51 Swarm of Liskitl Medium swarm of Tiny beasts, unaligned Armor Class 13 Hit Points 45 (10d8) Speed 15 ft., swim 25 ft. STR DEX CON INT WIS CHA 6 (–2) 16 (+3) 10 (+0) 10 (+0) 4 (–3) 4 (–3) Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 7 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Amphibious. The swarm can breathe air and water. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny liskitl. The swarm can’t regain hit points or gain temporary hit points Actions Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and a liskitl attaches to the target. At the start of each of the swarm’s turns, the target loses 5 (1d4 + 3) hit points for each attached liskitl due to blood loss. A creature can’t have more than four liskitls attached at one time, or more than two if the swarm has half of its hit points or fewer. The liskitl can detach itself by spending 5 feet of movement. It does so after it drains 50 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the liskitl. Liskitl by Kirsty Kidd There are some rivers and lakes you should always cross by boat or bridge. Wading into these waters, especially with bare skin, is very inviting to the small liskitls that live in the silt and weeds. Liskitls are slick-skinned, amphibious parasites that thrive in wet and humid biomes. They spend most of their lives lurking in muddy waters, waiting for a new host to latch on to. A liskitl waiting in ambush may be noticed by the constant sucking sounds it makes; it rolls its large tongue around its mouth and over its body, keeping both coated in its thick saliva. When its waters are disturbed, it shoots its tongue towards the source of the movement, and on a hit rushes towards the mark of saliva left behind. Liskitl saliva has a numbing quality on contact, making it sought after by alchemists and apothecaries. The liskitl launches itself at the saliva mark and grasps the target with its many limbs. This new passenger goes unnoticed by most—adult liskitls are a few inches in length, and the numbing saliva has a high success rate on bare skin, animal hides, and even through some fabrics. A single clump of weeds can hide up to a dozen liskitls. They often live in large colonies and latch onto a target en masse if the opportunity presents itself. Little Bloodsuckers. With its target prepared, the liskitl clamps its jaw onto the creature with barbed teeth and drinks deep. Clutching tightly, the liskitl stays in place until sated or discovered. A Poison for Every Occasion. To avoid becoming prey themselves, liskitls produce a secondary toxin in glands at the base of the antenna-like stalks on their heads. When attacked, they pump toxin into the stalks and disseminate it from the frills as a fine mist. Like their saliva, these glands are also highly sought after by poisoners and more unscrupulous alchemists. The mist has no effect on contact, but when ingested can cause paralysis and disorientating hallucinations. Items Cooling Salve A transparent ointment made from the saliva of liskitls and often scented with lavender or mint to cover its natural coppery smell. It numbs skin breaks and irritations and some swear by it as a treatment for acne. Use on scratches and bites to give advantage on saving throws made against diseases. Liskus A potent poison derived from liskitl toxin glands that can be found in liquid or powdered form. A creature that ingests a dose of this poison must succeed on a DC 14 Constitution saving throw or become poisoned for 4d8 hours. The poisoned creature is paralyzed and has disadvantage on Wisdom (Perception) checks that rely on sight as its vision is invaded by light and color only it can see.
52 Neartian Large elemental, neutral evil Armor Class 14 (natural armor) Hit Points 105 (14d10 + 28) Speed 40 ft., swim 60 ft., burrow 30 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 14 (+2) 8 (–1) 10 (+0) 13 (+1) Saving Throws Str +8 Skills Perception +3 Damage Resistances cold Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Aquan Challenge 7 (2,900 XP) Proficiency Bonus +3 Amphibious. The neartian can breathe air and water. Keen Senses. The neartian has advantage on Wisdom (Perception) checks to sense other creatures’ breathing with its external gills. Wrangler. Due to its multiple sets of arms, the neartian has advantage on any Strength checks made to grapple another creature. Actions Multiattack. The neartian makes three attacks: two punches and one with its tail. Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Neartian by Chai Power In the depths of swamps and the bottoms of lakes, large aquatic monsters lurk in the murky waters. Their bulging eyes can sometimes be seen peering from the water’s surface; passersby often mistake them for crocodiles. But these are more than beasts; they are elementals, in the same vein as the more well-known salamanders. The neartian weighs as much as a horse and resembles a large lizard with smooth amphibian skin, walking upon six legs. The lizard similarity ends on their backs, from which sprout two additional pairs of limbs that mimic humanoid arms. Their arms are usually curled inward, but can strike out at prey and enemies with the strength of a bear, grabbing and even killing the neartian’s foes. Neartians usually keep to themselves, floating gently through swamp or lake beds and consuming the fish and other creatures that live within. Neartians are territorial; if they perceive a threat, they climb from the water on their six grounded limbs and chase after whatever poor creature sparked their rage. Servants of Water. The neartians were originally made to serve aquatic genies. They burrowed under lake and swamp beds to make homes for the genies, using their muscular arms and amphibious bodies to tunnel in the soft mud. However the neartians liked these burrows so much they took them for themselves, and buried the entrances to stay hidden from their former masters. This enraged the genies, some of whom still hunt neartian for sport as penance for the betrayal. Fear of the genies’ return prompted neartian to be especially wary of threats in their territory, lest it be a genie’s clever trick to force them from their homes. Breath Sensors. A neartian’s gills appear like frilled facial appendages. Not only do they serve a practical purpose, they also help the neartian hunt down other creatures. The gills can “taste” another creature’s breath, letting the neartian know something has entered its territory. During mating season, while one neartian nests and protects a batch of fertilized eggs, its mate stalks the outer edges of the water where they live, its gills waving around its face as it searches for food for its mate and soon-to-hatch young.
53 Plurodin by Alan Tucker Accidentally created by an ambitious sea hag, the plurodin was designed to be a dexterous assistant to the hag, but became much more. The original creature destroyed its unfortunate creator and began roaming the seas and shorelines on its own, seeking out rare alchemical ingredients and objects of rich lore and magic. Plurodin are highly intelligent, though their savage nature belies this fact. They are brilliant alchemists, producing potions and tinctures with extraordinary speed due to their abundance of adroit limbs. They constantly experiment with different ingredients, creating inventive and useful concoctions— along with some spectacular failures. Having a plurodin in your vicinity is an invitation for danger and mayhem. Because these creatures began as a single entity, it is assumed they breed asexually. Fortunately, this seems to be an exceedingly rare process or we might find ourselves overrun by these clever and sinister creations. Toxic Nature. The rubbery skin of the plurodin secretes a slime which helps it easily move through water, but is also highly toxic to any creature who comes in contact with it. Plurodin and alchemists alike use this substance in a number of harmful formulas. It Has Pockets! Plurodin skin is not only slimy, but also malleable. As such, the creature can create folds and depressions which it uses to store ingredients as well as finished potions all over its body. While this method of storage makes access to these items convenient, it also makes them vulnerable during strenuous physical activity. If a plurodin is defeated, it can often yield a treasure trove of elixirs and valuable ingredients if painstakingly searched. Extraordinary Senses. The feathery frills on the side of the plurodin’s head not only give it the ability to breathe water, but also to perceive the world around it with great sensitivity and accuracy. It can flawlessly navigate in complete darkness.
54 Plurodin Medium monstrosity, chaotic evil Armor Class 16 Hit Points 294 (28d6 + 196) Speed 40 ft., swim 50 ft. STR DEX CON INT WIS CHA 13 (+1) 23 (+6) 24 (+7) 19 (+4) 15 (+2) 12 (+1) Saving Throws Con +12, Int +9 Skills Acrobatics +11, Arcana +9, Investigation +9, Perception +7 Damage Immunities acid, poison Condition Immunities poisoned Senses blindsense 15 ft., darkvision 120 ft., passive Perception 17 Languages Aquan, Common, Giant Challenge 14 (11,500 XP) Proficiency Bonus +5 Amphibious. Plurodin can breathe both air and water. Legendary Resistance (1/Day). If the plurodin fails a saving throw, it can choose to succeed instead. Slimy. Due to the viscous nature of its skin, the plurodin has advantage on ability checks against being grappled. Volatile Cocktail (Heroic Trait). When the plurodin takes 20 damage or more from a single melee attack, one of the potions or elixirs it carries within the folds of its skin break open and the plurodin gains any benefits the liquid might confer. Roll on the Plurodin Potion table to determine what the substance is. Actions Multiattack. The plurodin makes two tail slap attacks, fires its potion injector, performs a reload, and uses throw vial two times. Tail Slap. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage and 5 (2d4) acid damage. Potion Injector. This weapon is a specialized heavy crossbow that shoots bolts which carry a potion vial. The liquid is injected into the target on a hit. Ranged Weapon Attack: +11 to hit, range 100/400 ft., one target. Hit: 11 (1d10 + 6) piercing damage. The plurodin chooses which potion they wish to load the weapon with. Default is potion of poison. Reload. The plurodin reloads its potion injector with one of its multiple arms. Throw Vial. The plurodin tosses a potion or flask at a target. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Damage or effect based on object thrown. Default is flask of alchemist’s fire (potent). Imbibe (Bonus Action). The plurodin imbibes a beneficial potion from the Plurodin Potion table below. Plurodin Potion table d100 Resulting Potion Effect 01-05 Acid 06-16 Alchemist’s Fire (potent)* 17-18 Oil of Etherealness 19 Oil of Sharpness 20 Oil of Slipperiness 21 Philter of Love 22-26 Basic Poison 27 Potion of Animal Friendship 28-29 Potion of Clairvoyance 30-34 Potion of Climbing 35-36 Potion of Diminution 37-43 Potion of Flying 44-49 Potion of Gaseous Form 50-55 Potion of Giant Strength 56-58 Potion of Growth 59-66 Potion of Healing 67-68 Potion of Heroism 69-75 Potion of Invisibility 76-81 Potion of Magic Enhancement* 82 Potion of Mind Reading 83-90 Potion of Poison 91 Potion of Resistance 92-95 Potion of Speed 96 Potion of Water Breathing 97 Potion of Wild Magic* 98 Restorative Ointment 99 Sovereign Glue 00 Universal Solvent *These potions detailed on the next page
55 Items Alchemist’s Fire (potent) This substance has the same properties as regular alchemist’s fire, but deals 4d4 fire damage on a hit. Potion of Magic Enhancement Potion, legendary This potion is gelatinous, marbled deep blue and white with tiny sparks of gold that glimmer throughout. When you drink this potion, any spells you cast in the next minute are cast one level higher without requiring a higher-level spell slot. Whenever an alchemist or apothecary creates one of these potions, there is a 5% chance that it becomes a potion of wild magic, indistinguishable from the potion of magic enhancement. The creator is unaware of the result. Potion of Wild Magic Potion, legendary When you drink this potion, you become a font of uncontrolled magic. For the next minute, the GM rolls on the Wild Magic table below at the beginning of every round. The imbiber is considered the caster for any effect. The potion is indistinguishable from a potion of magic enhancement, even foiling the identify spell. When using the table, all results should be kept secret by the GM until the effects become evident. Aspects such as duration and other variables should also remain unknown to the players and their characters. Wild Magic table d100 Effect 01 A cloud of dandelion seeds appears in a 20-foot radius around the caster. Each creature in the area must succeed on a DC 10 Constitution saving throw or begin sneezing uncontrollably. They can repeat the save at the end of each round if they remain in the area. 02 1d4 kyjam (page 165) controlled by the GM are attracted to the caster’s vicinity. They begin feeding on spells and other magical effects nearby. 03 Lightning arcs between all creatures within 60 feet of the caster who are no more than 20 feet apart, beginning with the closest creature to the caster. Each creature must succeed on a DC 14 Dexterity saving throw or take 3d6 lightning damage, or half as much on success. The lightning continues to arc until there are no more creatures within 20 feet of the last target. It can only strike each creature once. 04 The color green is siphoned from everything within a 1-mile radius and transferred to the caster and their belongings. This effect fades slowly over the next 1d8 days. 05 Every creature within a 30-foot radius of the caster takes 2d4 necrotic damage. The caster regains a number of hit points equal to the damage dealt. If this heals the caster above their maximum hit points, they gain that many temporary hit points. 06 The caster gains truesight out to a range of 120 feet for 1 minute and must succeed on a DC 12 Wisdom saving throw or become incapacitated until the end of their next turn, traumatized by what they’ve seen. 07 For the next minute, all magic cast or invoked within 20 feet of the caster has a 50% chance to either minimize or maximize all dice rolls associated with the spell. Roll for each spell cast. 08 Pink cotton candy expels from the caster’s mouth every time they attempt to speak, making communication impossible, including casting spells with a verbal component. This effect lasts for 1d4 rounds.
56 d100 Effect 09 The caster is affected by the blink spell for the next minute. 10 A portal to one of the Elemental Planes (roll 1d4 to determine which: Air, Earth, Fire, or Water) opens within 15 feet of the caster and expels an elemental of the appropriate type, controlled by the GM. 11 The ground within a 20-foot radius of the caster becomes thick mud. It is difficult terrain and requires a successful DC 10 Strength check to exit. 12 All extradimensional spaces (including bags of holding and similar items) cease to function for 1d4 hours within 10 feet of the caster. Any items held within are immediately expelled into an adjacent space. 13 A swarm of bats controlled by the GM appears in the caster’s space. 14 A darkness spell takes effect, centered on the caster. 15 Swirling winds whip up in a 60-foot radius around the caster. The area becomes difficult terrain and the wind disperses gas or vapor, as well as extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. 16 1d10 objects within 30 feet of the caster come to life as if affected by the animate objects spell. The animated objects are controlled by the GM. 17 The caster gains the ability to speak with plants, as per the speak with plants spell for 1d4 days. 18 The caster and 1d8 random creatures within 30 feet gain a level of exhaustion. 19 The caster and 1d8 random creatures within 30 feet of them immediately gain the benefits of a long rest. 20 The caster and each creature within 15 feet gain the benefits of the haste spell for the next minute. Rather than becoming lethargic after the spell ends, they age 1d6 years. 21 A magic mouth appears within 10 feet of the caster and begins reciting the life history of the caster for 1 minute. d100 Effect 22 For the next minute, the caster gains insight into the immediate future. Any attacks against them have disadvantage and the caster gains an extra reaction each turn. 23 The caster emits bright, rainbow-colored light in a 15-foot radius for the next 1d4 hours. 24 A spread of five magic missiles fires from the caster to random targets within range every round for the next 1d4 rounds. 25 A gong sounds every time the caster takes a step for the next 3d4 minutes. 26 For the next minute, polymorph (spell save DC 20) is cast on a random creature within 30 feet of the caster each turn on the caster’s initiative. On failure, the creature is turned into a chicken. 27 Reverse gravity is cast, centered on the caster, lasting for one round. 28 Gravity is doubled in a 50-foot radius centered on the caster for one minute. Any creature within the affected area must succeed on a DC 8 Strength saving throw or be knocked prone. The area is difficult terrain for the duration. 29 The caster gains the ability to speak and understand every language for 2d10 hours, but every word they speak comes out in a different language. This does not affect their ability to cast spells, but severely limits their ability to communicate. 30 The caster and every creature within 20 feet move back in time exactly one round to the instant after the last wild magic effect occurred. If this is the first effect rolled, they go back to the instant after the potion was imbibed. Anything that happened in the previous round to those creatures is erased (e.g. spells used, damage taken, etc.). 31 The caster and every creature within 20 feet skip forward in time one round. They are considered outside of time and cannot be affected by anything happening around them. They appear frozen to anyone not affected and environmental effects, area of effect spells, etc. do nothing to the affected creatures. 32 A cloud of butterflies appears in a 15-foot radius around the caster. Vision is heavily obscured in the area. They disperse the next round.
57 d100 Effect 33 Call lightning is cast at 3rd level, regardless of location, centered on the caster and lasting for its full duration. Targets are chosen randomly. 34 Spirit guardians is cast on the caster at 3rd level except the alignment guidelines for appearance and damage are reversed and every creature in the area is affected by the spell. 35 Sleet storm (spell save DC 20) is cast centered on the caster, lasting for one minute. 36 A crowd of whispering spirits appears in a 30-foot radius around the caster for the next minute. Each creature in the area must succeed on a DC 16 Wisdom saving throw or become enthralled by the unintelligible whispers. Any creature so affected immediately drops anything in their hands and listens intently, obsessed with understanding what the spirits are trying to communicate. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. 37 The mirror image spell is cast on the caster. 38 The caster takes 5d4 necrotic damage. Every creature within 15 feet of the caster is healed for the amount of damage dealt. 39 A scorching ray spell is cast at 6th level at random targets in range. The spell uses the caster’s spell attack bonus. 40 The next 1d4 spells cast within 60 feet of the caster are counterspelled at 3rd level with a spellcasting ability of 18. 41 The caster and each creature within 15 feet must succeed on a DC 15 Wisdom saving throw or be affected by the slow spell. 42 The caster and each creature within 30 feet is granted a death ward. d100 Effect 43 Greater invisibility is cast on the caster. 44 Hallucinatory terrain (DC 20) of the GM’s choice of a bustling city, a dark forest, or a field of wildflowers appears in a 150-foot cube around the caster. 45 A fiend, controlled by the GM, with a CR equal to the caster’s level appears in an empty space within 15 feet of the caster. It disappears after 1 minute. 46 A celestial, controlled by the GM, with a CR equal to the caster’s level appears in an empty space within 15 feet of the caster. It disappears after 1 minute. 47 A beast, controlled by the GM, with a CR equal to the caster’s level appears in an empty space within 15 feet of the caster. It disappears after 1 minute. 48 The caster gains knowledge of the exact location of a powerful magic item of the GM’s choosing. 49 Every creature within 60 feet of the caster must succeed on a DC 10 Charisma saving throw or be affected by the banish spell for one minute. 50 A geas of the GM’s choosing is placed upon the caster. It can be removed by the normal means. 51 A heroes’ feast appears in an empty space next to the caster. 52 The air in a 30-foot radius around the caster becomes poisonous to breathe for the next 1d10 minutes. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned. They can repeat the saving throw at the end of each turn, ending the effect on success. Any wind above a gentle breeze disperses the effect. 53 A shower of pine cones falls from the sky in a 20- foot radius around the caster. 54 The caster and every creature within 15 feet must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. Creatures can repeat the save at the end of each of their turns, ending the effect on success. 55 The caster and every creature within 15 feet must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute. Creatures can repeat the save at the end of each of their turns, ending the effect on success.
58 d100 Effect 56 Silence is cast, centered on the caster, lasting for 10 minutes. 57 The caster becomes especially nimble for the next minute. They have advantage on all Dexterity checks and saving throws. 58 The caster becomes especially clumsy for the next minute. They have disadvantage on all Dexterity checks and saving throws. 59 The caster becomes especially strong for the next minute. They have advantage on all Strength checks and saving throws. 60 The caster becomes especially weak for the next minute. They have disadvantage on all Strength checks and saving throws. 61 Irresistible dance (spell save DC 18) is cast on every creature within 30 feet of the caster. 62 The caster gains 100 pounds for 1d4 rounds, slowing their movement speed by half. 63 Everyone within 15 feet of the caster must succeed on a DC 20 Wisdom saving throw or fall victim to the spell hideous laughter. 64 The caster’s hands turn into iron hooks for 1d4 rounds. This makes casting spells with somatic components impossible for the duration. The hooks deal 1d4 slashing damage. 65 The caster’s hair immediately grows 4 feet. 66 The caster’s voice becomes annoyingly high pitched for 1 hour. 67 A sprite appears in the nearest unoccupied space. The pixie has telepathy and reads surface level thoughts of all creatures within 30 feet, then shouts them aloud for everyone to hear. 68 The caster and everyone within 30 feet has the spell disguise self cast on them and looks like one of their grandparents. This lasts 1d6 rounds. 69 1d6 skeletons rise from the ground around the caster and await a single command from them. 70 The items, clothing, and armor of every creature within 15 feet of the caster immediately increases in weight by a factor of 10 for the next 1d8 rounds. Their movement becomes 0 until they unencumber themselves. 71 Every creature within 30 feet of the caster must succeed on a DC 18 Wisdom saving throw or be affected by the confusion spell. d100 Effect 72 Ball bearings rain from the sky everywhere within 30 feet of the caster. Every creature within takes 1d4 bludgeoning damage and must succeed on a DC 14 Dexterity saving throw or be knocked prone. 73 All metal within 10 feet of the caster becomes affected by the heat metal spell cast at 2nd level for the next 1d4 rounds. 74 Every creature within 15 feet of the caster begins crying uncontrollably until the end of their next turn. 75 The caster becomes immune to a particular type of damage, which changes each round for 1 minute. The GM rolls on the Damage Type table to determine which type at the start of each round. 76 The caster becomes vulnerable to a particular type of damage, which changes each round for 1 minute. The GM rolls on the Damage Type table to determine which type at the start of each round. 77 Every creature, except the caster, within 15 feet becomes immune to a particular type of damage, which changes each round for 1 minute. The GM rolls on the Damage Type table to determine which type at the start of each round. 78 Every creature, except the caster, within 15 feet becomes vulnerable to a particular type of damage, which changes each round for 1 minute. The GM rolls on the Damage Type table to determine which type at the start of each round. 79 Every creature in a 30 foot radius of the caster sings everything they say for 1 minute. 80 The caster’s hands triple in size for 1d4 rounds, making it impossible to hold most mundane objects, but they deal an extra 3 damage on unarmed attacks. 81 The area within 20 feet of the caster quickly rises in temperature for the next minute, dealing 1d4 fire damage to each creature who begins their turn within the area. This damage increases by 1d4 each round until the effect ends. 82 Every canine creature (dogs, werewolves, wolves, etc.) within 10 miles of the caster begins howling uncontrollably. Any lycanthropes in the affected area immediately shift into their animal forms.
59 d100 Effect 83 For the next minute, each point of damage inflicted within 60 feet of the caster also creates an equal number of moths that appear where the damage occurred. They flutter aimlessly, dispersing after 1 round. A cloud of 25 or more moths heavily obscures vision in a 5-foot radius. 84 For the next minute, each point of damage inflicted within 60 feet of the caster also creates a burst of light where the damage occurred. Any burst created by 25 or more damage blinds all creatures within 5 feet. 85 For the next minute, each time damage is inflicted within 60 feet of the caster, it is punctuated with a silly sound effect like a slide whistle or whoopie cushion. 86 For the next minute, epic orchestral music plays in an area 120 feet around the caster. 87 Every creature within 30 feet of the caster receives the benefits of the bless spell for the next 2d6 rounds. 88 A clone (as per the spell) is created of the caster and 1d4 random creatures within 30 feet. The clone rests in a sealed vessel somewhere safe in a place the creature considers its home. If any of these creatures is killed, their soul transfers to the clone. 89 The caster and every creature within 30 feet has disadvantage on Wisdom (Perception) checks made in direct sunlight for the next 1d8 days. 90 For the next minute, each creature within 60 feet of the caster must shout out the name of any spell they cast before casting it. 91 For the next 2d4 rounds, a random potion appears in the caster’s hand. The GM can use the table in the Plurodin Potion table to determine the result. 92 For the next 1d4 rounds, the caster gains a breath weapon which they can use as a bonus action, dealing 3d6 fire damage in a 15-foot cone. Each creature in the area must make a Dexterity saving throw with the save DC equalling 8 + the caster’s level. 93 For the next 1d4 hours, the caster has a permanent detect magic aura of 30 feet. Anything magical, including items they wear or carry, within that area glows brightly. Anyone can see this effect. d100 Effect 94 A bush with 2d100 goodberries growing on it appears in an empty space within 10 feet of the caster. 95 Freedom of movement is cast on the caster. 96 The caster and every creature within 20 feet is suddenly inflicted with tremendous thirst. They must succeed on a DC 15 Constitution saving throw or immediately stop what they are doing and find something to drink. If they do not carry anything to quench their thirst, they must move to find something, regardless of the consequences. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. Using an action to drink any sort of liquid also negates the effect. 97 Mind blank is cast on the caster. 98 A large, nappily-dressed rabbit appears in an empty space within 10 feet of the caster. It glances at a pocketwatch and cries, “I’m late, I’m late!” before scurrying away in a random direction. 99 Roll twice more on this table, ignoring this result and the next. 00 Roll three times more on this table, ignoring this result and the previous. Damage Type table d20 Type 1 Acid 2-3 Bludgeoning 4-5 Cold 6-7 Fire 8 Force 9-10 Lightning 11 Necrotic 12-13 Piercing 14-15 Poison 16 Psychic 17 Radiant 18-19 Slashing 20 Thunder
60 A Plurodin’s Lair While wholly consumed with experimentation and the concoction of brews, the plurodin understands resources are key to its obsession. Thus, plurodin often build successful commercial empires, revolving around easily-created tinctures and potions, to fund their more exotic pursuits. They operate these ventures behind the scenes, allowing a carefully chosen liaison to handle the uninteresting aspects of buying and selling while the plurodin swiftly churns out more product. Plurodin often work with giantfolk when they are in need of muscle, but prefer to find someone more in keeping with the locals and motivated by greed to use as their go-between in “civilized” areas. When choosing a place to secrete themselves to work, plurodin prefer having access to open water, as well as somewhere to grow and cultivate rare ingredients so they don’t have to waste valuable time searching for the more exotic components of their creations. Grottos, dormant volcanoes, and other cave systems are popular destinations. 1. Storefront or Warehouse The scope and functionality of these areas depends largely on who the plurodin has selected to interface with the “civilized” world. This particular lair shows a full storefront where customers can come and purchase potions or rare ingredients and a living space for the store operator. 2. Storage Dry goods, common tools, and other bulky items find a home in a rough-hewn cavern with a simple wooden door. 3. Slides These could be old lava tubes, hand-carved tunnels—or in this case shaped metal plates—but they have been used so often by the plurodin they have become worn smooth and coated in clear slime. Any creature investigating one of these must succeed on a DC 14 Dexterity saving throw or slide down the length of the tube. 4. Underground Pond and River Water is vital to the plurodin; their amphibious nature requires keeping their bodies moist. A river empties into the underground space from a hole in the roof and the cavern is open to the sea. The water level rises and falls with the tides. Ancient statues lie, barnacle-covered and crumbling, on the rock floor of the pond. They depict sea-gods worshipped by a tribe of sahuagin. The plurodin may have chased them off, or possibly made a deal with them to bolster its security force. Plurodin have also been known to employ merrow and even merfolk on occasion. 5. Fungal Farm Fungi and rare herbs, such as nightshade, mandrake, and grave moss, often thrive in dark, wet environments. Many of these are staple ingredients for magical potions and tinctures. Plurodin are experts at cultivating these mystical growths and their gardens are priceless finds for alchemists and apothecaries. They are also often home to dangerous creatures such as molds and oozes. Shriekers are commonly used as alarm systems in plurodin lairs. 6. The Laboratory A plurodin’s lab is any alchemist’s dream. It is filled with every piece of high-end equipment someone who makes potions and experiments with other magical concoctions could want. This lab includes an open-fire oven and a substantial rope-and-pulley elevator at the southern edge for hauling heavy items. Plurodin will attempt to move any fight away from their lab, but won’t sacrifice themselves to save their investment, knowing they can simply start over in another location. Recouping their losses is usually a relatively simple task, begun by selling any potions they carry. Being savvy creatures, they understand it is better to live to fight another day. 7. Secret Chamber This chamber is concealed by a moveable rock wall, requiring a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check to discover, and contains a sizable and ancient vessel carved from pure obsidian. A sahuagin priestess used it for scrying and other rituals, but the plurodin employs it for specialized potion brewing. 8. The Cauldron This lair contains a natural well which occasionally bubbles forth with scalding water heated by a lava flow deep beneath the earth. This toxic water spills into the small lake via a connecting tunnel. The water causes 4d10 fire damage to any creature it comes in contact with.
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62 Titanic Walking Fish by Nathan Doyle Don’t let the name fool you, the titanic walking fish is actually a type of salamander. But unlike normal amphibious creatures, titanic walking fish never undergo the process of metamorphosis to become a land-based amphibian. Remaining water based except when they occasionally emerge to hunt or to move to a different body of water. The creature looks like an enormous salamander, but one with two tails, ten legs, and frilled gills on their heads that resemble a feathered headdress. Rarely leaving the water, except when necessary, the titanic walking fish is able to travel by walking along the bottom of large lakes and deep rivers. They’ve even been seen in various underdark lakes where it is surmised they travel between underwater tunnels aided by their plethora of legs. Not Just Made for Walking. Four of the legs of the titanic walking fish act more like arms; the creature usually uses them to defend itself instead of walking with them, although when it traverses underwater tunnels or large natural aqueducts it will use the four upper legs to propel itself. Apex Predator. Despite its animal intelligence, the titanic walking fish is incredibly dangerous due to its enormous size and its capacity to eat almost any animal that isn’t outright toxic to it. When it encounters large groups of living prey or huge swaths of vegetation, it often seems to inhale the food without even taking the time to chew it, relying upon the acid within its stomach to finish the job. The acid doesn’t dissolve most metals, so it is not uncommon to find the tools and weapons of intelligent victims within its intestinal tract, even coins and treasure at times. Fish Out of Water. While the titanic walking fish can survive out of water for quite some time, they typically choose not to be out of their element. Hunters often prevent them from returning to the water, weakening the titanic walking fish.
63 Titanic Walking Fish Gargantuan beast (titan), unaligned Armor Class 19 (natural armor) Hit Points 290 (20d20 + 80) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 24 (+7) 8 (–1) 18 (+4) 3 (–4) 12 (+1) 9 (–1) Saving Throws Con +11 Skills Perception +8 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 18 Languages — Challenge 22 (41,000 XP) Proficiency Bonus +7 Amphibious. The titanic walking fish can breathe air and water. Echolocation. The titanic walking fish can’t use its blindsight while deafened. Legendary Resistance (3/Day). If the salamander fails a saving throw, it can choose to succeed instead. Water Dependency. If the titanic walking fish is out of water for longer than a week, it suffers one level of exhaustion. 24 hours of rainfall is enough to satisfy this dependency. Actions Multiattack. The titanic walking fish makes five attacks: one with its bite and four with its slam. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by the titanic walking fish. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the titanic walking fish, and it takes 14 (4d6) acid damage at the start of each of the titanic walking fish’s turns. If the titanic walking fish takes 40 damage or more on a single turn from a creature inside it, the titanic walking fish must succeed on a DC 21 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 salamander. If the titanic walking fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Inhale (Recharge 5–6). The titanic walking fish inhales in a 30-foot cone above water or a 60-foot cone underwater. Each creature in that area must make a DC 21 Strength saving throw, or wind up swallowed on a failed save. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the titanic walking fish, and it takes 14 (4d6) acid damage at the start of each of the titanic walking fish’s turns. If the titanic walking fish takes 40 damage or more on a single turn from a creature inside it, the titanic walking fish must succeed on a DC 21 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 titanic walking fish. If the titanic walking fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Legendary Actions The titanic walking fish 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 titanic walking fish regains spent legendary actions at the start of its turn. Bite. The titanic walking fish makes a bite attack. Skitter. The titanic walking fish moves up to half its speed. Slam. The titanic walking fish makes a slam attack. Croak (Costs 2 Actions). All creatures in a 30-foot cone above water or a 60-foot cone underwater must make a DC 21 Strength saving throw. Creatures are pushed back 30 feet and knocked prone on a failed saving throw. On a success they are only pushed back 15 feet. Creatures that collide with a solid object, including other creatures, while being pushed back take 3 (1d6) bludgeoning damage for each 10 feet that they moved.
64 Artist: SAGAU (Sarah Gaudette) Writers: Kirsty Kidd, Ryan Langr, Toni Winslow-Brill, JVC Parry
65 Finasheck Small fey, lawful neutral Armor Class 14 Hit Points 45 (10d6 + 10) Speed 25 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 20 (+5) 15 (+2) 17 (+3) Saving Throws Cha +5, Int +7 Skills Perception +4 Damage Resistances psychic Condition Immunities charmed, exhausted, frightened Senses truesight 120 ft., passive Perception 14 Languages All, telepathy 120 ft. Challenge 3 (700 XP) Proficiency Bonus +2 Innate Spellcasting. The finasheck’s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect thoughts 3/day each: dispel magic, locate creature, locate object 1/day each: plane shift (self only), scrying, teleport (self only) Keen Hearing and Sight. The finasheck has advantage on Wisdom (Perception) checks that rely on hearing or sight. Magic Resistance. The finasheck has advantage on saving throws against spells and other magical effects. Actions Whisker Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Nag. The finasheck targets one creature it can see within 30 feet of it. If the target is able to hear the finasheck, it must succeed on a DC 15 Wisdom saving throw or take 5 (2d4) psychic damage. Invisible Passage. The finasheck magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it. Finasheck by Kirsty Kidd There are few things that send a shudder down the spine of a fey—the finasheck is one of those things. Finashecks are small and weak, wielding little power of their own, but they perform an important role and enjoy a position of high standing in the fey courts. A finasheck’s duty is to record every deal that a fey creature makes and ensure that each side receives what they are owed. This is a job that carries some risk and requires a great deal of skill as some fey beings do not appreciate being held to their word. Finashecks are the appointed contract keepers and enjoy protection from the highest ranks of the fey courts. Though they lack physical might, their esteem within the courts means they can hold fey to their contracts largely through nagging alone. Occasionally, a fey will try to persuade an outsider to deal with a finasheck in their stead, immediately resulting in another finasheck being summoned and the attempt to renege on a contract discovered. There are whispers that the finashecks are given their powers from a being above the fey courts. This rumor is lent some credence by the finasheck’s innate sense of where and when a contract is being negotiated. Unseen Witness. To complete their duty, finashecks must learn to deal with trickery of all levels—playful pranks to hostile sabotage. Finashecks are able to cloak their presence meticulously so that a deal-making fey doesn’t know which finasheck has witnessed their contract. They are able to turn invisible at will and typically levitate a couple of feet off the ground to avoid making noise or leaving footprints. Master of Tongues. After eons of trickster fey and the finashecks trying to outsmart each other, finashecks have become masters of the use and misuse of language. They understand all known languages and are able to acquire any new ones by reading the mind of someone fluent. By combining their linguistic prowess with their ability to read thoughts, finashecks determine each party’s intent when negotiating and the circumstances by which they would have met their end of the bargain. With the conditions of completion and nullification set, a finasheck then badgers the fey incessantly until the contract is carried out.
66 Judicestial by Ryan Langr The judicestial is the gatekeeper of all souls, judging the deceased’s deeds and intents and sorting them into a corresponding afterlife, as well as protecting the entrances and exits of the planes from malicious intrusion. Each judicestial prides itself on its fairness, objectivity, and unerring judgement, and believes it is incapable of making errors even if others of its kind are. As such, the appeals process tends to involve as much arrogant blustering about the judicestial’s ability as it does the details of the applicant’s case. In reality, the judicestial is imperfect, and does unjustly sentence people to undeserved afterlives based on its own biases. The judicestial exemplifies many of the attributes typically associated with other celestials. It adheres to a strict code of right and wrong (though, it is often more nuanced as it considers a creature’s intent), it has a special animosity toward fiends, and is filled with radiant energy. Unlike most of its other celestial cousins, the judicestial is not immortal—it passes on once it judges 999,999 creatures—and it cannot fly. The judicestial’s tail is one of its most unique features. It is born its full length, possessing all 999,999 names the creature will ever judge (and information about all their deeds). As each creature is judged—an act that typically takes 3 to 5 days depending on the complexity of the case—that portion of the tail crumbles to dust. When the last name is judged, the tail disappears completely and the judicestial becomes a ghost-like version of itself. It is then judged by a younger judicestial. Transfer Ownership. In times of need, whether for the sake of an appeal or (more rarely) the judicestial is under attack, a judicestial can switch the names on its list. Having the name of a person grants the judicestial certain powers over a creature, namely, it can recount every last terrifying, embarrassing, or painful memory or deed of the person. In extreme instances, the judicestial can call a soul to its judgment before its time, rending the soul from its corporeal body and thrusting into whatever afterlife the judicestial deems appropriate. This power is rarely used, however, as it forces the celestial to complete a complicated system of bureaucracy, paperwork, and internal review. If the judicestial is found guilty of abusing its power, all the names from its tale are transferred to a different creature, killing the judicestial. Adept Spellcasting. To aid in its ability to judge a creature as well as protect its given domain, the judicestial is endowed with significant magical ability. Able to read minds, persuade creatures to tell the truth, and repel any creature of ill intent, the judicestial should not be underestimated.
67 Judicestial Medium celestial, lawful good Armor Class 15 (natural armor) Hit Points 130 (20d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 15 (+2) 14 (+2) 20 (+5) 16 (+3) Saving Throws Wis +9, Cha +7 Skills Arcana +6, History +6, Insight +9, Perception +13, Persuasion +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities radiant Condition Immunities exhaustion, frightened Senses darkvision 60 ft., passive Perception 23 Languages Celestial, Common Challenge 9 (9,000 XP) Proficiency Bonus +4 Innate Spellcasting. The judicestial’s innate spellcasting ability is Wisdom (spell save DC 17; +9 to hit with spells). The judicestials can innately cast the following spells, requiring no components: At will: guiding bolt, illusory script, sacred flame, shield 3/day each: augury, detect thoughts, spiritual weapon, suggestion, zone of truth 1/day each: counterspell, dispel magic, hold person, silence List of Names. A judicestial has a 10 percent chance of having a creature’s name on its list. If it does not, it can use an action to transfer a creature’s name to its list. Magic Resistance. The judicestial has advantage on saving throws against spells and other magical effects. Magic Weapons. The judicestial’s weapon attacks are magical. Actions Multiattack. The judicestial makes one kick and two tale whip attacks. Kick. Melee Weapon Attack. +6 to hit, 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail Whip. Melee Weapon Attack. +7 to hit, 15 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Recite Deed. The judicestral recites a deed from a name on its list, choosing from the following. The target creature must be able to hear the judicestial. • Recite Shameful Deed. The target makes a DC 17 Wisdom saving throw, taking 10 (3d6) psychic damage on a failure, or half as much on a success. • Recite Frightening Memory. The target must succeed on a DC 17 Wisdom saving throw or be frightened of the judicestial until the end of the creature’s next turn. • Recite Betrayal. The target must make a DC 17 Charisma saving throw. On a failure, the target takes 10 (3d6) psychic damage and cannot benefit from advantage until the end of its next turn. On a success, the target takes half damage. • Recite Heroic Deed. The target gains 10 temporary hit points. Judgement Day. The judicestial attempts to kill a creature on its list that can hear it. The target creature must make a DC 17 Charisma saving throw. On a failure, the target is reduced to 0 hit points and receives two failures on a death saving throw. On a success the target is reduced to 1 hit point. The judicestial has a 50% chance of dying when using this ability. Legendary Actions The judicestial 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 judicestial regains spent legendary actions at the start of its turn. Attack. The judicestial can make one kick attack or one tail whip attack. Search. The judicestial makes a Wisdom (Perception) check. Cast a Spell (Costs 2 Actions). The judicestial casts a spell. Recite Deed (Costs 2 Actions). The judicestial uses it’s Recite Deed attack.
68 Ysezaror by Toni Winslow-Brill Ysezaror are dragonkin that note and extol the virtues of the good draconic dead before they enter into the heavens of their chosen deity after death as well as help the deceased cleanse their soul of any misdeeds in order to create a purer spirit for reincarnation back into the world. Ysezaror are kind and thoughtful creatures, creating realities that allow the dead to face the worst parts of themselves in order to more fully ensure that good triumphs over evil. A ysezaror is tall and regal with a long, serpentine body covered completely in glistening, white-gold fur with a soft, fluffy tail composed of numerous long and flat sheets of fur that are constantly in motion. A thin, narrow face with large ears, grand, sweeping whiskers, and brilliantly glowing lavender eyes comprise the majority of its features. A ysezaror oftentime utilizes its facial whiskers as makeshift quills to keep meticulous notes on those that need its counsel. It is not uncommon for ysezaror to be found as mated pairs, both tending to a single creature, often alternating their speech and completing each other’s sentences. The Reality of Truth. Ysezaror conjure a dreamlike state in those draconic deceased that seek to leave the heavens and be reincarnated into the lands of the living. Those that are drawn into this state do so both mentally and physically, unable to leave until they either not only defeat their personal demons but accept the truth of the harm their actions have brought or request to leave its dictates. Those that leave without completing the trial are not allowed to experience the glories of reincarnation into the world. The Color of a Soul. Ysezaror are able to instantly determine the alignment and temperament of anyone they come into contact with so as better to assist those in the afterlife. They use this knowledge not only compassionately but to prevent any who would seek to corrupt or interfere with the process of a spirit’s rebirth.
69 Ysezaror Large dragon, neutral good Armor Class 19 (natural armor) Hit Points 201 (18d10 + 102) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 17 (+3) 23 (+6) 13 (+1) 21 (+5) Saving Throws Con +8, Int +11, Cha +10 Skills Insight +11, Perception +6, Persuasion +10 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, radiant Condition Immunities charmed, exhaustion, frightened, stunned Senses blindsight 30 ft., darkvision 120 ft., truesight 120 ft., passive Perception 16 Languages Celestial, Common, Draconic Challenge 16 (15,000 XP) Proficiency Bonus +5 Divine Awareness. The ysezaror knows when it hears a lie. Innate Spellcasting. The ysezaror’s spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The ysezaror can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, sleep 3/day each: dream, hallucinatory terrain, protection from good and evil 1/day each: commune, legend lore, scrying Legendary Resistance (3/Day). If the ysezaror fails a saving throw, it can choose to succeed instead. Magic Resistance. The ysezaror has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ysezaror makes three attacks: one with its bite or tail and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 2) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) If the target is a Medium or smaller creature, it is grappled and entrapped by the ysezaror’s tail (escape DC 17). Paralysis Breath (Recharge 5–6). The ysezaror exhales a cloud of paralyzing gas in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Positive Energy Breath (Recharge 5–6). The ysezaror exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions The ysezaror can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The ysezaror regains spent legendary actions at the start of its turn. Souls of the Dragons. Ysezaror have a deep connection with those that they have welcomed to the heavens. When needed, they may summon those grateful souls to assist them in their time of need. The ysezaror calls forth brightly glowing spectral dragon forms that swirl about in a radius of 15 feet, centered on a point they choose. When the ysezaror summons the spirits, they can designate any number of creatures that they see to be unaffected by them. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 22 (5d8) radiant damage. On a successful save, the creature takes half as much damage. The souls remain for 1 minute or until the ysezaror uses this action again. Fury of the Heavens (Costs 2 Actions). The ysezaror is able to call the fury of the heavens on those who deserve their wrath and is able to use the spell sunburst. You Do Not Belong (Costs 3 Actions). Throughout existence, there have been many who have sought entry into the heavens to cause discord and pain. The ysezaror brook no such destructive tendencies. The ysezaror targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically transported back to their native plane of existence.
70 Katraloth by JVC Parry Katraloths play with mortal lives as children play with puppets. They delight in the manipulation of people, ranging from the lowliest serf to the grandest duchess and everything in between. The plots and machinations they enact rarely serve a katraloth directly, if at all, for the most part they act for their own entertainment. The only exception is when katraloths are hired to work for others: archdevils, demon lords, powerful fiends and the like. A katraloth accepts payment, which might be access to magic items or arcane knowledge, to serve a new master. Here, they manipulate lives in order to bring about world-shaking events that most could only dream of. Mortal Manipulation. Katraloths hoard mortals like treasures. When an individual is born, they learn their true name and as many details as possible, sometimes interacting with a child’s parents directly in disguise, other times by simple spying. They record this information on a scroll, which grows in length as the katroloth chronicles their deeds throughout life. The more information a katraloth has recorded about an individual, the more powerful their magical control over them. These fiends can write the future actions of a mortal onto the scroll so that when the mortal reaches the point in life the scroll represents, they are compelled to act as is written. By this means, katraloths can change the course of a realm to their choosing. Dealbreakers. Although they are renowned mercenaries, katraloths are known to renege on their bargains. They often get caught up in the narratives they’ve devised for the mortals under their control, and might break an oath if asked to create a future that undermines the plots they weaved for their own entertainment. Despite this, they still find work thanks to their unrivalled abilities. Katraloths tend to have numerous hidden lairs throughout the planes in which they can hide to avoid the wrath of those they’ve betrayed. Sometimes they retreat to these lairs for centuries at a time for this purpose. Skinwalkers. Although they hate to do it, katraloths can cannily disguise themselves as mortals if they wish. They are superb actors, capable of posing as almost any mortal they’ve dedicated time to chronicling. Katraloths only do this if they desperately need to collect information on an individual they’ve been paid to manipulate, or if they need to rapidly change the course of the future in some direct way they fear they can’t pull off through magical manipulation alone. Katroloths consider this kind of direct interaction a failure on their part, and look down on those fiends who use such base imitation to reach their goals. Nevertheless, they have a talent for it and many are forced into using that talent at some point during their existence.
71 Katraloth Medium fiend (yugoloth), neutral evil Armor Class 18 (natural armor) Hit Points 130 (20d8 + 40) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+2) 20 (+5) 18 (+4) 22 (+6) Saving Throws Con +8, Int +11, Wis +10, Cha +12 Skills Arcana +11, Deception +12, Insight +10, Perception +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities charmed, poisoned Senses truesight 120 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Innate Spellcasting. The katraloth’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The arcanaloth can innately cast the following spells, requiring no material components: At will: alter self, darkness, detect thoughts*, detect magic, dispel magic, invisibility (self only), scrying, suggestion* 3/day each: dimension door, geas* 1/day each: mass suggestion, dominate person* *the spell save DC for these spells is modified as described in the Change Reality action. Legendary Resistance (3/Day). If the katraloth fails a saving throw, it can choose to succeed instead. Magic Resistance. The katraloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The katraloth’s weapon attacks are magical. Actions Multiattack. The katraloth can use its Change Reality and makes three melee attacks. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, plus 11 (2d10) psychic damage. Change Reality. The katroloth tries to manipulate reality in the moment by scrawling magical words onto a particular creature’s scroll. The katraloth can pick from one of the options below. The creature must succeed on a DC 20 Charisma saving throw, which is modified by how much information the katroloth has chronicled about the creature. No knowledge –10 Limited knowledge (basic information like name and age) –5 Fair knowledge (major life events) +0 Extensive knowledge (full life history) +5 Alter Existence. One of the target’s ability scores is reduced to 10. The score remains reduced until the katraloth ends the effect as a bonus action or is incapacitated, at which point the ability score is restored to its previous value. Revoke Existence. The target ceases to exist on the current plane of existence, becoming trapped in a harmless demiplane. While there, the target is incapacitated. The target remains there until the katraloth’s concentration ends (as if concentrating on a spell), at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Transport Existence. The target is teleported from its current location to any other spot within 500 ft of it. It arrives exactly at the spot desired. Teleport. The katraloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Reactions Rewind Reality. When a creature the katraloth can see hits it with an attack, the katraloth can force the creature to reroll. The target must use the result of the second roll. Legendary Actions The katraloth 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 katraloth regains spent legendary actions at the start of its turn. Cast a Spell. The katraloth casts an at will spell from its Innate Spellcasting feature. Teleport (Costs 2 Actions). The katraloth takes the Teleport action. Warp Reality (Costs 3 Actions). A 30-foot-radius sphere of magical confusion extends from from the katraloth and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 20). The sphere lasts as long as the katraloth maintains concentration, up to 1 minute (as if concentrating on a spell).
72 Artist: Obsolete Goat Writers: Nathan Doyle, Chai Power, Kirsty Kidd, Joe Raso
73 Keratotaur Large monstrosity, chaotic neutral Armor Class 13 Hit Points 68 (8d10 + 24) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 12 (+1) Saving Throws Str +5 Skills Athletics +5, Intimidation +3, Perception +4, Survival +4 Senses passive Perception 14 Languages Elvish, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 Cavalry Charge. If the keratotaur moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 3 (1d6) piercing damage. Goring Charge. If the keratotaur moves at least 30 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone. Trampling Charge. If the keratotaur moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn, the target must make a DC 13 Strength saving throw or be knocked prone and take an extra 10 (3d6) bludgeoning damage. Actions Multiattack. The keratotaur makes two attacks, but they must be two different attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Keratotaur by Nathan Doyle A distant relative of centaurs, the keratotaur is a minotaur/ centaur hybrid with four arms. The creatures are fond of wrestling and other competitive feats of strength, always eager to show off their prowess. If a keratotaur doesn’t challenge you to some kind of contest, they likely just haven’t seen you yet. To a keratotaur, competition is an essential part of life and a way to improve oneself. Feats of strength and wit are common in keratotaur society, as is gambling on challenges, and drinking heartily after the outcome. Quintessential Cavalry. In battle, the keratotaur are almost everything that ordinary knights and cavalry strive to be: charging in without fear and striking at opponents with spears and hooves. Some elite keratotaur traveling in human lands have been known to acquire pikes or lances for use in battles. In close combat they often butt enemies with their horns, owing to their thick skulls and intense fortitude. Nomadic Wanderers. Unlike their centaur cousins, keratotaur are keen to encounter settlements and civilizations in their travels. Rarely settling for too long, they trade for metal equipment with furs and self-brewed alcohol, which ferments while hanging from pack saddles. Drunken Challengers. The keratotaur, however, are prone to drinking and violence. Rarely out of malice, but most often from genuine misunderstandings. A keratotaur doesn’t back down from what they consider a friendly challenge. Most settlements are happy to see a keratotaur herd arrive, but are usually just as happy to see them on their way.
74 False Herald Large fiend (devil), lawful evil Armor Class 17 (natural armor) Hit Points 124 (14d10 + 40) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) Saving Throws Str +8, Con + 8, Cha +6 Skills Deception +6, Athletics +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Infernal, Common Challenge 9 (5,000 XP) Proficiency Bonus +4 Devil’s Sight. Magical darkness doesn’t impede the false herald’s darkvision. Magic Resistance. The false herald has advantage on saving throws against spells and other magical effects. Actions Multiattack. The false herald makes three attacks: two with its glaive and one with its horns. Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage. Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) bludgeoning damage. Reactions Come to Teacher. As a reaction on its turn, the false herald calls upon its devils to defend it. Any lesser devils within 30 feet of the false herald use their reaction to move up to their maximum speed towards the false herald, taking the most direct path. This movement does not provoke opportunity attacks. False Herald by Chai Power The false herald is a devil that seeks to increase the planar magic of the hells. They are a special breed of devil, created when a powerful mage dies with an unfinished mission, usually involving arcane studies. Their untimely death causes their soul’s desires to manifest in a fiery anger and to be reborn in a new, twisted life of obsession. Though their exact appearances can vary, a false herald is most often animalistic, bearing six or more limbs in a centaur-like configuration. Their bodies are covered in white fur with caprine features, and they run along four quadruped legs. From their humanoid torso, two or more arms sprout to wield weapons or magic items. Many false heralds also have long tails and animal faces like a goat, using this soft appearance to disarm people of potential fear. Arcane Obsession. False heralds have no ability to cast spells, but continue to love and crave the arcane, their souls holding on to fragments of their former life’s purpose. They are fascinated with any magic items or weapons they encounter, and spend a great amount of time hunting and collecting such items. A false herald holds the power of arcane enchantment and spells above even the influence of higher devils. Congregation. A false herald acts as a prophet of the hells and lures lesser devils to its cause on promises of power and prestige. These lesser devils protect their herald at all costs and accompany the false herald wherever they may go. The false herald sometimes sends the lesser devils through doorways between the planes to spread their knowledge of magic and bring back arcane artifacts so the false herald may study them. Devoted Mentor. Despite its new life, a false herald still considers itself a proficient arcane magic user, and any devils that serve it become its students. Once a devil belongs to them, false heralds can track their infernal assistants anywhere on the same plane of existence. If one is lost, the herald travels day and night until the devil is found and reunited with them. If their devils are killed, the false herald does everything in their power to exact revenge, short of getting itself killed. If a false herald can’t get revenge for a student’s death, it holds a grudge against the perpetrator for the rest of its life.
75 Waeknan by Kirsty Kidd It is often the fancy of the fey courts to observe the habits and tastes of the aristocracy on the Material Plane and try to replicate them. By the fey’s capricious nature, more fickle than even the gentry that inspired them, these fancies are often short-lived and become quite estranged from the fashion or hobby they wanted to try. One such fancy that not only caught the interest of the courts, but held it, was the grand hunt. Like so many things that capture the hearts of fey, the hunt was dyed and recreated in their own colors. To lead the hunt, the fey created a small number of creatures that are horse, rider, and hound combined. They blessed each of these creatures with a wolf ’s nose, hare’s ears, and eagle’s eyes; then cursed them with never-ending watchfulness. The waeknans, as these creatures came to be called, take on most of the burden and work of the hunt. While their fey creators revel in the dress, the spectacle, the chase, and the violent climax, the waeknans are tasked with the finding, tracking, and killing. The faerie hunt is seldom limited to the same prey that a traditional hunt stalks. Foxes, cunning as they may be, lack the wits to challenge a waeknan. A sense of fairness is not a great concern to the fey, but such outclassed prey leads to a boring hunt and the fey abhor the boring. As long as the chosen prey can put on a good show, the fey aren’t concerned about what—or who—it is. There are even rumors that some fey courts will make a target of any person or group that is recommended to them, if the prey sounds entertaining enough. The waeknans themselves are ambivalent to the politics of their quarry or their masters. They were created to hunt unceasingly, and that is what they do. They are proficient with many weapon types and methods of combat, but tend to rely on close range attacks with a polearm. Waeknans also carry nets made of mithral to entangle their targets, but are often under strict instructions not to use them until the chase is growing stale. Piercing Sight. Once they have the scent of their prey, waeknans are able to track it through any terrain and even across the planes. So keen is a waeknan’s nose that they are able to see through illusions that would otherwise act to conceal or disguise. Tones of Derision. Any creature unfortunate enough to be marked as the target of the faerie hunt will be haunted by the mocking horns of the waeknan to their dying breath. A waeknan that spots its quarry will blow its horn, said to be pulled from its own head, alerting their fellows and the fey that the chase is about to start. Those who have heard the horn blown say that there is a quality almost like laughing to its quavering call.
76 Waeknan Large monstrosity, lawful neutral Armor Class 15 (natural armor) Hit Points 202 (27d10 + 54) Speed 60 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 7 (–2) Saving Throws Str +10, Con +7 Skills Athletics +10, Perception +9, Survival +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks. Condition Immunities charmed, exhausted, frightened Senses darkvision 120 ft., truesight 60 ft., passive Perception 19 Languages Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +5 Charge. If the waeknan moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 13 (3d8) piercing damage. Innate Spellcasting. The waeknan’s spellcasting ability is Wisdom. The waeknan can innately cast the following spells, requiring no material components: 3/day: hunter’s mark (at 5th level) 1/day: plane shift (self only) Keen Senses. The waeknan has advantage on all Wisdom (Perception) checks. Pack Tactics. The waeknan has advantage on an attack roll against a creature if at least one of the waeknan’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The waeknan makes three attacks: two with its pike and one with its hooves. Pike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) piercing damage. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. Mithral Net. Ranged Weapon Attack: +10 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 15 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 20 slashing damage to the mithral net (AC 15) frees the target without harming it and destroys the mithral net. Call of the Hunt. Each creature of the waeknan’s choice that is within 60 feet of the waeknan must succeed on a DC 15 Wisdom saving throw or take 25 (10d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the waeknan’s Call of the Hunt for the next 24 hours. Qi’sharahd by Joe Raso Qi’sharahd are powerful demons who take great pleasure meddling with mortals. They particularly enjoy tormenting those bound by a strong moral code and will go to great lengths to engineer ethical dilemmas to corrupt those with noble hearts. These fiends will eagerly ally with any creature if allowed to inflict misery upon virtuous souls. Qi’sharahd resemble centaurs in their natural form, but with four arms and a goat-like head crowned in an array of black horns. A coat of coarse white fur covers their body. They possess powerful horse-like legs, while their front legs end in viciously-clawed hands. A long sweeping tail ends in a plume of prehensile hair. The origins of the qi’sharahd remain unclear. Some scholars suggest they are of fey origin as they are known to work with other evil fey. However, no records exist of the qi’sharahd ever belonging to the Seelie or Unseelie courts. The reason for their exclusion from the fey realms remains a mystery, though they eagerly work with either court if corrupting mortals is a possibility. Bestial Charge. Though qi’sharahd are typically known for their corruptive nature, they are formidable combatants when confronted directly. They charge at their targets, skewering them with their crown of horns. Enervating Tail. Foes who attempt to fight in close combat with a qi’sharahd are at risk of being grappled by the fiend’s powerful prehensile tail. Victims grasped by the tail become weak as their lifeforce drains from them. The surprisingly strong tail can move held foes around the
77 Qi’sharahd Large fiend (demon), chaotic evil Armor Class 19 (natural armor) Hit Points 171 (18d10 + 72) Speed 50 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 18 (+4) 13 (+1) 20 (+5) Saving Throws Con +10, Wis +7, Cha +11 Skills Deception +11, Insight +7, Perception +7, Persuasion +11 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Sylvan, telepathy 120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Charge. If the qi’sharahd moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and fall prone. Innate Spellcasting. The qi’sharahd’s innate spellcasting ability is Charisma (save DC 19, +11 to hit with spell attacks). The qi’sharahd can innately cast the following spells, requiring no material components: At will: charm person, minor illusion, polymorph (self only) 3/day: compulsion, dominate person, major image 1/day: antipathy/sympathy, mislead Magic Resistance. The qi’sharahd has advantage on saving throws against spells and other magical effects. Actions Multiattack. The qi’sharahd makes four attacks: two with its claws, one with its fiendish staff, and one of either gore, grappled move, or tail attack. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. Fiendish Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, plus 14 (4d6) psychic damage and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. Grappled Move. The qi’sharahd can force a creature of size Large or smaller it has grappled to make a DC 19 Strength saving throw. On a failed save, the grappled creature is moved to any location within 10 feet of the qi’sharahd. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., on creature. Hit: the target is grappled (escape DC 19). Until the grapple ends, the target is restrained, has disadvantage on Strength checks and Strength saving throws, and the target takes 10 (3d6) necrotic damage at the start of its turn. The qi’sharahd can grapple only one creature. Reactions Grappled Shield. When a creature the qi’sharahd can see targets it with an attack, the qi’sharahd can force a creature it has grappled to make a DC19 Strength saving throw. On a failed save, the grappled creature becomes the target of the attack instead. battlefield, using the unfortunate creature as a shield against further attacks. Valuable Remains. Qi’sharahd remains are rumored to retain their magical essence for long periods. Crafters of enchanted items will pay large sums for items harvested from a qi’sharahd. Its horns, tail, and heart are particularly sought after and are said to yield potent charm, necrotic, and illusory enchantments.
78 Artist: Davide Molino Writers: Ryan Langr, Morten Greis, Alan Tucker, Nathan Doyle
79 Psionic Hound Small monstrosity, chaotic neutral Armor Class 13 Hit Points 49 (14d6) Speed 40 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 10 (+0) 12 (+1) 12 (+1) 6 (–2) Saving Throws Int +3 Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages telepathy 120 ft., understands any 1 language, but cannot speak Challenge 2 (450 XP) Proficiency Bonus +2 Innate Spellcasting. The hound’s innate spellcasting ability is Intelligence (spell save DC 11). The hound can innately cast the following spells, requiring no components: At will: invisibility, sending 1/day each: pass without trace (self only), sleep (1st level), spider climb Memory Syphon (1/Day). As an action, the hound steals a memory from a creature within 60 feet and regains 3 (1d6) hit points or 10 (3d6) hit points if the creature is within 5 feet. If the hound dies, the memories are restored. Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Rapid Pursuit. When moving toward a creature, the hound can take the Dash action as a bonus action. Sense Consciousness. The hound can sense how many creatures with an Intelligence score of 4 or greater are within a 1 mile radius, and knows the general direction to each one. Sneak Attack. If the hound has advantage on an attack roll, it deals an additional 7 (2d6) damage the first time it hits on its turn. Actions Multiattack. The psionic hound makes one bite and claw attack. Bite. Melee Weapon Attack. +2 to hit, 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack. +5 to hit, 5 ft. one target. Hit: 6 (1d6 + 3) slashing damage. Psionic Hound by Ryan Langr Psionic hounds are the grotesque result of psionic experiments: the fusing of a common house pet with a psionically empowered brain, creature, or other entity. While it’s not known what being originally engineered the psionic hound, the prevailing theory is that the first was self-created when a disembodied brain forced its own evolution. These creatures are now frequently seen around heavy populations of psionic creatures, both as pets and as tools for hunting. Opportunistic Pets. A psionic hound serves only its hunger, though its intelligence leads it to be easily trained in service of its appetite. Unlike other psionic creatures, it feeds not off physical brains or psionic energy, but rather consumes memories. Fortunately, psionic hounds prefer to feast on the oldest memory possible, often those repressed or buried deep. Their abilities make them surprisingly common among the therapeutic professions and they can live among the general population while their hunger is properly channelled. Keen Hunters. Possessing the powers of a psionic creature and the instincts of a dog, psionic hounds are fearsome hunters. They can sense creatures outside the normal range of perception and track them with exceptional speed. Getting close is seldom a problem, as hounds possess the ability to turn invisible. Its crescent-like horn protruding from the side of its head functions like a beacon, both transmitting and receiving telepathic communications with its partner or trainer. Its hand-like front paws make it an expert climber, allowing it to infiltrate buildings through windows or other openings that a normal canine could not. Leave No Trace. While psionic hounds possess the capability to syphon memories from a creature at a distance, they prefer doing so physically. Dulling a creature’s senses with its horn, the psionic hound inserts its needle-pointed tongue at the base of the skull, rapidly syphoning memories before applying its healing saliva to the hole and leaving no trace it ever visited. This act leaves the hound satiated for several days, rather than having to feed daily from a distance. No matter the technique, few creatures know they have been the victim of a psionics hound’s feasts. It usually takes an expert to deduce the monstrous canine is the cause of the missing memories.
80 Tungekrave Large aberration, chaotic evil Armor Class 16 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 12 (+1) 12 (+1) 10 (+0) Condition Immunity poisoned Damage Immunity poisoned Senses darkvision 60 ft., passive Perception 11 Languages telepathy 180 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 Magic Resistance. The tungekrave has advantage on its saving throws against spells and magical effects. Pounce. If the tungekrave moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed a DC 13 Strength saving throw or be knocked prone, and if it is Medium size or smaller the target is grappled (escape DC 13). Until the grapple ends, the target is restrained and the tungekrave can make one attack with its tongue lash as a bonus action. Actions Multiattack. The tungekrave makes three attacks: two with its claws and one with its stunning tail swipe or tongue lash. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 3) slashing damage. Stunning Tail Swipe. Melee Weapon Attack: +6 hit, reach 10 ft., one target. Hit: 13 (4d4 + 3) piercing damage and the target is stunned. At the beginning of its turn the target Tungekrave by Morten Greis The blue-skinned, yellow-eyed tungekrave was made famous by the songs of a forgotten bard, whose line “the scintillating shine of your feathered mane bedazzles” was immortalized when a princess demanded a cape of the same quality. It is said many suitors fell to the claws of the tungekrave trying to collect its mane. The tungekrave is an unsettling creature whose presence can be felt as it creates confusion and memory loss in its surroundings. Some sages speculate it originally was a guardian from a demi-plane of lost memories. Feathered Mane. The feathered mane is a beautiful sight as it radiates colors in many hues, and it possesses antimagical properties if harvested properly. As tungekrave absorbs magic during the day, however, it releases the magic by channelling it through its mane as light. This drains the mane, and once it is drained it cannot be used to create anti-magical effects. The challenge for hunters is to slay the tungekrave without the mane losing its properties. Horn of Knowledge. An insidious effect of the tungekrave is its ability to eat knowledge: using its tongue to drain insight from its victims. A tongue-lashing draws knowledge from the victim and strangely stores it in the tungekrave’s horns. It is believed that the larger the horns are, the more knowledge is stored in them. Anyone robbed of their skills can regain them by grinding the tungekrave’s horn to a powder and consuming it. may spend 1 hit dice to make a DC 13 Constitution saving throw. For each additional hit dice spent, the target gains a +2 bonus to the saving throw. A target with no remaining hit dice remains stunned until after a long rest. Tongue Lash. The tungekrave targets a creature that is grappled or incapacitated. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target loses a random skill with which it has proficiency. Any use of the skill by the target is made with disadvantage and without their proficiency bonus. Lost skills can be regained with the greater restoration spell or similar magic, or by consuming a part of the horn of the tungekrave. Reactions Hypnotic Gaze (Recharge 5-6). If the tungekrave and a spellcaster can see one another, when the spellcaster casts a spell, the tungekrave can force the spellcaster to make a DC 13 Wisdom saving throw. On a failed save, the spell fails but the spellcaster believes the spell has been successfully cast. The spellcaster can repeat the saving throw at the end of its next turn, realizing the error on a successful save. Radiating Magic Absorption (3/Day). The tungekrave’s colorful mane absorbs magic. When affected by a spell or spell-like ability, the tungekrave can absorb the spell negating the effect. At the beginning of its next turn, the tungekrave releases the magical energy as a scintillating wave of light in a radius of 10 feet per spell level. Any creature in the area must succeed a DC 13 Wisdom saving throw or be affected by the confusion spell until the end of their next turn. Each absorption causes the mane to lose color. After 3 uses the mane is colorless until the following day at dawn.
81 Gosflorai by Alan Tucker The fey realms are filled with wonder and danger for visitors and residents alike. While the gosflorai were designed to prey on the tiny, winged members of the fey, they have since evolved—along with their appetites. There was a time, long ago, when the fey realms were overrun with the “small folk.” One clever archfey took it upon themselves to solve that problem by creating the gosflorai as a predator for sprites and their myriad cousins. The gosflorai were masterful at their purpose and soon their overpopulation became the problem the ruling fey needed to address. Massive hunts were organized and quickly grew into sport for the high courts. Being predators themselves, however, many of the gosflorai adapted to their new role with capable cunning. Their numbers did dwindle, but those that remain are formidable adversaries indeed. Now they hunt any creature brave or foolish enough to enter their territory, large or small. Fragrant Camouflage. The gosflorai mane was designed to resemble the vibrant flora of the fey lands. When the beast holds still, it blends perfectly into the untamed jungles or cultured gardens commonly found in those realms. It also emits a fragrance that the tiny fey find irresistible. Occasionally, a gosflorai will keep one or two sprites around for a while before consuming them— perhaps as added protection or simply because they enjoy playing with their food. Sees Everything. So keen are the gosflorai’s senses that the normally invisible sprites and other tiny fey are plainly visible to them. Sticky Grabber. The gosflorai’s tongue is a marvel of strength and speed. It acts like an anteater’s, slurping up tiny fey to be quickly consumed. The tongue also secretes a soporific substance which calms any creature ensnared in its grasp. Special Bond. When badly injured, a gosflorai can emit a piercing cry for help. Any gosflorai within earshot immediately come to its aid, even though they are solitary hunters by nature. Gosflorai Medium monstrosity, chaotic neutral Armor Class 16 Hit Points 225 (30d8 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 22 (+6) 17 (+3) 6 (–2) 19 (+4) 16 (+3) Skills Perception +9 Damage Resistances acid, cold Condition Immunities blinded, charmed, frightened, paralyzed Senses truesight 120 ft., passive Perception 19 Languages understands Sylvan but cannot speak Challenge 12 (8,400 XP) Proficiency Bonus +5 Alluring Fragrance. The gosflorai’s mane produces a scent that attracts all forms of small flying fey creatures. Any Tiny or Small fey creature within 60 feet of the gosflorai must make a DC 18 Constitution saving throw or be drawn to the scent. The creature can take no actions other than the Dash action and must move directly toward the gosflorai. Once within 5 feet, the fey remains there, completely enthralled by the scent for up to 24 hours. A gosflorai can have 1d4 – 2 sprites fluttering around their mane, unwittingly awaiting to become a snack for the creature. If the gosflorai is threatened, the sprites act to protect it. Floral Camouflage. While the gosflorai remains motionless in a jungle or garden environment, it is indistinguishable from a large tropical flower. Keen Senses. Gosflorai possess senses far beyond most other creatures. They have advantage on all Wisdom (Perception) checks. Magic Resistance. The gosflorai has advantage on saving throws against spells and other magical effects. Magic Attacks. The gosflorai’s attacks are considered magical. Actions Multiattack. The gosflorai makes four attacks: two punches, one with its tail spike, and one slurp. Punch. The gosflorai rears up and swings with its powerful arms. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage. continued next page
82 Leaping Death by Nathan Doyle When the titans of old awaken and clash with one another, destruction follows in their wake. Puny mortals can only look on from the sidelines and pray the damage is minimal. Most titans are primal and unintelligent, returning to their centuries long slumber after being satiated. The leaping death is another story altogether: a gigantic horror that is as intelligent as it is massive. While they don’t speak, their actions show a cunning nearly unheard of from other titanic monstrosities. Powerful Legs. The leaping death is able to jump great distances in a single bound and almost never walks unless forced to. Out in the open fields or forests it is nearly impossible to pin down and the only recorded instances of one being killed involved it bring lured to a place where its stupendous jumping ability was ineffective. Voracious Eaters. The leaping death is a consummate carnivore that seeks enough food to sate its hunger for another hibernative cycle. It searches for signs of civilization and is powerful enough to destroy ordinary buildings with ease. Deviously Cunning. The leaping death makes use of ambush tactics and enjoys devouring caravans along popular routes so those negatively affected will send people to investigate the problem. People are just a snack, and it attempts to use them as bait to capture much larger creatures like giants or other titans. Tail Spike. The gosflorai flings one of its tail spikes. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Slurp. The gosflorai’s prehensile tongue lashes out. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 18) if it is Medium size or smaller. On hit, the target must also make a DC 18 Constitution saving throw or become calm and lethargic. This lethargy imposes disadvantage on all attacks and saving throws made by the target because they just don’t care anymore. The target can repeat the save at the end of each of its turns, but does so at disadvantage as well. Heroic Actions Plaintive Howl. When the gosflorai falls below half of its hit point maximum, it lets out a chilling howl. Every creature that can hear within 120 feet must make a DC 18 Intelligence saving throw or take 35 (10d6) psychic damage, or half as much on a success. In addition, 1d4 gosflorai respond to the howl and come to the aid of the injured one. These arrive one per round after the howl is issued and act on their own initiative when they do. If any of the responding gosflorai use their own Plaintive Howl, the howl does not cause additional glosflorai to appear.
83 Leaping Death Gargantuan monstrosity (titan), lawful evil Armor Class 18 (natural armor) Hit Points 385 (22d20 + 154) Speed 50 ft. STR DEX CON INT WIS CHA 28 (+9) 12 (+1) 24 (+7) 21 (+5) 16 (+3) 16 (+3) Saving Throws Str +16, Dex +8, Con +14 Skills Acrobatics +8, Athletics +16 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities frightened Senses darkvision 120 ft., passive Perception 13 Languages understands Primordial Challenge 22 (41,000 XP) Proficiency Bonus +7 Ground Pound. Whenever the leaping death lands after jumping, any creatures within the space at the end point must succeed at a DC 22 Strength saving throw or take 3 (1d6) bludgeoning damage per 10 feet that the leaping death traveled and be knocked back 15 feet, landing prone. On a successful save they take half damage and are knocked back remaining upright. Legendary Resistance (3/Day). If the leaping death fails a saving throw, it can choose to succeed instead. Siege Monster. The leaping death deals double damage to objects and structures. Standing Leap. The leaping death’s long jump is up to 90 feet regardless of its movement speed and its high jump is up to 30 feet, with or without a running start. Actions Multiattack. The leaping death makes three attacks: one slap, one tail, and choosing between its bite or forked tongue. If it moved by jumping more than 30 feet, it can use slap twice instead of its tail. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage. If the target is a Large or smaller creature grappled by the leaping death’s tongue the 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 leaping death, and it takes 44 (8d10) acid damage at the start of each of the leaping death’s turns. If the leaping death takes 40 damage or more on a single turn from creatures inside it, the leaping death must succeed on a DC 22 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 leaping death. If the leaping death dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Forked Tongue. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 27 (4d8 + 9) piercing damage and the target is grappled (escape DC 22) by the tongue. Until this grapple ends, the target is restrained. Slap. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage. Tail. Melee Weapon Attack: +16 to hit, reach 5 ft., one target that wasn’t the target of a slap attack this turn. Hit: 18 (2d8 + 9) slashing damage. Legendary Actions The leaping death 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 leaping death regains spent legendary actions at the start of its turn. Attack. The leaping death makes one melee attack. Hop. The leaping death jumps up to 30 feet. Skip (Costs 2 Actions). The leaping death jumps between 30 and 60 feet. Jump (Costs 3 Actions). The leaping death jumps between 60 and 90 feet.
84 Artist: Fernando Salvaterra Writers: Nathan Doyle, Magnus Laursen, Kirsty Kidd, T.A. Gray
85 Underkin Small fey, neutral evil Armor Class 12 Hit Points 10 (4d6 – 4) Speed 30 ft. STR DEX CON INT WIS CHA 8 (–1) 14 (+2) 8 (–1) 13 (+1) 8 (–1) 8 (–1) Skills Sleight of Hand +4, Stealth +6 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages Sylvan Challenge 1/8 (25 XP) Proficiency Bonus +2 Light Aversion. While in bright or dim light, the underkin has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. When its eyes are exposed to bright light after being in darkness, it must succeed on a DC 10 Constitution saving throw or be stunned for 1 round. Underkin Shroud. A creature within 5 ft. of the underkin can use its action to remove the underkin’s shroud and trigger its light aversion. The creature must succeed on a DC 13 Dexterity (Sleight of Hand) check to do so. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Underkin by Nathan Doyle The underkin are fey that normally live and dwell in the darkest places of the fey realms, however they often come into the mortal realms to steal, kill, and create dangerous mischief. The creatures are extremely sensitive to light, so much so that they wear shrouds over their heads and much of their bodies. Although little is known of the underkin, some believe the shrouds do not inhibit their ability to perceive the mortal world, but the strange species still seems to have rather stunted vision. King of the Hill. Underkin bands are inevitably led by the most cunning among them. While the crown of an underking isn’t always one of precious metal, they always wear some form of ostentatious headwear to denote their position. An underking without its crown might as well just be another underkin. Harmless Alone. A single underkin is hardly a threat to anyone but the most ill-prepared of adventurers. But in groups, especially if led by an underking, they cannot be ignored. A group of underkin not in their home are undoubtedly up to no good at all. Light Them Up. The underkin are averse to light of any kind and if they suddenly lose their shroud, they can be blinded and stunned for a short time. Underking Small, fey, neutral evil Armor Class 12 Hit Points 28 (8d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (–1) 14 (+2) 10 (+0) 16 (+3) 8 (–1) 14 (+2) Saving Throws Cha +4 Skills Persuasion +4, Sleight of Hand +4, Stealth +6 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 Light Aversion. While in bright or dim light, the underkin has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. When its eyes are exposed to bright light after being in darkness, it must succeed on a DC 10 Constitution saving throw or be stunned for 1 round. Underkin Shroud. A creature within 5 ft. of the underkin can use its action to remove the underkin’s shroud and trigger its light aversion. The creature must succeed on a DC 13 Dexterity (Sleight of Hand) check to do so. Actions Multiattack. The underking makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Directed Fire. The underking targets a creature within 60 ft. of it that it can detect. Any underkin within 30 ft. of the target who can hear the underking can use their reaction to make a ranged weapon attack. The underking cannot use this ability if it is not wearing its crown.
86 Ghastmob by Magnus Laursen A ghastmob is not so much created as it is assembled. It all starts with a single member of the restless dead, aimlessly wandering the land in search of answers. Those who go to the grave with a heart full of desire and a mind burdened with unanswered questions are sometimes denied the embrace of the afterlife and left to stalk the living for resolution. As an undead creature escapes the clutches of the earth, it starts to quiz and prod nearby corpses for answers to the questions that burden its undead mind. Those among the dead who cannot answer the insistent questions of the inquisitive ghoul—if they can even answer at all—are brought back to unlife and made to partake in a strange procession: a ghastmob. Quizzical Horrors. Ghastmobs often carry candles, lanterns, and an assortment of knives and blunt weapons. Those who cannot, or will not, produce a suitable answer when asked a question are quickly stabbed or beaten to death, then incorporated into the ghastmob. Restless Wanderers. Seemingly roaming the land at random, the ghastmob searches far and wide for those who may sate its collective thirst for knowledge. If it finds a suitable answer, the mob moves harmlessly on to its next victim. On rare occasions, the mob discovers such an enlightening answer that the procession comes to a sudden halt and its undead members turn to dust or fall to the ground. Undead Utility. Varying in regional folklore, ghastmobs are often used to scare children into learning the rules and teachings of their elders. Rarely, a necromancer may raise several mobs to serve as inquisitive guards, debt-collectors, or particularly persistent torturers. Ghastmob Large undead, lawful evil Armor Class 10 (natural armor) Hit Points 85 (10d10 + 35) Speed 20 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (–1) 16 (+3) 13 (+1) 10 (+0) 6 (–2) Saving Throws Intelligence +4 Skills Investigation +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Understands any language a member of the ghastmob spoke in life Challenge 5 (1,800 XP) Proficiency Bonus +3 A Mob of Murderers. A ghastmob is a single Large creature consisting of of X number of undead creatures, where X is the first digit in the ghastmob’s current hit points. For example, a ghastmob with 54 hit points consists of five separate creatures. Actions Multiattack. A ghastmob can attack once for each zombie in the mob. Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Gather Procession. The ghastmob may attempt to raise a nearby corpse to join its ranks of inquisitive undead. Make an Intelligence saving throw for a corpse within 5 feet of the ghastmob, using the saving throw the creature had in life. If the corpse fails the save, the ghastmob regains 10 hit points. Reactions Sea of Stabbers. The ghastmob attacks twice with its stab when making an opportunity attack.
87 Amalgam by Kirsty Kidd A low wail echoes mournfully through the stagnant air, answered only by the callous cawing of carrion crows. A single misshapen figure shambles across the quiet battlefield, the loose cloth draped over its lumpen form snagging on the rusting armaments of the fallen. At each lost life, it pauses and again releases a plaintive howl before rummaging through the remains and taking any spare parts for itself. An amalgam is an uncommon and unwelcome sight. Born of the desperation of the battlefield, an amalgam is both terrifying and terrified, aware of its own horrific nature and intent on preserving its existence. It trawls through bodies in mass graves and those left on the sites of skirmishes, mourning each death for as long as it can contain the craving to engulf and incorporate sections of the body into itself. This drive is primal and unrelenting to an amalgam. Desperate Times. When an amalgam has exhausted what it can scavenge from its birthplace, it faces a slow decline to death if it cannot find new pieces to sustain itself. The hunger for existence grows more ferocious as an amalgam approaches its end, and its sorrow for the passing of others grows thinner. In this state it is likely to leave a battlefield in search of new bodies. In its frenzy to survive, an amalgam may attempt to assimilate living creatures. It drags and holds them close to its muddled form, slowly draining the life from the victim. When the creature has gasped its final breath, the amalgam takes what it needs from the body and leaves the rest behind. Nightmare Made Flesh. To look upon an amalgam is to see a macabre vision of twisted limbs, mismatched and protruding at ghastly angles. It is enough to disquiet even the most hardened adventurer. An amalgam seems to want, with the remnants of its sense of self, to avoid being looked upon by living things. They obscure their patchwork form with banners, cloaks, or any other rags they find. Sometimes when a new segment fuses with an amalgam, the creature picks up a personal item from the body to wear or wield. The more sentimental the item, the more likely it will be taken. Amalgams are often found with lockets, engraved rings, and heirloom weaponry.
88 Amalgam Large undead, neutral evil Armor Class 15 (armor scraps) Hit Points 190 (20d10 + 80) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 9 (–1) 10 (+0) 6 (–2) Saving Throws Con +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 60 ft., passive Perception 10 Languages Understands all languages it knew in life but can’t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 Nightmarish Form. Any creature that starts its turn within 5 feet of the amalgam that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the amalgam is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the amalgam’s Nightmarish Form for the next 24 hours. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the amalgam until the start of its next turn, when it can avert its eyes again. If the creature looks at the amalgam in the meantime, it must immediately make the save. Undead Fortitude. If damage reduces the amalgam to 0 hit points, it must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a success, the amalgam drops to 1 hit point instead. Actions Multiattack. The amalgam makes six attacks: two with each weapon. It can replace two attacks with one use of drag within. It can’t make more than four attacks while grappling a target. Dagger.Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/30 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Drag Within. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16) and dragged within the amalgam’s cloth coverings. Until this grapple ends, the target is blinded and restrained, and the amalgam can’t drag another target. If the amalgam moves, the dragged target moves with it. The grappled target must make a DC 16 Constitution saving throw at the start of each of its turns, taking 18 (4d6 + 4) necrotic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack is partially incorporated into the amalgam. Reactions Parry. The amalgam adds 5 to its AC against one melee attack that would hit it. To do so, the amalgam must see the attacker and be wielding a melee weapon.
89 Fandexter’s Fragmenting Kobold Swarm by T.A. Gray Unexplained tunneling beneath a town. Clever traps laid in a nearby field. These might be common signs of kobolds nearby, but this is no common band of kobolds. Near the end of his life, the enchanter Fandexter placed a powerful curse on a kobold he caught pilfering wares from his storehouse. Intent on lashing out at those who scorned him throughout his life, Fandexter released the kobold onto the world knowing only chaos and destruction would follow. Over time, the curse took effect. Every injury the creature suffered caused parts of its body to break away and form more kobolds. These kobolds shared a single primitive Fandexter’s Fragmenting Kobold Swarm Gargantuan swarm of Small humanoids, chaotic evil Armor Class 12 Hit Points 345 (30d20 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 12 (+1) 8 (–1) 7 (–2) 8 (–1) Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 20 (25,000 XP) Proficiency Bonus +6 Fandexter’s Rage (Heroic Trait, Recharges after a Long Rest). When the swarm is reduced to half of its original hit points, the swarm piles in on itself to take the shape of a giant humanoid made of writhing, flailing kobolds. The swarm can make use of its heroic actions while in this form for up to one hour after the heroic trait is activated. Fragmenting Curse. The swarm is immune to nonmagical damage. Whenever a nonmagical attack is made against the swarm, it gains hit points equal to the amount of damage received. If the swarm is at its hit point maximum, its maximum hit points increase by the amount of damage received. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a small kobold. The swarm can’t regain hit points or gain temporary hit points except as described in its Fragmenting Curse ability. Actions Multiattack. The swarm makes three bite attacks. Bite. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. Legendary Actions The swarm can take 2 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 swarm regains spent legendary actions at the start of its turn. Bite. The swarm can make one bite attack. Move. The swarm moves up to half its speed. Heroic Actions If the swarm’s Heroic Trait is active, replace the Bite action with the Slam action below. Additionally, the swarm can use the Shed Kobolds action below as a legendary action. Slam. Melee Weapon Attack. +14 to hit, reach 15 ft., one target. Hit: 32 (4d8 + 14) bludgeoning damage. Shed Kobolds (Costs 2 Legendary Actions). In humanoid form, the swarm shakes violently, shedding kobolds to rain down on its opponents. All creatures in a 50-footradius sphere from the center of the swarm must make a DC 17 Dexterity saving throw or take 26 (4d12) bludgeoning damage. A successful save reduces the damage by half. mind, and the size of the swarm rapidly grew to enormous proportions. The swarm overwhelms the countryside wherever it wanders, devastating crops and biting its way through anything that crosses its path. Fragmenting Curse. Any nonmagical attack that cut the kobold down caused two more to appear in its place. Over time, those unlucky enough to cross paths with the evergrowing swarm only made it stronger by attempting to fight their way through it. Arcane Singularity. The chaotic, rolling mass of kobolds does not operate as a sea of individuals. Instead, they share a single consciousness that stems from the kobold initially cursed by Fandexter. While powerful, the curse does have its limitations. Any kobolds that stray more than a mile from the bulk of the swarm quickly wither away to ash.
90 Artist: Comettant Cartographer: Saga Mackenzie Writers: Justyn Johnston, Nathan Doyle, Tyson VanOverhill, Micah Watt
91 Splayke by Justyn Johnston These former pets of storm giants somehow found their way into the lands of fire giants, who, despising the poor creatures’ masters, decided to use them in their battle for supremacy among giants. Something of a cross between a slug, a human, and a water snake, these hapless creatures were soon the subject of the fire giants’ misguided genetic experiments, which changed them forever. The splayke found itself morphed from a protective storm giant pet to a weapon of war for the fire giants. They were often thrown into the midst of battle by their new masters and many early experiments were brutally slain. Over time, and following some intense and often treacherous training regimes by the fire giants, splaykes became both feared and respected on the battlefield. Fiery Eyes. Splayke eyes glow with fire, revealing their genetic predisposition to fire attacks. As they say, the eyes are the windows to the soul, but looking into the eyes of a splayke shows the destination of your soul: hell. If you see a splayke looking your way, dive for cover. Giant’s Blood. Having lived with the storm giants over a vast period of time, the splayke evolved a blood fortified with characteristics of their masters, granting them strength, health, and size. Some say this was the result of some kind of genetic or magical osmosis, others credited it to breeding. Fringe scholars imply that it was most likely the storm giants seeking to bond with their pets by the use of powerful magic. While blessed with the invaluable benefits of giant’s blood, when the splayke is flooded with adrenaline in battle, its body releases excess chemicals in the form of small acidic bubbles. If you see these bubbles anywhere in your vicinity, it’s time to run. Splayke Large giant, lawful evil Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 7 (–2) 10 (+0) 7 (–2) Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 1/2 (100 XP) Proficiency Bonus +2 Amphibious. The splayke can breathe air and water. Acidic Excitement. While engaged in combat and within 5 feet of a splayke, each creature must succeed on a DC 10 Dexterity saving throw at the beginning of each of its turns or take 2 (1d4) acid damage from small bubbles released from the splayke’s skin. Actions Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the splayke can’t constrict another target. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Fire Gaze (Recharge 6). The splayke turns its gaze and fire bolts erupt from its eyes in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 3 (1d6) fire damage on a failed save, or half as much damage on a successful one.
92 Merrow Trenchmage by Nathan Doyle The merrow are well known to be evil, twisted merfolk, changed by their contact with demonic influences, and merrow trenchmages are the pinnacle of merrow society. They are powerful spellcasters who rule over individual tribes, or sometimes even massive raiding empires beneath the waves. They lead strikes on coastal settlements with a ferocity that some sahuagin would envy. Military Magic. A trenchmage is often seen at the forefront of a battle, keeping their troops in line with the fear of what would happen if they should flee. As such the merrow trenchmage’s training and magical abilities are focused almost solely on combat. Might Makes Right. The strongest merrow are typically leaders wherever a tribe of merrow lair, and trenchmage magic gives them strength and respect. Any merrow can hurl a harpoon or a spear, but it takes true might to hurl magic. Merrow with the ability to cast spells insist their talents are a blessing from the demonic influence that originally spawned their twisted kind. Cruel Creatures. If a battle or skirmish is going particularly well for the merrow, a trenchmage often delights in killing the weakest of their foes with their natural weapons. They enjoy the feeling of rent flesh on their claws and revel in the sounds of suffering. At times this can border on hubris, because if the defenders seem to be on the run, a trenchmage might stop casting spells and chase after those who flee. Merrow Trenchmage Huge monstrosity, chaotic evil Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 7 (–2) 15 (+2) 16 (+3) 12 (+1) 13 (+1) Saving Throws Int +6, Wis +4 Skills Arcana +6, Intimidation +4, Religion +6 Senses blindsight 60 ft., darkvision 60 ft., passive Perception 11 Languages Abyssal, Aquan Challenge 8 (3,900 XP) Proficiency Bonus +3 Amphibious. The merrow trenchmage can breathe air and water. Speak With the Fishes. The merrow trenchmage can communicate with beasts that breath water as if they shared a language. Spellcasting. The merrow trenchmage is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The merrow trenchmage has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, ray of frost 1st level (4 slots): magic missile, shield, thunderwave 2nd level (3 slots): darkness, hold person, misty step 3rd level (3 slots): haste, hypnotic pattern 4th level (2 slots): black tentacles, control water 5th level (2 slots): cone of cold, dominate person 6th level (1 slots): circle of death, wall of ice Actions Multiattack. The merrow trenchmage makes two attacks, but it can only use its bite attack once. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
93 Merrow Trench-city Deep beneath the waves lies the darkest depths of the ocean, where the earth itself is moved by unthinkably powerful forces. It is in these forsaken depths that merfolk first encountered the taint of demons and became twisted by them. Calling themselves the merrow, they descended into the deepest oceanic trenches, making their home among creatures too horrifying to speak of. Outer Defenses The merrow always build their cities, fortifications, and settlements in deep trenches on the ocean floor. While a trench city can be vulnerable to attack from above, the skillful building of the merrow limits access to the city without the aid of powerful magic. 1. Anemone Fields Merrow conceal the entrances to their trench cities with thousands of giant sea anemones. Unless an intruder knows the precise location of an entrance to a merrow trench city, they will likely have to search for days. Merrow often settle in locations where the creatures are plentiful, but they readily transplant them if required, often gaining a resistance to poison in the process. A typical anemone can be up to 20 feet wide, with tentacles extending up to five times that distance. These tentacles deliver a poisonous sting, and any creature that comes into contact with them must succeed a DC 14 Constitution saving throw or take 11 (2d10) poison damage on a failed save or half as much on a successful save. Some species are known to paralyze prey and eat them whole. 2. Thermal Trench Some settlements are built near hydrothermal vents, which act as a natural defense from unwary explorers. Contact with superheated water can burn flesh and melt steel, and any approach must be careful lest one find themselves boiled to death. Creatures caught in the area of a vent can take anywhere between 7 (2d6) and 35 (10d6) fire damage each round, and it is best to avoid them altogether. 3. Repurposed Shipwrecks In shallow waters, merrow raiders often scuttle captured ships as a way to build a lair or stronghold. Ships are sometimes broken apart and set into trench walls as protective shelters, or used as forward cover and weapon storage. Some vessels may even have working ballistae, which the merrow use as massive underwater harpoon launchers. Merrow fighting by a broken wreck use their cover to full advantage, choosing to attack only when they have an apparent advantage. City Interior The most important members of a merrow tribe live in the heart of the city, along with the young and the elderly. Merrow also keep other creatures as pets, attack animals, and livestock. Sharks are not uncommon, and they are trained similar to how humanoids keep attack dogs. 4. Plate Coral Large shelves of coral live and grow on the walls of the trenches, making them convenient structures for dwellings. Those close to the top of the trench are for common soldiers and aquatic species kept as chattel of merrow elite. Alcoves and depressions in the coral also make for display areas of spoils returned from raids. Sometimes bioluminescent flora or fauna help illuminate these spectacles, even though merrow have no issues seeing in the depths. 5. Caves The merrow dwell far inside the walls of the trenches, taking advantage of natural caverns or carving their own. The leader of a tribe, usually a merrow trenchmage, claims the largest cavern as their own and decorates it with opulence taken from the surface world. Some merrow trenchmages adorn their chambers with bone and viscera as well as treasures. The deepest caves are filled with merrow eggs and hatchlings, and the entire tribe defend the egg chambers to the death.
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95 Merroscori by Tyson VanOverhill Long ago, a tribe of merfolk was trapped in the Abyss and corrupted by one of the most powerful demons. When they returned to the Material Plane they became the merrow, a group of fearsome creatures that wreak havoc across the oceans. The most powerful and accomplished merrow are taken by their demonic creator and reshaped into demons themselves. These demonic brutes lead the merrow to greater acts of carnage and destruction. Demonic Fury. Twisted by foul ministrations, the merroscori is a beast of pure rage. All that is not under its command is food to be wasted. They cannot be reasoned with, they cannot be bought off, they have no ego to hurt, and they seek only to cause pain and destruction. Merrow often follow merroscori out of fear and greed more than loyalty. Terror in the Deep. Fear is the food of the merroscori, and they us this to drive their merrow minions to great feats of cruelty. Merroscori have a perverse cleverness in finding new ways to terrify their prey with their telepathy. Frightened creatures are the preferred prey of the merroscori who pick the most cowardly out of a crowd to feast on their flesh. Mastery of the Sea. The merroscori can command the water of the sea to do their bidding. They create vortexes to propel themselves at a frightening speed and suck creatures into the depths to imprison and devour them.
96 Aquan Dreadnaught by Micah Watt This gargantuan monstrosity is the largest known creature to swim the oceans of the multiverse, greater by far than even the powerful leviathans or sinister kraken. Its form appears as the upper torso of a piscean humanoid, with a tail that stretches far behind it. It glides effortlessly though the deeps with seemingly little motion of its vast bulk. Chained God’s Reach. Due to its appearance and recorded abilities, sages speculate that the aquan dreadnaught is an aquatic variant of the eerily astral titan, and a servant of an imprisoned, almost forgotten god. If true, this indicates the chained god’s reach is expanding across the multiverse. Terrifying Predators. Little is known about the aquan dreadnaught, in no small part due to the fact that it brings total destruction wherever it goes, slaying anything in its path with terrible ferocity. Creatures that do escape its predations often have few memories of the encounter beyond nightmare-like flashbacks without context. Merroscori Large fiend (demon) chaotic evil Armor Class 18 Hit Points 160 (20d10 + 60) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2) Saving Throws Con +7, Wis +4 Skills Intimidation +6 Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned, frightened Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, telepathy 150 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 Devouring Maw. When making a bite attack against a grappled creature the merroscori has advantage. Feast of Fear. When making a bite attack against a frightened creature, the merroscori deals an additional 10 (1d10 + 5) damage. Furious Chase. When swimming the merroscori can use the Dash action as a bonus action. Legendary Resistance (1/Day). If the merroscori fails a saving throw it can choose to succeed instead. Magic Resistance. The merroscori has advantage on saving throws against spells and other magical effects. Actions Multiattack. The merroscori can use its Frightful Presence and make three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) slashing damage. The target is grappled (escape DC 17) if the merroscori isn’t already grappling a creature. Frightful Presence. Each creature of the merroscori’s choice that is within 120 feet of the merroscori and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the merroscori’s Frightful Presence for 24 hours. Reactions Fortifying Rage (Recharge 6). As a reaction to an ally being injured, the merroscori can enrage the creature giving it 10 temporary hit points. Legendary Actions The merroscori 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 merroscori regains spent legendary actions at the start of its turn. Terrified Flight. A creature that is frightened by the merroscori is forced to use half its movement to move away from the merroscori. This movement does provoke opportunity attacks. Blood Fury. The merroscori can command one of their allies to make an immediate melee attack. Whirlpool. The merrow can make a powerful vortex of water that pulls a creature towards it. Creatures within a 30-foot cone must succeed on a DC 17 Strength save or be pulled up to 15 feet towards the merroscori.
97 Aquan Dreadnaught Gargantuan monstrosity, unaligned Armor Class 18 (natural armor) Hit Points 351 (18d20 + 162) Speed 15 ft., swim 80 ft. STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 28 (+9) 5 (–3) 14 (+2) 18 (+4) Saving Throws Dex +7, Wis +8, Cha +10 Skills Perception +8 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities cold, fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned. Senses darkvision 200 ft., passive Perception 18 Languages — Challenge 20 (25,000 XP) Proficiency Bonus +6 Legendary Resistance (3/Day). If the aquan dreadnaught fails a saving throw, it can choose to succeed instead. Magic Weapons. An aquan dreadnaught’s weapon attacks are magical. Mnemonic Gaze. The aquan dreadnaught’s gaze disrupts complex cognitive function and the formation of shortterm memory of all creatures in a 150-foot cone in the direction it is facing. All creatures in the area of effect must succeed on a DC 19 Wisdom saving throw or be unable to cast spells until the end of their next turn. Any creature failing a saving throw against this ability only remembers its encounter with the dreadnaught—assuming it survives— as a series of disjointed, dream-like images. One with the Seas. The aquan dreadnaught cannot have its shape or form changed (with polymorph or similar spells), or be banished or teleported from the aquatic environment it is encountered in. Siege Monster. An aquan dreadnaught deals double damage to objects and structures. Actions Multiattack. The aquan dreadnaught makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target, Hit: 37 (5d10 + 10) piercing damage. If the target is a creature of Huge size or smaller, it must make a successful DC 19 strength saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dreadnaught, and it takes 35 (10d6) acid damage at the start of each of the dreadnaught’s turns. If the dreadnaught takes 40 damage or more on a single turn from a creature inside it, the dreadnaught must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If the dreadnaught dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target, Hit: 26 (3d10 + 10) slashing damage and 7 (2d6) lightning damage. A creature struck must make a successful DC 19 Constitution saving throw or be wracked with electrical signals that overload its nervous system, imposing disadvantage on attacks and skill checks until the end of its next turn. Boiling Seas (Recharge 6). The aquan dreadnaught can cause the water around it in a 50-foot radius to instantly boil. Each creature in that area must make a DC 19 Constitution saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The aquan dreadnaught 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 aquan dreadnaught regains its legendary actions at the start of its turn. Claw. The aquan dreadnaught makes a claw attack. Life Leech. The aquan dreadnaught regains 20 hit points for each successful claw attack it made on its last turn. Stunning Gaze (Costs 2 Actions). The aquan dreadnaught may choose to confer the stunned condition on a creature affected by its Mnemonic Gaze until the end of that creature’s next turn.
98 Artist: Vall Syrene Writers: Morten Greis, Michael Sharp, Jeffrey Ludwig, Joe Raso
99 Farveaeder by Morten Greis The farveaeder is a frightening creature that, despite its benign size, causes considerable fear with its unsettling appearance and its ability to drain its surroundings of color. The first farveaeders were documented in a chronicle now long lost, which reported that they were initially observed near a bountiful and fertile vale. An area which is now barren, lifeless, and covered in gray ashes. With their tongues dripping venom, the farveaeders draw color from their surroundings, and their saliva, where it falls, makes colors wither away. The farveaeder travel in flocks, and they increase their numbers either by entering this plane through strange and dark cracks in the fabric of reality or by budding off new farveaeders, when enough Farveaeder Small aberration, chaotic evil Armor Class 13 Hit Points 38 (7d6 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 8 (–1) 14 (+2) 14 (+2) 6 (–2) 10 (+0) 8 (–1) Skills Stealth +4 Damage Resistances fire; bludgeoning damage from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Color Immunity. The farveaeder is immune to any spell or other magical effect based on color, such as color spray or prismatic wall. Drain Color. Each round venom spills from the farveaeder’s mouth, draining colors from the area it touches. If the creature moves, the color-draining poison hits one random space it passed through. If it does not move, the poison hits a random space adjacent to the farveaeder. Objects in the area lose their color. Creatures in that area must succeed on a DC 13 Dexterity saving throw or have their armor, clothing, and skin drained of color. If drained, the creature loses 3 (1d6) color points (see Bite below). color has been consumed. Their presence can devastate whole regions. Consume Color. With their long, sticky tongue, they eat the color in objects they touch. The consumed colors flow like a rainbow-colored stream into the farveaeder, which begins to swell, as if their elastic body is being filled with liquid. Some alchemists have succeeded in harvesting their tongues and briefly used them to remove colors. Drain Color. A gray, ooze-like substance drips from the creatures’ tongues that drains color from whatever it touches. The stronger the color, the less the effect of the spittle, whereas almost colorless material loses its substance and becomes a gray ash. Budding. When a farveaeder is near its breaking point with absorbed color, a new farveaeder appears by budding off from the main body. The rubbery body can repel blunt weapons, whereas sharp weapons risk splitting the creature in two. Budding. If a color-sated farveaeder is killed with a slashing attack, the farveaeder splits into two new creatures each with half the hit points of the original (minimum 1). A farveaeder with 1 hit point cannot split. Actions Multiattack. A farveaeder can perform one attack with its bite and either one with its tail or one with its spiky fin. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. A creature hit loses all color in their armor, clothing, and body and loses 7 (2d6) color points. Every creature has an amount of color points equal to their Constitution score. If the creature is reduced to 0 color points, it becomes gray and listless. Color-drained creatures cannot regain hit points until they have regained their color. Each long rest regains 1d3 color points, and once per day a colorful meal restores 1d3 color points. Spine Crest. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Tail Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., two targets within 5 ft. of each other. Hit: 5 (1d6 + 2) slashing damage. Reactions Deflecting Tail Lash. If targeted by a nonmagical ranged attack, the farveaeder may attempt to deflect the attack with its tail. Make an attack roll. If the result is equal to or greater than the ranged attack roll, the missile is deflected.
100 Amodo by Michael Sharp In a world full of giant beasts it’s not those beasts you need to worry about but what hunts them. The amodo lurks deep in the murky water and mud of swamps and marshlands, preying on any giant beast unfortunate enough to get too close to its domain. Its strong aquatic tail lets it swim through the loose mud. When something flies over its muddy home, small wings on the amodo’s back allow it to leap out of the muck to catch its prey. Though it feeds mostly on giant birds like owls, eagles, and pelicans, it also devours the unsuspecting giant toad or adventurer unlucky enough to wander through its home. Living Venom. The amodo’s last hunt lingers in its mouth causing deadly bacteria to build up. Anyone unfortunate enough to be bit by one and escape faces a slow death, as the bacteria keeps the wound from closing. The amodo does not move quickly on solid land, but with the help of its deadly bite it can stalk its victims as they bleed out. Due to its unique properties, the saliva is highly sought after by alchemists, healers, and assassins. Murky Death. The amodo prefers to not chase its prey but instead snatch it out of the air and drag it underwater. The creature waits until its prey has suffocated and stops fighting before bringing it back to the surface to eat. Amodo Huge monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 87 (10d12 + 27) Speed 20 ft., swim 60 ft. (in water and mud) STR DEX CON INT WIS CHA 20 (+5) 9 (–1) 17 (+3) 2 (–4) 10 (+0) 7 (–2) Skills Perception +4, Stealth +5 (when swimming) Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +3 Living Venom. The amodo’s bite keeps wounds from closing. If a creature is bit by the amodo and not grappled, they take 5 (1d10) necrotic damage at the start of each of their turns, until someone uses an action to close the wounds. The amodo has advantage while tracking a creature damaged by its venom until the creature has been healed to its maximum hit points. Murky Leap. If the amodo swims 20 feet before breaking the surface, it can use its remaining movement to fly through the air and make one bite attack. The amodo must end this movement on the ground. If it is swimming with a grappled creature, its speed is reduced by half. Murky Swimmer. The amodo treats muddy ground as if it was water, gaining a swim speed of 60 feet through mud. The land the amodo recently moved through remains loose enough for other creatures to swim through for 1 hour while the ground settles. Actions Multiattack. The amodo makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the amodo can’t bite another target. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the amodo. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.