into the grasper’s territory. With their memories slowly siphoned away one day at a time, a person lost on grasper feeding grounds can become disoriented and confused. Given enough time they may lose all sense of identity, at which time their blasted mind no longer tempts the graspers. Echolocation. A grasper’s yellow eyes can’t see more than a few feet in front of it. Instead, while flying the grasper uses echolocation to navigate the skies and find its next meal. Memory Drain. Explorers warn that if you begin to “lose time,” you may have fallen prey to a colony of graspers. They consume your most recent memories, which provides the psychic nourishment their little bodies need while also leaving their prey confused or curious until the next feeding time. Grasper Tiny monstrosity, unaligned Armor Class 13 Hit Points 7 (3d4) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 5 (−3) 16 (+3) 11 (+0) 6 (−2) 12 (+1) 4 (−3) Saving Throws Int +0 Skills Acrobatics +5 Damage Resistances psychic Condition Immunities charmed, incapacitated, stunned, unconscious Senses blindsight 60 ft., passive Perception 11 Languages telepathy 30 ft. (other graspers only) Challenge 1/4 (50 XP) Proficiency Bonus +2 Echolocation. The grasper can’t use its blindsight while deafened. Keen Hearing. The grasper has advantage on Wisdom (Perception) checks that rely on hearing. Actions Memory Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the grasper attaches to the target with its clawed appendage. While attached, at the start of each of the grasper’s turns, the target takes 6 (2d4 + 1) psychic damage. For every 10 hit points it drains, the grasper also steals the target’s memory of the last hour, then the hour before that with the next 10, and so on. The grasper can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the grasper.


16 Corpse Maker by Jeff C. Stevens Their exact origin is unknown, and though many believe corpse makers to be a unique breed of vampire, they are incorrect. These creatures are often found in damp caves or muddy burrows, living in a colony of six or more, with one corpse maker acting as the queen of the hive. Their lair entrances are riddled with the shriveled carcasses of their exsanguinated prey. Corpse makers are born genderless and gain a gender later as needed by the hive. They reproduce like reptiles and lay soft-shelled, leathery eggs in muddy wallows or fetid pools of stagnant water. Though mainly emotionless, corpse makers protect their nests with both ferocity and cunning. One may drive the prey toward the hive, or act as a decoy, enticing heroes into a lair where the other hive members wait. Because of their resilience, pirates and bandits have used these creatures to protect the entrances of their hideouts, tethering one or two just inside. A starving corpse maker is not a creature someone wants to stumble upon, as they become stronger the closer they come to death. Hibernation. A corpse maker can go years without food, though it falls into a state of hibernation when it begins to starve. While hibernating, the corpse maker can still hear and smell. Life Thief. The corpse maker pulls the life from its victim using a needle attached to a long talon. It feeds this way, replenishing any health it may have lost while trying to grapple its prey. Soothing Song. Corpse makers speak to each other using clicks and hums which resonate from their cranium. Using this same ability, the creature produces a hypnotic melody that can put its prey at a disadvantage. Corpse Maker Large aberration, neutral evil Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 12 (+1) Saving Throws Str +6, Con +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 11 Languages Corpse Maker Challenge 6 (2,300 XP) Proficiency Bonus +3 False Appearance (Heroic Trait). A corpse maker gains the ability to blend with its surroundings if it has fewer than half of its maximum hit points. While it remains motionless, it is indistinguishable from its surroundings. Ferocious. A corpse maker has advantage on attack rolls if it falls below half of its hit point maximum. Hibernation. The corpse maker can live 2 years without feeding—hibernating but aware of its surroundings. While hibernating, the corpse maker has only 1 hit point. Keen Hearing and Smell. The corpse maker has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. The corpse maker has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the corpse maker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Needle Talon. Melee Weapon Attack: +6 to hit, reach 15 ft., one Large or smaller creature. Hit: 10 (2d6 + 3) piercing damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the corpse maker can’t grapple another target. While grappled, at the start of each of the target’s turns, the target takes 17 (4d6 + 3) necrotic damage. The corpse maker regains hit points equal to one half the necrotic damage dealt. Death Melody (Recharge 6). A soothing, hypnotic melody radiates from the corpse maker. All creatures within 60 feet of the corpse maker and who can hear it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the corpse maker’s next turn. If a creature’s saving throw is successful, it is immune to the death melody for the next 24 hours.


17 Obyrinth Familiar by Matthew Moynihan Obyrinth familiars are servants of powerful demons, created through a ritual in which the demon cuts off part of itself and cultivates the discarded flesh in a pool of blood and ichor. After 24 hours, it rises as an obyrinth familiar ready to serve its creator. A demon can have a varying number of active familiars depending on how powerful it is. The obyrinth familiar’s main function is to be a spy or infiltrator, gaining information and insight by taking over hosts selected by their creator. The fiend’s piercing claw can latch onto a humanoid’s spinal column, dominating its prey and creating a demonic thrall. These creatures are particularly dangerous in cold regions and in cultures where headwear is the norm. Once discovered, obyrinth familiars are difficult to remove and harder still to kill, and where one finds purchase in a mortal, more are likely to follow. Pulsating Confusion. Creatures near an obyrinth familiar or a dominated host experience forgetfulness and disorientation. This pervasive distraction serves to hide changes in behavior, wardrobe, or demeanor of the host and helps keep prying eyes from discovering the possession. Skulking Nightmares. Obyrinth familiars often attach themselves while a host sleeps, so by morning they have achieved domination without notice. If a familiar is discovered in the act of attaching to a host, it flees when outmatched or outnumbered. Obyrinth Familiar Tiny fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 117 (18d4 + 72) Speed 20 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 18 (+4) 8 (–1) 14 (+2) 15 (+2) Saving Throws Dex +9, Con +8, Cha +6 Damage Resistances fire, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft. Languages understands Abyssal but can’t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 Mind Miring Aura. Any other creature that starts its turn within 30 feet of the familiar must succeed on a DC 16 Wisdom saving throw or be forced to move half its movement in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. A target that succeeds the saving throw is immune to the aura of all obyrinth familiars for 24 hours. Magic Resistance. The familiar has advantage on saving throws against spells and other magical effects. Actions Multiattack. The familiar makes three attacks: two with its stinger and one with its acid spit. Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage Acid Spit. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 11 (2d6 + 4) acid damage. Skullpiercer (Recharge 6). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage. The target must make a DC 16 Charisma saving throw, taking 56 (16d6) psychic damage on a failure, or half as much on a success. If this effect reduces a creature’s hit points to 0, it instead falls to 1 hit point and is dominated by the familiar. The creature remains under the domination effect of the familiar until it is removed or slain, at which time the target creature is incapacitated for 24 hours or until they are affected by the greater restoration spell or similar magic.


18 Impaler Demon by Nathan Doyle Of all the demons that plague the realms, one of the most grotesque is known as the impaler. Some assume it to be an aberrant creature, and while its appearance is quite alien, its demeanor is not. The impaler demon is sadistic and cruel, and will not hesitate to torment and torture its victims. Making use of outcroppings and cliff faces whenever it can, the impaler demon prefers to get the drop on its prey. It hopes to catch them unaware so it can open a conflict with its harmful gaze or its corrosive breath and quickly subdue its victims. Corrosive Spray. The impaler demon is capable of extruding a highly caustic vapor from its salivary glands. This substance is known to corrode nearly anything, and if the demon is slain, the harvested glands are quite valuable. Telepathic Torture. The impaler is telepathic, but it only uses this ability with those it considers equals. While fighting it usually only uses it to laugh in the minds of its adversaries. Abnormal Appendages. The impaler’s arms are little more than bony clubs it swings to beat targets to death. Its feet are different from one another, with one ending in gnarled claws that it uses to cling to surfaces. The other is multijointed and contains a spiked dewclaw that gives the demon its name. The bony toes wrap around its victim so it cannot escape while the claw violently penetrates the creature.


19 Impaler Demon Huge fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 250 (20d12 + 120) Speed 5 ft., climb 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 28 (+9) 11 (+0) 22 (+6) 12 (+1) 16 (+3) 12 (+1) Saving Throws Con +12, Int +7, Wis +9, Cha +7 Skills Perception +9, Stealth +6 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Magic Resistance. The impaler has advantage on saving throws against spells and other magical effects. Magic Weapons. The impaler’s attacks are magical. Powerful Wings. Any creature of Large size or smaller that is within 5 feet of the impaler as it is flying must succeed on a DC 20 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Actions Multiattack. The impaler makes two attacks, only one of which can be its impaling grab action. Impaling Grab. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) piercing damage, and the target is grappled (escape DC 20) and pulled to within 5 feet of the impaler. Until this grapple ends, the target is restrained, the impaler has advantage on attack rolls against it, and the impaler can’t grab another target. Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage. Caustic Gas. The impaler exhales acidic gas in a 15-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 30 (6d6 + 9) acid damage on a failed save, or half as much damage on a successful one. Baleful Stare (Recharge 6). Each creature of the impaler’s choice that is within 60 feet of the impaler and can see it must succeed on a DC 20 Charisma saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the impaler’s stare for the next 24 hours. Variant: Demon Summoning Some demons have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. An impaler has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, or 1d2 mariliths. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


20 Artist: Vall Syrene Writers: Chad M. Lensch, Aaryan Balu, Nathan Doyle, Alan Tucker


21 Trimaw by Chad M. Lensch The origin of the trimaw is still uncertain. Some suspect they are aliens from a different world, while others believe they formed from the drops of blood of a powerful demon god. Those that study the magical arts hypothesize they are the result of a depraved arcane experiment. Trimaw can be found in any environment, but especially near swamps, jungles, and damp underground tunnels and caverns. Despite their small size, the trimaw’s powerful body allows them to spring towards their prey and latch onto them with a vicious bite. Three powerful jaws are lined with teeth designed to pierce the skin and allow it to suck blood from its victim. Mobile Threats. Trimaw prefer jumping from a position of surprise to attack a target. Their uncanny leaps also alow them to shift their focus to another creature, or to flee when severely injured. These sudden movements can be quite disorienting, which the trimaw uses to its deadly advantage. Active Metabolism. Trimaw heal quickly due to their active metabolism, and enjoy an impervious immunity to all kinds of poison and necromancy. When attached to their victim and sucking their blood, it is possible to actually observe their wounds repair. Natural Killers. Trimaw are always hungry, which drives every decision they make. They prefer to attack those that take the least amount of effort, but groups of these creatures are not afraid to take on even the most dangerous beast. Their saliva secretes substances that thin the blood and allow for easy ingestion. Even when detached, a victim may still bleed to death due to the trimaw’s bloodthinner. Trimaw Small aberration, chaotic evil Armor Class 12 (natural armor) Hit Points 59 (7d6 + 35) Speed 25 ft., 25 ft. swim STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 2 (–4) 12 (+1) 2 (–4) Damage Immunities necrotic, poison Condition Immunities blinded, charmed, deafened, poisoned Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Blood Frenzy. The trimaw has advantage on melee attacks against any creature that doesn’t have all its hit points. Extraordinary Leap. The trimaw can jump a distance equal to twice its speed. Hold Breath. The trimaw can hold its breath for up to 30 minutes. Actions Leeching Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 12). The trimaw cannot bite another target until this grapple ends. The grappled creature is injected with a bloodthinnner. At the start of its turn the creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6) necrotic damage. If the grapple is broken, the creature must succeed on a DC 13 Constitution saving throw at the start of each of its turns or take 3 (1d6) necrotic damage, ending the effect on a success. Parasitic Drain. The trimaw siphons blood from a creature it is grappling. The grappled creature must succeed on a DC 13 Constitution saving throw, or take 9 (2d8) necrotic damage. The trimaw regains hit points equal to half that amount, up to its hit point maximum.


22 Slithering Maw by Aaryan Balu Spawned from the darkest depths of the unknown, the slithering maw is an aberration that knows only hunger. Capable of consuming any creature in its path, the slithering maw relies on its silent passage to ensnare enemies and consume them, regaining strength in the process. A few intrepid explorers have tried to tame the massive creature, but none have managed full control. Some of the more skilled and daring have learned to ride atop the beast’s back. Even then, the slithering maw tries to eat a rider if Slithering Maw Huge aberration, chaotic evil Armor Class 15 (natural armor) Hit Points 175 (14d12 + 84) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 22 (+6) 2 (–4) 15 (+2) 6 (–2) Skills Stealth +5 Saving Throws Str +7, Con +9 Damage Immunities acid, poison Condition Immunities blinded, deafened, poisoned, prone Senses tremorsense 120 ft., passive Perception 12 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 Oozing Flesh. When the slithering maw takes damage from a melee attack, each creature within 5 feet of the maw takes 5 (1d10) acid damage. Corpses. When first encountered, a slithering maw contains 4 (1d4 + 2) humanoid corpses. Corpses inside the slithering maw have total cover against attacks and other effects outside the maw. If the slithering maw dies, any corpses within it can be pulled free. While it has at least one corpse in its body, the slithering maw can use a bonus action to do one of the following: • The slithering maw digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any inedible equipment on the corpse is expelled into an unoccupied space within 5 feet of the slithering maw. • The slithering maw animates one corpse in its body, turning it into a zombie or skeleton. The zombie or skeleton appears in an unoccupied space within 5 feet of they are large enough to be considered a meal. Acidic Form. The digestive juices of the slithering maw are immensely powerful and burst from every pore on its body. When a creature slices or pierces the maw, it scarcely feels the pain. However the aggressor is often slathered in thick, corrosive acid. Undead Spawn. A slithering maw stores corpses inside its body for later consumption, often looking so stretched it will burst. The slithering maw can expel the remains of its victims through its skin, turning them into horrid, undead servants. Like the maw, these zombies and skeletons are mindless killers who seek only the destruction of anything in their path. the slithering maw and acts immediately after it in the initiative order. The zombie or skeleton acts as an ally of the slithering maw but isn’t under its control. Actions Multiattack. The slithering maw makes two flail attacks. If a creature is prone and within 10 feet of the slithering maw, the slithering maw can replace one flail attack with a bite attack. Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the maw, and takes 11 (3d6) acid damage at the start of each of the maw’s turns. When the slithering maw moves, the swallowed creature moves with it. The slithering maw can swallow up to two creatures at a time. If the slithering maw takes 20 damage or more on a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the slithering maw. If the slithering maw dies, a swallowed creature is no longer restrained and can escape using 10 feet of movement, exiting prone.


23 Zombie Wurm Gargantuan undead, neutral evil Armor Class 16 (natural armor) Hit Points 247 (15d20 + 90) Speed 40 ft., burrow 20 ft. STR DEX CON INT WIS CHA 28 (+9) 7 (–2) 22 (+6) 1 (–5) 8 (–1) 4 (–3) Saving Throws Con +11, Wis +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned, prone Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages — Challenge 14 (11,500 XP) Proficiency Bonus +5 Tunneler. The zombie wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The zombie wurm makes two bite attacks. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the zombie wurm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the zombie wurm, and it takes 14 (4d6) acid damage at the start of each of the zombie wurm’s turns. If the zombie wurm takes 30 damage or more on a single turn from a creature inside it, the zombie wurm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zombie wurm. If the zombie wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. The target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, the zombie wurm can’t constrict another target, and the grappled creature takes 17 (3d10) bludgeoning damage at the start of its turn. Zombie Wurm by Nathan Doyle Wurms are terrifying enough: long, flightless, and nearserpentine draconids that occasionally slither from their nest to threaten nearby settlements. But clearly, one deranged necromancer dared ask the question: could I make one into a zombie? The zombie wurm is either proof of success, or evidence of some unholy magic gone wrong. Subterranean Stalkers. While not all living wurms are burrowing tunnelers, every known zombie wurm has been. Does this indicate that the zombies have been all made from burrowing wurms, or that becoming a zombie confers this ability to the undead wurm? No one knows for certain, but if you feel the ground begin to shake, be it earthquake or zombie wurm, you should make peace with whatever gods you follow. Insatiable Appetite. While an ordinary zombie has a penchant for the consumption of humanoid brain matter, a zombie wurm will consume a creature whole to obtain its life essence. Creatures as large as ogres and horses have been seen swallowed up by a single gnash of horrid teeth. Crushing Constriction. Like a serpent, the zombie wurm can wrap itself around a creature and literally crush it to oblivion. It does this to creatures too large to swallow whole, or when there are simply too many creatures to eat at once.


24 H’loov-pau, the Ever-Changing Size varies*, aberration, chaotic neutral Armor Class varies* (natural armor) Hit Points 369 (18d20 + 180) Speed varies* STR DEX CON INT WIS CHA 20 (+5) 30 (+10) 30 (+10) 19 (+4) 23 (+6) 26 (+8) Saving Throws Dex +18, Con +18, Int +12, Wis +14 Skills Perception +14, Stealth +18 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned Senses truesight 120 ft., passive Perception 24 Languages none, H’loov-pau communicates through images and emotions, telepathy 120 ft. Challenge 25 (75,000 XP) Proficiency Bonus +8 Immutable Form. H’loov-pau is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If H’loov-pau fails a saving throw, it can choose to succeed instead. Magic Resistance. H’loov-pau has advantage on saving throws against spells and other magical effects. Mind Lash (Heroic Trait). If H’loov-pau suffers a negative effect from a spell, the caster must succeed on a DC 21 Intelligence saving throw or take 11 (2d6 + 4) psychic damage, or half as much damage on a successful one. Regeneration. H’loov-pau regains 20 hit points at the start of its turn. If H’loov-pau takes psychic damage, this trait doesn’t function at the start of H’loov-pau’s next turn. H’loov-pau only dies if it starts its turn with 0 hit points and doesn’t regenerate. Toxic Splash. When H’loov-pau takes damage from a physical attack, melee or ranged, caustic fluid splashes from the wound. Every creature within 5 feet takes 7 (2d6) acid damage. Variable Size. H’loov-pau changes size randomly during an encounter. Its density increases the smaller it is, resulting in higher AC; its resulting speed, however, is slower and its reach shorter. If a creature is displaced when H’loov-pau increases in size, they are moved to an H’loov-pau, the Ever-Changing by Alan Tucker The origin of H’loov-pau, the Ever-Changing, is shrouded in ancient myths drawn from nearly every culture across the planes. Possibly as old as time itself, H’loov-pau is best described as a primal force. Some sages have even suggested a hypothetical fifth Elemental Plane of Flesh as a home for this entity. While the idea sounds preposterous, a growing number of scholars admit it explains the birthplace of shapechanging creatures like doppelgangers and mimics. Regardless, H’loov-pau is the subject of worship by some doppelgangers, leading many to believe the creature possesses an alien intelligence beyond what seems to be an otherwise mindless existence. Recently in some realms, small sects of H’loov-pau worshipers have begun spreading their own brands of chaos. Some even claim to receive power and boons from H’loovpau, though these claims are largely unsubstantiated. (See H’loov-pau as a Warlock Patron) Always in Motion. Those who have encountered H’loovpau or its spawn and lived to tell the tale describe a creature who is never still. Its form is constantly in flux, creating limbs, mouths, and other protrusions seemingly at random, although it is imminently capable of using its chaotic appendages to defend itself. Size is Just a Number. In addition to its form being in perpetual change, even its size is mutable. H’loov-pau can morph from the size of a child to filling a grand room in the blink of an eye. Terrible Toxicity. The very essence of H’loov-pau is toxic to other forms of life. Caustic and poisonous liquids seep from its flesh in a constant, lethal barrage. A claw slash or bite can have both immediate and lasting detrimental effects on even the most stout adversaries. More of the Same. H’loov-pau, whether by design or accident, creates smaller versions of itself randomly or in the process of defending itself. These separate incarnations are as chaotic as their parent and act independently, however, they are attracted to movement and the intense activity of combat.


25 appropriate space next to H’loov-pau and must succeed on a DC 15 Strength or Dexterity saving throw (player’s choice) or be knocked prone. On initiative roll 20 each round, roll on the following table to determine its size and resulting attributes. d6 Size AC Speed Reach 1 Small 20 20 ft. 5 ft. 2 Medium 19 30 ft. 5 ft. 3 Large 18 40 ft. 10 ft. 4 Huge 17 50 ft. 15 ft. 5 Gargantuan 16 60 ft. 20 ft. 6 No change from previous turn Actions Multiattack. H’loov-pau makes 4 attacks: one with its bite and three with its claws. Bite. Melee Weapon Attack: +13 to hit, reach varies*, one target. Hit: 43 (6d10 + 5) piercing damage plus 10 (3d6) acid damage. In addition, the target must succeed on a DC 21 Constitution saving throw or become poisoned for 1 minute. If a target fails this saving throw 3 times during an encounter, roll on the table below to determine a longterm effect. This lasts until a greater restoration spell or similar magic is used to cure the effect. d4 Long-term effect 1 The creature can hardly utter a word. Any spells which require a verbal component are impossible to cast, and any checks made which involve verbal communication are made at disadvantage. 2 The creature is weakened and suffers tremors. The creatures Strength score is reduced by 4, and they make attacks and any ability checks which involve Strength or Dexterity with disadvantage. 3 Roll a d4. On a 1 the creature is blinded, on a 2 the creature is deafened, or on a 3 or 4 the creature is both blinded and deafened. 4 The creature believes healing magic is harmful in the extreme. They suffer an equivalent amount of psychic damage whenever they are the target of any magic that restores hit points. Claw. Melee Weapon Attack: +13 to hit, reach varies*, one target. Hit: 18 (3d8 + 5) slashing damage plus 7 (2d6) acid damage. Reactions Parry. H’loov-pau creates an additional appendage to block an incoming attack, adding 5 to its AC against one melee attack that would hit it. Heroic Actions Spawn. When H’loov-pau receives 30 points of damage or more from a single attack, it can use a bonus action to produce a spawn of H’loov-pau. The spawn appears in an empty space next to H’loov-pau and rolls initiative when created. (Stat block next page.) Legendary Actions H’loov-pau can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. H’loov-pau regains spent legendary actions at the start of its turn. Move. H’loov-pau moves up to its current movement speed. This movement does not provoke attacks of opportunity. Smack. A bony protrusion erupts from H’loov-pau and attacks a target within melee range. Melee Weapon Attack: +13 to hit, reach varies*, one target. Hit: 31 (4d12 + 5) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or be pushed back 10 feet and knocked prone. Shard Spray (Costs 2 Actions). H’loov-pau shudders and small shards of bone and caustic fluid shoot from its body in all directions. Every creature within 60 feet must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) piercing damage plus 7 (2d6) acid damage, taking half damage on a success.


26 When a spawn of H’loov-pau is created, it begins as a Small creature. If allowed to exist for 24 hours, it becomes H’loov-pau. Spawn of H’loov-pau Size varies*, monstrosity, chaotic neutral Armor Class varies* (natural armor) Hit Points 150 (12d10 + 84) Speed varies* STR DEX CON INT WIS CHA 17 (+3) 25 (+7) 25 (+7) 15 (+2) 18 (+4) 18 (+4) Saving Throws Dex +11, Con +11, Int +6, Wis +8 Skills Perception +8, Stealth +11 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned Senses truesight 60 ft., passive Perception 16 Languages none, the spawn of H’loov-pau communicates through images and emotions, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 Immutable Form. The spawn of H’loov-pau is immune to any spell or effect that would alter its form. Legendary Resistance (1/Day). If the spawn of H’loov-pau fails a saving throw, it can choose to succeed instead. Magic Resistance. The spawn of H’loov-pau has advantage on saving throws against spells and other magical effects. Toxic Splash. When the spawn of H’loov-pau takes damage from a physical attack, melee or ranged, caustic fluid splashes from the wound. Every creature within 5 feet takes 3 (1d6) acid damage. Variable Size. The spawn of H’loov-pau changes size randomly during an encounter. Its density increases the smaller it is, resulting in higher AC; its resulting speed, however, is slower. If a creature is displaced when the spawn of H’loov-pau increases in size, they are moved to an appropriate space next to the spawn of H’loov-pau and must succeed on a DC 12 Strength or Dexterity saving throw (player’s choice) or be knocked prone. On initiative roll 20 each round, roll on the following table to determine its size and resulting attributes. d4 Size AC Speed Reach 1 Small 16 20 ft. 5 ft. 2 Medium 15 30 ft. 5 ft. 3 Large 14 40 ft. 10 ft. 4 No change from previous turn Actions Multiattack. The spawn of H’loov-pau makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach varies*, one target. Hit: 19 (3d10 + 3) piercing damage plus 7 (2d6) acid damage. In addition, the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. Claw. Melee Weapon Attack: +7 to hit, reach varies*, one target. Hit: 12 (2d8 + 3) slashing damage plus 3 (1d6) acid damage. Reactions Parry. The spawn of H’loov-pau creates an additional appendage to block an incoming attack, adding 5 to its AC against one melee attack that would hit it.


27 H’loov-pau as a Warlock Patron This is an optional rule for players, if allowed by the GM. (Content warning: body dysmorphia) H’loov-pau You have made a pact with an entity that only knows change. It grants you certain powers, but their nature—and yours— are mutable. Does it know what it has given you? Can you even comprehend its motivations for doing so? Whatever the reasons, the results will affect the rest of your existence. Chaos is now your only constant in life. Whether you embrace the changes or fight them, your life will never cease to be interesting. Human warlock of H’loov-pau Art by Forrest Imel Expanded Spell List 1st-level H’loov-pau feature After each long rest, roll on the following table to determine what spell list you can choose your known spells from in addition to the warlock list. Any spell on that list is considered a warlock spell for you. As a result, your known spells will be different each day, unlike other warlocks. H’loov-pau Spell Lists d4 Spell List 1 Bard 2 Cleric 3 Druid 4 Wizard


28 Body Chaos 1st-level H’loov-pau feature You can choose or roll on the table below for an effect inflicted on your body upon entering your pact with H’loov-pau. Alternatively, you can roll for a new effect after each long rest, or pair them up with your spell list each day. H’loov-pau Body Effect d4 Effect 1 Eye Color. Your eye color vividly reflects your mood. This grants you advantage on Intimidation checks and imposes disadvantage on Deception checks where the subject of the check can see you. You can also choose either darkvision (60 ft.) or truesight (5 ft.). 2 Hair and Nail Growth. Your hair, fingernails, and toenails grow unnaturally rapidly. This gives you claws as a natural weapon, dealing 1d4 slashing damage on hit. You are proficient with them. You also gain a climbing speed of 15 ft. 3 Bony Protrusions. Nodules of bone grow in random places across your body. These offer you some additional protection and increase your AC by 1 when wearing light or no armor. 4 Skin Coloration. You develop random splotches of earthy colors all over your body. This serves as a rudimentary form of camouflage and you have advantage on Stealth checks when outdoors or in dim light. A Pound of Flesh 6th-level H’loov-pau feature Using parts from the corpse of a creature of at least Medium size, you can create a Small golem-like companion to fight for you and perform simple tasks. You can use a bonus action to command your golem and it will continue with that command until it is incapacitated or you instruct it differently. It does not need to eat or sleep. Each time you create one, you choose what type of attack it has (bite, claw, or slam). You can only have one golem at a time. If you create a new one while having one active, the first falls apart into lifeless mounds of flesh. At 10th level, add 2d4 to its attack damage. Pound of Flesh Golem Small construct, neutral Armor Class 10 + your Proficiency Bonus (natural armor) Hit Points 30 + 5 per character level beyond 6th Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 3 (–4) 8 (–1) 3 (–4) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Understands one language of its creator but cannot speak Challenge — Proficiency Bonus (equals your PB) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Actions (Choose 1) Bite. Melee Weapon Attack: +your PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claw. Melee Weapon Attack: +your PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Slam. Melee Weapon Attack: +your PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.


29 Malleable Flesh 10th-level H’loov-pau feature Your body becomes adaptable to most any condition. As a bonus action, you can make adjustments to your form to overcome environmental obstacles such as creating gills to breathe underwater or claws and extra limbs to enable climbing difficult surfaces. These modifications last up to 1 hour or until you choose to cancel them. Any changes which grant you a new type of movement, such as swimming or flying, do not allow you to move faster than your normal speed. You can make modifications to yourself a number of times equal to your Charisma modifier (minimum of 1) and these uses refresh after a long rest. Flesh is the Key 14th-level H’loov-pau feature You learn the stone to flesh spell (see below) and can cast it without material components. It counts as a warlock spell for you, but doesn’t count against the number of spells you know. You can cast it once without expending a spell slot and you regain the ability to do so when you finish a long rest. In addition, when you cast this spell on a wall or other block of stone at least 5 feet wide and high, you create a fleshy doorway into a pocket realm. This living sanctuary can hold up to 8 Medium-sized creatures comfortably for up to 8 hours. The doorway is only accessible to you and those you designate before you enter for the first time. It appears as a block of flesh to anyone else. It can be cut or chopped into pieces, but such actions do not disturb the pocket sanctuary. If someone casts flesh to stone on it, however, everyone inside is immediately expelled into an adjacent space and is prone. Stone to Flesh 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, earth, and a drop of blood) Duration: Instantaneous You attempt to turn an amount of stone up to 25 cubic feet into flesh. If the stone the spell is cast upon was once a creature, the creature reverts to its former flesh and blood form. If the creature was physically broken while petrified, it suffers from similar deformities when reverted to its original state.


30 Artist: Bratinica Writers: Chad M. Lensch, Nathan Doyle, Luke Russell, Kirsty Kidd


31 Viroptera by Chad M. Lensch Viroptera are the scourge of the Lower Planes, and are the creation of greater devils. Viroptera have muscular and smooth bat-like bodies and wings. They have no visible eyes or ears, but do have a prominent mouth filled with rings of needle-shaped teeth. They also have two flattened claws which aid them to dig. They have translucent skin, and their pulsating organs, black heart, muscles, and simple skeleton can be readily seen. Assimilation. Viroptera feel an incredible need to spread and infect as many creatures as possible. It isn’t known why they were created this way, but when viroptera invade this plane of existence, they do so with devastating effect. Humanoids seem to be the preferred target of the viroptera; plants and animals are ignored. Metamorphosis. Once burrowed near its victim’s heart, the viroptera begins to change the host. With time, the host begins to resemble a bat-like version of itself, until it is ready to give rise to more viroptera spawn. Some hosts enjoy the benefits of the metamorphosis, and are unwilling to undergo restoration spells in order to keep its newfound resilience. Others are appalled by their comeliness being affected, and search for a cure immediately. Viroptera Tiny monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 44 (8d4 + 24) Speed 25 ft., 30 ft. fly STR DEX CON INT WIS CHA 6 (–2) 15 (+2) 16 (+3) 6 (–2) 12 (+1) 2 (–4) Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Dive Attack. If the viroptera is flying and dives at least 30 feet straight toward a target and hits it with a bite attack, it deals an extra 2 (1d4) damage. If the viroptera hits with a dive attack, it decreases the DC of its first burrowing Strength saving throw by 3. Keen Smell. The viroptera has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. If the viroptera hits a creature with this attack, it attaches itself to the target’s body. Burrow. While attached to a target, the viroptera can spend an action to dig into its victim’s body. It may be removed with a successful Strength contest. If the viroptera isn’t pulled off, it makes a DC 13 Strength saving throw, dealing 1 piercing damage and burrowing half way into the creature’s body on a success. On its next turn, it must succeed on the saving throw a second time, dealing 1 piercing damage and burrowing completely inside, where it begins to incubate. The only ways to remove a burrowed viroptera are a lesser restoration, greater restoration, or wish spell, after which the engorged and dead viroptera exits through its host’s mouth. Metamorphosis. The viroptera begins to turn the body of its host into a swarm of viroptera. As it does, the host notices changes in its body. The Metamorphic Changes in Host table on the following page describes the changes.


32 Swarm of Viroptera Medium swarm of tiny monstrosities, unaligned Armor Class 13 Hit Points 90 (12d8 + 36) Speed 30 ft. fly STR DEX CON INT WIS CHA 8 (–1) 15 (+2) 16 (+3) 6 (–2) 12 (+1) 3 (–4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Dive Attack. If the viroptera is flying and dives at least 30 feet straight toward a target and hits it with a bite attack, it deals an extra 2 (1d4) damage. If the viroptera hits with a dive attack, it decreases the DC of its first burrowing Strength saving throw by 3. Keen Smell. The viroptera has advantage on Wisdom (Perception) checks that rely on smell. 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 viroptera. The swarm can’t regain hit points or gain temporary hit points. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1 (1d4 – 1) piercing damage, or 1 piercing damage if the swarm has half of its hit points or fewer. If the swarm hits a creature with this attack, a single viroptera attaches to the target’s body. Burrow. While attached to a target, the viroptera can spend an action to dig into its victim’s body. It may be removed with a successful Strength contest. If the viroptera isn’t pulled off, it makes a DC 13 Strength saving throw, dealing 1 piercing damage and burrowing half way into the creature’s body on a success. On its next turn, it must succeed on the saving throw a second time, dealing 1 piercing damage and burrowing completely inside, where it begins to incubate. The only ways to remove a burrowed viroptera are a lesser restoration, greater restoration, or wish spell, after which the engorged and dead viroptera exits through its host’s mouth. Metamorphosis. The viroptera begins to turn the body of its host into a swarm of viroptera. As it does, the host notices changes in its body. The Metamorphic Changes in Host table below describes the changes. Metamorphic Changes in Host (After Burrowing Occurs) Days Body Changes Cumulative Stat Changes 1 Feels surprisingly good! +1 Con The entry wound heals over. –1 Cha Voice gets deeper, more hair on extremities and face. 2 Muscles grow larger, more body hair, +2 Str facial features begin to look like a bat. –1 Cha 3 Ears grow in size, skin-like wings grow –1 Cha under arms, tusk-like teeth grow out of mouth. + 20 ft. fly speed Avoid bright lights. + Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 4 (1d8) piercing damage. + blindsight 60 ft. + Photophobic. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 4 Feel tired and ill. + 1 permanent level of exhaustion (until cured) 5 Death. The body ruptures and a swarm of viroptera emerge!


33 Chiropterran by Nathan Doyle The chiropterrans are a large usually-subterranean species of bat-like creatures. Experts on the creatures generally agree that the chiropterrans are on the cusp of being able to form a civilization if they could do so unimpeded by others. In their current state, chiropterrans primarily form either small familial groups or semi-nomadic family tribes. They are intelligent and capable of using simple tools. Unfortunately, competition from other subterranean creatures impedes their ability to thrive. Unusually strong for their size, some subterranean cultures have gone so far as to enslave the chiropterrans as a labor force. The main disadvantage they face is, due to their large size, they need to consume a great deal of food to maintain their health. Apex Omnivores. Chiropterrans can eat nearly anything, and often do. While they don’t form any discernible civilization, the chiropterrans do have a unique culture. Primarily hunter-gatherers, the chiropterrans scavenge deep caverns for whatever fungi and vegetation they need. But they also hunt other denizens of the dark, which sometimes includes humanoids. Hunting is usually done by stalking prey from above and then gliding into position to trap or surround their quarry and pelting them with stones. Family First. Some family units are as small as ten, while others have been seen to number up to two hundred. A chiropterran usually puts the wellbeing of its family first as a whole. This can lead to conflict with other creatures occupying the same space as a chiropterran family won’t hesitate to clear interlopers out of what they perceive as their territory, even if the chiropterrans haven’t been living in that spot for long. Death From Above. The chiropterrans are avid climbers, and their vestigial wings allow them to glide great distances and safely descend from great heights. Threatened chiropterrans only fight on equal level terrain if they aren’t outnumbered, preferring to climb above their enemies and pelt them with stones. When chiropterrans fight in gangs, several usually glide into position to trap their enemies while others remain on the high ground to hurl rocks. When outnumbered, a chiropterran usually flees from combat, and then discerns from a safe distance if the threat can be ignored or should be hunted. Linguistic Capacity. The creatures seem to have their own language, and often speak languages of other deep dwellers. The language of the chiropterrans is difficult for most humanoids to speak or even understand as many of the phonemes are sub-audible. Travelers with dogs have noted that the animals can definitely hear chiropterrans speak and can track conversations from some distance. Chiropterran Large monstrosity, any alignment Armor Class 13 Hit Points 126 (12d10 + 60) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 21 (+5) 9 (–1) 16 (+3) 8 (–1) Skills Acrobatics +6, Intimidation +2, Perception +6 Senses blindsight 120 ft., passive Perception 16 Languages Chiropterran Challenge 8 (3,900 XP) Proficiency Bonus +3 Echolocation. The chiropterran can’t use its blindsight while deafened. Keen Hearing. The chiropterran has advantage on Wisdom (Perception) checks that rely on hearing. Vestigial Wings. The chiropterran has wings to slow their fall or allow them to glide. When the chiropterran falls and isn’t incapacitated, it can subtract up to 100 feet from the fall when determining falling damage, and the chiropterran can move up to 2 feet horizontally for every 1 foot it descends. Actions Multiattack. The chiropterran makes two fist attacks, or one fist and one bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) piercing damage. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 34 (8d6 + 6) bludgeoning damage. Deafening Screech (Recharge 5–6). The chiropterran emits a nearly sub-audible screech. Each creature within 30 feet of it that can hear it and that isn’t a chiropterran must succeed on a DC 16 Constitution saving throw or be deafened until the end of the chiropterran’s next turn.


34 Lunapoid by Luke Russell For many years people believed Lunapoids were fictional, even with taxidermied corpses of these strange creatures appearing in curiosity shops, traveling shows, and museums. The owners of these artifacts decried they were denizens of another world. Cynics conversely claimed the specimens appeared to be a chimera of sorts, featuring the stitched together parts of different mundane animals. That was of course until the Night of Green Flame. Two dozen burning rocks burst through the sky, smashing into the ground with enough force to shatter mountains. From the emerald haze emerged packs of lunapoids, bizarre humanoids that took their first tentative steps on a new world. Despite their bestial appearance, lunapoids are highly intelligent, and capable of communicating with other humanoids using a strange celestial dialect. Little is known about their original world, but it is thought to have been a place of darkness where the air is thin and the winters long. As well as keen eyesight, lunapoids are gifted with excellent sonar abilities. Packs of lunapoids can use these senses with brutal efficiency, identifying weaknesses and exploiting them. It is also thought that the gravity of the lunapoids’ native world must be subtly different, as they boast opaque leathery “wings’’ under their arms. These wings allow them to fly short distances but appear somewhat disproportional to the creature’s size. Echolocation. Lunapoids are able to utilise minute sounds to identify their surroundings and can use limited telepathy to communicate their findings to nearby members of their species. This makes them deadly and effective warriors, capable of adapting quickly to an engagement and exploiting weaknesses when they arise. Unearthly Intelligence. Lunapoids were denizens of a different world, transposed through some strange and mysterious force. The way they think and understand the world around them is fundamentally different from other beings, following an internal logic understandable only to themselves. They speak in riddles despite their best efforts, and one day hope to discover the key that leads them back to their original home. Hatred of Lycanthropes. Lunapoid are sworn enemies of lycanthropes of all kinds. Lunapoid communities consider themselves to be the true children of the moon and view werewolves and other lycanthropes as parasitic entities exploiting their homeland. So ingrained is this malice that lunapoids are distrustful and even aggressive to all shape shifting beings, even those that are not evil in nature. Lunapoid Medium humanoid, any alignment Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., fly 10 ft. STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 18 (+4) 13 (+1) 12 (+1) 10 (+0) Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Perception +7, Stealth +10, Survival +5 Damage Resistances poison Senses truesight 120 ft., passive Perception 17 Languages Celestial, Common Challenge 11 (7,200 XP) Proficiency Bonus +4 Alien Intelligence. The lunapoid has advantage on saving throws against being charmed Children of the Moon. The lunapoid’s attacks are silvered. Additionally, the lunapoid has advantage on Wisdom (Survival) checks to track shapechangers, as well as Perception (Wisdom) checks to detect them. Hold Breath. The lunapoid can hold its breath for 1 hour. Actions Multiattack. The lunapoid makes two claw attacks and one piercing howl attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage. Piercing Howl. Ranged Weapon Attack: +10 to hit, reach 50/100 ft., one target. Hit: 29 (3d12 + 3) psychic damage. Mark Prey (1/Day). The lunapoid marks one target within 30 feet. For the next minute, any allied lunapoid that hits this target deals an additional 5 (1d10) slashing damage. Reactions Lunar Fury. If a creature that the lunapoid can see uses an action to shapeshift, such as polymorph, the lunapoid may use its reaction to use its piercing howl on the creature. If the target takes damage they must succeed on a Constitution saving throw with a DC equal to the damage dealt. On a failed save, on the target’s next turn it can use either an action or a bonus action, not both.


35 Ríastrad by Kirsty Kidd For those in the upper classes of society, and especially those of old money, it is not uncommon to have a few skeletons hidden in their grand, well-stocked closets. With no need to work, extravagant homes hidden from prying eyes, and a license to be a little “eccentric,” it is little wonder that vampires have hidden in such circles for as long as high society has existed. To maintain the charms and grace that allows their concealment, however, a vampire must keep themselves fed. A vampire that goes long enough without ingesting blood runs the risk of losing themselves to the hunger and becoming a truly mindless beast. Most vampires enter this state only briefly, before sating themselves enough to regain control. The few that continue to starve eventually reach a point of no return, where no number of victims drained is enough to restore them to their former grandeur. These creatures are known as ríastrads, and what they lack in manipulative cunning they make up for in predatory instinct. Humble Homestead. Ríastrads have no need for the comforts and opulence that many vampires surround themselves with. They choose instead to live in whatever shelter they can find that is close enough to a settlement for them to feed, but not so close that they can be easily found. Some prefer living in completely untamed wilds, as they are as comfortable feeding from beasts and monsters as humanoids. They are still tethered to a chosen place of rest like their vampire brethren, though many abandon using their coffin and instead make a nest built at least partially from earth taken from their grave site. Such nests are usually found in caves or underground, but are occasionally made in abandoned buildings or beneath the roots of large trees. Kill or be Killed. Unlike vampires, ríastrads are easily distinguishable from living humanoids by sight alone. No longer able to shapeshift with precision, they shift between chimeric fusions of beast and humanoid. These forms give access to some of the beasts’ traits and enhanced strength, but they cannot wield the vampiric powers of hypnotism or spellcasting. Their hybrid existence opens to them a new power based in adrenaline and frenzy, which they can only command in the heat of battle: a warped form of twisted tendons and exposed muscle. Any fur or hair across their bodies straightens and stands on end, sharp as spikes. With skin peeled back to expose elongated teeth, they become ever more ferocious and ravenous. A Vampire Scorned. Becoming a ríastrad is akin to dying to vampires, as their ego is lost to animalistic id. Feuding vampires often work to sabotage the other’s attempts to feed to try to force this transformation. If one is able to effectively restrain the other, they can punish them with a fate worse than death for their transgression. The vampire may then release their hungry creation out upon the world, or exert their controlling charms to make a particularly fierce guard dog. A Ríastrad’s Lair A ríastrad makes its home somewhere hidden, with as much cover from the sun as it can find, often deep in a cave system. It will place its earthen nest where it can be best protected by allied creatures or vampire spawn, though it may be given away by the stench of carrion. Lair Actions On initiative count 20 (losing initiative ties), the ríastrad takes a lair action to cause one of the following effects; the ríastrad can’t use the same effect two rounds in a row: • Areas of dim light that hold shadows that the ríastrad can see within 120 feet of it form lithe limbs that scrabble and grasp. Any creature within 15 feet of such an area must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet towards the shadows and be grappled (DC 13 Athletics or Acrobatics check to escape). • A magical fog fills a 20-foot-radius sphere centered on a point the ríastrad chooses within 120 feet of it. The cloud spreads around corners and remains until the ríastrad dismisses it as an action, uses this lair action again, dies, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area with the cloud is heavily obscured. • The ríastrad makes an inaudibly high shriek and becomes ensconced in a swarm of centipedes. Any creature within 10 feet of the ríastrad when the swarm appears must make a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn within 10 feet of the ríastrad takes 10 (3d6) piercing damage. The centipedes disperse on initiative count 20 on the next turn.


36 Regional Effects The region surrounding a ríastrad’s lair is warped by the creature’s unnatural presence, creating any of the following effects: • There’s a noticeable increase in the populations of bats, rats, and wolves in the region. • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. • A creeping fog clings to the ground within 500 feet of the ríastrad’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. If the ríastrad is destroyed, these effects end after 2d6 days. Ríastrad Medium undead (shapechanger), neutral evil Armor Class 15 (natural armor) Hit Points 238 (28d8 + 112) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 7 (–2) 17 (+3) 8 (–1) Saving Throws Str +10, Dex +9, Wis +8 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened Senses darkvision 120 ft., passive Perception 18 Languages understands all languages it knew in life but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Shapechanger. If the ríastrad isn’t in sunlight or running water, it can use its action to polymorph between a bat hybrid form, a wolf hybrid form, or a Medium cloud of mist. In combat it can use its action to polymorph into its warped form. While in bat hybrid form, it grows wings and a flying speed of 30 feet and also gains blindsight up to 60 feet. Its statistics are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. While in wolf hybrid form, the ríastrad becomes quadrupedal and it’s speed increases to 50 feet. It gains advantage on Wisdom (Perception) checks that rely on hearing or smell. While in mist form, the ríastrad can’t take any actions or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. In addition, while engaged in combat, the ríastrad can also use its action to polymorph into its warped form. Once warped, the ríastrad can’t change forms until it takes a short rest, or it is forced to use its Misty Escape trait. While warped, the ríastrad gains an extra attack per action, has advantage on any check made against being grappled or restrained; and is immune to the charmed, paralyzed, petrified, and stunned conditions.


37 Legendary Resistance (3/Day). If the ríastrad fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the ríastrad transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t shift to any hybrid form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to a hybrid form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The ríastrad regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the ríastrad takes radiant damage or damage from holy water, this trait doesn’t function at the start of the ríastrad’s next turn. Spider Climb. The ríastrad can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The ríastrad has the following flaws: Forbiddance. The ríastrad can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The ríastrad takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the ríastrad’s heart while the ríastrad is incapacitated in its resting place, the ríastrad is paralyzed until the stake is removed. Sunlight Hypersensitivity. The ríastrad takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The ríastrad makes two attacks, or three in warped form, only one of which can be a bite attack. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) slashing damage. Instead of dealing damage, the ríastrad can grapple the target (escape DC 18). Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the ríastrad, incapacitated, or restrained. Hit: 12 (2d6 + 5) piercing damage plus 17 (5d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ríastrad regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn who considers the ríastrad an ally. Spiked Slam (Warped Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage and the target is grappled (escape DC 18). Children of the Night (1/Day). The ríastrad magically calls 4d4 swarms of bats or rats (swarm of bats, swarm of rats) or 1d3 vampire spawn, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the ríastrad but not acting under its direct command. The beasts remain for 1 hour, until the ríastrad dies, or until the ríastrad dismisses them as a bonus action. Reactions Warp (1/Long Rest). When the ríastrad’s current hit points drop below half of it’s hit point maximum it can immediately use a reaction to enter it’s warped form (as in the Shapechanger trait). Legendary Actions The ríastrad 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 ríastrad regains spent legendary actions at the start of its turn. Claw. The ríastrad makes one claw attack. Move. The ríastrad moves up to its speed without provoking opportunity attacks. Spiked Slam (Warped Form Only). The ríastrad makes one spiked slam attack. Bite (Costs 2 Actions). The ríastrad makes one bite attack.


38 Artist: PK Thorne Writers: Tyson VanOverhill, Mr. Tarrasque, Nathan Doyle, Alan Tucker


39 Mouldering Guardian Large plant, neutral Armor Class 13 (natural armor) Hit Points 42 (5d10 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 3 (–4) 12 (+1) 7 (–2) Skills Perception +3, Stealth +3 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses tremorsense 60 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Alarm Roar (Recharges After a Long Rest). When awoken by an intruder, the mouldering guardian issues a mighty roar. Creatures within 30 feet of the mouldering guardian must make a DC 12 Constitution saving throw. On a failed save, creatures take 7 (2d6) thunder damage. As long as the mouldering guardian’s master is within one mile of the mouldering guardian, the master receives a mental alarm. This alarm wakes them if they are sleeping. False Appearance. While the mouldering guardian remains motionless, it is indistinguishable from a normal log or stump. Actions Multiattack. The mouldering guardian makes two attacks: one with its bite and one with its slam. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Mouldering Guardian by Tyson VanOverhill Deep in the wilds, the mouldering guardian waits. It waits for those who would threaten its master and that which it has been set to guard. Mouldering guardians are constructs created by druids and fey to defend their secret places. Crafted from rotting logs, moss, animal skeletons, and other natural detritus, these constructs act as hidden protectors. They wait silently, slowly being taken over by lichen, fungus, vines, and ferns until they are indistinguishable from the surrounding terrain. Nothing can pass unnoticed where they dwell—nothing escapes their watchful eyes. Bound Loyalty. Mouldering guardians are desperately loyal to their masters. They unthinkingly sacrifice themselves to protect those who gave them life and form, and have no will of their own beyond the drive to protect. If their master is present, they interpose themselves between their master and any threats without hesitation. Hidden Guardian. Mouldering guardians rest along game trails and gaps in hedges waiting for threats to their master. They are eminently patient, but vicious when the need arises. Created to observe, they are both guard dog and alarm, protecting their master’s hidden places and warning them of any dangers that approach. Constant Protector. The mouldering guardian knows its environment, what is to be expected, and what is new. When created it gains an inborn knowledge of the area and its creatures that is to protect. It senses every movement, every breeze, every slightest scurrying, within that domain. Friends of its master must be introduced to the mouldering guardian before it allows them to pass without sounding the alarm and attacking. Lair Actions Any area the mouldering guardian is assigned to protect is considered its lair. On initiative count 20 (losing initiative ties), the mouldering guardian takes a lair action to cause one of the following effects: • The mouldering guardian casts entangle. While maintaining concentration of this spell, the mouldering guardian can’t take other lair actions. • The mouldering guardian causes plants in a 20-footradius sphere to attack. Creatures within the area must make a DC 12 Dexterity saving throw or take 5 (2d4) slashing damage. • Vines whip out from anywhere within the lair at one target who must succeed on a DC 12 Strength saving throw or be dragged 10 feet in any direction.


40 Vine Brute Huge plant, chaotic good Armor Class 15 (natural armor) Hit Points 84 (8d12 + 32) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 6 (–2) 18 (+4) 10 (+0) 13 (+1) 8 (–1) Saving Throws Con +7 Skills Perception +4 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses tremorsense 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 False Appearance. While the vine brute remains motionless, it is indistinguishable from a normal vine, bush, or tree. Grasping Tendrils. The vine brute can have up to four lianas at a time. Each liana can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a liana deals no damage to the vine brute, which can extrude a replacement liana on its next turn. A liana can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Actions Multiattack. The vine brute makes two fist attacks or up to four liana attacks. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage Liana. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be grappled by the vine brute (escape DC 13). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the vine brute cannot use the same liana on another target. Reel. The vine brute pulls one creature grappled by it up to 15 feet straight toward it and makes a fist attack against it. Vine Brute by Mr.Tarrasque In woodlands all around, vine brutes act as the first line of defense against any intruder who means harm to the forest and its wildlife. In contrast to their much wiser leaders, the awakened trees, vine brutes are much more active. They patrol the forest in order to preserve its beauty. It is rare to spot a vine brute more than once in a human lifetime, especially when you mean no harm to the surroundings; they quietly watch, keeping silent sentinel at all times. Whenever a threat to their territory manifests itself, these creatures are the first to act against the malignant trespassers. Animated by Nature. Although it is unknown where vine brutes get their life energy from, many researchers and scholars agree it must be tied to the magic of the forest itself. Some even swear that for every vine brute there must be an awakened tree controlling it. When destroyed, vine brutes crumble into a pile of timber and vines, leaving behind no proof of any magical animation. Expert Predators. If you find yourself in a fight with these plants, it is unlikely you will get away without a struggle. For every ten steps a humanoid makes, vine brutes only need one. Their grasping lianas quickly bury any hope of escape. Nowhere to Hide. Due to their ability to plant small roots into the forest soil, vine brutes can pick up on the smallest of movements—even breathing becomes a deadly endeavor.


41 Bog Monster Large elemental, unaligned Armor Class 15 (natural armor) Hit Points 170 (20d10 + 60) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) Saving Throws Str +8 Skills Perception +6 Damage Resistances fire, lightning, poison, psychic Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 Freeze. If the elemental takes cold damage, its speed is reduced by 20 feet until the end of its next turn. Wet Wood. If the elemental takes fire damage, it creates a 20-foot-radius sphere of smoke centered on the elemental. The sphere spreads around corners, and the area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Actions Multiattack. The elemental makes three attacks: one with its bite, and two with either its slam or vines. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage. Vine. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The elemental has two vines in each hand, each of which can grapple one target. Reel In. The elemental pulls each creature grappled by it up to 25 feet straight toward it. Strangle. The elemental coils the vines around those it has grappled, each creature restrained by the elemental must succeed at a DC 16 Constitution saving throw or take 10 (3d6) bludgeoning damage and, if they are not a construct or undead, gain one level of exhaustion. If they succeed they only take half damage. Any levels of exhaustion gained from this attack are removed after finishing a short or long rest. Bog Monster by Nathan Doyle Not all elementals are composed of the elements they represent. The elemental referred to as a bog monster is a particularly powerful water elemental representing the moisture within saturated woods and vines. They are usually encountered in ruins overgrown with forests, bogs, or jungles, leading some to believe that they may have fey origins. Most of the time a bog monster will not bother people unless they do something that upsets them— perhaps they are protecting a particular site or an artifact. But sometimes they are just mad elementals bent on eliminating anyone they come across. Conjured or Created? Most bog monsters aren’t summoned by spellcasters; they are usually found in areas of ancient magic or other places long since forgotten. Some speculate bog monsters were originally created when spellcasters summoned a water elemental into existing plant matter. However, researchers still debate the elemental’s origins. Choking Tethers. The vines of a bog monster are the primary weapon they use to inflict death upon whomever they see fit to fight. If a creature is able to breathe, the bog monster can wring the very air from their lungs. This is even more dangerous if you are fighting one in water deep enough to be submerged in, as they have a penchant for drowning their adversaries.


42 Akartiwara by Alan Tucker Swamps and bogs often instill fear and dread in those who dare to enter uninvited. The creatures that dwell there rarely encourage or even tolerate visitors. As a result, these areas are commonly reviled and all efforts are made to eradicate them—especially if they are close to humanoid settlements— which means they sometimes require a protector. Some say the akartiwara is the embodiment of an ancient swamp itself while others feel they must be powerful druidic conjurations. Regardless, an akartiwara’s territory must be respected by all who enter or expect to face dire consequences. These creatures of venerable bogs and swamps know no fear and even beings of vast power tread carefully in their domain. Akartiwara appear as a huge humanoid form, but are composed entirely of plant material. Their sole purpose appears to be addressing perceived threats to their chosen home. Anyone who causes no trouble in an akartirawa’s swamp is left alone and may even find themselves under its protection in certain circumstances. Abundance of Allies. Denizens of the swamps and bogs where akartiwara dwell come to its aid just as the akartiwara aids them. From the tiniest insect to enormous plants and even dragons, all instinctively understand an attack against an akartiwara is an attack against their home itself. Natural Magic. The akartiwara not only bristles with strength, it commands nature with powerful magic, ranging from bringing giant trees to life to calling bolts of lightning from the sky. The swamp hears and obeys with devastating force. Justice Without Remorse. Home is all that matters to the akartiwara. The land and all the creatures who dwell in it—regardless of their world view or attitude—fall under its protection. Any who seek to disturb that peace face swift and brutal retribution. Lair Actions The akartiwara is only ever encountered within the swamp or bog it inhabits. As such, the akartiwara can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the akartiwara takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row. • Vines reach down from the trees and snake up from the ground to grasp and restrain (escape DC 20) any hostile creatures within 60 feet of the akartiwara who fail a DC 20 Dexterity saving throw. The vines wither and die after the next lair action takes place. • The ground in a 100-foot radius around the akartiwara becomes difficult terrain and any creature in the area must succeed on a DC 14 Strength (Athletics) check before being able to move at all. The akartiwara and any creatures with water walking abilities are not affected. The ground becomes normal again after the next lair action takes place. • A foul stench emanates from the ground in a 120- foot radius around the akartiwara. Every creature in the area must succeed on a DC 20 Constitution saving throw or take 13 (3d8) poison damage and be poisoned for 1 minute. A successful save takes half damage and is not poisoned. Creatures may repeat the saving throw at the end of each of their turns, ending the condition on success.


43 Akartiwara Huge plant, neutral Armor Class 19 (natural armor) Hit Points 406 (28d12 + 224) Speed 50 ft. STR DEX CON INT WIS CHA 29 (+9) 22 (+6) 27 (+8) 14 (+2) 23 (+6) 16 (+3) Skills Perception +13 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing Damage Immunities poison Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned Senses darkvision 120 ft., truesight 60 ft., passive Perception 23 Languages Sylvan Challenge 21 (33,000 XP) Proficiency Bonus +7 Innate Spellcasting. The akartiwara’s innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: animal friendship, entangle, faerie fire, speak with animals 3/day each: call lightning, dispel magic, hold person, locate animals or plants, moonbeam, pass without a trace, speak with plants 1/day each: blight, control weather, dominate beast, greater restoration, hallucinatory terrain, tree stride, wall of thorns Magic Resistance. The akartiwara has advantage on saving throws against spells and other magical effects. Magic Attacks. The akartiwara’s attacks are considered magical. Legendary Resistance (3/Day). If the akartiwara fails a saving throw, it can choose to succeed instead. Actions Multiattack. The akartiwara makes four attacks, using slam and vine whip twice each. Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. In addition, the target must succeed on a DC 20 Strength saving throw or be knocked prone. Vine Whip. Melee Weapon Attack: +13 to hit, reach 40 ft., one target. Hit: 13 (1d8 + 9) slashing damage and the target must succeed on a DC 20 Constitution saving throw or be poisoned. Summon Aid (1/Day). The akartiwara magically summons denizens of the swamp to come to its aid. Choose from the list below to determine what creatures the akartiwara calls forth. They arrive on the akartiwara’s initiative count the following turn and act immediately. 1 adult black dragon 1d3 hydras 1d6 giant crocodiles or shambling mounds 1d12 giant constrictor snakes or ogres Legendary Actions The akartiwara 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 akartiwara regains its legendary actions at the start of its turn. Immediate Awaken. The akartiwara instantly awakens a tree within 60 feet of it. The tree acts to defend the akartiwara and takes its turn on the akartiwara’s initiative count. Shake. The akartiwara shakes its huge form, freeing 1d4 swarms of insects (these can be any type the GM prefers). They attack immediately any opponents within 20 feet of the akartiwara and persist until defeated. Cast a Spell (Costs 2 Actions). The akartiwara casts a spell using its innate spellcasting ability.


44 Artist: Comettant Writers: Jonathan Swadley, T.A. Gray, Deanna Adams, Micah Watt


45 Glowforge Large construct, unaligned Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 8 (–1) 15 (+2) 4 (–3) 10 (+0) 1 (–5) Saving Throws Str +5, Con +4 Skills Stealth +1 Damage Resistances fire, piercing, slashing Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 10 Languages understands Dwarven but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Immutable Form. The glowforge is immune to any spell or effect that would alter its form. Actions Multiattack. The glowforge makes two slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 3) bludgeoning damage. Smelt. If the glowforge hits on one of its slam attacks, it can attempt to fuse a piece of metal or stone the target is carrying or wearing, such as a weapon or armor, to another piece of metal or stone. If the target is wearing the item, they must succeed on a DC 13 Dexterity saving throw or become restrained. At the beginning of each of its turns, the restrained creature can use an action to make a successful DC 13 Strength check to break free. If they are carrying the fused item in their hands, they can let go as a free action, but are unable to use the item. Stone Shape. The glowforge can rework any stone it can touch, as per the spell stone shape. Glowforge by Jonathan Swadley Inquisitive, curious, and driven to collect, the glowforge is a gentle-natured construct. They’re driven to find new and interesting stones, minerals, crystals, geodes, and gems to add to their bodies, feeling a sense of wonder and accomplishment at each new find. While they do not have the fierce sense of greed that dragons do about their collections, the stones and gems are a part of the glowforge’s body and they defend themselves against any would-be thieves. They are otherwise peaceful creatures. The glowforge is a legless, floating body of stone with a glowing crystalline center, surrounded by two pairs of floating arms. They fly and hover quietly, taking in the world through their gemstone eyes and exceptional stonesense. Ceaseless Curiosity. It is said the creatures were once obedient automatons, created by dwarven clerics to assist in mining operations and smelt materials, but gained sentience and left in search of newer and more interesting minerals. There was no great uprising, they simply…left. Now they wander mountains and caverns, seeking earthen treasures and driven towards the unknown. This curiosity powers them, and while some wizards have attempted to “reprogram” them, they simply fell apart, lifeless, once deprived of their inquisitive nature. If made to fight, a glowforge attempts to trap an opponent in stone and flee. Against multiple foes, it strikes at dwarves first, and otherwise uses its smelting and shaping capabilities to gain an advantage. Smelt. A glowforge can fuse together two or more pieces of material, typically stone or metal, into one continuous block. It must have at least two of its hands free in order to do this. It may even attempt to trap opponents in this way in order to facilitate escape. Stonesmithing. A glowforge uses its innate shaping abilities to make paths through solid stone that only it can traverse. Tracking a glowforge that has fled in this manner is nearly impossible.


46 Quartz Golem Medium construct, neutral Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 0 ft., fly 15 ft. STR DEX CON INT WIS CHA 19 (+4) 9 (–1) 18 (+4) 3 (–4) 16 (+3) 4 (–3) Skills Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, prone, petrified, poison Senses darkvision 60 ft, passive Perception 19 Languages understands the languages of its creator but cannot speak Challenge 5 (1,800 XP) Proficiency Bonus +3 False Appearance. When the quartz golem remains motionless, it is indistinguishable from rock and quartz clusters. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Weapons. The quartz golem’s attacks are magical. Vigilant. The quartz golem can’t be surprised. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Quartz Golem by T. A. Gray Blue quartz is plentiful throughout the caves that stretch beneath every realm. While common underground, these gems remain valuable to surface dwellers. Adventurers who seek a quick fortune by mining these stones must be careful to avoid mistaking a quartz golem for a cluster of these valuable stones—encounters with these silent guardians are often deadly. A quartz golem is a construct of quartz and stone, held together by pure arcane energy. These constructs typically include a large central levitating torso of stone and quartz, along with a series of stones which float around it. These stones generally take the form of arms, although they are not connected to the torso by any material object. These rocks hover near the golem as it moves about, lashing out with surprising speed to smash a perceived threat. What these constructs lack in mobility they make for in quick reflexes. Multiple attacks come seemingly at once, while still delivering deadly amounts of force. Quartz golems are hardy, as their disembodied forms turn away many strikes. The natural arcane power of these creatures virtually eliminates damage from nonmagical sources. Lying in Wait. Quartz golems are guardians that serve a singular purpose. They require nothing to sustain themselves, and are prone to resting among fields of quartz in underground caves for weeks, months, or even years. Only upon sensing an intruder does a quartz golem spring to life. While dormant, the golem is indistinguishable from a pile of rocks filled with quartz deposits. Once the creature comes to life, the quartz emits a soft purple light, and the rough outline of a face is visible on the main torso of the creature. Dedicated Servant. These stone servants are loyal to their creators until their destruction. Despite their raw arcane power, quartz golems are unable to communicate in any way. They do not speak any language, but instead follow simple commands given from their creator through a telepathic connection. These commands usually involve guarding a particular cavern or protecting a special item. It is impossible to break the bond between the golem and its creator, and it cannot be reasoned with or controlled. A party that stumbles upon a quartz golem must tread carefully to not catch its attention, or they’ll be in for a harrowing fight.


47 Zirconian Miner Huge construct, unaligned Armor Class 18 (natural armor) Hit Points 207 (18d10 + 108) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 22 (+6) 9 (–1) 22 (+6) 3 (–4) 10 (+0) 1 (–5) Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages understands Gnomish but cannot speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Immutable Form. The miner is immune to any spell or effect that would alter its form. Magic Resistance. The miner has advantage on saving throws against spells and other magical effects. Magic Weapons. The miner’s attacks are magical. Actions Multiattack. The miner makes two attacks. One of these attacks can be its crushing hand. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (5d8 + 6) bludgeoning damage. Crushing Hand. The Zirconian Miner attempts to grapple a target by crushing the target in its hand. On a successful grapple, the target is restrained and takes 19 (3d8 + 6) bludgeoning damage. If the target is Medium or smaller, the miner’s hand engulfs the target’s head, and the target is also blinded and unable to breathe while the miner crushes it. It can have up to two Medium or smaller targets grappled in each hand and still make slam attacks. Jargoonian Frenzy (Recharge 6). Occasionally, a miner absorbs a rare form of zircon called jargoon. As an action, the miner consumes a jargoon gem (red zircon) that releases a supernatural wave of energy in a 20-foot-radius sphere out from the miner. Any creature in the area must make a DC 18 Constitution saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. Zirconian Miner by Deanna Adams Created unintentionally, the origin of these strange and incredibly rare creatures is fascinating. The zirconian miner was a construct created accidentally by a group of artificers seeking new heights in mining efficacy. They discovered that animating small fragments of zircon would create tiny creatures that had only one need: discovering and collecting more zircon. Unfortunately, with all lack of foresight, the artificers mass produced these tiny creatures and, although they did effectively collect zircon, they also consumed it. Upon consumption, each animated gem fragment grew exponentially, overcoming any restrictions on the spell that awakened it. The less zircon available for consumption, the more aggressive the creatures became. Seeing the artificers as a threat to their ability to mine, they eventually destroyed the spellcasters who made them. Once the resources in the area had been completely exhausted the zirconian miners moved on, driven only by their need to consume zircon. Backfill. A zirconium miner typically has a singular focus: to mine zircon. To keep itself undisturbed while mining, it produces mineral waste and uses it to conceal its mining void. It also uses this waste to conceal itself when inactive. Aggravated Earth Mover. If a miner interprets an individual or party as an interruption to its work or obstructing its access to the desired resource, it becomes aggressive and attacks. The zirconian miner is not programmed to back down and continues to attack until it is destroyed or it has obliterated whatever frustrated it.


48 Asteroid Eater by Micah Watt An asteroid eater is a gargantuan earth elemental consisting of a core crystalline structure surrounded by a hard volcanic rock shell. A number of external limbs float around the creature, made up of solid individual pieces that can alter distance and pressure to form any tool the creature requires. Eternal Travelers. Asteroid eaters drift through the vastness of the multiverse seeking rare gems and crystals to consume. Most commonly found in the space between planes of existence—high above the worlds—asteroid eaters can be found anywhere except, ironically, the Plane of Earth. Since motion is not an issue on that dense plane, scholars suggest that the asteroid eaters long ago depleted the plane of their food supply and have had to range further out into the planes to survive. Asteroid eaters can travel vast distances, leading a solitary existence amongst the limitlessness of creation. Uncaring Consumers. Asteroid eaters are driven by only a single desire: to find and consume adelerite, an incredibly rare crystal substance. Asteroid eaters can go years, even decades, without finding a source of food, but when they do they consume it to the exclusion of all else, their capacity for the mineral having no limits. They will strip mine a deposit dry before moving on, apathetically destroying anything in their way in their single minded purpose. Most other creatures avoid asteroid eaters, but those unlucky enough to have settled on a location bearing adelerite are existing on borrowed time. Occasionally an asteroid eater will follow a meteorite to a world’s surface to consume its content, usually devastating the surrounding lands by its mere presence.


49 Asteroid Eater Gargantuan elemental, neutral Armor Class 22 (natural armor) Hit Points 615 (30d20 + 300) Speed 5 ft., fly 60 ft., burrow 120 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 10 (+0) 18 (+4) 10 (+0) Saving Throws Str +16, Con+16, Wis +14 Damage Vulnerabilities thunder Damage Resistances cold, fire, lightning Damage Immunities acid, poison, radiant; bludgeoning, piercing, and slashing from nonmagical weapons. Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses truesight 120 ft., tremorsense 300 ft., passive Perception 14 Languages Primordial Challenge 25 (75,000 XP) Proficiency Bonus +6 Core Exposure. An asteroid eater’s central crystalline core radiates intense energy when exposed. When below maximum hit points the asteroid eater radiates a field of radiant energy in a 50-foot-radius sphere that deals 1d6 radiant damage to all creatures at the start of its turn. For every 50 points of damage the asteroid eater takes, the damage increases by 1d6. Elemental Nature. An asteroid eater doesn’t require air, food, drink or sleep. Legendary Resistance (3/Day). If the asteroid eater fails a saving throw, it can choose to succeed instead. Siege Monster. An asteroid eater deals double damage to objects and structures. Actions Multiattack. The asteroid eater can use its forcerend (if available). It then makes four attacks on its turn from any combination of devastating slam and stone shard volley. Devastating Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. A creature struck must make a successful DC 21 Strength saving throw or be knocked back 15 feet and fall prone. Stone Shard Volley. Ranged Weapon Attack: +16 to hit, range 80/320 ft., one target. Hit: 26 (3d10 + 10) piercing damage. A creature struck by a stone shard volley must make a successful DC 21 Constitution saving throw or suffer bleeding wounds. A bleeding creature takes 1d6 points of necrotic damage at the start of each of its turns until it receives magical healing or takes an action to staunch the wounds with a successful DC 21 Wisdom (Medicine) check. Multiple failed saving throws accumulate the bleed effect, but all can be ended with a single healing application or skill check. Forcerend (Recharge 5–6). The asteroid eater can choose a point within 200 feet, generating a powerful gravity distortion in a 40 foot radius, 40 foot high cylinder. All creatures and objects in the area must succeed on a successful DC 21 Dexterity saving throw or take 55 (10d10) force damage, and become effectively weightless, floating freely in the area of effect. The effect persists for 1 minute. Creatures in the area can move normally if they have a fly speed, or otherwise may move up to half their speed by pushing off other objects. Once a creature leaves the area, it is subject to gravity once more. A successful saving throw reduces the damage by half, and negates the weightlessness. Reactions Retributive Cyst. When struck by a melee attack, the asteroid eater may use its reaction to instantly reform its stony carapace around the weapon and creature, creating a stone cyst that encapsulates them. The creature must make a DC 21 Dexterity saving throw to avoid encapsulation. On a failure the creature is restrained, has full cover, and is exposed to the inner radiant core, taking 35 (10d6) radiant damage at the start of each of its turns until it is free. A creature can be freed by using an action to succeed on a DC 21 Strength check, or by dealing 40 points of damage to the cyst (which has the same AC and resistances as the creature). The asteroid eater is vulnerable to all damage the trapped creature deals to it while in the cyst, unless it is immune to those damage types. Legendary Actions The asteroid eater 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 asteroid eater regains its legendary actions at the start of its turn. Attack. The asteroid eater may use either a devastating slam or stone shard volley attack. Consumption. The asteroid eater can consume any nearby rock, earth, and minerals to repair its form, healing itself for 30 hit points. Reposition. The asteroid eater may move up to its speed. This movement does not provoke attacks of opportunity.


50 Artist: Erin Z. Andersen Cartographer: Fernando Salvaterra Writers: Kirsty Kidd, Chai Power, Alan Tucker, Nathan Doyle


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