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Published by ticcitoby600, 2023-10-01 20:40:51

Valas Hune Underdark Bestiary

Kuo-toa Leviathan Kuo-toa leviathans are massive creatures that are created by the insane Blibdoolpoolp, the paranoid patron deity of KuoToa. Blibdoolpoolp chooses “lucky” Kuo-Toa monitors and whips who are particularly skilled to transform into kuo-toa leviathans and be instruments of her dark will in the cold, deep waters of the Underdark. Massive Abominations. A kuo-toa leviathan is a massively bloated, fishlike humanoid with a scaly and slippery body. It is approximately 20 feet tall and weighs 10 tons. It has disproportionately short webbed appendages compared to its size but its huge maw filled with multiple rows of razor-sharp teeth is big enough to swallow a rothé whole. These monsters seldom leave the water and keep feeding on any kind of creatures they come across, including any unsuspecting kuo-toa. Venerated Unholy Aberrations. For the kuo-toa, becoming a leviathan is a great honor in the eyes of their unstable deity Blibdoolpoolp. Many kuo-toa dreams of becoming a leviathan and achieve such a great unholy favor. Leviathans are venerated by the local kuo-toa tribe but only the highestranking members of the clan ever meet with a leviathan, and even they rarely return to tell the tale. Regional Effects The underground body of water containing a kuo-toa leviathan is warped by the creature's bizarre presence, creating the following effects: Kuo-Toa clans living nearby start worshipping the leviathan and offer intruders in the area to it as sacrifices. Chuuls, Sea Spawns and Water Weirds are attracted to the body of water and coalesce near the leviathan. 101 Kuo-toa Leviathan Huge humanoid (kuo-toa), lawful evil Armor Class 17 (natural armor) Hit Points 212 (17d12 + 102) Speed 20 ft., swim 50 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 23 (+6) 13 (+1) 17 (+3) 11 (+0) Saving Throws Con +10, Dex +8, Wis +7 Skills Insight +7, Perception +7, Stealth +8 Damage Resistances lightning Condition Immunities paralyzed, poisoned, prone Senses darkvision 60 ft., passive Perception 17 Languages Aquan, Undercommon Challenge 12 (8,400 XP) Amphibious. The kuo-toa can breathe air and water. Evasion. If the kuo-toa is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kuo-toa instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Keen Sight. The kuo-toa has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (3/Day). If the kuo-toa fails a saving throw, it can choose to succeed instead. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kuo-toa makes two attacks, only one of which can be with its stunning claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 43 (7d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the kuotoa can't bite another target. Swallow. The kuo-toa makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kuo-toa, and it takes 24 (7d6) acid damage at the start of each of the kuo-toa's turns. If the kuo-toa takes 30 damage or more on a single turn from a creature inside it, the kuo-toa must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kuo-toa. If the kuo-toa dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. A kuo-toa leviathan’s interior can hold 1 Large or 2 Medium or smaller creatures. Stunning Claw (5/Day). Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the kuo-toa's next turn.


Lavellan A lavellan is a large rodent-like creature that lives in deep, dark lakes and deep rivers of the Underdark. Lavellans are very rare creatures and some even consider them to be myths. They are known to be very poisonous. Danger from the Depths. The breath of a lavellan is noxious and toxic. It is said that when these creatures are hungry, they lurk in shallow waters, usually around towns and settlements, and go ashore to slaughter livestock such as rothes without being seen. Farmers and herders of the Underdark know that they have to kill lavellans on sight and some believe that preserving the skin of the monster is essential since they believe that the water in which a lavellan skin has been dipped is the only antidote for the lavellan’s poison. 102 Lavellan Large monstrosity, unaligned Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft., burrow 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 6 (-2) 11 (+0) 5 (-3) Skills Perception +6, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages - Challenge 5 (1 ,800 XP) Ambusher. The lavellan has advantage on attack rolls against any creature it has surprised. Amphibious. The lavellan can breathe air and water. Keen Smell. The lavellan has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The lavellan makes two attacks: one with its bite and one with its claws . Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Poison Breath (Recharge 5-6). The lavellan exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.


Leshen Leshens are the embodied gloomy and cruel spirits of the Underdark floras. These are fiercely territorial and highly treacherous creatures that seem to despise any kind of civilization that threatens their native flora. Leshens usually dwell in caverns and tunnels overwhelmed with tree and plant roots coming out of the ceilings that are directly under large forests and also in deep mushroom forests of the Underdark. Dark Feys. Origins of leshens are unknown. Some think that a leshen was once a forest dryad, whose tree-home or native forest was destroyed, driving the creature to madness and corrupting its heart. These grief-stricken dryads exile themselves underground to live among the roots of their once beloved forests, forever sad with loss and cruel with a passion for revenge. Others claim they are natives of the Underdark, inhabiting and acting as sentries in mushroom forests. Leshens hate civilized races of the Underdark who abuse the floras for resources and they actively try to protect their areas by luring interlopers away from main paths to get them lost or by sabotaging the supplies of traveling parties. Unless there is a great danger, other fey and sylvan creatures rarely work together with leshens, considering their ways too corrupt and too extreme. Some myconid tribes have good relations with local leshens. Grove Magic. Leshens can speak with mushrooms, plant roots, and natural animals. They can teleport from one giant mushroom to another or use the intertwined roots of plants to travel through them. Leshens can use their innate magical abilities to influence and confuse intruders and manipulate the natural forces to disrupt their targets. 103 Leshen Medium fey, chaotic evil Armor Class 12 (16 with barkskin) Hit Points 60 (8d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 15 (+3) 16 (+3) 19 (+4) Skills Deception +6, Perception +5, Stealth +6 Damage Immunities poison Condition Immunities charmed, poisoned Senses darkvision 120 ft., passive Perception 15 Languages Drow, Elvish, Sylvan, Undercommon Challenge 4 (1,100 XP) Innate Spellcasting. The leshen's innate spellcasting ability is Charisma (spell save DC 14). The leshen can innately cast the following spells, requiring no material components: At will: beast sense, druidcraft 3/day each: charm person, entangle, goodberry, pass without trace, shillelagh 1/day each: barkskin, plant growth, spike growth Magic Resistance. The leshen has advantage on saving throws against spells and other magical effects. Root Travel. Once on her turn, the leshen can use 10 feet of her movement to step into one large root or mushroom within reach and emerge from another one within 60 feet, appearing in an unoccupied space within 5 feet of the plant. Speak with Beasts and Plants. The leshen can communicate with beasts and plants. Underdark Spores. The leshen's body has poisonous spores. Any creature that starts its turn within 5 feet of the leshen must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. On a successful saving throw, the creature is immune to the leshen’s spore poison for 24 hours. Actions Vine Club. Melee Weapon Attack: +5 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage with shillelagh and the target must succeed on a DC 14 Dexterity saving throw or become restrained by twisting vines 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. Thorn Whip. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 25 feet toward the leshen.


Lith A lith is a misshapen creature of stone with psionic abilities. These monsters blend into the rocky tunnels of the Underdark to ambush their prey and are sometimes used as caravan guards or treasure guardians by other races. Awakened Stone. It is unknown how or why these creatures of stone were awakened into life. Many believe that liths are the result of a mindflayer experiment gone wrong, giving these stone creatures consciousness and psionic abilities while some arcanologists think that the Underdark’s magical radiation Faerzress is responsible for these unnatural monsters. Psionic Monsters. A lith looks like a misshapen and horned gargoyle. Although they are not very intelligent creatures, they have an innate ability to use psionic abilities given to them during their awakening. A lith is also equally capable of defeating its targets with brute force. They have long twisted arms with sharp claws. Liths require no food, water, or air and they can wait indefinitely, just as a lifeless statue while hunting their unsuspecting prey. Since these monsters do not require food to survive, they use their psionic abilities to entomb and bury their targets in stone, dead, or sometimes alive. 104 Lith Medium monstrosity, chaotic evil Armor Class 17 (natural armor) Hit Points 123 (13d8 + 65) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 20 (+5) 6 (-2) 11 (+0) 15 (+2) Saving Throws Con +8 Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned Senses darkvision 60ft., tremorsense 60ft., passive Perception 13 Languages Terran, Undercommon Challenge 5 (1,800 XP) Earth Glide. The lith can burrow through nonmagical, unworked earth and stone. While doing so, the lith doesn't disturb the material it moves through . False Appearance. While the lith remains motionless, it is indistinguishable from an ordinary stone statue. Innate Spellcasting (Psionics). The lith's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: 2/day each: passwall 1/day each: flesh to stone, wall of stone Magic Resistance. The lith has advantage on saving throws against spells and other magical effects. Actions Multiattack. The lith makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) slashing damage. Summon Stone Boulder (1/Day). The lith conjures a 5 ft. diameter stone boulder appearing in an unoccupied space within 60 feet of itself. It moves under the lith's control at a speed of 30 ft., and directing its movements requires a move action. The boulder is an object with AC 17, 18 HP (with 12 Damage Threshold) and is immune to piercing, and slashing damage from nonmagical weapons and vulnerable to bludgeoning damage. If the boulder moves into another creature’s square, the creature must succeed on a DC 16 Dexterity (DC 18 if Small or smaller) saving throw or the boulder deals bludgeoning damage as follows: 10 (2d6+3) to a Medium or smaller creature, 6 (1d6+3) to a Large or larger creature. The boulder must stop moving after it rolls over one occupied square, finishing its move in an adjacent square. If the boulder rolls at least 20 feet straight toward a target and then hits it on the same turn, the target takes double the damage it normally would and the target must succeed on a DC 13 Strength (DC 15 if Small or smaller) saving throw or be knocked prone.


Lycanthropes in the Underdark The curse of lycanthropy is as feared in the Underdark as it is in the surface world. Although still rare, lycanthropes can be more commonly encountered in the Realm Below since many of these poor cursed souls leave civilization behind and venture into the Underdark in self-imposed exile. Some evil and criminal lycanthropes also prefer the untamed nature of the Underdark as it allows them to hide easier from the authorities. Faerzress and Lycanthropy. The full moon doesn’t affect the behaviors of the lycanthropes in the Underdark since they have no contact with moonlight in the Realm Below, but a far stranger phenomenon seems to have an impact on these cursed creatures and that is the magical faerzress radiation. Sages claim that regions with high faerzress radiation correlate with reports of lycanthrope terror and bloodshed. This arcane mystery seems to have an impact on lycanthropes in the Underdark, making them more aggressive and primal. Lycanthropes among the Drow. Most societies in the Underdark shun the lycanthropes. Lycanthropy is seen as a sacrilege in most of the drow settlements as the ability of shapechanging is considered blasphemy unless it is granted by Lolth. Especially shapechanging into a creature that the drow consider as inferior is an insult to the perfect form granted to them by Lolth. Lycanthropes are seen as baseborn cursed ones in the majority of Lolth worshipping drow societies. Werebat Exiles Werebats in the Underdark are usually of goblin stock and even they are shunned by their societies due to their need to feed on blood. But there are some svirfneblin who were unlucky enough to be afflicted with this rare form of lycanthropy. Thanks to their inherent resistance to magic, the svirfneblin have more willpower to resist the blood cravings of lycanthropy and they are usually able to keep themselves more or less civil compared to other werebats. Most of the time svirfneblin werebats are exiled from their hometown and hopelessly wander the Underdark looking for food and shelter. Thanks to their ability to transform into giant bats and expert tracking and survival skills, some svirfneblin and even duergar settlements give shelter and routine animal blood supplies to werebat exiles in exchange for their services as scouts and rangers. Werecrab Werecrabs are primal predators who enjoy killing and devouring their enemies. They inhabit the underground lakes and water sources of the Underdark, building their small settlements and outposts in damp caves near water. These lycanthropes embrace their curse and are considered monsters by almost all civilized societies of the Underdark. These creatures raid nearby towns and caravan routes to find supplies and some can be even hired as mercenaries and thugs. Werecrabs are usually killed on sight in most drow and duergar cities. Weremole Weremoles are extremely rare lycanthropes who dwell deep in the Underdark. They are shy, solitary, and very strong creatures. Weremoles rarely try to infect others and keep away from any kind of civilized settlements and regions. With time, these creatures almost exclusively start living in their giant mole forms and some very old weremoles even lose their ability to turn into humanoids again. It is unknown if this is a voluntary act as weremoles seem to believe that they are not cursed but blessed by the primordial elemental lord Grumbar to wander the depths of the earth to achieve divine enlightening. Werescorpion Werescorpions are skilled hunters and warriors with a fierce nature. They usually form packs of two or three and scavenge the tunnels of the Underdark. Werescorpions are selective in passing their curse, as they only consider strong individuals as worthy candidates to become werescorpions. In their hybrid form, the werescorpions have the head, torso, and arms of a man and the body of a scorpion. In combat, they use their strong claws to pin down their opponents and then sting them with their poisonous tails. 105


Wereserpent Wereserpents are cunning reptilian lycanthropes with arrogant and self-indulgent personalities. These lycanthropes usually work together with each other and infiltrate societies that are unaware of their true nature. Some wereserpents are also known to ally with other reptilian races such as the yuanti. A group of wereserpents work in secrecy and transmit their curse only to creatures who would be useful if they are included in their group. There are rumors in the Underdark of a small city full of wereserpents who always hide their nature and only walk as wereserpents openly when the city is closed off and there are no outsiders left inside. Werespider Werespiders are extremely rare Underdark lycanthropes with mysterious and unclear origins. Most drow do not even know about their existence and those who do have conflicting views. There are a few academic works on the nature of these creatures. Some drow scholars and high priestesses claim that werespiders were cursed by Lolth as a punishment for failing the Spider Queen. While some say that werespiders are favored and blessed by Lolth to carry out her will. Whatever is their origin, werespiders are solitary creatures. They build their web lairs in desolate caverns and tunnels of the Underdark. Rarely, a werespider can venture into a city in her humanoid form to obtain supplies or other necessities. These lycanthropes are carnivorous hunters and they are experts in preparing ambushes. In their humanoid form, they prefer using weapons laced with their own poison and in their giant spider form, they take advantage of their webbed terrain to isolate their foes. Player Characters as Lycanthropes See Lycanthropes in Monster Manual for details. Werebat. The character gains a Dexterity of 17 if their score isn't already higher. Attack and damage rolls for the natural weapons are based on the character's Strength or Dexterity score, whichever is higher. A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of exhaustion that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of exhaustion gained in this fashion. Werecrab. The character gains a Strength of 19 if his or her score isn't already higher, and a + 1 bonus to AC while in crab or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Weremole. The character gains a Strength of 17 if his or her score isn't already higher, and a + 1 bonus to AC while in mole or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. The character slowly starts understanding the Terran language. Werescorpion. The character gains a Strength of 16 if his or her score isn't already higher, and a + 1 bonus to AC while in scorpion or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereserpent. The character gains a Dexterity of 18 if his or her score isn't already higher, and a + 1 bonus to AC while in serpent or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Dexterity. Snakes never harm the character. Werespider. The character gains a Dexterity of 19 if his or her score isn't already higher, and a + 1 bonus to AC while in spider or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Dexterity. The character can communicate with spiders. 106


107 Werebat Exile Small humanoid (gnome, shapechanger), neutral good Armor Class 13 Hit Points 44 (8d6 + 16) Speed 20 ft. (climb 20 ft. fly 60 ft. in bat or hybrid form) STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 9 (-1) Skills Investigation +3, Nature +3, Perception +3, Stealth +5, Survival +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses darkvision 120 ft., passive Perception 13 Languages Gnomish, Terran, Undercommon (can't speak in bat form) Challenge 4 (1,100 XP) Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, 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. Innate Spellcasting (Humanoid or Hybrid Form Only). The werebat's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self Gnome Ancestry. The werebat has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing. Stone Camouflage (Humanoid Form Only). The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it's not deafened. Actions Multiattack (Humanoid or Hybrid Form Only). The werebat makes two attacks, only one of which can be a bite. Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat regains hit points equal to that amount. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy. War Pick (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned 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.


108 Werecrab Medium humanoid (human, shapechanger) neutral evil Armor Class 13 in humanoid form, 14 (natural armor) in crab and hybrid form Hit Points 142 (19d8 + 57) Speed 30 ft. (40 ft., swim 30 ft. in crab or hybrid form) STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 8 (-1) Skills Perception +3, Stealth +6 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 13 Languages Common or Undercommon (can't speak in crab form) Challenge 6 (2,300 XP) Shapechanger. The werecrab can use its action to polymorph into a Large crab-humanoid hybrid or into a Large crab, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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. Amphibious (Crab or Hybrid Form Only). The werecrab can breathe air and water. Shell Camouflage (Crab Form Only). While the werecrab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check. Actions Multiattack. The werecrab makes two attacks, only one of which can be a bite. Bite (Crab or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werecrab lycanthropy. Claw (Crab or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target. Halberd (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) slashing damage.


109 Weremole Medium humanoid (dwarf, shapechanger), neutral Armor Class 10 in humanoid form, 11 (natural armor) in mole or hybrid form Hit Points 97 (13d8 + 39) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 11 (+0) 15 (+2) 8 (-1) Skills Nature +2, Perception +5, Stealth +2, Survival +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered Senses blindsight 30 ft., tremorsense 60 ft. (in mole or hybrid form), darkvision 120 ft., passive Perception 15 Languages Dwarf, Undercommon (can't speak in mole form), Terran (only in mole form) Challenge 4 (1,100 XP) Shapechanger. The weremole can use its action to polymorph into a Large mole-humanoid hybrid or into a Large mole, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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. Dwarven Ancestry. The weremole has advantage on saving throws against poison. Hold Breath (Mole or Hybrid Form Only). The weremole can hold its breath for 1 hour. Keen Hearing and Smell. The weremole has advantage on Wisdom (Perception) checks that rely on hearing or smell. Tunneler (Mole Form Only). The weremole can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 5-foot-high tunnel in its wake. Actions Multiattack (Humanoid or Hybrid Form Only). The weremole makes two attacks, only one of which can be with its claws. Claws (Mole or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weremole lycanthropy. Unarmed Strike (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage Reactions Parry (Humanoid or Hybrid Form Only). The weremole adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the weremole must see the attacker.


110 Werescorpion Medium humanoid (drow, shapechanger), neutral evil Armor Class 11 in humanoid form, 13 (natural armor) in scorpion or hybrid form Hit Points 105 (14d8 + 42) Speed 30 ft. (40 ft. in scorpion form) STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 12 (+1) Skills Perception +3, Stealth +3, Survival +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses blindsight 60 ft. (in scorpion or hybrid form), darkvision 120 ft., passive Perception 13 Languages Drow, Common or Undercommon (can't speak in scorpion form) Challenge 4 (1 ,100 XP) Shapechanger. The werescorpion can use its action to polymorph into a scorpion-humanoid hybrid or into a scorpion, or back into its true form, which is humanoid. Its statistics, other than its AC, 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. Drow Ancestry. The werescorpion has advantage on saving throws against being charmed, and magic can't put the werescorpion to sleep. Innate Spellcasting (Humanoid or Hybrid Form Only). The werescorpion's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire Sunlight Sensitivity. While in sunlight, the werescorpion has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The werescorpion makes two attacks, only one of which can be with its sting. Claw (Scorpion or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The werescorpion has two claws, each of which can grapple only one target. Sting (Scorpion or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw, or be cursed with werescorpion lycanthropy. Spear (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.


111 Wereserpent Medium humanoid (human, shapechanger), neutral evil Armor Class 14 in humanoid form, 15 (natural armor) in serpent and hybrid form Hit Points 135 (18d8 + 54) Speed 30 ft., (40ft. in serpent form) STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 17 (+3) 12 (+1) 10 (+0) 14 (+2) Skills Deception +8, Perception +3, Stealth +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses darkvision 120 ft. (in serpent or hybrid form), passive Perception 13 Languages Common or Undercommon (can't speak in serpent form) Challenge 5 (1,800 XP) Shapechanger. The wereserpent can use its action to polymorph into a serpent-humanoid hybrid or into a serpent, or back into its true form, which is humanoid. Its statistics, other than its AC, 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 wereserpent makes two attacks, only one of which can be a bite. Bite (Serpent or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw, or be cursed with wereserpent lycanthropy. Constrict (Serpent or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the wereserpent can't constrict another target. Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Reactions Parry (Humanoid or Hybrid Form Only). The wereserpent adds 3 to its AC against one melee attack that would hit it. To do so, the wereserpent must see the attacker and be wielding a melee weapon.


112 Werespider Medium humanoid (drow, shapechanger), chaotic evil Armor Class 14 in humanoid form, 15 (natural armor) in spider or hybrid form Hit Points 150 (20d8 + 60) Speed 30 ft. (40 ft. in spider form) STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 17 (+3) 14 (+2) 14 (+2) 16 (+3) Skills Deception +6, Nature +5, Perception +5, Stealth +7, Survival +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Senses blindsight 10 ft. (in spider or hybrid form), darkvision 120 ft., passive Perception 13 Languages Drow, Undercommon (can't speak in spider form) Challenge 6 (2,300 XP) Shapechanger. The werespider can use its action to polymorph into a spider-humanoid hybrid or into a spider, or back into its true form, which is humanoid. Its statistics, other than its AC, 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. Drow Ancestry. The werespider has advantage on saving throws against being charmed, and magic can't put the werespider to sleep. Innate Spellcasting (Humanoid or Hybrid Form Only). The werespider's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire Spider Climb (Spider or Hybrid Form Only). The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the werespider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense (Spider or Hybrid Form Only). While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web. Web Walker (Spider or Hybrid Form Only). The werespider ignores movement restrictions caused by webbing. Actions Multiattack. The werespider makes two attacks, only one of which can be a bite. Bite (Spider or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw, or be cursed with werespider lycanthropy. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) poison damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. Web (Spider Form Only, Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Maur Maurs are the descendants of a storm giant clan banished for their long-forgotten crimes and forced to live in the oppressively cramped tunnels of the Underdark. During their exile in the Realm Below, these pale-skinned, hulking titans have devolved from their storm giant ancestors into twisted and malformed creatures. Hunched Giants. Ages of forced subterranean exile life have turned the maurs into a hunchbacked and deformed race of giants, desperately trying to survive in a world hostile to them. Maurs have white-light blue skin due to lack of sunlight and they almost always stand hunched over to fit in the rocky tunnels of the Underdark. They are also called “hunched giants” by other races due to their stooped and deformed posture. Titans of the Underdark. Maurs have adapted to the subterranean conditions and developed their own ways to defend themselves or attack their targets in the constricted underground caverns, tunnels, and passages. Instead of hurling rocks like their surface cousins, these hunched giants use their oversized weapons and their magic to defeat their foes. Maurs craft their own armor using the resources they could find in the Underdark. This armor, called stonemail, is made of interlocking, thinly carved heavy stone plates. Maurs are unable to use their full physical might and some innate magical abilities when hunched over so when necessary a maur can unfold its hunched form in an extremely painful stretch to increase its reach and squash its enemies. Maurs mostly want to be left alone to their own devices and they spend most of their time trying to survive against the dangers of the Underdark such as Mind Flayer incursions. 113 Maur Large giant, neutral Armor Class 17 (stonemail armor) Hit Points 171 (18d10 + 72) Speed 30 ft., burrow 5 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 18 (+4) 16 (+3) 15 (+2) 18 (+4) Saving Throws Con +8 Skills Athletics +10, Perception +6, Stealth +5 Damage Resistances lightning, thunder Senses darkvision 60ft., passive Perception 16 Languages Common, Giant, Undercommon Challenge 9 (5,000 XP) Innate Spellcasting. The maur's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: 2/day each: meld into stone, move earth, spider climb Unfurled Innate Spellcasting. The maur can innately cast the following spells when unfurled, requiring no material components (spell save DC 16): 1/day each: call lightning, chain lightning Sunlight Sensitivity. While in sunlight, the maur has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The maur makes two huge warhammer attacks. Huge Warhammer. Melee Weapon Attack: +10 to hit, reach 10 ft ., one target. Hit: 19 (2d12 + 6) bludgeoning damage or 26 (3d12 + 7) bludgeoning damage while unfurled. Tunnel Scream (1/Day). The maur lets out a horrible scream within any enclosure made of stone such as a stone building or natural earth such as the tunnels of the Underdark to stun its targets. Its scream fills a 60-foot cone with a thunderous boom. Any creature within this area must succeed on a DC 16 Constitution saving throw or take 36 (5d12 +4) thunder damage and be stunned for 1 round and be deafened for 1 minute. On a successful save, the target takes half the thunder damage and isn't stunned or deafened. Unfurled Might (1/Day). For 1 minute, the maur unfurls from its hunched position and increases in size. While unfurled, the maur is Huge, increasing its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. While unfurled, the maur can cast additional spells. If the maur lacks the room to become Huge, it can't unfurl.


Mineral Warrior A mineral warrior is a creature of living stone. Mineral warriors can resemble a variety of humanoids from drow to duergar and from devils to demons. These creatures are not born naturally, as they undergo a magical transformation to become mineral warriors. Once a creature transforms into a mineral warrior it looks like the petrified version of itself, covered with jagged stonelike barbs. Although most of these creatures accept this transformation willingly in order to achieve greater strength and power, there are some who have been forced into becoming a mineral warrior by the evil races of the Underdark. The arcane nature of this transformation and its source are rooted in evil. Stony Killers. Mineral warriors carry the elemental earth in their bodies and are known to possess great martial abilities and skills. Their skin is as hard as a rock and covered with sharp mineral points. Constructs, undead creatures, or elementals can’t become mineral warriors. Most mineral warriors are employed by a powerful military authority as brute soldiers to wage war in the Underdark. Some of these creatures, particularly those who have this transformation forced upon them, are known to slowly lose their sanity and old personality, degrading into murderous monsters wandering the Underdark in search of chaos, death, and destruction. 114 Mineral Warrior Medium humanoid (earth), neutral evil Armor Class 16 (natural armor) Hit Points 119 (14d8 + 56) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 19 (+4) 10 (+0) 10 (+0) 8 (-1) Saving Throws Str +6, Con +7 Skills Athletics +6, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 13 Languages Undercommon Challenge 5 (1,800 XP) Barbed Skin. At the start of each of its turns, the mineral warrior deals 6 (1d12) piercing damage to any creature grappling it. Brute. A melee weapon deals one extra die of its damage when the mineral warrior hits with it (included in the attack). Magic Resistance. The mineral warrior has advantage on saving throws against spells and other magical effects. Magic Weapons. The mineral warrior's weapon attacks are magical. Stone Camouflage. The mineral warrior has advantage on Dexterity (Stealth) checks made to hide in the rocky tunnels of the Underdark. Sunlight Sensitivity. While in sunlight, the mineral warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The mineral warrior makes two melee weapon attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Earth Strike (1/Day). The mineral warrior makes an exceptionally savage unarmed attack against one of his targets within 10 feet. The target must make a DC 14 Strength saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one.


Myrlochar Myrlochars are gaunt arachnid shaped demonic servants of Lolth. These monsters are also known as “soul spiders” by the drow and they are usually summoned by the drow priestesses during the rituals of worship to the Spider Queen to track down her enemies across the Underdark. Fiendish Servants of Lolth. Myrlochars are similar to giant hunting spiders in appearance and are often used by priestesses of Lolth to hunt down heretic renegades who have fled a drow city and vanished into the depths of the Underdark. A Myrlochar rank below the yochlol handmaidens of Lolth in their unholy hierarchy and therefore they are easier to summon for the Lolthite clerics and are more frequently encountered on the Material Plane. Once a Myrlochar completes its task, it was set free to roam the tunnels of the Underdark, killing and feeding as it pleases as long as it does not attack any followers of the Spider Queen. Sometimes, when a yochlol is summoned by a priestess who is recently disgraced and fallen out of favor, instead of helping the priestess regain favor, the yochlol uses this opportunity to send an uncontrolled and destructive myrlochar through the abyssal gate opened by the priestess to wreak havoc in the Underdark and shuts the gate behind the creature. Soul Spiders. Myrlochars have a ghostly appearance with their bodies glowing in a faint sickly green and their many eyes shining in crimson red. They speak in a hissing, ghostly voice. These murderous creatures move in complete silence, smoothly levitating in the Underdark’s caverns and tunnels without making any sound to prey upon their unsuspecting targets. In combat, they use their hard chitinous forelegs and serrated fangs. 115 Myrlochar Medium fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 82 (15d8 + 15) Speed 20 ft., climb 40 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 12 (+1) Saving Throws Wis +7 Skills Acrobatics +5, Athletics +4, Perception +7, Stealth +5, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 17 Languages Abyssal, Undercommon Challenge 5 (1,800 XP) Innate Spellcasting. The myrlochar's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: levitate (self only) 2/day each: hold person 1/day: reverse gravity Magic Resistance. The myrlochar has advantage on saving throws against spells and other magical effects. Magic Weapons. The myrlochar's weapon attacks are magical. Soul Silence. The myrlochar moves in complete silence. It cannot be heard if it does not wish to be. Spider Climb. The myrlochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The myrlochar ignores movement restrictions caused by webbing. Actions Multiattack. The myrlochar makes one bite and one claw attack. When it is available, it can use its Life Draining Bite in place of its bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage. Life Draining Bite. (Recharge 4-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 15 (3d8 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or take 18 (4d8) necrotic damage, and the myrlochar regains hit points equal to the necrotic damage dealt to the target.


Necrurge A necrurge is an undead minion of Kiaransalee, restlessly wandering the tunnels of the Underdark searching for arcane secrets to uncover in the name of the Vengeful Banshee. Minions of the Revenancer. These undead servants were once highly skilled drow wizards and sorcerers in the service of Kiaransalee and even death wasn’t enough to end their servitude. Although rare, when Kiaransalee sees the need for it, she raises a dead spellcaster follower of hers to carry out a special mission. Due to the abhorrent nature of this unholy process and the natural decay of the necrurge’s body, these undead minions resemble walking rotten corpses covered in maggots. A necrurge’s mortal personality and all goals and dreams it had in life no longer exist as they only concern themselves with carrying out the will of Kiaransalee. Necrurges retain their intelligence and spellcasting capabilities. They usually don themselves with cloaks and masks to hide their true nature yet they are unable to speak due to their rotten bodies and their nauseating stench hints at their undead nature. Kiaransalee raises a necrurge when an arcane secret, an artifact, a magical weapon, or a long-lost spellbook of great importance or something similar in nature is found in the Underdark as the Lady of the Dead wants to get her hands on the object before her rivals could. Once a necrurge completes its quest, Kiaransalee destroys it and allows the soul to return to the afterlife. Undead Nature. A necrurge doesn't require air, food, drink, or sleep. 116 Necrurge Medium undead, neutral evil Armor Class 12 (15 with mage armor) Hit Points 31 (7d8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 6 (-2) Saving Throws Int +6, Wis +4 Skills Arcana +9, History +6, Religion +6, Stealth +5 Damage Resistances piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 60 ft., passive Perception 11 Languages - Challenge 7 (2,900 XP) Grim Harvest (1/Turn). When necrurge kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necrurge regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. Magic Resistance. The necrurge has advantage on saving throws against spells and other magical effects. Spellcasting. The necrurge is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): chill touch, dancing lights, mage hand 1st level (4 slots): detect magic, false life, mage armor, ray of sickness 2nd level (3 slots): blindness/deafness, ray of enfeeblement 3rd level (3 slots): animate dead, counterspell, vampiric touch 4th level (3 slots): blight, greater invisibility 5th level (1 slot): cloudkill, cone of cold Stench. Any creature that starts its turn within 5 feet of the necrurge must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Stench for 24 hours. Undead Fortitude. If damage reduces the necrurge to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the necrurge drops to 1 hit point instead. Actions Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.


Olothnorn Olothnorns, also called Olothnorn liches, were drow who chose duty to their noble house even beyond death. These undead sentries tirelessly defend their House and its holdings for centuries. The method of becoming an olothnorn is an unholy high drow magic ritual. Unlike liches, the olothnorns don't require phylacteries as they are sustained by divine energies. Duty Beyond Death & Intrigue. Most of the Olothnorn liches were either Matron Mothers or powerful Priestesses in life. Once an ambitious daughter stages a coup against her Matron Mother and takes the reins of the noble house, there are rare instances of Matron Mothers offering their skills beyond death to continue serving their house. Some olothnorns are voluntarily created this way, while there are also examples of very powerful priestesses forcing an unlife of servitude upon their sisters or even in some extremely rare cases upon their brothers. Even if a Matron Mother or a defeated ambitious noble daughter offers to become an olothnorn, it is usually rejected due to fears of having a powerful undead lich around who is waiting to take revenge. Creating an olothnorn lich was usually only welcomed in rare instances where the house required a lorekeeper or a defender with such an extreme nature. Mysteries of Undeath. Sustained by magic and granted an immense lifespan, an olothnorn lich's body and mind slowly degrade and they start to degenerate into skeleton-like creatures with an unstable mind. With time, an olothnorn slowly starts to forget its identity and old personality. The only thing that remains in its mind is to serve and protect its noble house. Nobody exactly knows what happens to an olothnorn whose noble house is destroyed. Some claim that it will also be destroyed as the Dark Seldarine will cut off the unholy energies that sustain it, while others think that the olothnorn will continue its unlife plotting revenge against those who destroyed its house. Unholy Sustenance. As an olothnorn is created and sustained by divine magic, it is imperative for a deity to support its creation. Lolth allows its followers to create olothnorns as she believes that having some undead among her flock will give her an upper hand against Kiaransalee. Kiaransalee also encourages the creation of these liches among her followers and she likes getting in touch with old olothnorn liches who are Lolth followers to tempt them to convert by offering body restoration, sanity, and even more power. Undead Nature. An olothnorn doesn't require air, food, drink, or sleep. An Olothnorn's Lair As the existence of an olothnorn lich in a noble house is usually a well kept secret, an olothnorn often haunts the hidden vaults and crypts of the house. Sometimes they can also be placed in archives or libraries to guard certain tomes and scrolls. With time, an olothnorn starts to have servants and followers such as lesser undead creatures, constructs, and lesser bound demons to do its biddings. An olothnorn encountered in its lair has a challenge rating of 19 (22,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the olothnorn can take a lair action to cause one of the following magical effects; the olothnorn can't use the same effect two rounds in a row: The olothnorn manipulates the arcane energies in its lair to summon a Faerzress Wraith. The summoned creature appears in an unoccupied space within 60 feet of its summoner, and acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. The olothnorn targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the olothnorn to the target. Whenever the olothnorn takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the olothnorn takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the olothnorn or the target is no longer in the olothnorn's lair. The olothnorn rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. 117


118 Olothnorn Medium undead, any evil alignment Armor Class 17 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 17 (+3) 18 (+4) 16 (+3) Saving Throws Con +9, Int +9, Wis +10 Skills Arcana +9, History +9, Insight +10, Perception +10, Religion +9 Damage Resistances necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 20 Languages Drow, Undercommon plus up to four other languages Challenge 18 (20,000 XP) or 19 (22,000 XP) when encountered in lair Legendary Resistance (3/Day). If the olothnorn fails a saving throw, it can choose to succeed instead. Magic Resistance. The olothnorn has advantage on saving throws against spells and other magical effects. Projection. The olothnorn projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the olothnorn is incapacitated or has a speed of 0. Spellcasting. The olothnorn is a 14th-level spellcaster. Its spellcasting ability is Wisom (spell save DC 18, +10 to hit with spell attacks). The lich has the following spells prepared: Cantrips (at will): guidance, poison spray, resistance, sacred flame, thaumaturgy 1st level (4 slots): bane, command, guiding bolt, ray of sickness 2nd level (3 slots): hold person, silence, web 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians 4th level (3 slots): banishment, death ward, divination, freedom of movement 5th level (2 slots): contagion, geas, insect plague 6th level (1 slot): disintegrate, harm 7th level (1 slot): finger of death Sunlight Sensitivity. While in sunlight, the olothnorn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turn Resistance. The olothnorn has advantage on saving throws against any effect that turns undead. Actions Grasp of Enfeeblement. Melee Spell Attack: + 10 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 17 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. Voice of Solemnity (1/Day). The olothnorn starts whispering solemnly at the creatures it can see within 30 feet of it. Creatures that can hear it must make a DC 17 Wisdom saving throw. On a failed save, the targets succumb to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake them awake. While asleep this way, the targets truthfully answer any question the olothnorn asks. Legendary Actions The olothnorn 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 olothnorn regains spent legendary actions at the start of its turn. Cantrip. The olothnorn casts a cantrip. Grasp of Enfeeblement (Costs 2 Actions). The olothnorn uses its Grasp of Enfeeblement. Teleport (Costs 2 Actions). The olothnorn magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Channel Negative Energy (Costs 2 Actions). The olothnorn magically unleashes negative energy. Creatures within 60 feet of the olothnorn, including ones behind barriers and around corners, can't regain hit points until the end of the olothnorn's next turn.


Phaerlock Phaerlocks are solitary lizard-like medium-sized humanoids that are tormented with constant pain. Their hardscaledbodies resemble a cross between humans and lizardfolk. A phaerlock has four eyes around its head that enables it to see all directions. Due to theirharrowing existence, phaerlocks are hateful and abhorrent creatures. Agonizing Origins. These creatures are thoughtto have been bred by phaerimms from manipulating lizardfolk with powerfularcane spells and as a result of the breeding methods forced upon theirancestors, even drawing breath is a painful experience for phaerlocks. Theyhave a short lifespan and spend their agonizing days stalking the tunnels andcaverns of the Underdark, looking for prey. Some phaerlocks manage to developinnate mental abilities to block the physical pain they experience and also usethese skills to attack their targets. Here Comes the Pain. Thanks to the abhorrent arcane energy influences in their origins, phaerlocks can share the constantpain they feel with others, may they be willing or not. A phaerlock can fix itsfour eyes on a target and try to paralyze it by sending immense waves of pain. 119 Phaerlock Medium humanoid (phaerlock), neutral evil Armor Class 15 Hit Points 32 (5d8 + 10) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 9 (-1) 14 (+2) 7 (-2) Skills Perception +6, Stealth +4 Senses darkvision 120 ft., passive Perception 16 Languages Draconic, Undercommon Challenge 2 (450 XP) Hold Breath. The phaerlock can hold its breath for 15 minutes. Actions 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: 12 (2d8 + 3) slashing damage. Share Pain. The phaerlock fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw or become paralyzed with pain for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the phaerlock's gaze for the next 24 hours. Phaerlock Psion Medium humanoid (phaerlock), neutral evil Armor Class 15 Hit Points 45 (6d8 + 18) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 7 (-2) Skills Insight +5, Perception +7, Stealth +4 Damage Resistances psychic Senses darkvision 120 ft., passive Perception 17 Languages Draconic Undercommon telepathy 120ft Challenge 3 (700 XP) Hold Breath. The phaerlock can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Share Pain. The phaerlock fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw or become paralyzed with pain for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the phaerlock's gaze for the next 24 hours. Mind Blast (Recharge 5–6). The phaerlock emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 16 (3d10) psychic 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.


Portal Drake A portal drake is a light gray colored, small-sized, evil, and sinister draconic creature that is drawn to portals. These perverted creatures use portals to find their prey and employ hit-and-run tactics on their unsuspecting targets. They desire to acquire and hoard magical items above all else. Strike from the Portal. In the Underdark, portal drakes choose isolated old caverns with portals to build their lairs. In the dark tunnels and caverns of the Realm Below, wherever there is an active or inactive portal, one can be sure that a portal drake is lurking nearby. A portal drake can gaze through portals with its innate magical sight and see what is happening on the other side of these portal connections. Once it identifies an easy target such as a small group or a defenseless creature, the portal drake enters the magical passage and makes a lightning strike on its target on the other side. Portal drakes are particularly drawn to magical weapons and items, and a portal drake wouldn’t be able to resist attacking a target carrying such an object. 120 Portal Drake Small dragon, neutral evil Armor Class 17 (natural armor) Hit Points 60 (11d8 + 11) Speed 40 ft., burrow 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 13 (+1) 15 (+2) 12 (+1) 14 (+2) Saving Throws Dex +5, Con +3, Wis +3 Condition Immunities paralyzed Skills Arcana +6, Deception +4, Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Draconic, Undercommon Challenge 4 (1,100 XP) Arcane Resistance. The drake has advantage on saving throws against spells and other magical effects, and magic can't put the drake to sleep. Innate Spellcasting. The drake's innate spellcasting ability is Charisma (spell save DC 12). The drake can innately cast the following spells, requiring no material components: At will: detect magic 1/day: blur, mirror image Portal Jump (1/Day). The portal drake can enter any portal, including one that has been created by the gate spell, and emerge from any other portal that it has traveled through before. Portal Sight. The portal drake can gaze through any portal, including ones that has been created by the gate spell, and see out of any other portal that it has traveled through before. The portal drake can't cast spells through the portals. Actions Multiattack. The drake makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Poison Breath (Recharge 5-6). The drake exhales poisonous gas in a 40-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Psurlon Psurlons are psionic, worm-like aberrations. They appear similar to earthworms and are believed to be related to them. A psurlon has an elongated tubular body with long worm-like appendages for arms and legs. These abhorrent creatures live deep in the Underdark and they are masters in psionic abilities. They usually wear a utilitarian belt with straps for carrying items and their circular maw is filled with razorsharp, flesh-tearing teeth, but the real menace a psurlon presents is in its psionic power to affect minds. Cruel and Deceitful Solitaires. Psurlons generally live solitary lives and communicate via telepathy. They make a major effort to kill or drive away other creatures and humanoids from their dark and silent domains. Although, rarely, psurlons are known to create communities together. They work together to conquer new domains for themselves or other purposes that wouldn’t be possible to achieve alone. These communities are called Psurlon Clusters. Psurlon Clusters. Apart from average psurlons, a cluster usually contains more specialized types of these aberrations who act like leaders. These more dangerous leader psurlons are called the Elders. An elder psurlon is respected by the other members of the cluster and they have superior psionic abilities. Sometimes these communities breed larger psurlons for war. This larger specimen is called a giant psurlon. Similar to the rest of its species, giant psurlons also use mental abilities instead of physical strength to defeat their foes. 121 Psurlon Medium aberration, lawful evil Armor Class 10 Hit Points 49 (9d8 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 16 (+3) 10 (+0) 8 (-1) Saving Throws Int +5, Wis +4 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 10 Languages Undercommon, telepathy 120 ft. Challenge 2 (450 XP) Magic Resistance. The psurlon has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect thoughts 1/day each: command, hold person, sleep Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Psionic Screech (Recharge 5-6). The psurlon magically screeches psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take 14 (4d6) psychic 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.


122 Elder Psurlon Medium aberration, lawful evil Armor Class 11 Hit Points 77 (14d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 19 (+4) 13 (+1) 8 (-1) Saving Throws Int +7, Wis +7 Damage Resistance nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11 Languages Undercommon, telepathy 120 ft. Challenge 5 (1,800 XP) Magic Resistance. The psurlon has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts 2/day each: command, hold person, sleep 1/day each: dominate person, suggestion, stoneskin * *The psurlon casts these spells on itself before combat. Actions Multiattack. The psurlon makes two melee attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Psionic Screech (Recharge 5-6). The psurlon magically screeches psychic energy in a 40-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic 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. Giant Psurlon Large aberration, neutral evil Armor Class 11 Hit Points 130 (20d8 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 15 (+2) 14 (+2) 8 (-1) Saving Throws Dex +4, Con +5, Int +5, Wis +8 Damage Resistance nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Undercommon, telepathy 120 ft. Challenge 8 (3,900 XP) Magic Resistance. The psurlon has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect thoughts 2/day each: command, hold person, sleep, suggestion 1/day each: disintegrate, dominate person, geas, stoneskin * *The psurlon casts these spells on itself before combat. Actions Multiattack. The psurlon makes two melee attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Psionic Screech (Recharge 5-6). The psurlon magically screeches psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 27 (5d10) psychic 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.


Quth-maren A quth-maren is a hideous undead creature animated by the unholy clerics of Kiaransalee, the Vengeful Banshee. These abhorrent monsters are created from the remains of the enemies completely flayed by Kiaransalee’s followers. Abominable Undead. A quth-maren appears similar to how it did in life. They are mostly created from the remains of drow clerics who used to follow other deities that opposed Kiaransalee and her priestesses. A priestess of Lolth or a priest of Vhaeraun were prime targets for the followers of Lady of the Dead to be flayed and reanimated as quthmarens. These undead creatures have no skin or fat on them, just skeleton and muscle tissue with abrasive blood and other acidic body fluids constantly oozing out. Unlike other reanimated undead creatures, quth-marens are not mindless pawns. Revenancer’s Retribution. Since a quth-maren was an evil cleric in life, it still has power and command over other undead creatures. Unlike zombies or skeletons, a quth-maren doesn’t decompose or break down with time. These hideous creatures are full of hatred and pain. They fight fiercely and with a sinister intelligence. A quth-maren hates anything living, and most of all anything or anyone that would remind it, its previous life. Undead Nature. A quth-maren doesn't require air, food, drink, or sleep. 123 Quth-maren Medium undead, chaotic evil Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 12 (+1) 15 (+2) 16 (+3) Saving Throws Con +6, Wis +5 Skills Perception +5, Religion +8, Stealth +6 Damage Resistances fire, lightning Damage Immunities acid, necrotic, poison Condition Immunities charmed, exhaustion, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 15 Languages Drow, Undercommon Challenge 6 (2,300 XP) Death Burst. When the quth-maren dies, it explodes in a burst of caustic blood. Each creature within 10 feet of it must succeed ın a DC 14 Dexterity saving throw or take 9 (2d8) acid damage. Regeneration. The quth-maren regains 10 hit points at the start of its turn. If the quth-maren takes radiant damage, this trait doesn't function at the start of the revenant's next turn. Turning Defiance. The quth-maren and any allied undead within 30 feet of it have advantage on saving throws against effects that turn undead. Actions Multiattack. The quth-maren makes two slam attacks. It can use its Dreadful Glare in place of one slam attack. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 4 (1d8) acid damage. Dreadful Glare. The quth-maren targets one creature it can see within 30 feet of it. If the target can see the quth-maren, it must succeed on a DC 14 Wisdom saving throw against this magic or become frightened until the end of the quth-maren's next turn. If the target's saving throw is successful, the target is immune to the quth-maren's glare for the next 24 hours. Spit Blood (Recharge 4-6). The quth-maren spits a glob of its acidic blood in 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. A humanoid slain by this attack, rises as a ghoul under the Quth-maren's control and acts immediately after it in the initiative count. Revenancer’s Pawns (1/Day). The quth-maren chooses up to three corpses of Medium or Small humanoids within 10 feet of it. Each corpse becomes a ghoul under its control. Corpses animated in this way act same as if they were created by the create undead spell.


Skeletons in the Underdark Skeletons arise by the dark magic of necromancers, death priests, or other evil spell casters. In the Underdark, the magical faerzress radiation can also rise skeletons from their stony tombs. Skeletons that are animated by a spellcaster are slaves to the magician’s will, while those that are raised due to the unstable arcane energies mindlessly try to imitate what they did in life. Skeletons are powered by corrupting necrotic energy that compels them to slay any living creature they encounter. Undead Nature. Skeletons don't require air, food, drink, or sleep. Baneguard Historically, baneguards were developed by the Church of Bane to act as spellcasting skeletons in their armies. After the fall of Bane, remaining wizards in the church assembled vast legions of baneguards in a desperate hope to defend their temples and cathedrals against looters and enemies. With time other evil- and neutral-aligned faiths also learned how to create these undead followers and started to use these creations for their own gains. Although similar to regular skeletons in every aspect, baneguards have a limited intellectual capacity and are capable of having creative thoughts, as long as they do not contradict their master’s orders. Giant Riding Lizard Skeleton These skeletons are the animated remains of giant riding lizards. Drow necromancers who want to animate stronger or larger creatures than humanoids but are unable to find other targets often use dead giant riding lizards. Necroserp A necroserp is an undead abomination made up of the remains of multiple dead humanoids. These creatures are known to arise from mass graves in regions that are highly suffused with faerzress radiation. Resembling a skeleton snake, a necroserp is a combination of a skull and countless smaller bone fragments. These horrible creatures slither in nearby caverns and tunnels, looking for opportunities to attack and kill the living. Skeleton Tomb Guardian A skeleton tomb guardian is a specialized skeleton, specifically created to stand guard in a tomb. These skeletons are enhanced by their creators to have an extra pair of arms, which gives them an advantage in melee combat. Many societies with questionable morals, including the ones in the Underdark, use skeleton tomb guardians to protect the mausoleums and burial chambers of revered individuals. These tomb guardians are usually stationed in the treasure vaults that are included in crypts. 124


125 Baneguard Medium undead, lawful evil Armor Class 14 (armor scraps) Hit Points 37 (5d8 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2) Saving Throws Wis +3 Damage Vulnerabilities bludgeoning Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands all languages it spoke in life but can't speak Challenge 2 (450 XP) Actions Multiattack. The baneguard makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Magic Missile (2nd-Level Spell, Recharge 4-6). The baneguard creates four glowing darts of magical force. Each dart hits a creature of its choice that it can see within 120 feet. A dart deals 3 (1d4 + 1) force damage to its target. The darts all strike simultaneously, and the baneguard can direct them to hit one creature or several. Teleport (Recharge 4-6). The baneguard magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the baneguard can make one longsword attack. Giant Riding Lizard Skeleton Large undead, lawful evil Armor Class 13 (natural armor) Hit Points 22 (3d10 + 6) Speed 18ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 2 (-4) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 30 ft., passive Perception 9 Languages - Challenge 1/2 (100 XP) Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


126 Necroserp Small undead, lawful evil Armor Class 14 Hit Points 27 (5d6 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 14 (+2) 2 (-4) 10 (+0) 3 (-4) Skills Stealth +6 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 30 ft., passive Perception 10 Languages - Challenge 1 (200 XP) Creepy Presence. Any creature that starts its turn within 10 feet of the necroserp must make a DC 10 Wisdom saving throw or be frightened until the start of their next turn. If a creature's saving throw is successful, the creature is immune to the necroserp's Creepy Presence for the next 24 hours. Magic Resistance. The necroserp has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is Medium or smaller, the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the necroserp can't constrict another target. Tomb Guardian, Skeleton Medium undead, lawful evil Armor Class 15 (armor scraps) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 6 (-2) 10 (+0) 5 (-3) Damage Vulnerabilities bludgeoning Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it spoke in life but can't speak Challenge 5 (1,800 XP) Actions Multiattack. The skeleton makes four melee attacks. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Reactions Parry. The skeleton adds 3 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon.


Spellgaunt Spellgaunts are strange, elongated spiders that dwell in the Underdark. With the constant exposure to the magical faerzress radiation, these arachnids are evolved to feed upon the arcane energy stored within magical objects and even arcane spellcasters. They have golden-colored hard chitinous bodies covered with hair and large, razor-sharp jaws. Devourers of the Arcane. A spellgaunt stalks the tunnels of the Underdark, looking for arcane spellcasters to slay and devour. These bizarre spiders can sense items infused with magic and they ambush any creature that carries such an object. Once a spellgaunt gets a hold of a magic item, it starts devouring the arcane energy in it, completely draining the magic out of the object. They are also known to drain the spellcasting abilities of wizards and sorcerers. These creatures are monsters out of nightmares for all arcane casters of the Underdark but they act purely out of hunger for arcane energy and not out of malice. 127 Spellgaunt Large monstrosity, neutral Armor Class 17 (natural armor) Hit Points 157 (15d10 + 75) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 20 (+5) 10 (+0) 11 (+0) 16 (+3) Saving Throws Dex +7, Con +9 Skills Acrobatics +7, Athletics +8, Perception +4, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 14 Languages - Challenge 11 (7,200 XP) Magic Resistance. The spellgaunt has advantage on saving throws against spells and other magical effects. Magic Weapons. The spellgaunt's weapon attacks are magical. Sense Magic. The spellgaunt senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Spider Climb. The spellgaunt can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. The spellgaunt's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The spellgaunt makes two attacks: one with its bite and one with its Force Web. It can use Drain Stored Magic in place of Force Web. Disjunctive Bite. Melee Weapon Attack: +8 to hit , reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a spellcaster, it must make a DC 17 Constitution saving throw or the spellgaunt's bite drains its ability to cast spells or use its innate magical abilities similar to the effects of a personal antimagic field. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Drain Stored Magic. The spellgaunt attempts to bite a magic item that is carried or worn by its target. The targeted creature must succeed on a DC 15 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the spellgaunt's next turn. If the object is a charged item, it also loses 3 (1d6) charges. Force Web. Ranged Weapon Attack: +8 to hit, range 20 ft., one Medium or smaller creature. Hit: The creature is restrained by an invisible sticky force. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The force web is immune to damage and magical effects other than the disintegrate spell and it dissolves after 2 (1d4) hours or if the Spellgaunt is destroyed.


Stone Flyer Stone flyers are carnivore creatures that can glide through solid stone as easily as a flying beast glides through the air. These creatures usually live together and hunt together in great numbers and form great social packs. They appear as stony beasts with great wings as their black and gray colored skin resembles stone. Hunters of the Underdark. Stone flyers are fierce hunters and they usually hunt in large packs that work as a team. They usually target the weak and the vulnerable in large groups and once they capture their prey, they retreat into the tunnels of the Underdark, gliding through earth and stone to consume their prey far away in safety. Valuable Mounts. Many Underdark dwellers consider stone flyers as greatly prized mounts. These creatures can bear riders that can also glide through solid earth and stone with them along with any equipment and goods they carry. As much sought as they are, it is a very difficult process to train stone flyers for riding. Training of a stone flyer usually takes at least a couple of months and the character of each creature is imperative in the success of the process. A stone flyer must be relatively friendly and calm to be able to be trained. Even though the stone flyer can easily extend its innate earth-gliding ability to its rider, it is still a difficult task to mount and control these creatures with a majority of the riders requiring masterfully crafted exotic saddles. Stone flyers can attack their targets while carrying riders but unless the rider is an extraordinary skilled individual it is very difficult for any rider to both control a stone flyer and also engage in any other activity, including combat. Professional stone flyer trainers can only be found in major cities of the Underdark and usually have very high prices. A stone flyer can carry around 600 pounds easily, and up to around 1300 pounds maximum. 128 Stone Flyer Large monstrosity, neutral Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft, fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 6 (-2) 11 (+0) 8 (-1) Skills Perception + 4 Damage Resistances piercing, and slashing from nonmagical attacks that aren't adamantine Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Terran Challenge 2 (450 XP) Earth Glide. The stone flyer can burrow through nonmagical, unworked earth and stone. While doing so, the stone flyer doesn't disturb the material it moves through. The stone flyer can also extends its earth gliding ability to its rider and any equipment it carries. Magic Resistance. The stone flyer has advantage on saving throws against spells and other magical effects. Stone Camouflage. The stone flyer has advantage on Dexterity (Stealth) checks made to hide in the rocky tunnels of the Underdark. Actions Multiattack. The stone flyer makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Subterranean Lizards Shocker Lizard Shocker lizards are small reptilian creatures that can generate strong electrical shocks. This rare type of lizards has a large pair of horns on their heads that look like spiky ears and usually have blue-grey colors. Lightning Reptiles. Most shocker lizards are insect eaters, grabbing a variety of Underdark insects with long, sticky tongues or quick bites. They also like living and nesting in damp conditions and can be found near underground lakes or other water-filled caverns. Depending on their hunger and the difficulty of the hunt they can also hunt fish, reptiles, or even other small animals. Unless a shocker lizard is starving, it is rare for it to show unprovoked aggressive behavior. They usually avoid conflict with larger creatures and emit low charges of electricity to scare away intruders. Male shocker lizards have also been observed to emit similar low electricity charges when they are trying to attract a female's attention. In combat, a shocker lizard uses its electricity shocks against its targets. 129 Shocker Lizard Small beast, neutral Armor Class 13 Hit Points 22 (5d6 + 5) Speed 40 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 4 (-3) 11 (+0) 5 (-3) Damage Immunities lightning Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 1 (200 XP) Hold Breath. The lizard can hold its breath for 10 minutes. Lightning Sense. Shocker lizards can automatically detect any lightning discarges within 100 feet. Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Stunning Shock (Recharge 3-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) lightning damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the lizard's next turn.


Spitting Crawler Spitting crawlers are one of the most common subterranean lizards found in the Underdark. These slim reptiles can spit destructive acid against their targets. They are also very difficult to spot if they are in hiding as their frog-like toes enable them to climb on any kind of surface with ease and their colors blend in perfectly with their environment. Spitting crawlers avoid larger creatures and prefer scavenging. They have a pretty undiscriminating diet ranging from lichen, small rodents, and insects to slime and monstrous oozes. Strong-smelling cheese has been used to trap these lizards as they are very fond of it. An aggressive spitting crawler loudly hisses against its targets as a warning and they are known to be able to mimic very basic non-verbal humanoid noises such as coughing. Familiars. Spitting crawlers are very prized familiars for drow mages and other wizards dwelling in the Underdark. 130 Swarm of Shocker Lizards Medium swarm of Small beasts, neutral Armor Class 14 Hit Points 52 (8d8 + 16) Speed 40 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 4 (-3) 12 (+1) 7 (-2) Damage Immunities lightning Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed , petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 11 Challenge 3 (700 XP) Discharge. Each time a creature starts its turn with the swarm in its space, the creature must succeed on a DC 13 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one. Hold Breath. The swarm can hold its breath for 10 minutes. Lightning Sense. The swarm can automatically detect any lightning discarges within 100 feet. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Small lizard. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) lightning damage or 4 (1d4 + 2) piercing damage plus 2 (1d4) lightning damage if the swarm has half of its hit points or fewer. Lethal Shock. Ranged Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: The target must succeed on a DC 13 Dexterity saving throw, taking 22 (4d8 + 4) lightning damage on a failed save, or half as much damage on a successful one. The swarm can't use this attack if the swarm has half of its hit points or fewer. Stunning Shock (Recharge 3-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) lightning damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the lizard's next turn. Recharge of this attack changes to (Recharge 6) if the swarm has half of its hit points or fewer. Spitting Crawler Tiny beast, unaligned Armor Class 11 Hit Points 5 (2d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 11 (+0) 3 (-4) 9 (-1) 3 (-4) Senses darkvision 30 Ft., passive Perception 9 Languages - Challenge 1/8 (25 XP) Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Cavern Camouflage. The lizard has advantage on Dexterity (Stealth) checks made to hide in caverns and in the Underdark. Actions Acid Spit. Ranged Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d6 + 1) acid damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.


Tomb Spider Tomb spiders are arachnoid monsters that dwell deep in the tombs and dungeons located in the Underdark and they have the ability to raise undead mummies as their minions. These spiders are carnivorous hunters and the bite of a tomb spider is deadly poisonous. Survival and reproduction are the only two things that concern the tomb spiders. Broodswarm. Smaller and younger tomb spiders work and live together as broodswarms. These swarms are also dangerous on their own, but they are even more deadly when a mature tomb spider is directing them nearby or when they control a web mummy. Unholy Arachnids. Tomb spiders are suffused with negative energy, and after killing their targets, tomb spiders plant their eggs inside their victims’ corpses so that when the eggs hatch, hundreds of spiderlings start living inside the dead body. A host of tomb spider broodswarm living inside a corpse controls it as an undead creature while also feeding off of its internal organs. These undead walking corpses are known as web mummies. Tomb spiders usually make their lair deep in the catacombs of the Underdark and slowly build themselves an army of web mummies controlled by countless swarms of tiny spiders. Drow who worship Lolth, respect and admire tomb spiders. They encourage these arachnids to dwell in the catacombs and temples of their cities, while some noble houses are even known to breed them as pets. 131


132 Tomb Spider Large monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 18 (+4) 4 (-3) 12 (+1) 10 (+0) Saving Throws Dex +6, Wis +4 Skills Acrobatics +6, Perception +4, Stealth +6 Damage Immunities necrotic (healed instead) Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages - Challenge 5 (1,800 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tomb Poison. Creatures affected by tomb spider's poison can't regain hit points for the duration of the poison. If the poisoned creatures take necrotic damage, they regain hit points equal to the total necrotic damage dealt to them. Tomb Taint. Whenever the spider takes necrotic damage, it regains hit points equal to the total necrotic damage dealt to it. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 30 (6d8 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and paralyzed while poisoned in this way. Web (3/Day). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). Tomb Spider Broodswarm Medium swarm of Tiny monstrosities, neutral evil Armor Class 13 (natural armor) Hit Points 60 (8d8 + 24) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 17 (+3) 3 (-4) 10 (+1) 9 (-1) Saving Throws Wis +3 Skills Perception +3, Stealth +4 Damage Resistances bludgeoning, piercing, slashing Damage Immunities necrotic Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages - Challenge 2 (450 XP) Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 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 spider. The swarm can't regain hit points or gain temporary hit points. Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker. The swarm ignores movement restrictions caused by webbing. Actions Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 15 (6d4) piercing damage plus 3 (1d6) poison damage, or 7 (3d4) piercing damage plus 2 (1d4) poison damage if the swarm has half of its hit points or fewer.


133 Web Mummy Medium undead, neutral evil Armor Class 12 (natural armor) Hit Points 67 (9d8 + 27) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 12 (+1) Saving Throws Con +5 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60ft., tremorsense 60 ft., passive Perception 10 Languages - Challenge 3 (700 XP) Adhesive Webs. The mummy adheres to any weapon that touches it. When a creature hits the mummy with a melee weapon attack it must succeed on a DC 13 Dexterity saving throw, or the weapon becomes stuck to the mummy's sticky webs. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding. Broodswarm Host. When a web mummy is destroyed, a tomb spider broodswarm is released from its corpse and acts immediately after the creature that destroyed the mummy in the initiative count. Enraged Mummy. If a web mummy’s creator tomb spider is slain, at the start of its turn, the mummy can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Spider Climb. The mummy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The mummy ignores movement restrictions caused by webbing. Actions Multiattack. The mummy makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) necrotic damage.


Ubeetlion An ubeetlion, sometimes also known as a psychic beetle, is a giant fire beetle implanted with an illithid tadpole. These abominations are used by illithids as scouts and sentries around hive mind colonies. Encountering an ubeetlion is a nightmare for many who traverse in the Underdark since their existence suggests that an illithid hive mind colony is nearby. Ubeetlions enjoy feeding on intelligent creatures and they drain the brain tissue of their victims by attaching their tentacle-like appendages. Servants of the Hive Mind. Ubeetlions appear similar to ordinary giant fire beetles in terms of size but they have long tentacle-like appendages and their outer shell glimmer with prismatic colors. When a beetle is implanted with an illithid tadpole, the process transforms the beetle into a loyal servant of the mind flayers, linked to the elder brain of an illithid colony and also grants the beetle certain psychic powers and abilities. An ubeetlion can blast its targets with psychic force and can project hallucinatory visions through manipulating its prismatic illumination. 134 Ubeetlion Small aberration, neutral evil Armor Class 15 (natural armor) Hit Points 66 (12d6 + 24) Speed 10 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 5 (-3) 12 (+1) 5 (-3) Saving Throws Wis +3 Skills Perception +3 Damage Resistances psychic Condition Immunities prone Senses blindsight 60 ft., passive Perception 13 Languages - Challenge 4 (1,100 XP) Illumination. The ubeetlion sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Magic Resistance. The ubeetlion has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ubeetlion makes one bite attack and one tentacle attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC 12 Constitution saving throw or be paralyzed until this grapple ends. Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated humanoid grappled by the ubeetlion. Hit: The target takes 22 (5d8) piercing damage. If this damage reduces the target to 0 hit points, the ubeetlion kills the target by extracting and devouring its brain. Hypnotic Blast (Recharge 5–6). The ubeetlion magically projects a twisting pattern of prismatic colors from its back that weaves through the air inside a 30-foot cube within range. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 15 (4d6 + 1) psychic damage and be charmed 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.


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