VOID SPECTATOR 51 Void Spectator Void spectators are strange aberrations that revel in the misery of others. Driven by an evil desire to see other creatures fail, give up on their hopes, and betray their ideals, void spectators are manipulative creatures that prefer to pull their sinister strings from the shadows – rarely revealing their role in the ultimate failure of their victims before its too late for redemption. To achieve its cruel goals, a void spectator will often manipulate its unwitting victims by entering their dreams, inducing nightmares, and even whispering ill-gotten advice into their minds, while following them around invisibly. Void Spectator Medium Aberration, Typically Lawful Evil Armor Class 14 natural Hit Points 85 (10d8 + 40) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 19 (+4) 16 (+3) 17 (+3) 19 (+4) Skills Deception +7, Perception +6, Persuasion +7, Stealth +7 Condition Immunities prone Senses truesight 120 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 Exhaustive Resistance. If the spectator fails a saving throw, it can choose to gain 1 level of exhaustion and succeed instead. Magic Resistance. The spectator has advantage on saving throws against spells and other magical effects. Actions Multiattack. The spectator makes one Bite attack and uses Betrayer’s Glare. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) psychic damage. If the target is a creature, it must succeed on a DC 15 Intelligence saving throw or have disadvantage on the next attack roll or saving throw it makes before the end of its next turn. Betrayer’s Glare. The spectator targets one creature it can see within 60 feet of it. If the target can see the spectator, it must succeed on a DC 15 Wisdom saving throw or be charmed until the end of the spectator’s next turn. While charmed in this way, the target regards the spectator as an ally and all other creatures it can see as enemies. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures that it can see other than the spectator within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Nightmare Ray (Recharge 5–6). The spectator shines a spectral light in a 60-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage, and is frightened of the spectator 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 spectator casts one of the following spells , requiring no components and using Charisma as its spellcasting ability (spell save DC 15): At will: darkness, dissonant whispers (as a 3rd-level spell), suggestion 1/day each: dream, Evard’s black tentacles, geas, mental prison, plane shift (self only) Bonus actions Shadow Walker. While in dim light or darkness, the spectator can cause one of the following effects: • The spectator becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the void spectator uses a bonus action to end it or until it attacks, casts a spell, is in bright light, or is incapacitated. • The spectator teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. • The spectator covers itself in wisps of shadow material from the Shadowfell to gain 10 temporary hit points. If a creature hits it with a melee attack while it has these hit points, the creature takes 10 necrotic damage. A void spectator is what you get when a beholder has nightmares about having nightmares. – Erintha, Half-Elf Sage
52 VOID WALKER Void Walker Little is known about the void walkers or their origin. Presumably spawned somewhere in the recesses of the Far Realm, a void walker is shaped like a humanoid with a head, two arms, and two legs. There ends the similarities, however, as the void walker has no face – instead, it has a scattering of black, pupilless eyes, and a gaping mouth that holds a pulsating light. Slimy tentacles wrap around the void walkers’ slender body, slithering and undulating interminably. Void Walker Medium Aberration, Typically Chaotic Evil Armor Class 17 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 19 (+4) 21 (+5) 16 (+3) 17 (+3) Saving Throws Dex +8, Con +8, Int +9, Wis +7 Skills Deception +7, Insight +7, Perception +7, Stealth +8 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Magic Resistance. The void walker has advantage on saving throws against spells and other magical effects. Actions Multiattack. The void walker makes one Tentacles attack and uses Energy Cone. Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) psychic damage and, if the target is a creature, the target must also succeed on a DC 17 Intelligence saving throw or be stunned until the end of the void walker’s next turn. Energy Cone. The void walker magically emits energy in a 60- foot cone, choosing from one of the following options: Antimagic. The void walker creates an area of antimagic, as in the antimagic field spell, in the area, that lasts until the start of its next turn. Mind. Each creature in the area must succeed on a DC 17 Intelligence saving throw or take 22 (5d8) 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. Scatter. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 22 (5d8) force damage and be teleported, along with any equipment it is wearing or carrying, to an unoccupied space that the void walker can see within 60 feet of it. Spellcasting (Psionics). The void walker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect thoughts, mage hand (the hand is invisible) 1/day each: dominate monster, plane shift (self only), telekinesis Bonus Actions Invert Essence. The void walker attempts to invert the essence of a creature it can see within 30 feet of it. The target must succeed on a DC 17 Charisma saving throw. On a failed save, the creature takes psychic damage equal to 5 times its proficiency bonus and loses its proficiency bonus until the start of the void walker’s next turn. Reality Jaunt. The void walker teleports up to 30 feet to an unoccupied space it can see. Each creature within 5 feet of the space where the void walker appears must make a DC 18 Wisdom saving throw or take 9 (2d8) psychic damage and must subtract 1d4 from the next attack roll or saving throw it makes before the end of the void walker’s next turn. Mind flayers I can handle, but void walkers? That’s where I draw the line. How am I supposed to talk with, let alone work with, a creature that has a glowing hole in its face instead of a mouth? - Balthrix the Bold, Half-orc Mercenary
WEAVEWYRM 53 Weavewyrm Large Dragon, Typically Neutral Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 17 (+3) 16 (+3) 14 (+2) 15 (+2) Saving Throws Dex +4, Con +5, Int +5 Skills Arcana +7, Perception +5, Stealth +4 Damage Resistances force Senses truesight 30 ft., darkvision 120 ft., passive Perception 15 Languages Common, Draconic, telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Magic Addiction. If the weavewyrm starts its turn in an area of an antimagic field or is targeted by a dispelling effect such as the spell dispel magic, the weavewyrm must succeed on a DC 15 Constitution saving throw or take 9 (2d8) psychic damage and be staggered until the end of its next turn. While staggered, the weavewyrm 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 weavewyrm has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and uses Spellcasting. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it also takes 4 (1d8) force damage for each magic item it is attuned to, each spell or other magical effect affecting it, and each spell it is concentrating on, to a maximum of 22 (5d8) force damage. Unraveling Breath (Recharge 5–6). The weavewyrm exhales arcane energy in a 30-foot cone. Each creature in that area must make a DC 13 Charisma saving throw. On a failed save, the creature takes 27 (6d8) psychic damage and all spells and other magical effects of 5th-level or lower on it end. In addition, the creature 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. Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): At will: charm person, color spray, detect magic, magic missile 1/day each: fear, hold person, slow Bonus Actions Forced Transposition. A creature the weavewyrm can see within 30 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 9 (2d8) force damage and magically switches places with the weavewyrm. Mirror Image. The weavewyrm magically produces an illusory duplicate of itself in its space. The duplicate functions as if created by the spell mirror image. The weavewyrm can have no more than three illusory duplicates at a time. Reactions Devour Spell. When a creature the weavewyrm can see within 60 feet of it casts a spell, the weavewyrm forces the creature to make a spellcasting ability check (DC 10 + the spell’s level). On a failure, the spell fails and the weavewyrm gains 4 (1d8) temporary hit points per level of the spell. Weavewyrm Weavewyrms are dragons that are attracted – addicted, even – to the Weave of Magic. Like buzzards to a corpse, weavewyrms loiter wherever the scent of magic is strongest. With the ability to unravel the weave, devour spells, and use magic of their own, weavewyrms are particularly feared by spellcasters. The weavewyrms’ origins are unclear, though most believe them to have been created by the Goddess of Magic, Mystra, herself. They certainly seem to adore the goddess and may sometimes serve her priests as temple guardians. I’m not doing it. I’m not going in there. I say let the dragon have the treasure. There’s just no way I’m gonna go in there. If you want to go in there and let that serpent eat everything you’ve got, well that’s on you. I’m not doing it! – Hebrianna, Elf Wizard
54 ZYRILAX Zyrilax Zyrilaxes are otherworldly species of warmongering psionics. In ancient times, zyrilaxes were united in conquest to capture other worlds, leaving a trace of blood across the multiverse until their empire eventually crumbled at the hands of the githyanki. The remaining zyrilaxes are spread out across the multiverse, where they take up employment as mercenaries for interplanetary crime organizations or work as dangerous assassins for the local crime lords wherever they settle down. Zyrilax Medium Aberration, Typically Neutral Evil Armor Class 16 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 16 (+3) 15 (+2) 13 (+1) 8 (-1) Saving Throws Con +3, Wis +4, Cha +2 Skills Perception +4, Investigation +4 Condition Immunities charmed Senses darkvision 120 ft., passive Perception 17 Languages Deep Speech, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 Aberrant Mind. Magic can’t read the zyrilax’s thoughts or put the zyrilax to sleep. Arcane Penetration. The zyrilax ignores any bonuses or changes to AC gained from spells such as mage armor and shield, and other magical effects. Actions Multiattack. The zyrilax makes one Bite attack and one Psychic Blade attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage plus 7 (2d6) psychic damage. Psychic Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) psychic damage, and if the target is a creature it must succeed on a DC 14 Intelligence saving throw or be staggered until the start of the zyrilax’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. Numbing Screech (1/Day). The zyrilax emits an otherworldly screech. Each creature within 20 feet of it that can hear it takes 21 (6d6) psychic damage and must make a DC 14 Charisma saving throw. On a failed saving throw, the creature’s Intelligence and Charisma scores become 1 for the next minute. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of a creature’s turn, it can repeat the saving throw, ending the effect on itself on a success. Bonus Actions Force Barrier (Recharge 5–6). The zyrilax creates an invisible wall of force within 90 feet of itself. The wall lasts for 1 minute or until the zyrilax uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The barrier provides total cover. Nothing can physically pass through the barrier and it is immune to all damage. The barrier also extends into the Ethereal Plane, blocking ethereal travel through the wall. A dispel magic or a disintegrate spell destroys the wall instantly. Phase. The zyrilax becomes partially incorporeal until the end of its next turn. While partially incorporeal, the zyrilax has resistance to bludgeoning, piercing, and slashing damage but vulnerability to force damage. Reactions Nullify. The zyrilax telepathically whispers alien sounds into the mind of a creature it can see that is casting a spell within 60 feet of it. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 5th level or higher, the zyrilax makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whether the check succeeds or fails, the zyrilax takes 4 (1d8) psychic damage for each level of the spell (minimum of 1). Angering an otherworldly entity is rarely a good idea - you never know what’s coming for you. Well, if it’s a zyrillax, you probably won’t live to tell the tale. – Yurnil, Giff Captain of the Astral Surfer
Milando’s Guide to Magical Marvels Everything you need to make trading magic items fun for the players and easy for the DM: • 23 Ready-to-Play Magic Shops • 120 New Magic Items • Prices for 300+ 5E Magic Items • 4 Adventures for Any 5E Campaign • Rules & Guidelines for Trading & Pricing Magic Items in 5E Wanderer’s Guide to Merchants & Magic Fresh takes on everything that is unexplored, underdeveloped, or underwhelming in 5E! • 3 Adjustable Adventures • 6+ Ready-to-Play Merchant NPCs • 30+ Fully-illustrated Magic Items • 20+ Dynamic Monsters • 10+ Traps, Hazards, & Puzzles • Rules for handling curses and dark transformations, enchanting and upgrading magic items, and wild magic spellmarks!