51 Haraevor Large monstrosity, neutral evil Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 18 (+4) 4 (-3) 12 (+1) 14 (+2) Saving Throws. Con +7 Skills Perception +7, Stealth +6 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 17 Languages - Challenge 5 (1,800 XP) Ambusher. The dragonspawn has advantage on attack rolls against any creature it has surprised. Earth Glide. The dragonspawn can burrow through nonmagical, unworked earth and stone. While doing so, the dragonspawn doesn't disturb the material it moves through. Four Heads. The dragonspawn has four heads. While it has more than one head, the dragonspawn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the dragonspawn takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the dragonspawn dies. Leading Strike. The dragonspawn can add its Strength modifier to its initiative rolls. Reactive Heads. For each head the dragonspawn has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wakeful. While the dragonspawn sleeps, at least one of its heads is awake. Actions Multiattack. The dragonspawn makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 9 (1d8 + 5) piercing damage.
52 Purplespawn Nightmare Medium humanoid (dragonspawn), neutral evil Armor Class 19 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2) Skills Acrobatics +5, Deception +5, Perception +4, Stealth +5 Damage Resistances psychic Senses darkvision 120 ft., passive Perception 14 Languages Draconic, Drow, Undercommon Challenge 6 (2,300 XP) Fey Ancestry. The dragonspawn has advantage on saving throws against being charmed, and magic can't put the dragonspawn to sleep. Nightmarish Torment. If the dragonspawn surprises a creature while polymorphed into another humanoid, and hits it with an attack during the first round of combat, the target takes an extra 13 (3d8) psychic damage from the attack. Regeneration. The dragonspawn regains 10 hit points at the start of its turn if it has at least 1 hit point. If the dragonspawn takes radiant damage, this trait doesn't function at the start of the dragonspawn's next turn. Shapechanger. The dragonspawn can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. Spider Climb. The dragonspawn can climb difficult surfaces, including upside down on ceilings, without need ing to make an ability check. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes three longsword attacks. It can replace one of those attacks with a tail attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be stuned until the end of the dragonspawn's next turn.
53 Purplespawn Faerzress-Drake Medium monstrosity, chaotic evil Armor Class 18 (natural armor) Hit Points 136 (16d8 + 64) Speed 40 ft., burrow 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 18 (+4) 20 (+5) 15 (+2) 16 (+3) Saving Throws Con +9, Int +10, Wis +7, Cha +8 Skills Arcana +15, History +10, Perception +7 Damage Resistances cold, fire Condition Immunities charmed Senses darkvision 120 ft., truesight 120 ft., passive Perception 17 Languages Common, Draconic, Undercommon and any three more languages Challenge 13 (10,000 XP) Innate Spellcasting. The dragonspawn's spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The dragonspawn can innately cast the following spells, requiring only verbal components: At will: fire bolt, light, mage hand, prestidigitation, shocking grasp 4/day each: charm person, detect magic, detect thoughts, identify, mirror image 3/day each: counterspell, fireball, scrying 2/day each: cone of cold, passwall 1/day each: antimagic field, teleport Magic Resistance. The dragonspawn has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragonspawn makes two attacks with its bite. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage plus 4 (1d8) poison damage. Redspawn Magmabelcher Large monstrosity, chaotic evil Armor Class 17 (natural armor) Hit Points 85 (9d10 + 36) Speed 40 ft., swim (in lava) 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 4 (-3) 10 (+0) 10 (+0) Damage Vulnerabilities cold Damage Immunities fire Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 4 (1,100 XP) Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tiamat’s Fire Protection. All other deep dragonspawn of Tiamat within 5 feet of a redspawn magmabelcher gain immunity to fire damage. Actions Belch Lava. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 14 (4d6) fire damage. Any creature adjacent to the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
54 Redspawn Magmamancer Medium humanoid (dragonspawn), neutral evil Armor Class 12 (15 with mage armor) Hit Points 55 (10d8 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Saving Throws Wis +4, Cha +6 Skills Arcana +5 Damage Vulnerabilities cold Damage Immunities fire Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 11 Languages Draconic, Undercommon Challenge 5 (1,800 XP) Draconic Ancestry. Magic and magical effects can't put the dragonspawn to sleep. Heated Weapons. When the dragonspawn hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Innate Spellcasting. The dragonspawn's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The dragonspawn can innately cast the following spells, requiring only verbal components: At will: acid splash, detect magic, fire bolt, message 3/day each: burning hands, flaming sphere, heat metal, mage armor, scorching ray 2/day each: fireball Nourishing Fire. The dragonspawn regains 6 (1d12) hit points each time it casts a fire spell. If the dragonspawn takes cold damage, this trait doesn't function next time it casts a fire spell. Sunlight Sensitivity. While in sunlight, the dragonspawn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 3 (1d6) fire damage.
Deepcurfolk Deepcurfolk are a strange, shunned, and mysterious race of hybrid humanoids known for their patchwork appearance and mixed lineage. Nobody knows their true origin but theories suggest that the ancestors of the deepcurfolk were captured and subjected to horrific magical transformations by unknown dark powers. Mongrels. Deepcurfolk vary wildly in appearance. They resemble certain humanoid Underdark races mixed with various creatures and beasts. For example, one deepcur might have the basic body shape of a svirfneblin with an arm that ends in a chuul’s pincer, while another might have the skin and hair of a drow, legs of a reptile, and webbed hands similar to a Kuo-Toa. These creatures try to hide their unnatural appearance when they encounter other races of the Underdark. Deepcurfolk societies have a very high rate of infant death and their numbers are steadily dwindling. Outsiders. Deepcurfolk are peaceful people who constantly struggle for survival in the hostile world of the Underdark. These pitiful and misshapen creatures are shunned by the rest of the civilized races of the Underdark and they are often enslaved by cruel masters. Deepcurfolk live as small clans and they mostly dwell in isolated caverns with poor natural resources as they are always in hiding. They use simple tools and live a semi-nomadic lifestyle, ever ready to move and flee. Most of the deepcurfolk worship a lesser goblinoid deity known as Meriadar. Meriadar is a deity of patience, longsuffering, tolerance, and passive force. Deepcurfolk believe that their suffering and pain will elevate them to a higher existence in their next life. 55 Deepcurfolk Medium humanoid (deepcur), any alignment Armor Class 13 (hide armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 7 (-2) Skills Deception +2, Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages Undercommon Challenge 1/2 (100 XP) Cur Feature. The deepcur has one of the following features, determined randomly by rolling a d6 or chosen by the DM: 1: Amphibious. The deepcur can breathe air and water. It has webbed hands and a swimming speed of 30 ft. 2: Echolocation. The deepcur has the ears of a giant bat and a blindsight of 60 ft. It can't use its blindsight while deafened. 3: Spider Climb. Thanks to its spider legs the deepcur can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 4: Tunneler. Using its large claws, the deepcur can burrow through solid rock at 20 ft. burrowing speed, leaving a 5 foot-wide, 5-foot-high tunnel in its wake. 5: Slippery Skin. The deepcur has advantage on ability checks and saving throws made to escape a grapple. 6: Four Armed. The deepcur can make an extra melee weapon attack in each of its turns. Nimble Escape. The deepcur can take the Disengage or Hide action as a bonus action on each of its turns. Sunlight Sensitivity. While in sunlight, the deepcur has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The deepcur makes two attacks: one with its claws and one with its club. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Deepmarytrs This entity is an incorporeal creature composed of the minds and souls of dozens of victims who died together suddenly in terror under the dark ceilings of the caverns and tunnels of the Underdark. Faerzress-infused Undeath. Certain locations in the Underdark have stronger faerzress emanations than others. When a shocking act of brutality befall on a group of innocents in one of those locations with high magical radiation, the collective terror felt by the victims, infused with the remnant faerzress radiation, causes their terrified minds and souls to mingle in an unholy weave of agony and pain. Incorporeal Form. The creature appears as a cloud of dark mist, with dozens of silently shrieking humanoid faces fading and mixing in the murky fog. Terrible Incorporation. The creature seeks to draw others into its collection of suffering minds and nightmarish existence. Any living creature slain by the creature is under the threat of being mentally absorbed into the hellish consciousness of the Deepmartyrs. The process of incorporating a mind into the creature's collective being is such a horrendous act that all humanoids feel the urge to run away when encountered with the Deepmarytrs and even animals flee from their unnatural auras. Undead Nature. The creature doesn't require air, food, drink, or sleep. 56 Deepmarytrs Medium undead, neutral evil Armor Class 14 Hit Points 37 (5d8 + 15) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 16 (+3) 4 (+-3) 12 (+1) 14 (+2) Saving Throws Con +6, Wis +4 Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages - Challenge 5 (1,800 XP) Fear Aura. Any creature that starts its turn within 20 feet of the deepmarytrs must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the deepmarytrs's Fear Aura for the next 24 hours. Life Sense. The deepmarytrs can sense the location of any creature within 60 feet of it , unless that creature's type is construct or undead. Misty Form. The deepmarytrs can occupy another creature's space and vice versa. In addition, if air can pass through a space, the deepmarytrs can pass through it without squeezing. The deepmarytrs can't manipulate objects in any way that requires fingers or manual dexterity. Rejuvenation. If the deepmarytrs is destroyed, it regains all its hit points in 1d4 hour unless holy water is sprinkled on its remains or dispel magic or remove curse spell is cast on them. Souls trapped in the deepmarytrs can only be released this way. Sunlight Sensitivity. While in sunlight, the deepmarytrs has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Soul Drain. The deepmarytrs touches one creature in its space. The target must succeed on a DC 14 Constitution saving throw (undead and constructs automatically succeed), or it takes 14 (3d6 + 4) necrotic damage and the deepmarytrs regains hit points equal to the damage. The target dies if this effect reduces its hit point maximum to 0 and target's soul is trapped within the collective being of the deepmarytrs.
Deepspawn Deepspawn are aberrations that are native to the Underdark, that look like large, rubbery spheres with six arms projecting from their bodies. These creatures are infamous monstrosities that give birth to many other varieties of monsters. Ingenious Foes. A deepspawn is 14-foot-diameter in size and its six arms reaches lengths of up to 20 feet each, enabling the monster to be flexible and creative in its fighting style. Three of its arms are dexterous tentacles that can wield various weapons, use small objects, or constrict opponents. Other three are sinuous attachements ending in jaws of many sharp teeth. A deepspawn has dozens of retractable and flexible long eyestalks in its body but extends only three or four at a time to protect them from the harm's way. Spawn Tyrants. Through some unknown procedure, a deepspawn can grow and give birth to any creature that it has ever devoured native to the Material Plane. These creatures are known as the spawns of the deepspawn and they grow inside the deepspawn’s body for 1d4 days before emerging fully, completely ready for all kinds of action. These spawns are fully loyal to the deepspawn that bore them, and cannot be made to attack their deepspawn mothers by any means, therefore many deepspawn keep its spawns in its lair as guardians, servants and soldiers. Treacherous Lairs. Deepspawns make their lairs in dungeons, or ruins, and the caverns and tunnels of the Underdark. They prefer to leave defending the lair to their loyal spawns, and generally prepare many clever and deadly traps against intruders. Spawn Template A spawn is any Large or smaller creature brought back to life after being devoured by the deepspawn. A creature that was never flesh and blood (such as constructs, ooze, or plants), and is not a native of the Material Plane (such as fiends, elementals, or undead) can't be turned into a spawn. Each spawn shares similarities with the original but retains only dim memories of its former life. The following characteristics change or are added to a creature that becomes a spawn. Gained Characteristics. The spawn is immune to poison damage and being poisoned. Retained Characteristics. The spawn retains its Armor Class, Ability Scores, equipment, senses, speed, traits, vulnerabilities, resistances, and immunities. Lost Characteristics. The spawn loses its original saving throw and skill bonuses, and spellcasting abilities except for innate spellcasting. Type. The spawn's type is monstrosity, and it loses any tags. Alignment. Same as the Deepspawn that spawned it. Hit Dice. The spawn has one less hit die than its original form. When a duergar has 4d8 Hit Dice, a duergar spawn has 3d8. If the creature originally has only 1 hit die, then it stays the same. Language. The spawn only retains the knowledge of its mother tongue. Spellcasting. The spawn can only cast spells if it is an innate spellcasting ability. Sample Spawn 57 Orc Spawn Medium monstrosity, chaotic evil Armor Class 13 Hit Points 10 (1d8 + 6) Speed 30ft. STR DEX CON INT WIS CHA 16 (+2) 12 (+0) 16 (+0) 7 (-2) 11 (+3) 10 (+1) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10 Languages Orc Challenge 1/4 (50 XP) Aggressive. As a bonus action, the orc spawn can move up to its speed toward a hostile creature that it can see. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1 d12 + 3) s lashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Deepspawn Spawn d% Spawn Number 01–15 Goblin Spawn 1d10 16–20 Annihilator Spawn 1d4-1 21-30 Minotaur Spawn 1d4-1 41–50 Manticore Spawn 1d4-1 51–60 Troll Spawn 1d4-2 61–70 Ettercap Spawn 1d4 71–80 Drow Spawn 1d10+1 81–90 Duergar Spawn 1d6-1 91–100 Umberhulk Spawn 1 A Deepspawn's Lair A deepspawn lives in the Underdark's dark depths and subterranean caverns. In their lairs, the deepspawn slumber buried in a pile of shifting valuable coins and other treasure while its fanatically loyal spawns stand guard. To determine what kind of spawn accompanies the deepspawn in its lair, roll d% and consult the Deepspawn Spawn table. Feel free to mix them up and adjust their numbers according to your party. Lair Actions On initiative count 20 (losing initiative ties), the deepspawn takes a lair action to cause one of the following effects: Pile of treasure in the deepspawn's lair starts shifting and becomes slippery. A 50-foot square area of ground within 120 feet of the deepspawn is considered as lightly obscured and difficult terrain to creatures other than the deepspawn and its spawns, until initiative count 20 on the next round. A claw shaped pile of coin erupts from a point on the ground the deepspawn can see within 120 feet of it, until initiative count 20 on the round after next, and tries to hold a creature of deepspawn's choice. The target creature must make a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The deepspawn half buries itself in the treasure hoard until initiative count 20 on the next round. While buried in treasure, the deepspawn has advantage on attack rolls, ability checks, and saving throws, and the creatures attacking it has disadvantage on attack rolls against the deepspawn. The deepspawn can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds. Regional Effects Transformed by the deepspawn's dark presence, the creature's domain might include any of the following magical effects: Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't. When the deepspawn sleeps, it dreams of hoarding more treasure and this warps the reality. Every 24 hours, creatures within 1 mile of its lair must make a DC 15 Intelligence saving throw or lose 1d6 x 10 gold pieces. Missing gold pieces teleports into the deepspawn's treasure hoard. Deepspawn's spawns scout and raid the land within 6 miles of the lair. Encounters with lonely spawn scouts or spawn raiding parties are more or less common. If the deepspawn dies, its spawns can continue living, but the other effects fade immediately. 58 Deepspawn Large aberration, chaotic evil Armor Class 15 (natural armor, shield) Hit Points 85 (10d10 + 30) Speed 20 ft., fly 20ft. (hover), swim 20 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 16 (+3) 16 (+3) 6 (-2) Saving Throws Str +7, Dex +5, Wis +6 Skills Insight +6, Perception +6, Stealth +5 Damage Immunities poison Condition Immunities poisoned, prone Senses darkvision 120 ft ., passive Perception 16 Languages Deep Speech, Undercommon Challenge 7 (2,900 XP) Amphibious. The deepspawn can breathe air and water. Magic Resistance. The deepspawn has advantage on saving throws against spells and other magical effects. Regeneration. The deepspawn regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The deepspawn makes three melee attacks, but can constrict only once. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the deepspawn can't constrict another target. Greataxe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Destrachan Destrachans are evil and sadistic aberrations that dwell in the Underdark. These creatures shamble forward on thick, taloned legs in their reptilian form. Their heads are mostly featureless with large ears and an open, toothless tubular mouth. They typically use their mouths to attack with powerful thunder blasts emitted from their throats. Aberrant Nature. These bizarre creatures appear as simple, nonintelligent beasts, but are incredibly evil and crafty sadistic aberrations. They have a pair of complex ear structures that can be tuned to be more or less sensitive to any type of sound. Destrachans are blind monsters that stalk the tunnels and dungeons of the Underdark, relying on their other senses to detect and catch their prey. They are attracted to other aberrations, such as chuuls or gibbering mouthers but no living creature would ever willingly ally itself with these monsters. Thunders in the Dark. The stealthy destrachan can sense its prey from afar and prefer to attack at range using its deadly thunder blasts in ambush. They use their claws only as a last resort or to finish off their victims weakened by its thunder blasts. A destrachan can tune its destructive vocals to affect different types of targets and first focuses on destroying metal armor and weapons and then targets its victim's flesh. These crafty creatures can also learn to imitate other sounds, such as ambient underground and dungeon noises or guttural sounds made by other creatures. The destrachan mimics these kinds of different noises to cover its footsteps or trick its prey. 59 Destrachan Large aberration, neutral evil Armor Class 15 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 10 (+0) Saving Throws Wis +7 Skills Perception +10, Stealth +4 Damage Resistances thunder Condition Immunities blinded Senses blindsight 90 ft., passive Perception 20 Languages understands Undercommon but can't speak Challenge 7 (2,900 XP) Echolocation. The destrachan can't use its blindsight while deafened. Keen Hearing. The destrachan has advantage on Wisdom (Perception) checks that rely on hearing. Mimicry. The destrachan can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Visual Immunity. The destrachan is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Actions Multiattack. The destrachan makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) slashing damage. Destructive Harmonics (Recharge 5-6). The destrachan can emit thunder blasts in a cone up to 60-feet long and can also use this attack to affect any creatures or objects within a 30-foot radius of itself. It can tune the harmonics of this destructive power to affect different types of targets of its choice. 1.Flesh Tearing Blast: All creatures in the target area must make a DC 14 Constitution saving throw, taking 22 (5d8) thunder damage on a failed save, or half as much damage on a successful one. 2.Nerve Wracking Shriek: All creatures in the target area must succeed on a DC 14 Constitution saving throw or be stunned until the end of the destrachan's next turn. 3.Material Shattering Cry: The destrachan can choose a material between wood, stone, metal, or glass and all objects made of that material within the area shatters at its cry. If the object isn't being worn or carried, the cry shatters and destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 14 Dexterity saving throw to avoid direct contact with the destrachan's cry. If the affected objects are armor or a shield being worn or carried, they take a permanent and cumulative -1 penalty to the AC they offer. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If it is a held weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Magical armor and weapons are immune to this cry.
Dragon, Deep Deep dragons also known as purple dragons are amethystpurple colored dragons of ancient lineage and fearsome power. These dragons are very little known in the Realm Above. They are the apex predators of the Underdark, stalking their prey with cunning intelligence and patience. Hunters of the Underdark. Driven by their lust for treasure just like their other chromatic dragon brethren, deep dragons are accomplished hunters who love to track their hapless targets in the lightless caverns and tunnels of the Underdark. A deep dragon finds the thrill of combat and battle irresistible. They enjoy pouncing on their prey and use their spellcasting abilities to bury their targets under fallen rocks and debris. Even though a deep dragon spends almost its entire life in the Underdark, they are great and skilled explorers who sometimes even venture to the surface world (mostly to retrieve their stolen treasures or steal something themselves). These dragons of the Underdark are omnivores that can eat almost anything they encounter but they are known to prefer seafood such as clams and fish along with kuo-toa, anguiliians, and aboleths. Shapechangers. Deep dragons are shapechangers and can take different forms as they age. They use their more agile, serpentine forms to travel through the narrow tunnels of the Underdark. Underdark Relations. Deep dragons are most often encountered near the cities and settlements of the drow. Cloakers and mind flayers are hated enemies and rivals of the deep dragons and they often work together with the drow against these races. Deep dragons are also known to be employed by the drow as guardians or mercenaries in exchange for treasures or a steady supply of food. A Deep Dragon’s Lair Deep dragons mostly dwell in the upper and middle Underdark, near drow cities or neutral trade posts. A deep dragon’s lair is a hidden cavern or grotto that is usually only accessible by navigating dangerous and narrow paths leading to it. These lairs are generally placed either near labyrinthine and cramped tunnels or fast and perilous underground water currents that make them inaccessible to both clueless wanderers and enemies. Although deep dragons dwell near drow cities, the difficulties of reaching their lairs keep them safe from intrusions and attacks. Deep dragons also prefer building their lairs near areas and regions that are suffused in powerful magical faerzress radiation of the Underdark to amplify their magical abilities. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A faerzress fueled antimagic field spreads from a point the dragon chooses within 60 feet of it, filling a 10-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. Within the sphere, spells and other magical effects and enchantments don't work, similar to the effects of the antimagic field spell. Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. Swarms of snakes emerge from the cracks in the ground in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the constricting and grasping snakes. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. A creature that failed this save three times or spend 3 consecutive turns restrained by the snakes must make a DC 15 Constitution saving throw or become poisoned. The snakes slither away when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary deep dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Snakes and rodents within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Cloakers and mind flayers are absent in the surrounding regions. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. The tunnels within 3 miles of the lair takes twice as long as normal to traverse, since the dragon restructures them as confusing labyrinths. Tunnels and caverns within 1 mile of the dragon's lair is infused with faerzress radiation. When a spell is cast within 1 mile of the lair, the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table. 60
61 Ancient Deep Dragon Gargantuan dragon, chaotic evil Armor Class 22 (natural armor) Hit Points 388 (21d20 + 168) Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 27 (+8) 16 (+3) 15 (+2) 19 (+4) Saving Throws Dex +9, Con +15, Wis +9, Cha +11 Skills Deception +11, Perception +18, Stealth +9 Damage Resistances cold, fire Condition Immunities charmed Senses truesight 120 ft., passive Perception 28 Languages Draconic, Undercommon Challenge 22 (41,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Corrosive Breath (Recharge 5–6). The dragon exhales flesh-corrosive gas in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Change Shape. The dragon magically polymorphs into a humanoid or a giant snake (to move through smaller tunnels of the Underdark) that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
62 Adult Deep Dragon Huge dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 22 (+6) 15 (+2) 15 (+2) 17 (+3) Saving Throws Dex +7, Con +11, Wis +7, Cha +8 Skills Deception +8, Perception +12, Stealth +7 Damage Resistances cold, fire Condition Immunities charmed Senses truesight 120 ft., passive Perception 22 Languages Draconic, Undercommon Challenge 15 (13,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Corrosive Breath (Recharge 5–6). The dragon exhales flesh-corrosive gas in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Change Shape. The dragon magically polymorphs into a humanoid or a giant snake (to move through smaller tunnels of the Underdark) that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Variant: Deep Dragons as Innate Spellcasters Deep dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older deep dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the deep dragon's challenge rating (rounded down). The deep dragon's bonus to hit with spell attacks is equal to its proficiency bonus+ its Charisma bonus. The deep dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier. A selection of spell examples the deep dragons can cast are shown below: detect magic freedom of movement passwall stone shape transmute rock 63 Young Deep Dragon Large dragon, chaotic evil Armor Class 18 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) Saving Throws Dex +5, Con +6, Wis +3, Cha +5 Skills Deception +5, Perception +6, Stealth +5 Damage Resistances cold, fire Condition Immunities charmed Senses truesight 120 ft., passive Perception 16 Languages Draconic, Undercommon Challenge 8 (3,900 XP) Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Corrosive Breath (Recharge 5–6). The dragon exhales flesh-corrosive gas in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. Change Shape. The dragon magically polymorphs into a giant snake (to move through smaller tunnels of the Underdark) that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed by the new form (the dragon's choice). In the snake form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Deep Dragon Wyrmling Medium dragon, chaotic evil Armor Class 17 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., burrow 20 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 13 (+1) Saving Throws Dex +4, Con +5, Wis +2, Cha +3 Skills Deception +3, Perception +4, Stealth +4 Damage Resistances cold, fire Condition Immunities charmed Senses truesight 120 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) acid damage. Corrosive Breath (Recharge 5–6). The dragon exhales flesh-corrosive gas in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Earth Glider An earth glider resembles a large manta ray with a skin of stone in appearance. These evil-looking carnivorous creatures can move through solid earth, rocks and stone without displacing them and leaving no tunnel or hint of their passage behind them as if a manta ray swimming in water. Predators from the Elemental Plane of Earth. These creatures are cruel and sinister hunters originating from the Elemental Plane of Earth. Earth gliders enjoy hunting and killing in the depths of the Underdark. They have a hard stonelike skin, long wings with horn-like endings, and a long tail with a sharp bony spike at the end. They have no eyes but a maw filled with razor-sharp teeth that are perfect for devouring their hapless targets. Earth gliders have a poisonous bite that can petrify their targets. 64 Earth Glider Large elemental, neutral evil Armor Class 17 (natural armor) Hit Points 95 (10d8 + 50) Speed 20 ft., burrow 50 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 10 (+0) 13 (+1) 10 (+0) Saving Throws Con +8 Skills Intimidation +3, Perception +4, Stealth +7, Survival +7 Damage Resistances lightning, bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 14 Languages Terran, Undercommon Challenge 8 (3,900 XP) Earth Glide. The earth glider can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Elemental Fortitude. If damage reduces the earth glider to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the earth glider drops to 1 hit point instead. Stone Camouflage. The earth glider has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The earth glider makes three attacks: one with its bite and two with its gore attack or three with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and the target must make a DC 16 Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this attack must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this attack three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 minute, similar to the effects of the Flesh To Stone spell. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 18 (2d12 + 5) piercing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) slashing damage.
Elder Amorphite An elder amorphite is an ancient chosen of Ghaunadaur. Thousands of years ago, during the elven Crown Wars, the unholy order of the Fanatics of the Overflowing Pit was founded in ancient Ilythiir to wage wars and crusades in the name of the Elder Eye. Although that ancient realm and the crusaders of Ghaunadaur were fallen ages ago, a few worthy zealots who survived were chosen to ascend and become oozing amorphites by the Ancient One. After spending countless millennia dwelling deep in the Underdark, these chosen instruments of Ghaunadaur have become completely insane and unstable. Insane Servants of Ghaunadaur. An elder amorphite is a solitary creature. Resembling a walking pile of jelly, these abominations have no purpose in life other than killing the living and spreading oozes and slimes everywhere they go. Their mind is far too alien for any humanoid to grasp and they keep gibbering insane ramblings as they move. Once an elder amorphite discovers a settlement in the Underdark, it lairs somewhere nearby to build up its forces. It can draw all kinds of oozes, slimes, ropers, and other subterranean abominations to itself and command them to overrun any target it chooses. Amorphite Nature. An elder amorphite doesn't require sleep. 65 Elder Amorphite Medium monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 171 (18d8 + 90) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 20 (+5) 3 (-4) 12 (+1) 16 (+3) Saving Throws Con +9, Wis +5 Skills Perception +5, Stealth +7, Survival +5 Damage Vulnerabilities radiant Damage Resistances cold, lightning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities charmed, exhaustion, frightened, poisoned, prone Senses darkvision 120 ft., passive Perception 15 Languages - Challenge 9 (5,000 XP) Amorphous. The amorphite can move through a space as narrow as 1 inch wide without squeezing. Magic Weapons. The amorphite's weapon attacks are magical. Spider Climb. The amorphite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature that starts its turn within 5 feet of the amorphite must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the amorphite's Stench for 24 hours. Sunlight Weakness. While in sunlight, the amorphite has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. The amorphite makes two melee attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) acid damage. Elder Eye. The amorphite targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Constitution saving throw against this magic or take 35 (10d6) necrotic damage and be blinded until the end of the amorphite's next turn. Acid Spit (Recharge 5-6). The amorphite spits an acidic glob at a point it can see within 30 feet of it. Each creature within 5 feet of the impact point must make a DC 17 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Faerelgg Hag A faerelgg hag is a twisted monster who delights in corruption and chaos. Calculating and sinister, these hags desire to see all order and civilization brought to ruinous chaos. Faerelgg hags are chaotic evil creatures completely perverted by the unstable arcane faerzress energies. Deceitful Mothers. Evil and cruel faerelgg hags resemble withered old drow crones. An unsuspecting glimpse might suggest that a faerelgg hag is an impoverished and exiled ancient drow mistress yet in reality there is nothing weak or pitiful about them. Faerelgg hags are accomplished arcane spellcasters and they spend most of their existence uncovering and hoarding lost arcane secrets and magic rituals. Similar to other hags, these mysterious and unpredictable creatures take a perverse joy in corrupting mortals. A faerelgg hag builds its lair near an Underdark settlement, usually near a drow, duergar or svirfneblin town, and lures desperate mortals to come to them looking for advice or dark bargains. Many wizards and other arcane magic users come to faerelgg hags looking for help in dangerous arcane matters. As master manipulators, these hags are particularly interested in influencing people of authority and people in positions of power. Once a mortal strikes a bargain with a faerelgg hag, the hag masterfully arranges such events to happen that will only cause further chaos, corruption, and destruction to those involved and eventually lead to the fall of authority and order. They go to great lengths to trick mortals and fulfill their requests in twisted ways that will only cause harm to everyone. Faerzress and Chaos. Nobody knows the true nature of faerelgg hags yet many consider them dark fey creatures who are related to night hags. These hags are completely corrupted and also powered by the magical faerzress radiation of the Underdark. A faerelgg hag is an expert on anything involving arcane magic and the Weave. They can sense powerful spellcasters and arcane artifacts from miles away and are usually drawn to places that reek with arcane energies and faezress residue. Faerelgg hags are truly chaotic creatures. They detest any forms of order, government, and authority. These hags do everything in their power, sometimes even going to great lengths to cause chaos and to lower the authority of a central government or power. These hags usually work and live alone yet they can also be encountered in covens of three. Rarely, a faerelgg hag can accept the services of a disgraced and exiled (whose noble house has probably been destroyed) drow who is on a vendetta against its home city as a servant or minion to cause anarchy, chaos, and destruction. Faerelgg Hag Coven Spells Arcane Chaos. For a coven obsessed with arcane magic and chaos, an appropriate spell list would be: 1st level (4 slots): chaos bolt, detect magic 2nd level (3 slots): blindness deafness, shatter 3rd level (3 slots): counterspell, dispel magic, magic circle 4th level (3 slots): dimension door, summon aberration 5th level (2 slots): animate objects, modify memory 6th level (1 slot): summon fiend Lair Actions On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row: Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there. The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them. The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This hideous simulacrum is formed out of a purple and green colored slime-like material, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round. An area that is a 50-foot cube within 120 feet of the hag is filled with shadowy tentacles. To creatures other than the hag, that area is lightly obscured and difficult terrain until initiative count 20 on the next round. 66
Regional Effects The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects: • Bats, rodents, snakes, spiders, or scorpions are found in great profusion. • Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. • Strange carved figurines, twig fetishes, or rag dolls magically appear on the rock surfaces of the nearby tunnels. • When an arcane spell is cast within half a mile of the hag's lair the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table. 67 Faerelgg Hag Medium fey, chaotic evil Armor Class 17 Hit Points 136 (15d8 + 64) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 19 (+4) 16 (+3) 16 (+3) Skills Arcana +10, Deception +6, Insight +6, Perception +6, Persuasion +6 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Drow, Common, Undercommon Challenge 6 (2,300 XP) or 8 (3,900 XP) when part of a coven Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: At will: detect evil and good, detect thoughts, detect magic, disguise self, dispel magic 3/day each: black tentacles, confusion, hold monster, suggestion 1/day each: mass suggestion, scrying Radiating Death. When the hag dies, faerzress radiation flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 15 Constitution saving throw. On a failure, the creature takes 14 (4d6) necrotic damage and, if the creature can see the radiating flash, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded. Sunlight Sensitivity. While in sunlight, the hag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Clawed Tentacles. The hag attacks with dark-colored, clawed tentacles. The hag’s tentacles can appear and disappear at will depending on the hag’s appearance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The hag can only grapple one target at a time. Faerzress Radiation (Recharge 5-6). The hag magically emits a ray of faerzress radiation at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 15 Constitution saving throw or take 21 (6d6) necrotic damage and 10 (3d6) poison damage and become poisoned. Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Faerzress-infused Giant Cockroach The faerzress-infused giant cockroach looks like a sturdier and stronger giant cockroach. Its size is much larger compared to a regular one and it is covered in weird runelike brands and arcane symbols that seem to glow with an eerie dim purple haze. Faerzress-infusion. A faerzress-infused creature is one that has been magically affected by the Underdark’s pervasive arcane radiation. These infusions can be the result of arcane experimentations of Underdark races such as drow and mind flayers or could be a natural phenomenon simply affecting creatures that dwell in areas of powerful faerzress. Resiliently Dangerous. These creatures are far more aggressive than their normal-sized or even giant-sized nonfaerzress-infused cousins and they attack anything that moves. They are resilient, fast, and strong. Their exoskeleton is tough and protective while some of them can also fly. 68 Faerzress-infused Giant Cockroach Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 45 (6d8 + 18) Speed 40 ft., climb 40 ft. (fly 20 ft.) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 3 (-4) 10 (+0) 3 (-4) Condition Immunities charmed, frightened. Senses darkvision 60ft., tremorsense 60ft., passive Perception 10 Languages - Challenge 2 (450 XP) Faerzress-infused Power. A faerzress-infused giant cockroach is familiar with faerzress-ridden sections of the Underdark and usually dwells in these regions. When the cockroach is in an area with high faerzress radiation, it has the following infused powers; 1.The cockroach has advantage on saving throws against spells and other magical effects. If a spell doesn't allow a saving throw, the caster must succeed on a DC 13 Constitution saving throw to cast the spell. Failing this save means the spell is wasted. 2.When a spell is cast against the cockroach in the faerzress-suffused area the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table. Illumination. The cockroach sheds bright light in a 20- foot radius and dim light for an additional 10 feet. Spider Climb. The cockroach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature that starts its turn within 5 feet of the cockroach must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the cockroach's stench for 24 hours. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) piercing damage. Faerzress-flash (Recharge 5-6). The cockroach's body starts radiating a blinding purple light. Each creature within 10 feet of the cockroach must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the cockroach's next turn. Faerzress-chitin (Recharges after a Short or Long Rest). For 1 minute, the cockroach's exoskeleton is hardened with faerzress radiation emitting from its weird runelike brands. For as long as the effect lasts, the cockroach gains the benefit of a stoneskin spell.
Faerzress Wraith A faerzress wraith is an incorporeal entity that seeks to slay the living, most particularly those who meddle in the arcane art. These creatures glow in a pale blue haze and as they are suffused with mystical arcane energy, their mere presence can affect and warp the laws of magic. They can move through solid objects and structures and wander the tunnels of the Underdark that are exposed to faerzress-radiation. Faerzress wraith can be encountered alone or in small groups but they are rarely seen with other creatures, undead or otherwise. Arcane Incarnate. The origins of these wraiths are unknown. One of the main theories claims that a faerzress wraith is created when a regular undead wraith is exposed to high levels of faerzress radiation. Another popular theory among the arcane scholars and loremasters of the Underdark simply states that these arcane-infused wraiths are mere incarnations and surges of the mysterious faerzress energy. Whatever their origin, one thing is for certain that, these wraiths have no connection or sympathy for the living and have abnormal effects on spells and magical effects. Undead Nature. A wraith doesn't require air, food, drink, or sleep. 69 Faerzress Wraith Medium undead, neutral evil Armor Class 14 Hit Points 75 (10d8 + 30) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 17 (+3) 16 (+3) 14 (+2) 16 (+3) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 6 (2,300 XP) Faerzress Arcanology. When a spell is cast targeting the wraith or cast within 120 feet of the wraith, the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table. Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The wraith has advantage on saving throws against spells and other magical effects. Magic Weapons. The wraith's weapon attacks are magical. Sunlight Hypersensitivity. The wraith takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The wraith makes two Withering Touch attacks. Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. Reactions Spell Reflection. If the wraith makes a successful saving throw against a spell, or a spell attack misses it, the wraith can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the wraith. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Fey'ri of House Kerymfete House Kerymfete (Bladefire in Elvish) was originally a minor sun elf house of Siluvanede. Although they had limited political power, they were an ancient, proud and resourceful family that has produced many successful military commanders and generals. Around this time in Cormanthor, House Dlardrageth started mingling with lower beings and as a result of their interbreeding with tanar'ri and other demons, they have become the fey'ri. The fey'ri resembled elves similar to how tieflings resemble humans with demonic features. Corruption of House Kerymfete. Once the treachery of the corrupted House Dlardrageth of Cormanthor was discovered by the Coronal and House Dlardrageth was destroyed, some of the survivors arrived in Siluvanede and started to influence the noble houses there, one of those houses was House Kerymfete. Corrupted by the remaining members of House Dlardrageth, House Kerymfete was soon following in their footsteps. They started courting incubi and succubi to strengthen their bloodline and achieve greater political and military strength. Corruption of the realm of Siluvanede led to the devastating Seven Citadels' War and resulted in the defeat of the fey’ri houses. Exiled into the Underdark. In the aftermath of the war, the treachery and the evils of the fey'ri were discovered. By chance, the remaining members of House Kerymfete managed to flee deep down into the Underdark and avoided the fate of the remaining fey’ri in Siluvanede. Exiled from their realms, the fey’ri of House Kerymfete resumed their demon-crossbreeding in the Underdark, and in order to survive, they turned to banditry and also started to work as mercenaries. Most of the fey’ri of House Kerymfete don’t worship or offer respects to any deities yet some revere Fenmarel Mestarine while the worship of Ghaunadaur seems to be gaining some popularity. Rise of the Deep Fey'ri. Nowadays, after centuries of difficulties, the exiled fey’ri of House Kerymfete have fully embraced their life in the Realm Below and they are determined to carve out a kingdom of their own in the Underdark. A kingdom that will subjugate the mighty drow cities and eventually reconquer their ancient homelands. 70
Kerymfete Fey'ri Commander A fey’ri noble house entrusts the command of its military forces to skilled commanders. A fey’ri commander oversees the training of the house’s military forces and lead them as commanders on the battlefield. These commanders are usually of high noble blood, possibly the close kin of the matriarch of the house, yet there are examples of commoners reaching this position through extraordinary martial skill and tactical knowledge. Kerymfete Fey'ri Enforcer Fey’ri enforcers are the elite warriors and top commanders of House Kerymfete’s armies. These fey’ri are larger and stronger than most of their kind thanks to their infernal legacy rooted in enormous and savage demons. An enforcer resembles more of a fiend than an elf. These cruel officers bring fear to both the hearts of the enemy and their fellow fey’ri warriors. Kerymfete Fey'ri Matriarch At the head of House Kerymfete sits the fey’ri matriarch. A matriarch is an unforgiving leader whose power within the fey’ri society is absolute. Matriarchs command and rule every aspect of the deep fey’ri community. As also heads of their noble families, these matriarchs decide on how the other relatives will be educated and with whom they will be married. A matriarch constantly grooms her daughters for succession, yet seldom gives up ruling voluntarily. Although being highly powerful, a matriarch rarely engages in any battles and usually keeps an elite bodyguard company made up of strong tanar’ri demons around her. The personality of a matriarch can be summed with two words, ambition and revenge. A matriarch of the deep fey’ri patiently waits for days to come for her house to return to the surface and reconquer what is rightfully theirs. Kerymfete Fey'ri Scout Fey’ri scouts of House Kerymfete are experts in tracking and subterfuge. They stalk the darkened passages of the Underdark, following their targets, gathering information, or getting ready to infiltrate other settlements and groups. In times of war, fey’ri commanders depend on these scouts to serve as guides and provide military reconnaissance. Kerymfete Fey'ri Slaver After their exile into the Underdark, the economy and the military of House Kerymfete started to rely heavily on slavery. Fey’ri slavers roam the Underdark to capture weaker and unluckier inhabitants of the Realm Below to be forced to work or conscripted into the fey’ri armies. These slavers are evil and cruel stalkers who are highly proficient in tracking and hunting. The majority of slaves captured by the deep fey’ri are made up of goblinkind, grimlocks, kobolds, orcs, and quaggoths. Slave raids are also organized against weaker duergar settlements before upcoming wars to capture master weapon and armor smiths to be forced to craft materials for the fey’ri war effort. Kerymfete Fey'ri Sorceress Fey’ri sorceresses are powerful and specialized spellcasters. These spellcasters have an innate talent for highly destructive magic, making them highly valuable members of House Kerymfete. For some unknown reason, an overwhelming number of deep fey’ri spellcasters are female. Since these fey’ri don’t have a clergy class, they lack access to precious divine magic and so the sorceresses fill the roles of both powerful battle mages and also advisors and councilors on matters of arcane and supernatural. Kerymfete Fey'ri Warrior Fey’ri warriors of House Kerymfete are disciplined and strong soldiers who honed their fighting skills in the treacherous caverns of the Underdark. At times of war, these warriors make up the bulk of the fey’ri armies. In times of peace, they are employed as guards and sentries defending the encampments and mansions of House Kerymfete and act as caravan guards in the Underdark for the traveling fey’ri merchants. 71
72 Kerymfete Fey'ri Commander Medium humanoid (elf), chaotic evil Armor Class 18 (plate armor) Hit Points 169 (26d8 + 52) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 15 (+2) 13 (+1) 14 (+2) 13 (+1) Saving Throws Dex +8, Con +6, Wis +6 Skills Athletics +7, Intimidation +5, Perception +6, Stealth +8 Damage Resistances fire, lightning, poison Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Elvish, Undercommon Challenge 10 (5,900 XP) Battle Command. As a bonus action, the fey'ri targets one ally he can see within 30 feet of him. If the target can see or hear the fey'ri, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Glory of House Kerymfete (1/Day). As a bonus action, the fey'ri rallies its forces. To use this bonus action, the fey'ri must have taken damage during the current combat. If the fey'ri can use this bonus action, it gives itself and its allies within 20 feet radius that can see or hear the fey'ri, advantage on attack rolls until the end of the fey'ri's next turn. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: charm person, darkness Shapechanger. The fey'ri can use its action to polymorph into a Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack. The fey'ri makes two morningstar attacks. Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 11 (2d10) fire damage. Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Reactions Parry. The fey'ri adds 3 to its AC against one melee attack that would hit it. To do so, the fey'ri must see the attacker and be wielding a melee weapon.
73 Kerymfete Fey'ri Enforcer Large humanoid (elf), chaotic evil Armor Class 18 (natural armor) Hit Points 82 (11d10 + 22) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2) Saving Throws Str +7, Dex +6, Con +5 Skills Athletics +7, Intimidation +5, Perception +4, Stealth +6 Damage Resistances fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Elvish, Undercommon Challenge 6 (2,300 XP) Brute. A melee weapon deals one extra die of its damage when the fey'ri hits with it (included in the attack). Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness Reckless. At the start of its turn, the fey'ri can gain advantage on all melee weapon attack rolls it makes during that turn , but attack rolls against it have advantage until the start of its next turn. Shapechanger. The fey'ri can use its action to polymorph into a Large or Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack. The fey'ri makes two attacks. Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, reach 120 ft., one creature. Hit: 11 (2d10) fire damage. Fire Spear. Melee Weapon Attack: + 7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) fire damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The fey'ri adds 3 to its AC against one melee attack that would hit it. To do so, the fey'ri must see the attacker and be wielding a melee weapon.
74 Kerymfete Fey'ri Matriarch Medium humanoid (elf), chaotic evil Armor Class 17 (natural armor) Hit Points 247 (33d8 + 99) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 17 (+3) 15 (+2) 17 (+3) 21 (+5) Saving Throws Dex +10, Con +10, Wis +10, Cha +12 Skills Arcana +9, Deception +12, Insight +10, Perception +10, Stealth +10 Damage Resistances fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 19 Languages Abyssal, Elvish, Undercommon Challenge 21 (33,000 XP) Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: clairvoyance, darkness, dimension door Magic Resistance. The fey'ri has advantage on saving throws against spells and other magical effects. Shapechanger. The fey'ri can use its action to polymorph into a Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Spellcasting. The fey'ri is a 15th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): acid splash, control flames, fire bolt, mage hand, poison spray, prestidigitation 1st level (4 slots): charm person, chromatic orb 2nd level (3 slots): flaming sphere, mirror image, scorching ray 3rd level (3 slots): fireball, hypnotic pattern 4th level (3 slots): banishment, wall of fire 5th level (2 slot): dominate person 6th level (1 slot): investiture of flame 7th level (1 slot): fire storm 8th level (1 slot): dominate monster, sunburst Actions Multiattack. The fey'ri makes two maul or three whip attacks. Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 18 (4d8) fire damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be stunned until the end of the fey'ri's next turn. If the fey'ri scores a critical hit, it rolls damage dice three times, instead of twice. Kerymfete Whip. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 22 (4d10) fire damage, and the target must succeed on a DC 18 Strength saving throw or be pulled up to 10 feet toward the fey'ri and have disadvantage on Dexterity saving throws until the end of its next turn. Fiery Net (Recharge 4-6). Ranged Weapon Attack: +10 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 18 Strength check to free itself or another creature in a net, ending the effect on a success. The restrained creature takes 13 (3d8) fire damage at the start of each of its turns. Dealing 30 slashing damage or 10 cold damage to the net (AC 12) frees the target without harming it and destroys the net. Summon Tanar'ri (1/Day). The fey'ri magically summons a glabrezu. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Legendary Actions The fey'ri can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey'ri regains spent legendary actions at the start of its turn. Attack. The fey'ri makes one maul attack. Cast a Spell (Costs 1–3 Actions). The fey'ri expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the fey'ri uses its reaction to make one attack against a target of the fey'ri's choice that she can see.
75 Kerymfete Fey'ri Scout Medium humanoid (elf), chaotic evil Armor Class 14 Hit Points 38 (7d8 + 7) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 12 (+1) 12 (+1) 14 (+2) 13 (+1) Saving Throws Dex +6 Skills Perception +4, Stealth +6, Survival +4 Damage Resistances fire, lightning, poison Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Elvish, Undercommon Challenge 2 (450 XP) Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness, dimension door Keen Hearing and Sight. The fey'ri has advantage on Wisdom (Perception) checks that rely on hearing or sight. Shapechanger. The fey'ri can use its action to polymorph into a Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack. The fey'ri makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, ranged 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Kerymfete Fey'ri Slaver Medium humanoid (elf), chaotic evil Armor Class 16 (studded leather armor) Hit Points 55 (10d8 + 10) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Skills Intimidation +6, Perception +4, Stealth +6, Survival +4 Damage Resistances fire, lightning, poison Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Common Elvish, Undercommon Challenge 3 (700 XP) Ambusher. The fey'ri has advantage on attack rolls against any creature it has surprised. Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: charm person, darkness, detect thoughts, suggestion Pack Tactics. The fey'ri has advantage on an attack roll against a creature if at least one of the fey'ri’s allies is within 5 feet of the creature and the ally isn't incapacitated. Shapechanger. The fey'ri can use its action to polymorph into a Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack. The fey'ri makes two melee attacks. Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) fire damage, and the target must succeed on a DC 14 Strength saving throw or be pulled 5 feet toward the fey'ri. Slaver's Net. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 14 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
76 Kerymfete Fey'ri Sorceress Medium humanoid (elf), chaotic evil Armor Class 12 (15 with mage armor) Hit Points 39 (6d8 + 12) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 19 (+4) Saving Throws Wis +5, Cha +7 Skills Arcana +8, Deception +7, Perception +5, Stealth +5 Damage Resistances fire, lightning, poison Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Elvish, Undercommon Challenge 7 (2,900 XP) Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness, dimension door Shapechanger. The fey'ri can use its action to polymorph into a Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Sorcery Points. The fey'ri has 9 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Spellcasting. The fey'ri is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): control flames, fire bolt, mage hand, poison spray, prestidigitation 1st level (4 slots): charm person, chromatic orb, mage armor 2nd level (3 slots): flaming sphere, mirror image, scorching ray 3rd level (3 slots): fireball 4th level (3 slots): confusion, wall of fire 5th level (1 slot): enervation Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Summon Tanar'ri (1/Day). The fey'ri, magically summons a dretch, or attempts to summon a babau with a 50 percent chance of success. The summoned tanar'ri demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
77 Kerymfete Fey'ri Warrior Medium humanoid (elf), chaotic evil Armor Class 17 (chain shirt) Hit Points 66 (12d8 + 12) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 12 (+1) 10 (+0) 13 (+1) 13 (+1) Saving Throws Dex +6, Con +3, Wis +3 Skills Athletics +4, Perception +3, Stealth +6 Damage Resistances fire, lightning, poison Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Elvish, Undercommon Challenge 4 (1,100 XP) Elven Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep. Innate Spellcasting. The fey'ri's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: charm person, darkness Shapechanger. The fey'ri can use its action to polymorph into a Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Multiattack. The fey'ri makes two longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) fire damage, or 9 (1d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Reactions Parry. The fey'ri adds 3 to its AC against one melee attack that would hit it. To do so, the fey'ri must see the attacker and be wielding a melee weapon.
Formian Formians are a race of ant-people, originally thought to hail from the plane of Mechanus. Nowadays these creatures have ever-expanding hive colonies in the Underdark as they seek to colonize all the other intelligent species and incorporate all living beings into their great hives as workers. These creatures are not cruel but they are pitiless as they simply lack the ability to feel any kind of emotions or empathy. They resemble a cross between giant ants and centaurs with brownish-red carapace as their skin. Formians have a very strict ranking system in their society and the size and appearance of a formian completely depend on its birth rank. Hive Mind Society. Formians are aggressive creatures with a goal to colonize every tunnel and cavern in the Underdark. In order to achieve their goals these creatures attack and subdue all, they encounter in the Realm Below without any hesitation or differentiation. Hive-cities of formians are ruled by a very strict hierarchy and a formian can never disobey a direct order from its superior. A formian is born into its rank and its stature in life never increases or decreases. They all keep their birth ranks until death. All formians within 50 miles of their hive-queen are in constant telepathic communication with each and every one of the colony. When even one of them faces even the smallest threat to their hive colonies or the queen of their colonies, all formians attack together without delay and fight to the bitter end, whether they have the advantage or not. 78
Formian Worker Workers are the smallest and most common formians. They resemble small humanoids that look like giants ants with limited intelligence. A worker formian is the lowest ranking member of its hive-colony. Their only purpose in life is to serve the needs of their colony and perform all the necessary work for the colony to function. Formian workers are not good at fighting but they would fight if it is necessary to defend their hive colony. A lonesome worker is not much of a threat and it is not particularly effective but when a group of formian workers comes together in union, they can achieve much more. A union of formian workers can heal other formians or repair objects by working together and complementing each other. Formian Warrior Formian warriors are larger than workers and they have sharp and strong mandibles. Warriors have a stinger in their abdomen that can deliver deadly poison to their targets. A warrior formian is only slightly higher in ranking compared to a worker and they only exist to wage war for the hive colony. They receive their battle tactics and plans from the hivemind telepathically to fight efficiently and their intelligence is limited outside of matters concerning warfare. Formian Taskmaster Taskmasters are medium-sized formians who carry out the daily affairs of the hive colony that requires some supervision. Captured non-formian humanoids are brought to taskmasters for their integration into the hive colony. Taskmasters oversee the processes of assimilating non-formians into their society as slave-workers. If the skills of a taskmaster are required in the defense of the hive colony, they control and dominate the non-formians under their thrall to fight for them. Formian Myrmarch Myrmarchs are the upper class of the formian hive-colonies. They are larger in size compared to the lower-ranking formians and they have much sturdier bodies. Each myrmarch wears an ornate bronze helmet to signify her position and they bring order wherever they go in the colony. A formian myrmarch is an individual with free intelligence and is capable of creative thinking. They can have their own personal desires and agendas along with the needs of the hive colony. Even with their independent minds, the myrmarchs can never act or will against the wishes of their hive queen and they serve at her pleasure. Claws of a myrmarch are more like humanoid hands than bestial claws and they prefer using fine weapons in combat. Myrmarchs command the formian armies in the field and act as seconds in command in their colonies. Formian Queen A formian queen resembles a giant and bloated ant with atrophied appendages as they very rarely move if at all. The queen of the colony sits in the royal chambers located in the center of the hive. She constantly receives reports and other communications telepathically through the hive-mind and also relays her instructions in the same way. A formian queen is always surrounded by her most loyal myrmarch subjects for protection as she is unable to move on her own. 79
Workers of the Hive, unite! When formian workers face a greater challenge that requires them to work together, they form worker unions. A union must include at least four formian workers to function properly. Shared Innate Spellcasting. While all four members of a formian worker's union are within 30 feet of one another, they can each cast the following spells from the following spell list but must share the spell slots among themselves: Cantrips (at will): mending, resistance 1st level (2 slots): cure wounds For casting these spells, each formian worker is a 1st-level spellcaster. Its spellcasting ability is Wisdom. 80 Formian Worker Small humanoid (formian), lawful neutral Armor Class 13 (natural armor) Hit Points 9 (2d6 + 2) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 6 (-2) 8 (-1) 7 (-2) Skills Athletics +2 Damage Resistances fire, lightning, thunder Damage Immunities cold, poison Condition Immunities petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9 Languages Formian, telepathy 60 ft. Challenge 1/4 (50 XP) Hive Mind. When a formian faces a threat or takes damage, all other formians within 240 feet of it can sense it as well. Spider Climb. The formian can climb difficult surfaces, including upside down on ceilings, without need ing to make an ability check. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. Formian Warrior Medium humanoid (formian), lawful neutral Armor Class 14 (natural armor) Hit Points 33 (6d8 + 6) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 8 (-1) 10 (+0) 8 (-1) Skills Acrobatics +4, Athletics +3, Stealth +4 Damage Resistances fire, lightning, thunder Damage Immunities cold, poison Condition Immunities petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Formian, telepathy 60 ft. Challenge 2 (450 XP) Hive Mind. When a formian faces a threat or takes damage, all other formians within 240 feet of it can sense it as well. Magic Resistance. The formian has advantage on saving throws against spells and other magical effects. Spider Climb. The formian can climb difficult surfaces, including upside down on ceilings, without need ing to make an ability check. Tactical Discipline. The formian has advantage on all ability checks and saving throws made during combat. Actions Multiattack. The formian makes two melee attacks: one with its bite and one with its claws. It can use its Sting in place of its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 9 (2d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.
81 Formian Taskmaster Medium humanoid (formian), lawful neutral Armor Class 15 (natural armor) Hit Points 55 (10d8 + 10) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 10 (+0) 13 (+1) 16 (+3) Saving Throws Wis +4 Skills Acrobatics +5, Athletics +4, Insight +4, Intimidation +9, Persuasion +6, Stealth +5 Damage Resistances fire, lightning, thunder Damage Immunities cold, poison Condition Immunities petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Formian, telepathy 100 ft. Challenge 5 (1,800 XP) Hive Mind. When a formian faces a threat or takes damage, all other formians within 240 feet of it can sense it as well. Innate Spellcasting. The formian's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components: 2/day: dominate monster 3/day: hold monster Magic Resistance. The formian has advantage on saving throws against spells and other magical effects. Spider Climb. The formian can climb difficult surfaces, including upside down on ceilings, without need ing to make an ability check. Actions Multiattack. The formian makes two melee attacks: one with its claws and one with its sting. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 9 (2d6 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one.
82 Formian Myrmarch Large humanoid (formian), lawful neutral Armor Class 16 (natural armor) Hit Points 93 (11d10 + 33) Speed 50 ft., climb 50 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 13 (+1) 13 (+1) 14 (+2) Saving Throws Dex +6, Con +6, Wis +4 Skills Acrobatics +6, Athletics +5, Insight +4, Perception +4, Persuasion +5, Stealth +6 Damage Resistances fire, lightning, thunder Damage Immunities cold, poison Condition Immunities petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages Formian, telepathy 100 ft., Undercommon Challenge 8 (3,900 XP) Hive Mind. When a formian faces a threat or takes damage, all other formians within 240 feet of it can sense it as well. Innate Spellcasting. The formian's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components: At will: clairvoyance, detect evil and good, detect thoughts 2/day: magic circle 1/ day each: divine word, dominate monster, teleport Magic Resistance. The formian has advantage on saving throws against spells and other magical effects. Regeneration. The formian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spider Climb. The formian can climb difficult surfaces, including upside down on ceilings, without need ing to make an ability check. Actions Multiattack. The formian makes two melee attacks: one with its bite and one with its sting. It can use its Javelin in place of its bite. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one.
Hive Colony - A Formian Queen's Lair A Formian Hive Colony is the basic society around which formians organize their lifecycle. These colonies are eusocial, communal, and efficiently organized. The typical colony consists of one egg-laying queen, sterile myrmarch females, and numerous males (workers, warriors, taskmasters.) A colony of formians can span hundreds of miles across the tunnels and caverns of the Underdark. Lair Actions On initiative count 20 (losing initiative ties), the formian queen takes a lair action to cause one of the following effects; the formian queen can't use the same effect two rounds in a row: A cloud of swarming newly hatched formian workers fills a 20-foot-radius sphere centered on a point the queen chooses within 120 feet of it. The cloud spreads around corners and remains until the queen dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 16 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. Part of the ceiling collapses above one creature that the queen can see within 120 feet of it. The creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. Regional Effects The region containing a formian hive colony is transformed by the formian engineering, which creates one or more of the following effects: Hidden sinkholes form in and around the hive colony. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole. Divination spells cast within the hive colony by nonformian creatures have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. Open flames of a non magical nature are extinguished within the hive colony's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected. The land within 10 miles of the hive colony takes twice as long as normal to traverse, since the tunnels and caverns are carved by the formians to resemble an endless labyrinth. Creatures within 5 mile of the hive colony sometimes feel as if they're being watched even when they aren't and hear chirping and scraping sounds behind the walls of the tunnels they are in. 83 Formian Queen Large monstrosity (formian), lawful neutral Armor Class 18 (natural armor) Hit Points 209 (22d10 + 88) Speed 0 ft. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 19 (+4) 20 (+5) 18 (+4) 20 (+5) Saving Throws Con +9, Int +10, Wis +9, Cha +10 Skills Arcana +10, Insight +9, Intimidation +10, Perception +9, Persuasion +10 Damage Resistances fire, lightning, thunder Damage Immunities cold, poison Condition Immunities petrified, poisoned Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 14 Languages Formian, telepathy 100 ft., Undercommon Challenge 14 (11,500 XP) or 15 (13,000 XP) in lair Hive Mind. When a formian faces a threat or takes damage, all other formians within 240 feet of it can sense it as well. Innate Spellcasting. The formian's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The formian can innately cast the following spells, requiring no material components: At will: calm emotions, charm person, clairvoyance, detect evil and good, detect thoughts, shield of faith 2/day: hold monster, magic circle 1/ day each: divine word, dominate monster Magic Resistance. The formian has advantage on saving throws against spells and other magical effects. Regeneration. The formian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spellcasting. The formian is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The formian has following spells prepared: Cantrips (at will): acid splash, chill touch, light, mage hand, resistance 1st level (4 slots): comprehend languages, detect magic, heroism, identify, magic missile, shield 2nd level (3 slots): invisibility, scorching ray 3rd level (3 slots): dispel magic, hypnotic pattern, nondetection, protection from energy, slow 4th level (3 slots): black tentacles, confusion, 5th level (2 slots): cone of cold, geas, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): maze 9th level (1 slot): prismatic wall
Foulwing With its skin covered in small horn-like rough growths and eyes gleaming malevolently red, a foulwing is a scary and grotesque monstrous aberration that dwells in the large caverns of the Underdark. These monsters are thought to have originated on another plane and their appearances vary from individual to individual, with some having dark skin with three jaws around a single snout while others with sickly pale skin and one or two jaws on their faces. But they all share their lust for blood and carnage. Fierce Predators. These vicious and misshapen predators love attacking from above, their pale red eyes glowing like deadly gemstones, gliding and hurling their huge bodies onto their prey and tearing the flesh of their victims with their toothy jaws. Their leathery wings are tipped with razor-sharp claws and they use their long, tubelike tongues to drain the blood of their victims. They are also known to have deadly breaths that release an acidic gas to burn their target’s eyes and skin. Flying Mounts. Drow and other evil races of the Underdark frequently tame and ride foulwings as flying mounts and even war steeds. These creatures can communicate with each other via harsh croakings similar to calls and sounds made by animals and can be trained to follow the orders of their riders. In desperate times of famine, many tried eating a foulwing but their flesh is oily heavy, and taste very foul. It is believed that the name of the creature comes from this distaste. Variant: Foulvern It is known that, very rarely, foulwings mate with wyverns. The offsprings of these matings are always misshapen creatures that resemble wyverns more than foulwings in appearance, yet they still have a taste for blood just like their foulwing parents and enjoy killing their victims savagely. A foulvern's acid breath and its stinger poison are less potent compared to its parents' respective features. Yet, foulverns are wilder and more brutal creatures than either foulwings or wyverns and they are much sturdier and harder to kill. It is not possible to tame or domesticate them to use as flying mounts, and they are less agile flyers compared to foulwings. 84 Foulwing Huge aberration, neutral evil Armor Class 13 (natural armor) Hit Points 114 (12d12 + 36) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 7 (-2) 12 (+1) 6 (-2) Skills Athletics +7, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages - Challenge 5 (1,800 XP) Dive Attack. If the foulwing is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. If they are creatures, the target and others 5 feet around it, must succeed on a DC 15 Strength saving throw or be knocked prone. Flyby. The foulwing doesn't provoke an opportunity attack when it flies out of an enemy's reach. Actions Multiattack. The foulwing makes one bite and one claw attack. While flying, it can use its claws in place of its bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the foulwing attaches to the target. While attached, the foulwing doesn't attack. Instead, at the start of each of the foulwing's turns, the target loses 11 (2d10) hit points due to blood loss. The foulwing can detach itself by spending 5 feet of its movement. It does so after it drains 22 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the foulwing. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Acid Breath (Recharge 6). The foulwing exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
85 Foulvern Huge aberration, neutral evil Armor Class 15 (natural armor) Hit Points 157 (15d12 + 60) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 5 (-3) 12 (+1) 6 (-2) Skills Athletics +8, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages - Challenge 6 (2,300 XP) Dive Attack. If the foulvern is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 11 (2d10) damage to the target. If they are creatures, the target and others 5 feet around it, must succeed on a DC 16 Strength saving throw or be knocked prone. Actions Multiattack. The foulvern can use its Stinger and make one bite and one claw attack. While flying, it can use its claws in place of its bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 12 (2d6 + 5) piercing damage. Blood Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage, and the foulvern attaches to the target. While attached, the foulvern doesn't attack. Instead, at the start of each of the foulvern's turns, the target loses 13 (2d12) hit points due to blood loss. The foulvern can detach itself by spending 5 feet of its movement. It does so after it drains 26 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the foulvern. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Acid Breath (Recharge 5-6). The foulvern exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one. Stinger (1/day). Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 12 (2d6 + 5) piercing damage. The target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Ghouls, Abyssal Depraved and vulgar undead minions of Kiaransalee, abyssal ghouls roam the dark tunnels of the Underdark in packs, looking for prey, driven by their insatiable hunger to devour dead flesh and decomposing bodies. These creatures thrive in places rank with decay. Abyssal Connections. The abyssal connections of these ghouls make them far more formidable opponents than simpler ghouls more common to the surface world. An abyssal ghoul is similar to a common ghoul in appearance, but their skin is tougher and they have fearsome, razor-sharp claws which they use to slash their victims. In the Underdark, these creatures are usually minions of Kiaransalee, the drow deity of undeath. Followers of the Vengeful Banshee often summon and use abyssal ghouls for their dark purposes. 86 Abyssal Ghoul Medium undead, chaotic evil Armor Class 15 (natural armor) Hit Points 110 (13d8 + 52) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 11 (+0) 10 (+0) 10 (+0) Skills Acrobatics +8, Stealth +5 Damage Resistances acid, cold, fire Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 90 ft., passive Perception 10 Languages Abyssal, Undercommon Challenge 7 (2,900 XP) Deathwatch. The ghoul can sense how near death all creatures within 90 feet of it are. Magic Resistance. The ghoul has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ghoul makes three claw attacks. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 15 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. Wisdom Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) necrotic damage, and the target's Wisdom score is reduced by 1d8. The target falls unconscious if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Abyssal Ghast Medium undead, chaotic evil Armor Class 16 (natural armor) Hit Points 136 (16d8 + 64) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 18 (+4) 14 (+2) 10 (+0) 10 (+0) Skills Acrobatics +9, Stealth +6 Damage Resistances acid, cold, fire, necrotic Damage Immunities lightning, poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 90 ft., passive Perception 10 Languages Abyssal, Undercommon Challenge 8 (3,900 XP) Deathwatch. The ghast can sense how near death all creatures within 90 feet of it are. Magic Resistance. The ghast has advantage on saving throws against spells and other magical effects. Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Stench for 24 hours. Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Actions Multiattack. The ghast makes three claw attacks. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 15 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. Wisdom Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) necrotic damage, and the target's Wisdom score is reduced by 1d8. The target falls unconscious if this reduces its Wisdom to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Devious Glouras Although most glouras are good-hearted, some of these fey have turned evil. These devious glouras are sinister and greedy creatures who use their magical abilities to influence others and hoard treasures. A devious gloura knows the following spells instead of the ones in the statblock At will: dancing lights, detect magic, find the path, mage hand, prestidigitation 3/day each: charm person, expeditious retreat, hideous laughter, sleep 2/day each: blindness/deafness, detect thoughts, enthrall, hypnotic pattern, invisibility 1/day each: confusion, dominate monster Gloura Glouras are beautiful and solitary humanoid creatures with silver skin, gray mothlike wings, and large, black eyes. They prefer to dress in simple, self-made clothing. These rare creatures are the fey of the Underdark. Glouras are very shy and elusive creatures. They keep their distance against most of the evil races of the Underdark and thanks to their innate magical powers they can skillfully hide themselves unless they wish to be seen on purpose. Benign Fey of the Underdark. Generally, glouras avoid combat and confrontation. They would sooner flee than get into a conflict with anyone and most of the races dwelling in the Underdark, apart from some that are most extreme in their evil and malicious ways, look upon glouras favorably. Communities of Svirfneblin are known to build small shrines to offer gifts and ask favors from local glouras. Some communities even leave their mortally sick or dying members on such “fey altars” in hopes of a wandering gloura would find and heal them. Among the drow, some believe that these fey creatures are messengers of Eilistraee the Dark Maiden, but that is highly unlikely as most glouras have ties to the Archfey Queen of Air and Darkness. Musical Faerie Folk. Rarely, the enchanting songs of a gloura’s singing or the inviting tunes of a caveharp can be heard echoing in the tunnels and caverns of the Underdark. These fey creatures enjoy creating beautiful music and their favorite instruments are caveharps which is a type of highquality harps mostly used in the Underdark for communicating over long distances. 87 Gloura Medium fey, neutral good Armor Class 17 (chain shirt) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 10 (+0) 19 (+4) 14 (+2) 11 (+0) 12 (+1) 16 (+3) Saving Throws Dex +7, Wis +4 Skills Insight +4, Medicine +7, Nature +3, Perception +4, Performance +6 Senses darkvision 60 ft., passive Perception 14 Languages Drow, Sylvan, Undercommon Challenge 5 (1,800 XP) Displacement. The gloura 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 it finishes a short rest. Innate Spellcasting. The gloura's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic, find the path, mage hand, prestidigitation 3/day each: charm person, cure wounds, expeditious retreat, silent image 2/day each: blur, calm emotions, invisibility, silence 1/day each: dominate monster Magic Resistance. The gloura has advantage on saving throws against spells and other magical effects. Actions Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Reactions Unearthly Grace. The gloura adds 3 to its AC against one melee or ranged attack that would hit it.
Goblins in the Underdark Some tribes and subraces of Goblins hail from the deeper and darker parts of the world. These include the goblin tribes seeking shelter in the endless caverns, mines, and abandoned dungeons deep underground and also the different types of goblins such as the chameleon goblins, decanter goblins, and web goblins who dwell deep in the tunnels and caves of the Underdark. Drow and other evil races of the Underdark often enslave goblins and use them as slave workers or expendable soldiers, but not all goblins living in the Underdark are under captivity. Goblin tribes, regardless of their types, are often ruled by brute force. The strongest among the goblins leads the tribe. These are superstitious creatures who follow the evil Maglubiyet along with their other goblinoid deities and sometimes have special shamans among them for guidance. Goblins are evil, voracious, and savage creatures that are usually motivated by malice. Goblins rarely build any settlement of their own in the Underdark and they mostly prefer to settle in structures or villages built and then abandoned by others. They are expert scavengers and they can easily adapt to their surroundings. Goblin Shaman Maglubiyet is the patron god of all goblinkind. Maglubiyet urges the goblins on to conflict and strife in his name. Shamans of Maglubiyet are vital for the evil deity to convey his wishes and messages among the goblinkind through omens and cryptic visions that need to be interpreted by the shamans. These shamans sometimes lead their tribes but mostly they are the second-in-command and advice the goblin leaders on various matters and always prepare their tribes to wage war against their enemies. Maglubiyet wishes his people to expand and conquer vast portions of the Underdark and destroy their ancient enemies such as the dwarves. During battles, goblin shamans support their tribe with their divine spellcasting abilities. 88 Goblin Shaman Small humanoid (goblinoid), neutral evil Armor Class 15 (chain shirt) Hit Points 10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 9 (-1) Skills Medicine +3, Religion +4, Stealth +6 Senses darkvision 60 ft., passive Perception 11 Languages Common (or Undercommon), Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Spellcasting. The goblin is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): poison spray, thaumaturgy 1st Level (2 slots): bane, inflict wounds Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Chameleon Goblins Chameleon goblins are the results of a strange crossbreeding experiment by Maglubiyet, to create a special type of goblin tribe that can act as scouts and ambushers in the Underdark with their exceptional infiltration and tracking skills. Tribes of chameleon goblins dwell deep in the obscured caverns of the Underdark and due to their rareness and expert hiding abilities, many societies of the Realm Below consider them as unreal myths. Scouts of Maglubiyet. A chameleon goblin generally looks similar to a normal goblin but these stealthy creatures can alter their skin colors to match their surroundings and blend into the background. They are also adept climbers. Their long tongues resemble reptilians and their mouths are filled with long and razor-sharp fangs. Chameleon goblins are more bestial and savage compared to their regular cousins but they are experts in subterfuge and prefer to ambush their targets whenever possible. 89 Chameleon Goblin Small humanoid (goblinoid), neutral evil Armor Class 14 (leather armor) Hit Points 7 (2d6) Speed 30 ft., climb 15 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Skills Perception +1, Stealth +7, Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Goblin, Undercommon Challenge 1/4 (50 XP) Camouflage. The goblin has advantage on Dexterity (Stealth) checks made to hide in rocky, swampy, foresty terrain and in the Underdark. Keen Hearing and Sight. The goblin has advantage on Wisdom (Perception) checks that rely on hearing or sight. Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Decanter Goblins Decanter goblins belong to the goblinoid family. With their larger bodies, black manes on their shoulders, and rhino-like horns they appear significantly different from their other goblin cousins but they are also motivated by greed and malice similar to the rest of their species. These goblins are cunning and savage warriors with a much more disciplined approach to life. They prefer to charge at their enemies with a wild courage and use their sharp claws to deadly ends. Daring Goblinoids. Origins of these strange goblinoids are unknown. Rumors claim that they were created by a powerful, ancient wizard to work in the deep iron mines under the Greypeak Mountains. Whatever their origins, the Decanter goblins are steadily getting more and more numerous in some regions of the Underdark. These goblins are much more vicious, better-organized, and bolder than their regular counterparts and if left unchecked, they could pose a significant threat to any Underdark settlement. 90 Decanter Goblin Medium humanoid (goblinoid), lawful evil Armor Class 15 (chain shirt) Hit Points 16 (3d8 + 3) Speed 20 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Perception +2, Stealth +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 12 Languages Common (or Undercommon), Goblin Challenge 1 (200 XP) Charge. If the goblin moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be pushed up to 5 feet away and knocked prone. Fast Healing. The goblin regains 3 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The goblin makes one claw attack and one gore attack. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 6 (1d8 + 2) piercing damage.
Web Goblins Web goblins dwell deep in the dark corners of the Realm Below. They are feral and vicious scavengers. These goblins look similar to regular goblins in posture and size but their bodies are covered with grey and black fur. They have very sharp fang-like, poisonous teeth. Web goblins run and walk on all fours and their arms are longer than their legs. These creatures are craven by nature and never attack their targets openly. They are masters in using nets and webs to capture their enemies and they usually prepare crude ambush sites to hunt their unsuspecting victims. Web Creepers. Web goblins are masters in using nets and sticky webs in combat. These creatures are master climbers and they can easily traverse on webs without any difficulties. A clan of web goblins usually dwells in an abandoned lair of a drider or a giant spider in the Underdark. They can’t weave their own webs but they are experts in using the webs left behind by such arachnids. They craft hunting nets cut from giant natural webs and they hide in webbed tunnels and caverns to ambush their targets. Wild Hunters. These feral goblins have an even simpler society than their surface counterparts. Their lives are centered on preparing ambushes and scavenging for food. Web goblins are known to build crude idols of Malar in their webbed caverns. Clans of web goblins are usually led by an experienced elder. These elders worship the Beastlord to receive his unholy blessings and divine guidance. Variant: Web Goblin Elder A web goblin elder has a challenge rating of 1 (200 XP). It has the same statistics as a web goblin except that it has a Wisdom score of 13 (+1), a passive Perception score of 11, Medicine and Religion skill scores of +2, as well as the following additional trait. Spellcasting. The goblin is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): druidcraft, primal savagery 1st Level (2 slots): bane, entangle 91 Web Goblin Small humanoid (goblinoid), neutral evil Armor Class 13 Hit Points 9 (2d6 + 2) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 8 (-1) Skills Acrobatics +7, Stealth +7, Survival +4 Senses darkvision 60 ft., passive Perception 10 Languages Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Spider Climb. The goblin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Net. Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Medium or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 13 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
Golems in the Underdark Brain Golem Brain golems are large humanoid-shaped constructs made of the pink slimy brain tissue of a mind flayer elder brain. These horrific golems exist only to serve the needs of a mind flayer colony and its leader elder brain. These golems do not understand or speak any language but receive their orders telepathically from the elder brain or other mind flayers in the colony and can never act against the wishes of the elder brain. Once the services of a brain golem are no longer needed, it simply merges back with the elder brain. Brutes of the Elder Brain. In combat, brain golems are used by mind flayers as brute force since these constructs have large and strong arms that can batter their enemies. A brain golem can also use psychic attacks to disorient and damage its targets. The body of a brain golem is covered with an inner force field that grants it protection as an inertial armor. Constructed Nature. A brain golem doesn't require air, food, drink, or sleep. 92 Brain Golem Large construct, lawful evil Armor Class 15 (inertial armor) Hit Points 210 (20d10 + 100) Speed 20 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 9 (-1) 11 (+0) 5 (-3) Skills Perception +6 Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16 Languages - Challenge 8 (3,900 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Psychic Conductor. If the golem is 120 feet near to an allied Mind Flayer or Elder Brain, its Mind Blast attack becomes more potent (Included in the attacks). Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Mind Blast (Recharge 5-6). The golem magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 10 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. If the Psychic Conductor trait is available: Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage.
Hizagkuur Golem Hizagkuur is an extremely rare metal that can only be found deep in the Underdark. In its natural state, it looks similar to a greenish-gray ore but once refined it resembles polished silver. Refining this rare metal is a very complicated and difficult procedure that is kept as an ancient secret and only known to a few master dwarven and duergar miners and smiths. Anti-Magic Metal. This metal is known to have spellresistant and spell-reflecting abilities. Due to these characteristics, many believed that hizagkuur can’t be used to craft anything magical and it is mostly used to create sturdy doors, gates and safe boxes that can’t be destroyed even by mighty spells. Partnership of the Masters. It is very difficult to even find simple weapons, armor, or tools made of hizagkuur since the ore is tricky to mine and even trickier to process. This combined with the fact that the metal is heavily resistant against any kind of magic enchantments made it a niche and rare product. But with centuries of trial and error, along with some luck, two craftsmen have managed to construct golems made of hizagkuur. According to the rumors, these craftsmen were one drow and one duergar, working together as partners in the city of Skullport. Some even claim that there was a svirfneblin third partner in the company. As their new invention soon proved to be too valuable, the company fell into inner conflict and the partnership was broken. Both masters returned to their hometowns and started to work alone, constructing new hizagkuur golems. Some claim that both are still alive and very successful at their trades while others insist that the masters weren’t able to construct new golems on their own and both needed each other’s expertise to perfect their constructs. These golems they have created individually had potent anti-magic abilities yet lacked durability and endurance. Constructed Nature. A hizagkuur golem doesn't require air, food, drink, or sleep. 93 Hizagkuur Golem Large construct, unaligned Armor Class 11 (light natural armor) Hit Points 33 (6d10) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 10 (+0) 3 (-4) 11 (+0) 1 (-5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from magical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 6 (2,300 XP) Almost Unlimited Magic Immunity. The golem can't be affected or detected by spells of 8th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Reactions Spell Reflection. If the golem makes a successful saving throw against a spell, or a spell attack misses it, the golem can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the golem. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Greenbound Drow There are rumors of drow warriors and priestesses who lost their way while raiding the surface world. Some of these unlucky drow raiders get trapped in the sylvan shadows of the vast forests of the Realm Above. Transformed by the Forest. As the oppressive sun rises above the horizon with its biting lights, the lost drow ventures deeper into the forest where there are few gaps in the forest canopy overhead. Finding food and water in the surface forests is difficult even for an experienced drow raider. Hungry, alone, and hopeless in the endless sea of trees, a poor dark elf could roam the forest for months and find no help…until an inviting path appears. Mad with hunger and thirst, the lost traveler thinks she is hallucinating, but the path is real. The magical forest path is conjured by the powerful and ancient magical fey spirits of the forest. These spirits lure lost travelers deeper and deeper into the heart of the forest and transform them into plantlike, greenbound beings. Some claim that this is their way of punishing evil, while others say they wickedly enjoy torturing hapless creatures. A greenbound creature appears similar to its original form with a few major changes such as having a greenish, hard, barklike skin and green vines, moss, and leaves as hair. These creatures gradually become more feral and wild, slowly degrading into becoming a primitive and dangerous monster. Underdark's Outcasts. A greenbound drow usually finds its way back into the Underdark after spending some time in the surface forest where it transformed. These creatures make their lairs in the upper layers of the Underdark, preferring to stay close to the deep roots of trees above. They rarely come near any civilized settlements as other drow see them as monsters to be killed on sight. 94 Greenbound Drow Medium plant (augmented elf), neutral evil Armor Class 19 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 14 (+2) Saving Throws Dex +7, Con +6, Wis +4 Skills Perception +4, Stealth +10 Damage Resistances cold, lightning; slashing from nonmagical weapons Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 14 Languages Drow, Undercommon Challenge 6 (2,300 XP) Drow Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, pass without trace 3/day each: entangle 1/day each: darkness, faerie fire, levitate (self only), wall of thorns Magic Resistance. The drow has advantage on saving throws against spells and other magical effects. Magic Weapons. The drow's slam attacks are magical. Regeneration. The drow regains 10 hit points at the start of its turn if it has at least 1 hit point. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two melee attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and if the target is Medium or smaller, it is grappled (escape DC 14).
Ineffable Horror An ineffable horror is an ogre-sized humanoid aberration with bat-like wings and tentacles sprouting from their lamprey-like mouths. In place of where their abdomen should be, a mass of squirming, disgusting intestines hangs out. Destruction Bringers. These disgusting aberrations dwell in the middle and lower parts of the Underdark. They bring destruction and death wherever they go. Whole settlements are known to have been slaughtered by these monsters. Disgusting Aberrations. Ineffable horrors speak and understand Undercommon but very rarely engage in communication. They look like a cross between an ogre, a bat, and a mind flayer. These aberrations use their size and strength to drag their victims within reach of their sprouting intestines to smother them and drain their blood. 95 Ineffable Horror Large aberration, chaotic evil Armor Class 15 (natural armor) Hit Points 99 (12d10 + 36) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 4 (-3) Skills Perception +2, Survival +2 Senses Darkvision 60 ft., passive Perception 12 Languages Undercommon Challenge 4 (1,100 XP) Attaching Intestines. Once the ineffable horror grapples a target, the ineffable horror’s disgustingly writhing intestines latch onto the grappled target’s body. Attached intestines can be removed only by escaping the grapple (escape DC 15). Magic Resistance. The ineffable horror has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ineffable horror makes two slam attacks. If the ineffable horror is grappling a creature, the ineffable horror can also use its blood drain ability on it due to its attaching intestines. Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the ineffable horror doesn't have another creature grappled. Blood Drain. The grappled target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by 8 (1d6 + 5) necrotic damage on a failed save, or half as much on a successful one. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The ineffable horror usually does not stop draining blood until the target dies.
Ixzan The ixzan are intelligent and evil creatures who resemble manta rays with barbed tails and varying colors. These creatures, also known as demon-rays or spawn of Ilxendren by some, live underwater and are closely related to the ixitxachitl, their saltwater kin. While the ixitxachitl dwell in the coral reefs and other aquatic formations in the depths of surface seas and oceans, the ixzan dwell in the dark and cold waters of the Underdark. Isolated Communities. The ixzan are found in small, widely scattered communities throughout the Underdark, usually in larger Underdark lakes and they are very isolated from the rest of the deep civilizations. They live in labyrinthine dens such as hollow out reefs and rock formations at the bottom of their dark lakes and use other aquatic races they enslaved to build and maintain their settlements. Their society has its caste system for their varied nature. A typical Ixzan community consists of wizards, priests, mutants, and vampiric ixzan. A female and a male ixzan have very little differentiation in their societal roles, and the young ones are very little valued until they reach adulthood. The ixzan priests raise the young ones in a community and they deliberately treat them in a cruel and grueling manner in order to make them strong and vicious. Only those that show an innate talent for arcane spellcasting are more protected against the dangers of the Underdark. This unforgiving training and growing make sure that only the strong survive and the weak die before reaching adulthood, and those that survive are almost always chaotic evil in alignment, completely shaped and conditioned by the teachings of the Ilxendren, the evil demonray deity of the ixzan. Oligarchy of Priests & Wizards. Ixzan communities are ruled and dominated by spellcasters such as the priests and wizards. The vampiric ixzan with arcane or divine spellcasting abilities are almost always at the top of these elite ruling councils thanks to their innate power and longevity. Decisions in an ixzan community are usually made by consensus in these councils and the minority opposition usually follows the majority due to the threat of getting eaten. Members of these ruling councils constantly try to expand their supporter base and forge alliances with each other while trying to backstab their rivals and force them into becoming minorities. Due to the violent nature of the ixzan politics, the priesthood of Ilxendren generally tries to act as a balancing and mediating force, preventing factionalism from utterly destroying their communities. 96
97 Ixzan Medium aberration, chaotic evil Armor Class 14 ( natural armor) Hit Points 45 (7d8 + 14) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 7 (-2) Saving Throws Wis +3 Skills Perception +3, Stealth +4 Damage Resistances slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Ixzan Challenge 2 (450 XP) Innate Spellcasting. The ixzan's innate spellcasting ability is Wisdom (spell save DC 11). The ixzan can innately cast the following spells, requiring no material components: 1/day each: darkness, levitate (self only) Limited Amphibiousness. The ixzan can breathe air and water, but it needs to be submerged at least once an hour to avoid suffocating. Magic Resistance. The ixzan has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the ixzan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Barbed Tail. When a creature provokes an opportunity attack from the ixzan, the ixzan can make the following attack instead of using its bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Mutant Ixzan Medium aberration, chaotic evil Armor Class 14 ( natural armor) Hit Points 58 (9d8 + 18) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 7 (-2) Saving Throws Wis +3 Skills Perception +3, Stealth +4 Damage Resistances slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Ixzan Challenge 3 (700 XP) Innate Spellcasting. The ixzan's innate spellcasting ability is Wisdom (spell save DC 11). The ixzan can innately cast the following spells, requiring no material components: 1/day each: darkness, levitate (self only) Limited Amphibiousness. The ixzan can breathe air and water, but it needs to be submerged at least once an hour to avoid suffocating. Magic Resistance. The ixzan has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the ixzan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The ixzan makes two attacks: one bite attack and one with its tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Poisoned Barbed Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 6 (1d12) minutes and unconscious while poisoned in this way.
98 Priest Ixzan Medium aberration, chaotic evil Armor Class 14 ( natural armor) Hit Points 45 (7d8 + 14) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0) Saving Throws Wis +5 Skills Perception +5, Persuasion +2, Religion +3, Stealth +4 Damage Resistances slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Ixzan Challenge 3 (700 XP) Innate Spellcasting. The ixzan's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ixzan can innately cast the following spells, requiring no material components: At will: guidance, thaumaturgy 2/day each: charm person, cure wounds, darkness, inflict wounds, levitate (self only) 1/day each: control water, dispel magic, lesser restoration Limited Amphibiousness. The ixzan can breathe air and water, but it needs to be submerged at least once an hour to avoid suffocating. Magic Resistance. The ixzan has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the ixzan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Barbed Tail. When a creature provokes an opportunity attack from the ixzan, the ixzan can make the following attack instead of using its bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Wizard Ixzan Medium aberration, chaotic evil Armor Class 13 (16 with mage armor) Hit Points 45 (7d8 + 14) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 10 (+0) Saving Throws Int +7, Wis +5 Skills Arcana +7, Perception +5, Stealth +4 Damage Resistances slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Ixzan, Undercommon Challenge 5 (1,800 XP) Innate Spellcasting. The ixzan's innate spellcasting ability is Intellect (spell save DC 15, +7 to hit with spell attacks). The ixzan can innately cast the following spells, requiring no material components: At will: poison spray, shape water, shocking grasp 3/day each: magic missile 2/day each: charm person, darkness, invisibility, levitate (self only), slow 1/day each: cone of cold, control water, fly, haste, mage armor Limited Amphibiousness. The ixzan can breathe air and water, but it needs to be submerged at least once an hour to avoid suffocating. Magic Resistance. The ixzan has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight and sunlit shallow waters, the ixzan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Barbed Tail. When a creature provokes an opportunity attack from the ixzan, the ixzan can make the following attack instead of using its bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
99 Vampiric Ixzan Large aberration, chaotic evil Armor Class 15 (18 with mage armor) Hit Points 68 (8d10 + 24) Speed 20 ft., swim 50 ft. STR DEX CON INT WIS CHA 16 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 10 (+0) Saving Throws Dex +6, Wis +4, Cha +3 Skills Perception +7, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Ixzan, Undercommon Challenge 6 (2,300 XP) Innate Spellcasting. The ixzan's innate spellcasting ability is Intellect (spell save DC 13, +5 to hit with spell attacks). The ixzan can innately cast the following spells, requiring no material components: At will: comprehend languages, guidance, shocking grasp 2/day each: bestow curse, charm person, darkness, detect thoughts, greater invisibility, levitate (self only) 1/day each: animate dead, blight, dominate person, mage armor Limited Amphibiousness. The vampiric ixzan can breathe air and water, but it needs to be submerged at least once every 3 hours to avoid suffocating. Magic Resistance. The ixzan has advantage on saving throws against spells and other magical effects. Regeneration. The ixzan regains 10 hit points at the start of its turn. The ixzan dies only if it starts its turn with 0 hit points. Sunlight Hypersensitivity. The ixzan takes 20 radiant damage when it starts its turn in sunlight and sunlit shallow waters. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The ixzan makes two melee attacks. Vampiric Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the vampiric ixzan regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Reactions Barbed Tail. When a creature provokes an opportunity attack from the ixzan, the ixzan can make the following attack instead of using its bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
Kraktot A kraktot is an evil octopus-like monster that dwells in the murky underground waters of the Underdark. Known for its unprecedented hate and bloodlust, the kraktot hunts and terrorizes unsuspecting sailors in the Underdark’s lakes. These creatures are attracted to sound and lights, and their curiosity along with their lust for massacre drive them to shores and land. Once a kraktot captures its prey, it can dig its tentacles to its dead target's brain, riding and controlling the dead body through the nerve system. Morbid Curiosity from the Depths. Kraktots are extremely curious and savage creatures who are drawn to the shore settlements in the Underdark. Small spikes on the kraktot’s tentacles allow it to pierce its victim’s skull and reach its brain, letting the monster ride and control the dead body. Kraktots usually place themselves on the heads of the dead humanoids and ride on their body to travel on land, looking for other prey. The poisonous ink of a kraktot has preserving effects on decaying and rotting bodies, allowing the monster to use the dead body for long periods of time. Kraktot Medium monstrosity, neutral evil Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 40 ft. (10 ft. in unattached form), swim 60 ft., (20 ft. in attached form) STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 7 (-1) Skills Perception +4, Stealth +9 Damage Resistances poison Senses darkvision 120 ft., passive Perception 14 Languages - Challenge 6 (2,300 XP) Attachment. The kraktot can attach (and detach) to a dead body by spending half of its movement. Surrogate Body Fortitude. If damage reduces the kraktot to 0 hit points, it must make a Dexterity saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the kraktot detaches from the attached body and drops to 35 hit points (even if it had less hit points before) instead. Underwater Camouflage. The kraktot has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing & Surrogate Breathing. The kraktot can breathe only underwater or through an attached host body on land. While out of water and unattached it can hold its breath for 4 hours. Actions Multiattack (Attached Form Only). The kraktot makes three shortsword attacks. It can replace one shortsword attack with a spear or tentacle attack. Rusty Shortsword (Attached Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (2d12) poison damage. Rusty Spear (Attached Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 13 (2d12) poison damage. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 5 (1d10) poison damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the kraktot can't grapple another target. Poison Spray (Recharge 6). The kraktot sprays poisonous ink in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 38 (11d6) poison damage on a failed save, or half as much damage on a successful one.