201 Unconsecrated Archon by Elise Cretel Long ago, archons were struck from the sky with a powerful necrotic blast, sending them spiraling into the Lower Planes. The archons that survived, slumbered for eons as their form shifted and changed in the ichor of the lower realms. Their bodies were then wrapped in a dark cocoon by creatures hoping to benefit from their powers. The fallen archons broke free from their cocoons after centuries of dark rituals. Their features are grotesque and covered in spines. Their formerly white, feathery wings are now leathery and covered in purple veins. They crush any who oppose them with their talons as their demonic wings beat heavily. The air is filled with their shrieking cries as they take flight. Territorial and Deadly. Unconsecrated archons have been tarnished by the Lower Planes. They are highly territorial of the areas they call home and are paranoid of any intruder. They are quick to deem any trespasser as an enemy and attack on sight. Extraordinarily Evil. Although formed from onceshining celestials, these creatures are now irredeemably evil. The practitioners of the arcane dark arts who created them worried of the archons’ original good coming through after the transformation, so they spent eons casting every dark ritual they could find to ensure their creations remained evil and in their control. Celestials have tried hard to break the dark magic curses which have engulfed these fallen archons, but have not been able to return them to the light, despite all efforts. The unconsecrated archons are some of the most lawful evil creatures of the Lower Planes and quite unmoving when it comes to their evil, immoral compass. Unconsecrated Archon Large fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points 199 (19d10 + 95) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 10 (+0) Saving Throws Con +10, Wis +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities necrotic Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 12 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Innate Spellcasting. The unconsecrated archon’s spell casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The unconsecrated archon can cast the following spells without the need of material components: At will: detect evil and good 1/day: teleport Menacing Aura. Creatures attacking within a 25-foot radius must make a DC 17 Wisdom saving throw. On a failed save, targets have disadvantage on all attack rolls and saving throws until they finish a long rest. On a success, a creature is unaffected by the menacing aura for one hour. Actions Multiattack. The unconsecrated archon makes two claw attacks and one bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage. Necrotic Beam. A 200-foot line that is 5 feet wide of necrotic energy blasts from the unconsecrated archon’s eyes. Creatures in this area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 81 (18d8) necrotic damage or half as much on a successful save.
202 Etahd by Justyn Johnston For eons, the deep, dark underground has held sway over the fear of mere mortals. The sharp-toothed terrors, flighted fiends, and dreaded death machines that inhabit these diabolical and deadly environments have seen to that. At the forefront of this list is the fearsome etahd, a hideous mix of monster, beast, and vermin that kills at will, be it from ground or air, from in front or behind. With four long, mottled winged arms, two long insectoid legs, a strong spined exoskeletal shell, and two powerful mandibles, this deadly foe is always a threat. Multisensory Predator. Etahds are skillful predators, able to track down prey using the multitude of senses available to them: blindsight, darkvision, and tremorsense. With nowhere to run, and often, nowhere to hide, the deadly etahds ensure that survival in the deeper, darker reaches underground is not so much a question of if, but of when, you’ll meet your end. Excrutiating Shriek. Normally part of its echolocation, the etahd can amplify this ability when injured to produce a horrifying sound which causes great pain to any close enough to hear it. Pin and Poison. With multiple limbs, powerful mandibles, and the ability to fly, the etahd’s preferred method of attack is to hit its prey from out of the blue, pinning it to the ground or wall, and injecting it with its paralyzing venom, before making short work of its flesh and bones with its razor-sharp teeth. Armor Plated. The etahd’s entire back is protected by a strong, exoskeletal shell that is covered with sharp, fleshpiercing spines capable of piercing the toughest of skin and hides. When the etahd curls itself into a tight ball, these spines create a new and deadly challenge for all that stand in its way.
203 Etahd Huge monstrosity, neutral evil Armor Class 22 (natural armor) Hit Points 231 (22d12 + 88) Speed 20 ft., climb 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 19 (+4) 9 (–1) 13 (+1) 12 (+1) Saving Throws Str +12, Con +11, Skills Athletics +12, Perception +7, Survival +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities poison Condition Immunities frightened, poisoned Senses blindsight 30 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 17 Languages — Challenge 18 (20,000 XP) Proficiency Bonus +6 Echolocation. The etahd can’t use its blindsight while deafened. Legendary Resistance (3/Day). If the etahd fails a saving throw, it can choose to succeed instead. Naturally Perceptive. The etahd has advantage on Wisdom (Perception) checks. Actions Multiattack. The etahd makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +12, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage, and the target must succeed on a DC 19 Constitution saving throw or take 9 (2d8) poison damage and become paralyzed until the end of the etahd’s next turn. Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage, and the target is grappled (escape DC 20). The etahd has four claws, each of which can grapple only one target. Until a grapple ends, the etahd can bite only one of its grappled creatures and has advantage on attack rolls to do so. Rolling Attack. The etahd can roll into a tight ball and propel itself forward in a straight line, up to 50 feet. When using this ability and in the formation of a tight ball, the etahd’s size is reduced to Large. Any creature in the etahd’s path must succeed on a DC 20 Dexterity saving throw or take 31 (7d8) slashing damage, be shoved 5 feet in a direction of the target’s choosing, and be knocked prone. A successful save halves the damage and the creature is not prone. This ability cannot be used on an inclined surface. Reactions Horrid Shriek. When damaged, the etahd can use its reaction to emit a deafening shriek. Each creature within a 60-foot radius around it that can hear must succeed on a DC 20 Constitution saving throw or take 28 (8d6) psychic damage and be deafened for 1 minute. A successful save halves the damage and the creature is not deafened.
204 Artist: PK Thorne Writers: T. A. Gray, Chad M. Lensch, Michael Sharp, Nathan Doyle
205 Paingolin by T.A. Gray The paingolin is an underground predator that typically stalks the outskirts of encampments and cities below the earth. While the paingolin prefers living prey, it is not above scavenging when necessary. This creature relies on the poison carried in the spikes and barbs hidden within its tongue to disable much larger foes. Living its life in the dark has sharpened the paingolin’s other senses. In addition to sensitive darkvision, the creature also has keen hearing and smell. The paingolin often lies in wait for hours at a time, listening for the footsteps of prey or the scent of a potential threat. The paingolin is fearless, but also cunning. It takes every advantage it has in an effort to surprise potential prey, but carefully assesses the strength of a potential victim before attacking. If the tide of battle turns against it, the paingolin doesn’t hesitate to flee. Poison in the Dark. Although the paingolin is not physically imposing, the creature is fearless in taking on much larger prey—especially when it is hungry. This is due in part to the powerful poison that courses through its body. The primary weapon of the paingolin is its tongue. Stretching out to an incredible 10 feet in length, the tongue is covered in poisonous barbs. One lash to a surprised foe can render them defenseless. A Pointed Defense. In addition to its tongue, the paingolin also bristles with clumps of poison-tipped spikes. These spikes cover the creature’s back, legs, and even its tail. When threatened, the paingolin causes these spikes to explode from its skin, striking every living creature nearby. The paingolin’s spikes grow at alarming rates, allowing the creature to use this defense mechanism repeatedly when cornered. Many travelers have learned the hard way how deadly these spikes can be when they wander too close to a paingolin. Paingolin Medium monstrosity, neutral evil Armor Class 12 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 3 (–4) 12 (+1) 6 (–2) Damage Immunities poison Condition Immunities poisoned Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Keen Hearing and Smell. The paingolin has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Tongue Lash. Melee Weapon Attack. +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become poisoned until they finish a short rest. Launch Spikes (Recharge 6). The paingolin launches poisonous spikes from its skin. All creatures within a 10-foot-radius sphere centered around the paingolin must make a DC 13 Constitution saving throw. On a failure, a target takes 3 (1d6) piercing damage and 7 (2d6) poison damage and becomes poisoned until they finish a short rest. A successful saving throw results in half damage and the creature is not poisoned.
206 Tzunga by Chad M. Lensch Tzunga are leathery-skinned quadrupeds with powerful legs, long, muscular tails, and stiff, darted tongues. Tzunga grow spines on their body at an amazing rate—one can literally watch them grow. These spines are used with unpleasant efficiency; they act as a deterrent to their enemies, and are flung enemies from their tails with deadly accuracy. Their tongues can pierce armor and flesh, as well as restrain their enemies while their pack rips them to shreds with their claws and tail spikes. Tzunga Medium aberration, neutral evil Armor Class 16 (natural armor) Hit Points 130 (20d8 + 40) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 6 (–2) 14 (+2) 8 (–1) Saving Throws Str +6, Dex +7, Con +5 Skills Acrobatics +7, Athletics +6, Stealth +6 Damage Resistances piercing Languages — Challenge 7 (2,900 XP) Proficiency Bonus +3 Body Spikes. Tzunga grow hair-like spines all over their bodies. Any creature that grapples or hits the tzunga with a melee attack takes 2 (1d4) piercing damage. Pack Tactics. The tzunga has advantage on an attack roll against a creature if at least one of the tzunga’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The tzunga can make two melee attacks, of which only one can be darting tongue; or one ranged tail spike attack. Darting Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Strength saving throw, or be grappled. The target may make a saving throw at the end of their turn; if successful, the grapple is broken. Tail Spikes. Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 11 (2d6 + 4) piercing damage. Tzunga spikes are highly prized, not only as trophies, but also as an exotic ingredient smiths use in both armor and weapons. Voracious Eaters. Tzunga spend most of their day eating or hunting. Tzunga are prevalent in jungles, deserts, and coastlines, where they like to eat the silicone-rich soils and sand, as well as bones, hair, and scales of their prey to satisfy their voracious metabolisms they need to create the spines that cover their bodies. Efficient Hunters. A tzunga’s greyhound-like body is built for speed. Tzunga move with amazing agility when swarming their prey. One-on-one they are menacing foes, but when they attack as a group, they are savage and vicious, driven by their lust for the hunt. Explosive Shrapnel (Recharge 5–6). The tzunga forcibly shoots dangerously sharp spines from its body. Creatures within a 15-foot-radius sphere must make a DC 15 Dexterity saving throw or take 11 (2d6 + 4) piercing damage, and half as much on a successful one. Legendary Actions The tzunga 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. It regains spent legendary actions at the start of his turn. Attack. The tzunga makes a tail spikes or darting tongue attack. Evasive Jump. The tzunga may jump to an unoccupied space within 10 feet of itself without provoking opportunity attacks. Nimble Feint (Costs 2 Actions). The tzunga avoids the next attack it can see. Attacks against the tzunga have disadvantage until the start of its next turn.
207 Crystic Host by Michael Sharp Liches go to great lengths to obtain immortality, storing parts of their soul in inanimate objects so they can come back to life if they are killed. These objects are not always stable and when damaged, the soul can slowly leak out. If the lich uses a cluster of objects like crystals, the soul might instead spread itself out across all the surrounding crystals. The lich’s consciousness and identity falls apart as its soul is spread thin, leaving behind the raw motivation to find a host and survive. These semi-sentient rocks attach to any living creature unfortunate enough to touch them, slowly draining the creature’s life and petrifying it from the inside out. These creatures become crystic hosts under the parasitic crystal’s control. Crystic Host Medium, monstrosity, unaligned Armor Class 18 (natural armor) Hit Points 255 (30d8 + 120) Speed 25 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 18 (+4) 6 (–2) 11 (+0) 6 (–2) Saving Throws Str +9, Con +9 Damage Immunities psychic Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. Languages — Challenge 13 (10,000 XP) Proficiency Bonus +5 Crystalline Growth. Any attacks against a growth in a living creature automatically hit. The growth also automatically fails saving throws, but can’t be targeted by spells which require Wisdom, Intelligence, or Charisma saves. Any action that removes the petrified condition removes the growth. Killing a crystic host kills the growth as well. Crystic Petrification. When a creature without a crystalline growth is hit with an attack from the crystic host, a crystalline growth takes root in the wound with 10 hit points. At the start of the creature’s turn it must make a DC 17 Constitution saving throw, taking 7 (2d6) necrotic damage on failed save, or half as much on a success. The crystalline growth’s health increases by the necrotic damage. If a creature drops to zero hit points with a Single Minded. A crystic host has only one goal: find another host before the one they are costuming fully petrifies. Without a target the crystic host wanders aimlessly around the cave it was created in. It moves through the cavern like a plague, infecting everything it touches with the parasitic crystals. In a short time every surface of a cavern can be covered. A crystic that has killed all the possible hosts in an area remains dormant waiting for the next living thing to walk by. Beautiful, but Deadly. A cave infected with cystic hosts is a wondrous but dangerous site to behold. Many adventurers have found their life cut short after wandering into a cavern full of strange crystalline statues. crystalline growth, it is turned into a crystic host with the growth’s current hit points. Parasitic Crystallization. A creature cannot be healed while a crystic growth is attached to them. When the creature is healed, the attached crystic growth takes root deeper instead, increasing its hit points by the amount healed. Actions Multiattack. The crystic host makes three attacks: two with its claws and one with its tail. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 9 (2d8) necrotic damage. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Life Cluster. The crystic host can force any creature it can see with a crystalline growth to make a DC 18 Constitution saving throw. On a failure the creature takes 12 (4d6) necrotic damage or half as much on a success. The crystic host regains hit points equal to the necrotic damage dealt. Crystalline Burst (Recharge 5–6). The crystic host shoots jagged crystalline growths out of its body. Every creature in a 30-foot radius must make a DC 18 Dexterity saving throw, taking 16 (4d8) piercing damage and 16 (4d8) necrotic damage on a failure and is infected with Crystic Petrification. On a success, the target only takes piercing damage and is not infected.
208 Murder-Tongue by Nathan Doyle In ages past, when gods and titans roamed the world, massive creatures wandered in search of food based on their primal instincts. Then one day many of these creatures either went extinct or began to slumber. Few texts from those ages survive, but one particularly horrific creature is known in texts only by its crude translation: murdertongue. With the appearance of a gargantuan-sized anteater, the murder-tongue wanders or burrows its way through life, eating any creature small enough to fit in its mouth. The creature is no more intelligent than an animal, but due to its size it considers many sapient species to be food. Long Tongue. The tongue of this creature is as long as its body, not counting the tail. And it is incredibly agile. The tongue can snake its way through windows and building corridors with ease, adhering to food as it explores the confines of the hallways. Good Vibrations. The murder-tongue can detect creatures walking with its sensitive tongue muscles, even while its tongue is inside its mouth. As the creature slides its tongue through a structure, the vibrations of the inhabitants’ frantic running only attracts the tongue as it senses food is nearby. Panic Attack. The murder-tongue has learned, either through observed behavior or through instinct, that knocking over buildings often triggers a fear response in its food, thus making it easier to find and consume. Spiked Skin. The creature sometimes has to compete with other titans, and has over time developed sharp protruding bones to help protect it from creatures that would consider it to be the prey. Murder-Tongue Gargantuan monstrosity (titan), unaligned Armor Class 18 (natural armor) Hit Points 555 (30d20 + 240) Speed 60 ft., burrow 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 25 (+7) 3 (–4) 15 (+2) 5 (–3) Saving Throws Dex +7, Int +3, Wis +9 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities frightened Senses tremorsense 60 ft., passive Perception 12 Languages — Challenge 23 (50,000 XP) Proficiency Bonus +7 Legendary Resistance (3/Day). If the murder-tongue fails a saving throw, it can choose to succeed instead. Rampage. When the murder-tongue reduces a structure to 0 hit points with a melee attack on its turn, the murdertongue can use a bonus action to move up to half its speed and make a claw attack. Siege Monster. The murder-tongue deals double damage to objects and structures. Spiked Body. A Huge or larger creature that starts its turn grappling the murder-tongue or hits it with a melee attack takes 26 (4d12) piercing damage. Tunneler. The murder-tongue can burrow through solid rock at half its burrow speed and leaves a 20-foot-diameter tunnel in its wake. Actions Multiattack. The murder-tongue makes a claw attack followed by a fling, or a murder-tongue attack followed by a bite. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 34 (4d10 + 12) slashing damage, and the target is grappled (escape DC 18). The murder-tongue can only grapple creatures with its two front claws. Murder-Tongue. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 26 (4d6 + 12) slashing damage, and the target is grappled (escape DC 18) by the tongue’s adhesive surface. The target is restrained until the grapple ends.
209 Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 30 (4d8 + 12) piercing damage. If the target is a Large or smaller creature grappled by the murder-tongue then this attack has no range and that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the murder-tongue, and it takes 35 (10d6) acid damage at the start of each of the murder-tongue’s turns. If the murder-tongue takes 50 damage or more on a single turn from creatures inside it, the murder-tongue must succeed on a DC 25 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 murder-tongue. If the murder-tongue dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Fling. One Large or smaller object held or creature grappled by the murder-tongue is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Tongue Lash. The murder-tongue lashes out with its tongue, trying to adhere Large or smaller creatures to it. The area of the tongue consists of up to ten 5-foot cubes, which you can arrange as you wish. Each cube must be adjacent to another cube (diagonals count) and one must be adjacent to the murder-tongue. Each creature in the area must make a DC 22 Dexterity saving throw or be grappled by the tongue. Until this grapple ends, the target is restrained and any ability checks made to escape this grapple have disadvantage. Slurp. The murder-tongue swallows everything grappled by its tongue. While swallowed, a creature is blinded and restrained, it has total cover against attacks and other effects outside the murder-tongue, and it takes 35 (10d6) acid damage at the start of each of the murder-tongue’s turns. If the murder-tongue takes 50 damage or more on a single turn from creatures inside it, the murder-tongue must succeed on a DC 25 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 murdertongue. If the murder-tongue dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Reactions Sudden Throw. If a grappled creature deals 10 damage or more on a single attack, the murder-tongue can use its reaction to fling that creature. Legendary Actions The murder-tongue 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 murder-tongue regains spent legendary actions at the start of its turn. Claw or Fling. The murder-tongue makes a claw attack or uses its fling. Tongue or Bite. The murder-tongue makes a murdertongue attack or a bite attack. Slurp (Costs 2 Actions). The murder-tongue uses its slurp. Tongue Flail (Costs 3 Actions). The murder-tongue uses its fling against every creature grappled by its tongue.
210 Artist: Vall Syrene Writers: Aaryan Balu, Elise Cretel, Chad M. Lensch, Nathan Doyle
211 Soulsucker by Aaryan Balu Hiding in the mists of plains and bogs, the soulsucker is a legendary spirit that sustains itself on the souls of mortals. Prowling the nights in hopes of finding unsuspecting sleepers, the soulsucker latches onto targets and draws their memories and identity with a single breath. Soulsuckers are parasitic forms of specters—souls cursed not only to roam, but to drain life to sustain their own. Some grow to enormous size, said to embody an entire layer of mist over deadly moors, draining the souls of any who walk within their form. Soulsucker Medium undead, neutral evil Armor Class 13 Hit Points 27 (6d8) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 1 (–5) 16 (+3) 10 (+0) 8 (–1) 10 (+0) 13 (+1) Skills Deception +5, Stealth +5 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Incorporeal Movement. The soulsucker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the soulsucker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth. While in dim light or darkness, the soulsucker can take the Hide action as a bonus action. Ethereal Impersonation. As a bonus action, the soulsucker transforms into an illusory duplicate of a creature that has had its hit point maximum reduced by the soulsucker’s Steal Soul in the last twenty-four hours. The soulsucker maintains its own game statistics, but looks and sounds exactly like the creature it impersonates. It can speak the creature’s languages and knows any information the creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. Physical interaction with this form reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful DC 15 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image and recognize the soulsucker’s true appearance. Actions Multiattack. The soulsucker makes two tail swipe attacks. Steal Soul. The soulsucker targets one creature within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Unconscious creatures have disadvantage on their saving throw. Constructs, oozes, plants, and undead succeed on the save automatically. Tail Swipe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 3) necrotic damage. Mists Made Manifest. Soulsuckers are masters of the nighttime mist, prowling in the low light of open moors, adept at hiding in shadow. Some lurk in packs on the edge of campsites, waiting for opportunities to strike and disappear. Ethereal Mimics. Soulsuckers often wait for their prey to fall asleep before sneaking upon them to drain their soul; they then disappear, waiting for the next opportunity to use their newfound identity to lure compatriots away. Soulsuckers have been known to pick off members of a camp one by one, drawing each member into the woods before draining their identity and returning for the next.
212 Bog Specter by Elise Cretel Warm mist rises from the water of the moor as the bog specter rears back its head, drawing the life energy from its prey. Red wisps travel through the air as the specter absorbs it completely before releasing the creature. Life in the area begins to prematurely age and loses its normal vigor as the bog specter regularly feeds on the creatures of the swamp. The bog specter is a nocturnal creature that lurks around swamp lands and sometimes they wander into damp cavern systems or forests. They travel throughout the night hunting for living creatures to draw life energy from. Old stories of bog specters luring people through swamps to their demise have been passed through the collective consciousness for centuries. The bog specter traps victims in the mire to drain their life. Creatures are left weakened and slowly sink until they are engulfed by the thick bog. There are rumors that the bog specter absorbs a creature’s soul if their life drain causes that creature’s death. Lone Hunters. The bog specter is a solitary creature that hunts alone. They seek their own territory away from other bog specters to maximize prey in the area. Trap Builders and Slow Killers. Bog specters are masters of simple trap building. They create non lethal traps made from organic materials found in their territory. They cover their traps in mud, leaves, and grasses to hide them from potential prey. Specters living near mires still utilize bogs to trap their prey. Bog Specter Medium undead, lawful evil Armor Class 15 Hit Points 199 (20d8 + 109) Speed 0 ft., fly 60 ft. STR DEX CON INT WIS CHA 8 (–1) 20 (+5) 12 (+1) 20 (+5) 18 (+4) 15 (+2) Saving Throws Int +9, Wis +8 Damage Resistances fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities acid, cold, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poison, prone, restrained Senses darkvision 120 ft., passive Perception 14 Languages Common and one language it knew in life Challenge 9 (5,000 XP) Proficiency Bonus +4 Petrifying Stare. Two blue empty eyes stare from the darkness. Creatures within a 20-foot cone must make a DC 17 Wisdom saving throw. On a failed save, creatures become petrified. On a success, creatures are immune to the petrifying stare for 24 hours. Shadow Stealth. While in dim light or darkness, the bog specter can take the Hide action as a bonus action. Actions Multiattack. The bog specter makes three attacks: two ghastly slams and one spectral gasp. Ghastly Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 16 (3d10) necrotic damage. Grim Life Absorption. The bog specter holds out their ghostly hand and a 50-foot line of necrotic energy is emitted. Creatures in this area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 55 (10d10) necrotic damage or half that damage on a successful save. The bog specter regains hit points equal to half of the total damage dealt. Spectral Gasp. The bog specter releases a screeching gasp. Creatures attacking within a 30-foot cone must make a DC 16 Constitution saving throw. On a failed save, creatures take 27 (5d10) necrotic damage and the wind is knocked out of them as they fall prone. On a success, creatures take half damage and are not prone.
213 Smoke Elemental by Chad M. Lensch A smoke elemental is a swirling amalgamation of smoke, air, heat, and ash, that usually takes the form of the victims it destroys. It blinds and blasts its enemies with its acrid vapors, and feeds off of the energy of things that are consumed by fire. Smoke elementals are known to hover near volcanoes, follow after large forest fires, and swirl about on the burned-out fields of war. Smoke elementals are not conjured or bound like other “pure” elementals on the Material Plane, but have been observed to form in two ways. First, they can be created from the energy of powerful fire magic spells, causing small tears into the Astral Plane and fusing the residual fire magic with the surrounding air. Second, when a fire and air elemental fuse, their energies cancel one another, resulting in the formation of one or more smoke elementals. Fire-breathing dragons have been known to keep smoke elementals as pets and guards, where they are created and rejuvenated by the destruction the creature discharges. They are also found floating among demons and devils, craving the products of their destruction: fire and smoke. Wind and Fire. Smoke elementals have a strange attraction and, at the same time, repulsion to wind and fire. They are attracted to fire, not for the heat, but because the smoke rejuvenates and restores their form. They also need air to fuel fire, but not so much that it dilutes their smokey embodiment. Smoke elementals prefer to exist between these two states, where they find strength and safety. Obscuration. Smoke elementals’ very nature is to spread and conceal, cover, and grow. They neither delight in destruction, nor in ending the lives of the living. They delight in swirling about, in an indistinct haze. However, if they face something that threatens their survival, they descend and smother their enemies without hesitation. Smoke Elemental Huge elemental, neutral Armor Class 18 (natural armor) Hit Points 209 (22d12 + 66) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 16 (+3) 2 (–4) 14 (+2) 6 (–2) Skills Stealth +9 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses blindsight 60 ft., passive Perception 12 Languages Auran, Ignan Challenge 12 (8,400 XP) Proficiency Bonus +4 Backdraft. When hit with a successful melee attack, the elemental bursts open with a heat-infused gust. The attacker must make a successful DC 17 Dexterity saving throw, or take 14 (4d6) fire damage, or half as much on a successful one. Hazey Visage. The eyes and lungs of creatures burn within an area of 5 feet of the elemental. Each creature within this range must succeed on a DC 17 Constitution saving throw or be blinded until the end of the elemental’s next turn. Smoke Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Smoldering Strength. If a smoke elemental is within 30 feet of something burning at the start of its turn, it regains 10 hit points. Actions Multiattack. The elemental makes three attacks, only one of which can be gust of ashes. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. Gust of Ashes (Recharge 5–6). The elemental lashes out in a 15-foot cone of blistering smoke and hot ash. Each creature in that area must make a DC 17 Dexterity throw or be blinded until the elemental’s next turn and take 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.
214 Waking Nightmare by Nathan Doyle An amalgamation of the worst fears and nightmares of every creature that dreams, the waking nightmare is a being of negative energy combined with the fear that stalks you as you sleep. The waking nightmare doesn’t technically look like any one thing. As a semi-real manifestation of fear itself, it often resembles whatever it is that you are most terrified of. Divination magic has shown that the general shape of the creature is that of a long wispy snake, but with legs directly behind the head. It is a terrifying image indeed. Whenever one is brought from the realms of shadow, death, or dreams, where they are native, they incite a horrific wave of panic as their mere presence induces terror and people lose the will to live as the fear they dream of becomes palpable enough to kill them. When people tell you that you should only be afraid of fear itself, this is the creature they refer to. Bringer of Terror. The waking nightmare is capable of manipulating the fears and minds of its target, shaping the world into a nightmarish hellscape. You can awaken from a mere bad dream to find that your bed is one of maggots and ichor, or that your home is charred and burnt. The waking nightmare isn’t content to kill you in your sleep, it wants you to wake up to a living nightmare and then kill you after you’ve lost all hope. Fears Made Real. Whatever you fear, whatever gives you pause, will find its way into your mind while you are in the presence of the waking nightmare. Even unconsciousness cannot save you from the nightmares. You cannot hide from your greatest fear.
215 Waking Nightmare Gargantuan elemental, neutral evil Armor Class 18 Hit Points 297 (18d20 + 108) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 26 (+8) 22 (+6) 18 (+4) 16 (+3) 24 (+7) Saving Throws Wis +9 Skills Intimidation +13 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 120 ft., passive Perception 13 Languages telepathy 120 ft. Challenge 20 (25,000 XP) Proficiency Bonus +6 Ephemeral. The nightmare can’t wear or carry anything. Incorporeal. The nightmare can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The nightmare’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: phantasmal killer 3/day: mirage arcane 1/day: weird Legendary Resistance (3/Day). If the nightmare fails a saving throw, it can choose to succeed instead. Sunlight Weakness. While in sunlight, the nightmare has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. The nightmare makes two attacks with its tail and one with its bite. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) piercing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 5 (1d10) necrotic damage. Siphon Soul (Recharge 5–6). The nightmare sucks the life-force out of creatures in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nightmare 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 this way can only be restored to life with a true resurrection or wish spell. Legendary Actions The nightmare 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 nightmare regains spent legendary actions at the start of its turn. Attack. The nightmare uses its tail attack or bite attack Detect. The nightmare makes a Wisdom (Perception) check. Move. The nightmare moves up to half its speed. Waking Nightmare. If the nightmare isn’t concentrating on a spell, it casts phantasmal killer at a target in range.
216 Artist: Comettant Cartographer: Tiffany Munro Writers: Tyson VanOverhill, Kirsty Kidd, Matthew Moynihan, Luke Russell
217 Micenta Blight by Tyson VanOverhill An ancient evil pools in the shadows of the forest. Plants that drink this foul power are twisted into corrupt mockeries of their former form, taking on humanoid shapes to terrorize, destroy, and infect others with their toxic spores. Beings of Decay. Micenta blights are scavengers who are drawn to the dead and dying, where they plant their spores and propagate. When they encounter a living creature the micenta blight showers them with spores, seeking to spread its infection. When the creature dies, the corpse is animated by the spores, producing a new micenta blight. It in turn yearns to spread its spores to begin the cycle anew. Hunger in the Wood. To fuel its animation the micenta blight feeds on putrefying flesh. What it cannot find is made by striking out at the living and feeding from their still-cooling corpses. These monsters are said to hunt prey relentlessly, sometimes pursuing a single target through the woods for days. Micenta Blight Medium plant (fungus), chaotic evil Armor Class 13 Hit Points 50 (8d8 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (–1) 14 (+2) 4 (–3) 12 (+1) 3 (–4) Skills Stealth +1 Condition Immunities blinded, deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages — Challenge 2 (300 XP) Proficiency Bonus +2 False Appearance. While the micenta blight remains motionless, it is indistinguishable from a rotting log. Spore Cloud. When a creature begins its turn within 10 feet of the micenta blight, it must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be infected with spore blight. The infected creature’s skin begins to flake and crumbles to dust when touched, leaving a fine dusting of spores that infest rotting wood. Within a day a new micenta blight is born from the rotting wood. Up to three new blights each dawn can be created by spores shed from an infected creature. Identifying the disease and its cure requires a DC 12 Intelligence (Medicine) or Intelligence (Nature) check. The disease can be cured by burning the spores off the skin with at least 10 fire damage, or casting lesser restoration or similar magic. Actions Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can’t constrict another target. Grappled creatures have disadvantage on saves against the spore cloud trait.
218 Nexleesia by Kirsty Kidd Once the most valorous and selfless of the fey, the noble House of Nexless were the protectors of sacred druidic sites and the slayers of any undead presence that might taint them. The Nexless became popular among the fey courts; some regarded their dedication to their cause as a kind of novelty while others truly respected what the Nexless stood for. Holding the favor of the fey courts brings both beneficiaries and rivals. The house of Nexless paid dearly for their popularity and were brought low by a curse from a jealous archfey. The Nexless, shining and glorious, became the nexleesia, cowering and loathsome. Nexleesias reside in bogs and swamps and shun the company of other creatures. This is partly due to shame for their appearance but largely due to their scent. The archfey, seething in envy at the praise the House of Nexless received for their heroics, made their oath against the undead into their greatest weakness. The scent of a nexleesia is an irresistible lure to undead creatures, drawing them in from miles away. A swamp where a nexleesia resides becomes swarmed with undead and strewn with the bodies of the slain. Nexleesias have never forgotten their oath and continue to fulfill it, but the effects of the curse have pushed some to become over-protective of their homes, charging any who wander into their domain with trespass. Cloak and Dagger. No longer champions, nexleesias have dropped their code of chivalry for tactics of stealth and deception. They use their plant-like appearance to their advantage, enhancing their deception by cloaking themselves in mud and foliage and remaining motionless for hours for the perfect ambush. They are careful to not cover themselves completely so they can utilize the thin layer of sticky mucus that coats their skin. This slick glue is stronger than it appears and highly corrosive to all but the nexleesia, who use it to hold their quarry close while they slowly dissolve. Watchers of the Wetlands. The bogs and fens that the nexleesia reside in are rarely holy places but they watch over them with the same fervor. They also retain the arcane abilities which made them so effective at securing hallowed ground. Those nexleesia that haven’t been pushed too far into despair by their curse can still be great allies to those who revere nature. If a nexleesia is approached with respect and a fair amount of caution, it is possible to entreat them to become protectors of important sites and relics once more.
219 Nexleesia Medium fey, chaotic neutral Armor Class 12 (16 with barkskin) Hit Points 127 (14d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 9 (–1) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 17 (+3) Saving Throws Cha +7, Str +3 Skills Perception +5, Stealth +6 Damage Resistances poison Damage Immunities acid Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Elven, Sylvan Challenge 9 (5,000 XP) Proficiency Bonus +4 Adhesive. The nexleesia adheres to anything that touches it. A Huge or smaller creature adhered to the nexleesia is also grappled by it (escape DC 16). A creature that begins its turn grappled by the nexleesia takes 14 (4d6) acid damage. Ability checks made to escape this grapple have disadvantage. False Appearance. While the nexleesia remains motionless, it is indistinguishable from a swamp plant. Innate Spellcasting. The nexleesia’s innate spellcasting ability is Charisma (spell save DC 15). The nexleesia can innately cast the following spells, requiring no material components: At will: acid splash 3/day each: entangle, protection from evil and good, web 1/day each: barkskin, insect plague, pass without trace Speak with Plants. The nexleesia can communicate with plants as if they shared a language. Undead Lure. The nexleesia emits a scent that attracts undead creatures. Any undead creature within 3 miles must make a DC 16 Wisdom save or be charmed by the scent. Creatures charmed in this way feel compelled to move towards the source of the scent but aren’t considered allied or friendly towards the nexleesia. When entering an area inhabited by one or more nexleesia, roll 1d6 for each nexleesia. For each roll of 5 or higher, roll a d10 on the table of undead below. d10 Undead 1 3d6 zombies 2 2d6 skeletons 3 1d6 ghouls 4 1d6 specters 5 1d6 ghasts 6 2d4 will-o’-wisps 7 1d4 wights 8 1d4 flameskulls 9 1d2 wraiths 10 1 vampire Actions Multiattack. The nexleesia makes three attacks: two with its vine whip and one with its leaf slash. Leaf Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, 7 (2d6) acid damage, and the target is subjected to its Adhesive trait. Vine Whip. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) piercing damage and 7 (2d6) acid damage.
220 Thugulth by Matthew Moynihan The first thugulth was spawned in the swamp behind a hermit alchemist’s hut. The mix of alchemical refuse, latent magical energy, and bodies long-claimed by the swamp resulted in the growth of this undead horror. The creative source of the thugulth has spread. They often appear in warm swamps rich with necrotic energy, decomposing corpses, or alchemical pollution. Once a thugulth is killed, it is only a matter of time before a new one rises, unless the source of the swamp’s pollution is eliminated. Restless Spreaders. Thugulths are decomposition embodied. They are always consuming, and do not need to sleep. As long as there is life around them, they expand and infect, sucking more life from their fens and bogs. Titanic Growth. A thugulth’s presence will drastically change the ecosystem of a region. As the necrotic rot grows and expands, a thugulth may move its central den regularly, even daily. If two thugulths crop up in adjacent swamps, the expansion of the necrotic creep accelerates, and could take over an entire wetland in just days. A Thugulth’s Lair A thugulth makes its lair in a stagnant swamp, up to several square miles in size. Plant life in a thugulth’s swamp grows a jaundiced purple with corruption, and the water thickens with detritus. A unique acrid stench accompanies a thugulth’s presence, and discolored mists drift through the swamp. Tangled roots and low hanging vines make travel and visibility difficult. Lair Actions When fighting inside its lair, a thugulth can use lair actions. On initiative count 20 (losing initiative ties), a thugulth can take one lair action to cause one of the following effects. The thugulth can’t use the same lair action two rounds in a row: • Undead forms rise from the swamp. The thugulth raises 1d4 zombies and 1d4 vine blights in unoccupied locations within 60 feet. • Gaseous bubbles burst from the swamp’s surface. All creatures within 80 feet that are not undead or plants must make a DC 18 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and is poisoned until the end of their next turn. • Living roots writhe from under the surface. Each creature within 60 feet of the thugulth must succeed on a DC 18 Strength saving throw or be pulled 15 feet toward the thugulth. Regional Effects The region containing a thugulth’s lair is warped by the creature’s corrupting presence, creating the following magical effects. • Creatures that die within a thugulth’s swamp are raised as zombies 24 hours later. • Fresh water sources that connect to the thugulth’s swamp are corrupted and the water becomes nonpotable. • Plant life in a thugulth’s swamp produces vine blights, which spread through the region, creating new sources of corruption. If the thugulth dies, these effects fade over the course of 2d6 days unless the source of the thugulth’s creation isn’t removed. In that case, a new thugulth spawns in 1d8 days and the cycle starts anew.
221 Thugulth Huge undead plant, neutral evil Armor Class 18 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 25 (+7) 17 (+3) 20 (+5) 9 (–1) 10 (+3) 11 (+0) Saving Throws Str +12, Con +10, Wis +8 Damage Resistances acid; piercing and bludgeoning from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities poisoned Senses tremorsense 60 ft. Languages — Challenge 16 (15,000 XP) Proficiency Bonus +5 Amphibious. The thugulth can breathe air and water. Putrescent form. A creature that touches the thugulth or hits it with a melee attack while within 5 feet of it takes 9 (2d8) necrotic damage. Actions Multiattack. The thugulth uses its toxic spray if available and makes three attacks: two with its root thrash and one with its proboscis. Proboscis. Melee Weapon Attack: +12 to hit, reach 5 ft. one target. Hit: 16 (2d8 + 7) piercing damage plus 9 (2d8) necrotic damage. Root Thrash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 3 (1d6) acid damage. Toxic Spray (Recharge 5–6). The thugulth emits putrid mist in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 9 (2d8) necrotic damage and 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The thugulth 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 thugulth regains spent legendary actions at the start of its turn. Proboscis. The thugulth makes one proboscis attack. Swamp Slip. The thugulth descends into the swamp moves up to its movement without provoking opportunity attacks. Drown (Costs 2 Actions). The thugulth grasps one target within 30 feet with its root system and pulls it underwater. The target must succeed on a DC 18 Dexterity saving throw or be knocked prone and become restrained (escape DC 18).
222 The Old Man of the Forest by Luke Russell Stories about the Old Man of the Forest have been passed down through generations, twisting and warping with each telling. Some claim he was once a god of nature, corrupted by the advancement of mortals into his domain. Others claim that he is a traveler from another plane, or an ancient treant gone mad. All the stories agree on one thing: The Old Man of the Forest is a being to be feared. Dwelling in the deepest and darkest parts of the forest, this creature is said to take the form of a wizened human. The Old Man talks to travelers who have lost their way, and invites them to shelter in his grotto. It is said that those who agree are never heard from again. Some claim to have seen the Old Man’s true form: a contorted monster dripping with vines and sprouting fungus. Many become raving cultists who worship the creature as a god, bringing sacrifices and conducting bloodthirsty rituals in his name. Those blessed or unlucky enough to see the Old Man’s true form share a maddening revelation: he is the reason that mortals were once scared of the dark. A God Corrupted. The exact origin of the Old Man of the Forest is greatly disputed, but many agree he was once a nature god of some power. Whether through time, the advance of mortal society, or some other nefarious process, he became corrupted. The Old Man hates mortalkind, particularly those that cut down his trees to feed their fires. The Old Man views this act of aggression as defilement of the highest order and exacts its vengeance with cold, clinical cruelty. Surreptitious Worship. Disillusioned druids and those that have been spurned by the mortal world often find themselves worshipping the Old Man. He is a force of nature, with pernicious intelligence and deadly manipulation skills. The Old Man’s worshippers are spread far and wide, with many occupying high status in mortal society. As the Old Man wanders through his domain, his followers and cultists are never far away. Walk With Me. When the Old Man of the Forest walks through his land, he often does so in the form of an elderly mortal. He approaches interlopers and interrogates them to learn about the outside world before reclaiming them as weeds might reclaim an abandoned building. Even in this form he shows signs of corruption: his eyes may be slightly too wide, or his chin too thin. By the time his guests have realized something is amiss it is already too late.
223 The Old Man of the Forest Large plant, neutral evil Armor Class 18 (natural armor) Hit Points 304 (32d10 + 128) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 18 (+4) 20 (+5) 19 (+4) 24 (+7) Saving Throws Dex +9, Con +11, Wis +11 Skills Perception +11 Damage Resistances cold, fire, lightning, thunder Damage Immunities poison, necrotic; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 21 Languages Common, Primordial, Sylvan, telepathy 120 ft. Challenge 23 (50,000 XP) Proficiency Bonus +7 Change Shape. The Old Man magically polymorphs into a form that resembles a Medium humanoid, or back into its true form. Aside from his size, his statistics are the same in each form. Innate Spellcasting. The Old Man’s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: animal friendship, entangle, locate animals or plants 3/day each: dispel magic, ensnaring strike, hellish rebuke, plant growth 1/day each: finger of death, mirage arcane Legendary Resistance (3/Day). If the Old Man fails a saving throw, he can choose to succeed instead. Magic Resistance. The Old Man has advantage on saving throws against spells and other magical effects. Magic Weapons. The Old Man’s weapon attacks are magical. Actions Multiattack. The Old Man makes four razor vine attacks. Razor Vine. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or the Old Man’s hit points are increased by an amount equal to the damage taken, up to his hit point maximum. Enslave (3/Day). The Old Man targets one creature he can see within 120 feet. The target must succeed on a DC 22 Wisdom saving throw or be magically charmed by the Old Man until the Old Man dies or until it is on a different plane of existence from the target. The charmed target is under the Old Man control and can’t take reactions. The Old Man and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Old Man. The Will of the Forest (Recharge 5-6). The Old Man infects a corpse within 60 feet with its pernicious essence. At the start of the next round the corpse becomes a shambling mound. Legendary Actions The Old Man 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 Old Man regains spent legendary actions at the start of his turn. Attack. The Old Man makes one razor vine attack. Absorb (Costs 2 Actions). One creature charmed by the Old Man takes 21 (6d6) necrotic damage and the Old Man regains hit points equal to the damage the creature takes.
224 The Old Man of the Forest’s Lair The lair of the Old Man of the Forest is a huge overgrown snare, a trap that tempts nearby travelers and binds them in nightmarish torment. The symbiotic relationship between the Old Man and the land makes it difficult to judge exactly where his physical form ends and his domain begins. Adventurers might be tempted to enter the lair by the lure of treasure long since lost, or to recover wayward souls trapped in its thickets. Wherever the Old Man travels, his lair takes root. Seeds sprout in the deepest, oldest, and most hallowed groves and spread their tendrils like a viridescent sickness. The central point of his lair is usually an altar, henge, or shrine to a nature god. As a creature of corruption, the Old Man’s influence twists these places of quiet reverence into nightmarish mockeries. Although capable of setting down roots anywhere with abundant flora and fauna, the Old Man is drawn to warmer climates and prefers swamps and jungles. Lair Actions When fighting inside his lair, the Old Man of the Forest can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Old Man takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row. • The Old Man casts dimension door (no material components required) on himself. A creature within 5 feet of the Old Man must succeed on a DC 22 Wisdom saving throw or be transported as well. • All terrain within 90 feet of the Old Man becomes difficult terrain. Any creature that moves into the affected area takes 13 (2d12) magical piercing damage for every 5 feet it travels. • The corpse of one creature within 90 feet of the Old Man becomes a shambling mound. Regional Effects The region containing the Old Man’s lair is warped by the creature’s presence, which creates one or more of the following effects: • Plant life within 1 mile becomes tougher and gains the ability to slowly break through stone, brick, and steel. • Fruit and vegetables within 5 miles grow into contorted shapes, rot completely, or burst like pustules. • People who live within 10 miles of the lair have dreams where they encounter a strange elderly man gently guiding them into the forest. When they awake they may find themselves sleepwalking or within the lair itself. If the Old Man dies, these effects fade over the course of 1d10 days. Common rooms and areas found in the Old Man’s lair are described below. 1. Corrupted Grove This is the source of the Old Man’s foul influence. Typically found at the heart of his lair, the corrupted grove is a blasphemous perversion of that which once honored a nature deity. The Old Man’s presence may have cracked the ritually carved menhirs and standing stones, infesting them with bulbous vines and bristling thorns. 2. Swamp of Decay The Old Man discards the spent husks of lured mortals into this decrepit swamp. Crystal clear springs become tainted with skeletal corpses that bob like lilies in the dark, corrupted water. The Old Man has little interest in artifacts or treasure, so any valuables owned by his victims are likely floating among the carcasses. 3. Hangman’s Vines One of the most common plants found within the lair of the Old Man are hangman’s vines. These warped and twisted willow trees ensnare unwitting intruders, hoisting them into the air and holding their struggling forms until they are dealt with by the Old Man or his followers. 4. Cultists Coppice Disciples of the Old Man that reside within his lair have long since left the mortal world behind. Now more plant than person, the Old Man’s corruption infects his followers like a rot, converting them into grotesque hybrids. The trees that occupy this grove were mortals once, and perhaps some part of them still is. 5. Verdant Veins Water is an ideal mechanism for spreading corruption. The rivers that once glistened throughout his lair are now slow moving and viscous. Their surfaces are clogged with islands of scum and mold as they weave and flow through the lair like distended arteries.
225 1 2 3 4 5
226 Artist: Gavrosh Stevenson Writers: Bruce Maelzer, William C. Cronk, Matthew Moynihan, Michael Sharp
227 Neshuhk Tiny monstrosity, unaligned Armor Class 13 Hit Points 4 (2d4 – 1) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 4 (–3) 16 (+3) 8 (–1) 10 (+0) 12 (+1) 3 (–4) Skills Perception +2, Stealth +5 Damage Resistances psychic Condition Immunities blinded Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages telepathy 60 ft. Challenge 1/8 (25 XP) Proficiency Bonus +2 Host Control. The neshuhk has full control of its host and makes use of the host’s skills and abilities. A controlled host’s Strength, Dexterity, Constitution, and Charisma are equal to the neshuhk’s. The controlled host’s Intelligence and Wisdom are either their original values or the neshuhk’s, whichever is higher. Knowledge Retention. A neshuhk retains all the knowledge of a previous host. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage. The target must make a Dexterity saving throw (DC 13) or become grappled. If grappled, the target must make another Constitution saving throw (DC 15) at the start of its next turn or become stunned until the grapple ends. Neshuhk by Bruce Maelzer Neshuhk are a parasite rarely found away from their colony. If one is spotted there are surely others nearby and it is best to flee the area. The neshuhk can wait patiently in caves and dark forested areas, potentially for years, until one or a group of humanoids is unfortunate enough to wander in the reach of the colony. Once attached to the face of its victim, the Neshuhk gains full control of its host’s body, including its knowledge and abilities. Over a period of three days, the neshuhk can alter its appearance to better match the face and complexion of the host, making visual recognition of the infection quite difficult. Once a colony has control of a few hosts, they seek out larger populations in the search for more hosts. There are stories of large and aggressive colonies taking control of entire villages within a matter of days. Once an entire community falls victim to neshuhk it is possible for the colony to control its hosts indefinitely. Travelers happening upon a fully infected community might be made uneasy by the strikingly similar “dull” or “shallow” personalities of the infected people. The only known method of freeing a host, short of killing them, is by burning the neshuhk. Hivemind. Neshuhk are connected via a telepathic link. A neshuhk is able to communicate with all other neshuhk within 60 feet. A Love of the Arcane. Should a magic user become a host, the neshuhk makes full use of the spellcaster’s abilities, moreso when threatened.
228 The Lover’s Mask by William C. Cronk Believed to be the tormented creation of a scorned warlock of some ancient power who wished revenge upon their unfaithful partner, the lover’s mask is an aberration manifested from pain and spite. Worse still, after the warlock ensured the mask had caused their partner’s demise, the warlock sold the secret to creating the horrid thing among the nefarious markets of the world, fully knowing the lover’s mask had taken on a semblance of life itself, empowered by the will of the ancient beings that play with mortal minds. Once a lover’s mask completes its assigned task, usually the death of its intended target, it continues to exist in a dormant state, ready to spring to action when someone is foolish enough to engage with it, or if it is activated by its original creator. Malleable Arcana. Being an aberration of ever-changing magic, the lover’s mask can change its form. Normally it appears as a lifelike mask of the face of its last victim, though the back of the mask is completely covered by numerous, eldritch tendrils that sway and writhe of their own accord as the creature levitates through the air or crawls spiderlike along the floor. It can also appear as a simple porcelain mask, which for all intents and purposes is unreadable by most magics. The third form is the face of a person the mask has assumed to lure their target to them. Usually, this final form has been torn from a target’s psyche and is someone the target cares about. Psychic Feast. The lover’s mask feeds on the psychic energies of its victims, slowly drawing the life essence and psychic aura from the target until it expires, a mindless shrivelled husk of its former self. In some cases, the lover’s mask can then animate the corpse, using it as a means of transportation or a way to defend itself against opponents. Eldritch Manipulator. As a creature of eldritch magic, the lover’s mask has innate spellcasting abilities that allow it to play with the minds of its victims, be it through illusion, reading the thoughts of its target, or simply overpowering the target’s mind altogether. Creating a Lover’s Mask A lover’s mask can be constructed by any warlock using the following method. The warlock must purchase 1000 gp worth of a magical, fine clay, a 100 gp porcelain mask, and have an item that belongs to the intended target. The more personal the item (such as a lock of hair), the better. During the night of a new moon, the warlock places the personal effect upon the porcelain mask and covers it in the clay. During this process, they cast the following spells: charm person, comprehend languages, major image, and unseen servant. Once the spells are cast, and the clay covers the entire mask, the warlock must cut themselves (minimum 4 points of damage) and merge their blood into clay. The entire ritual takes eight hours. At dawn, the tentacled shape of the lover’s mask appears, bearing the visage of the one who created it.
229 The Lover’s Mask Tiny aberration (shapechanger), unaligned Armor Class 16 (psychic armor) Hit Points 30 (12d4) Speed 5 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 5 (–3) 18 (+4) 11 (+0) 15 (+2) 15 (+2) 19 (+4) Saving Throws Int +5, Wis +5, Cha +7 Skills Deception +10, Insight +5, Persuasion +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities blinded, charmed, deafened Senses special (see below), blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 12 Languages telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 Ambush Attack. If a target places the lover’s mask on their face, the lover’s mask surprises the target. Driven. Once created, the lover’s mask can always tell where its intended target is, doing everything within its capabilities to reach them. Innate Spellcasting. The lover’s mask’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: charm person, minor illusion 3/day each: enthrall, hold person, read thoughts, suggestion 1/day: major image Inscrutable. The lover’s mask is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks made to ascertain the lover’s mask’s intentions or sincerity have disadvantage. Love’s Visage. As a bonus action, while casting read thoughts, the lover’s mask can attempt to pry from the mind of the target an image of a person that the target loves or cares about if the target fails a DC 14 Wisdom saving throw. A lover’s mask that finds such an image can use it to polymorph into the face of the target’s loved one. Polymorph. When dormant, the lover’s mask assumes the form of a porcelain mask and for all intents and purposes will register as a porcelain mask. The lover’s mask can use its action to either polymorph into the face of any humanoid it has seen using read thoughts, or into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Psychic Drain. As a bonus action, if the lover’s mask succeeds with one or more tentacle attacks, the target must make a DC 14 Intelligence save. The target takes 18 (4d6 + 2) psychic damage on a failed save, and half as much damage on a successful one. In addition, the target’s Intelligence score is reduced by 2 if the psychic damage is greater than the target’s current Intelligence score. Any applicable Intelligence score reduction lasts until the target completes a long rest. The target dies if this effect reduces its hit points or Intelligence score to 0. Actions Multiattack. The lover’s mask can make 1d4 tentacle attacks. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) psychic damage. Psychic Puppet. If a creature has its Intelligence score reduced to 0, the lover’s mask can animate the creature if the two are physically connected. An animated creature retains its Strength, Dexterity, and Constitution scores and regains half of its original hp. The animated creature is under the control of the lover’s mask for 4d6 hours, after which it collapses, all residual psychic energy having been drained from it by the lover’s mask. The lover’s mask can decide what action the animated creature takes and where it moves during its next turn, or it can issue a general command, such as to guard a particular chamber or corridor. If the lover’s mask issues no commands, the animated creature will only defend itself against attack, usually by fleeing. Once given an order, the animated creature continues to follow it until its task is complete. While controlling the animated creature, the lover’s mask assumes the face of the creature. A successful opposed Wisdom (Insight) check versus the lover’s mask Charisma (Deception) discerns that something is amiss. If the creature is spoken to, the roll is made with advantage, as the creature only speaks to the lover’s mask through telepathic means.
230 Wilted Oracle by Matthew Moynihan Of all of the weird creatures an adventuring party can encounter, a wilted oracle is one of the least dangerous, at first glance. Wilted oracles are twisted beacons of soothsaying, tied to the existence of The One Truth that binds the world. Teller of Truth. A wilted oracle can only speak the truth, but can pick particularly nasty truths if not treated with respect. It has little interest in the issues of other living beings, but is compelled by the presence of life around them to speak prophecies. These prophecies range from world-breaking truths, to the most mundane of future facts. The wilted oracle is not initially hostile to any creature and will answer questions truthfully (if in varying degrees of decipherability), but if threatened or attacked, it has unique and powerful access to magic for its own protection and the protection of the Truth. Magic Amplifiers. A wilted oracle emits psychic reverberations that can affect areas up to ten miles away. Creatures have reported prescient dreams, visits from beyond the grave, and visual manifestations of magic and other psychic abilities. A Wilted Oracle’s Lair A wilted oracle crafts its lair in caves high in frosty mountains. It feeds on eddies of magic collected on mountain peaks. A wilted oracle does not relish company, but holds respect for adventurers who successfully make it to its lair. The paths leading up to a wilted oracle’s lair are inhabited by magically infused beasts and often are sites of uncontrolled magical surges. Lair Actions When fighting inside its lair, a wilted oracle can use lair actions. On initiative count 20 (losing initiative ties), a wilted oracle can take one lair action to cause one of the following effects: the wilted oracle can’t use the same lair action two rounds in a row: • The wilted oracle screams, causing the lair to shake and stalactites to fall. Each creature in the lair makes a DC 16 Dexterity saving throw or take 18 (4d8) bludgeoning damage, half on a successful save. • The wilted oracle targets one creature it can sense and drives it away. The target must succeed on a DC 18 Charisma saving throw or move half its movement directly away from the wilted oracle. • The wilted oracle causes a magical surge. Roll on the Wilted Oracle Magical Surge table below to determine the effect. If you roll the same number twice, roll until a new effect occurs. Wilted Oracle Magical Surge table d20 Effect 1 Any creature in the wilted oracle’s lair makes a DC 18 Wisdom saving throw. On a failure, an important secret of the target is magically revealed to one of the target’s adversaries. 2 Time stands still in the wilted oracle’s lair for 1d6 days. 3 Each target who cast a spell last turn must make a DC 16 Charisma saving throw or immediately cast the same spell again on a random target. 4 The wilted oracle shifts time for a single target in its lair. That targets moves to the point in time that they first entered the wilted oracle’s lair. 5 Each creature that can see the wilted oracle gains truesight for 1d10 days. 6 The wilted oracle casts invisibility on itself. 7 Each creature in the wilted oracle’s lair must succeed on a DC 18 Wisdom saving throw or be marked with a strange symbol on their forehead for 1d10 months. 8 One creature of the wilted oracle’s choice is transported to an extra dimensional plane for 1d4 rounds. 9 Each target of the wilted oracle’s choice must make a DC 18 Charisma saving throw or be teleported to an unoccupied location within 30 feet of their current position. 10 All creatures within 20 feet of the wilted oracle must succeed on a DC 16 Constitution saving throw or age 3d10 years.
231 Wilted Oracle Large aberration, neutral Armor Class 10 Hit Points 171 (18d10 + 72) Speed 10 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 18 (+4) 20 (+5) 22 (+6) 25 (+7) Saving Throws Int +10 Wis +11 Cha +12 Skills Arcana +10, Insight +16, Perception +11 Damage Immunities psychic Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities blinded, charmed, frightened, deafened, prone Senses truesight 120 ft., passive Perception 21 Languages All spoken languages Challenge 15 (13,000 XP) Proficiency Bonus +5 Disorienting Presence. Any creature within 30 feet of the wilted oracle must succeed on a DC 18 Wisdom saving throw. On a failed save, the creature rolls a d6. On a 4-6, the creature moves as it intends. On a 2-3, the creature moves in a random direction. On a 1, the creature moves its full movement, returning to the same spot. Legendary Resistance (3/Day). If the wilted oracle fails a saving throw, it can choose to succeed instead. Magical Resistance. The wilted oracle has advantage on saving throws against spells and other magical effects. Spell Reflection. If the wilted oracle makes a successful saving throw against a spell, or a spell attack misses it, the wilted oracle can choose another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of the wilted oracle. If the spell forces a saving throw, the chosen creature makes its own save. If the spell is an attack, the attack roll is rerolled against the chosen creature. Actions Foresight. The wilted oracle calls into the minds of any creatures who can hear it, causing all targets to make a DC 18 Charisma saving throw. On a failed save, the target has disadvantage on attacks against the wilted oracle until the end of the target’s next turn. Prophecy. The wilted oracle speaks a prophecy to one creature who can hear it, telling a truth of the target’s future. The target must succeed on a DC 18 Wisdom saving throw or be stunned until the end of its next turn. Legendary Actions The wilted oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only on the end of another creature’s turn. The wilted oracle regains spent legendary actions at the start of its turn. Magic Feeding. If a spell was cast in the last round, the wilted oracle regains 5d10 hit points. Psychic Shift. The wilted oracle moves up to its movement without provoking opportunity attacks. Forced Casting (Costs 2 Actions). The wilted oracle forces one spellcaster to make a DC 18 Wisdom saving throw. On a failed save, the wilted oracle causes the spellcaster to cast a spell of level 5 or lower at a target of the wilted oracle’s choice.
232 Shoonyata by Michael Sharp Locked away in their own plane, a shoonyata reaches out through the cosmos, offering slivers of its power to any creature eager enough to change their lot in life. When summoned to the Material Plane by their followers, a shoonyata takes the shape of the first thing they see. This is typically the face of the person who summoned it. Otherworldly Reality. Reality itself seems to warp around a shoonyata. Materials and their physical state appear to change at random; air becomes water, dirt twinkles like the stars, and living things blink in and out of existence. It is difficult to maintain one’s sanity around a shoonyata. If a shoonyata is ever killed, it is thrust back to its original plane of existence. If a shoonyata is killed in its own dimension, everything in it ceases to exist, as a shoonyata can not be distinguished from the plane itself. The Occult. Shoonyata is believed to mean “an ancient one” in a forgotten language. Many cults have formed through the ages to worship this strange creature from the beginning of time. Because a shoonyata is so inscrutable, these groups have wildly different ideologies. They hypothesize the desires of this strange entity, and do their best to interpret the twisted, confusing visions a shoonyata visits upon their leaders. The motives of these cults can vary from harmless to world ending. A Shoonyata’s Lair The place of worship of a shoonyata is horrific and confusing. Hallways and rooms seem to be built at random and with perplexing purposes. Each room might look like a library but also have a bee farm growing on the shelves. Evidence of bizarre rituals and offerings are scattered throughout, often without a common theme or purpose. Lair Actions On initiative count 20 (losing initiative ties), the shoonyata takes a lair action to cause one of the following effects; the shoonyata must use all 3 before it can use one again and can’t use the same effect two rounds in a row: • The shoonyata turns the air within 120 feet of it into water until initiative count 20 on the next round. The edge of the transformed water forms a vertical wall and does not spill past. • The shoonyata doubles the gravity in a 60-foot radius around it, causing all creatures to move at half speed until initiative count 20 on the next round. If a creature dashes during this time, they take 10 (2d10) force damage as the extra gravity takes its toll on its body. • Reality around the shoonyata warps beyond recognition. Until initiative count 20 on the next round all creatures within 60 feet of the shoonyata float through a black void. They gain a flying speed equal to their walking speed. All creatures outside this space simply see a hole in the universe. Reality Breaking Effects When running a shoonyata, the chaos and weird effects the characters experience play a large part in creating an otherworldly feel. Use the table below to randomly generate the strange ways characters appear, parts of the land might change, or how an ability might look. The table is broken into verbs and nouns. Roll two d20s to say something like “Your character (verb: melts) into (noun: oil).” or “The boulder by you (verb: crumbles) into (noun: stars).” d20 Verb d20 Noun 1 melts 1 bubbles 2 fades 2 stars 3 bursts 3 flowers 4 swirls 4 butterflies 5 folds 5 rocks 6 shatters 6 noodles 7 splinters 7 snow 8 burns 8 gems 9 peels 9 hair 10 brightens 10 paper 11 drips 11 eyes 12 decays 12 oil 13 crumbles 13 feathers 14 divides 14 rainbows 15 expands 15 jelly 16 flattens 16 fish 17 vibrates 17 ball bearings 18 freezes 18 music 19 evaporates 19 apples 20 hardens 20 ants
233 Shoonyata Gargantuan monstrosity, chaotic evil Armor Class 21 (natural armor) Hit Points 546 (28d20 + 252) Speed fly 80 ft. (hover) STR DEX CON INT WIS CHA 27 (+8) 24 (+7) 29 (+9) 26 (+8) 27 (+8) 30 (+10) Saving Throws Int +16, Wis +16, Char +18 Damage Resistances necrotic Damage Immunities psychic Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses blindsight 120 ft., truesight 60 ft. Languages all, telepathy 120 ft. Challenge 25 (75,000 XP) Proficiency Bonus +8 Legendary Resistance (3/Day). If the shoonyata fails a saving throw, it can choose to succeed instead. When Was I? Time around a shoonyata seems to move differently, causing creatures to age faster or even become younger. When a creature finishes a long rest within 10 miles of a shoonyata roll 2d4. On an even number they get older by that many years and on an odd number they get younger by that many years. If a creature’s age reaches 0 or their race’s expected longevity, they cease to exist. These effects can only be undone by a wish spell. Where Was I? Whenever a creature is hit by an attack or affected by a shoonyata’s abilities, the shoonyata can cause the creature to disappear in some strange way, like in an explosion of bubbles, or folding into itself. The creature then reappears in an unoccupied space within 30 of where it disappeared. Actions Reality Bend. The shoonyata bends reality around it 3 times. Roll a d6 on the following table (rerolling duplicates). Targets can be any creatures it can see within 120 feet of it. d6 Result 1 Why Am I? Three creatures of the shoonyata’s choice must succeed on a DC 21 intelligence saving throw or make an attack against themselves. 2 Why Are You? Three creatures of the shoonyata’s choice must succeed on a DC 21 Intelligence saving throw or make an attack against the closest ally. Spell casters use cantrips when making an attack. 3 Where Are You? The shoonyata targets one creature that must succeed on a DC 21 Charisma saving throw. On a failure, the creature is incapacitated in another dimension until the end of their next turn. While there, black tentacles deal 42 (14d6) necrotic damage. On a success the tentacles reach out and deal half as much damage, and the creature stays put. 4 When Were You? The shoonyata targets one creature who must succeed on a DC 21 Charisma saving throw. On a failure the creature is sent back in time to when the current location was an environmental hazard, taking 42 (14d6) cold, fire, lightning, or poison damage, depending on the environment you pick. The creature reappears at the end of their next turn. 5 Who Am I? One creature of the shoonyata’s choice must succeed on a DC 21 Intelligence saving throw. On a failure the creature can’t cast spells, activate magic items, understand language, or communicate in any way. The target repeats the saving throw at the end of their next turn, taking 24 (8d6) psychic damage on a failure, or no damage on a success. Either way the effect ends. 6 Who Are You? One creature of the shoonyata’s choice must succeed on a DC 21 Wisdom saving throw. On a failure the creature sees its worst nightmare appear within 30 feet of it and is frightened. The creature can repeat the saving throw at the end of their turn, taking 20 (4d10) psychic damage on a failure, and no damage on a success. Either way the effect ends. Legendary Actions The shoonyata can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature’s turn. The shoonyata regains spent legendary actions at the start of its turn. Reality Bend. The shoonyata can use one reality bend. What Are You? (Cost 2 Actions). Within 120 feet, the shoonyata creates the illusion of a Large-sized creature spraying a 60-foot cone of acid, cold, fire, lightning, necrotic, or poison damage emanating in a direction of its choice. Each creature in the cone must succeed a DC 21 Intelligence saving throw or take 21 (7d6) damage of the chosen type, or half as much on a success.
234 Artist: Don Burgos Tan Writers: Micah Watt, Tyson VanOverhill, Alan Tucker and Andy Headley, Nathan Doyle
235 Night Shrieker Small undead, neutral evil Armor Class 14 (natural armor) Hit Points 82 (15d4 + 45) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 16 (+3) Skills Deception +5, Perception +2, Stealth +4 Damage Vulnerabilities radiant Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, and the language of its last victim. Challenge 4 (1,100 XP) Proficiency Bonus +2 Consume and Assume. A night shrieker can consume the upper torso of a humanoid victim, then attach itself to the lower torso and legs, becoming a Medium creature until twilight the next day. For this duration it gains a speed of 30 feet, learns the language of the victim, gains a scattering of memories enough to emulate the creature, in addition to taking on the general appearance of the victim’s species. While transformed the night shrieker loses its wings, unless the humanoid species consumed had wings. The night shrieker gains 10 temporary hit points, which it loses first if damaged. If these hit points are lost the transformation ends and the night shrieker returns to its natural form. Actions Multiattack. The night shrieker makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 5 (1d4 + 3) piercing damage, plus 7 (2d6) necrotic damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 10 (2d6 + 3) slashing damage. Shriek (Recharge 5-6). The night shrieker emits a powerful, blood curdling scream which causes all creatures within 30 feet of it to make a successful DC 14 Wisdom saving throw or gain the frightened condition for 1 minute. An affected creature may make a new saving throw at the end of each of its turns to end the effect. Night Shrieker by Micah Watt Night shriekers are a rare form of undead that spawn as a result of a humanoid being slain by ghouls, but only being partially consumed. Occasionally such a victim arises with a dread hunger of their own, sprouting wings to compensate for their lost legs. Night shriekers are so named for the blood curdling screams they emit while hunting prey. Each night they kill and partially consume a humanoid, then attach its lower torso and legs to themselves to blend in and hide their nature until the next night. Hidden by Day. A night shrieker that has found a host becomes dormant during the day, appearing to be a normal creature of the type consumed. Their wings vanish and their skin and appearance change to that of the host creature. Night shriekers are adept at mimicking their prey. If their host body dies, they immediately reverts back to their natural form. Voracious and Unsatisfied. A night shrieker is ever hungry and never satisfied. A meal will keep them satiated for a single day only, then they are driven to hunt and kill again each night in an endless cycle.
236 Vhengir Medium fiend (demon), chaotic evil Armor Class 13 Hit Points 91 (14d8 + 28) Speed fly 50 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 8 (–1) 12 (+1) 10 (+0) Skills Intimidation +3, Survival +4 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft. passive Perception 11 Languages Abyssal Challenge 5 (1,800 XP) Proficiency Bonus +3 Magic Resistance. The vhengir has advantage on saving throws against spells and other magical effects. Vengeful Tracker. The vhengir knows the distance and direction to any creature against which it seeks revenge, even if the creature and the vhengir are on different planes of existence. Actions Multiattack. The vhengir makes two claw attacks, or a terrorizing scream and a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is paralyzed, it takes an additional 18 (4d8) necrotic damage and the vhengir gains temporary hit points equal to that amount. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Terrorizing Scream. The vhengir targets one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target is paralyzed until the vhengir deals damage to it, or until the end of the vhengir’s next turn. When the paralysis ends, the target is frightened of the vhengir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the vhengir, ending the frightened condition on itself on a success. Vhengir by Tyson VanOverhill Dark deeds are hidden in the deepest woods, and not everything buried remains so. Vengeance is a powerful motivator and there are those listening and willing to make a deal. Before the soul leaves its body there is a time, a momentary span, where the ears of the other world can hear the cries of the dying. When that voice is filled with furious curses for vengeance, there are those happy to lend their aid, for a price. Insatiable Hunger. The grave exacts its toll and to fend off its grasp the vhengir must feed. Its bloody entrails can never be satiated and that ravenousness drives it to greater and greater depravity. Eventually, conscious thoughts crumble before the all-encompassing hunger. Terror of the Villainous. There are those who feel they can bend demons to their will. Feeling secure in their power, they believe themselves safe from the demon’s wrath. But dark deeds lead to dark ends, and demons are always looking for those willing to exchange their soul for retribution. More than one infernal dealer has felt the vengeance of a vhengir that was a sacrifice to their demonic pact. Tragedy Upon Tragedy. At one point the vhengir sought only revenge, but that which granted them power twisted them into something worse than their own killer. They became a ceaseless hunter of the night, causing tragedies long after vengence was wrought. And so the cycle continues.
237 Umudlikufa by Alan Tucker and Andy Headley Long ago, a lonely vampire desired a partner. He found harpies alluring, admiring the marriage of humanoid and bird, and sought one out to turn into a vampiric companion. The monstrosity’s blood, however, did not react to vampirism as expected. The newly undead creature spurned its avian lineage and tore off its bird-like legs and feet. Its wings deteriorated into decayed, leathery shells of their former feathered majesty. Sorely disappointed, the vampire consigned the abomination to the castle middens, expecting the thing to wither into oblivion. Surprisingly, the half-bodied creature flourished, feeding and even thriving off other corpses discarded by the master of the house. While harpies feast on living flesh, this new version craved meat tainted by undeath. Pleased by this unexpected result, the vampire kept its monstrous creation to dispose of the distasteful leftovers from a diet composed of only blood. A Song to Wake the Dead. The umudlikufa retains the harpy’s signature song but instead of luring the living to death, it lures the dead to undeath. Because of this, umudlikufa are dreaded creatures in urban areas. Their song can empty huge graveyards in a single night and overrun a city with zombies and other deadly, restless monsters. Digestion Eternal. Not only do umudlikufa consume undead flesh, doing so renders the unfortunate soul incapable of returning to the mortal realm. Aura of Decay. Because umudlikufa revel and feed in an environment of death, their very essence radiates necrotic energy and their breath is death itself. Specific Vampirism. Fortunately, umudlikufa are incredibly rare because the only way they can be created is by either a vampire or another umudlikufa biting a harpy.
238 Umudlikufa Medium undead, chaotic evil Armor Class 16 (natural armor) Hit Points 255 (30d8 + 120) Speed 15 ft., fly 50 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 18 (+4) 13 (+1) 14 (+2) 18 (+4) Saving Throws Dex +7, Wis +6, Cha +8 Skills Perception +6, Stealth +7 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 12 (8,400 XP) Proficiency Bonus +4 Fetid Aura. Any creature (except those charmed by the umudlikufa) that enters or starts its turn within 10 feet of the umdulikufa takes 7 (3d4) necrotic damage and must succeed on a DC 18 Constitution saving throw or be poisoned. Flyby. The umudlikufa doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Irredeemably Consumed. When the umudlikufa fully consumes a creature, the creature can no longer be brought back to life by any means short of a wish spell. Legendary Resistance (3/Day). If the umudlikufa fails a saving throw, they can choose to succeed instead. Actions Multiattack. The umudlikufa makes three attacks: two with its claws and one bite. It also uses its fetid breath if available. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and 9 (2d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to half the necrotic damage taken, and the umudlikufa regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. If the target is a harpy and its hit point maximum is reduced to 0 from this effect, it dies and rises as a new umudlikufa the following night. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage and 7 (2d6) necrotic damage. Fetid Breath (Recharge 4-6). The umudlikufa exhales a foul gas in a 40-foot cone. Each creature in that area must succeed on a DC 18 Wisdom saving throw or be charmed. Creatures that fail the saving throw are not charmed and take 35 (10d6) poison damage. Charmed creatures are immune to the umudlikufa’s poison and act vigorously to defend the umudlikufa. If the target is more than 5 feet away from the umudlikufa, they must move on their turn by the most direct route, trying to get within 5 feet. Any creature attacking the umudlikufa is viewed as hostile and must be attacked if possible. Charmed creatures can repeat the saving throw at the end of their turns, ending the effect on a success and they become immune to the umudlikufa’s charm effect for 24 hours. Creatures that have ended the charm effect are susceptible to the umudlikufa’s poison once again. Song of Undeath. The umudlikufa sings a magical song which calls to the dead. Every corpse within 300 feet of the umudlikufa is affected and transitions to a state of undeath. These new undead rise up and heed the enchanting song, following the umudlikufa or defending it if threatened as long as the umudlikufa continues to sing. The umudlikufa can use a bonus action on each of its turns to maintain the song, or it can choose to end it at any time. The song ends if the umudlikufa is stunned or incapacitated. The GM can choose what type of undead corpses become, or they can roll on the Undead Type table below. Any corpses above ground are active 1 round after the umudlikufa begins its song. Any below ground arrive later, having to claw their way from the earth. Use the Subsequent Arrival table to determine the quantity of new arrivals based on the terrain or environment. Undead Type table d20 Type of Undead Created 1-8 Skeleton 9-15 Zombie 16 Warhorse skeleton 17 Ghoul 18 Ghast 19 Ogre Zombie 20 Wight
239 Reactions Disarm. When a creature misses the umudlikufa with a melee weapon attack, as a reaction, the umudlikufa can use its wings to attempt to disarm the attacker. The attacker must succeed on a DC 18 Dexterity saving throw, or the weapon is knocked from the attacker’s hands. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is knocked prone when the weapon is struck. Legendary Actions The umudlikufa 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 umudlikufa regains spent legendary actions at the start of its turn. Move. The umudlikufa moves up to its speed without provoking opportunity attacks. Wing Attack. The umudlikufa beats its wings. Each creature within 5 feet must succeed on a DC 18 Dexterity saving throw or take 9 (2d6 + 2) bludgeoning damage and be knocked prone. Death Spray (Cost 2 Actions). The exposed intestines of the umudlikufa release a vile, necrotic spray in a 15- foot radius. Any creature in this area must make a DC 18 Constitution saving throw, taking 15 (6d4) necrotic damage plus 15 (6d4) poison damage on a failed save, or half as much damage on a successful one. Subsequent Arrival table Urban Battlefield Swamp Subterranean All Other (Graveyard) (Recent or Ancient) Terrain Number of undead per round 2d8 2d6 1d6 1d4 1-2
240 Dismembered Demon by Nathan Doyle These demons fly forth from the deepest abyssal realms to cause panic and mayhem on the Material Plane. They resemble humanoids that have been torn in half from the waist up. They have massive bat-like wings and from their dismembered tear a prehensile intestinal tract dangles when it is not enacting the demon’s foul will. Supposedly formed whenever a mortal intentionally inflicts another with an illness, the dismembered demon is an agent of disease and malice. While the demon has the capacity to kill most mortals, they prefer to fly from place to place and spread their contagions. This allows them to sow fear, chaos, and unrest farther afield than a simple killing spree typical of lesser demons. Blood and Gore. The dismembered demon is the epitome of vile filth. Blood and viscera constantly drips from their gaping wound, and even when they speak they cannot seem to do so without spitting and drooling. They rarely land except to crawl through muck and excrement with which to spread even more illnesses. The creature can teleport, creating a spray of bone and gore when doing so, seeking to infect those caught in the blast. Regenerative. The dismembered demon regenerates wounds that it takes. However its regeneration is never enough to restore the demon’s legs, assuming it had ever had any to begin with. Strangulation. The demon’s preferred method of attack is to strangle victims with its intestinal tract, knowing that even if it manages to wrestle itself free it will likely be infected with an insidious disease. Weeping Plague This disease targets humanoids and mammalian beasts. In the early stages of this disease, an infected creature’s eyes water profusely. Superficially this gives the appearance of tears, inspiring the disease’s name. Symptoms manifest 1d4 hours after infection and include nausea and disorientation. As the disease progresses, the infected creature begins to leak fluids from their mouth, nostrils, ears, and in some cases their pores. Infected creatures eventually die of exhaustion and dehydration as they cannot keep fluids inside their bodies. Any humanoid or mammal that touches an infected creature or an object covered with secreted fluids must succeed on a DC 14 Constitution saving throw or contract the disease. Each morning at dawn after contracting the disease the infected creature must succeed on a DC 14 Constitution saving throw or gain one level of exhaustion. The exhaustion gained by this disease cannot be removed while the creature is still infected without the aid of magic. Reptilian humanoids have more severe symptoms, as they typically secrete more mucus than other humanoids. If a reptilian humanoid gains two levels of exhaustion from this disease, they are blinded and deafened as the mucus crusts over their eyes and ears. These conditions can be removed with a successful DC 14 Wisdom (Medicine) check. 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. The dismembered demon has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. 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.
241 Dismembered Demon Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 230 (20d10 + 120) Speed 10 ft. (crawling), fly 50 ft. STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 22 (+6) 18 (+4) 16 (+3) 20 (+5) Saving Throws Str +12, Con +12, Wis +9, Cha +11 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages Abyssal, telepathy 120 ft. Challenge 17 (18,000 XP) Proficiency Bonus +6 Flyby. The demon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the demon and can see it must make a DC 20 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the demon is within line of sight, 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 demon’s horrific appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the demon. Legendary Resistance (3/Day). If the demon fails a saving throw, it can choose to succeed instead. Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Magic Weapons. The demon’s attacks are magical. Regeneration. The demon regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The demon makes two claw attacks and one wing attack, or one gut attack and one wing attack. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Wing. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Gut. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 20 (4d6 + 6) bludgeoning damage and must succeed at a DC 20 Constitution saving throw or contract the disease weeping plague. If the target is Medium or smaller, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, the demon can automatically hit the target with its gut, and the demon can’t make gut attacks against other targets. Buffet. The demon beats its wings furiously. Each creature within 10 feet of the demon must succeed on a DC 20 Dexterity saving throw or take 24 (4d8 + 6) bludgeoning damage and be knocked prone. The demon can then take the Dash action as a bonus action. Stunning Screech. The demon emits a horrific screech. Each creature within 30 feet of it that can hear it and that isn’t a demon must succeed on a DC 20 Constitution saving throw or be stunned until the end of the demon’s next turn. Visceral Teleport. The demon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see, splashing everything nearby with blood and gore. All creatures within 10 feet of the space it left must succeed on a DC 20 Dexterity saving throw or take 11 (2d10) piercing damage, or half as much damage on a successful one. As well, any creatures that failed their save must also succeed on a DC 20 Constitution saving throw or contract the disease weeping plague. Reactions Bat Away. As a reaction, if the demon is hit by a melee weapon from an attacker within 10 feet, the demon can make a wing attack against the attacker. On a success, the attacker is disarmed and the weapon is knocked 20 feet away in a random direction. If the disarmed weapon would hit another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the weapon’s damage.
242 Artist: PK Thorne Writers: Morten Greis, Matthew Moynihan, Chai Power, Kirsty Kidd
243 Lykkihale Medium fey, chaotic good Armor Class 13 Hit Points 27 (5d8 + 5) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 8 (–1) 10 (+0) 16 (+3) Condition Immunities charmed, prone Senses passive Perception 11 Languages Sylvan, Common Challenge 1/2 (100 XP) Proficiency Bonus +2 Avoid Mishap (1/Day). If the lykkihale fails a saving throw, it can choose to succeed instead. If the result of the successful saving throw is half damage, then the lykkihale takes no damage. Deflect Attack. If the lykkihale is struck by a critical hit, the result of the die is changed to a 1. Lucky Break. The lykkihale has advantage on ability checks and saving throws to escape any restraint or grapple. Actions Bite. Melee Weapon Attack: +3 hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Truthful Jab. Melee Weapon Attack: +5 hit, reach 5 ft., one target. Hit: The target must make a DC 13 Wisdom saving throw. On a failed save, the target verbally reveals one truth relating to another person present, a wrong they have committed, or some other misdeed. If the truth relates to wrongdoings against children, the saving throw is failed automatically. Lykkihale by Morten Greis Lykkihales are mischievous and wonderful creatures from the fey realm, who are said to carry luck in their tails and guard children. Lykkihales are playful creatures, and due to their lucky nature they seem to get away with their pranks and galavanting—no matter how foolhardy. To some the lykkihale is reminiscent of a fox, but the elegant fey prefer not to be mistaken for foxes, which they consider their silent rivals. Among the fey, being victim of a lykkihale prank is a sign of luck, and when they appear among mortals it is said it is because a child is in danger. With a combination of luck and the ability to make people speak the truth, the lykkihale are efficient in rooting out evildoers and keep children from harm. Lucky Tail. The lykkihales are proud of their tails, and their social rank is determined by its size and length. They despise creatures who have taken a tail as a lucky charm— and many have tried to in order to gain access to their luck. Their tails do contain elements of luck, and lykkihales are known for gettting out of dangerous situations unscathed. Unwanted Truths. With a quick jab from its pointy snout, the lykkihale can force people to reveal an unpleasant truth about themselves or another. This is abillity is especially effective against those who have mistreated children. Many hags, child-stealing ogres, and other nefarious folk have revealed their evil deeds for a lykkihale and its allies to hear.
244 Shirava Medium fey, chaotic good Armor Class 15 Hit Points 93 (17d8 + 17) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 21 (+5) 13 (+1) 12 (+1) 16 (+3) 17 (+3) Saving Throws Wis +6, Cha +6 Skills Insight +6 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 Magic Resistance. The shirava has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The shirava’s innate spellcasting ability is Charisma (DC 15, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic, minor illusion 3/day each: animal messenger, calm emotions 1/day each: charm monster, find the path, ray of enfeeblement Shirava by Matthew Moynihan Shiravas designate themselves the concierge of the fey. They are often the first to greet surprised travelers crossing into their realm and offer their service as a guide, in exchange for a favor. Whether seeking an audience with the fey court, or delving into the darker shadows of the unsetting sun, the shirava knows how to take travelers where they want to go, and what precautions might be necessary to get there. Actions Multiattack. The shirava makes two hooves attacks. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage. Hypnotic Tail. The shirava swings its tail in a hypnotic pattern, causing targets within 30 feet who can see to make a DC 15 Wisdom saving throw. On a failed save, the target sees friends as enemies, and enemies as friends, attacking the nearest perceived enemy on its turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. If a perceived enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the shirava’s Hypnotic Tail for the next 24 hours. Reactions Insightful Eye. As a reaction immediately after taking damage from a creature, the shirava can make a Wisdom (Insight) check contested by the attacker’s Charisma (Deception) check. If the shirava succeeds, it gains advantage on its next attack against that creature. This benefit lasts until the shirava successfully uses this feature against a different attacker. Chameleon Empathy. The shirava can change its hair color to reflect the emotions of a creature it is communicating with. They are highly attuned to other’s emotions, making them shrewd negotiators, and impossibly frustrating teases. When making deals, shiravas might change their color to convince the other party of an emotion they aren’t even feeling. Natural Curiosity. Shiravas are fascinated by travelers and seek to befriend them, though it is not above vicious trickery if it senses ill intent. Their curiosity is matched only by their arrogance, as a shirava thinks (often correctly) that none can outwit it.
245 Silvatica by Chai Power Though it is often acknowledged as natural for sentient humanoids to pray to the deities of the world, rarely is that consideration given to the beasts that serve them. They too have desires, and when a deity who reigns over the nature of beasts wills it, they summon a servant to protect the animals that call for help on the Material Plane. These servants are protectors of the wilds and its beasts, called silvaticas. Silvaticas take the form of equines with smooth, reptilian skin and majestic manes. They run swiftly on their four legs to heed the call of animals in need. Silvaticas can appear anywhere at the will of their deity to answer the call of a suffering animal. They wish to help all beasts, but prioritize the one designated by their deity as the creature most in need of protection. A silvatica’s long ears hear the cries of distressed beasts, and their tails twitch when they sense their wards nearby. If they cannot locate their target, a silvatica does everything in its power to find and free them of whatever treatment inspired their cry for help. If another creature stands in their way, the silvatica fights such creatures until they are no longer a threat, then continues on its mission. It also punishes any creatures it deems responsible for the suffering of beasts. Distress Signal. Silvaticas are servants of the deities of nature and seek to help beasts in distress. The fine hairs of its mane and tail stand on end when nearby beasts are suffering unduly, and the silvatica hunts for its charges with extreme speed and accuracy. It only gives up on its mission if called back by the deity who first summoned it. Divine Empathy. A silvatica is an extension of the deity who summoned it. If it looks as though it might fail its mission, through threat of death or otherwise, the silvatica unleashes a powerful cry that rings out for miles. All beasts that hear this sound make a cry of their own in empathy, potentially causing an avalanche of noise that can shake a city. The silvatica’s aim is to appeal to the better nature of nearby creatures to help it succeed, or take up its mission if the silvatica dies.
246 Silvatica Large beast, lawful good Armor Class 18 (natural armor) Hit Points 187 (22d10 + 66) Speed 60 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 16 (+3) 8 (–1) 12 (+1) 18 (+4) Saving Throws Str +8, Cha +9 Skills Perception +6, Intimidation +9 Damage Immunities radiant, poison Condition Immunities poisoned, stunned Senses truesight 60 ft., tremorsense, passive Perception 16 Languages understands Celestial, but cannot speak it Challenge 13 (10,000 XP) Proficiency Bonus +5 Celestial Protection. All beasts are friendly to the silvatica, recognizing it as a servant of celestial forces that favor beasts. Any beast attempting to harm the silvatica must first succeed on a DC 19 Wisdom saving throw. Detect Beast. The silvatica can sense its assigned charge and all other beasts within 5 miles of its current location on the same plane of existence, regardless of conditions such as blindness, deafness, or confusion. Legendary Resistance (3/Day). If the silvatica fails a saving throw, it can choose to succeed instead. Actions Multiattack. The silvatica makes three attacks, two with its hooves and one with its tail. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Primal Command. The silvatica calls on nearby beasts to help its cause. It cries out for help, and any beasts within a 300 foot radius must make a DC 19 Wisdom saving throw. On a failure, they are compelled to travel as quickly as possible to the silvatica’s side and defend it. Once used, the silvatica cannot use this ability again for 30 days. Innate Spellcasting. The silvatica’s innate spellcasting ability is Charisma (spell save DC 19). The silvatica can innately cast the following spells, requiring no components: At will: detect magic, entangle, fog cloud, gust of wind 1/day each: call lightning, sleet storm Legendary Actions The silvatica 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 silvatica regains spent legendary actions at the start of its turn. Tail Attack. The silvatica makes a tail attack. Spellcasting (Costs 2 Actions). The silvatica casts a spell from its innate spellcasting ability. Summon Beasts (Costs 3 Actions). The silvatica summons beasts to aid its mission. It summons a number of beasts whose challenge rating totals 3 (such as one CR 3 beast, or three CR 1 beasts, or six CR 1/2 beasts, etc). The beasts defend the silvatica and are hostile to any creature attacking it. The beasts fight until they are reduced to less than 10 hit points, at which point the silvatica releases them from its service so the beasts can flee to safety.
247 Gevaleer by Kirsty Kidd You may have been told not to look a gift horse in the mouth, but sometimes it does you well to pick caution over courtesy. Gevaleers appear to lone travelers who are lost or otherwise far from home, using manipulative magic to seem like a change of fortune to the weary. Without a word they are able to coax others to let their guard down, draw near, and trust it enough to climb upon its back. Gevaleers are horse-like in shape but much larger, relying on their innate talents for deception, illusion, and mind reading to hide this discrepancy. They have been known to usurp the places of loyal steeds when they have been left stabled, and taken as the rider’s own regardless of differences in size or color. Their ability to use magic to complete their nefarious schemes depends on them having a rider. When alone they are incapable of speech, even telepathically, despite their great intellect and vast knowledge of language and magic. This prevents them from practicing most of their magic and makes manipulating the actions of others more difficult. While riderless, they avoid sources of potential aggression, preferring to lure in those who travel alone. Who Holds the Reins? Once in possession of a rider, a gevaleer is a confident and dangerous creature. They use their rider as a respectable face and a vessel for their own voice. A humanoid who is tempted to mount a gevaleer soon finds themselves stripped of their autonomy, as the fiend takes dominion of their mind. A gevaleer controls each hair in its impressive mane like a limb, and uses them to hold the rider in place. The hairs then burrow under the riders skin like worms, granting the gevaleer control of the body, while it uses its telepathy to scour the mind for anything of interest. Social Engineers. A gevaleer usually keeps their rider until the rider dies or is incapacitated. If the rider attracts the wrong attention, such as by being too recognizable, they may release them before then. An abandoned rider is often left feverish, delirious, and half-starved, meaning few believe their tale. Gevaleers can keep their hold on a dead rider and speak with their tongue, but often find this detrimental to their social meddling. Their preferred riders are nobles or high-ranking soldiers, people that are both more likely to be accepted as often being on horseback, and who are in the best positions to wreak havoc. Tables Will Turn. Among the humanoids of the Material Plane, gevaleers are arch-puppet masters and delight in forcing others to enact their will. However, when among devils they often find their powers do not reach as far. Many devils of high importance take gevaleers as their chosen mounts, with their resistance of the gevaleer’s tricks a sure sign of their strength.
248 Gevaleer Huge fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points 209 (22d12 + 66) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 20 (+5) 12 (+1) 14 (+2) Saving Throws Con +9, Int +11, Cha +8 Skills Arcana +11, Deception +8, Persuasion +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed, poisoned Senses darkvision 120 ft., truesight 120 ft., passive Perception 11 Languages telepathy 120 ft., understands all languages but can’t speak Challenge 17 (18,000 XP) Proficiency Bonus +6 Charm Rider. When a humanoid that can see the gevaleer starts its turn within 15 feet of the gevaleer, it can force the humanoid to make a DC 19 Wisdom save if the gevaleer isn’t incapacitated, can see the humanoid, and it doesn’t currently have a rider. If the target fails its saving throw, it becomes charmed and must immediately move toward the gevaleer and mount it, at which point the charm ends and it becomes grappled (escape DC 19). Until this grapple ends, the target is restrained and the gevaleer can’t charm another target. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the gevaleer until the start of its next turn, when it can avert its eyes again. If the creature looks at the gevaleer in the meantime, it must immediately make the save. Damage Transfer. While possessing a rider, the gevaleer takes only half the damage dealt to it (rounded down), and the rider takes the other half. Innate Spellcasting. The gevaleer’s spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The gevaleer can innately cast the following spells, requiring no material components (spells with vocal components, marked with a *, can only be cast while possessing a rider): At will: command*, minor illusion 3/day each: hypnotic pattern, fear*, fireball* 1/day each: confusion*, geas*, mislead Magic Resistance. The gevaleer has advantage on saving throws against spells and other magical effects. Two Heads. While the gevaleer is possessing a rider, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. If it isn’t possessing a rider, the gevaleer makes three attacks with its hooves, or makes two attacks with its hooves and casts a spell. With a rider, it makes two attacks with its hooves and one with the rider, or one with the rider and casts a spell. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. Rider Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and 7 (2d6) necrotic damage. Possession. One humanoid that is riding and grappled by the gevaleer must succeed on a DC 19 Charisma saving throw or be possessed by the gevaleer. If the target fails the save, it is incapacitated and loses control of its body. The gevaleer now controls the body but doesn’t deprive the target of awareness. While the target is controlled in this way, the gevaleer has full access to the target’s knowledge, memories and class features. It can use the target’s action to force the target to take the attack action against a target of the gevaleer’s choice, or to cast a spell it knows of up to 5th level. The possession lasts until the rider drops to 0 hit points, the gevaleer ends it as a bonus action, or the gevaleer is forced out by an effect like the dispel evil and good spell. The target can repeat the saving throw at the end of each of its turns or after taking damage. When the possession ends, the gevaleer releases its grapple and bucks the target, who lands prone within 5 feet of the gevaleer. The target is immune to this gevaleer’s Possession for 24 hours after succeeding on the saving throw or the effect otherwise ends.
249 Appendix: Creature Lists Creatures by Environment The following tables organize this book’s creatures by environment, type, and challenge rating. Arctic Creatures Creatures Challenge Rating (CR) Vollgon 1/8 (25 XP) Kyjam 4 (1,100 XP) Obyrinth familiar 11 (7,200 XP) Wilted oracle 15 (13,000 XP) Plutarch 19 (22,000 XP) Swarm of kyjam 24 (62,000 XP) Armageddon herald 30 (155,000 XP) Coastal Creatures Creatures Challenge Rating (CR) Maleano lizard 1/8 (25 XP) Cursed mask 1/4 (50 XP) Farveaeder, hagloth larva 1/2 (100 XP) Soulsucker, swarm of liskitl 3 (700 XP) Corrupted titan, hagloth nymph, 4 (1,100 XP) kyjam, night shrieker Amodo, ghastmob, trinket shade 5 (1,800 XP) Apiarum drone, neartian, 7 (2,900 XP) scaeurgus stitcher, tzunga Cursed mask amalgamation, 8 (3,900 XP) merrow trenchmage Bog specter 9 (5,000 XP) Lunapoid, obyrinth familiar 11 (7,200 XP) Merroscori, umudlikufa 12 (8,400 XP) Amalgam, hagloth 13 (10,000 XP) Plurodin 14 (11,500 XP) Globnotter 15 (13,000 XP) Ríastrad 16 (15,000 XP) Shaurikan, vespidian queen mother 17 (18,000 XP) Neulta, plutarch 19 (22,000 XP) Creatures Challenge Rating (CR) Fandexter’s fragmenting kobold swarm 20 (25,000 XP) Leaping death, loch monitor, 22 (41,000 XP) titanic walking fish Swarm of kyjam 24 (62,000 XP) Armageddon herald 30 (155,000 XP) Desert Creatures Creatures Challenge Rating (CR) Maleano lizard 1/8 (25 XP) Cursed mask 1/4 (50 XP) Braittak, farveaeder, splayke 1/2 (100 XP) Bloodburn beast, kyjam 4 (1,100 XP) Ghastmob, ighound, infant adsicor 5 (1,800 XP) Wasteland drake 6 (2,300 XP) Al’ayl alnaar (fire stag), tzunga 7 (2,900 XP) Cursed mask amalgamation 8 (3,900 XP) Frynoceros, lava lord 9 (5,000 XP) Obyrinth familiar 11 (7,200 XP) Elemental of thea, smoke elemental 12 (8,400 XP) Amalgam, firebrand, 13 (10,000 XP) unconsecrated archon Adsicor 14 (11,500 XP) Pyroderm 16 (15,000 XP) Gevaleer 17 (18,000 XP) Scornazzor 18 (20,000 XP) Plutarch 19 (22,000 XP) Fandexter’s fragmenting kobold swarm 20 (25,000 XP) Leaping death 22 (41,000 XP) Murder-tongue 23 (50,000 XP) Swarm of kyjam 24 (62,000 XP) Armageddon herald 30 (155,000 XP)
250 Forest Creatures Creatures Challenge Rating (CR) Maleano lizard, neshuhk 1/8 (25 XP) Cursed mask, grasper, hivemaster 1/4 (50 XP) Farveaeder, lykkihale 1/2 (100 XP) Living hallucination, 1 (200 XP) Swarm of amberized bees Micenta blight, psionic hound 2 (450 XP) Motzetzeloani coatl (wing-beater serpent), 3 (700 XP) trimaw Bloodburn beast, keratotaur, kyjam, 4 (1,100 XP) mouldering guardian, night shrieker Crotalix, ghastmob, vhengir, vine brute 5 (1,800 XP) Shirava, the lover’s mask 6 (2,300 XP) Apiarum drone, scaeurgus stitcher, 7 (2,900 XP) tzunga Cursed mask amalgamation, 8 (3,900 XP) slithering maw, tungekrave Bog monster, lunapoid, 11 (7,200 XP) obyrinth familiar, waeknan Gosflorai, smoke elemental, 12 (8,400 XP) umudlikufa Amalgam, grove warden, silvatica, 13 (10,000 XP) wasp prince Globnotter 15 (13,000 XP) Ríastrad 16 (15,000 XP) Gevaleer, vespidian queen mother 17 (18,000 XP) Forest defender, qi’sharahd 18 (20,000 XP) Plutarch 19 (22,000 XP) Fandexter’s fragmenting kobold swarm 20 (25,000 XP) Akartiwara 21 (33,000 XP) Leaping death 22 (41,000 XP) The old man of the forest 23 (50,000 XP) Swarm of kyjam 24 (62,000 XP) Armageddon herald 30 (155,000 XP) Grassland Creatures Creatures Challenge Rating (CR) Maleano lizard 1/8 (25 XP) Cursed mask, hivemaster 1/4 (50 XP) Braittak, farveaeder 1/2 (100 XP) Swarm of amberized bees 1 (200 XP) Psionic hound 2 (450 XP) Soulsucker 3 (700 XP) Bloodburn beast, corrupted titan, 4 (1,100 XP) keratotaur, kyjam Ghastmob 5 (1,800 XP) Shirava 6 (2,300 XP) Apiarum drone, scaeurgus stitcher 7 (2,900 XP) Cursed mask amalgamation 8 (3,900 XP) Lunapoid, obyrinth familiar 11 (7,200 XP) Umudlikufa 12 (8,400 XP) Amalgam, silvatica, wasp prince 13 (10,000 XP) Globnotter 15 (13,000 XP) Gevaleer, vespidian queen mother 17 (18,000 XP) Plutarch 19 (22,000 XP) Fandexter’s fragmenting kobold swarm 20 (25,000 XP) Leaping death 22 (41,000 XP) Swarm of kyjam 24 (62,000 XP) Armageddon herald 30 (155,000 XP) Art by Comettant