1 MonsterS u n im a g i n a ble
Credits Lead Designers: J. A. Valeur, S. K. Valeur Layout & Graphic Design: J. A. Valeur Interior Art: Stable Diffusion AI Art DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Eventyr Games and published under the Community Content Agreement for Dungeon Masters Guild. Patreon Newsletter YouTube Instagram Facebook Twitter MonsterS u n im a g i n a ble
INTRODUCTION 3 Introduction In this compendium, you will find a selection of 50 otherworldly creatures, grotesque monstrosities, and reimagined classics. Each monster is accompanied by a short description, an exciting statblock, and an original illustration created with AI-technology! The AI-generated art is also where the idea for this compendium originated, as we realized that we could use AI-technology to conjure forth creatures we’d never have been able to imagine ourselves – which is why we call them Unimaginable Monsters! That’s also why the monsters in this book have been reverse engineered, which means that we’ve first generated the illustration – feeding the AI with various prompts until an interesting result emerged – and then our job was to figure out what this monster was and what statistics it should have. Not only is this a fun way to work, it also makes for some interesting, weird, and unique monsters – as you’ll find out soon! We hope you will enjoy these monsters as much as we enjoyed making them! J. A. Valeur & S. K. Valeur Eventyr Games Note: Ai-generated art This product would not be possible without accessible AI-generated art. Ordinarily, we would have had to rely on stock art, which is neither original nor inspiring, or we’d have to forego art entirely, as commissioning art for this type of publication is not profitable. Even so, we are acutely aware that AI-generated art is controversial – and frightening for those who make a living as illustrators. We want to make clear that while we are excited that this technology has allowed us to make this product, we don’t believe it can, or should, replace human artists. That’s also why we, despite being a small independent publisher, have commissioned several thousand dollars worth of fantasy illustrations in 2022 alone. Even though we see this technology as a helpful tool for creators, we remain as committed as ever to the irreplaceable human artists without whom none of this would be possible. So committed, in fact, that we pledge that at least 50% of our proceeds from this publication will go towards commissioning original art from a diverse selection of human illustrators. Table of Contents Abbathiel �����������������������������������������������������������������������5 Ahturomoza ������������������������������������������������������������������6 Aiel ���������������������������������������������������������������������������������7 Anari ������������������������������������������������������������������������������8 Aurai ������������������������������������������������������������������������������9 Aurai Auramancer�����������������������������������������������������10 Blood Blight�����������������������������������������������������������������11 Blood Troll�������������������������������������������������������������������12 Carnifex �����������������������������������������������������������������������13 Cryorachnida ��������������������������������������������������������������14 Doom lord �������������������������������������������������������������������15 Dread Dragon �������������������������������������������������������������16 Drider Anathema ������������������������������������������������������ 20 Droserek�����������������������������������������������������������������������21 Far Realm Jaeger�������������������������������������������������������� 22 F’arex��������������������������������������������������������������������������� 23 F’arex Firebreather ���������������������������������������������������� 24 Feycor�������������������������������������������������������������������������� 25 Fire Cranius ��������������������������������������������������������������� 26 Frostmaw���������������������������������������������������������������������27 Gore ghast ������������������������������������������������������������������ 28 Ice Guardian ���������������������������������������������������������������29 Iceheart Inquisitor����������������������������������������������������� 30 Ignis Avenger ��������������������������������������������������������������31 Inferus��������������������������������������������������������������������������32 Medusa Tinker������������������������������������������������������������33 Mezzeth ���������������������������������������������������������������������� 34 Mountain Mimic ��������������������������������������������������������35 Netherese Chronoguard������������������������������������������� 36 Ogre Commander������������������������������������������������������37 Ogre Juggernaut��������������������������������������������������������� 38 Rot Gazer���������������������������������������������������������������������39 Scorpioth �������������������������������������������������������������������� 40 Shadowmancer������������������������������������������������������������41 Shakshiel��������������������������������������������������������������������� 42 Sourkettle�������������������������������������������������������������������� 43 Steel Enforcer������������������������������������������������������������� 44 Steelsoul Renegade ���������������������������������������������������� 45 Stone Ooze������������������������������������������������������������������ 46 Terrax���������������������������������������������������������������������������47 Terrorspike Worm����������������������������������������������������� 48 Tidal Snapper������������������������������������������������������������� 49 Vinditihel�������������������������������������������������������������������� 50 Void Spectator�������������������������������������������������������������51 Void Walker ����������������������������������������������������������������52 Weavewyrm ����������������������������������������������������������������53 Zyrilax������������������������������������������������������������������������� 54
4 INTRODUCTION Creature Overview Creature Type CR Abbathiel Celestial 16 Ahturomoza Elemental 23 Aiel Aberration 7 Anari Aberration 10 Aurai Fey 3 Aurai Auramancer Fey 7 Blood Blight Plant 5 Blood Troll Giant 8 Carnifex Fiend 17 Cryoarchnida Monstrosity 15 Doom Lord Fiend 20 Dread dragon, Wyrmling Dragon 3 Dread dragon, Young Dragon 8 Dread dragon, Adult Dragon 15 Dread dragon, Ancient Dragon 21 Drider Anathema Monstrosity 12 Droserek Plant 7 Far Realm Jaeger Aberration 13 F’arex Fiend 1/2 F’arex Firebreather Fiend 2 Feycor Fey 14 Fire Cranius Undead 1/2 Frost Maw Monstrosity 9 Gore Ghast Undead 5 Ice Guardian Construct 10 Inceheart Inquisitor Giant 13 Ignis Avenger Elemental 10 Inferus Fiend 11 Medusa Tinker Monstrosity 8 Mezzeth Undead 4 Mountain Mimic Monstrosity 17 Netherese Chronoguard Humanoid 9 Ogre Commander Giant 6 Ogre Juggernaut Giant 11 Rot Gazer Aberration 9 Scorpioth Monstrosity 5 Shadowmancer Humanoid 11 Shakshiel Undead 6 Sourkettle Fey 1 Steel Enforcer Construct 3 Steelsoul Renegade Construct 6 Stone Ooze Monstrosity 3 Terrax Monstrosity 6 Terrorspike Worm Monstrosity 19 Tidal Snapper Elemental 7 Vindithiel Celestial 6 Void Spectator Aberration 8 Void Walker Aberration 11 Weavewyrm Dragon 4 Zyrilax Aberration 8 Using this Compendium This compendium contains a wide variety of different monsters – from abhorrent aberrations and delightful dragons to unnerving undead, there is something for every taste here. Likewise, the monsters’ challenge ratings vary from the measly CR ½ F’arex to an overwhelming CR 23 Ahturomoza! Action-Packed Monsters Though wildly different in flavor and difficulty, all the monsters in this compendium have something in common: they all feature advanced monster design. This means that they all have multiple actions to choose from and are never relegated to just being bags of hit points that deal damage. Instead, each monster has a unique composition of abilities that ensures that it is an enjoyable tactical challenge for the players. Knowing your Enemy Most monsters in this book have inherent weaknesses that the player characters can exploit or specific abilities that our heroes would do well to be aware of. When the characters encounter one of the monsters in this compendium, you can allow them to make a skill check to determine what, if anything, they know about it. Below are some guidelines you can use: • Up to two characters can make an Intelligence check using a relevant skill (see the table below) to see what, if anything, they know about the creature. • The DC is 10 + ½ the creature’s CR (rounded down). • On a success, a character knows one thing about the monster, such as its weakness, its damage resistances and immunities, its damage vulnerabilities, its condition immunities, its senses, or its actions. • If the check succeeds by 5 or more, the character may know multiple things, at your discretion. Creature Type Skill(s) Aberration Arcana Beast Nature Celestial Religion Construct Arcana Dragon Arcana, History Elemental Arcana Fey Arcana, Nature Fiend Religion Giant History Humanoid History Monstrosity History, Nature Ooze Arcana Plant Nature Undead Arcana, Religion
ABBATHIEL 5 Abbathiel The abbathiels – also known as Angels of Death – are responsible for shepharding souls to the afterlife and guarding them while they’re there. In rare cases, abbathiels are sent to retrieve souls from creatures who are still alive even though they should be dead. In battle, the abbathiel manipulates the very souls of its foes as it steers them – gently, but firmly – closer to death. Its methods are elusive and entropic, as it weakens its enemies and their very spirits. Abbathiel Large Celestial, Typically Lawful Neutral Armor Class 19 (natural armor) Hit Points 200 (16d10 + 112) Speed 40 ft., fly 120 ft. STR DEX CON INT WIS CHA 17 (+3) 23 (+6) 24 (+7) 19 (+4) 22 (+6) 25 (+7) Saving Throws Con +12, Wis +11, Cha +12 Skills Insight +11, Perception +11 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) Proficiency Bonus +5 Divine Awareness. The abbathiel knows if it hears a lie. Magic Resistance. The abbathiel has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abbathiel makes two Spirit Touch attacks. Spirit Touch. Melee or Ranged Spell Attack: +12 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 20 (3d8 + 7) force damage and the target has disadvantage on the next saving throw it makes before the end of the abbathiel’s next turn. Shepherding Light (Recharge 5–6). Each creature of the abbathiel’s choice it can see within 30 feet of it must make a DC 20 Constitution saving throw. On a failed save, the creature takes 36 (8d8) radiant damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, and suffers no additional effects. Spellcasting. The abbathiel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20): At will: blindness/deafness, dispel evil and good, invisibility 1/day each: blight, dawn, sunbeam, wall of light Bonus Actions Afterlight. The abbathiel forces a creature it can see within 60 feet of it to relive its entire life in a single moment. The creature must make a DC 20 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and is stunned until the start of the abbathiel’s next turn. On a successful save, the creature takes only half as much damage and suffer no additional effects. Anoint. The abbathiel attempts to prepare the soul of a creature it can see within 60 feet of it for the afterlife. The creature must make a DC 20 Charisma saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and until the end of its next turn, it has vulnerability to all damage and can’t regain hit points. On a successful save, the creature takes only half as much damage and suffer no additional effects. Reactions Corrupted Renewal. When a creature the abbathiel can see within 30 feet of it casts a spell that would cause another creature to regain hit points, the abbathiel forces that creature to make a DC 20 saving throw using its spellcasting ability. On a failed save, each target of the spell doesn’t regain any hit points and instead takes necrotic damage equal to the hit points it would have gained. Yours is not a crime of evil, mortal, merely one of ignorance. To believe that your soul belongs to yourself is understandable but that makes it no less of a sin. I am sent to retrieve that which you owe - will you give it freely or must I take it by force? – an abbathiel’s indictment, as relayed by Gnarr the Undying, Half-orc Adventurer
6 AHTUROMOZA Ahturomoza One of the few primordials in existence, Ahturomoza is a semi-divine of incredible size and power. Also known as “the Creator”, Ahturomoza can not only move through solid earth and rock but also manipulate it, causing it to shake, fissure, or even spawn stone oozes. While Ahturomoza’s plans and motives are indiscernible to mortals, it is clear to most that disturbing the slumbering primordial is a bad idea. Ahturomoza Gargantuan Elemental, Typically Neutral Armor Class 20 (natural armor) Hit Points 546 (28d20 + 252) Speed 60 ft., burrow 60 ft. STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 29 (+9) 18 (+4) 19 (+4) 21 (+5) Saving Throws Str +17, Con +16, Wis +11, Cha +12 Skills Perception +11 Damage Resistances cold, fire, lightning Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP) Proficiency Bonus +7 Earthquake Aura. Unless it wills it to stop (no action required) the ground quakes in a 30-foot radius around Ahturomoza, making it difficult terrain for other creatures. Each other creature that starts or ends its turn on the ground in the area, or moves there for the first time on its turn, must succeed on a DC 25 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Legendary Resistance (3/Day). If Ahturomoza fails a saving throw, it can choose to succeed instead. Magic Resistance. Ahturomoza has advantage on saving throws against spells and other magical effects. Actions Multiattack. Ahturomoza makes one Bite attack and uses Spellcasting. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 54 (8d10 + 10) piercing damage, and if the target is a Huge or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained and Ahturomoza can’t use its Bite against another target. Uncreation Breath (Recharge 5–6). Ahturomoza exhales a mist of spiritual energy in a 90-foot cone. Each creature in that area must make a DC 24 Charisma saving throw. On a failed save, the creature takes 67 (15d8) psychic damage and its proficiency bonus is reduced by 1d4 (to a minimum of 0) for 1 minute. On a successful save, the creature takes half as much damage, and suffers no additional effects. Spellcasting. Ahturomoza casts one of the following spells requiring no spell components and using Charisma as the spellcasting ability (spell save DC 20) : At will: earthbind, dispel magic, lightning bolt, slow 2/day each: chain lightning, power word stun, reverse gravity Bonus Actions Swallow. Melee Weapon Attack: +17 to hit, reach 5 ft., one Huge or smaller creature Ahturomoza is grappling. Hit: Ahturomoza swallows the creature. The swallowed creature is blinded and restrained, has total cover against attacks and other effects outside Ahturomoza. At the start of each of Ahturomoza’s turns, each creature swallowed by it takes 35 (10d6) force damage. If Ahturomoza takes 40 damage or more on a single turn from a creature inside it, Ahturomoza must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ahturomoza. Gravity Bind. Ahturomoza forces a creature it can see within 60 feet of it to make a DC 24 Constitution saving throw. On a failed save, the creature takes 22 (4d10) force damage and its speed becomes 0 until the end of its next turn. Legendary Actions Ahturomoza can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ahturomoza regains legendary actions at the start of its turn. Bind. Ahturomoza uses Gravity Bind or casts earthbind. Create Ooze (Costs 2 Actions). Ahturomoza creates a stone ooze in an unoccupied space within 10 feet of it. The ooze is under Ahturomoza’s control but acts on its own initiative. Ahturomoza, guard me, as you guard the earth, Speak thy will, and thy will shalt be carried, Bind me to you, now and forevermore, For by you I was created, and by you, My creation shall be undone. – Prayer to Ahturomoza
AIEL 7 Aiel Aiels are powerful psionics that act as protectors across the Multiverse. In ancient times, these otherworldly creatures often helped defend worlds that were attacked by mind flayers, but as the mind flayers’ presence dwindled, so did that of the aiel. Although few and far between, aiel sometimes settle down as advisors for mortal kings or in far away corners of the Multiverse where they use their strange psychic abilities to fight evil and protect the innocent. Little is known of the their origin, but their resemblance to mind flayers cause have led to speculation that they share an ancestral bond. Aiel Medium Aberration, Typically Lawful Good Armor Class 15 (chain shirt) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 14 (+2) 17 (+3) 18 (+4) 17 (+3) Saving Throws Int +6, Wis +7, Cha +6 Skills Insight +7, Investigation +6, Perception +6 Senses darkvision 120 ft., passive Perception 17 Languages Common, Deep Speech, telepathy 120 ft., Challenge 7 (2,900 XP) Proficiency Bonus +3 Magic Resistance. The aiel has advantage on saving throws against spells and other magical effects. Psychic Defense. While the aiel is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 22 (4d8 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. At the end of each of its turn while grappled in this way, the creature’s Intelligence score is reduced by 1d4. If the target’s Intelligence is 4 or lower, it can’t cast spells or communicate in any intelligible way and if its Intelligence is reduced to 0, it is stunned until it regains at least 1 point of Intelligence. Mass Telekinesis (Recharge 6). The aiel targets up to three creatures and objects it can see within 120 feet of it. No one target can weigh more than 1,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each creature must succeed on a DC 15 Strength saving throw or be restrained in the aiel’s telekinetic grip until the aiel uses this action again, or its concentration is broken (as if concentrating on a spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At the end of the aiel’s turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 13 (2d12) force damage to each of them. Spellcasting (Psionics). The aiel casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): 1/day each: dispel magic, plane shift, synaptic static Bonus Actions Void Whisper. A creature the aiel can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw as an otherworldly whisper in its mind wracks it with pain. On a failed save, the target takes 10 (3d6) psychic damage and its thoughts are muddled for 1 minute. The target can’t take reactions and at the start of each of its turns it must roll a d6 to determine its behavior for that turn: • 1–3. The creature loses the ability to distinguish friend from foe regarding all creatures it can see as enemies and must choose the target at random from among the creatures it can see within range of the attack, spell, or ability it’s using. • 3–4. The creature must choose whether it gets an action, a bonus action, or a move; it gets only one of the three. • 5–6. The creature can act and move normally. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success. Reactions Psychic Rebuke. When the aiel is damaged by a creature within 60 feet of it that it can see, the creature that damaged it experiences must succeed on a DC 15 Intelligence saving throw or be blinded, deafened, and unable to speak until the end of its next turn. If you’ve met a mind flayer you’d be forgiven for thinking that all aliens with tentacles sprouting from their faces are bad. Well, not so with aiel, I tell ya! – Merth’nal, Dwarven Planeswalker
8 ANARI Anari Anaris are huge aberrant predators covered in large blister-like deformities filled with deadly acid. Big enough to swallow a horse in a single bite and capable of reeking pools of concentrated acid from its mouth, the few who live to tell the tale of their encounter with an anari count themselves lucky. Though it remains unknown how or when anari came to the Material Plane, the aberrations now roam freely in the swampy marshlands and dark forests where no predators match their prowess. As a result, a trail of death and dissolved undergrowth is usually the only thing left to tell of their unnatural presence. Anari Huge Aberration, Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 147 (14d12 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 19 (+4) 8 (-1) 14 (+2) 4 (-3) Saving Throws Str +10, Con +8, Wis +6 Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages — Challenge 10 (5,900 XP) Proficiency Bonus +4 Acrid Abscesses. The anari’s body is covered in numerous abscesses filled with acid. Whenever the anari is hit by a weapon attack, an abscess bursts and each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, and half as much on a successful one. A creature that is aware of the abscesses, can take a -5 penalty to the attack roll when attacking the anari to avoid bursting an abscess if the attack hits. Psychic Aversion. Whenever the anari takes psychic damage, it must succeed on a Wisdom saving throw with a DC equal to the damage taken or be staggered until the end of its next turn. While staggered, the anari can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Multiattack. The anari makes one Bite attack and one Crush attack. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage, and if the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the creature is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the anari can’t use its Bite against another target. Crush. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. Acid Pool (Recharge 5–6). The anari spews acid in a 20-foot cone. Until the end of the anari’s next turn, the ground in the area is difficult terrain and any creature that enters the area for the first time on a turn or starts its turn there takes 22 (5d8) acid damage, or 45 (10d8) acid damage if the creature is prone. A creature that takes this damage must succeed on a DC 16 Constitution saving throw or be incapacitated until the start of its next turn as it retches and reels. Bonus Actions Deafening Roar. Each creature within 60 feet of the anari must make a DC 16 Constitution saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much on a successful one. A creature that fails this save is also deafened for 1 minute. The roar is audible out to 1 mile. Acid Gobbet. The anari lobs a gobbet of sickening acid at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature is covered in acid for 1 minute or until it uses an action to wash it off. A creature covered in acid takes 9 (2d8) acid damage at the start of each of its turns and has disadvantage on attack rolls and ability checks. Hear that roar, feel that sting in your nostrils, you just turn back and go home. That’s it. That’s how you stay alive. – Martho Dewwalker, Elven Ranger
AURAI 9 Aurai Medium Fey, Typically Neutral Armor Class 15 Hit Points 44 (8d8 + 8) Speed 30 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 21 (+5) 13 (+1) 13 (+1) 17 (+3) 19 (+4) Saving Throws Dex +7, Cha +6 Skills Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception 15 Condition Immunities charmed, frightened Languages Auran, Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 Magic Resistance. The aurai has advantage on saving throws against spells and other magical effects. Windbreather. If the aurai starts its turn grappled, restrained, or in an area with no wind, it must succeed on a DC 11 Constitution saving throw or become staggered until the start of its next turn. While staggered, the aurai can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Wind Spear. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4) force damage. Spellcasting. The aurai casts one of the following spells requiring no material components and using Charisma as the spellcasting ability (spell save DC 14) : At will: minor illusion 1/day each: wind walk Bonus Actions Gust. The aurai commands the air to move a Medium or smaller creature or an object weighing 250 pounds or less it can see within 30 feet of it. A creature that is being moved or that is holding an object that is being moved must make a DC 14 Strength saving throw. On a failed save, the creature or object is moved 20 feet in a direction of the aurai’s choice. Windform. The aurai becomes partially incorporeal until the end of its next turn, or until it attacks or casts a spell. While partially incorporeal, the aurai is invisible and has resistance to bludgeoning, piercing, and slashing damage. Reactions Wind Shield (1/Day). When a creature the aurai can see within 30 feet of it moves toward the aurai or makes a ranged weapon attack against the aurai, the aurai produces a strong wind around it that lasts until the start of the aurai’s next turn. While surrounded by this wind, the area in a 10-foot radius around the aurai is difficult terrain and ranged weapon attacks against the aurai are made with disadvantage. Aurai Similar to the dryads, the aurai are nymphs, except that they are borne of the air instead of the trees. They are at one with the wind and can even use it as a weapon – or become almost part of it, as they turn partially incorporeal. Aurai are most often found in mountaneous regions or in windswept valleys or coasts, where the wind reigns supreme over all other elements. Rangers and druids will sometimes beseech aurai to carry them across vast distances with their wind walk spell. There are few experiences more soothing than traveling with the aurai. As long as you don’t aggravate them, the aurai can usually be persuaded with simple gifts of fragrant perfume or a melodious song - which I, coincidentally, always have with me! – Milando the Magnficient, Drow Bard Extraordinaire
10 AURAI AURAMANCER Aurai Auramancer Medium Fey, Typically Neutral Armor Class 15 Hit Points 105 (14d8 + 42) Speed 30 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 21 (+5) 17 (+3) 15 (+2) 17 (+3) 21 (+5) Saving Throws Dex +8, Wis +6, Cha +8 Skills Perception +6, Stealth +8 Senses darkvision 60 ft., passive Perception 16 Condition Immunities charmed, frightened Languages Auran, Common, Sylvan Challenge 7 (2,900 XP) Proficiency Bonus +3 Magic Resistance. The aurai has advantage on saving throws against spells and other magical effects. Windbreather. If the aurai starts its turn grappled, restrained, or in an area with no wind, it must succeed on a DC 13 Constitution saving throw or become staggered until the start of its next turn. While staggered, the aurai can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Multiattack. The aurai makes two Wind Spear attacks and uses Auramancy. Wind Spear. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d8 + 5) force damage. Auramancy. The aurai conjures one of the following magical auras in a 20-foot radius around it that moves with it. The aurai chooses which creatures are affected by its aura. The aura lasts until the aurai’s concentration is broken (as if concentrating on a spell) or the aurai uses this action again. Aura of Colors. An affected creature that starts its turn in the aura or enters it for the first time on its turn must succeed on a DC 16 Wisdom saving throw or become charmed until the start of its next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends for a creature if it takes damage. Aura of Guidance. Whenever an affected creature makes an attack roll or saving throw in the aura, it can roll a d4 and add the number rolled to the attack roll or saving throw. Aura of Wind. An affected creature’s speed is halved in the area and any ability checks and attack rolls it makes using Strength or Dexterity are made with disadvantage. An affected creature also has disadvantage on saving throws made to maintain its concentration while in the area. Spellcasting. The aurai casts one of the following spells requiring material components and using Charisma as the spellcasting ability (spell save DC 16): At will: gust of wind, minor illusion 1/day each: wind walk, wind wall Bonus Actions Gust. The aurai commands the air to move a Medium or smaller creature or an object weighing 250 pounds or less it can see within 30 feet of it. A creature that is being moved or that is holding an object that is being moved must make a DC 16 Strength saving throw. On a failed save, the creature or object is moved 20 feet in a direction of the aurai’s choice. Windform. The aurai becomes partially incorporeal until the end of its next turn, or until it attacks or casts a spell. While partially incorporeal, the aurai is invisible and has resistance to bludgeoning, piercing, and slashing damage. Reactions Gone with the Wind (3/Day). When the aurai is targeted by a spell or attack, the aurai moves up to its flying speed to an unoccupied space it can see, without provoking opportunity attacks. If this movement takes it out of range of the triggering spell or attack, the aurai is unaffected by it. Aurai Auramancer Auramancers are aurai druids or priestesses, who have, in even greater extent that other aurai, learned to control the wind. So proficient are the auramancers that they can shape the wind to create magical auras around them – and change the effects of their aura with a mere wave of their hand. Exceptional being are the aurai auramancers. So in tune with the wind that they can even alter how it interacts with others, from enthralling them or guiding them to hindering their efforts. Effects they can change as quickly as the wind blows! – Rezihiel, Halfling Ranger
BLOOD BLIGHT 11 Blood Blight Medium Plant, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 6 (–2) 10 (+0) 3 (–4) Saving Throws Str +7, Con +6 Condition Immunities blinded, deafened, exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands Common and Druidic but can’t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 Rotten Mind. If another creature targets the blight with a spell or other magical effect that deals psychic damage to the blight or forces the blight to make a saving throw against being charmed or frightened, that creature must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage and gain 1 level of exhaustion. Actions Multiattack. The blight makes two attacks, using Thorny Branch, Grasping Root, or a combination of both. Thorny Branch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Grasping Root. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 14). The root can also be attacked and destroyed (AC 15; 15 hit points; vulnerability to fire and slashing damage; immunity to poison and psychic damage). Spike Growth. The ground in a 20-foot radius around the blood blight becomes difficult terrain for 1 minute or until the blood blight uses this action again. When a creature other than the blood blight moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels. Bonus Actions Seed of Evil. A creature grappled by the blight’s Grasping Root must succeed on a DC 14 Wisdom saving throw or fall under the blight’s control until the start of the blight’s next turn, as if affected by the dominate monster spell. Blood Blight Lumbering across desolate plains or through dense woodlands, this bloody mess of spiked growth is an unwelcome sight to any traveler. Blood blights manipulate not only the plants and roots around them but also the very minds of those it gets a hold of. Blood blights are typically spawned when fell magic is employed to cause death and destruction near trees or thorny bushes – as if nature itself comes alive to exact vengeance for the blood that was spilled. Some say that gold is the root of all evil. Well, I beg to differ, because these thorny things are, quite literally, the root of at least some evil. Seen ‘em turn a good man into a murderer with but a touch. Nasty buggers. – Roawk Hewbeard, Dwarven Lumberjack
12 BLOOD TROLL Blood Troll Horrifying red-skinned giants, blood trolls feast off the blood of other creatures and eat any living creatures they can catch. Unlike an ordinary troll, their regenerative powers are fueled by the blood of its victims – giving this specific type of troll an even more insatiable appetite for slaughter. Like other trolls, blood trolls have no real society. Their vile desire for blood makes them ill-suited for the kind of employment another troll might do for a group of giants or hags. Instead, blood trolls typically hunt alone or in smaller groups, hunting wild game in mountain and forest regions – or satisfying their need by attacking weary travelers. Blood Troll Large Giant, Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 108 (12d10 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 18 (+4) 4 (–3) 8 (-1) 5 (-3) Skills Perception +2 Senses darkvision 120 ft., passive Perception 12 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 Blood Regeneration. Whenever the troll deals necrotic damage to a non-Undead, non-Construct, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the troll regains hit points equal to that amount. If the troll takes radiant damage, this trait doesn’t function at the start of the troll’s next turn. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature it is also grappled (escape DC 14). Until this grapple ends, the creature is restrained and the troll can’t bite other targets. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be slowed until the end of the troll’s next turn. While slowed, the target must spend 1 extra foot of movement for every foot it moves using its speed, attack rolls against it have advantage, and it has disadvantage on attack rolls and Dexterity saving throws. Bonus actions Blood Siphon. The troll attempts to siphon the blood from a non-Undead, non-Construct creature within 10 feet of it. If the creature doesn’t have all its hit points, it must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and gain 1 level of exhaustion. A creature that has fewer than half its hit point maximum has disadvantage on its saving throw against this effect. Crippling Roar. Each creature within 30 feet of the troll that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the troll’s next turn. While frightened in this way, a creature is also incapacitated and its speed is 0. Trolls are bad enough as is. A troll that feasts off your blood? Well, there’s a reason I retired! – Halmut, Retired Human Adventurer
CARNIFEX 13 Carnifex A carnifex is a savage demon with an unnerving resemblance to a humanoid. The menacing aura of a carnifex is a staggering experience on its own, but it is not before a carnifex wraps its heavy chains around its prey and reels it close enough to feast upon its flesh that the true horror of a carnifex is revealed. Carnifexes live in the deepest layers of the abyss but never pass up on a chance to come to the surface world to hunt for meat. Some scholars theorize that a carnifex may be the result of a Humanoid being transformed into a Demon by a foul ritual – making it no less ironic that a carnifex enjoys the flesh of humanoids above all. Carnifex Large Fiend (Demon), Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 210 (20d10 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 21 (+5) 10 (+0) 17 (+3) 11 (+0) Saving Throws Dex +6, Con +11, Wis +9 Skills Athletics +11, Perception +9 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 19 Languages Abyssal, Common Challenge 17 (18,000 XP) Proficiency Bonus +6 Blood Devourer. The carnifex gains 1 blood charge whenever it takes 20 or more damage in a single turn or when it hits with its Feast attack. The carnifex can have up to 7 blood charges and lose all unspent charges after 1 hour. Dark Magic. When the carnifex casts a spell that deals damage, it can change the spell’s damage type to necrotic. Magic Resistance. The carnifex has advantage on saving throws against spells and other magical effects. Menacing Aura. Any creature that starts its turn within 10 feet of the carnifex must succeed on a DC 19 Wisdom saving throw or be frightened until the start of the creature’s next turn. While frightened this way, the creature’s speed is 0. On a successful save, the creature is immune to the carnifex’s Menacing Aura for the next 24 hours. Searing Blood. At the beginning of its turn, the carnifex can expend 1 blood charge to end any effects on itself that is causing it to be charmed, frightened, incapacitated, paralyzed, or stunned. Actions Multiattack. The carnifex makes two Chain attacks. It can use Feast or Spellcasting in place of one of these attacks. Chain. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 19). Until this grapple ends, the creature is also restrained and the carnifex can’t use the chain on another target. The carnifex has two chains, each of which can grapple one creature. Feast. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature that is incapacitated or grappled by the carnifex. Hit: 22 (4d10) necrotic damage and the carnifex gains 1 blood charge. In addition, the target must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion Spellcasting (Blood Magic). The carnifex casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17). It must have the requisite number of blood charges to cast the spell. 1/day each: fear (1 charge), dispel magic (1 charge), fireball (1 charge), wall of fire (2 charges), blade barrier (3 charges), chain lightning (3 charges), chain lightning (4 charges), finger of death (4 charges), Abi-Dalzim’s horrid wilting (5 charges) Bonus Actions Blood Infusion. The carnifex expends 1 blood charge to cause one of the following effects: • A creature the carnifex can see within 30 feet of it must succeed on a DC 19 Intelligence saving throw or be stunned until the end of the carnifex’s next turn. • The range of the carnifex’s Menacing Aura increases to 30 feet until the end of the carnifex’s next turn. • The carnifex regains 22 (4d10) hit points. Reactions Shared Pain. When the carnifex takes damage, it can expend 1 blood charge to divide the damage it takes between itself and one creature it is grappling. That’s a dinner invitation you’ll want to decline, friend. – Mordenkainen, Human Archmage
14 CRYORACHNIDA Cryorachnida Cryorachnidas are ancient monstrosities that roam the coldest and most desolate of region. Although cryorachnidas share numerous traits with ordinary spiders – such as being capable of catching its unlucky victims in web-like shards of ice – what truly make an cryorachnida horrifying is its ability to manipulate its cold surroundings, transforming the ground into slippery ice and using its overwhelming size to create glacial rifts and trap its prey. Cryorachnida Huge Monstrosity, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 230 (18d12 + 100) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 21 (+5) 5 (-3) 11 (+0) 4 (-3) Saving Throws Con +10, Wis +5 Damage Immunities cold Condition Immunities charmed, paralyzed, petrified, stunned Senses blindsight 120 ft., passive Perception 12 Languages — Challenge 15 (13,000 XP) Proficiency Bonus +5 Ice Walk. The cryorachnida can move across and climb icy or snowy surfaces without needing to make an ability check and ignoring difficult terrain. Legendary Resistance (3/Day). If the cryorachnida fails a saving throw, it can choose to succeed instead. Actions Multiattack. The cryorachnida makes two Claw attacks and either one Bite attack or one Icy Web attack. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) cold damage and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained and the cryorachnida can’t bite another target. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 7) slashing damage. Icy Web. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by magical ice webbing. While restrained this way, a creature takes 7 (2d6) cold damage at the start of each of its turns and must succeed on a DC 18 Constitution saving throw or gain 1 level of exhaustion. When a creature finishes a short or long rest, it loses every level of exhaustion gained from the icy webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Bonus Actions Flash Frost. Deep frost freezes the ground in a 20-foot radius of a point the cryorachnida can see within 60 feet of it. Each creature standing on the ground in the area takes 9 (2d8) cold damage and must succeed on a DC 18 Dexterity saving throw or fall prone. Glacial Rift. A 30-feet long, 5-feet wide, and 20-feet deep fissure splits the ground in an area the cryorachnida can see within 120 feet of it. Each creature on the ground in the area where the fissure opens must make a DC 18 Dexterity saving throw. A prone creature makes this saving throw with disadvantage. On a failed save, the target falls into the fissure and lands prone. A creature that attempts to climb the sheer walls of the fissure must succeed on a DC 15 Strength (Athletics) check for each 10 feet it climbs or fall into the fissure. Legendary Actions The cryorachnida can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The cryorachnida regains spent legendary actions at the start of its turn. Claw. The cryorachnida makes one Claw attack. Tundra Master. The cryorachnida uses Flash Frost or Glacial Rift. Crippling Shriek (Costs 2 Actions). Each creature within 60 feet of the cryorachnida that can hear it must succed on a DC 18 Wisdom saving throw or have disadvantage on attack rolls and ability checks, and saving throws made to maintain its concentration, until the end of its next turn. If spiders gives you chills, this one will give you... well, chills in more ways than one, I guess. Anyway, point is, you see that thing coming, you go the other way. Understood? – Harngrym Ebenil, Dwarven Glacier Guide
DOOM LORD 15 Doom lord Doom lords are savage, warmongering demons with tentacles sprouting from their back and a magma spewing, trunk-like appendage growing on their arm. A terrifying sight to behold, a doom lord may be more powerful than even a balor, but its reckless nature means that a doom lord is rarely commanding any demon armies. Instead, a doom lord may be set loose on the Material Plane for the simple purpose of causing havoc and destruction – which is what a doom lord enjoys the most. Doom lord Large Fiend (Demon), Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 230 (20d10 + 120) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 23 (+6) 10 (+0) 16 (+2) 12 (+1) Saving Throws Dex +6, Con +12, Wis +8, Cha +5 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 120 ft., passive Perception 12 Languages Abyssal Challenge 20 (25,000 XP) Proficiency Bonus +6 Fiery Purge. At the beginning of the doom lord’s turn, it can end any effects causing it to be charmed, paralyzed, incapacitated, stunned, or poisoned. When it does, it is staggered until the start of its next turn. While staggered, the doom lord can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The doom lord has advantage on saving throws against spells and other magical effects. Actions Multiattack. The doom lord makes one Slam attack and two Tentacle attacks. Slam. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 9 (2d8) fire damage, and if the target is a creature, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the doom lord can’t use the same tentacle on another target. The doom lord has two tentacles. Lava Spray (Recharge 5–6). The doom lord sprays hot lava in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Bonus actions Compelling Glare. One creature within 60 feet that can see the doom lord must succeed on a DC 20 Wisdom saving throw or be compelled to fight the doom lord. Until the end of the target’s next turn, it has disadvantage on attack rolls against creatures other than the doom lord. If it attempts to move away from the doom lord, it must first succeed on a DC 18 Wisdom saving throw or be unable to move. Lava Geyser. A geyser erupts from the ground within 60 feet of the doom lord. The geyser lasts for 1 minute and fills a 10- foot square which becomes difficult terrain for the duration. When the geyser appears, each creature within its area must make a DC 20 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half as much on a successful one. A creature that enters the area of a geyser for the first time on its turn or ends its turn there takes 18 (4d8) fire damage. Legendary Actions The doom lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The doom lord regains spent legendary actions at the start of its turn. Attack. The doom lord makes a Slam or Tentacle attack. Lava Geyser (Costs 2 Actions). The doom lord uses Lava Geyser. Blazing Boulder (Costs 2 Actions). The doom lord sends blazing boulder tumbling along the ground in a 60-foot line that is 5-foot wide. Each creature in that line must succeed on a DC 19 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 11 (2d10) fire damage and be knocked prone. I always thought it couldn’t get more scary than a balor. Being steamrolled by a blazing boulder as your squadron is melted by lava gives you perspective. – Arian the Scorched, Survivor of the sacking of Brega
16 DREAD DRAGON, WYRMLING Dread Dragon Dread dragons are frightful monstrosities that look, quite literally, like the stuff of nightmares. Deceptively lazy-looking as they drift along, Dread dragons prey on all living creatures they come across, eroding their minds and bodies, and feasting on their nightmares. Most scholars believe that dread dragons were spawned in the Abyss and introduced to the Material Plane by some deranged wizard or astral traveler. Some, however, believe dread dragons to have been spawned by actual nightmares – though who’d ever dream up something like that, is impossible to say. Dread dragon, Wyrmling Medium Dragon, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 15 (+2) 14 (+2) 13 (+1) Saving Throws Con +4, Int +4, Wis +4 Skills Insight +4, Perception +4, Stealth +4 Damage Immunities necrotic, psychic Condition Immunities charmed, frightened Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Languages Abyssal, Common, Draconic, telepathy 60 ft. Challenge 3 (700 XP) Proficiency Bonus +2 Aversion to Compassion. Once per turn, when a creature the dragon can see within 30 feet of it uses a spell or ability that causes another creature to regain hit points, the dragon must succeed on a DC 14 Wisdom saving throw. On a failed save, the dragon is staggered until the end of its next turn. While staggered, the dragon can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Nether Breath. The dragon exhales a cloud of necrotic energy in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 22 (4d10) necrotic damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage with no additional effects. Nightmare Breath. The dragon exhales a cloud of silvery air in a 15-foot cone. Each creature in that area must make a DC 12 Wisdom saving throw. On a failed save, the creature takes 11 (2d10) psychic damage, and it is frightened of the dragon for 1 minute. At the end of each of the frightened creature’s turns, it must repeat the saving throw, taking 11 (2d10) psychic damage on a failed save, or ending the effect on itself on a success. Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12): At will: minor illusion 1/day: enemies abound Bonus Actions Ominous Portent. A creature the dragon can see within 60 feet of it must succeed a DC 12 Intelligence saving throw or be staggered until the start of the dragon’s next turn. While staggered, the creature can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. If the save fails by 5 or more, the creature is incapacitated until the start of the dragon’s next turn instead. Advice you’ll often hear when facing one of these monstrosities is: “Don’t be afraid!” In a sense, that’s right. You shouldn’t be afraid of dread dragons - you should be terrified! – Rascil the Nimble, Elven Dragonhunter
DREAD DRAGON, YOUNG 17 Dread dragon, Young Large Dragon, Typically Chaotic Evil Armor Class 18 (natural armor) Hit Points 144 (17d10 + 51) Speed 20 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 15 (+2) Saving Throws Str +8, Con +6, Int +6, Wis +6 Skills Insight +6, Perception +6, Stealth +4 Damage Immunities necrotic, psychic Condition Immunities charmed, frightened Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 Languages Abyssal, Common, Draconic, telepathy 60 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 Aversion to Compassion. Once per turn, when a creature the dragon can see within 30 feet of it uses a spell or ability that causes another creature to regain hit points, the dragon must succeed on a DC 16 Wisdom saving throw. On a failed save, the dragon is staggered until the end of its next turn. While staggered, the dragon can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Nether Breath. The dragon exhales a cloud of necrotic energy in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 33 (6d10) necrotic damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage with no additional effects. Nightmare Breath. The dragon exhales a cloud of silvery air in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 16 (3d10) psychic damage, and it is frightened of the dragon for 1 minute. At the end of each of the frightened creature’s turns, it must repeat the saving throw, taking 16 (3d10) psychic damage on a failed save, or ending the effect on itself on a success. Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: minor illusion 1/day each: enemies abound, fear, major illusion Bonus Actions Curse. A creature the dragon can see within 60 feet of it must succeed on a DC 14 Charisma saving throw or be cursed in one of the following ways for 1 minute or until the curse is removed: • The target has disadvantage on ability checks and saving throws made using an ability score of the dragon’s choice. • The target has disadvantage on attack rolls against the dragon. • The target can’t regain hit points and has vulnerability to necrotic and psychic damage. Ominous Portent. A creature the dragon can see within 60 feet of it must succeed a DC 14 Intelligence saving throw or take 4 (1d8) psychic damage and be staggered until the start of the dragon’s next turn. While staggered, the creature can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. If the save fails by 5 or more, the creature is incapacitated until the start of the dragon’s next turn instead. Spectral Step. The dragon teleports up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the space where the dragon appears must make a DC 14 Constitution saving throw or take 4 (1d8) force damage and all damage dealt by the creature is halved until the end of the creature’s next turn. A Dread dragon’s Lair Dread dragons typically live in dark caverns or ancient temples or castles. Lair Actions. On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Dark Whispers. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be frightened by the dragon until initiative count 20 on the next round. Slumber. One creature the dragon can see within 120 feet of it is fed a powerful illusion of a comfortable bed on the floor. The target must succeed on a DC 15 Intelligence saving throw or fall unconscious until it takes damage or someone uses an action to wake it. Shadows. A thick cloud of shadows seeps forth from the ground in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the cloud of shadows are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 (3d6) necrotic damage.
18 DREAD DRAGON, ADULT Dread Dragon, Adult Huge Dragon, Typically Chaotic Evil Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Speed 20 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 24 (+7) 9 (–1) 20 (+5) 21 (+5) 20 (+5) 17 (+3) Saving Throws Str +12, Con +10, Int +10, Wis +10 Skills Insight +10, Perception +10, Stealth +4 Damage Immunities necrotic, psychic Condition Immunities charmed, frightened Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Languages Abyssal, Common, Draconic, telepathy 120 ft. Challenge 15 (13,000 XP) Proficiency Bonus +5 Aversion to Compassion. Once per turn, when a creature the dragon can see within 30 feet of it uses a spell or ability that causes another creature to regain 10 hit points or more, the dragon must succeed on a DC 20 Wisdom saving throw. On a failed save, the dragon is staggered until the end of its next turn. While staggered, the dragon can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage and, if the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the dragon can’t bite another target. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Nether Breath. The dragon exhales a cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 44 (8d10) necrotic damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage with no additional effects. Nightmare Breath. The dragon exhales a cloud of silvery air in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) psychic damage, and it is frightened of the dragon for 1 minute. At the end of each of the frightened creature’s turns, it must repeat the saving throw, taking 22 (4d10) psychic damage on a failed save, or ending the effect on itself on a success. Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: enemies abound, minor illusion 1/day each: dream, dispel magic, evard’s black tentacles, fear, hold monster, major illusion Bonus Actions Curse. A creature the dragon can see within 60 feet of it must succeed on a DC 18 Charisma saving throw or be cursed in one of the following ways for 1 minute or until the curse is removed: • The target has disadvantage on ability checks and saving throws made using an ability score of the dragon’s choice. • The target has disadvantage on attack rolls against the dragon. • The target can’t regain hit points and has vulnerability to necrotic and psychic damage. Ominous Portent. A creature the dragon can see within 60 feet of it must succeed a DC 18 Intelligence saving throw or take 9 (2d8) psychic damage and be staggered until the start of the dragon’s next turn. While staggered, the creature can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. If the save fails by 5 or more, the creature is incapacitated until the start of the dragon’s next turn instead. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Nightmare Fuel. The dragon uses Curse or Ominous Portent. Devour Nightmares (Costs 2 Actions). Each creature within 30 feet of the dragon that is frightened or grappled by the dragon must succeed on a DC 18 Wisdom saving throw or take 9 (2d8) psychic damage. The dragon gains temporary hit points equal to the psychic damage dealt this way. Spectral Step (Costs 2 Actions). The dragon teleports up to 60 feet to an unoccupied space it can see. Each creature within 5 feet of the space where the dragon appears must make a DC 18 Constitution saving throw or take 9 (2d8) force damage and all damage dealt by the creature is halved until the end of the creature’s next turn.
DREAD DRAGON, ANCIENT 19 Dread dragon, Ancient Gargantuan Dragon, Typically Chaotic Evil Armor Class 19 (natural armor) Hit Points 330 (20d20 + 120) Speed 20 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 27 (+8) 8 (–1) 23 (+6) 22 (+6) 23 (+6) 19 (+4) Saving Throws Str +15, Con +13, Int +13, Wis +13 Skills Insight +13, Perception +13, Stealth +6 Damage Immunities necrotic, psychic Condition Immunities charmed, frightened Senses truesight 120 ft., passive Perception 20 Languages Abyssal, Common, Draconic, telepathy 120 ft. Challenge 21 (33,000 XP) Proficiency Bonus +7 Aversion to Compassion. Once per turn, when a creature the dragon can see within 30 feet of it uses a spell or ability that causes another creature to regain 15 hit points or more, the dragon must succeed on a DC 23 Wisdom saving throw. On a failed save, the dragon is staggered until the end of its next turn. While staggered, the dragon can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) piercing damage and, if the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the dragon can’t bite another target. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Nether Breath. The dragon exhales a cloud of necrotic energy in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 66 (12d10) necrotic damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage with no additional effects. Nightmare Breath. The dragon exhales a cloud of silvery air in a 90-foot cone. Each creature in that area must make a DC 21 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. At the end of each of the frightened creature’s turns, it must repeat the saving throw, taking 33 (6d10) psychic damage on a failed save, or ending the effect on itself on a success. Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 21): At will: enemies abound, fear, minor illusion 2/day each: dream, evard’s black tentacles, dispel magic, hold monster, major illusion 1/day: power word pain, weird Bonus Actions Curse. A creature the dragon can see within 60 feet of it must succeed on a DC 21 Charisma saving throw or be cursed in one of the following ways for 1 minute or until the curse is removed: • The target has disadvantage on ability checks and saving throws made using an ability score of the dragon’s choice. • The target has disadvantage on attack rolls against the dragon. • The target can’t regain hit points and has vulnerability to necrotic and psychic damage. Ominous Portent. A creature the dragon can see within 60 feet of it must succeed a DC 21 Intelligence saving throw or take 13 (3d8) psychic damage and be staggered until the start of the dragon’s next turn. While staggered, the creature can’t take reactions and it must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. If the save fails by 5 or more, the creature is incapacitated until the start of the dragon’s next turn instead. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Nightmare Fuel. The dragon uses Curse or Ominous Portent. Devour Nightmares (Costs 2 Actions). Each creature within 60 feet of the dragon that is frightened or grappled by the dragon must succeed on a DC 21 Wisdom saving throw or take 18 (4d8) psychic damage. The dragon gains temporary hit points equal to the psychic damage dealt this way. Spectral Step (Costs 2 Actions). The dragon teleports up to 60 feet to an unoccupied space it can see. Each creature within 5 feet of the space where the dragon appears must make a DC 21 Constitution saving throw or take 18 (4d8) force damage and all damage dealt by the creature is halved until the end of the creature’s next turn.
20 DRIDER ANATHEMA Drider Anathema Large Monstrosity, Typically Chaotic Evil Armor Class 19 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 18 (+4) 15 (+2) 19 (+4) 12 (+1) Saving Throws Con +8, Wis +8, Cha +5 Skills Perception +8, Stealth +7 Senses darkvision 120 ft., passive Perception 15 Languages understands Elvish and Undercommon but can’t speak Challenge 12 (8,400 XP) Proficiency Bonus +4 Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put it to sleep. Long-Legged. A Small or smaller creature, or a Medium or smaller creature that is prone, can move into the drider’s space, and vice versa. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Actions Multiattack. The drider makes one Insidious Touch attack and one Necrotic Web attack. It can use Spellcasting in place of either attack. Insidious Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage plus 14 (4d6) psychic damage and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the drider’s next turn. Necrotic Web. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 18 (4d8) necrotic damage and the target is restrained. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The drider casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 16): At will: dancing lights, darkness, mage hand 1/day each: banishment, contagion, dispel magic, flesh to stone, hold monster, insect plague Bonus Actions Drain Vitality. The drider drains the vitality from a creature restrained by its Necrotic Web it can see within 30 feet of it. The target takes 9 (2d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or gain 1 level of exhaustion. Spiked Leg. Melee Weapon Attack: +8 to hit, reach 0 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is also restrained. The grapple ends if the drider moves out of the creature’s space. Reactions Malicious Apportion. When a creature restrained by the drider’s Necrotic Web makes a saving throw against a spell or magical effect that targets only that creature, the drider forces another creature also restrained by its Necrotic Web to make the same saving throw as if the spell or effect also targets them. Drider Anathema When a drow matron or similarly powerful priestess transgresses against the Spider Queen and is condemned to become a drider, the transformation is sometimes altered to allow for the priestess to retain a portion of her divine power. Deemed too valuable an asset to neuter completely, she is transformed into a drider anathema – a more powerful, spellcasting drider that weaves corrupting webs. To ensure that the blaspheming or heretical priestesses do not continue to cause issues after their transformations, rituals are performed to mask their beauty and make them mute. Condemned to such a horrid fate, drider anathemas revel in any opportunity they get to cause pain and discomfort to others. Lost for words, sister? Sulk not - instead, let the anguished cries of the faithless be your voice as you offer prayer to the Queen of Spiders! – An’alitha Mizzrym, Drow High Priestess
DROSEREK 21 Droserek One of the largest carnivorous plants commonly found on the Material Plane, the droserek is an unintelligent yet patient predator. Tirelessly, it hunts down and devours any creatures it can catch as it moves slowly through the undergrowth of the dense forest it inhabits. Able to make itself indistinguishable from an ordinary tree, the droserek prefers to lure its prey close before catching the creature with its vines, reeling it in, and swallowing it whole. Droserek Huge Plant, Typically Unaligned Armor Class 14 (natural armor) Hit Points 84 (8d12 + 40) Speed 5 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 21 (+5) 4 (-3) 10 (+0) 3 (-4) Damage Immunities poison Condition Immunities blinded, charmed, deafened, poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 7 (2,900 XP) Proficiency Bonus +3 False Appearance. While the droserek remains motionless, it is indistinguishable from an ordinary tree. Actions Multiattack. The droserek makes one Bite attack and two Vine attacks. It can use Immobilizing Screech in place of its Bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage, and if the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the droserek can’t bite another target. Vine. Melee Weapon Attack: +8 to hit, reach 60 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage, and if the target is Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the droserek can’t use the same vine on another target. The droserek has four vines, each of which has AC 15 and can be severed by dealing 10 or more fire or slashing damage to it. Cutting a vine doesn’t hurt the droserek but ends the grapple and the droserek can’t use the vine again. Immobilizing Screech. The droserek emits a horrific screech. Each creature within 30 feet of it that can hear it must make a DC 16 Constitution saving throw. On a failed saving throw, a target’s speed is reduced to 0 until the end of its next turn. If the saving throw fails by 5 or more, the target is also stunned. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the droserek’s Immobilizing Screech for the next 24 hours. Bonus Actions Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature the droserek is grappling. Hit: The droserek swallows the target. The swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the droserek. At the start of each of the droserek’s turns, the creature takes 11 (2d10) acid damage. If the droserek takes 20 damage or more on a single turn from a creature inside it, the droserek must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the droserek. If the droserek dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Vine Control. A creature grappled by one of the droserek’s vines suffers one of the following effects: Choke. The creature must make a DC 16 Constitution saving throw or lose its concentration and be unable to cast spells using somatic components until the end of its next turn. Cut. The creature must make a DC 16 Dexterity saving throw, taking 12 (2d6 +5) piercing damage on a failed save or half as much damage on a successful one. Move. The creature must succeed on a DC 16 Strength saving throw or be knocked prone and pulled up to 30 feet toward the droserek. I told that fool that any trees with teeth doesn’t make for good firewood. Never could tell that old rascal anything - and now he’ll hear no more. – Eulogy at Basil Two-Toes’ funeral
22 FAR REALM JAEGER Far Realm Jaeger Ruthless mercenaries, the jaegers will work for anyone who can pay their steep fees. They specialize in the retrieval of sentient creatures, which they pin down and immobilize using their augmented tentacle arm and potent psionic magic. Far Realm jaegers are mind flayers who’ve undergone mind-bending rituals to become even more powerful. These rituals also sever their connection to the hive mind, making them more solitary creatures than the typical mind flayer. Far Realm Jaeger Medium Aberration, Typically Neutral Evil Armor Class 17 (half plate) Hit Points 153 (18d8 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 19 (+4) 21 (+5) 18 (+4) 16 (+3) Saving Throws Con +9, Int +10, Wis +14, Cha +8 Skills Arcana +10, Insight +9, Perception +9, Stealth +7 Senses darkvision 120 ft., passive Perception 19 Languages Common, Deep Speech, telepathy 120 ft., Undercommon Challenge 13 (10,000 XP) Proficiency Bonus +5 Magic Resistance. The jaeger has advantage on saving throws against spells and other magical effects. Actions Multiattack. The jaeger makes one Tentacle attack and uses Intellect Spike. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a creature, it is also grappled (escape DC 14). Until this grapple ends, the jaeger can’t use its Tentacle against other targets. Intellect Spike. A creature the jaeger can see within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 14 (4d6) psychic damage and must subtract 1d4 from the next saving throw it makes before the end of the jaeger’s next turn. Mind Blast (Recharge 5–6). The jaeger magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 33 (6d8 + 6) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The jaeger casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts, disguise self, levitate 2/day each: invisibility, plane shift (self only) 1/day each: dominate monster, telekinesis, wall of force Bonus Actions Drain Intellect. A creature grappled by the jaeger must succeed on a DC 18 Wisdom saving throw or take 9 (2d8) psychic damage and its Intelligence score is reduced by 5 (2d4). If the creature’s Intelligence score is reduced to 0, it is stunned until it regains at least one point of Intelligence. Psychic Rush. The jaeger becomes temporarily incorporeal and moves up to its speed in a straight line, ignoring difficult terrain and without provoking opportunity attacks. The first time it moves through a creature’s space during this movement, the creature must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) force damage. Reactions Redirect Spell (1/Day). When a creature the jaeger can see within 60 feet of it casts a spell, the jaeger can force it to make a DC 18 saving throw using its spellcasting ability. On a failed save, the jaeger can choose new targets or area of effect for that spell. Want someone fetched? Have a jaeger do it. Bounty hunters of the Multiverse, they are. Expensive too. Will cost you an arm and a leg. Or an eyestalk. – Xanathar, Beholder Crime Lord
F’AREX 23 F’arex Medium Fiend, Typically Chaotic Evil Armor Class 14 (chain shirt) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 8 (-1) 12 (+1) 8 (-1) Damage Resistances fire Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge ½ (100 XP) Proficiency Bonus +2 Coward’s Strength. If the f’arex hasn’t taken damage since the end of its last turn, its attacks deal an additional 3 (1d6) necrotic damage on a hit. Gutless. Whenever the f’arex takes damage, it takes the Dash action on its next turn and moves as far away as possible from the source of the damage using the safest available route. The f’arex can still use its Nimble Escape to take the Disengage or Hide action as a bonus action. Actions Jagged Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 11 Constitution saving throw or lose 3 (1d6) hit points at the end of each of its turns due to an infernal wound. Each time the f’arex hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Bonus Actions Attach. The f’arexs attempts to climb onto a Medium or larger creature within 5 ft. of it. The target must make a DC 11 Dexterity (Acrobatics) check. On a failure, the f’arex successfully moves into the target creature’s space and clings to its body. While in the target’s space, the f’arex moves with the target and has advantage on melee weapon attack rolls against it. The target can dislodge the f’arex as an action by succeeding on a DC 11 Strength (Athletics) check. If a creature has more F’arex attached to it than its Strength modifier, its speed is halved and it has disadvantage on ability checks and attack rolls that use Strength or Dexterity. Nimble Escape. The f’arex takes the Disengage or Hide action. F’arex Wicked and cowardly creatures, f’arex are believed to be descended from goblins who traded their servitude for fiendish powers. For the most part, a f’arex lives its miserable life in the depths of Hell if not employed as a dispensable foot solider in the armies of the devil to whom it swears its allegiance. In surprising contrast to its cowardly demeanor, a f’arex often initiates combat with brutal bloodthirst as it latches onto its target while stabbing it with its infernal blade. Yet it retreats at the slightest sign of danger, only to return to the battlefield a dozen seconds later when it is no longer a target. Stab, slash, run, repeat. Terrible predictable little buggers, these F’arex. Don’t make ‘em any less dangerous, though. – Halveth Heavensstrider, Human Mercenary
24 F’AREX FIREBREATHER F’arex Firebreather Medium Fiend, Typically Chaotic Evil Armor Class 14 (studded leather) Hit Points 27 (5d8 + 5) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 8 (-1) 13 (+1) 10 (+0) Damage Immunities fire Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 2 (450 XP) Proficiency Bonus +2 Coward. If the f’arex hasn’t taken damage since the end of its last turn, it has advantage on saving throws. If it has taken damage since the end of its last turn, it instead has disadvantage on attack rolls. Fire Absorption. Whenever the f’arex is subjected to fire damage, it takes no damage, and any fire damage the f’arex deals is doubled until the end of its next turn. Actions Multiattack. The f’arex makes a Bite attack and either makes two Searing Dart attacks or uses Fire Breath, if available. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) fire damage and, if the target is a creature, it is branded with an infernal scorch mark. Any devil within 60 feet of the target can sense the branded target, and can’t be surprised by it. Moreover, the target can’t hide from a devil that can sense it and gains no benefit from being invisible. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell or other magical effect that ends a curse. Searing Dart. Ranged Spell Attack: +3 to hit, range 120 ft. Hit: 5 (1d10) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Fire Breath (Recharge 5–6). The f’arex exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Reactions Fiery Rebuke (1/Day). When the f’arex is damaged by a creature within 60 feet of it that it can see, the creature that damaged it is engulfed in flames and must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. F’arex Firebreather When a f’arex cultivates its fiendish powers, it can sometimes learn various types of infernal magic. A f’arex firebreather is a f’arex that has learned to conjure searing darts and breathe fire. They can even absorb fire directed at them and use it to fuel their own attacks. Most unnervingly, a f’arex firebreather can brand its foes with an infernal mark that makes it impossible to hide from other devils. Despite these abilities, a f’arex firebreather shares its cowardly nature with an ordinary f’arex. Flames and slaughter. Again? One of these days it’d be fun to encounter a demon that threw flowers and wrote poems. Or just didn’t try to scorch, kill, and eat you. Just for a change of pace, y’know? – Gert Nightsbane, Half-elf Paladin
FEYCOR 25 Feycor Small Fey, Typically Chaotic Neutral Armor Class 18 (natural armor) Hit Points 162 (25d6 + 75) Speed 0 ft., 60 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 17 (+3) 22 (+6) 21 (+5) 24 (+7) Saving Throws Dex +10, Con +8, Wis +10, Cha +12 Skills Insight +10, Perception +10 Damage Immunities cold, poison Senses darkvision 60 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 14 (11,500 XP) Proficiency Bonus +5 Aura of Despair. Whenever another creature within 10 feet of the feycor makes an attack roll or a saving throw, the creature must roll a d4 and subtract the number rolled from the attack roll or saving throw. Lost Paramour. A creature that shows a likeness of the feycor’s beloved or mentions the beloved’s name can make a DC 15 Charisma (Persuasion) check as a bonus action. On a success, the feycor wallows in self-pity and is staggered until the end of its next turn. While staggered, the feycor can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Magic Resistance. The feycor has advantage on saving throws against spell and other magical effects. Actions Multiattack. The feycor makes two Eldritch Blast attacks. Eldritch Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 18 (2d10 + 7) force damage, and if the target is a Large or smaller creature, it is also shoved back 10 feet. Ethereal Breath (Recharge 5–6). The feycor spews forth ethereal energy in a 60-foot cone. Each creature in that area must make a DC 20 Charisma saving throw. On a failed save, the creature takes 36 (8d8) force damage and becomes partially incorporeal until the end of the feycor’s next turn. While partially incorporeal, the creature has resistance to bludgeoning, piercing, and slashing damage, deals only half damage with its weapon attacks, and is vulnerable to force damage. On a successful save, the creature takes half as much damage, and suffer no additional effects. Spellcasting. The feycor casts one of the following spells, requiring no components and using Charisma as its spellcasting ability (spell save DC 20): At will: confusion, darkness, hold person, thunderwave (as a 3rd-level spell) 1/day each: dominate person, enervation, power word pain Bonus Actions Baleful Gaze. The feycor focuses its baleful gaze on a creature it can see within 30 feet of it. The creature must succeed on a DC 20 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened of the feycor for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Color Spray. The feycor produces a dazzling array of flashing, colored lights in a 10-foot radius around it. Each creature in the area must succeed on a DC 20 Constitution saving throw or take 9 (2d8) radiant damage and be blinded until the end of the feycor’s next turn. If its save fails by 5 or more, the creature is also incapacitated while blinded in this way. Legendary Actions The feycor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The feycor regains spent legendary actions at the start of its turn. Eldritch Blast. The feycor makes one Eldritch Blast attack. Ether Step. The feycor teleports to an unoccupied space it can see within 30 feet of it and the next attack roll made against it before the end of its next turn has disadvantage. Cast Spell (Costs 2 Actions). The feycor casts an at-will spell. Feycor Myth has it that when an archfey’s heart breaks – which it does often, as archfey are as fickle in their relationships as they are with everything else they do – a physical manifestation of the bitter, broken heart is created: a feycor. Feycor are rare and fabled beings that usually reside in the most dense and obscure places in the Feywild. Lovesick and despairing, feycor have little patience for other creatures. When that patience runs thin, the feycor wields dark, fey magic to deadly effect. The feycor’s only true weakness is the source of its creation; when reminded of its lost love, the feycor descends into despair and self-pity. There are few things as painful as a broken heart. No, really, I mean it - it can literally kill you! – Sir Jaunth, Fey Knight
26 FIRE CRANIUS Fire Cranius A fire cranius is the terrifying result of a humanoid raised as undead after first being burnt to death by magical flames. Although fire cranius’ are bloodthirsty beings, they’re typically wholly controlled by the creature who raised them. Most fire cranius’ follow their master’s will to the letter – proven by their unyielding determination when they mindlessly throw their "life" away by latching on to their opponents before exploding in a fiery burst of sharp bones. Loyal, deadly, and disposable are all qualities that have made the creation of fire cranius’ a favorite amongst evil necromancers and others who wield dark magic – at great cost to everyone involved. Fire Cranius Small Undead, Typically Chaotic Evil Armor Class 13 Hit Points 11 (2d6 + 4) Speed 40 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life but can’t speak Challenge ½ (100 XP) Proficiency Bonus +2 Fiery Demise. When the fire cranius is reduced to 0 hit points, it explodes in a fiery shower of sparks and bones. Each creature within 10 feet of it must succeed on a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage and 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. Pushover. When a creature deals bludgeoning damage to the fire cranius, the attacker can attempt to push the fire cranius away. The fire cranius must succeed on a Strength saving throw equal to the damage dealt or be pushed back 10 feet in a direction chosen by the attacker. If the bludgeoning damage would cause the fire cranius’ Fiery Demise to trigger, it is pushed back before it explodes. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage, and if the target is a Medium or larger creature, the fire cranius attaches itself to the creature. While attached to the creature, the fire cranius has advantage on attack rolls against the creature but can’t attack other targets. The fire cranius’ speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the creature. A creature can detach the fire cranius by making a successful DC 13 Strength check as an action. On its turn, the fire cranius can detach itself by using 5 feet of movement. Fire Ray. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 3 (1d6) fire damage and the target must make a DC 12 Dexterity saving or catch fire. While ablaze, the target takes 3 (1d6) fire damage at the end of each of its turns. A creature can take an action to douse the flames on itself or a creature within 5 feet of it with a successful DC 10 Dexterity check. Reactions Collateral. When a creature misses on a weapon attack made against the fire cranius and the fire cranius is attached to another creature, the attack hits that creature instead. Facing an enemy that doesn’t care about dying is always unnerving. When that enemy is basically trying to get itself killed just so it can take you down with it in a fiery explosion of bones, that’s a whole other story! – Tormak Rissel, Commander of Xexels 4th Regiment
FROSTMAW 27 Frostmaw Frostmaws are huge monstrosities that roam in cold regions. Always surrounded by a veil of hail and cold fog, the frostmaw seems almost like a small blizzard of its own as it crosses the tundra on a clear day. A force of nature, a frostmaw’s approach is marked by the cold veil that engulfs it, but it is its ability to conjure freezing fog and cages of ice while it uses its deadly bite to inflict frostbites that truly makes a frostmaw a terrifying creature. FrostMaw Huge Monstrosity, Typically Chaotic Evil Armor Class 16 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 9 (–1) Saving Throws Str +9, Con +8, Wis +4 Damage Immunities cold Senses blindsight 60 ft., passive Perception 10 Languages — Challenge 9 (5,000 XP) Proficiency Bonus +4 Blizzard Veil. A blizzard fills the area in a 20-foot radius around the frostmaw, making the area heavily obscured and extinguishing all nonmagical flames within the area. Ice Walk. The frostmaw can move across difficult terrain created by ice or snow without spending extra movement. Actions Multiattack. The frostmaw makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) cold damage. If the target is a creature, it must also succeed on a DC 16 Constitution saving throw or suffer frostbite. The effect of the frostbite depends on where it was bit (frostmaw’s choice): • Arm. The target has disadvantage on weapon attack rolls and can’t cast spells with somatic components. • Torso. The target gains 1 level of exhaustion that lasts until the frostbite is removed. • Legs. The target’s speed is halved and it has disadvantage on Strength and Dexterity ability checks and saving throws. The creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. The frostbite can also be removed with a greater restoration spell or if the creature regains 10 or more hit points from a single spell or magical effect. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage. Bonus Actions Freezing Fog. The frostmaw fills a 20-foot-radius sphere centered on a point it can see within 120 feet of it with freezing fog. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 16 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 7 (2d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts for 1 minute or until the frostmaw uses this action again. Ice Cage. One Medium or smaller creature that the frostmaw can see within 30 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained in a cage of ice. While restrained in this way, the creature takes 10 (3d6) cold damage at the start of each of its turns. As an action, the restrained target can make a DC 15 Strength check, bursting the ice cage on a success. The cage can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to piercing, poison, and psychic damage). Ain’t no such thing as a small blizzard. That there’s a frostmaw, son - grab your gear and let’s go! – Uthurk the Elder, Half-orc Prospector
28 GORE GHAST Gore ghast Medium Undead, Typically Chaotic Evil Armor Class 14 Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 8 (–3) Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages any languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 Aversion to Positive Energy. Spells and other magical effects that cause one or more targets to regain hit points can affect the ghast even if it normally can’t affect or target Undead creatures. Whenever the ghast would regain hit points from such a spell or magical effect, except for its Blood Absorption, it regains no hit points and instead takes radiant damage equal to the hit points it would have regained. Blood Scent. Any creature that starts its turn within 15 feet of the ghast must succeed on a DC 13 Wisdom saving throw or be charmed by the ghast, until the start of the ghast’s next turn. While charmed in this way, the target regards all nonUndead, non-Construct creatures it can see as enemies and must take the Attack action, if able, to attack the nearest of those creatures, moving only if it needs to in order to get in reach or range of its target. On a successful save, the creature is immune to the ghast’s Blood Scent 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 one Blood Whip attack and one Claw attack. Blood Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a Medium or smaller creature, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and can’t regain hit points, and the ghast can’t use its Blood Whip against another target. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 13 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. Bonus Actions Absorb Blood. A creature grappled by the ghast’s Blood Whip takes 9 (2d8) necrotic damage and the ghast regains hit points equal to that amount. Blood Spittle. The ghast flings necrotic blood in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) necrotic damage and has disadvantage on attack rolls against the ghast until the start of the ghast’s next turn. On a successful save, the creature takes half as much damage with no additional effects. Gore ghast Like “ordinary” ghouls or ghasts, the gore ghast is a fearsome Undead creature that exists only to prey on the living. The Gore ghast is not interested in its victims’ flesh, however, but thirst for their blood, which it can absorb through its grotesque, spinal-cord whip – or drink directly from its victims’ wounds. A gore ghast is created when the corpse of a Humanoid who suffered a brutal and violent death is infused with abyssal, necrotic energy. While I’m inclined to feel a certain kinship with any sentient being that subsists on the blood of others - a compulsion that is only natural, when you’re in my position - I cannot help but find gore ghasts somewhat... off-putting. I can’t say for certain whether it’s because they spill and spit blood in such a wasteful manner, or because they wield their victims’ spinal cords as weapons. Both, probably. – Lord Malaziel, Vampire
ICE GUARDIAN 29 Ice Guardian Fearsome and loyal protectors, ice guardians are majestic constructs made of hardened ice. Capable of releasing blasts of cold energy and cripple enemies with a mere glare, ice guardians are fearsome constructs that follow their commands with mechanical determination and without any concept of good and evil. Ice guardians are often found safeguarding ancient temples or the remains of long-lost cities or forgotten empires buried deep in the snow, but it isn’t unheard of for duergar or frost giants to employ ice guardians. Ice Guardian Large Construct, Typically Unaligned Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 19 (+4) 8 (-1) 12 (+1) 9 (-1) Saving Throws Str +9, Con +8, Wis +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Damage Immunities cold, poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 Cold Absorption. Whenever the ice guardian is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. Immutable Form. The ice guardian is immune to any spell or effect that would alter its form. Magic Resistance. The ice guardian it has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ice guardian makes two Fist attacks. Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage plus 10 (3d6) cold damage and the target’s movement speed is halved until the end of its next turn. Glacial Blast (Recharge 5–6). A burst of cold energy emanates from the ice guardian’s fingertips in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save and half as much on a successful one. A creature that fails its save is also restrained by ice for 1 minute. A creature can free itself or another creature within 5 feet of it from the ice as an action with a successful DC 15 Strength check. Bonus actions Freezing Glare. The ice guardian forces one creature it can see within 60 feet of it that can see it to make a DC 16 Constitution saving throw. On a failed save, the creature is covered in a sheath of magical rimefrost for 1 minute, suffering one of the following effects (ice guardian’s choice): • The creature is staggered. While staggered, the creature can’t take reactions and on each of its turns, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. • The target has vulnerability to bludgeoning damage. • Moving becomes painful for the target. The target takes 3 (1d6) cold damage for every 5 feet it moves. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the ice guardian’s Freezing Glare for the next 24 hours. Reactions Ice Tomb (1/Day). When the ice guardian takes damage, it can momentarily entomb itself in ice that melts away at the end of its next turn. It gains 50 temporary hit points, which take as much of the triggering damage as possible. Until the ice melts, the ice guardian’s speed is reduced to 0 and it is incapacitated. Any remaining temporary hit points also disappear when the ice melts. The mechanical determination of a construct makes for a scary guardian. When that construct can freeze you up just with a stare, there’s really only one thing to do. Put down the treasure you tried to steal and run! – Illian Longfinger, Gnome Rogue
30 ICEHEART INQUISITOR Iceheart Inquisitor Huge Giant, Typically Lawful Evil Armor Class 18 (plate) Hit Points 230 (20d12 + 100) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 21 (+5) 7 (–2) 14 (+2) 10 (+0) Saving Throws Str +12, Con +10, Wis +7 Skills Athletics +12, Insight +7, Perception +7 Damage Immunities cold Senses darkvision 60 ft., passive Perception 17 Languages Common, Giant Challenge 13 (10,000 XP) Proficiency Bonus +5 Ice Walker. The inquisitor can move across difficult terrain created by ice or snow without spending extra movement. Melting Heart. When the inquisitor takes 20 or more fire damage in a single turn, any cold damage dealt by the inquisitor is halved until the end of its next turn. Snow Aura. The ground in a 10-foot radius around the inquisitor is snowy, making it difficult terrain. Actions Multiattack. The inquisitor makes two Ice Shard attacks. Ice Shard. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage plus 9 (2d8) cold damage. If the target is a creature, its speed is reduced by 10 until the end of its next turn. Frostbite Cone (Recharge 5–6). The inquisitor releases glacial air from the ice crystal in its chest in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 54 (12d8) cold damage and becomes slowed by frost until the end of the inquisitor’s next turn. While slowed, the target must spend 1 extra foot of movement for every foot it moves using its speed, attack rolls against it have advantage, and it has disadvantage on attack rolls and Dexterity saving throws. On a successful save, the creature takes half as much damage, and suffer no additional effects. Bonus Actions Ice Ray. Ranged Spell Attack: +7 to hit, range 60 ft. one creature. Hit: 9 (2d8) cold damage and the target must succeed on a DC 18 Constitution saving throw or be magically restrained as it begins turning into a statue of ice. The creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure, or ending the effect on a success. A creature petrified in this way is turned to ice instead of stone; it doesn’t have resistance to all damage but instead has vulnerability to fire damage. Ice Aura. The inquisitor turns the snowy ground in a 10-foot radius around it into glacial ice for a brief moment. Each creature other than the inquisitor standing on the ground in that area takes 9 (2d8) cold damage and must succeed on a DC 18 Dexterity saving throw or fall prone. Iceheart Inquisitor A frost giant champion who combines martial prowess with complete devotion to Auril the Frostmaiden may ascend to become an iceheart inquisitor. Clad in cold steel imbued with a sliver of the Frostmaiden’s chilly essence, the eternally armored inquisitors are sent to the edges of the world to hunt down heretics or guard the Frostmaiden’s sanctums. In battle, the inquisitors rely not only on their impressive strength. They bring the chill of deep winter with theme everywhere they go, can produce a cone of bitter cold, and can even turn their prey into statues of ice. Ye haven’t realized the depth of the Frostmaiden’s spite and malice until ye’ve had an iceheart inquisitor on yer tail. Sends shivers down me back just talking about it! – Barthok Battlehammer, Dwarf Battlerager
IGNIS AVENGER 31 ignis Avenger Medium Elemental, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 126 (15d8 + 60) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+4) 18 (+4) 10 (+0) 15 (+2) 12 (+1) Saving Throws Dex +8, Wis +6, Cha +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Ignan, Primordial Challenge 10 (5,900 XP) Proficiency Bonus +4 Aversion to Cold. Whenever the ignis avenger takes 10 or more cold damage from a single source, it must succeed on a DC 15 Constitution saving throw or be staggered until the end of its next turn. While staggered, the ignis can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Magic Resistance. The ignis avenger has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ignis avenger makes one Scimitar attack and one Immolating Grip attack. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 11 (2d10) fire damage. Immolating Grip. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) fire damage and, if the target is a creature, it is wreathed in magical flames for 1 minute. A burning creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the creature must make a DC 16 Constitution saving throw, taking 11 (2d10) fire damage on a failed save and ending the effect on itself on a success. These magical flames can’t be extinguished by nonmagical means but are extinguished immediately if the creature takes cold damage. Melting Inferno (Recharge 5–6). The ignis avenger releases an inferno of flames in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Moreover, any manufactured metal object in the area, such as weapons or a suit of metal armor, glow red-hot until the end of the ignis avenger’s next turn. Any creature in physical contact with a heated object takes an additional 11 (2d10) fire damage and must succeed on a DC 16 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the end of the ignis avenger’s next turn. Bonus Actions Blazing Trail. Any space the ignis avenger moves through until the end of the turn is filled with a 5-foot cube of magical flames for 1 minute. A creature that enters the flames for the first time on its turn or starts its turn there must make a DC 16 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much on a successful one. Fire Step. The ignis avenger step into a space filled with fire within 5 feet of it and emerges from any other space filled with fire within 60 feet of it. Reactions Disruptive Flames (1/Day). The ignis avenger conjures a storm of flames around a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the ignis avenger makes a Charisma check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whether the check succeeds or fails, the caster takes 10 (3d6) fire damage. Ignis Avenger Ignis avengers are powerful elementals that appear as blue-skinned humanoids covered in wreathing flames. The mere touch of an ignis avenger sets its foes ablaze with magical flames, but the elemental’s true power is its ability to conjure melting infernos of flames and teleport through the magical flames it creates. Ignis avengers typically reside on the Elemental Plane of Fire but sometimes find their way to the Material Plane where they leave behind a trail of death, smoke, and destruction. Put ‘em on ice, that’s the trick of it. Fail to do that, you’ll have that bugger jumping all over the place, setting everything on fire. Trust me, you don’t want that! – Mox the Mighty, Minotaur Gladiator
32 INFERUS Inferus When ambitious humanoids beseech devils to attain power, they are often mocked or tricked, but sometimes a devil is prepared to grant true power to a humanoid willing to sacrifice everything. An inferus is the terrifying result of a humanoid who’ve achieved fiendish powers in exchange for their servitude and own self. Only brief flashes of memories serve as a haunting reminder of the inferus’ past, driving the accursed devil to keep its mind occupied by serving its devilish master as commander in infernal wars. Inferus Medium Fiend (Devil), Typically Lawful Evil Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 18 (+4) 14 (+2) 16 (+3) 18 (+4) Saving Throws Con +8, Wis +7, Cha +8 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 13 Languages Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Commanding Presence. Allied creatures of the inferus within 60 feet of it can’t be charmed or frightened. Infernal Fortitude. If the inferus fails a saving throw, it can choose to gain 1 level of exhaustion and succeed instead. Magic Resistance. The inferus has advantage on saving throws against spells and other magical effects. Past Memories. Whenever the inferus takes psychic damage, it must succeed on a Wisdom saving throw with a DC equal to the damage taken or be staggered until the end of its next turn. While staggered, the inferus can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Multiattack. The inferus makes two melee attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage. Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 16 Constitution saving throw or lose 7 (2d6) hit points at the end of each of its turns due to an infernal wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Fire Nova (Recharge 6). The inferus releases a blast of fire in a 20-foot radius around it. Each creature within that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. On a failed save, the target also burns for 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats its saving throw. It takes 11 (2d10) fire damage on a failed save, and the effect ends on a successful one. These magical flames can’t be extinguished by nonmagical means. Bonus Actions Battle Command. An allied creature that is within 60 feet of the inferus and can hear it gains 10 temporary hit points and can use its reaction to make a melee weapon attack. Blazing Prison. The inferus creates a ringed wall of fire up to 20 feet in diameter, 20 feet high, and 1 foot thick at a point it can see within 60 feet of it. The fire is opaque and lasts until the end of the inferus’ next turn. When a creature enters the fire for the first time on a turn or starts its within 10 feet of the flames, it is engulfed in flames and must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on as successful one. Reactions Soul Forge. When the inferus takes damage, a willing creature that the inferus can see within 60 feet takes the damage instead. Attack, you miserable cretins, or I’ll personally carve out a tenth layer of hell just to show you what true pain feels like! – Nathraxes, Commander of the Black Skull Brigade
MEDUSA TINKER 33 Medusa Tinker Medium Monstrosity, Typically Neutral Armor Class 17 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 14 (+2) 12 (+1) 17 (+3) Saving Throws Con +6, Cha +6 Skills Perception +4, Stealth +5 Senses truesight 60 ft., passive Perception 14 Languages Common plus any languages of its creator Challenge 8 (3,900 XP) Proficiency Bonus +3 Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to metal and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Actions Multiattack. The medusa makes one Snake Hair attack and two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Snake Hair. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and, if the target is a creature, it suffers one of the following effects of the medusa’s choice: • The target is grappled (escape DC 13). Until this grapple ends, the medusa can’t use its Snake Hair against another creature. • The target takes 9 (2d8) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. • The target must succeed on a DC 14 Charisma saving throw or it can’t cast spells and the magical properties of each non-artifact magic item it is carrying are suppressed until the end of its next turn. Bonus Actions Clockwork Puppeteer. The medusa puppeteers the metallic form of a creature petrified by its Petrifying Gaze. Until the start of the medusa’s next turn, it is no longer incapacitated, is aware of its surroundings, and can move, although it is slowed. While slowed, the creature must spend 1 extra foot of movement for every foot it moves using its speed, attack rolls against it have advantage, and it has disadvantage on attack rolls and Dexterity saving throws. It moves and acts only as directed by the medusa. Mind Engineering. The medusa casts the command spell (spell save DC 14). Reactions Guardian Statue. When a creature the medusa can see targets it with an attack, the medusa can force a creature petrified by it that is within 5 feet of it to move in front of it, becoming the target of the attack instead. Medusa Tinker The medusa tinker has augmented itself with steel and cogs, turning it partially into a construct and granting it additional powers and abilities. Its serpentine hair longer and stronger, the medusa can deliver insidious poison and mute the magical powers of its enemies. Even more frighteningly, the medusa tinker can make puppets out of the creatures that are turned to metal by its petrifying gaze. It’s a travesty, if you ask me. Turning your beautiful, slick hair into dull, cold metal? Making jagged, rough statues of iron and steel instead of beautiful, smooth stone? Can’t say it doesn’t have it advantages, but still - just seems so... barbaric. – Athonia, Medusa
34 MEZZETH Mezzeth Mezzeths are the undead remains of humanoids who met their untimely demise in the acidic swamps of the Shadowfell – likely in the grip of another mezzeth. An empty husk of bones dripping with magical acid, mezzeths live only to hunt and feast on the flesh that once covered their own bodies. While they usually linger in the dark, swampy areas of the Shadowfell where they were created, mezzeths are sometimes brought to the Material Plane by ill-intended wizards – or even appear naturally in the wake of powerful necromantic rituals or following terrible events. Mezzeth Medium Undead, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 85 (13d8 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 6 (-2) 11 (+0) 4 (-3) Damage Vulnerabilities radiant Damage Immunities acid, poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages it knew in life but can’t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 Acidic Reformation. While emerged in acid, the mezzeth regains 10 hit points at the end of each of its turns. Undead Fortitude. If damage reduces the mezzeth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the mezzeth drops to 1 hit point instead. Actions Multiattack. The mezzeth makes one Bite Attack and one Grasp attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. Grasp. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) acid damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the creature takes 5 (2d4) acid damage at the start of each of its turns, and the mezzeth can’t use its Grasp attack on another target. When the mezzeth moves, it can drag the grappled creature with it, without the mezzeth’s speed being halved. Bonus Actions Acid Gobbet. The mezzeth lobs a gobbet of acid at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. Contagion. One creature that is grappled or restrained by the mezzeth must make a DC 12 Constitution saving throw or be poisoned. At the end of each of the poisoned creature’s turns, the creature must make a DC 12 Constitution saving throw. If it succeeds on three of these saves, it is no longer poisoned. If it fails three of these saves, the target is no longer poisoned, but its flesh begins to decay. For the next 24 hours, the target has disadvantage on Strength and Dexterity checks and vulnerability to all damage. This disease can be removed by any spell or other effect that removes a disease or otherwise ameliorates a disease’s effects. Don’t run to the swamp or you be eaten by a mezzeth like ol’ Tom, my Ma’ used to say. Well lad, I didn’t believe her. Until I met Tom. In the swamp. Now I tell the same to you. Do not go there! – Eryk, recorded in the Monster Hunter’s Handbook
MOUNTAIN MIMIC 35 Mountain Mimic These huge monstrosities resemble small mountains or rock outcroppings. Patient predators, rock mimics hunker down – often for years on end – disguising themselves as cozy camp spots, just waiting for a party of hapless travelers to come along. Like their smaller kin, the mountain mimic’s attacks are rudimentary but devastating. Insatiable, the mimic will devour whole parties of adventurers one by one, while it throws huge boulders and use its powerful arms keep them separated and disorganized. Mountain Mimic Gargantuan Monstrosity, Typically Neutral Armor Class 20 (natural armor) Hit Points 279 (18d20 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 6 (–2) 20 (+5) 5 (–3) 13 (+1) 8 (–1) Saving Throws Str +13, Con + 11, Wis +7, Cha +5 Skills Stealth +10 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed, frightened, grappled, incapacitated, paralyzed, poisoned, prone, stunned Senses darkvision 120 ft., passive Perception 11 Languages — Challenge 17 (18,000 XP) Proficiency Bonus +6 False Appearance. If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mimic is animate. Magic Resistance. The mimic has advantage on saving throws against spells and other magical effects. Actions Multiattack. The mimic makes one Bite attack and two Slam attacks, or uses Rock Toss twice. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage and if the target is a Huge or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the mimic can’t use its Bite against another target. Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and, if the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Rock Toss. The mimic throws a large boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) bludgeoning damage and is knocked prone and restrained beneath debris. A creature can free itself or another creature within 5 feet of it from the debris as an action with a successful DC 15 Strength (Athletics) check. Bonus Actions Fling. The mimic tries to throw a Large or smaller creature it can see within 10 feet of it. The target must succeed on a DC 21 Dexterity saving throw or be hurled up to 60 feet in a direction of the mimic’s choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone. Swallow. Melee Weapon Attack: +13 to hit, reach 5 ft., one Large or smaller creature the mimic is grappling. Hit: The mimic swallows the target. The swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mimic. At the start of each of the mimic’s turns, each creature swallowed by it takes 10 (3d6) bludgeoning damage and 10 (3d6) acid damage. If the mimic takes 30 damage or more on a single turn from a creature inside it, the mimic must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. After flat plains for days on end, leaving us with no cover against the relentless wind, we have finally found a proper spot to camp. Almost as if made for the purpose, a rocky outcropping that provides perfect shelter from the elements. We’ll rest well tonight! – the last entry in Elthiel the Sage’s travel journal.
36 NETHERESE CHRONOGUARD Netherese Chronoguard Medium Humanoid, Typically Neutral Evil Armor Class 12 (15 with mage armor) Hit Points 110 (17d8 + 34) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 19 (+4) 12 (+1) 12 (+1) Saving Throws Con +6, Int +8, Wis +5 Skills Arcana +12, History +12, Insight +5, Perception +5 Senses passive perception 15 Languages any four languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Temporal Master. The chronoguard adds its Intelligence modifier to its initiative rolls. Actions Multiattack. The chronoguard makes one Temporal Touch attack and uses Spellcasting. Temporal Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) force damage and the creature vanishes, as it is thrown forward in time. At the start of its next turn, the creature reappears where it was or in the closest unoccupied space and must succeed on a DC 16 Constitution saving throw or be staggered until the start of the chronoguard’s next turn. While staggered, the creature can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Spellcasting. The chronoguard casts one of the following spells, requiring no material components and using Intelligence as it spellcasting ability (save DC 16): At will: mage hand, message, prestidigitation 3/day each: dispel magic, fireball, fly, hold person, hypnotic pattern, invisibility, lightning bolt, mage armor, slow 1/day each: bigby’s hand, teleport*, wall of force *When the chronoguard casts the teleport spell it can also move to any point in time of its choosing. Bonus Actions Intellect Spike. A creature the chronoguard can see within 60 feet of it must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and subtract 1d4 from the next saving throw it makes before the end of the chronoguard’s next turn. Temporal Step. The chronoguard vanishes and steps forward in time. It reappears at the start of its next turn in an unoccupied space within 30 feet of it. Reactions Revert Time (2/Day). At the end of another creature’s turn, the chronoguard reverts time for itself to just before that creature’s turn started. The chronoguard magically appears in the spot it was in when the creature’s turn started, it regains any hit points it lost during the creature’s turn, and any conditions or effects that began on the chronoguard during that creature’s turn no longer affect it. Netherese Chronoguard Before the fortresses of the Netherese Empire crashed down upon the lands of Faerûn, a small cabal of netherese arcanists had unlocked the power of time travel. Though still a new and unexplored art, a few netherese wizards and sorcerers managed to escape the empire’s fall by diving headfirst through time. Homeless – in both a physical and temporal sense – the netherese chronoguards now roam the vastness of time as they seek to protect the secrets of the Netherese empire. Ruthless and uncaring, these immortal arcanists are tireless in their pursuit of any who has, in their eyes, transgressed against the Netherese Empire. You have not been sentenced for what you have done. It’s for what you would do. – Netherese Chronoguard
OGRE COMMANDER 37 Ogre commander Hardened by years of battles, an ogre commander is a fearsome combatant and capable leader. Ogre commanders might be as ill-tempered as an ordinary ogre, but they don’t share their thoughtless behavior and lazy nature. Instead, ogre commanders are capable leaders who are used to navigating a battlefield, commanding, and even inspiring those around it! A rare exception to the rule, an ogre commander sometimes rises from the herd of common ogres when their mind and muscles are sharpened by years of deployment as spearheads in armies led by fire giants, orcs, or savage humans. Ogre Commander Large Giant, Typically Chaotic Evil Armor Class 15 (half plate) Hit Points 126 (12d10 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 20 (+4) 8 (–1) 12 (+1) 13 (+1) Skills Intimidation +4, Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages Common, Giant Challenge 6 (2,300 XP) Proficiency Bonus +3 Leader. The ogre’s allies have advantage on saving throws against being charmed or frightened while within 30 feet of the ogre, provided it isn’t incapacitated. Vital. If the ogre dies, each of its allies with a lower Challenge Rating than the ogre that sees it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Multiattack. The ogre makes two weapon attacks and uses Enraging Roar, if available. Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 10 (2d4 + 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of the ogre’s next turn. Spiked Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage and, if the target is a Medium or smaller creature, the target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 15), knocked prone, or shoved back 5 feet (ogre’s choice). Enraging Roar (Recharge 5–6). Each allied creature within 60 feet of the ogre that can hear it gains 10 temporary hit points and are enraged until the start of the ogre’s next turn. An enraged creature has advantage on attack rolls and its weapon attacks deal an additional die of damage on a hit. Bonus Actions Inspire Fury. One creature of the ogre’s choice within 30 feet that can hear it can use its reaction to make a melee weapon attack with advantage against a creature within its reach. Humanoid Club. The ogre uses a Medium or smaller creature it has grappled to make a melee weapon against another creature within 10 feet of it (+8 to hit). On a hit, both creatures take 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 16 Constitution saving throw or become stunned until the end of the ogre’s next turn. Reactions Meat Shield. When a creature the ogre can see makes an attack roll against it, the ogre pulls a creature it has grappled in front of it, granting it +2 to AC against the attack. If the attack misses the ogre, it hits the grappled creature instead. Look at that hulking mountain of muscle over there. The one picking its nose with a spear. That’s their commander. A hundred ogres and that one is the smartest of them. Really makes you think. – Amauthiel, Elf General
38 OGRE JUGGERNAUT Ogre Juggernaut As their name would imply, ogre juggernauts are overwhelmingly large ogres. Easily weighing more than 5,000 lbs, there’s a good reason many believe ogre juggernauts carry the blood of a much larger giant in their veins. Whether that’s true or not, they are as ill-tempered and unintelligent as an ordinary ogre, if not more so. What an ogre juggernaut lacks in wit, it compensates for in muscle as its sheer strength and size make any weapon deadly in its hand. Ogre Juggernaut Huge Giant, Typically Chaotic Evil Armor Class 15 (half plate) Hit Points 184 (16d12 + 80) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+6) 10 (+0) 20 (+5) 5 (-3) 8 (-1) 7 (–2) Saving Throws Str +10, Dex +4, Con +9, Wis +3 Senses darkvision 60 ft., passive Perception 9 Languages Giant Challenge 11 (7,200 XP) Proficiency Bonus +4 Idiot’s Pride. A creature can use its action to make a DC 15 Charisma (Persuasion) check to attempt taunt the ogre. On a success, the ogre must use its next turn to reach and attack that creature, ignoring all other targets, unless it can’t see or sense the creature or another creature has successfully taunted it before then. Indomitable (2/Day). The ogre can reroll a saving throw that it fails. It must use the new roll. Reckless. At the start of its turn, the ogre can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the end of its next turn. Actions Multiattack. The ogre makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of the ogre’s next turn. Devastating Charge. The ogre moves up to its speed feet in a straight line and can move through the spaces of Large or smaller creatures. The first time it enters a creature’s space during this move, that creature must succeed on a DC 18 Strength saving throw or take 32 (4d12 + 6) bludgeoning damage and be knocked prone. Sweeping Arc. The ogre swings its greatclub in a 20-foot radius around it. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 32 (4d12 + 6) bludgeoning damage and is shoved 10 feet away from the ogre. On a successful save, the creature takes half as much damage and isn’t shoved back. Bonus Actions Fling. The ogre tries to throw a Medium or smaller creature it can see within 10 feet of it. The target must succeed on a DC 18 Dexterity saving throw or be hurled up to 60 feet in a direction of the ogre’s choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Intimidating Roar. Each creature within 30 feet of the ogre that can hear it must succeed on a DC 17 Wisdom saving throw or be frightened of the ogre for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the ogre’s Intimidating Roar for the next 24 hours. Smash, stomp, squash, splat. Bo’ok has plenty tactics, little one. – Bo’ok, Ogre Juggernaut
ROT GAZER 39 Rot Gazer Large Aberration (Beholder), Typically Chaotic Evil Armor Class 14 (natural armor) Hit Points 133 (14d10 + 56) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 18 (+4) 9 (–1) 14 (+2) 8 (–1) Saving Throws Con +8, Wis +6 Skills Perception +6 Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned, prone Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Undercommon Challenge 9 (5,000 XP) Proficiency Bonus +4 Putrefying Presence. A creature that starts its turn within 5 feet of the gazer or moves there for the first time on its turn takes 4 (1d8) necrotic damage. Actions Multiattack. The gazer makes one Bite Attack and uses Baneful Gaze twice. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) necrotic damage. Baneful Gaze. The gazer focuses its gaze on a creature it can see within 60 feet of it, causing one of the following effects: Deforming Gaze. The targeted creature must succeed on a DC 16 Charisma saving throw or take 18 (4d8) psychic damage and be cursed. The cursed creature can’t regain hit points and its Strength and Dexterity scores are reduced by 1d4 each. If either of these ability scores are reduced to 0, the creature dies. The reduction to the creature’s ability scores ends when it dies or the curse is ended with remove curse, greater restoration, or similar magic. Dementing Gaze. The targeted creature must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage and be cursed. The cursed creature has disadvantage on saving throws made to maintain its concentration and its Wisdom, Intelligence, and Charisma scores are reduced by 1d4 each. If either of these ability scores are reduced to 0, the creature is stunned until it regains at least 1 point in that score. The reduction to the creature’s ability scores ends when it dies or the curse is ended with remove curse, greater restoration, or similar magic. Rotting Gaze. The targeted creature must succeed on a DC 16 Constitution saving throw. On a failed save, it takes 18 (4d8) necrotic damage and gains 1d2 levels of exhaustion. On a successful save, it takes half as much damage and suffer no additional effects. Poison Spittle (Recharge 5–6). The gazer spits poisonous mist in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, the creature takes 45 (10d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and, if the target is Medium or smaller, it is also grappled (escape DC 14). The gazer has 1d6 + 4 tentacles, each of which can grapple one target. Maddening Babble. Each creature within 10 feet of the gazer that can hear it must succeed on a DC 16 Intelligence saving throw or take 9 (2d8) psychic damage and be staggered until the start of the gazer’s next turn. While staggered, the creature can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Rot Gazer The grotesque rot gazer is a lesser beholder that can come into being when a beholder has recurring nightmares about its physical form succumbing to age, illness, disease, or poison. Covered with pus-dripping sores and foul-smelling fungi, rot gazers are solitary creatures that spend their pain-wracked existence muttering maniacally to themselves. They leave a trail of death and decomposed matter as they hover about, searching for creatures they can share their misery with. And that, my friend, is exactly why we always make sure that the boss is kept nice and warm. You don’t want a beholder to catch a cold and start contemplating its mortality - especially not when its you who’ll have to live with the consequences! – Ahmaergo, Dwarf Majordome in the Xanathar Guild
40 SCORPIOTH Scorpioth Medium Monstrosity, Typically Unaligned Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 2 (-4) 8 (-1) 5 (-3) Skills Perception +2 Senses blindsight 60 ft., passive Perception 12 Languages – Challenge 5 (1,800 XP) Proficiency Bonus +3 Blood Frenzy. The scorpioth has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Enrage. If the scorpioth starts its turn with 30 hit points or fewer, it becomes enraged. While enraged, the scorpioth is immune to being frightened. On each of its turns while frenzied, the scorpioth attacks the nearest creature it can see. If it can’t reach the creature, it takes the Dash action and moves as close to it as possible. If the scorpioth starts its turn and can’t see any other creatures, it is no longer enraged. Actions Multiattack. The scorpioth makes a Bite attack and a Sting attack. It can use Weakening Gaze in place of one of these attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage and the target must make a DC 14 Constitution saving throw. On a failed save, it is poisoned until the end of its next turn. While poisoned this way, the target’s speed is halved and it can’t take reactions. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a successful save, the effect ends for the creature and the creature is immune to this effect next 24 hours. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. Crippling Gaze. The scorpioth forces one creature that it can see within 20 feet of it to make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. While frightened in this way, it is restrained and deals only half damage with weapon attacks that use Strength and Dexterity. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scorpioth A chimera-like monstrosity, scorpioths are the result of powerful transmutation magic used to create a creature with the powers of a basilisk and a giant scorpion. A scorpioth possesses the basilisk’s ability to petrify targets – although it does so with its stinger – and can weaken its prey with its gaze before it rips it to pieces with its poisonous bite. Scorpioths are easily enraged and can be sent into a foaming frenzy by the mere smell of blood, making them unsuited allies and fearsome monstrosities. Scorpioths may be the result of transmutation magic, but reports suggest that they are able to multiply, causing scholars to theorize that scorpioths use the blood of their victims to somehow fertilize their eggs. As a result, scorpioths have been reported to spread rather quickly once they settle down in an area, if they’re not dealt with in due time. Could call it “basilion” as well, but that just doesn’t sound right. Scorpilisk? Nah. I’m happy with my choice. A scorpioth it is! – Neridimus, Human Wizard
SHADOWMANCER 41 Shadowmancer Shadowmancers are fearsome agents of Mask, the Lord of Shadows, who draw upon the dark powers that lie within the shadows most try to avoid. While shadowmancers sometimes act according to purely selfish desires, they ultimately abide by the will of their dark master. They are often deployed as deadly assassins who move soundlessly through the shadow in its relentless hunt for those who have crossed Mask. Once per day, the shadowmancer can also summon a shadow demon, that represents a sliver of Mask’s shadowy power. While close to Mask’s emissary, the shadowmancer’s power is amplified even further. Shadowmancer Medium Humanoid, Typically Neutral Evil Armor Class 17 (half plate) Hit Points 119 (14d8 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 18 (+4) 14 (+2) 16 (+3) 15 (+2) Saving Throws Con +8, Wis +7, Cha +6 Skills Perception +7, Stealth +8 Damage Resistances (Shadow Form Only) acid, cold, fire, lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities (Shadow Form Only) exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 17 Languages Common, telepathy 60 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Shadow Form. While within 60 feet of a shadow demon it has summoned, the shadowmancer takes on a shadowy form and gains additional powers. Actions Multiattack. The shadowmancer makes two Whip attacks and uses Summon Shadow Demon, if available. Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 18 (4d8) necrotic damage. If the target is a creature it is also grappled by strands of shadow (escape DC 15). Until this grapple ends, the target is blinded, deafened, restrained, and unable to speak. At the end of each of its turns while grappled in this way, the creature must succeed on a DC 16 Constitution saving throw or take 9 (2d8) necrotic damage and gain 1 level of exhaustion. Shadow Lance. The shadowmancer conjures a lance made of wispy shadow material and throws it in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage, and whenever it makes an attack roll or a saving throw until the end of the shadowmancer’s next turn, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. On a failed save, the target takes half as much damage with no additional effects. Summon Shadow Demon (1/Day). The shadowmancer summons a shadow demon which appears in an unoccupied space within 60 feet of the shadowmancer and acts as its ally. It remains for 1 hour, or until the shadowmancer dies or dismisses it as a bonus action. Bonus Action Incite Shadows. Each creature of the shadowmancer’s choice within 30 feet of it must make a DC 16 Charisma saving throw as the shadowmancer incites each creature’s shadow to attack it. On a failed save, a creature takes 9 (2d8) necrotic damage and its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Shadow Step (Shadow Form Only). While in dim light or darkness, the shadowmancer can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. Reactions Pain Transfer (Shadow Form Only). The shadowmancer halves the damage it takes from an attack or spell, provided it can see the attacker and an allied shadow demon is within 60 feet of it. The shadow demon then loses hit points equal to the damage dealt to the shadowmancer. Not afraid of the dark? Well, then pray you’re never marked by a shadowmancer. Nothing more terrifying than being killed by your own shadow! – Ezziath, Human Warlock
42 SHAKSHIEL Shakshiel A shakshiel is a large, snake-like undead capable of spreading terrifying diseases. While scholars believe that shakshiel were once humanoids, how they are created is unclear. Shakshiels usually live in acid pools in the Shadowfell, but sometimes they end up on the Material Plane. Here, they eat whatever they can find as they lurk in swampy forests or reside in dark lakes that have been corrupted by necromantic energy. When hunting, a shakshiel uses its ability to sense creatures submerged in liquid to surprise its unwitting victims. It weakens its prey with its disease-ridden bite before constricting them with its tail and dissolving their flesh with its acidic breath. Shakshiel Large Undead, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 8 (-1) 14 (+2) 8 (-1) Skills Athletics +6, Perception +5, Stealth +6 Damage Immunities acid, poison Condition Immunities charmed, exhaustion, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 15 Languages understands the languages it knew in life but can’t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 Brittle. Whenever the shakshiel takes 10 or more bludgeoning damage from a single source on a turn, it must make a DC 12 Constitution saving throw. The first time it fails on this saving throw, the shakshiel can no longer take reactions. The second time, its speed is halved. The third time, it can no longer take bonus actions. Magic Resistance. The shakshiel has advantage on saving throws against spells and other magical effects. Submerged Vigilance. While emerged in a body of water, the shakshiel has advantage on Dexterity (Stealth) checks. Moreover, the shakshiel knows the exact location of any other creatures moving in the same body of water within 1,000 feet of it and it can’t be surprised by those creatures. Actions Multiattack. The shakshiel makes one Bite attack and one Constrict attack. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage and, if the target is a creature, the target must make a DC 13 Constitution saving throw or be poisoned. A creature poisoned in this way must make a DC 13 Constitution saving throw at the end of each of its turns. If it succeeds on three of these saves, it is no longer poisoned. If it fails three of these saves, the target is no longer poisoned, but is inflicted by one of the following diseases chosen by the shakshiel: Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. The disease lasts for 24 hours or until removed by an effect that removes a disease or otherwise ameliorates a disease’s effects. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained and has disadvantage on saving throws made to maintain its concentration, and the shakshiel can’t constrict another target. Acid Breath (Recharge 5–6). The shakshiel exhales a 15-foot cone of acid. Each creature in the cone must make a DC 13 Constitution saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Bonus Actions Horrifying Hiss. The shakshiel emits a horrifying hissing sound, causing creatures it has hurt to relive their pain. Each creature within 30 feet of the shakshiel that can hear the shakshiel and that the shakshiel has dealt damage to since the beginning of the shakshiel’s last turn must make a DC 13 Wisdom saving throw. On a failed saving throw, a creature takes 9 (2d8) psychic damage and is staggered until the end of the shakshiel’s next turn. While staggered, the target can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Nimble. The shakshiel takes the Disengage or Hide action. There’s something under the water! Ew, it’s a corpse. Wait, it’s moving? What the-- – Last words of Gerro, Halfling Adventurer
SOURKETTLE 43 Sourkettle Small Fey, Typically Chaotic Neutral Armor Class 14 (natural armor) Hit Points 16 (3d6 + 6) Speed 20 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 15 (+2) 4 (–3) 11 (+0) 14 (+2) Damage Immunities acid, poison Condition Immunities poisoned Senses passive Perception 11 Languages Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 Acidic Being. If a gallon of water or more is poured on sourkettle, or it starts its turn submerged in water, the sourkettle takes 5 (2d4) cold damage and is staggered until the end of its next turn. While staggered, the sourkettle can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 3 (1d6) acid damage. Spit Acid. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 7 (2d6) acid damage. Bonus Actions Baleful Light. The sourkettle flashes crimson light in a 10- foot radius around it. Each creature in the area must succeed on a DC 12 Constitution saving throw or take 3 (1d6) radiant damage and be blinded until the end of the sourkettle’s next turn. Leap. The sourkettle jumps horizontally up to its speed to an unoccupied space it can see without provoking opportunity attacks. If a creature is holding unto an object in the sourkettle’s mouth, that creature must make a DC 11 Strength saving throw. On a successful save, the sourkettle’s Leap fails. On a failed save, the creature loses hold of the object as the sourkettle leaps. Reactions Dissolving Bite. When a creature misses the sourkettle with a melee weapon attack, the sourkettle tries to bite down on the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck in the sourkettle’s mouth. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. At the start of each of the sourkettle’s turns, any nonmagic weapon stuck in the sourkettle’s mouth takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Sourkettle Peculiar creatures, sourkettles are rumored to be spawned whenever a hag utters a particularly cutting insult. Growing from the ground like carrots or beets, their brightly-shining leaf-stalks are the first to emerge, followed by a squat, barbed berry-shaped creature filled with highly acidic liquid. Not particularly fearsome combatants, sourkettles are nonetheless feared by most warriors for their ability to snatch and dissolve metal objects – including expensive weapons! I’ve heard it told that fomorians like to capture sourkettles and keep them cooly refrigerated. They’ll use the sourkettles’ acid to torture their victims with and to dispose of their bodies. That’s not all, though - whenever fish’s served, or a dish is just too sweet, they’ll bring out a sourkettle and squeeze it a little. Isn’t that something? – Perilanor, Halfling Adventurer
44 STEEL ENFORCER Steel Enforcer Durable constructs made of hardened steel plates set with various magical gems, steel enforcers were built by an enclave of artificers to be deployed against the Red Wizards of Thay. Steel enforcers are designed with the sole purpose of hunting down spellcasters and are able to penetrate magical barriers, nullify spells, and even nullify magic. Few have the skills and knowledge to construct steel enforcers, and most who do safeguard their blueprints with their life – yet it is not unheard of for kingdoms to build armies of steel enforcers to conquer other nations, or for rich merchants to use steel enforcers as guards. Steel Enforcer Medium Construct, Typically Unaligned Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 4 (−3) 10 (+0) 2 (−4) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Arcane Penetration. The steel enforcer ignores any bonuses or changes to AC gained from spells such as mage armor and shield, and other magical effects. Immutable Form. The steel enforcer is immune to any spell or effect that would alter its form. Nondetection. The steel enforcer can’t be targeted or detected by any divination magic or perceived through magical scrying sensors. Actions Multiattack. The steel enforcer makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target must make a DC 12 Charisma saving throw. On a failed save, any spell of 3rd level or lower on the target ends. Additionally, the magical properties of each non-artifact item the creature is carrying are suppressed until the end of its next turn. Nullify Magic (Recharge 5–6). Each creature within 30 feet of the steel enforcer that has spell slots must make a DC 12 Charisma saving throw. On a failed save, the creature loses the highest level spell slot it has available of 3rd level or lower and takes psychic damage equal to 1d8 + the level of the spell slot. The steel enforcer gains temporary hit points equal to 1d8 + the combined level of spell slots consumed this way. Bonus Actions Gem Surge. The steel enforcer activates the gems set into its armor to gain one of the following benefits that lasts until it uses this action again or until it takes cold damage: • The steel enforcer gains resistance to one type of damage. • The steel enforcer has advantage on Dexterity saving throws and gains a +2 bonus to AC. • The steel enforcer’s attacks deal an additional 3 (1d6) force damage on a hit. Reactions Mage Slayer. When a creature within 5 feet of the steel enforcer casts a spell, it can make a Rend attack against that creature. Uncanny Dodge. When an attacker the steel enforcer can see hits it with an attack, the steel enforcer can use its reaction to halve the attack’s damage against it. The wordless, unyielding determination of a construct is unnerving on its own. When said heap of metal can nullify every magical ace in your sleeve, you better hope you teamed up with a party of brutish warriors! – Ulieth, human wizard, Wizard’s Guide to Adventuring
STEELSOUL RENEGADE 45 Steelsoul Renegade A steelsoul renegade is a humanoid-shaped construct that has, as the name implies, a soul and a free will of its own. Attuned to the laws of physics and the pull of gravity, a steelsoul renegade attacks using its fists (conveniently shaped into heavy hammers) and by pushing, pulling, shoving, immobilizing, and even levitating its opponents. The steelsoul can also assume the appearance of its enemies and, in some cases, acquire their muscle memory, granting them tactical benefits in combat. It is assumed that steelsoul renegades are the by-product of some magical experiment gone wrong, though few no more than that – and the few steelsoul renegades that exist refuse to weigh in on the topic. Most steelsoul renegades work as mercenaries, bounty hunters, or spies. Steelsoul Renegade Medium Construct, Typically Lawful Neutral Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 15 (+2) 13 (+1) 14 (+2) Skills Perception +4, Stealth +6 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 14 Languages Common plus two other languages Challenge 6 (2,300 XP) Proficiency Bonus +3 Unusual Nature. The steelsoul doesn’t require air, food, drink, or sleep. Actions Multiattack. The steelsoul makes two Malleus Gravitas or Force Bolas attacks. Malleus Gravitas. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) force damage and, if the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone or shoved back 10 feet (steelsoul’s choice). Force Bolas. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 7 (1d8 + 3) force damage and, if the target is Large or smaller creature, it is restrained. While restrained in this way, the target takes 9 (2d8) force damage at the start of each of its turns. A creature can use its action to make a DC 14 Strength check to free itself or another creature restrained by the bolas, ending the effect on a success. Force Pulse (Recharge 5–6). Each creature within 20 feet of the steelsoul must make a DC 14 Constitution saving throw. On a failed save, the creature takes 27 (6d8) force damage and is pushed up to 15 feet toward or away from the steelsoul (steelsoul’s choice). On a successful save, the creature takes half as much damage, and suffers no additional effects. Bonus Actions Reverse Gravity. The steelsoul reverses gravity for one Large or smaller creature or object it can see within 30 feet (including itself). Unless it is somehow anchored to the ground, the target falls 20 feet upward. A creature can make a DC 14 Dexterity saving throw to grab onto a fixed object it can reach to avoid the fall. The effect lasts until the end of the steelsoul’s next turn, after which the target falls back down, unless the steelsoul uses this action on it again before then. Steel Mirror. The steelsoul magically assumes the form of a Small or Medium creature it can see within 30 feet of it, or reverts back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. When the steelsoul assumes the form of another creature, the creature must make a DC 14 Intelligence saving throw. On a failed save, the steelsoul also gains insight into the creature’s psyche while wearing its form, and has advantage on attack rolls against the creature and on saving throws against the creature’s spells and abilities. Moreover, the creature has disadvantage on attack rolls against the steelsoul while the steelsoul is wearing its form. Terrible thing, fighting yourself. Even worse, fighting a version of yourself that’s stronger, faster, and smarter! – Ba’tuk, Goliath Fighter
46 STONE OOZE Stone Ooze Medium Ooze, Unaligned Armor Class 7 Hit Points 60 (8d8 + 24) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 17 (+3) 5 (–3) 16 (+3) 1 (−5) 9 (–1) 2 (–4) Skills Stealth +1 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the ooze remains motionless, it is indistinguishable from ordinary stone. Ooze Form. The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the ooze’s Engulf and has disadvantage on the saving throw. A creature within 5 feet of the ooze can use an action to pull a creature or object out of the ooze by making a DC 13 Strength check and succeeding. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, the target is grappled. Petrifying Pebbles. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 7 (1d6 +3) bludgeoning damage and, if the target is a creature, it must make a DC 13 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 minute or until freed by the greater restoration spell or other magic. Bonus Actions Engulf. The ooze moves up to its speed. While doing so, it can enter Medium or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 13 Dexterity saving throw. If the creature’s speed is 0, it automatically fails this saving throw. On a successful save, the creature can choose to move 5 feet back or to the side of the ooze. On a failed save, the ooze enters the creature’s space, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature can’t breathe, can’t be seen, has total cover, and is restrained. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature is no longer restrained and enters a space of its choice within 5 feet of the ooze. The ooze can engulf only one Medium creature at a time. Harden. Any creature engulfed by the ooze takes 14 (4d6) bludgeoning damage as the ooze hardens to become almost completely solid. Until the start of the ooze’s next turn, it gains resistance to all damage except psychic damage, and all ability checks made to free a creature or object from the ooze’s form are made with disadvantage. Reactions Solid Grasp. When a creature hits the ooze with a melee attack, the ooze grasps the attacker’s weapon. The attacker must succeed on a DC 13 Strength saving throw, or the weapon becomes stuck inside the ooze. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while its weapon is stuck. Stone Ooze Made from liquid stone, the stone ooze is not only a born ambusher, it also possesses many of the qualities of natural stone. Disguised as an innocuous pillar, a section of wall, or even the ground upon which the adventurers’ tread, the stone ooze exists only to engulf other creatures. A creature engulfed by the ooze is slowly crushed until it becomes part of the stone ooze. “If only these walls could talk”, the saying goes - well, as long as they don’t crawl, slither, and eat me, then I’m happy! - Jaxo, Tiefling Rogue
TERRAX 47 Terrax A terrax – or a giant rust monster as some call it – is a terrifying, bronze-colored beast of a monstrosity. An acid-dripping, oversized beetle with a thick carapacelike shell and long tentacle arms, a terrax is a horrifying sight to behold as it rampages through dark forests or swampy marshland in search of prey. A terrax’s acid is deadly, but its ability to corrode and rust any metal it touches can be even as devastating. Terrax Large Monstrosity, Typically Unaligned Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 12 (+1) 13 (+1) 16 (+3) Damage Resistances acid, poison Senses darkvision 120 ft., passive Perception 11 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Foul Presence. Each creature of the terrax’s choice that is within 30 feet of the terrax and aware of it must succeed on a DC 15 Constitution saving throw or become poisoned 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 terrax’s Foul Presence for the next 24 hours. Rust Metal. Any nonmagical weapon made of metal that hits the terrax corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical metal ammunition that hits the terrax is destroyed after dealing damage. Actions Multiattack. The terrax makes one Bite attack and one Tentacle attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) acid damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and, if the target is a creature, the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the terrax can’t use this tentacle against another target. The terrax has two tentacles, each of which can grapple only one target. Corroding Acid (Recharge 5–6). The terrax spews forth a torrent of acid in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. Any nonmagical objects made of metal that isn’t being worn or carried instantly corrodes, and any armor or shield made of metal that is worn or carried by a creature in the area takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. Bonus Actions Infection. A creature grappled by the terrax must succeed on a DC 15 Constitution saving throw or be diseased. While diseased, the creature’s speed is halved and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity as painful blisters appear on its body. The creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. Sweep. The terrax sweeps a tentacle in a 10-foot radius around it. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Melting in a pool of acid, being constricted by a disease-ridden tentacle, or just having all my equipment rust? Nope, I’d like to avoid that - and that’s why I’m gently going to decline your offer. But good luck hunting down the terrax! – Kallidar, Human Adventurer
48 TERRORSPIKE WORM Terrorspike Worm Gargantuan Monstrosity, Unaligned Armor Class 19 (natural armor) Hit Points 280 (17d20 + 102) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 22 (+6) 3 (–4) 5 (-3) 5 (–3) Saving Throws Str +15, Con +12, Wis +3 Damage Immunities necrotic Senses blindsight 30 ft., tremorsense 120 ft., passive Perception 7 Languages — Challenge 19 (22,000 XP) Proficiency Bonus +6 Aversion to Radiance. When the worm takes radiant damage, it must succeed on a Constitution saving throw against a DC equal to the radiant damage taken. On a failed save, the worm is poisoned until the end of its next turn. Legendary Resistance (3/Day). If the worm fails a saving throw, it can choose to succeed instead. Tunneler. The worm can burrow through solid rock at half its burrow speed, leaving a 20-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) necrotic damage and, if the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the worm can’t bite another target. Spike Breath (Recharge 5–6). The worm exhales a cloud of dark spikes in a 60-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save or half as much on a successful one. A creature that fails it save and is standing on the ground is also restrained as it is pinned by the spikes. A creature can free itself or another creature within 5 feet of it from the spikes as an action with a successful DC 15 Strength check. Bonus Actions Swallow. Melee Weapon Attack: +15 to hit, reach 5 ft., one Large or smaller creature the worm is grappling. Hit: The worm swallows the target. The swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm. At the start of each of the worm’s turns, each creature swallowed by it takes 10 (3d6) necrotic damage plus 10 (3d6) piercing damage and must succeed on a DC 20 Constitution saving throw or its Strength score is reduced by 1d4 until it finishes a short or long rest. The creature dies if this reduces its Strength to 0. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. Spikefin Slither. The worm moves up to its burrow speed just underneath the surface. Each creature standing in the area the worm moves beneath must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) slashing damage and fall prone. Legendary Actions The worm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The worm regains spent legendary actions at the start of its turn. Slither. The worm uses Spikefin Slither. Spawn Shadow. A shadow spawns in an unoccupied space within 5 feet of the worm. The shadow is under the worm’s control and remains for 1 minute or until destroyed. Terror Trill (Costs 2 Actions). Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened of the worm for 1 minute. If the save fails by 5 or more, the creature is also paralyzed while frightened in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Terrorspike Worm Its carapace lined with dark spikes and its sinister eyes glowing with mindless malice, a terrorspike worm strikes dread into the hearts of anyone who has the misfortune of encountering it. Infused with necrotic energy and capable of spawning shadows and producing a terrifying trill, the terrorspike worm is a dangerous enemy to any who dares enter its territory. Originally native to the Shadowfell, terrorspike worms can also sometimes spaw on the Material Plane – usually deep in the ground underneath the scene of a great, bloody battle or similarly tragic event. It came out of the ground like a shark out of water. Cut ol’ Eleanor in twain easy as that. Evaporated Tyrax and Felana in a hail of spikes. Took a bite out of me too, before I got out of there. Never been so happy to have wings in my life! - Yilliak, Tiefling Sorcerer
TIDAL SNAPPER 49 Tidal Snapper A tidal snapper is an elemental creature that travels with the tide, devouring whatever crosses the its path. Tidal snappers tend to reside in the wildest and most dangerous parts of the sea on the Material Plane, although records tell of tidal snappers attacking ships even on popular trade routes. A tidal snapper appears as a huge wave with a large, beak-like mouth at its front. When slain, a tidal snapper becomes inanimate water, although some scholars suspect they are able to reform again over time. Tidal Snapper Huge Elemental, Typically Unaligned Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 0 ft., 40 ft. swim STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 4 (-3) 8 (-1) 4 (-3) Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses blindsight 60 ft., passive Perception 9 Languages understands Aquan but can’t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 Force of Nature. The tidal snapper can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 foot wide without squeezing. Moreover, any creature grappled by the tidal snapper moves with it. Freeze. If the tidal snapper takes 20 or more cold damage from a single source, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Actions Multiattack. The tidal snapper makes a Bite attack and uses Engulf. Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Engulf. Each Large or smaller creature in the tidal snapper’s space must make a DC 15 Strength saving throw. On a successful save, a creature is ejected from its space to the nearest unoccupied space of the creature’s choice outside the tidal snapper’s space. On a failed save, a creature is engulfed by the tidal snapper. An engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the tidal snapper, and it can’t breathe unless it can breathe water. At the end of each of the engulfed creature’s turns, it takes 11 (2d10) bludgeoning damage as it is crushed by the whirling waves inside the tidal snapper. An engulfed creature or another creature within 5 feet of the tidal snapper can take an action to make a DC 15 Strength check. On a success, the creature is no longer grappled or engulfed by the tidal snapper and it is ejected from its space to the nearest unoccupied space of its choice outside the tidal snapper’s space. Bonus Actions Tidal Wave. The tidal snapper moves up to its speed in a straight line. Each creature it passes through must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 13 (2d8 + 4) bludgeoning damage and is grappled (escape DC 14). Whirlpool. The tidal snapper pulls in the water around it. The tidal snapper regains 13 (3d8) hit points and each creature and object that isn’t worn or carried that are within 60 feet and emerged in the same body of water as the tidal snapper is pulled 10 foot towards it. A creature can use its reaction to make a DC 15 Strength (Athletics) check and avoid being pulled on a success. Sea monsters? Bah! I was a great captain! I could handle all of it! But I tell ye’, laddie, when the sea itself comes to life and waves grow teeth that eat away half ye’ crew and takes a bit of ye’ ship while its at it? Well, son, then you know it’s time to hit the solid ground. – Harkon Helsson, Human Seacaptain
50 VINDITIHEL Vinditihel Medium Celestial, Typically Lawful Neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 17 (+3) 11 (+0) 15 (+2) 17 (+3) Saving Throws Str +6, Con +6, Wis +5 Skills Insight +5, Perception +5 Damage Resistances radiant Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., truesight 120 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 6 (2,300 XP) Proficiency Bonus +3 Flyby. The vindithiel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Growing Retribution. When a creature deals 10 or more damage to the vindithiel in a single turn, the vindithiel gains 1 vengeance charge. The vindithiel can have up to 5 charges and it loses 1 charge if it starts its turn and haven’t taken damage since the end of its last turn. Magic Resistance. The vindithiel has advantage on saving throws against spells and other magical effects. Actions Multiattack. The vindithiel makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) radiant damage per vengeance charge the vindithiel has. If the target is a creature that has dealt damage to the vindithiel since the end of the vindithiel’s last turn, it must also succeed on a DC 14 Constitution saving throw or be staggered until the start of the vindithiel’s next turn. While staggered, the creature can’t take reactions and must choose whether it gets a move, an action, or a bonus action on its turn; it gets only one of the three. Burst of Vengeance (Recharge 5–6). If the vindithiel has at least 1 vengeance charge, it bursts with blinding light in a 30-foot radius around it. Each creature of the vindithiel’s choice within that area must succeed on a DC 14 Charisma saving throw. On a failed save, the creature takes 9 (2d8) radiant damage for each charge the vindithiel has, and until the end of the vindithiel’s next turn, it loses any resistances it has and can’t roll any dice with advantage. On a successful save, it takes only half as much damage with no additional effects. The vindithiel loses all its charges after using Burst of Vengeance. Bonus Actions Blood Dash. The vindithiel moves up to its speed. It if has 3 or more charges, it can also make a Greatsword attack against one creature that is within its reach at any point during this movement. Injunction. The vindithiel utters an injunction against a creature it can see within 30 feet of it. That creature must make a DC 14 Wisdom saving throw or be frightened of the vindithiel until the start of the vindithiel’s next turn. If the save fails by 5 or more, the target is also incapacitated while frightened in this way. On a successful save, the creature is immune to the vindithiel’s injunction for 24 hours. Vow of Enmity (1/Day). The vindithiel utters a vow of enmity against a creature it can see within 30 feet of it. The vindithiel has advantage on attack rolls against that creature for 1 minute. Vinditihel Vinditihels are celestial enforcers that are typically sent to enact retribution against creatures that have transgressed against the gods. Oathbreaker paladins, immoral priests, or blasphemers are the most typical targets, although vinditihels have been known to hunt after careless adventurers who have vandalized a holy shrine or meddled in celestial affairs. A vindithiel’s powers grow with each blow again it, building as a radiant power within it that fuels its blows and focuses its efforts until it is released in a burst of vengeful energy. Clever enemies realize that the vindithiel grows more powerful when it is damaged and thus should be averted, immobilized, or ignored until it can be brought down quickly. Like a spurned ex-lover, the vindithiel shows up to enact vengeance upon those that have fallen out of favor with the gods. Except that instead of vandalizing your home or stealing your pet, the vindithiel is trying to part you from your soul! – Isolde the Heretic, Half-Dragon Paladin