Introduction Using This Book This bestiary offers pages after pages of inspiration for encounters, adventures, and campaigns set in the Underdark. Some of the creatures in this book are inspired by real-world mythologies while others are inspired by sourcebooks from previous Dungeons & Dragons editions. Some monsters are brand new while others are updated from previous editions into the 5th edition. Conversion of older monsters is performed not as simply updating their stat-blocks but, as an “adaptation” to the gameplay and design philosophies of the 5th edition. Hopefully, this book will offer you inspiration and material to enrich your games and your purchase will support our efforts of caring, feeding, and treating local stray animals. All profits from this title are donated to local stray animal charities. Art Credit Art used in this book are from DMsGuild Community Resources, The British Library Archives, Openclipart.org, Aida Gómez Lozano (@sygdom, https://sygdom.artstation.com/), João Florêncio (https://www.patreon.com/dungeonuniverse) and Dean Spencer (https://www.deanspencerart.com / Some artwork © 2015 Dean Spencer, used with permission. All rights reserved) Thanks First of all, I want to thank my wife for tolerating the long hours I have spent working on “horrible monsters.” Also thank you to my party members, Ratière the Rogue and Darrak the Dwarf. Atilla Büyükurvay also deserves my thanks for offering me great insight and commentary. And of course, this book stands on the giant authors who have written about the Underdark and Forgotten Realms before so thank you to all those who have inspired this product. Copyrights DUNGEONS & DRAGONS, D&D, Wizards of the Coast,Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coastand/or other authors. Such material is used with permission under the Community Content Agreement for DungeonMasters Guild. All other original material in this work is copyright [2021] by [CAN UZMEN] and published under the Community Content Agreement for Dungeon Masters Guild. Here's a link to that: https://support.dmsguild.com/hc/en-us/articles/217520927- Ownership-and-License-OGL-Questions This PDF layout was prepared with TheHomebrewery. Some of the art used in this pdf are the courtesy of DM'sGuild Creator's Resource Packs. Some quotes are taken and published here are from the War of the Spider Queen book series and all copyright belongs to the Wizards of the Coast. Inspiration The following D&D books and novels (and many others that are forgotten here) provided material and inspiration for this book: AD&D Monster Manual Fiend Folio 2E Demihuman Deities Drizzt Do'Urden's Guide to the Underdark Faiths & Avatars Menzoberranzan Monstrous Compendium The Drow of the Underdark The Sea Devils 3E City of the Spider Queen Dragon Magazine (various issues) Drow of the Underdark 2E & 3E Dungeonscape Faiths and Pantheons Lords of Madness Monster Manual I, II, III, IV, V Monsters of Faerun Psionics Handbook Shadowdale: The Scouring of the Land Stormwrack Underdark 4E Monster Manual Monster Manual 2 Monster Manual 3 Open Grave 5E Monster Manual Mordenkainen's Tome of Foes Out of the Abyss Sword Coast Adventurer’s Guide Volo's Guide to Monsters Xanathar's Guide to Everything Novels & Fiction Realms of the Underdark Starlight & Shadows The Legend of Drizzt War of the Spider Queen
Contents Index of Monster Stat Blocks 1.1 Introduction 1.3 Preface 1.4 Aardgruwel 1.5 Aballin 1.6 All-Consuming Hunger 1.7 Anguiliian 1.8 Annihilator 1.9 Arachnoid Gibbering Mouther 1.10 Avolakia 1.11 Bainligor 1.12 Baphitaur 1.13 Bat, Deep 1.14 Bathustrix 1.15 Bebilith 1.16 Bi-nou 1.17 Blue Ring Octopodes 1.18 Bluecap 1.19 Children of Zuggtmoy 1.20 Chwidencha 1.21 Cildabrin 1.22 Deep Dragonspawn of Tiamat 1.23 Deepcurfolk 1.24 Deepmarytrs 1.25 Deepspawn 1.26 Destrachan 1.27 Dragon, Deep 1.28 Earth Glider 1.29 Elder Amorphite 1.30 Faerelgg Hag 1.31 Faerzress-infused 1.32 Giant Cockroach 1.33 Faerzress Wraith 1.34 Fey'ri of House Kerymfete 1.35 Formian 1.36 Foulwing 1.37 Ghouls, Abyssal 1.38 Gloura 1.39 Goblins in the Underdark 1.40 Golems in the Underdark 1.41 Greenbound Drow 1.42 Ineffable Horror 1.43 Ixzan 1.44 Kraktot 1.45 Kuo-toa Leviathan 1.46 Lavellan 1.47 Leshen 1.48 Lith 1.49 Lycanthropes in the Underdark 1.50 Maur 1.51 Mineral Warrior 1.52 Myrlochar 1.53 Necrurge 1.54 Olothnorn 1.55 Phaerlock 1.56 Portal Drake 1.57 Psurlon 1.58 Quth-maren 1.59 Skeletons in the Underdark 1.60 Spellgaunt 1.61 Stone Flyer 1.62 Subterranean Lizards 1.63 Tomb Spider 1.64 Ubeetlion
Preface Valas Hune's Report Triel hesitated before saying, "... I hired some agents of Bregan D'aerthe, led by Valas Hune—do you know him?" "I've heard the name mentioned," Gromph replied. "He would make a fair addition to your little band of explorers," Triel said. "He's known to be more than passingly familiar with the wilds of the Underdark—a guide of some accomplishment, in fact." Gromph bowed his agreement. Valas Hune's Underdark Bestiary is written as a field report to be presented to the higher officers of the Bregan D'aerthe. The bestiary is compiled by the legendary drow scout Valas Hune and includes the creatures and monsters he has encountered in the wilderness of the Underdark. In time, the report has been edited by the scholars and loremasters of the Bregan D'aerthe and published in a commercialized format, becoming a best-seller among the drow travelers and adventurers. Exploring the Underdark "...Valas had gotten separated from his comrades sometime back. That was all right. He was used to traversing wild places by himself..." The Underdark consists of a giant network of linked tunnels and cave systems. These caverns can also include dark and deep bodies of water such as underground lakes and seas, and also fast-flowing treacherous rivers. Most of the Underdark’s terrain is changeable due to tectonic movements, earthquakes, volcanic eruptions, cave-ins, mining, and tunneling activities. The very fabric of the Underdark itself is suffused with arcane magic and some parts are also prone to changes due to magical instability. Therefore even a very recent map of an Underdark region could have one or two major inconsistencies. There are many deep abysses, titanic cave systems, giant vaults, dark lakes, long-forgotten dungeons, ossuaries, and labyrinthine tunnels in the Underdark. These geographical features make traveling very difficult and also dangerous. A traveler in the Underdark needs to know not only the North-South direction but also the correct way to go up and down in elevation. Faerzress and the Underdark On the fringe of Menzoberranyr territory, Valas Hune could sense the genuine wilderness beyond. He could feel its vast and labyrinthine spaces and hear its pregnant silences. He could smell and taste its variations of rock and imagined himself simply slipping away into that limitless world. As fancies went, his wasn't entirely absurd. Most dark elves feared to travel the Underdark except in armed convoys, and with good reason. They, however, lacked the abilities he'd spent decades developing, survival skills that made him one of the finest scouts in Menzoberranzan. Underdark was originally shaped by the magical radiation that the drow call faerzress. Today, there are many parts of the Realm Below that are either completely or partially suffused with this magical radiation. Contact with the faerzress influences the creatures and the vegetation. This arcane radiation also distorts or amplifies certain types of magic. In some areas, the faerzress can make creatures evolve to have certain innate magical abilities or magic resistance while in others it can cause areas to have pockets of antimagic fields or wild magic surges. Complete effects of the faerzress radiation on magical items and spells are not very well known even among the Underdark races, and almost completely unknown among the surface folks. Although this arcane radiation is potentially hazardous, many drow, duergar and svirfneblin cities are built in caverns that are suffused with faerzress since the magical energies of these places of power can be harnessed to craft powerful magical artifacts and items, and also makes the cities almost immune to any hostile magical scrying and spying. Faerzress radiation distorts most divination spells and makes them almost impossible to function. Teleportation spells targeting in and out of an area suffused with high faerzress are also made very unstable by the magical energies and most of the time cause them to automatically fail in some catastrophic way. These attributes make caverns and vaults suffused with faerzress good locations to construct somewhat safer settlements in the Underdark.
Aardgruwel An aardgruwel is a rare hag-like, evil and cruel creature that dwells in the Underdark. They are usually reported to have blue skins with one or more horns growing out of their heads, wearing white or gray loose robes, and carrying skulls or bones. These creatures are feared and often associated with death and nightmares among the societies of the Underdark. Lonely Necromancers. These beings are thought to have their origins in the Feywild. An aardgruwel is an isolated creature. They are almost exclusively alone, apart from their undead minions and they never form pacts or covens with others. In combat, an aardgruwel uses its necrotic attacks to slay its enemies and call undead servants to its bidding. Dark Gifts. Aardgruwels prefer haunting old catacombs or abandoned graveyards. They are known to enter nightmares of troubled individuals and lure them out of civilization to either ambush them or offer them dark gifts. Through supernatural means, an aardgruwel can prolong one’s life, cure a deadly disease or lift a powerful curse. Once someone enters a pact with an aardgruwel and accepts its dark gifts, he or she is in the aardgruwel’s thrall until death…and maybe beyond. 5 Aardgruwel Medium fey, neutral evil Armor Class 15 (natural armor) Hit Points 110 (13d8 + 52) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 14 (+2) 13 (+2) 16 (+3) Saving Throws Wis +5, Cha +6 Skills Deception +6, Insight +5, Perception +5, Stealth +6, Survival +5 Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 15 Languages Infernal, Sylvan, Terran, Undercommon Challenge 6 (2,300 XP) Fey Step (Recharge 4–6). As a bonus action, as long as the aardgruwel is in the Underdark, it can teleport up to 30 feet to an unoccupied space it can see. Magic Resistance. The aardgruwel has advantage on saving throws against spells and other magical effects. Mimicry. The aardgruwel can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Sunlight Sensitivity. While in sunlight, the aardgruwel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The aardgruwel makes two Ruinous Touch attacks. Ruinous Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage. Breath of Shadow (Recharge 5–6). The aardgruwel exhales flickering shadows in a 30-foot cone. Each creature in that area must make a DC 14 Charisma saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 (1d12) necrotic damage whenever the aardgruwel hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed. Grave-keeper (Recharges after a Short or Long Rest). The aardgruwel pulls cursed souls from death; 3 specters arise in unoccupied spaces within 20 feet of the aardgruwel. The specters act right after the aardgruwel on the same initiative count and fight until they are destroyed. They disappear when the aardgruwel dies.
Aballin An aballin is a fluid and acidic ooze, also known by some as the “living water” or “killing water.” These ooze monsters dwell in the deep and damp caverns of the Underdark to entrap and drown unsuspecting creatures that come too close to their reach. Legends tell of a sad druid who was cursed thousands of years ago and transformed into an aballin, forced to spend the remaining years of her life as an abomination, hunting villagers and bringing them a watery death. Loremasters of today, theorize that all aballins are descended from this ill-fated druid. Hidden Assailants. When motionless, aballins look like puddles of water. They masquerade as small cavern pools, indistinguishable from normal water until it is too late. An aballin resembles a small, still pond of water devoid of fish or any aquatic life, but if one looks hard and carefully, one can see coins, pieces of jewelry, or broken fragments of gear in the water. These remnants usually belong to the aballin’s previous victims. Watery Death. When an aballin senses its targets coming close, it reforms itself to rise above the floor and lashes out against its enemies with watery pseudopods. Resembling halfway between water elementals and oozes, aballins are dangerous monsters that kill their targets by drowning. Ooze Nature. An ooze doesn't require sleep. 6 Aballin Large ooze, unaligned Armor Class 10 Hit Points 71 (11d10 + 11) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 12 (+1) 4 (-3) 8 (-1) 1 (-5) Skills Stealth +2 Damage Resistances bludgeoning from nonmagical attacks Damage Immunities cold, fire, lightning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages - Challenge 4 (1,100 XP) False Appearance. While the aballin remains motionless, it is indistinguishable from a puddle of water. Freeze. If the aballin takes cold damage, it partially freezes; its speed is reduced by 15 feet until the end of its next turn. Water Form. The aballin can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Whenever the aballin enters a creature's space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the aballin. On a failed save, the aballin enters the creature's space, and the creature is grappled by the aballin. Grappled creature is engulfed by the acidic watery body of the aballin. Until this grapple ends, the target is restrained, the aballin tries to drown it, and the aballin can't grapple another target. The grappled creature can't breathe, is restrained, and takes 18 (4d8) acid damage at the start of each of the aballin's turns. When the aballin moves, the grappled creature moves with it. A creature within 5 feet of the aballin can take an action to pull a creature or object out of the aballin. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 9 (2d8) acid damage. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 9 (2d8) acid damage.
All-Consuming Hunger A rotting, throbbing mass of decayed body parts with an intense loathing for all living creatures. Creeping Swarm. An all-consuming hunger is an undead swarm composed of decayed organs and rotten body parts from various dead creatures. This writhing mindless undead moves by slithering and creeping using parts that resemble deformed hands. Disease Carriers. Smelling as disgusting as it looks the allconsuming hunger reeks of a sickly stench and carries a deadly disease that turns its victims into other all-consuming hunger spawns. Undead Nature. An all-consuming hunger doesn't require air, food, drink, or sleep and it is only concerned with killing all living creatures and turning them into new spawns. 7 All-Consuming Hunger Medium swarm of Tiny undead, neutral evil Armor Class 12 Hit Points 105 (14d8 + 42) Speed 40ft., climb 20ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 6 (-2) Saving Throws Con +6 Skills Stealth +5 Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 60 ft., passive Perception 9 Languages - Challenge 6 (2,300 XP) All-Consuming Wasting. The swarm's body is made up of rotting and decaying body parts that carry highly infectious diseases. Any creature that comes in physical contact with the all-consuming hunger must succeed on a DC 14 Constitution saving throw or be infected with the all-consuming wasting disease. Creatures immune to the poisoned condition are immune to this disease. The diseased target can't regain hit points, and its hit points maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target's hit point maximum to 0, the target dies. A creature died from the allconsuming wasting disease, rises as a new allconsuming hunger 1d4 days after death. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature that starts its turn within 5 feet of the swarm must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the swarm's Stench for 24 hours. 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 body part. The swarm can't regain hit points or gain temporary hit points. Actions Rotting Body Parts. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 16 (4d6 + 2) bludgeoning damage, or 9 (2d6 + 2) bludgeoning damage if the swarm has half of its hit points or fewer, plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be infected with the allconsuming wasting disease (see above.) Create Spawn (1/Day). The swarm targets a humanoid within 5 feet of it that has been dead for no longer than 1 minute. The target's body rises as an allconsuming hunger spawn in the space of its corpse or the nearest unoccupied space. The spawn is not controlled and acts on its own with the same desire to kill and reproduce.
Anguiliian Anguiliians resemble a cross between a humanoid and an eel. Their scaly and sinuous bodies are approximately 6 feet long and they have two flesh-like appendages with pincers, two short legs, and a hideous mouth filled with row upon row of razor-sharp teeth. Anguiliians would consume any kind of flesh from carrion and slain enemies to even their own but their favorite preys are whales and giant squids. Deep Lurkers. Anguiliians live in-the sunless depths of the seas and dark lakes of the Underdark. They use underwater caves and tunnel systems to travel and hunt. These eel-like creatures can’t tolerate bright light and prefer dark, still blackwater abysses of the Underdark to lurk and lay ambushes for their prey. Patriarchal Rule. Anguiliians follow a patriarchal hierarchy in their hunting groups. These patriarchs are older, bigger and stronger male leaders that are known as chiefs. An Anguiliian chief faces constant challenges from younger males for leadership as strength is the only measure of leadership anguiliians recognize. Wavemother's Followers. Anguiliians worship the evil sea goddess Umberlee. Females that are laying eggs are often granted a special connection to channel Umberlee's divine power to protect their eggs. These females do not even suffer from the fire weakness plaguing the rest of their race and are known as anguiliian wavemistresses. After the hatching of the eggs, an anguiliian wavemistress would start to lose its divine connection and eventually return to being an ordinary anguiliian. 8 Anguiliian Medium aberration, lawful evil Armor Class 12 Hit Points 26 (4d8 + 8) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 6 (-2) Skills Perception +4, Stealth +4 Damage Vulnerabilities fire Damage Immunities lightning Senses darkvision 120 ft., passive Perception 14 Languages Sahuagin Challenge 1/2 (100 XP) Blood Drain. An anguiliian that begins its turn attached to an opponent's body begins to drain blood to heal itself. At the start of its turn, the anguiliian attached to an opponent's body regains 1d6 hit points. Limited Amphibiousness. The anguiliian can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the anguiliian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The anguiliian makes two melee attacks: one with its bite and one with its pincers. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and if the target is a creature, the anguiliian attaches to it. While attached, the anguiliian can make this attack only against the target and has advantage on the attack roll. If the anguiliian is attached to a creature at the start of its turn, it starts to regenerate as described in the Blood Drain trait. The anguiliian can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the anguiliian by succeeding on a DC 12 Strength check. Pincer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
9 Anguiliian Chief Large aberration, lawful evil Armor Class 13 Hit Points 68 (8d10 + 24) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 11 (+1) Saving Throws Str +6, Dex +5 Skills Perception +6, Stealth +5 Damage Vulnerabilities fire Damage Immunities lightning Senses darkvision 120 ft., passive Perception 16 Languages Aquan, Sahuagin, Undercommon Challenge 4 (1,100 XP) Blood Drain. An anguiliian that begins its turn attached to an opponent's body begins to drain blood to heal itself. At the start of its turn, the anguiliian attached to an opponent's body regains 1d8 hit points. Limited Amphibiousness. The anguiliian can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the anguiliian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The anguiliian makes two melee attacks: one with its bite and one with its pincers. Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage and if the target is a creature, the anguiliian attaches to it. While attached, the anguiliian can make this attack only against the target and has advantage on the attack roll. If the anguiliian is attached to a creature at the start of its turn, it starts to regenerate as described in the Blood Drain trait. The anguiliian can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the anguiliian by succeeding on a DC 14 Strength check. Pincer. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) slashing damage. Reactions Redirect Attack. When a creature the anguiliian can see targets it with an attack, the anguiliian chooses another anguiliian within 5 feet of it. The two anguiliian swap places, and the chosen anguiliian becomes the target instead. Anguiliian Wavemistress Medium aberration, lawful evil Armor Class 12 Hit Points 45 (6d8 + 18) Speed 20ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0) Saving Throws Con +5, Wis +5 Skills Perception +5, Religion +4, Stealth +4 Damage Immunities lightning Senses darkvision 120 ft., passive Perception 14 Languages Aquan, Sahuagin Challenge 2 (450 XP) Blood Drain. An anguiliian that begins its turn attached to an opponent's body begins to drain blood to heal itself. At the start of its turn, the anguiliian attached to an opponent's body regains 1d6 hit points. Innate Spellcasting. The anguiliian's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: lightning lure, shape water, shocking grasp 1/day each: fog cloud (on land), sanctuary, shatter Limited Amphibiousness. The anguiliian can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Sunlight Sensitivity. While in sunlight, the anguiliian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wavemother's Fury. While the anguiliian has half of its hit points or fewer, it has advantage on attack rolls and deals an extra 4 (1d8) lightning damage to any target it hits with a melee attack. Actions Multiattack. The anguiliian makes two melee attacks: one with its bite and one with its pincers. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and if the target is a creature, the anguiliian attaches to it. While attached, the anguiliian can make this attack only against the target and has advantage on the attack roll. If the anguiliian is attached to a creature at the start of its turn, it starts to regenerate as described in the Blood Drain trait. The anguiliian can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the anguiliian by succeeding on a DC 11 Strength check. Pincer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Annihilator A mutated, faded, and ghastly form of a rust monster, the annihilators have an extra pair of antennae and a stronger bony tail. Metal Hunters. The annihilator feeds on ferrous metals such as iron, steel, adamantine, and mithral to survive and also seems to enjoy devouring and destroying living creatures. It has no mouth and uses its antennae's corroding draining touch to disintegrate and feed on objects and creatures. Underdark Wanderers. In the depths of the Underdark, the annihilator prefers to hunt alone. It wanders in the tunnels and caverns of the deep to scavenge ferrous metals. An annihilator can smell metal at a great distance and usually wanders near Underdark settlements in search of its food. It rarely cares about the nature of the metal or rust it is consuming but it is known that some Underdark dwellers have managed to domesticate and train annihilators by well treating and well feeding them to obey commands as companions. 10 Annihilator Medium monstrosity, unaligned Armor Class 16 (natural armor) Hit Points 71 (11d8 + 22) Speed 40ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 2 (-4) 14 (+2) 8 (-1) Skills Perception +4 Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages - Challenge 4 (1,000 XP) Iron Scent. The annihilator can pinpoint, by scent, the location of ferrous metal within 40 feet of it. Rust Metal. Any non magical weapon made of metal that hits the annihilator corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the annihilator is destroyed after dealing damage. Sunlight Sensitivity. While in sunlight, the chwidencha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The annihilator makes two melee attacks: one with its claws and one with its tail. Claw. Melee Weapon Attack: + 6 to hit, reach 5ft., one target. Hit: 9 (2d4 + 4) slashing damage Tail. Melee Weapon Attack: + 6 to hit, reach 20ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Antennae Touch. The annihilator corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Arachnoid Gibbering Mouther This atrocious mass of corroded limbs, organs, mouths, and other body parts lurks in underground tunnels, caverns, and sewers. Its many lidless eyes stare in all directions looking for prey while its innumerous broken maws mumble ceaselessly. Arachnoid Form. The arachnoid gibbering mouther is an abomination that blends the amoeboid form of a gibbering mouther with extra spider limbs and a poisonous bite. It moves faster compared to a creeping mouther thanks to its legs and can climb on surfaces. Arachnoid creatures are monstrosities, probably bred by Drow or other unrestrained races of the Underdark, as depraved crossbreeds of spiders and other creatures. Endless Hunger. An arachnoid gibbering mouther never stops looking for prey to feast on. When it captures its victims, the creature consumes everything and leaves nothing behind. When it gorges completely on its prey, the consumed eyes and mouth of the victim moves to the surface of the mouther's body to join the other decomposed body parts. Mumbling Madness. Body mass of this creature is made up of absorbing the eyes, mouths, and other composed parts of its victims. Driven to insanity by their absorption into the gibbering mouther, their maws gibber incoherent murmurs, screams, and wailings of madness. Anyone hearing this insane loud discord either freezes in fear or panics. 11 Arachnoid Gibbering Mouther Medium aberration, neutral evil Armor Class 12 (natural armor) Hit Points 82 (11d8 + 33) Speed 20ft., climb 10 ft., swim 10 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 3 (-4) 14 (+2) 6 (-2) Skills Athletics +3, Perception +4, Stealth +3 Damage Resistances poison Condition Immunities charmed, frightened, prone Senses darkvision 60 ft., passive Perception 12 Languages - Challenge 4 (1,100 XP) Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Spider Climb. The mouther can climb difficult surfaces, including upside down on ceilings, without need ing to make an ability check. Web Sense. While in contact with a web, the mouther knows the exact location of any other creature in contact with the same web. Web Walker. The mouther ignores movement restrictions caused by webbing. Actions Multiattack. The mouther makes one bite attack and, if it can, uses its Blinding Spittle or Web. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage and the target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. Web (Recharge 5-6). Ranged Weapon Attack: +3 to hit, range 30/60 ft. , one Medium or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.
Avolakia The avolakia is a loathsome and disgusting aberration that combines the worst aspects of an octopus, an insect and a giant wriggling worm. Primeval Horrors. Avolakias are ancient creatures that reek of death. They band together in small tribes deep in the Underdark. These horrible creatures worship elder evils such as Ghaunadaur or Kyuss and some are known to revere deities related to the undead. Sinister Infiltrators. As highly cunning creatures, avolakias often make eleborate plans to infiltrate settlements in the Underdark using their shapechanging abilities and highly persuasive skills. In their humanoid forms, these creatures have a soft, hypnotic voice that they use to enthrall others. Avolakias infiltrate cities and organizations to find fresh bodies that can be used to create undead and indoctrinate others into worshipping their dark gods. Church of Lolth considers avolakian infiltrations as a threat of the highest degree and a possible precursor to a Ghaunadaurian incursion. Undead Begetters. Avolakias prefer to use magic and their undead servants in combat. They create all kinds of undead which they use for both food and defense. Under dire circumstances avolakias are known to consume the flesh of living or freshly killed creatures but they prefer to eat the undead, most preferably the meat of the zombies. 12 Avolakia Large aberration (shapechanger), neutral evil Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 20 (+5) Saving Throws Dex +5 Skills Arcana +8, Deception +8, Insight +7, Intimidation +8, Persuasion +8 Damage Resistances cold, fire, necrotic Damage Immunities poison Condition Immunities paralyzed, poisoned Senses passive Perception 14 Languages Avolakian, understands Undercommon but can't speak Challenge 8 (3,900 XP) Exuding Slime. Due to the slippery slime it constantly exudes, the avolakia has advantage on saving throws against being grappled. Innate Spellcasting. The avolakia's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: At will: chill touch, mage hand, detect magic 3/day: vampiric touch 2/day each: animate dead, fear, gentle repose, speak with dead 1/day: create undead Regeneration. The avolakia regains 10 hit points at the start of its turn if it has at least 1 hit point. If the avolakia takes acid, fire or lightning damage, this trait doesn't function at the start of the avolakia's next turn. Shapechanger. The avolakia can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack. The avolakia makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, plus 7 (2d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage Weird Enthrallment (Humanoid Form Only). One humanoid the avolakia can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed. On a failed save the target is placed under effects identical to a suggestion spell. If the target suffers any harm from the avolakia or receives a suicidal command, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the Weird Enthrallment for the next 24 hours. Creatures that can’t be charmed are immune to this effect.
Bainligor Bainligors are small-sized, evil bat-folk without the ability to fly. These creatures live as tribes and build their lairs in the tunnels and caverns of the Underdark and prey upon hapless travelers and merchant caravans. Scavenger Culture. Bainligors feast on anything they can find from poisonous fungi to rotting carcasses. Their scavenging culture is a source of pride for these creatures as they boast they can survive any environment and eat anything until their bodies adapt to even becoming undead. The Revered Ones. As a bainligor ages, it undergoes a series of extreme magical transformations. Middle-aged bainligors can be encountered as shamas in their tribes while the elder ones slowly start to become living undead creatures. These very old, undead bainligors are known as the revered ones. A revered one is the natural leader of a bainligor tribe. Revered ones are extremely rare creatures as most bainligors do not live long enough to become one, yet there are legends about a deep bainligor tribe that is composed only of revered ones patiently biding their time before unleashing death and destruction upon the cities of the Underdark. 13 Bainligor Small humanoid, neutral evil Armor Class 13 Hit Points 27 (5d6 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Skills Perception +3, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages Undercommon Challenge 2 (450 XP) Echolocation. The bainligor has blindsight out to a range of 60 feet as long as it's not deafened. Keen Hearing. The bainligor has advantage on Wisdom (Perception) checks that rely on hearing. Nimble Escape. The bainligor can take the Disengage or Hide action as a bonus action on each of its turns. Spider Climb. The bainligor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the bainligor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The bainligor makes two melee or two ranged attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Sonic Burst (Recharge 4-6). The bainligor emits a burst of ultrasonic sound in a 60-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 13 (3d8) thunder damage and be stunned 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. Reactions Dodge Missiles. The bainligor adds 3 to its AC against one ranged attack that would hit it. To do so, the bainligor must see the attacker.
14 Bainligor Shaman Medium humanoid, neutral evil Armor Class 13 (16 with barkskin) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0) Skills Perception +4, Religion +4, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages Undercommon Challenge 3 (700 XP) Spellcasting. The bainligor is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The bainligor has the following spells prepared: Cantrips (at will): druidcraft, poison spray, thorn whip 1st level (4 slots): entangle, fog cloud, thunderwave 2nd level (3 slots): barkskin, gust of wind, spike growth Echolocation. The bainligor has blindsight out to a range of 60 feet as long as it's not deafened. Keen Hearing. The bainligor has advantage on Wisdom (Perception) checks that rely on hearing. Spider Climb. The bainligor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the bainligor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The bainligor makes one Bite and one Claw attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Sonic Burst (Recharge 4-6). The bainligor emits a burst of ultrasonic sound in a 60-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 18 (4d8) thunder damage and be stunned 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. Reactions Dodge Missiles. The bainligor adds 3 to its AC against one ranged attack that would hit it. To do so, the bainligor must see the attacker. Revered One Medium undead (bainligor), neutral evil Armor Class 16 (natural armor) Hit Points 76 (8d8 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 20 (+5) 11 (+0) 17 (+3) 14 (+2) Saving Throws Dex +7, Con +8, Wis +6 Skills Perception +6, Stealth +10, Survival +6 Damage Resistances necrotic, poison Senses darkvision 120 ft., passive Perception 16 Languages Undercommon Challenge 6 (2,300 XP) Echolocation. The bainligor has blindsight out to a range of 60 feet as long as it's not deafened. Keen Hearing. The bainligor has advantage on Wisdom (Perception) checks that rely on hearing. Regeneration. The bainligor regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn't in sunlight. If the bainligor takes radiant damage, this trait doesn't function. Spider Climb. The bainligor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The bainligor takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The bainligor makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage and the bainligor regains hit points equal to the necrotic damage dealt. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Sonic Burst (Recharge 4-6). The bainligor emits a burst of ultrasonic sound in a 60-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 36 (8d8) thunder damage and be stunned 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. Reactions Dodge Missiles. The bainligor adds 3 to its AC against one ranged attack that would hit it. To do so, the bainligor must see the attacker.
Baphitaur This tall, heavily muscled, broad creature's fur is stained with the blood of its victims. It has the head of a bull with twisted horns and its eyes gleam with savage and devilish rage. Fiendish Nature. Baphitaurs have demon blood in their veins, mingled through unholy breedings of minotaurs and tieflings that carry fiendish and human roots. The result is a creature of unmitigated savage evil, filled with reckless hatred. A baphitaur is a tall, strong humanoid with a face that resembles a minotaur. Savage Hunters. Most baphitaurs are solitary hunters that roam the labyrinthine dungeons and dangerous tunnels of the Underdark looking for their prey. A baphitaur always has a lust for carnage but it also has a devilish cunning to develop tactics and strategies during combat. Baphitaurs usually use their darkness spell to ambush and confuse their foes or escape unfavorable odds. 15 Baphitaur Medium fiend, chaotic evil Armor Class 15 (breastplate) Hit Points 58 (9d8 + 18) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 12 (+1) 15 (+2) 11 (+0) Skills Intimidation + 2, Perception +4, Survival +4 Damage Resistances cold, fire, lightning Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Undercommon Challenge 2 (450 XP) Charge. If the baphitaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) 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. Innate Spellcasting. The baphitaur's spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: 1/day: darkness Labyrinthine Recall. The baphitaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the baphitaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 7 (1d8 + 3) piercing damage.
Variant: Baphitaurs transformed into Arachnataurs Arachnataurs were created from baphitaurs in an agonizing process when a high ranking priestess of Lolth decides to turn a captured baphitaur slave into one of these mindless killing machines. An Arachnataur is a horrifying mixture of a baphitaur and a giant spider. Transforming these creatures is a very demanding and difficult ritual that requires the blessings of the Spider Queen. A ritual to transform a baphitaur into an arachnataur usually results in the death of the creature, but some baphitaurs can endure the painful transformation depending on their fiendish origin’s aptitude for magic. Minotaurs are immune to this transformation as the fiendish blood of a baphitaur is needed for the unholy ritual to work. Transformed arachnataurs become twisted and debased creatures. They are used by the Spider Queen’s clergy as prestigious bodyguards and as vanguard troops by drow armies. Arachnataurs retain a small amount of the memories and personality of their former life, but they are slowly driven mad in their new condition. After a certain amount of time, an arachnataur completely succumbs to madness and becomes unruly and uncontrollable even by the priestess who created it. A mad arachnataur is either killed by its masters, set loose, while making it look like an accident, in a neighborhood of the city near its master’s rival’s compound to wreak havoc, or placed in one of the tunnels of the Underdark to prey on clueless victims and cause chaos and destruction. 16 Arachnataur Large monstrosity, chaotic evil Armor Class 18 (natural armor) Hit Points 119 (14d10 + 42) Speed 40ft., climb 40ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 10 (+0) Skills Intimidation + 3, Perception +4, Stealth +6, Survival +4 Damage Resistances cold, fire, lightning Senses passive Perception 14 Languages Abyssal, Undercommon Challenge 6 (2,300 XP) Charge. If the arachnataur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Innate Spellcasting. The arachnataur's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: 1/day: darkness Labyrinthine Recall. The arachnataur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the arachnataur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Spider Climb. The arachnataur can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The arachnataur ignores movement restrictions caused by webbing. Actions Multiattack. The arachnataur makes three attacks with its greataxe. It can replace one of those attacks with a bite or gore attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 12 (2d8 + 3) piercing damage.
Bat, Deep Deep bats are a subspecies of bats that are known to live in both the caverns of the surface world and the Underdark. Although some of them are rarer compared to others, most deep bats can be commonly encountered in the subterranean world. Some types of deep bats are known to have faerzress-infused magical abilities that make them formidable foes. Azmyth Azmyths are solitary animals that live on flowers, small plants, and insects. They have crested heads and bearded chins, white, pupilless eyes, and leathery gray or green skin. skin. Faerzress-infused Attributes. Azmyths are exposed to the magical faerzress radiation of the Underdark and known to develop attributes and mutations such as using telepathy as a way of communication and certain other spellcasting abilities. Loyal Familiars. Azmyths often form partnerships with humanoids for mutual benefit and rangers that roam the Underdark often bond with an azmyth as their animal companions. Some drow wizards and other Underdarkdwelling arcane spell casters are also known to take azmyths as familiars. They have been known to accompany creatures they have bonded with for their entire lives, and then even accompany their offsprings. Bonebat Bonebats are eerie undead creatures that are often used by death clerics, necromancers, and powerful dark undead lords such as liches or higher vampires as messengers, guardians, and scouts. Undead Nature. These skeletal creatures are risen from the corpses of dead bats to serve their masters. A bonebat doesn't require air, food, drink, or sleep. They never emit any sounds and attack with an eerie silence and a disturbing dedication. Sinister Sinisters are mysterious, jet-black giant flying creatures with no distinct heads and necks, even their strong wings do not seem to have the obvious fingerbones common to most bats, therefore making them more similar looking to giant manta rays than bats. Faerzress-infused Attributes. Sinisters are exposed to the magical faerzress radiation of the Underdark and known to develop attributes and mutations such as using telepathy as a way of communication and certain other spellcasting abilities such as magical levitation to hang in the air motionless. Melophile. Sinisters are silent creatures that communicate with each other telepathically but they are known to love all kinds of music; be it singing or instrumental. They often flock to camps in the wilderness if there is a bard singing or playing music. Unless they are directly attacked, the sinisters watch the source of the music and listen to it silently without disturbing others. They usually disperse when the melody stops but some are known to follow the source of the music from afar for days and nights gathering as an eerie audience when the bard starts singing again. 17 Azmyth Small beast, unaligned Armor Class 12 Hit Points 14 (4d6) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 7 (-2) Senses blindsight 60 ft., passive Perception 11 Languages - Challenge 1/4 (50 XP) Echolocation. The deep bat can't use its blind sight while deafened. Faerzress-infused Sense. Once a day, the deep bat can sense the presence and location of an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of itself. Faer-Silence. Once a day, the deep bat can create an area of silence centered on itself in a 15 ft. radius. Flyby. The bat doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing The deep bat has advantage on Wisdom (Perception) checks that rely on hearing. Lesser Invisibility. Once a day, the deep bat can become invisible for 1d4 rounds, ending when it makes any successful attack. Animal Telepathy. The deep bat can magically communicate primal emotions telepathically with other creatures within 60 feet of itself. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 2 (1d6 - 1) piercing damage. Shock (2/Day). Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d8) lightning damage. The deep bat has advantage on attack rolls if the target is wearing armor made of metal.
Swarm of Night Hunters Night hunters usually hunt small beasts as their prey but really hungry ones are known to eat carrion as well and if they are in a desperate situation, they can try to attack livestock such as rothe or cows and even people such as drow, or humans. Swoops. Night hunters often travel in hunting groups called swoops and they use their numbers to their advantage by swarming their prey. They bite, claw and slash in a vicious storm of teeth, wings, and razor-sharp tails. 18 Bonebat Medium undead, lawful evil Armor Class 13 Hit Points 26 (4d8 + 8) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 15 (+2) 6 (-2) 10 (+0) 6 (-2) Skills Perception +2, Stealth +5 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses blindsight 60 ft., passive Perception 10 Languages - Challenge 1/2 (100 XP) Echolocation. The deep bat can't use its blind sight while deafened. Keen Hearing. The deep bat has advantage on Wisdom (Perception) checks that rely on hearing. See Invisibility. The deep bat can see invisible creatures and objects within 30 ft. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 3 (1d6) piercing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. lf the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Sinister Large monstrosity, lawful neutral Armor Class 13 Hit Points 45 (6d10 + 12) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Skills Perception +3, Stealth +5 Senses blindsight 60 ft., passive Perception 13 Languages - Challenge 2 (450 XP) Echolocation. The deep bat can't use its blind sight while deafened. Innate Spellcasting. The deep bat's spellcasting ability is Charisma (spell save DC 10). The deep bat can innately cast the following spells, requiring no material components: At will: levitate (self only) 1/day: hold monster Keen Hearing. The deep bat has advantage on Wisdom (Perception) checks that rely on hearing. Limited Telepathy. The deep bat can magically communicate simple ideas, emotions, and images telepathically with others of their kind within 20 feet. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage. Reactions Missile Deflection. The deep bat adds 2 to its AC against one ranged weapon attack that would hit it. To do so, the deep bat must see the attacker. In addition, this deflection force field also absorbs spells such as magic missile and acid arrow harmlessly.
19 Swarm of Night Hunters Medium swarm of Tiny beasts, neutral evil Armor Class 13 Hit Points 38 (7d8 + 7) Speed 0 ft., fly 30ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 60 ft., passive Perception 11 Languages - Challenge 1 (200 XP) Echolocation. The swarm can 't use its blindsight while deafened. Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. 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 bat. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 17 (4d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage if the swarm has half of its hit points or fewer. Eerie Screams. Each creature within 60 feet of the deep bat that can hear its screams and that isn't an aberration must succeed on a DC 11 Wisdom saving throw or become frightened until the end of the deep bat's next turn. If a creature's saving throw is successful, the creature is immune to the deep bat's eerie screams for the next 24 hours.
Bathustrix A bathustrix is a creature that resembles the combination of a moth, a bird, and a humanoid that feeds on flesh and blood. These creatures are considered ill omen throughout the Underdark, especially by various drow societies. Bathustrixes have red, transfixed eyes, white-grey soft wings, and long, needle-like proboscis that are well-suited for draining the blood of their targets. Feared Throughout the Underdark. Although bathustrixes are shy creatures who only hunt when they are hungry, they are feared monsters among the civilized folks of the Underdark as they feed on the blood of living creatures. There are many drow legends and bedtime stories on bathustrixes that are told as scary stories or warnings. A version of one of the most famous of these legends tells of a moth-like creature visiting drow manors when everyone is sleeping and squirting poisoned milk upon the lips of drow infants that turns them into giant moths while in another version the monster disembowels the drow infants and feed on their blood. While the drow consider the bathustrixes as products of magic, they are almost certainly natural creatures dwelling in the lightless corners of the Underdark. Mysterious Hunters. A bathustrix understands language while being unable to speak. They communicate with each other through chemical pheromones and primal sounds. They are highly sensitive to light and when confronted with bright lights, bathustrixes tend to flee and hide before they are stunned by radiance. Their silky wings can produce hypnotic colors and patterns that can charm the observers. 20 Bathustrix Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 8 (-1) 15 (+2) 10 (+0) Saving Throws Dex +5, Con +6 Skills Perception +4, Stealth +5 Damage Resistances poison Senses darkvision 120 ft., passive Perception 14 Languages understands Undercommon but can't speak Challenge 4 (1,100 XP) Flyby. The bathustrix doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Smell. The bathustrix has advantage on Wisdom (Perception) checks that rely on hearing or smell. Light Sensitivity. While in bright light, the bathustrix has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Radiance Sensitivity. The first time the bathustrix takes radiant damage in a turn, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its own next turn. Actions Multiattack. The bathustrix can use its Hypnotic Wings. It then makes one Tail and one Proboscis attack. Draining Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage and the target must succeed on a DC 14 Constitution saving throw or take an extra 14 (4d6) necrotic damage, and the bathustrix regains hit points equal to the amount of necrotic damage dealt. Tail. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) poison damage. Hypnotic Wings (1/Day). The bathustrix beats its wings. Each creature within 30 feet that can see the bathustrix must succeed on a DC 14 Wisdom saving throw or be charmed and stunned until the end of the bathustrix's next turn.
Bebilith Bebiliths are enormous, misshapen arachnid-demon predators that will stalk and attack any type of creature, especially other demons. Astral Planesrunners. When a bebilith senses that it is in mortal danger, it can attempt to plane-shift and escape to the Astral Plane. Bebiliths are known to have a strange mystical connection with the Astral Plane and their inherent ability to plane-shift is destination-locked to that plane. Enormous Outsiders. A bebilith has a body the size of an elephant. The demon's eight arachnoid legs span more than 14 feet and it weighs more than two tons. Its fanged mouth gleams with foul and deadly poisonous goo. Sadistic Predators. Bebiliths are generally devoted hunters of other demons when they are in their home plane. But when they are set loose in the material plane, either by intent or when a drow summoning ritual goes wrong, these creatures are known to attack any creature they see. A bebilith has no biological need to eat but it takes a sadistic pleasure chewing on flesh, be it demonic, drow, or otherwise. 21 Bebilith Huge fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 123 (13d12 + 39) Speed 40ft., climb 20 ft. STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 16 (+3) 6 (-2) 11 (+0) 8 (-1) Saving Throws Str +8, Dex +9 Skills Perception +3, Stealth +9, Survival +3 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Abyssal but can't speak, telepathy 100 ft. Challenge 7 (2,900 XP) Innate Spellcasting. The bebilith's spellcasting ability is Charisma (spell save DC 10). The bebilith can innately cast the following spells, requiring no material components: At will: Protection From Evil And Good (self only) 1/day: Plane Shift (only to Astral Plane) (self only) Limited Telepathy. Using telepathy, a bebilith can magically communicate with any other bebiliths within 100 feet of it. Spider Climb. The bebilith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the bebilith knows the exact location of any other creature in contact with the same web. Web Walker. The bebilith ignores movement restrictions caused by webbing. Actions Multiattack. The bebilith makes two melee attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rending Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. If the target is wearing a nonmagical armor or carrying a nonmagical shield, it must succeed on a DC 17 Dexterity saving throw as the bebilith attempts to rend the target's armor or shield. On a failed save, the armor or the shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Web (Recharge 4-6). Ranged Weapon Attack: +9 to hit, range 30/60 ft. , one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has 12 AC, 13 hit points, resistance to bludgeoning and fire damage, and immunity to poison and psychic damage.
Bi-nou The bi-nou are a race of living rocks dwelling in the upper layers of the Underdark. These creatures are believed to have been created as a result of magical experiments by the drow centuries ago. These stone monsters form small clans and usually dwell in damp and isolated caverns. Their innate spellcasting abilities and expert hiding skills make them formidable foes against any living creature unlucky enough to enter their caverns. Allies of the Drow. The bi-nou are known to work for nearby drow settlements either as workers in large construction, or public works projects that are undertaken by a drow city or as mercenaries and sentries. These creatures reproduce by laying gem-like eggs and duergars are the most hated enemies of the bi-nou since they hunt down the stone creatures to use as building materials and steal their eggs to use as jewelry. Rocklords. As a bi-nou gets older, it gets larger in size. These older and massive bi-nous are known as rocklords. Venerably called, “lords of stone,” in their clans, these rocklords resemble giant stone stalagmite with arms. Rocklords resemble moving stalagmite abominations rather than rocky humanoids. As bi-nous grow and become rocklords they slowly lose their innate spellcasting abilities while becoming more resistant to magic and mostly focus on hardening their outer shells and maximizing their strength. A rocklord travels slithering like a snake on the cavern floors of the Underdark. 22 Bi-nou Medium aberration, chaotic evil Armor Class 17 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 14 (+2) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120 ft., tremorsense 60 ft., passive Perception 12 Languages understands Undercommon, can't speak Challenge 5 (1,800 XP) False Appearance. While the bi-nou remains motion less, it is indistinguishable from a stone stalagmite. Immutable Form. The bi-nou is immune to any spell or effect that would alter its form. Innate Spellcasting. The bi-nou's spellcasting ability is Charisma (spell save DC 13). The bi-nou can innately cast the following spells, requiring no material components: 1/day each: slow, stone shape, wall of stone Magic Resistance. The bi-nou has advantage on saving throws against spells and other magical effects. Magic Weapons. The bi-nou's weapon attacks are magical. Rock Form. Passwall spell directed on the bi-nou can stun it for 1 turn if it fails the Constitution save. Stone shape cast on the bi-nou heals it for 20 hit points. Transmute Rock to Mud can slay it instantly if it fails the Constitution save against the spell. Actions Multiattack. The bi-nou makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the bi-nou uses its Ensnare on it. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Ensnare. The bi-nou ensnares a Medium or smaller creature grappled by it. The ensnared target is squeezed against the bi-nou's rocky body and restrained, and it must succeed on a DC 15 Strength saving throw at the start of each of the binou's turns or take 11 (2d6 + 4) bludgeoning damage. If the bi-nou moves, the ensnared target moves with it. The bi-nou can have only one creature engulfed at a time.
23 Rocklord Large aberration, chaotic evil Armor Class 19 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft., burrow 20 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 9 (-1) 15 (+2) 16 (+3) Saving Throws Con +8, Wis +5 Skills Survival +5 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120 ft., tremorsense 120 ft., passive Perception 12 Languages understands Undercommon but can't speak Challenge 8 (3,900 XP) False Appearance. While the rocklord remains motion less, it is indistinguishable from a large stone stalagmite. Immutable Form. The rocklord is immune to any spell or effect that would alter its form. Magic Resistance. The rocklord has advantage on saving throws against spells and other magical effects. Magic Weapons. The rocklord's weapon attacks are magical. Tunneler. The rocklord can burrow through solid rock at half its burrow speed and leaves a 5 foot diameter tunnel in its wake. Actions Multiattack. The rocklord makes three attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the rocklord can't constrict another target. Reactions Harden. The rocklord adds 3 to its AC against one melee attack that would hit it.
Blue Ring Octopodes A blue-ring octopus is a very intelligent aquatic creature dwelling in the deep cracks of the Underdark’s underseas and underoceans. These shy and good-hearted creatures spend their lives hiding in the shadows, trying to avoid more powerful and dangerous aquatic races. They live a communal and nomadic life as small clans. These creatures are covered with blue-colored rings on and usually have large golden eyes. They are known to be able to change their skin color to camouflage themselves better. There are reports of extremely rare encounters with redcolored blue-ring octopodes. These red ones are known as shamans and leaders among their aquatic societies, yet it is unknown which deity or supernatural power they worship. Octopean Solidarity. Evil aquatic races of the Underdark, such as the Kuo-Toa are known to capture and enslave bluering octopodes. Each blue-ring octopus has the extraordinary innate ability to sense when another one of their species is being held as slaves and as an exception to their timid characteristic, they come together and do whatever they can to free their kindred from captivity. 24 Blue Ring Octopus Large monstrosity, neutral good Armor Class 12 Hit Points 67 (9d10 + 18) Speed 10 ft., swim 60 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 6 (-2) Skills Perception +4, Stealth +6, Survival +2 Senses darkvision 60 ft., passive Perception 14 Languages Aquatic, Undercommon Challenge 3 (7864 XP) Hold Breath. While out of water, the octopus can hold its breath for 2 hour. Pack Tactics. The octopus has advantage on an attack roll against a creature if at least one of the octopus's allies is within 5 feet of the creature and the ally isn't incapacitated. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. Actions Multiattack. The octopus makes two tentacle attacks. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage plus 7 (2d6) poison damage. If the target is a creature, it is grappled (escape DC 14) and pulled 5 feet toward the octopus. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. Poisonous Ink Cloud (Recharge 5-6). A 20-footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. Each creature in that area must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. After releasing the ink, the octopus can use the Dash action as a bonus action.
25 Red Shaman Octopus Large monstrosity, neutral good Armor Class 13 (16 with barkskin) Hit Points 85 (10d10 + 30) Speed 10 ft., swim 60 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 17 (+3) 10 (+0) 14 (+2) 8 (-1) Skills Perception +8, Religion +3, Stealth +9, Survival +5 Senses darkvision 60 ft., passive Perception 18 Languages Aquatic, Undercommon Challenge 5 (1,800 XP) Hold Breath. While out of water, the octopus can hold its breath for 2 hour. Spellcasting. The octopus is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The octopus has the following druid spells prepared: Cantrips (at will): druidcraft, frostbite, poison spray, shape water 1st level (4 slots): cure wounds, entangle 2nd level (3 slots): barkskin, hold person 3rd level (3 slots): conjure animals (aquatic animals only), tidal wave, wall of water 4th level (2 slots): control water, watery sphere Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. Actions Multiattack. The octopus makes two tentacle attacks. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage plus 10 (3d6) poison damage. If the target is a creature, it is grappled (escape DC 15) and pulled 5 feet toward the octopus. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. Poisonous Ink Cloud (Recharge 5-6). A 20-foot- radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Reactions Redirect Attack. When a creature the octopus can see targets it with an attack, the octopus chooses another octopus within 10 feet of it. The two octopus swap places, and the chosen octopus becomes the target instead.
Bluecap A bluecap is a small fey creature that dwells in mines and appears as a small humanoid glowing with a dim blue light. These creatures can be encountered deep in the mines of the Underdark and most of the time they are helpful and guiding to the miners or adventurers they encounter. Miner’s Friend. There are many duergar legends concerning the bluecaps. Some claim that if miners treat these fey creatures with respect, the bluecaps would lead them to rich deposits of minerals. Bluecaps can also forewarn miners of cave-ins and other approaching dangers. From time to time these creatures can also offer their skills and services to the miners and ask for employment. Bluecaps are known to be hard workers and they expect to be paid a fair wage for their labor. Spiteful Fey. If a bluecap is treated with disrespect, dishonesty, or open hostility, they turn into a darker and more sinister fey. Bluecaps offer their services in exchange for a payment they deem fair. For example, a bluecap can be hired by a party of adventurers to guide them in the labyrinthine tunnels of an abdondoned mine, or a mining company of dwarves can employ a bluecap as an expert miner. At the end of the deal, if the bluecap’s price is not paid and the debtors do not honor their agreement, then the bluecap would simply leave and disappear for a time…just to return with a large group of other fey creatures at a most unexpected time to collect its debt. A bluecap can hold a grudge for decades, if not centuries. 26 Bluecap Small fey, neutral Armor Class 13 Hit Points 32 (5d6 + 15) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 13 (+1) 14 (+2) 8 (-1) Saving Throws Wis +4 Skills Athletics +5, Nature +3, Perception +4, Stealth +5, Survival +4 Senses darkvision 120 ft., passive Perception 14 Languages Dwarvish, Sylvan, Undercommon Challenge 2 (450 XP) Innate Spellcasting. The bluecap's innate spellcasting ability is Wisdom (spell save DC 12). The bluecap can innately cast the following spells, requiring no material components: At will: druidcraft, mending 1/day each: color spray, detect evil and good, detect thoughts, dispel magic, expeditious retreat, invisibility, sleep Labyrinthine Recall. The bluecap can perfectly recall any path it has traveled. Magic Resistance. The bluecap has advantage on saving throws against spells and other magical effects. Underdark Camouflage. The bluecap has advantage on Dexterity (Stealth) checks made to hide in the caverns and tunnels of the Underdark. Actions Multiattack. The bluecap makes two dagger attacks. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft. , one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Children of Zuggtmoy In the dark and moistened places of the world, life itself becomes...sinister. In the absence of sunlight, thins that grow like plants resort to parasitism or worse to survive. The most treacherous and sinister of these creatures are the beloved dark children of Zuggtmoy, the Demon Fungi Queen. Minions of the Lady of Rot and Decay. Dark fungi, awakened and nurtured by Zuggtmoy herself are much more dangerous than the regular fungi and molds common in the Underdark. These, particularly dangerous varieties of fungi are feared throughout the Realm Below as many travelers and explorers speak of poisonous molds, lurking mushrooms, sinister lichens, and shuddersome cancerous spores that infest the flesh of the living. These malevolent and abandoned primordial parasites thrive in the places where civilization dies, in the sunless tunnels and haunted caverns of the Underdark. They also extend into everyday life, spreading silently and growing fat cancerously in the sewers below the Underdark cities, praying on the clueless victims and waiting for their orders from the Fungi Queen. Ascomoid As a spherical fungus, an ascomoid is made up of mottled patches of yellow, orange, and brown, branded with occasional indentations that look like gigantic pores. Ascomoid is a mobile plant. It engages moving objects by running into them; it rolls over creatures and knocks them to the ground. It can shoot acidic spores that burn its opponents from a distance. If a target is too large to be trampled instead, the ascomoid will spray it with its acidic spores. Ascomoids are mindless creatures that usually haunt a tunnel or a dungeon, waiting to ambush their victims to consume their flesh. Subterranean Sentinels. Some Underdark races are known to intentionally feed ascomoids and place them in certain areas they want to be guarded and use them as sentinels or traps. Awakened Barrelstalk The barrelstalk is a large, cask-shaped fungus that grows up to 8 feet in height and 5 feet in diameter. Its outer layers are hard and woody, but its inner parts are edible, and its center is filled with a reservoir of clean water. Water Sources. Barrelstalk is a prized plant in the Underdark thanks to its water reservoir as many Underdark races use this fungus to drink water by tapping and draining them. Zuggtmoy's Vengeance. When an Underdark community incurs the wrath of Zuggtmoy, she punishes them by awakening the barrelstalk fungi they are depending upon. Fungi that awaken do so only under special circumstances and in places steeped with Zuggtmoy’s magic. During the long process of awakening, a barrelstalk acquires malevolent face-like features in its woody bark and a division of its outer layers turns into arms and legs. When it is ready, the fungus pulls its legs free from the ground and starts following Zuggtmoy’s orders. It continues to grow as it did in its plant life. It starts producing spores and its inner flesh turns black while the water inside it becomes poisonous. Basidirond This sinister-looking creature both resembles a mushroom and an insect. The upper portion of a basidirond is a mushroom cap with dark spore clouds. This mushroom cap stands on the lower portion of the strange creature which looks like insect-like legs with sharp claws. Ambushers. These multi-stemmed fungus creatures dwell in the dark caverns of the Underdark. They feed on organic rot and decay, consuming the old dead bodies and carcasses. A basidirond always stands motionless in hiding and constantly emits invisible hallucinatory spores around itself, creatures unlucky enough to come to the basidirond's vicinity and breathes its spores, begin to hallucinate. Basidirond waits for the perfect moment to strike its prey when they are the most helpless. Gag'zygom Spawned in Shedaklah, the 222nd layer of the Abyss, Gag'zygom demons are the embodiment of Zuggtmoy’s ideals. They are related to the hezrous, and seem like the products of infusing countless generations of hezrous with mutating poisonous spores. They have a plantlike appearance as their thick skin is covered with mushrooms and mold. These demons use tubular stems located on their upper bodies to shoot out deadly spores and thorny whips. In the material plane, a gag'zygom prefers to hide in dark places and try to blend in the natural foliage. Guardians of Shedaklah. They possess no compassion, or mercy and exist only to fulfill the will of the Lady of Fungi. Gag'zygoms serve as foot soldiers and sentinels in Zuggtmoy’s realm. Her cultists often use spells to call these demons from Zuggtmoy's realm to serve as shrine guardians. 27
Gduar Gduar is a massive treelike creature with a mass of gelatinous ooze for its lower half. Gduar’s upper half appears like a treant whose body is covered with mold and fungi instead of bark. Its ooze part is translucent, gelatinous, and overgrown ropy growths of mold. Gdaur is an aberration that somehow self-directed its unique evolution into its current form. Similar to a gelatinous cube, the ooze part of its body is fully capable of digesting almost anything trapped within. Oozing Lairs. This creature chooses locations such as dead forests, lonely swamps, and dark, fungi covered caverns of the Underdark for its lair and slowly fills them with aberrational ooze. Gduar's Lair The Gduar's lair is laden with fungal growth that has completely choked off all animal life in the area. Gduar reigns supreme in its lair. Fungi in the lair subside on the decaying forms of animals and plants by releasing enzymes and spores into the air. The lair itself releases spores from its thousands of fungi growth and therefore, the inner parts of the lair slowly kill most non-fungal creatures that enter it as if it were one giant, slow-digesting deadly stomach. Gduar’s breath weapon also carries these spores farther into the tunnels of the Underdark, further contaminating the region. Lair Actions On initiative count 20 (losing initiative ties), the Gduar rolls a d20. On a result of 11 or higher, the Gduar takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row. The floor and walls of the lair are covered with a layer of green ooze. The ooze floor starts to rise and boil with a foul smell. A 50-foot square area of ground within 120 feet of the Gduar is slimy and considered as lightly obscured and difficult terrain to creatures other than the Gduar and other fungi-creatures, until initiative count 20 on the next round. The gelatinous floor and the walls within 120 feet of the Gduar sprout grasping slimy appendages until initiative count 20 on the round after next. Each creature of the Gduar’s choice that starts its turn within 10 feet of such a slimy appendage must succeed on a DC 15 Dexterity saving throw or be grappled. Mushrooms of all sizes, lichens of every color, and smelly molds discharge a glowing and misty digestive haze in a 20-foot-radius sphere centered on a point the Gduar can see within 120 feet of it. The haze spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the haze cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Gduar can call forth its minions from the fungi overgrowth in its lair. Gduar rolls a d20, on a result of 14 or higher, the lair spawns an Infected Shambling Mound, on a result of 13 or lower, the lair spawns 1d4 Myconid Adult and 1 Myconid Sovereign to aid Gduar. Lair Traits The Gduar's lair might have any or all of the following effects in place: The first time a creature enters the lair, the creature must make a DC 13 Constitution saving throw. On a failure, the creatures takes 5 (1d10) poison damage and become poisoned. The spores in the lair’s air corrode any nonmagical ferrous metal object. For every hour a creature spends in the lair, the creature must roll a d4 to determine if the armor it wears or the weapon it carries is affected. On a result of 1 or 2, the spores corrode the held metal weapon. On a result of 3 or 4, the spores corrode the metal armor or a metal shield being worn or carried. The corroded weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The corroded armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. 28
Infected Shambling Mound An infected shambling mound is an all-consuming devourer with violet-colored polyps covering its entire body from head to foot. When a violet fungus creeping across the cavern and tunnel floors of the Underdark comes across a shambling mound it infects the plant with its contagious spores. Violet Corruption. The creature is infused with violet fungus, which grants it the mushroom’s deadly poison ability. Lichen Blight Wisp lichen is a kind of lichen found in the Underdark. It is a white-colored plant that infests the ceilings and floors of the caverns and tunnels. Its sticky strands can paralyze creatures that touch them. In caverns where the ceiling is infested with the wisp lichen, earth-bound predators of the Underdark are known to wait under the lichen patches to eat the paralyzed bodies of flying creatures that fell from the ceiling due to paralysis. Dark Roots. A lichen blight is a corrupted form of the wisp lichen with its color and appearance turned to a rotten pitch black. Nobody knows how exactly this lichen turns into a blight, some claim that the roots of the Gulthias tree deep in the earth touch the lichen while others believe that it is Zuggtmoy who corrupts these plants. Night Phycomid A night phycomid is a deadlier and darker version of the fungus phycomid that can be found commonly in the Underdark. This creature seems like a dark murky colored fibrous ball, placed on top of a dead plant. The top of the plant is covered with fungi growing out of it. Among the fungi, there are tentacle-like appendages that the creature use for spraying its deadly acid. The downside of the plant seems like a swarm of foliage and bone fractures from its victims, which the creature uses to crawl around. Acid Traps. Some of the vile Underdark races are known to use phycomids as traps that spray acid to intruders. Sporescion A sporescion of Zuggtmoy is a cultist of the Demon Queen of Fungi who fully opened its pores to the cancerous abyssal spores and fungoid parasites of its demon deity. Pestilential Devotion. Sporescions are horrible-looking humanoid creatures, their skin (almost rotten to the bone) is encrusted with fungal and lichenous growths as they believe that the closer their bodies resemble Zuggtmoy, the purer they are. Their hair is stringy and filthy (if it didn't completely fall out yet), their eyes are dark and sunken while their breathing is very deep as if they are not even breathing from their lungs anymore but through spiracles on their funguslike skin. Harbingers of Rot and Decay. Sporescions are generally regarded as prophets of Zuggtmoy by other cultists. Vathugu A vathugu is a formidable tanar'ri demon. Vathugus varies in their appearances; some of them resemble more reptilianlooking creatures while others are more insectoid-like monsters. They have a toothy crocodilian jaw and fungi growth on their bodies. Vathugus don't have eyes and use their tentacle-like appendages to sense their surroundings. They have a sickly pale yellow, orange, or brown color with crimson spots on their skin. The sweat of a vathugu is a disgusting blue ichor. Demon Generals of Shedaklah. Vathugus are often summoned to the Material Plane to be used by Zuggtmoy cults in controlling their adversaries who wouldn’t be turned to the Fungi Queen’s worship. In the abyssal realm of Zuggtmoy, these demons are the commanders and generals of her rotten armies and local rulers of vast fungi realms. Puppet Masters. A vathugu set loose on the Material Plane tries to establish a small domain for itself to rule and uses those who convert to Zuggtmoy's worship as its subjects while seeking out local powerful creatures to control for spreading chaos, destruction, and misery. 29
30 Ascomoid Medium plant, neutral Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 10 (-0) Saving Throws Wis +2 Damage Vulnerabilities piercing Damage Resistances poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, prone Senses tremorsense 60 ft., passive Perception 10 Languages - Challenge 4 (1,100 XP) False Appearance. While the ascomoid remains motionless, it is indistinguishable from an ordinary fungus. Sun Sickness. While in sunlight, the ascomoid has disadvantage on ability checks, attack rolls, and saving throws. The ascomoid dies if it spends more than 1 hour in direct sunlight. Rolling Charge. If the ascomoid rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Spore Jet. The ascomoid releases a burst of highly acidic spores in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Awakened Barrelstalk Large plant, neutral evil Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Speed 20ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Saving Throws Wis +2 Damage Resistances bludgeoning, piercing Damage Immunities poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned Senses blindsight 100 ft., passive Perception 10 Languages Abyssal Challenge 2 (450 XP) Death Burst. If the barrelstalk dies by a piercing attack, it explodes in a burst of poisoned dark water. Each creature within 5 feet of it must then succeed on a DC 13 Constitution saving throw taking 7 (2d6) poison damage on a failed save. lf the saving throw fails by 5 or more, the target is also poisoned for 1 hour. Distress Spores. When the barrelstalk takes damage, all other awakened fungi within 240 feet of it can sense its pain. False Appearance. While the barrelstalk remains motionless, it is indistinguishable from an ordinary fungus. Sun Sickness. While in sunlight, the barrelstalk has disadvantage on ability checks, attack rolls, and saving throws. The barrelstalk dies if it spends more than 1 hour in direct sunlight. Zuggtmoy's Strider. A barrelstalk can move through patches of mold and fungi with ease and it is immune to the effects of the entangle spell. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hallucinatory Spores d6 Hallucination 1 Victim believes he has shrunk and starts shouting for help to return to normal size. 2 Victim believes she is sinking in quicksand and starts waving her arms around in desperation. 3 Victim believes he is surrounded by spiders and starts trying to stomp them. 4 Victim believes one of her allies just got killed and shrieks in terror. 5 Victim believes his allies are carrying a contagious plague and screams at them to stay away from him. 6 Victim believes she is melting and starts howling in terror. 31 Basidirond Medium plant, neutral Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 10 (+0) Saving Throws Wis +3 Skills Stealth +4 Damage Resistances cold Damage Immunities poison Condition Immunities blinded, deafened, frightened, paralyzed, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages - Challenge 5 (1,800 XP) False Appearance. While the basidirond remains motionless, it is indistinguishable from an ordinary fungus. Hallucinatory Spores. A basidirond constantly emits its invisible hallucinatory spores around itself. Any breathing creature other than a fungi that starts its turn within 10 feet of the basidirond must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target 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 basidirond's hallucinatory spores for 24 hours. While hallucinating, the basidirond's victim may be experiencing one of the hallucinations detailed in the following table. Slowing Rime. A basidirond never takes damage from cold attacks, but if exposed to a cold attack the plant becomes slowed as if hit by the slow spell for 1d4 rounds. When the basidirond is slowed this way, it can't use its smothering spores attack. Sun Sickness. While in sunlight, the basidirond has disadvantage on ability checks, attack rolls, and saving throws. The basidirond dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The basidirond makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Smothering Spores (Recharge 5-6). A 15-foot-radius black cloud of smothering toxic spores extends out from the basidirond. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
32 Gag'zygom Medium fiend (demon), chaotic evil Armor Class 16 (natural armor) Hit Points 123 (13d8 + 65) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 4(-3) 12 (+1) 12 (+1) Skills Stealth +6 Saving Throws Con +8 Damage Resistances cold, fire , lightning; bludgeoning, piercing, and slashing from non magical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft ., passive Perception 11 Languages Abyssal, telepathy 120 ft. Challenge 7 (2,900 XP) Magic Resistance. The gag'zygom has advantage on saving throws against spells and other magical effects. Stench. Any creature that starts its turn within 10 feet of the gag'zygom must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the gag'zygom's rotten stench for 24 hours. Actions Multiattack. The gag'zygom makes three attacks: one with its bite and two with its thorny whips. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage. Pacifying Spores (3/Day) The gag'zygom ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 16 Constitution saving throw or be stunned 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. Thorny Whip. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15) and pulled 5 feet toward the gag'zygom. Until this grapple ends, the target is restrained and the gag'zygom can't constrict another target.
Animated Fungi Variants Gduar's Animate Fungi ability can summon different types of fungi if the story, challenge, and theme of the game allow it. The DM can have the Gduar summon fungi monsters such as the Violet Fungus or other related monsters from the Monster Manual or fungi such as the Ascomoids or Basidironds that are found in this book. 33 Gduar Huge aberration, neutral Armor Class 18 (natural armor) Hit Points 159 (13d12 + 75) Speed 20 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) Saving Throws Wis +8 Skills Insight +8, Intimidation +6, Nature +6, Perception +8, Survival +8 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Damage Immunities lightning, poison Condition Immunities charmed, paralyzed, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18 Languages Undercommon Challenge 14 (11,500 XP) Ooze Lower Body. Lower half of the gduar's body is a gelatinous cube-shaped ooze that takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the gduar's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the gduar can take an action to pull a creature or object out of the gduar. Doing so requires a successful DC 19 Strength check, and the creature making the attempt takes 18 (4d8) acid damage. The gduar can hold only two Large creatures or up to five Medium or smaller creatures inside it at a time. Siege Monster. The gduar deals double damage to objects and structures. Actions Multiattack. The gduar makes two slam attacks. Animate Fungi (1/Day). The gduar can magically animate two or three fungi it can see within 180 feet of it. These have the same statistics as an awakened barrelstalk, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated fungus acts as an ally of the gduar. The fungus remains animate for 1 day or until it dies; until the gduar dies or is more than 360 feet from the fungus; or until the gduar takes a bonus action to turn it back into an inanimate fungus. Engulf. The gduar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the gduar enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the gduar. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the gduar enters the creature's space, and the creature takes 21 (6d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the gduar's turns. When the gduar moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 19 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the gduar. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target must succeed on a DC 18 Constitution saving throw or be 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. The gduar can automatically engulf a paralyzed opponent. Spore Breath (Recharge 5-6). The gduar exhales poisonous spores in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The gduar 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 gduar regains spent legendary actions at the start of its turn. Infestation Spores (Costs 3 Actions). The gduar releases spores that burst out in a cloud that fills a 10-footradius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 18 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 1d4 years. On a failed save, the creature is infected with gduar's spores. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be. Slam. The gduar makes one Slam Attack.
34 Infected Shambling Mound Large plant, unaligned Armor Class 15 (natural armor) Hit Points 161 (17d10 + 68) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 5 (-3) 10 (+0) 5 (-3) Saving Throws Con +7 Skills Stealth +2, Survival +3 Damage Resistances cold, fire Damage Immunities lightning Condition Immunities blinded, deafened, exhaustion, frightened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages - Challenge 6 (2,300 XP) Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack. The shambling mound makes two slam attacks or one slam attack and one rotting touch attack. If slam attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the shambling mound uses its Engulf on it. Rotting Touch. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 9 (2d8) necrotic damage. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. Lichen Blight Small plant, neutral evil Armor Class 12 (natural armor) Hit Points 22 (4d6 + 8) Speed 5 ft. STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 14 (+2) 4 (-3) 10 (+0) 3 (-4) Skills Stealth +3, Survival +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, cold, piercing Condition Immunities blinded, deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands Undercommon but can't speak Challenge 1/2 (100 XP) False Appearance. While the blight remains motionless, it is indistinguishable from an ordinary lichen. Actions Rake. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Paralyzing Touch (Recharge 5-6). Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) bludgeoning damage. The target must succeed on a DC 12 Constitution saving throw or be 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. A flying creature paralyzed this way starts falling. Even if the creature is flying by magical means, it falls as if it had been flying by natural means.
35 Night Phycomid Small plant, neutral Armor Class 13 Hit Points 60 (8d6 + 32) Speed 10 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 18 (+4) 3 (-4) 12 (+1) 10 (+0) Damage Resistances fire Damage Immunities acid Condition Immunities blinded, deafened, frightened, paralyzed Senses blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11 Languages - Challenge 3 (700 XP) False Appearance. While the night phycomid remains motionless, it is indistinguishable from an ordinary fungus. Sun Sickness. While in sunlight, the night phycomid has disadvantage on ability checks, attack rolls, and saving throws. The phycomid dies if it spends more than 1 hour in direct sunlight. Actions Acid Spray. Night phycomid sprays its deadly acid. It chooses one creature within 30 ft. range, or two creatures within range that are within 5 feet of each other as its target. A target must succeed on a DC 13 Dexterity saving throw or take 18 (4d8) acid damage. Nightmare Acid (Recharge 5-6). The phycomid exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save and the target must succeed on a DC 14 Constitution saving throw or be poisoned. Targets poisoned this way, contract the nightmare acid spore disease of the phycomid. At nights, the diseased creature starts having dreadful nightmares and gains no benefit from its rest, each night, its hit point maximum is reduced by 4 (1d8). If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by a restoration spell or similar magic. Tentacle. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is Small or smaller, it is grappled (escape DC 10) and restrained until the grapple ends.
Sporescion's Plant-affecting Spells Spells cast by the Sporescion, which are affecting plants such as locate animals or plant, plant growth, speak with plants, and awaken, only affect fungus-type plants and not others. For example, the spell awaken, only produces fungus-type plants such as the Awakened Barrelstalk (the DM can allow other types of fungus-type plants to be awakened by this spell as also described in the Gduar’s Animate Fungi variant textbox) and not an Awakened Tree. The tree stride spell only affects fungi found in the Underdark and not surface trees. 36 Sporescion Medium monstrosity, chaotic evil Armor Class 13 Hit Points 97 (13d8 + 39) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 12 (+1) Saving Throws Con +6, Wis +7 Skills Nature +3, Religion +3, Survive +7 Condition Immunities charmed, frightened, poisoned, stunned Senses passive Perception 14 Languages Abyssal, Undercommon Challenge 7 (2,900 XP) Spellcasting. The sporescion is a 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells: Cantrips (at will): chill touch, poison spray 1st level (4 slots): entangle, faerie fire 2nd level (3 slots): locate animals or plant, spike growth 3rd level (3 slots): plant growth, speak with plants, stinking cloud 4th level (3 slots): blight, hallucinatory terrain 5th level (2 slots): awaken, cloudkill, contagion, treestride 6th level (1 slot): wall of thorns Spore Halo. The sporescion is constantly surrounded by a halo of green, poisonous spores. Any creature that starts its turn within 5 feet of the sporescion must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. On a successful saving throw, the creature is immune to the sporescion’s spore halo poison for 24 hours. Sunlight Sensitivity. While in sunlight, the sporescion has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Poisonous Scratch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage. Feast on the Fallen (1/Day). Sporescion can draw sustenance from the corpse of an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrousity or plant by touching it. The corpse decays into corruption after the sporescion's touch and the creature regains 22 (5d8) hit points. Raise the Rotten. The sporescion sprays its fungoid parasites towards a humanoid corpse within 10 feet of it. It rises as a zombie in the space of its corpse or the nearest unoccupied space. The zombie is controlled by the sporescion and uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn comes immediately after the sporescion. The sporescion can have no more than ten zombies under its control at one time.
37 Vathugu Large fiend (demon), chaotic evil Armor Class 17 (natural armor) Hit Points 200 (16d10 + 112) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 25 (+7) 14 (+2) 18 (+4) 20 (+5) Saving Throws Str +10, Dex +8, Con +11, Wis +9 Skills Acrobatics +8, Arcana +6, Athletics +10, Nature +6, Perception +8, Stealth +8 Damage Resistances acid, cold, fire, and slashing from non magical weapons Damage Immunities lightning, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 Languages Abyssal, telepathy 120ft. Challenge 11 (7,200 XP) Charge. If the vathugu moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Innate Spellcasting. The vathugu's spellcasting ability is Charisma (spell save DC 17). The vathugu can innately cast the following spells, requiring no material components: 2/day: entangle 1/day: contagion, wall of thorns Magic Resistance. The vathugu has advantage on saving throws against spells and other magical effects. Spider Climb. The vathugu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sure-Footed. The vathugu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The vathugu makes three attacks: one with its bite and two with its tentacles. Bite. Melee Weapon Attack: +10 to hit , reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Control Body (1/Day). The vathugu initiates a Wisdom contest with any corporeal living creature within 5 feet of it by touching it with its tendrils reaching out from its head. If it wins the contest, the tendrils are released from its body (new tendrils grow in 24 hours) and establish a link with the target’s body and the vathugu’s mind as long as they are on the same plane of existence. The target can repeat the contest at the end of each hour during the first day and afterward once each day, ending the effect on itself on a success. The vathugu can’t read the target’s mind but can sense the world through the target’s senses and communicate with it telepathically. When using the target’s senses, all of the vathugu’s own senses are disabled. It can control the target’s physical movements and force the target to move or attack but can’t force it to cast spells or use any similar special non-physical abilities. The target’s mind remains under its own control at all times and can take mental actions including casting spells with no components. The target can speak freely unless the vathugu suppresses the target’s tongue. (The demon perversely enjoys hearing its victim shriek in terror as it is forced to commit acts against its will). Control is broken when the vathugu or the target dies. Corrupting Touch (Recharge 4-6). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) necrotic damage and the vathugu regains hit points equal to that amount. Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18) and restrained until the grapple ends. The vathugu has two tentacles, each of which can grapple one target. Summon Demon (1/ Day). The demon chooses what to summon and attempts a magical summoning. A vathugu has a 40 percent chance of summoning 2d6 rutterkin, 1d2 vrocks or one vathugu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and it can't summon other demons. It remains for l minute, until it or its summoner dies, or until its summoner dismisses it as an action. Teleport. The vathugu magically teleports, up to 120 feet to an unoccupied space it can see.
Chwidencha Chwidenchas are abominations created as punishments from doomed drow that failed one of the Spider Queen's many trials or offended the goddess in some way. Adept Hunters. A chwidencha is a twitching mass of long, flexible, and hairy spider legs with sharp tips, always writhing in unnatural movements. Its sharp, thorn-like hair covered dozens of gruesome legs hides the creature's central body. Chwidenchas use their legs both for ripping through flesh and bone, and also for traveling, crawling, and burrowing. The only vulnerability of these creatures is high pitched sounds as they are very sensitive towards noise and would try to flee from loud thundering blasts. Endless Hunger. Chwidenchas mindlessly lurk in the treacherous tunnels of the Underdark looking for prey to devour. They lay in total darkness, using their tremorsense to ambush their victims. No matter how much prey a chwidencha hunts, its unnatural hunger is never satisfied. They hunt down all kinds of living creatures to strangle and eat but they have a particular hatred towards drow for casting them out of their settlements and an endless loathing against their Spider Queen. Exterminators. Chwidenchas are excellent all-consuming and devouring killing machines. It is known that some evil races of the Underdark capture chwidenchas to use them in deposing waste, dead bodies, and prisoners. 38 Chwidencha Large aberration, neutral Armor Class 16 (natural armor) Hit Points 123 (13d10 + 52) Speed 30ft., burrow 30ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 18 (+4) 3 (+1) 14 (+2) 3 (+1) Saving Throws Dex +8, Con +7, Wis +5 Skills Athletics +8, Perception +5, Stealth +8 Damage Vulnerabilities thunder Damage Resistances poison Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages understands Undercommon but can't speak Challenge 8 (3,900 XP) Fey Ancestry. The chwidencha has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Regeneration. The chwidencha regains 10 hit points at the start of its turn. If the chwidencha takes thunder or bludgeoning damage, this trait doesn't function at the start of the chwidencha's next turn. Spider Climb. The chwidencha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the chwidencha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The chwidencha ignores movement restrictions caused by webbing. Actions Multiattack. The chwidencha makes three melee attacks, but can constrict only once. Constrict. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the chwidencha can't constrict another target. Leg Rake. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Cildabrin This horrible creature resembles a mixture between a scorpion and a spider. It has massive pincers in place of its forelegs and a poisonous tail in place of a spider’s spinneret. A cildabrin’s body is made up of a hard and durable chitinous shell. These monstrous subterranean hunters roam their dark territories in search of prey to destroy and devour. Perfect Hunters. Since Cildabrins are unable to weave webs, they prefer stalking their prey and wait for the right moment to attack while using their innate spellcasting abilities. A cildabrin prefers to hunt down a lonely target instead of a group. Once they hunt down their food, they use their potent poison to the full effect and usually bring their prey back to their dark lairs to slowly devour them. Cildabrins have no use for equipment or gear carried by their target so they leave any belongings of their victims scattered around to possibly attract unsuspecting prey to their area. When encountered with a larger group, a cildabrin generally tries to snatch up a target away while leaving the rest of its enemies trapped in the dark tunnels, rendering them unable to follow. Unnatural Aberrations. Cildabrins are a perfect mix of two natural arachnids: hunting spiders and scorpions. Many believe that these monsters are not naturally evolved creatures and they have been artificially created as a result of some sick and twisted experiment. Although they are unable to vocalize sounds, Cildabrins are sentient aberrations and they can communicate with other arachnids. 39 Cildabrin Large aberration, neutral evil Armor Class 14 (natural armor) Hit Points 104 (11d10 + 44) Speed 50 ft., climb 20 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 18 (+4) 11 (+0) 10 (+0) 12 (+1) Skills Athletics +8, Perception +3, Stealth +6 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages understands Undercommon but can't speak Challenge 6 (2,300 XP) Innate Spellcasting. The cildabrin's spellcasting ability is Charisma (spell save DC 12). The cildabrin can innately cast the following spells, requiring no material components: 3/day each: darkness, silence, spike growth Spider Climb. The cildabrin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The cildabrin makes two attacks: one with its pincers, and one with its tail stinger. Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the cildabrin doesn't have two other creatures grappled. Tail Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Deep Dragonspawn of Tiamat For countless ages, Tiamat, the Creator, and Queen of Evil Dragonkind wanted to take control of the Realms for herself and her children. In order to defeat Bahamut, the King of Good Dragons, in dominating the dragonkind, and further her evil agenda, Tiamat created countless creatures with the blood of chromatic dragons and unleashed these spawn to spread chaos and destruction. The dragonspawn appear as crossbreeds between dragons and other creatures. Some resemble true dragons while others seem completely different abominations with features of a variety of monsters. To spread her influence to the far, dark corners of the Realms, Tiamat created a diverse selection of dragonspawn fit for living and hunting in the Underdark. These evil spawn of Tiamat are collectively known as the deep dragonspawn. Servants of Tiamat. Dragonspawn are born to evil dragons across the world and these dragons recognize the birth of a dragonspawn as a sign of Tiamat’s favor. Once the spawn reach a certain age, (they age and develop faster than true dragons) they receive the calling of their Undying Queen and enter her service with unswerving loyalty. Every dragonspawn has some vestige of Tiamat’s power in its blood. A given spawn is born only to a dragon that matches its color. For example, a bluespawn are only born to a blue dragon. The dragonspawn also share Tiamat’s hatred of good dragonkind, and they consider non-dragons of all sorts simply as cattle or slaves. Dragonspawn usually work together with other dragonspawn and even with other like-minded creatures, particularly evil dragons. They are known to employ lesser creatures in their service as followers, such as kobolds and hobgoblins. Deep Dragonspawn of the Underdark. In the Realm Below, the deep dragonspawn spend their time spreading the influence of Tiamat and securing great caverns full of treasures for themselves. They try to subjugate other dragonkind of the Underdark such as Foulwings and others to Tiamat’s will. Purple dragons, also called deep dragons, live in the Underdark and they were Tiamat’s first choice to create deep dragonspawn. But soon, Tiamat realized that she can alter the nature of other dragonspawn such as blackspawns or bluespawns, and adapt them to the Underdark. She created versions of these creatures that can dominate the Dark Realm. For many unsuspecting dwellers of the Underdark, recently, strange dragon-descended creatures with chromatic heritage have been appearing in various locations. Most do not think much about these creatures while a few experienced wizards and clerics suspect some new devilry on the part of chromatic dragonkind is in the works. Strong and established societies of the Underdark, such as the duergar and the drow do not yet grasp the seriousness of Tiamat’s incursions into their domains and it could be too late once they do. Some deep dragonspawn have allied themselves with the Cult of the Dragon and they encourage the cult to be more active in the Underdark. 40
Blackspawn Deep-Gloomweb A blackspawn deep-gloomweb haunts the forsaken caverns of the Underdark. This creature resembles a terrifying mixture between a spider and a reptile. It is a cunning and cruel predator. It can surround itself in a cloud of shadow to be hidden from sight. Acidic Web. A deep-gloomweb can weave a dark, aciddripping web to ambush, ensnare and devour its prey. Blackspawn Deep-Raider This deep dragonspawn resembles a humanoid more than a dragon. It has black and dark green scales and two curved horns on its head. These falchion-wielding creatures are vicious and capable raiders. They usually hunt in packs and use a mixture of melee and ranged tactics to trap and ambush their foes. These raiders are bloodthirsty gloryseekers who try to best each other by slaying the strongest target they face in combat. Males are often more aggressive in fights to impress the females of their tribes. Underdark Warbands. Hunting parties of blackspawn deep-raiders can be encountered wandering the tunnels of the Underdark looking for weak targets to slay and raid in the name of Tiamat. Blackspawn Deep-Stalker A blackspawn deep-stalker combines the worst traits of black dragons and spiders in its hideous and nightmarishly monstrous form. They are usually are solitary creatures but can be seen with their mates during their mating season. A deep-stalker is extremely aggressive when in heat and uses its sturdy horns to dominate its mate. These vicious creatures lack the sinister intelligence of blackspawn dragons but even their mere sight instills fear and panic in their targets. A deep-stalker is a skilled hunter who lays webs across the tunnels of the Underdark and patiently waits for its prey. Its six eyes and agility enable the monster to be a capable stalker. Acid Spit. The saliva of a blackspawn deep-stalker is extremely acidic, and they can spit it at their targets to attack from a distance. Bluespawn Deep-Ambusher These creatures resemble giant, burly badgers that burrow the caverns of the Underdark, waiting to ambush their unsuspecting prey. They have dark blue colored scales and razor-sharp teeth of a blue dragon. A single horn on their head sparkles with unruly flashes of electricity. They usually prefer to dwell in caverns near sources of water. These creatures would try to eat anything they encounter if they are hungry. A deep ambusher burrows itself into the ground, lies still, and waits for its prey to come close. Deep ambushers loyally serve the agents of Tiamat and can often be found working for evil dragons as guards and soldiers. Sentinels and Hunters for Dragons. They often prowl the tunnels of the Underdark, patrolling around the domains of their leaders. Bluespawn Deep-Burrower A deep-burrower’s head appears very similar to that of a menacing blue dragon. It has a huge pair of steel claws and its tail resembles a charged up morningstar with jolts of lightning jumping between its dark spikes. This creature uses its massive claws to burrow deep into the ground and moves through the Underdark’s tunnels with ease as if it was swimming. They are much more formidable in hunting packs when led by smarter agents of Tiamat and they are known to be used by blue dragons as scouts in the Underdark. Danger from the Depths. These deadly creatures lay dormant underground, deep in the earth, waiting for their prey to pass over them only to burst from the ground to ambush and destroy their targets. Their body can handle strong charges of lightning and they can use this force of nature against their foes. With its lightning-charged abilities and tough body parts, the deep-burrower is a very deadly foe. 41
Bluespawn Deep-Godslayer Although not as huge as their surface cousins, these large monstrous creatures resemble blue-scaled draconic humanoids. They are a genderless and rare species among the Deep Dragonspawn. They carry enormous weapons and use young dragon skulls as their shields. When they swing their swords or gnaw with their large and sharp teeth, sparks of electricity illuminates their murderously gazing dark eyes. Dragon Slayers. A deep-godslayer lives for only one purpose: to destroy the good dragons. These creatures dedicate their entire life to slaying Tiamat’s enemies. Deepgodslayers search and destroy any good dragons or dragons who refuse to follow Tiamat’s orders laired in the Underdark. They are known to devour the dragons they kill. These abominations relentlessly search ways to enter these deep lairs and proceed with their unholy crusade for their dark deity. Bluespawn Deep-Stoneglider Resembling a terrible cross between a blue dragon and a giant termite, a bluespawn deep-stoneglider seems to glide in and out of the rocky tunnels and stone caverns of the Underdark. When in motion, this creature appears blurry to an observer’s eye and they share a collective consciousness with each other, enabling them to move and attack in unison as hunting packs. A deep-stoneglider is rarely alone and they are always eager to devour flesh. Temple Guards. Deep-stonegliders are used mostly as guards in temples of Tiamat located in the Underdark. Due to their earth gliding abilities, they also make good scouts in the Realm Below. Felljaw Felljaws are savage and vicious creatures that dwell in the Underdark. These monstrous dragonspawn resemble wingless serpents with rock-hard scales. They seem to be a mixture of dragons and fire titans. Wolves of the Underdark. These creatures are known as the “wolves” of the Underdark due to their pack behavior and hunting habits. Felljaws always form packs and hunt together. They encircle their targets and ruthlessly destroy them. Greenspawn Deep-Leaper Greenspawn deep-leapers are similar to their surface cousins in terms of behavior and appearance. The surface type lives in the forests of the world above, and they are related to green dragons. Deep-leapers are territorial carnivores that prowl the Underdark’s tunnels and caverns as solitary stalkers. They are about the size of a duergar. These creatures spend most of their lives high in the ceilings of great caverns, touching the ground only when they ambush their unsuspecting targets from above. Ambushers. Deep-leapers prefer to hide in the shadows and rarely attack anything larger than themselves. They usually focus on the weakest targets they can find to hunt. They use their deadly acid spray only as a last resort not to waste the delicious meat of their prey. Greenspawn Deep-Sneak Greenspawn deep-sneaks are Tiamat’s scouts and spies in the Underdark. They usually travel the dark tunnels of the Underdark alone or in small groups led by raid leaders. These creatures are experts in sneaking and moving silently. Deep-sneaks resemble lizardfolk with draconic features. Eyes and Ears of Tiamat. Strike teams of deep-sneaks that usually consist of three deep-sneaks and a single raid leader constantly prowl the tunnels and caverns near their outposts. These creatures always gather information on the power struggles in the Underdark and target weaker settlements for raids. 42
Haraevor A haraevor is a type of dragonspawn created by the unholy mixture of dragons and earth titans. These massive creatures resemble a giant reptile with four identical heads. Their ability to travel through solid stone and earth makes them apex predators and very dangerous monsters in the depths of the Underdark. Terror of the Depths. Haraevors can glide through solid stone, rock, and earth with ease as if they were non-corporeal. They hide in the tunnels of the Underdark, under the cover of stone, and suddenly emerge from the solid earth to ambush their targets. These cunning hunters are also smart in combat and retreat into the depths of the earth when they feel their lives are under lethal threat. Purplespawn Nightmare Purplespawn nightmares are monstrous reptile humanoids that are created as a result of an abhorrent mixture of drow and purple dragons. Nightmares have slim and agile bodies covered with dark purple and black scales. They have the rare ability of shape-changing to confuse their enemies. Nightmarish Abominations. Purple dragons, also known as deep dragons, are a great asset for Tiamat’s forces in the Underdark as they naturally dwell in the Realm Below, but they lack the agility and sneakiness that is needed for infiltration and intelligence-gathering. Servants of Tiamat created the purplespawn nightmares by twisting the drow they have captured in the Underdark. They both carry the cunning and treacherous mind of the drow and the thievish ambitions of the deep dragons. Now these abominations, known as nightmares, roam the deep tunnels and caverns to steal precious and valuable objects and murder those who would oppose Tiamat. Purplespawn Faerzress-Drake A purplespawn faerzress-drake is a dragonspawn of Tiamat born to a purple dragon of the Underdark. Tiamat found a way to use Faerzress, the arcane energy found in the Underdark to influence the eggs of a purple dragon whose lair is in an area of high Faerzress radiation. This mysterious kind of dragonspawn has very potent arcane abilities that would even humble a drow archmage. Masters of Faer. The faerzress-drakes have very strong spellcasting abilities and they prefer magical combat to physical. Their innate faerzress energy also makes them very resistant to magic. A faerzress-drake usually attacks its foes with spells and its breath weapon. It would engage in melee combat only as a last resort. Their high level of intellect also makes them master manipulators and negotiators among the races of the Underdark. Redspawn Magmabelcher A redspawn magmabelcher is a red-scaled, draconic creature with a scorching fire burning inside. With their ferocious lava breath and high speed, these dragonspawn are very dangerous foes in the Underdark. Lava Monsters. Magmabelchers are highly skilled swimmers who prefer diving into blazing lava instead of water. These creatures usually dwell in extremely hot regions of the Underdark, particularly in volcanic areas. They are known to use lava flows caused by earthquakes and volcanic eruptions to travel into new tunnels and caverns and bring destruction upon unsuspecting dwellers. Redspawn Magmamancer Redspawn magmamancers are much more humanoid in appearance than other dragonspawn. They are covered in red and orange scales that look like dancing flames when they are mobile. Tiamat specifically created the magmamancers to be her combat spellcasters in the Underdark. These creatures use the inherent fire affinity of the red dragons to cast powerful and dangerous fire elemental spells. Pyromaniacs. Magmamancers enjoy destruction, chaos and carnage. They mostly prefer directly attacking their targets with explosive and scorching fire-based magic spells, even in very close range, with very little regard to their surroundings. A magmamancer’s innate fire affinity fuels it with renewed energy and morale each time it casts fire spells. These monstrous creatures believe that they are the most important instrument of Tiamat in subjugating the Underdark and worship their Undying Queen zealously. They are known to roam the tunnels of the Underdark in pursuit of Tiamat’s enemies, massacring and feeding on the poor creatures they come across. They prefer burning their freshly killed victims to a crisp, with blackened bones and all, before consuming them. Magmamancers build their settlements in hotter regions of the Underdark, usually near active volcanoes and sometimes they use magmabelchers as mounts. 43
44 Blackspawn Deep-Gloomweb Large monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 10 (+0) Skills Acrobatic +6, Athletics +5, Perception +4, Stealth +6 Damage Immunities acid Senses darkvision 60 ft., tremorsense 60 ft. passive Perception 14 Languages Draconic Challenge 7 (2,900 XP) Charge. If the dragonspawn moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Gloomy Web Camouflage. The dragonspawn has advantage on Dexterity (Stealth) checks made to hide in its webbing. Spider Climb. The dragonspawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The dragonspawn ignores movement restrictions caused by webbing. Actions Multiattack. The dragonspawn makes two melee attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 7 (1d8 + 3) acid damage. Acidic Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing and takes 21 (6d6) acid damage at the start of each of the dragonspawn's turns. As an action, the restrained creature can make a DC 14 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to acid, poison and psychic damage. Blackspawn Deep-Raider Medium monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) Saving Throws Wis +3 Skills Stealth +4, Survival +3 Damage Immunities acid Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 11 Languages Draconic, Undercommon Challenge 4 (1,100 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Amphibious. The dragonspawn can breathe air and water. Draconic Ancestry. Magic and magical effects can't put the dragonspawn to sleep. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes two melee attacks. Falchion. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Acid Breath (Recharge 5-6). The dragonspawn exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
45 Blackspawn Deep-Stalker Large monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 10 (+0) Skills Acrobatic +6, Athletics +6, Perception +5, Stealth +6, Survival +5 Damage Immunities acid Senses darkvision 60 ft., tremorsense 60 ft. passive Perception 15 Languages Draconic Challenge 8 (3,900 XP) Charge. If the dragonspawn moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 14 (2d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Spider Climb. The dragonspawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tiamat’s Acid Protection. All other deep dragonspawn of Tiamat within 5 feet of a blackspawn deep-stalker gain immunity to acid damage. Web Walker. The dragonspawn ignores movement restrictions caused by webbing. Actions Multiattack. The dragonspawn makes three melee attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 8 (1d10 + 3) acid damage. Spit Acid (Recharge 5-6). The dragonspawn spits acid in a line that is 40 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. Web (Recharge 4-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.
46 Bluespawn Deep-Ambusher Medium monstrosity, lawful evil Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0) Skills Stealth +3 Damage Immunities lightning Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Draconic Challenge 4 (1,100 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes one claw and one gore attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Electricity Burst (Recharge 5-6). The dragonspawn bursts lightning in a 10-foot radius. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. Bluespawn Deep-Burrower Large monstrosity, lawful evil Armor Class 14 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 18 (+4) 7 (-2) 13 (+1) 10 (+0) Saving Throws Con +7, Wis +4 Skills Perception +4, Stealth +5 Damage Immunities lightning Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Draconic Challenge 8 (3,900 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Lightning Shield. The dragonspawn's body generates an electrical charge that can shock nearby creatures. A creature that touches the dragonspawn or hits it with a melee attack while within 5 feet of it must make a DC 16 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tiamat’s Lightning Protection. All other deep dragonspawn of Tiamat within 5 feet of a bluespawn deep-burrower gain immunity to lightning damage. Actions Multiattack. The dragonspawn makes one claw attack and one tail attack. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends and the dragonspawn can't grapple another target. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) lightning damage. Lightning Sweep (3/Day). The dragonspawn bursts lightning in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.
47 Bluespawn Deep-Godslayer Large monstrosity, lawful evil Armor Class 18 (natural armor, shield) Hit Points 178 (16d10 + 85) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0) Saving Throws Con +9, Wis +5 Skills Acrobatics +5, Athletics +10 Damage Immunities lightning Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 11 Languages Draconic Challenge 9 (5,000 XP) Charge. If the dragonspawn moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Draconic Ancestry. Magic and magical effects can't put the dragonspawn to sleep. Dragon Slayer The dragonspawn deals an extra 11 (2d10) lightning damage when it hits a dragon with a melee attack. Magic Resistance. The dragonspawn has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes three attacks: one with its bite and two with its bastard sword. Bastard Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) lightning damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 4 (1d8) lightning damage.
48 Bluespawn Deep-Stoneglider Medium monstrosity, lawful evil Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., burrow 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 15 (+2) 6 (-2) 16 (+3) 10 (+0) Saving Throws Dex +6, Wis +6 Skills Perception +6, Stealth +6 Damage Immunities lightning Condition Immunities stunned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages Draconic Challenge 3 (700 XP) Earth Glide. The dragonspawn can burrow through nonmagical, unworked earth and stone. While doing so, the dragonspawn doesn't disturb the material it moves through. Innate Spellcasting (1/Day). The dragonspawn can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. Pack Tactics. The dragonspawn has advantage on an attack roll against a creature if at least one of the dragonspawn's allies is within 5 feet of the creature and the ally isn't incapacitated. Spider Climb. The dragonspawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Underdark Camouflage. The dragonspawn has advantage on Dexterity (Stealth) checks made to hide in the tunnels and caverns of the Underdark. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 5 (1d10) lightning damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the dragonspawn's next turn. Felljaw Large monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 82 (11d10 + 22) Speed 40ft., climb 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 10 (+0) Skills Perception +3, Stealth +3 Damage Resistances fire Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 3 (700 XP) Burning Fangs. Any creature grappled by the dragonspawn's bite attack takes an extra 4 (1d8) fire damage at the start of each of the dragonspawn's turns. Keen Hearing and Smell. The dragonspawn has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The dragonspawn has advantage on an attack roll against a creature if at least one of the dragonspawn's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the dragonspawn can bite only the grappled creature and has advantage on attack rolls to do so.
49 Greenspawn Deep-Leaper Medium monstrosity, neutral evil Armor Class 13 Hit Points 27 (5d8 + 5) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1) Saving Throws Dex +5 Skills Acrobatics +7, Athletics +5, Stealth +5 Damage Immunities acid Senses darkvision 60 ft., passive Perception 12 Languages - Challenge 1 (200 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Amphibious. The dragonspawn can breathe air and water. Spider Climb. The dragonspawn can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Reactions Poison Burst (1/Day). The dragonspawn exhales poisonous gas in a 5-foot radius. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Greenspawn Deep-Sneak Small humanoid (dragonspawn), lawful evil Armor Class 14 (studded leather armor) Hit Points 24 (4d6 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 13 (+1) Skills Deception +3, Stealth +4 Damage Immunities acid Senses darkvision 60 ft., passive Perception 11 Languages Draconic Challenge 1 (200 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Amphibious. The dragonspawn can breathe air and water. Sneak Attack (1/Turn). The dragonspawn deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dragonspawn that isn't incapacitated and the dragonspawn doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes two melee attacks. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) poison damage.
50 Greenspawn Deep-Sneak Underdark Raid Leader Small humanoid (dragonspawn), lawful evil Armor Class 16 (studded leather armor) Hit Points 45 (7d6 + 21) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 13 (+1) 14 (+2) 15 (+2) Saving Throws Dex +6, Con +5, Wis +4 Skills Acrobatics +6, Deception +4, Perception +4, Stealth +6, Survival +4 Damage Immunities acid Senses darkvision 60 ft., passive Perception 14 Languages Draconic, Undercommon Challenge 4 (1,100 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Amphibious. The dragonspawn can breathe air and water. Keen Hearing and Smell. The dragonspawn has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sneak Attack (1/Turn). The dragonspawn deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dragonspawn that isn't incapacitated and the dragonspawn doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes two melee attacks. Poisoned Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. Acid Flask (Recharge 6). The dragonspawn throws a flask of explosive acid at a point up to 10 feet away. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 18 (4d8) acid damage. Reactions Redirect Attack. When a creature the raid leader can see targets it with an attack, the raid leader chooses a deep-sneak within 5 feet of it. They swap places, and the chosen deep-sneak becomes the target instead.