Grudgel Strategist save DC 13, +5 to hit with spell attacks). The grudgel
strategist knows the following wizard spells:
Medium humanoid (grudgel), any alignment
Cantrips (at will): ray of frost, shocking grasp
Armor Class 15 (breastplate) 1st level (4 slots): color spray, expeditious retreat, shield, sleep
Hit Points 52 (8d8 + 16) 2nd level (2 slots): mirror image, misty step
Speed 30 ft.
Weapon Bond. The grudgel strategist can be disarmed
STR DEX CON INT WIS CHA only if incapacitated or dead.
16 (+3) 12 (+1) 14 (+2) 17 (+3) 13 (+1) 11 (+0)
Actions
Skills Arcana +5, Insight +3, Perception +3
Multiattack. The grudgel strategist makes two weapon
Senses darkvision 60 ft., passive Perception 13 attacks or casts one cantrip and makes one weapon attack.
Languages Grudgel and two national languages Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 8 (1d10 + 3) piercing damage. If the target is a
Challenge 3 (700 XP) Proficiency +2 creature, it must succeed on a DC 13 Strength or Dexterity
saving throw (target’s choice) or the grudgel strategist can
Center (Recharges after a Short or Long Rest). knock the target prone or move it up to 5 feet to another
The grudgel strategist can use a bonus action to focus unoccupied space within the grudgel’s reach.
before making an attack roll or ability check. If the grudgel
does so, then it has advantage on the next attack roll or Reactions
ability check it makes before the start of its next turn.
Battlefield Control. A creature that willingly
Spellcasting. The grudgel strategist is an 8th-level moves within the grudgel strategist’s reach, including
spellcaster. Its spellcasting ability is Intelligence (spell entering that area, provokes an opportunity attack
from the grudgel.
Grim Hollow Monster Grimoire 147 G
Grudgel Battlemind
Medium humanoid (grudgel), any alignment
Armor Class 20 (plate, shield)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 18 (+4) 14 (+2) 12 (+1)
Skills Arcana +7, Insight +5, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Grudgel and three national languages
Challenge 6 (2,300 XP) Proficiency +3
Action Surge (Recharges after a Short or Long
Rest). The grudgel battlemind takes one extra action.
Center (Recharges after a Short or Long Rest).
The grudgel battlemind can use a bonus action to focus
before making an attack roll or ability check. If the grudgel
does so, then it has advantage on the next attack roll or
ability check it makes before the start of its next turn.
Spellcasting. The grudgel battlemind is a 14th-level
spellcaster. Its spellcasting ability is Intelligence (spell
save DC 15, +7 to hit with spell attacks). The grudgel
battlemind knows the following wizard spells:
Cantrips (at will): message, ray of frost, shocking grasp
1st level (4 slots): color spray, longstrider, shield, sleep
2nd level (3 slots): gust of wind, misty step, spider climb
3rd level (3 slots): fly, haste
Weapon Bond. The grudgel battlemind can be
disarmed only if incapacitated or dead.
Actions
Multiattack. The grudgel battlemind makes three
weapon attacks or casts one cantrip and makes one
weapon attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
Reactions
Battlefield Control. A creature that willingly
moves within the grudgel battlemind’s reach, including
entering that area, provokes an opportunity attack from
the grudgel.
G 148 Grim Hollow Monster Grimoire
Hag-Blighted
Medium monstrosity, any alignment
Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 9 (–1) 10 (+0) 5 (–3)
Skills Athletics +4
Senses darkvision 60 ft., passive Perception 10
Languages the languages known before the curse
Challenge 1 (200 XP) Proficiency Bonus +2
Immutable Form. The hag-blighted is immune to any
spell or effect that would alter its form.
Actions
Multiattack. The hag-blighted makes one bite attack
and one slam attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Spew Bile (Recharges after a Short or Long Rest).
The hag-blighted expels bile in a 15-foot cone. Each creature
in that area must make a DC 12 Constitution saving throw,
taking 10 (3d6) acid damage on a failed save, or half as
much damage on a successful one.
Hag-Blighted Salvage
“We warned Marta she was tempting the fates by The blood of a dead hag-blighted person can be used to
seeking out Old Zsuzsa Blackwart. You never know make a potion that ends any effect that changes a creature’s
shape. Someone who has proficiency with alchemist’s
what might anger a hag.” supplies can distill the blood from one hag-blighted, along
with reagents worth 50 gp, to make three doses of this potion
Hag Victim. Deceiving and manipulative, hags are in 4 hours. Doing so requires a successful DC 13 Intelligence
prone to cursing mortals for anything from breaking a or Wisdom check. This potion can be consumed, or it can
bargain to mere amusement. Hag-blighted beings are be thrown as an improvised weapon, making a ranged
unfortunate souls who’ve angered a hag. Instead of attack against a creature. A creature exposed to this potion
slaying the person, the hag chooses a crueler fate and can’t change shape for 10 minutes, while a creature who
uses a hag-blight curse. drinks the potion can’t change shape for 1 hour.
Cursed Form. Under a hag-blight curse, a victim’s Lore
form becomes monstrous. The person’s face becomes
a permanent scowl and grows warts and pustules, DC 10 Intelligence (History): Hag-blighted are
and their teeth become fangs. Their body bloats, and mortals who have been cursed by a hag.
the limbs twist. Despite these changes, the body is
powerful and enduring. DC 15 Intelligence (Nature): The hag-blight curse
twists the body and diminishes the mind, but it increases
Social Pariah. Most people shun the hag-blighted for strength and endurance and gives the person sharp teeth.
fear of the hag’s ire. Only the brave or foolish dare seek
out the hag to remove this affliction. DC 15 Intelligence (Arcana): A hag-blighted person
can vomit corrosive bile.
Grim Hollow Monster Grimoire 149 H
Harvester of Lies
Medium undead, neutral evil
Armor Class 17 (coat of lies)
Hit Points 91 (14d8 + 28)
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 11 (+0) 16 (+3) 15 (+2)
Saving Throws Dex +9, Wis +7, Cha +6
Skills Acrobatics +9, Insight +7, Perception +7, Stealth +13
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Challenge 9 (5,000 XP) Proficiency Bonus +4
Harvester of Lies Coat of Lies. While wearing their specially prepared
coat, the harvester’s AC is increase by 2 (included in
“Don’t lie to me, or the harvester will steal your tongue!” their AC) and it can use its innate spellcasting.
Lie Detectors. Infamous liars sometimes return as Innate Spellcasting. The harvester’s spellcasting
harvesters of lies after they die. These undead beings are ability is Charisma (spell save DC 14). It can innately cast
capable of unerringly detecting falsehoods. The more lies the following spells, requiring only that the harvester be
one tells, the more attractive the liar’s tongue becomes to wearing its coat of lies:
the harvester. At will: detect thoughts, zone of truth
3/day each: hold person, invisibility, misty step, silence
Macabre Collection. The harvester of lies is compelled to 1/day each: levitate, tongues
collect the tongues of liars and sew them into a long coat that
it wears. This coat is the creature’s most prized possession Hear Lies. The harvester hears all lies uttered within
and without it, it cannot use its innate spellcasting. 1 mile of it and knows the liar’s distance and direction
while the harvester choses to concentrate.
Skulker. Harvesters of lies are stealthy hunters that slip
into their target’s home, harvest the victim’s tongue, and Spider Climb. The harvester can climb difficult
leave without alerting others. The harvester appears as surfaces, including upside down on ceilings, without
a normal humanoid, but its skin is mottled and purple, needing to make an ability check.
and its eyes sunken and glaring.
Trackless. The harvester leaves no tracks to indicate
Salvage where it has been or where it’s headed.
If defeated, the harvester’s coat of lies (see Chapter 4) can Actions
be claimed.
Multiattack. The harvester makes three attacks, only
Lore one of which can be sever tongue.
DC 10 Intelligence (History): Harvesters of lies can Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
detect when a lie is uttered from 1 mile away. They are target. Hit: 12 (2d6 + 5) slashing damage. If the target is
attracted to lies, the more frequent the lies and the more Medium or smaller, it is grappled (escape DC 17).
outlandish, the greater the attraction.
Sever Tongue. Melee Weapon Attack: +9 to hit, reach
DC 15 Intelligence (Arcana): Harvesters are resistant 5 ft., one humanoid grappled by the harvester of lies.
to nonmagical weapons and necrotic damage, and immune Hit: 33 (8d6 + 5) slashing damage and the target must
to poison. succeed on a DC 17 Constitution saving throw or have
their tongue ripped out. A creature without a tongue
DC 20 Intelligence (Arcana): The harvester wears a cannot speak or cast spells with verbal components.
coat made of the severed tongues of its victims that allow A creature is immune to this effect if it is immune to
it to cast several spells. slashing damage, doesn’t have or need a tongue, or has
legendary actions.
A tongue can be reattached within 1 hour of being
severed with a successful DC 10 Wisdom (Medicine)
check, or at can be regrown using magic that replaces
lost limbs.
H 150 Grim Hollow Monster Grimoire
Hedron
Medium elemental, lawful neutral
Armor Class 17 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 19 (+4) 13 (+1) 13 (+1) 17 (+3)
Hedron Skills Perception +4
Damage Immunities poison
“It was surreal and beautiful, like a painting. A forest of Damage Resistances psychic; bludgeoning, piercing,
perfectly spaced, identical trees, a circular lake, and ground as and slashing from nonmagical attacks
smooth and even as a road. Floating in the middle was a cube,
Condition Immunities blinded, deafened, exhaustion,
polished to a mirror finish.” paralyzed, petrified, poisoned, prone, unconscious
Order Incarnate. Hedrons are elementals of pure Senses truesight 60 ft., passive Perception 14
order. They see the world as a chaotic place that must be Languages understands all languages but can’t speak,
tamed. This view puts them at odds with reality. telepathy 120 ft.
Forced Conformity. As the purified essence of order, Challenge 8 (3,900 XP) Proficiency Bonus +3
a hedron wants to impose perfection on its surroundings.
Terrain smooths, objects refine, and animals warp into Aura of Pure Order. The hedron exudes a 30-foot sphere
identical copies. This process is painful, often lethal, of pure order, which influences randomness and makes the
to creatures. area conform to a rigid ideal. The aura penetrates objects
and barriers, but a barrier more than 2 feet thick blocks it,
Amoral Imperative. Hedrons are sapient beings, rigid as does any barrier of force. Objects harmlessly become
in their terraforming efforts. The well-being of other entities perfectly geometric if they remain in the aura for 1 minute.
is of no consequence to a hedron. An orderly corpse is just Difficult terrain in the area becomes normal terrain until
as good as a living clone. subjected to something that makes it difficult terrain again.
Objects removed from the aura before they transform revert
Elemental Nature. A hedron doesn’t require air, food, to normal.
drink, or sleep.
A creature other than a hedron that enters the area
Salvage for the first time on a turn or starts its turn there takes
5 (2d4) force damage. While in the aura, a creature can’t
The matter composing a hedron resolves into perfect change shape or have advantage or disadvantage.
geometric solids when the elemental collapses. These
polyhedrons can be used to make fifty dice that land on Immutable Form. The hedron is immune to any spell
a number the roller wants, provided the roller knows or effect that would alter its form.
the dice work this way. These dice are worth 5 to 10 gp
each to the right buyers. Actions
Lore Multiattack. The hedron uses telekinesis twice.
DC 10 Intelligence (History): A hedron is an Telekinesis. Melee Spell Attack: +6 to hit, reach 60 ft., one
elemental aligned with law rather than traditional target. Hit: 21 (6d6) force damage, although the hedron
elements. It can manipulate and harm creatures can choose to deal half or no damage. If the target is a
and objects with invisible force. Large or smaller creature, it is grappled (escape DC 14).
Until this grapple ends, if the hedron wishes, the target
DC 15 Intelligence (Arcana): Hedrons exude an is restrained. The hedron can move a grappled creature
aura that transforms creatures and objects into “orderly” or held object up to 30 feet in any direction, provided the
forms. For creatures, the body resists, and the process is target remains within the hedron’s reach. If the hedron
painful and potentially lethal. tries to move an object another creature wears or carries,
that creature can prevent the movement with a successful
DC 14 Strength saving throw. The hedron can hold
(grapple) up to two creatures or objects at a time. It can
also exert fine control while choosing to deal no damage,
such as manipulating a tool or opening a door.
Grim Hollow Monster Grimoire 151 H
Hell’s Reach Ring of Fire
“When the imps start to fight in the full moon’s light Medium swarm of Tiny plants, unaligned
The wise witch knows soon the hell’s reach grows.”
Armor Class 5
Although no larger than a sizable mushroom, a hell’s reach Hit Points 22 (5d8)
has a touch of infernal origin. Six red tentacles remain Speed 0 ft.
hidden in a fungal dome until a passerby disrupts the
mushroom’s slumber. Then, the tentacles erupt from
the mushroom to attack, reeking of rotting flesh. Each
tentacle contains juices that react with air to ignite. When
the mushroom is damaged, this liquid squirts from it.
Ring of Fire. A cluster of hell’s reaches is called a ring
of fire. It’s best avoided, much like a fairy circle.
Salvage
Someone who has proficiency with alchemist’s supplies or
an herbalism kit can use the remains of one ring of fire (or
about a dozen hell’s reaches) and reagents worth 25 gp to
brew an oil that can be applied to armor in 10 minutes. One
dose of this oil conveys resistance to fire damage to the armor
and to the wearer while the armor is worn for 24 hours after
the oil is applied. Brewing the oil requires 4 hours of work
and a successful DC 13 Intelligence or Wisdom check.
Lore
DC 10 Intelligence (Nature): Hell’s reach is immune
to fire. The liquid within the mushroom is flammable
and bursts forth when the mushrooms take damage.
Hell’s Reach STR DEX CON INT WIS CHA
3 (–4) 1 (–5) 10 (+0) 1 (–5) 3 (–4) 1 (–5)
Tiny plant, unaligned
Damage Immunities fire
Armor Class 5 Damage Resistances bludgeoning, piercing, slashing
Hit Points 5 (2d4) Condition Immunities blinded, charmed, deafened,
Speed 0 ft.
frightened, grappled, paralyzed, petrified, prone,
STR DEX CON INT WIS CHA
1 (–5) 1 (–5) 10 (+0) 1 (–5) 3 (–4) 1 (–5) restrained, stunned
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 6
Languages —
Damage Immunities fire Challenge 1 (200 XP) Proficiency Bonus +2
Condition Immunities blinded, deafened, frightened False Appearance. While the ring of fire remains
motionless, it is indistinguishable from an ordinary
Senses blindsight 30 ft. (blind beyond this radius), cluster of mushrooms.
passive Perception 6 Fiery Swarm. A creature that touches the ring of fire
or hits it with a melee attack while within 5 feet of it
Languages — takes 5 (2d4) fire damage, or 2 (1d4) fire damage if the
ring of fire has half of its hit points or fewer.
Challenge 1/4 (25 XP) Proficiency Bonus +2
Swarm. The ring of fire can occupy another creature’s
False Appearance. While the hell’s reach remains mo- space and vice versa. The swarm can’t regain hit points
tionless, it is indistinguishable from an ordinary mushroom. or gain temporary hit points.
Fiery Body. A creature that touches the hell’s reach or Actions
hits it with a melee attack while within 5 feet of it takes
1 fire damage. Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one
creature. Hit: 10 (4d4) fire damage, or 5 (2d4) fire damage
Actions if the ring of fire has half of its hit points or fewer.
Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one
target. Hit: 2 (1d4) fire damage.
H 152 Grim Hollow Monster Grimoire
Hermit Skull Hermit Skull
“Your first instinct might be to laugh. When it’s Tiny undead, any evil alignment
close enough to see the hatred burning in its eye
sockets, another instinct is likely to take over.” Armor Class 13 (natural armor)
Hit Points 14 (4d4 + 4)
Hatred Reborn. A hermit skull belonged to a person Speed 30 ft.
so hateful that the hate reanimated the spirit after
death. Lacking the power to animate a whole body, this STR DEX CON INT WIS CHA
monster’s six oozing, ectoplasmic limbs extend from the 6 (–2) 14 (+2) 12 (+1) 8 (–1) 10 (+0) 9 (–1)
skull as it scuttles around in search of life to destroy. In
this task, the hermit skull is cunning enough to burrow Skills Perception +2
into soil and wait for prey to pass nearby. Then, the
skull attacks. Damage Immunities poison
Undead Nature. A hermit skull doesn’t require air, Condition Immunities exhaustion, poisoned
food, drink, or sleep.
Senses darkvision 60 ft., passive Perception 12
Salvage
Languages understands languages it knew in life but
Someone who has proficiency with alchemist’s supplies can
mix the dust and ectoplasmic remains of two hermit skulls can’t speak
with reagents worth 25 gp to create an elixir that duplicates
a calm emotions spell cast on the drinker. Creating the elixir Challenge 1/4 (50 XP) Proficiency Bonus +2
requires 4 hours of work and a successful DC 10 Intelligence
or Wisdom check. Ambusher. The hermit skull has advantage on attack
rolls against any creature it has surprised.
Lore
Actions
DC 10 Intelligence (Religion): Strong negative
emotions in a living creature can cause them to rise again Ectoplasmic Tendril. Melee Weapon Attack: +4 to hit,
as an undead creature when they die. A hermit skull reach 10 ft., one target. Hit: 7 (2d4 + 2) necrotic damage.
rises when a dying person has enough hatred in their
heart to animate their remains, but only enough power is
available to animate their skull.
DC 13 Intelligence (Arcana): Hermit skulls lash out with
their ectoplasmic limbs, which rot flesh and sap vitality.
Grim Hollow Monster Grimoire 153 H
Hive Haunt enacted force the insects to devour the victim’s soul
from the inside, usurping it as the hive’s new queen.
“As the insects swarm over their victim, the poor The necromancer must then consume the original insect
man is unable to move. Only moments pass before queen to seal command over their creation.
he tumbles to the ground, his skin turning a mottled
Dispersed Intelligence. The creation of a hive haunt
green as venom courses through his veins.” erases the animating spirit’s personality and, in most
cases, its memory. But it doesn’t reduce its intelligence.
Undead Swarms. Servants of necromancers, hive With their ability to send individual members of the
haunts are undead swarms of eusocial insects whose hive into secure locations unnoticed, hive haunts can
drive to obey a queen has been replaced by controlling be employed as spies or stealthy assassins. Strong-
power of an animating spirit. A hive haunt is difficult to stomached necromancers have been known to carry
construct. Adventurers dealing with such a swarm best hive haunts hidden in clothing, appearing unarmed
be wary of its creator, who might have further unseen to a casual observer.
traps lying in wait.
Hunger for Flesh. To maintain the animating spirit’s
Horrific Sacrifice. Not only is the creation of a hive potency, a hive haunt must frequently feed on the flesh
haunt a complex feat of magic, but it’s also cruel. The and spirit of the living. Sapient creatures are more sustaining
necromancer must catch a large hive of eusocial insects than animals. A necromancer in command of such a hive is
and ritually feed them into a sacrificial victim, taking driven to greater acts of kidnapping and violence.
care to keep the insects and the victim alive. Spells
Undead Nature. The hive haunt it requires neither air
nor sleep.
Salvage
Once a hive haunt is defeated, its animating spirit departs
the swarm, leaving behind only rotting insect carcasses.
These bodies can be pounded into a small quantity of a
valuable, colorfast green or red dye worth 50 gp.
Lore
DC 15 Intelligence (Religion): An undead spirit
powers a hive haunt. The hive haunt has traits like other
undead creatures and swarms.
DC 20 Wisdom (Medicine): The hive haunt injects a
restraining poison and drains a victim’s life force.
Hive Haunt Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
Medium swarm of Tiny undead, neutral evil opening large enough for a Tiny insect.
Armor Class 13 Actions
Hit Points 71 (11d8 + 22)
Speed 30 ft., fly 30 ft. Multiattack. The hive haunt makes two attacks, one
bite and one sting.
STR DEX CON INT WIS CHA
7 (–2) 17 (+3) 14 (+2) 10 (+0) 10 (+0) 9 (–1) Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature.
Hit: 5 (2d4) piercing damage plus 5 (2d4) necrotic damage,
Saving Throws Wis +3 or 2 (1d4) piercing damage and 2 (1d4) necrotic damage
while the swarm has 25 or fewer hit points. The target’s
Skills Perception +3, Stealth +6 hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the hive haunt regains
Damage Resistances bludgeoning, necrotic, piercing, hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this
slashing effect reduces its hit point maximum to 0.
Damage Immunities poison Sting. Melee Weapon Attack: +6 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 5 (2d4) piercing damage and
Condition Immunities charmed, exhaustion, frightened, 7 (2d6) poison damage, or 2 (1d4) piercing damage and
3 (1d6) poison damage while the swarm has 25 or fewer hit
grappled, paralyzed, petrified, prone, restrained, stunned points. The target must succeed on a DC 13 Constitution
saving throw or become restrained for 1 minute. The
Senses blindsight 10 ft., darkvision 60 ft., passive target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Perception 13
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
H 154 Grim Hollow Monster Grimoire
Hivewolf Hivewolf
“Trust me when I say this: there’s no Medium monstrosity, unaligned
such thing as one hivewolf.”
Armor Class 14 (natural armor)
Monstrous Hybrids. Hivewolves are a combination Hit Points 16 (3d8 + 3)
of ant and wolf. Covered in chitinous plates, with toothy Speed 40 ft., climb 40 ft.
jaws flanked by sharp mandibles, these monstrosities strip
areas of animals and plants to feed their voracious hunger. STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 13 (+1) 2 (–4) 14 (+2) 4 (–3)
Hivemind. Their insectile nature allows hivewolves to
remain in contact in a way much like telepathy. If one Skills Perception +4
hivewolf or pack encounters a tough foe, others quickly
come to aid their allies. Senses blindsight 10 ft., darkvision 60 ft., passive
Queen’s Servants. When moving to a new area, Perception 14
hivewolves establish a nest for their matriarch. From
there, multiple packs set out to find and secure food for Languages —
the bloated queen. If left unchecked, the queen produces
enough progeny to threaten a whole region. Challenge 1/4 (50 XP) Proficiency Bonus +2
Salvage Hive Connection. The hivewolf is connected to other
hivewolves within 120 feet via a hivemind, which they
Someone who has proficiency with smith’s tools can use to share information. This connection means that if
fashion a hivewolf matriarch’s mandibles into a caustic the hivewolf is aware of a threat, all hivewolves within
rapier (see chapter 4). Doing so takes 5 days of work and 120 feet are also aware of the threat. This effect can pen-
materials worth 200 gp. Somebody needs to cast acid arrow etrate barriers, but 2 feet of rock, 2 inches of any metal
on the weapon once during its crafting or acid splash on it other than lead, or a thin sheet of lead or barrier of force
every day during its creation. blocks it.
Lore Pack Tactics. The hivewolf has advantage on an
attack roll against a creature if at least one of the hive-
DC 10 Intelligence (Nature): Hivewolves are hybrid wolf’s allies is within 5 feet of the creature and the ally
ant-wolves that relentlessly attack prey and devour isn’t incapacitated.
edible plants.
Actions
DC 15 Intelligence (Nature): Hivewolves are aware
of each other, potentially allowing them to react to Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
threats across great distances. target. Hit: 7 (2d4 + 2) slashing damage.
DC 20 Intelligence (Nature): Hivewolves form nests
around a matriarch, acting as one to protect her.
Hivewolf Matriarch if the hivewolf matriarch is aware of a threat, all hivewolves
within 300 feet are also aware of the threat. This effect can
Large monstrosity, unaligned penetrate barriers, but 2 feet of rock, 2 inches of any
metal other than lead, a thin sheet of lead, or barrier of
Armor Class 14 (natural armor) force blocks it.
Hit Points 75 (10d10 + 20)
Speed 20 ft. Pack Tactics. The hivewolf matriarch has advantage
on an attack roll against a creature if at least one of the
STR DEX CON INT WIS CHA matriarch’s allies is within 5 feet of the creature and the
16 (+3) 9 (–1) 15 (+2) 3 (–4) 15 (+2) 7 (–2) ally isn’t incapacitated.
Skills Perception +4 Actions
Senses blindsight 30 ft., darkvision 120 ft., passive Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage and 3 (1d6)
Perception 14 acid damage.
Languages — Acid Spray (Recharge 5–6). The hivewolf matriarch
sprays acid in a 15-foot cone. Each creature in that area
Challenge 2 (450 XP) Proficiency Bonus +2 must make a DC 12 Dexterity saving throw, taking 14
(4d6) acid damage on a failed save, or half as much
Hive Connection. The hivewolf matriarch is connected damage on a successful one.
to other hivewolves within 300 feet via a hivemind, which
they use to share information. This connection means that
Grim Hollow Monster Grimoire 155 H
Horror Flits All flits propel themselves by growing a series of
pseudopods, which grasp ground, root, limb, and trunk,
“If you see fast movement in the trees, run. It might not be then fling the creature in the desired direction. Upon
enough, but it could be all you can do.” reaching prey, a flit’s conical mouth, lined with rows of
teeth, opens. Then the real terror begins.
Weird Horrors. Horror flits are nightmarish creatures
that defy imagination. They start as small, sickly green- Gruesome Cycle. The first glimpse, when a horror flit
gray oblong eyeless orbs of pulsating flesh, slick with opens its mouth, is terrible enough, but what happens
slime. Clumps of dirt, pebbles, dry leaves, and nettles next is worse. Upon chomping down on their prey, the
stick to them. These little creatures hunt in great swarms. flit inverts the inner mouth, drilling into flesh. As the flit
Larger flits hunt in smaller groups, while the largest—the delves, feeding from the inside out, it discharges repro-
breeders—often hunt alone. ductive secretions.
Horror Flit Breeder These aberrations reproduce by slaying other
creatures. The more they kill, the more swarms they
Large aberration, chaotic evil create. Swarm members that live long enough grow
Armor Class 16 (natural armor) Breed. When the horror flit breeder kills a Small or
Hit Points 90 (12d10 + 24) larger creature, a new horror flit swarm emerges from
Speed 40 ft., climb 40 ft., swim 40 ft. the corpse 1d4 hours later.
STR DEX CON INT WIS CHA Spider Climb. The horror flit breeder can climb
15 (+2) 17 (+3) 15 (+2) 3 (–4) 10 (+0) 5 (–3) difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Condition Immunities blinded, prone
Actions
Senses blindsight 60 ft. (blind beyond this radius),
Multiattack. The horror flit breeder makes two
passive Perception 10 bite attacks.
Languages — Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (3d6 + 3) piercing damage.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Reactions
Amphibious. The horror flit breeder can breathe air
and water. Vomit Swarm (Recharges after a Long Rest).
When the breeder drops to half its hit points or fewer,
the breeder opens its mouth, and a horror flit swarm
emerges in a space within 5 feet of the breeder.
H 156 Grim Hollow Monster Grimoire
into larger horrors. A breeder has devoured so much Horror Flit Swarm
that it can spontaneously reproduce, spewing swarms
from its mouth. Medium swarm of Tiny aberrations, chaotic evil
Unknown Origins. It’s unclear where these strange Armor Class 13
creatures came from or what their purpose is. Some Hit Points 54 (12d8)
assume they sprang from daemonic ichor. Others Speed 40 ft., climb 40 ft., swim 40 ft.
theorize they’re from beyond the pale, a shadowy
place between this world and another.
Salvage
The reaction of most folks who have encountered a hor-
ror flit is, “Burn it with fire!” But a handful of naturalists
seek out these creatures for a variety of purposes, paying
handsomely for samples. Bounties for these creatures in
urban areas range from 10 to 100 gp.
Lore
DC 10 Intelligence (Nature): A horror flit has no
eyes, but they sense their prey by means of vibrations in
the air or in the water. They breed by infesting the flesh
of their prey.
DC 15 Intelligence (Arcana): The largest of these
creatures, called “breeders” by most, can spit out swarms
of their young, especially when the breeder instinctively
feels it might die. The creature normally reproduces
more slowly, vomiting a new swarm every few days.
Horror Flit Hunter STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 3 (–4) 8 (–1) 2 (–4)
Small aberration, chaotic evil
Armor Class 15 (natural armor) Damage Immunities bludgeoning, piercing, slashing
Hit Points 45 (10d6 + 10)
Speed 40 ft., climb 40 ft., swim 40 ft. Condition Immunities blinded, charmed, frightened,
grappled, paralyzed, petrified, prone, restrained, stunned
STR DEX CON INT WIS CHA Senses blindsight 60 ft. (blind beyond this radius),
11 (+0) 18 (+4) 12 (+1) 3 (–4) 10 (+0) 4 (–3)
passive Perception 9
Languages —
Condition Immunities blinded, prone Challenge 3 (700 XP) Proficiency Bonus +2
Senses blindsight 60 ft. (blind beyond this radius), Amphibious. The horror flit swarm can breathe air
and water.
passive Perception 10
Breed. When the horror flit swarm kills a Small or
Languages — larger creature, a new horror flit swarm emerges from
the corpse 1d4 hours later.
Challenge 2 (450 XP) Proficiency Bonus +2
Spider Climb. The horror flit swarm can climb difficult
Amphibious. The horror flit hunter can breathe air surfaces, including upside down on ceilings, without
and water. needing to make an ability check.
Breed. When the horror flit hunter kills a Small or larger Swarm. The horror flit swarm can occupy another
creature, a new horror flit swarm emerges from the creature’s space and vice versa, and the swarm can move
corpse 1d4 hours later. through any opening large enough for a Tiny creature. The
swarm can’t regain hit points or gain temporary hit points.
Spider Climb. The horror flit hunter can climb difficult
surfaces, including upside down on ceilings, without Actions
needing to make an ability check.
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
Actions creature in the swarm’s space. Hit: 18 (4d8) piercing
damage, or 9 (2d8) piercing damage if the swarm has
Multiattack. The horror flit hunter makes two bite attacks. half of its hit points or fewer.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) piercing damage.
Grim Hollow Monster Grimoire 157 H
Horror-out-the-Box Horror-out-the-Box
“The motley-clad creature’s spindly arms and legs flail Medium fey, chaotic neutral
wildly as it dashes toward the shrieking child.”
Armor Class 15 (natural armor)
Fey Oddity. A fey creature of mischief rather than Hit Points 78 (12d8 + 24)
menace, the horror-out-the-box is so named because of its Speed 50 ft., climb 50 ft.
oddly shaped and distended legs and arms, the colors of
its garments along its limbs resembling pleating like a STR DEX CON INT WIS CHA
child’s toy, as well as its face, colored like a jester wearing 12 (+1) 19 (+4) 14 (+2) 11 (+0) 12 (+1) 16 (+3)
a domino mask.
Skills Athletics +4, Acrobatics +7, Perception +4,
A horror-out-the-box prefers to remain in areas with
a strong fey presence, but outside of such environs it can Performance +6, Sleight of Hand +7, Stealth +7
be found in urban areas, where it might easily find its
chaotic amusement. Senses darkvision 60 ft., passive Perception 14
Merry Pranksters. Though the horror-out-the-box is Languages One national language, Sylvan
more a prankster than a villain, it shares the cruel sense
of humor of many fey. It delights in havoc and chaos, Challenge 5 (1,800 XP) Proficiency Bonus +3
whether by picking a pocket, hitting someone in the back
from afar to start a fight, or insulting passersby. Spring-Heeled Horror. The horror-out-the-box jumps
up to 50 feet with its movement. As a bonus action, it can
Adroit Tricksters. Because of its incredible jumping jump an additional 50 feet.
abilities and reach, a horror-out-the-box is well-suited to
leaping or clambering over any obstacle in its path. Its arms Thrashing Limbs. The horror-out-the-box has three
can reach from a distant hiding place to cause trouble. reactions per round, but it can use only one during any
given turn. Any creature that moves into, out of, or within
Treasure Hoarders. A horror-out-the-box enjoys col- the horror-out-the-box’s reach provokes an opportunity
lecting shiny objects, and treasure is no exception. If suf- attack from the horror.
ficiently threatened or somehow bested, a horror can be
convinced to reveal the location of its prized valuables, Actions
though this hoard could be comprised of nearly anything.
Slam. Melee Weapon Attack: +7 to hit, reach 30 ft.,
Salvage one target. Hit: 11 (2d6 + 4) bludgeoning damage.
The corrupting influence of a horror-out-the-box spreads
to its treasure. Mixing the coins from a horror’s collection
with other coins can cause gold to turn to lead or gems to
turn to glass. Use your favorite trinket table to randomly
create a horror’s “hoard.” There’s a 50% chance that the
hoard contains a common or uncommon magic item
Lore
DC 10 Intelligence (History): This creature looks like
a perversion of a child’s toy, but it’s a fey creature that
poses a threat to the peace in the area.
DC 15 Intelligence (Nature): A horror-out-the-box
has an incredible reach and quick enough reactions to
strike those who move carelessly around it.
H 158 Grim Hollow Monster Grimoire
Hourglass Widow Salvage
“When the clock stops, your time has run out.” When the sand from the widow’s hourglass is mixed
with wine, it creates an elixir that when consumed
Died Waiting. Popularly known as an hourglass widow, prevents the creature from aging for 2d6 + 10 years.
these undead are created when legendary heroes perish There is enough sand in the hourglass to create an elixir
while waiting for a loved one to return. The anguish for two creatures. A creature cannot benefit from the
of waiting, and of the overwhelming fear of loss, trans- sand of an hourglass widow more than once. The sand
forms the hero into a monster with the ultimate goal of can be sold for 5,000 gp.
destroying hope.
Lore
Control Time. An hourglass widow has a magical
hourglass embedded in its chest that allows it mastery DC 10 Intelligence (Religion): Hourglass widows are
over time. It can speed itself up and ignore a slow spell or undead who can control time to act more than once a round.
move freely in a time stop.
DC 15 Intelligence (Arcana): Hourglass widows are
Blitzing Attack. The widow’s ability to manipulate resistant to cold, force, lightning, and necrotic. They are
time allows it to unleash a devastating flurry of abilities immune to poison and nonmagical attacks.
before others can act.
DC 20 Intelligence (Arcana): Inexplicably, an hourglass
widow can affect those trapped in a time stop, imprisonment,
or other stasis effect.
Hourglass Widow Innate Spellcasting. The widow’s spellcasting ability is
Charisma (spell save DC 20, +12 to hit with spell attacks).
Medium undead, neutral evil It can innately cast the following spells, requiring no
material components:
Armor Class 14 (18 with mage armor)
Hit Points 187 (22d8 + 88) At will: eldritch blast (four beams), expeditious retreat*,
Speed 30 ft., fly 60 ft. (hover) mage armor*, mage hand
3/day each: blight, disintegrate, haste, misty step, shield,
STR DEX CON INT WIS CHA slow, see invisibility
16 (+3) 19 (+4) 18 (+4) 19 (+4) 17 (+3) 22 (+6) 1/day each: eyebite, foresight*, freedom of movement, power
word stun, teleport, time stop, wall of force
Saving Throws Str +9, Con +10, Int +10, Wis +9, Cha +11
*The widow casts these spells before combat.
Skills Athletics +9, Arcana +10, Insight +9, Investigation
Actions
+10, Perception +15
Multiattack. The widow uses disintegrating touch and
Damage Resistances cold, force, lightning, necrotic withering gaze.
Damage Immunities poison; bludgeoning, piercing, Disintegrating Touch. Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) force damage
and slashing from nonmagical attacks and the target must succeed on a DC 20 Constitution
saving throw or have their speed decreased by 15 feet for
Condition Immunities charmed, exhaustion, 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
frightened, paralyzed, poisoned success. The effects are culmulative.
Senses truesight 120 ft., passive Perception 25 Withering Gaze. A creature within 30 feet that the
widow can see suffers 21 (6d6) necrotic damage.
Languages the languages it knew in life
Legendary Actions
Challenge 20 (25,000 XP) Proficiency Bonus +6
The widow can take 3 legendary actions, choosing from
Accelerate Through Time (2/Day). The widow the options below. Only one legendary action option can
takes one additional action. be used at a time and only at the end of another creature’s
turn. The widow regains spent legendary actions at the
Master of Time. The widow can choose to be unaffected start of its turn.
by effects that modify time or change its speed. The
widow can affect others frozen in a time stop or other Eldritch Blast. The widow casts eldritch blast.
stasis-like effects.
Legendary Resistance (3/Day). If the widow fails a Sudden Rush (2 Actions). The widow teleports to a
saving throw, it can choose to succeed instead. space it can see within 30 feet and uses disintegrating
touch before or after it teleports.
Regeneration. The widow regains 25 hit points at the
start of its turn. If it takes fire or radiant damage, this Frozen in Time (3 Actions). All creatures within 20 ft. of
trait doesn’t function at the start of the widow’s next the widow must succeed on a DC 20 Constitution saving
turn. The widow’s body is destroyed only if it starts its throw or be paralyzed until the end of the creature’s next turn.
turn with 0 hit points and doesn’t regenerate.
Turn Resistance. The widow has advantage on
saving throws against any effect that turns undead.
Grim Hollow Monster Grimoire 159 H
Hraptnon Born of Hag Magic. The hraptnon was born centuries
ago, when a coven of hags lairing in the Stillborn Forest
“The magic our wizard used just bounced off the gigantic used magic to enhance the capabilities of a normal ogre
creature, and as our fighter slashed at it with her sword, who they’d enchanted to protect them. The coven died
out, but the creature lived on to be adopted by another
the creature’s blood spawned even more monsters.” coven, which added more magical enhancements. This
cycle continued decade after decade, and the resulting
Stillborn Forest Scourge. Enterprising loggers. creature grew in size and power. Now the hraptnon
Hiding bandits. Hardy stonemasons. Treasure hunters. is beyond control, with nothing in its soul except for an
Many attempt to form bases of operation among the undying urge to eat those who wield magic.
gigantic trunks and thick foliage of the Stillborn Forest.
And many succeed at establishing thriving bases thanks The Stillborn Heart. The secret of the hraptnon
to the ample bounty that the forest provides. Or at least lives buried in the center the Stillborn Forest, beneath a
until the hraptnon finds them. Then it’s nothing but pool of clear water in a grove of magical trees. Magical
blood and screams. damage cannot harm the hraptnon while the heart rests
in the pool. The grove is guarded by xakalonus the
murderous offspring of the hraptnon.
H 160 Grim Hollow Monster Grimoire
Salvage GM Advice: The hraptnon is a great example of a “puzzle
mwaerhosepennersectteviharele,al”ylpeatldoab.yecPeahursastzlzlttelhhenainmgtekcoaetnnhxstnetryeoer’tmvsbeecesalycdnoepbrfoeeewadateeagrdfrpueuolantptetadnilrettiiaitaelslsols.yfeJcefuurasenstty,s
A central spike growing from the hraptnon can be fash-
ioned into a spear or lance by a proficient weaponsmith victory, they find that the threat remains.
succeeding on a DC 20 Intelligence (Arcana) check. This
takes 10 days of work and 1000 gp of components. The The key to maximizing the impact of puzzle monsters
spear or lance acts as a +3 weapon that does an additional 7 like the hraptnon is to make sure not to reveal too much
(2d6) force damage on a successful hit. This magical weapon information too soon. Make the characters puzzle out the
can affect the hraptnon, unlike other magical weapons. reality behind the monster, using resources and taking
time to do so. When they are finally able to fully defeat the
Lore creature, their victory will be all the sweeter.
DC 15 Intelligence (History): The hraptnon lives in
the Stillborn Forest, and it has never been seen outside of
the forest bounds.
DC 20 Intelligence (Arcana): No magical spells or
weapons can hurt the hraptnon, and its blood can spawn
creatures known as xakalonus.
DC 25 Intelligence (History): The hraptnon cannot be
permanently killed unless its heart, which rests in a magical
pool in a grove at the center of the Stillborn Forest, is found
and destroyed. This heart, known as the Stillborn Heart,
could be sold to a sage for a large sum of gold.
Hraptnon Actions
Gargantuan monstrosity, chaotic evil Multiattack. The hraptnon makes three melee attacks:
one bite and two claws. Alternatively, the hraptnon can
Armor Class 18 (natural armor) make two spine attacks.
Hit Points 264 (16d20 + 96)
Speed 40 ft., burrow 20 ft., climb 30 ft. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage, and the target
STR DEX CON INT WIS CHA must succeed on a DC 20 Constitution saving throw or be
21 (+5) 17 (+3) 22 (+6) 12 (+1) 17 (+3) 12 (+1) incapacitated until the end of the hraptnon’s next turn.
Saving Throws Str +11, Dex +9, Con +12, Wis +9 Claws. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 27 (4d10 + 5) slashing damage.
Skills Athletics +11, Perception +9
Spine. Melee Ranged Attack: +11 to hit, range 60 ft., one
Damage Immunities all damage from spells; target. Hit: 23 (4d8 + 5) piercing damage, and the target
must succeed on a DC 20 Dexterity saving throw. On a
bludgeoning, piercing, and slashing damage from failed save, the target is knocked prone and restrained.
The target must escape (DC 20) to remove the restrained
magical weapons condition and be able to stand.
Condition Immunities charmed, exhaustion, Reactions
frightened, stunned, unconscious Spawn Xakalonus. If the hraptnon takes 20 points of
damage or more from a single attack, it can spawn a xaka-
Senses darkvision 120 ft., passive Perception 19 lonus, which appears in a space adjacent to the hraptnon
Languages Draconic and attacks on the same initiative count as the hraptnon.
Challenge 18 (20,000 XP) Proficiency Bonus +6 Legendary Actions
Legendary Resistance (3/Day). If the hraptnon fails The hraptnon can take 3 legendary actions, choosing from
a saving throw, it can choose to succeed instead. the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
Magic Resistance. The hraptnon has advantage on turn. The hraptnon regains spent legendary actions at the
saving throws against spells and other magical effects. start of its turn.
Undying. Unless the hraptnon’s Stillborn Heart Claw. The hraptnon makes a claw attack.
is removed from its pool, the hraptnon’s death is
temporary. One of its countless xakalonus offspring Baneful Howl (Costs 2 Actions). The hraptnon casts
grows into the hraptnon in 24 hours. bane as a 3rd level spell (DC 20 to resist).
In addition, the hraptnon loses its immunities if Life Drain (Costs 3 Actions). One xakalonus within
the Stillborn Heart is removed from the pool. 30 feet of the hraptnon dies. The hraptnon regains hit points
equal to half the hit points of the xakalonus that died.
Grim Hollow Monster Grimoire 161 H
Hunger-Cursed Dread Llama. The dread llama could never be
Carnivores mistaken for its docile kin. Its woolly coat turns bright,
eye-catching red. Weavers prize this vermillion wool.
“Simple, peaceful animals turn into something horrifying
when they fall prey to the Curse of Ravenous Hunger.” Edacious Equine. The three-eyed gaze of the fearsome
beast known as the edacious equine can addle the mind,
Insatiable Transformation. The Curse of Ravenous preventing escape. The horse’s maw resembles that of an
Hunger is reviled not only because of its destructiveness, alligator more than that of a friendly mare.
but also due to the horrid transformation of victims.
Before such unfortunates mature into their ultimate Esurient Elephant. The thunderous rumbling sound
form, the curse compels them to devour all manner of of a charging elephant bearing down on an enemy is
creatures before the realization that only humanoid scary enough. An elephant hunting for humanoid flesh
flesh fulfills their needs. and launching quills at its prey through its trunk can
drive even the brave to terror.
The curse isn’t limited to people. It can affect animals,
including herbivores. Due to the influence of the Beast, Salvage
these previously docile animals change drastically. They
grow fangs and develop bizarre traits to match their new Wealthy epicures prize the meat of hunger-cursed carni-
dietary needs. vores, claiming it tastes better than anything else. Someone
who has proficiency with cook’s utensils can carve a beast’s
Carnivorous Cow. Ordinarily, one would never look choice cuts in 1 hour, or 4 hours for an elephant. This meat
twice at a dairy cow, but a carnivorous cow’s larger fetches 100 gp times the creature’s Challenge in the right
horns and sharp hooves warrant attention. These bovines markets. It spoils in hours if not preserved.
have rows of sharklike teeth but prefer to patiently devour
slain prey. It’s enough to make a hardy adventurer shudder Dread llama wool is worth 25 gp per llama. Someone
when hearing a moo. who has proficiency in Animal Handling or Survival
can sheer a slain llama correctly, as can someone who
has proficiency with weaver’s tools.
Lore
DC 15 Intelligence (Nature): Beasts who fall victim to
the Curse of Ravenous Hunger transform into a hunger-
cursed carnivore at an intermediate stage of the curse.
H 162 Grim Hollow Monster Grimoire
Dread Llama Carnivorous Cow
Medium monstrosity, unaligned Large monstrosity, unaligned
Armor Class 11 (natural armor) Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6) Hit Points 30 (4d10 + 8)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 5 (–3) 18 (+4) 10 (+0) 15 (+2) 2 (–4) 10 (+0) 3 (–4)
Senses passive Perception 10 Senses passive Perception 10
Languages — Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Challenge 1 (200 XP) Proficiency Bonus +2
Hunting Cry. The dread llama’s cry alerts all other
dread llamas within a 300-foot radius. Those llamas can Charge. If the carnivorous cow moves at least 20 feet
double their speed for 1 minute. straight toward a creature, the cow can make one hooves
attack against it as a bonus action.
Actions
Actions
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) bludgeoning damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Spit. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
one target. Hit: 5 (1d6 + 2) acid damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
Edacious Equine Esurient Elephant
Large monstrosity, unaligned Huge monstrosity, unaligned
Armor Class 12 (natural armor) Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8) Hit Points 114 (12d12 + 36)
Speed 50 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 15 (+2) 2 (–4) 12 (+1) 6 (–2) 23 (+6) 11 (+0) 16 (+3) 3 (–4) 12 (+1) 6 (–2)
Senses passive Perception 11 Senses passive Perception 11
Languages — Languages —
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 5 (1,800 XP) Proficiency Bonus +3
Charmed Bite. If the edacious equine hits a charmed Quill Regrowth. The esurient elephant has eighteen
target with a hooves attack, it can make one bite attack quills. Used quills regrow when the elephant finishes a
against the target as a bonus action. long rest.
Actions Trampling Charge. If the esurient elephant moves
at least 20 feet straight toward a creature and then hits
Multiattack. The edacious equine uses three-eyed gaze it with a gore attack on the same turn, that target must
and the makes one melee attack. succeed on a DC 17 Strength saving throw or fall prone.
If the target is prone, the elephant can make one stomp
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., attack against it as a bonus action.
one target. Hit: 11 (2d6 + 4) piercing damage.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 22 (3d10 + 6) piercing damage.
Three-Eyed Gaze. The edacious equine blinks its three
eyes at one creature it can see within 30 feet of it that can Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
see it. The target must make a DC 12 Wisdom saving prone creature. Hit: 25 (3d12 + 6) bludgeoning damage.
throw or become charmed by the equine until the end
of the equine’s next turn. A creature is restrained while Quills. Ranged Weapon Attack: +9 to hit, range 30/60 ft.,
charmed in this way. A successful save makes the target up to two targets. Hit: 8 (1d4 + 6) piercing damage and
immune to any edacious equine’s gaze for 24 hours. 3 (1d6) poison damage.
Grim Hollow Monster Grimoire 163 H
Hungerer Beasts Abnormal Behavior. Hungerer beasts can be different
in form, but they are united in their monstrousness and
“Those infected with Tears of the Hungerer feel as if behavior. They are extremely aggressive. Pain doesn’t
they’re starving. The disease drives them to look for other faze them. They face fire and threats with fierceness. It
beings to bite. Some beasts seem to reach an agreement with quickly becomes clear to anyone dealing with such a
the disease, exchanging survival for a mutated carrier form.” beast that it wasn’t created by nature.
Magical Hunger. The disease Tears of the Hungerer Salvage
can turn a once prosperous area into a wasteland. The
affliction mostly affects humanoids, but animals might Someone who has proficiency with alchemist’s supplies or
be infected, too. If so, they grow bolder in their efforts to a poisoner’s kit can use venom harvested from the hungerer
survive. Herbivore’s hunt fleshy prey, and predators raid snake to create one potion of poison that also exposes the drinker
graveyards to dig up corpses to eat. to Tears of the Hungerer. Producing the poison takes
2 hours, reagents worth 50 gp, and a successful DC 13
Mutated Form. Hungerer beasts don’t become how Intelligence (Arcana) check.
they are by succumbing to the disease. That would be a
natural end to these creatures, but little natural remains Lore
in them. The body changes to fit the extreme situation,
turning a creature once skittish and peaceful into a DC 10 Intelligence (Nature): Hungerer beasts change
ravenous predator. under the influence of the Tears of the Hungerer disease.
The infection might not kill, but it makes the animal
Some hungerer beasts resemble starving animals, with an extremely aggressive carrier of the illness. Under
an unhealthy coat and a spark of desperation in their eyes. this influence, even creatures that were once docile
Others change in monstrous ways, becoming new beasts. become dangerous.
As with the hungerer snake and its tail blade, a beast can
develop new traits. An attack from such a beast might DC 15 Intelligence (Nature): Hungerer beasts leap
transmit Tears of the Hungerer. into battle and can rush prey with incredible speed. The
smell of blood can drive some berserk.
The change is so drastic that feeding a beast isn’t
enough to return it to the animal it once was. Only Unusual features distinguish a hungerer creature. The
powerful magic can restore a transformed beast. Some bright blue body, crimson head, and daggerlike tail make
hungerer beasts breed their affliction into their offspring. a hungerer snake easy to identify, for instance.
Even greater magic is required to alter that change.
DC 15 Intelligence (Arcana): Healing magic such
as greater restoration or mightier healing can restore a
hungerer creature to its normal state unless it was bred
with the affliction, as hungerer snakes are. Only a wish
can undo that change.
H 164 Grim Hollow Monster Grimoire
Hungerer Elk Hungerer Snake
Large monstrosity, unaligned Small monstrosity, unaligned
Armor Class 11 Armor Class 13
Hit Points 19 (3d10 + 3) Hit Points 27 (5d6 + 10)
Speed 50 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 6 (−2) 6 (–2) 16 (+3) 14 (+2) 2 (–4) 12 (+1) 3 (–4)
Senses passive Perception 11 Skills Perception +3, Stealth +5
Languages —
Senses blindsight 10 ft., passive Perception 13
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
Aggressive. As a bonus action, the hungerer elk can Aggressive. As a bonus action, the hungerer snake can
move up to its speed toward a hostile creature it can see. move up to its speed toward a hostile creature it can see.
Tears of the Hungerer. A beast or humanoid that Blood Frenzy. The hungerer snake has advantage on
takes damage from the hungerer elk must succeed on a melee attack rolls against any creature that doesn’t have
DC 14 Constitution saving throw or contract Tears of the all its hit points
Hungerer, a magical disease. If a creature succeeds on
the saving throw, it’s immune to the disease for 24 hours. Tears of the Hungerer. A beast or humanoid that
A creature infected with the disease decreases its hit takes damage from the hungerer snake must succeed
point maximum by 2 (1d4) every 24 hours. If this disease on a DC 14 Constitution saving throw or contract Tears
reduces the target’s hit point maximum to 0, the target of the Hungerer, a magical disease. If a creature succeeds
dies and becomes a zombie that also has this trait. This on the saving throw, it’s immune to the disease for 24 hours.
magical disease can be cured only with magic. A creature infected with the disease decreases its hit point
maximum by 2 (1d4) every 24 hours. If this disease reduces
Trampling Charge. If the hungerer elk moves at least the target’s hit point maximum to 0, the target dies and
20 feet straight toward a creature and then hits it with a becomes a zombie that also has this trait. This magical
ram attack on the same turn, that target must succeed on disease can be cured only with magic.
a DC 13 Strength saving throw or fall prone. If the target
is prone, the elk can make another attack with its hooves Actions
against the target as a bonus action
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 5 (1d4 + 3) piercing damage and Tears of
the Hungerer. If the target is a creature, it must make a
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. DC 13 Constitution saving throw, taking 7 (2d6) poison
Hit: 8 (2d4 + 3) piercing damage and Tears of the Hungerer. damage on a failed save, or half as much damage on a
successful one.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage and Tears Tail Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
of the Hungerer. one target. Hit: 7 (1d8 + 3) slashing damage and Tears of
the Hungerer.
Grim Hollow Monster Grimoire 165 H
Hungerer Wolf Pack Tactics. The hungerer wolf has advantage on
attack rolls against a creature if at least one of the wolf’s
Medium monstrosity, unaligned allies is within 5 feet of the creature and the ally
isn’t incapacitated.
Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3) Tears of the Hungerer. A beast or humanoid that
Speed 40 ft. takes damage from the hungerer wolf must succeed on a
DC 14 Constitution saving throw or contract Tears of the
STR DEX CON INT WIS CHA Hungerer, a magical disease. If a creature succeeds on
13 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2) the saving throw, it’s immune to the disease for 24 hours.
A creature infected with the disease decreases its hit
Skills Perception +3, Stealth +4 point maximum by 2 (1d4) every 24 hours. If this disease
reduces the target’s hit point maximum to 0, the target
Senses passive Perception 13 dies and becomes a zombie that also has this trait. This
magical disease can be cured only with magic.
Languages —
Actions
Challenge 1/2 (100 XP) Proficiency Bonus +2
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Aggressive. As a bonus action, the hungerer wolf can target. Hit: 9 (2d6 + 2) piercing damage and Tears of the
move up to its speed toward a hostile creature it can see. Hungerer. If the target is a creature, it must succeed on a
DC 11 Strength saving throw or fall prone.
Keen Hearing and Smell. The hungerer wolf has
advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Creating Other Hungerer Beasts to their animal likenesses, as a guide to creating other
Hungerer beasts are monstrosities that resemble their hungerer beasts.
natural counterparts. A hungerer beast is tougher, which
translates to more hit points and stronger attacks. Hun- Two traits are very appropriate for a hungerer beast.
gerer beasts are also more aggressive and less likely to
flee when wounded. Uniting these monsters is the Tears Aggressive. As a bonus action, the beast can move
of the Hungerer trait. Use the creatures here, compared up to its speed toward a hostile creature it can see.
Blood Frenzy. The beast has advantage on melee
attack rolls against any creature that doesn’t have all its
hit points.
H 166 Grim Hollow Monster Grimoire
Hurrock to nubs, and the creature can travel quickly on all four
limbs. Cursed rock makes up three-quarters of its body
“The weapons wielded by the rock-skinned creature grow mass, and grows larger. Where the hurrock’s metal-in-
from the ends of its arms, and blood drips from them.” fused beard once was, there is now a tangle of iron blades
and spikes bristling from its jaw. The rock comprising
Rock Cursed. Dwarf warriors are often thought of most of its head now covers its eyes, obscuring its vision,
as tough as stone. But even these stalwart people are so the hurrock relies upon its tremorsense. In its final
vulnerable to powerful curses. Dwarves mention such a form, the hurrock no longer sleeps or enters a trance and
cursed warrior in hushed tones among other dwarves. can’t be rendered unconscious.
Such a creature, a hurrock, is to be pitied and feared.
Salvage
When a dwarf is cursed this way, their skin adopts a
rocklike texture and hue. Their arms twist and harden, The death of a hurrock causes the cursed stone to crumble
resembling a weapon and shield. The luxuriant beard and fall away as the curse dissipates. The curse hardens
they cultivated, the pride of any dwarf, becomes like and polishes some of the victim’s organs into gemstones.
metal wire. Most pronounced among these changes, their Normal hurrocks yield gems worth 100 gp, elder hurrocks
head bulges and distends in a mockery of familial great produce gems worth 500 gp, and ancient hurrocks have
helms, their visage horrifying and unnatural. The mind gems worth 1,000 gp. Jewelers and those schooled in Arcana
snaps under the strain as their dwarf essence slowly can recognize these hurrock stones for what they are with a
leeches out of them. successful DC 15 Intelligence check. Those who recognize
the gems might be less or more willing to trade for them,
As a hurrock loses touch with their former life, depending on the buyer’s taste for cursed objects.
they grow to prefer the safety and solace of the rocky
depths. A hurrock burrows ever deeper into solid Lore
rock, occasionally coming across mine shafts and
underground tributaries. Hurrocks can often be found DC 15 Intelligence (Arcana): Dwarves falling victim
delving alone, but groups can also form, whether they to a specific curse of the deep transform into monsters
sought each other out or were cursed together. called hurrocks. Only adamantine or magic weapons are
fully effective against them. Thunder seriously harms
Deep Corruption. The cursed rock infecting a hur- elder hurrocks, much as it does earth elementals.
rock’s body grows in strength over time, consuming
more humanoid attributes in exchange for greater ele- asptgGoaonsaMboseruadeargAprmbeodoowowsvvasieittyac,ilsboyeb,in:eelhinnHttuoyecruoarmartoutrhtocnoa,krtccoeeskkrrtscehsaaldoraanofncdtsukeeicnrmeaodptmpraeaulrpynngneeegbdnmteuessdrraiwgretaoresitotwstuhau.nctSnmhtkidinr,elocibltneuehuegetttihhyatgtheahstyeoartieclrikdins.
mental affinity. An elder hurrock develops beyond any
need for food and enters a trance state for four hours in
lieu of normal sleep.
Eventually, the curse changes an ancient hurrock into
a creature with only the barest resemblance to a dwarf.
The hurrock’s weapon arm and shield arm have worn
Hurrock Harrowed Tunneler. The hurrock can burrow through
solid rock at half its burrow speed and leaves a 6-foot-
Medium monstrosity, neutral evil diameter tunnel in its wake. The tunnel is difficult terrain.
Armor Class 15 (natural armor, shield arm) Rubble Walker. Difficult terrain composed of rock,
Hit Points 60 (8d8 + 24) rubble, or similar debris doesn’t cost the hurrock
Speed 25 ft., burrow 20 ft. extra movement.
STR DEX CON INT WIS CHA Actions
16 (+3) 8 (–1) 17 (+3) 7 (–2) 12 (+1) 9 (–1)
Multiattack. The hurrock makes one axe arm attack
Saving Throws Con +5 and one beard attack.
Damage Resistances poison; bludgeoning, piercing Axe Arm. Melee Weapon Attack: +5 to hit, reach 5 ft.,
and slashing damage from nonmagical attacks that aren’t one target. Hit: 10 (2d6 + 3) slashing damage.
adamantine Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Condition Immunities exhaustion, petrified
Reactions
Senses darkvision 60 ft., passive Perception 11
Languages one national language, Dwarvish Parry. The hurrock adds 2 to its AC against one melee
attack that would hit it. To do so, the hurrock must see
Challenge 3 (700 XP) Proficiency Bonus +2 the attacker and have its shield arm free.
Grim Hollow Monster Grimoire 167 H
Elder Hurrock Harrowed Tunneler. The elder hurrock can burrow
through solid rock at half its burrow speed and leaves
Medium monstrosity, neutral evil a 10-foot-diameter tunnel in its wake. The tunnel is
difficult terrain.
Armor Class 16 (natural armor, shield arm)
Hit Points 102 (12d8 + 48) Rubble Walker. Difficult terrain composed of rock,
Speed 30 ft., burrow 30 ft. rubble, or similar debris doesn’t cost the elder hurrock
extra movement.
STR DEX CON INT WIS CHA
18 (+4) 8 (–1) 18 (+4) 5 (–3) 11 (+0) 7 (–2) Actions
Saving Throws Con +7 Multiattack. The elder hurrock makes one axe arm
Skills Perception +3 attack, one beard attack, and one shield arm attack.
Damage Vulnerabilities thunder
Damage Immunities poison Axe Arm. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Damage Resistances bludgeoning, piercing, and slashing one target. Hit: 11 (2d6 + 4) slashing damage.
damage from nonmagical attacks that aren’t adamantine
Beard. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities exhaustion, paralyzed, target. Hit: 8 (1d8 + 4) piercing damage.
petrified, poisoned
Shield Arm. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses darkvision 60 ft., tremorsense 30 ft., passive one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the
Perception 13 target is a creature, it must succeed on a DC 15 Strength
saving throw or fall prone.
Languages understands Dwarvish and Terran but
can’t speak Reactions
Challenge 6 (2,300 XP) Proficiency Bonus +3 Parry. The elder hurrock adds 3 to its AC against one
melee attack that would hit it. To do so, the hurrock
must see the attacker and have its shield arm free.
H 168 Grim Hollow Monster Grimoire
Ancient Hurrock attack on the same turn, the target takes an extra 9 (2d8)
bludgeoning damage. If the target is a creature, it must
Large monstrosity, chaotic evil succeed on a DC 17 Strength saving throw or fall prone.
Armor Class 17 (natural armor) Harrowed Tunneler. The ancient hurrock can burrow
Hit Points 168 (16d10 + 80) through solid rock at half its burrow speed and leaves a
Speed 40 ft., burrow 40 ft. 15-foot-diameter tunnel in its wake. The tunnel is difficult
terrain.
STR DEX CON INT WIS CHA
20 (+5) 7 (–2) 20 (+5) 3 (–4) 11 (+0) 5 (–3) Rubble Walker. Difficult terrain composed of rock,
rubble, or similar debris doesn’t cost the ancient hurrock
Saving Throws Con +9 extra movement.
Skills Perception +4 Siege Monster. The ancient hurrock deals double
damage to objects and structures.
Damage Vulnerabilities thunder
Damage Immunities poison Actions
Damage Resistances bludgeoning, piercing, and slashing Multiattack. The ancient hurrock makes one beard
attack and two slam attacks.
damage from nonmagical attacks that aren’t adamantine
Beard. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Condition Immunities blinded, exhaustion, target. Hit: 14 (2d8 + 5) piercing damage. If the target is a
paralyzed, petrified, poisoned, unconscious creature, it is grappled (escape DC 17). When a creature
escapes the beard, the creature takes 4 (1d8) piercing
Senses blindsight 30 ft., tremorsense 120 ft. (blind damage. The ancient hurrock can grapple up to two
creatures with its beard, but once doing so can attack
beyond this radius), passive Perception 14 only those creatures with the beard.
Languages understands Terran but can’t speak Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) bludgeoning damage.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Charge. If the ancient hurrock moves at least 20 feet
straight toward a target and then hits it with a slam
Grim Hollow Monster Grimoire 169 H
Inkwalker
Small monstrosity, neutral evil
Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 25 ft.
Inkwalker STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 14 (+2)
“Along your journeys, you may encounter creatures
that seem quite familiar, and may beckon you towards Skills Deception +4
Damage Immunities acid
them. Always be weary however, as sometimes, the Condition Immunities prone
one’s beckoning you are more than they seem.” Senses passive Perception 10
Languages can mimic sounds it has heard, and from
Mimic Heritage. These creatures are cousins to mimics, prey it has eaten
with shapeshifting abilities that allow them to counterfeit
animals. They can’t get it quite right, however, as they Challenge 1 (200 XP) Proficiency Bonus +2
appear to be covered in an inky substance. This normally
leads them to hunt from a distance, hide in plain sight as Adhesive (All Forms). The inkwalker adheres to anything
other objects, and take more animalistic forms. Most can that touches it. A Large or smaller creature adhered to the
only take the form of Small or smaller creatures, ranging inkwalker is also grappled by it (escape DC 13). Ability
from cats to rats to dogs. checks made to escape this grapple have disadvantage.
Voices of the Prey. The inkwalker can copy the Ambusher. In the first round of a combat, the
sounds it hears and those of the prey it consumes to inkwalker has advantage on attack rolls against any
lure its prey into its den. With this, it normally stalks creature it surprised.
from afar, as its silhouette is convincing, yet its form’s
details are not. It is also able to speak brief phrases, Grappler. The inkwalker has advantage on attack rolls
mimicking people it has heard. against any creature grappled by it.
Salvage Mimicry. The inkwalker can mimic sounds it has heard,
including voices and animal noises. A creature that
Using the ink collected from 5 inkwalkers, a creature hears the sound it makes can tell they are imitations with
proficient in calligrapher’s supplies can craft a scroll of a successful Wisdom (Insight) check opposed by the
polymorph with a successful DC 15 Intelligence (Arcana) inkwalker’s Charisma (Deception) check.
check. Crafting this item takes 8 hours and costs 100 gp.
Shapechanger. The inkwalker can use its action to
Lore polymorph into a CR 1/2 or lower beast or back into
its true, amorphous shape. Its statistics are the same in
DC 10 Intelligence (Nature): The area around the lair each form. Any equipment it is wearing or carrying is
of an inkwalker is full of small animal bones bleached transformed. It reverts to its true form if it dies.
white and stripped of all flesh.
Wall Walker. The inkwalker can climb difficult
DC 15 Intelligence (History): The inkwalker, being surfaces, including upside down on ceilings, without
an advanced form of mimic, can take the form of small needing to make an ability check.
animals, although they appear to be covered in tar or oil.
Actions
DC 20 Intelligence (Arcana): The inkwalker is skilled in
its art of deception, and as a result, can ambush prey easily. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 3) bludgeoning damage. The
target is subjected to its Adhesive trait.
I 170 Grim Hollow Monster Grimoire
Insic
Tiny undead, chaotic neutral
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 10 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 13 (+1) 10 (+0) 15 (+2) 17 (+3)
Skills Performance +5, Stealth +5
Damage Vulnerabilities thunder
Damage Immunities necrotic, poison
Damage Resistances acid, cold, fire, lightning; bludg-
eoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life
but can’t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2
Insic Amorphous. The insic can move through a space as
narrow as 1 inch wide without squeezing.
“Don’t go blowing into any old instrument without
giving it a good look. Might be something in there Innate Spellcasting. The insic’s spellcasting ability
is Charisma (spell save DC 13). It can innately cast the
you’d rather not inhale…” following spells, requiring no components:
At will: dancing lights, mage hand, minor illusion, prestidigitation
Bard Enemy. Finding an old instrument can be cause
for great excitement for a bard, but an insic quickly puts a Turning Endurance. An insic can’t be destroyed by
damper on that feeling. This undead inhabits abandoned effects that turn undead.
instruments. It jealously guards its silent home, preferring
to keep the echoes of long-lost music to itself. Actions
Musical Magic. Many insics are born from the spirits Dissonant Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
of musicians torn apart by their craft or so dedicated to it one creature. Hit: 8 (2d4 + 3) psychic damage, and the target
that death couldn’t stop them. Insics retain a connection can’t take reactions until the end of the insic’s next turn.
to musical magic. They can also overpower the mind of a
kindred spirit to perform again for a short time. Possession (1/Day). One humanoid the insic can
see within 5 ft. of it or touching the instrument the insic
Salvage inhabits must succeed on a DC 13 Charisma saving throw
or be possessed by the insic. The insic then disappears,
Insics prefer fine, old instruments that are valuable or and the target is incapacitated and loses control of its
would be if restored. Some such instruments are magical. body. The insic controls the body but doesn’t deprive
the target of awareness. The insic has total cover from
Lore effects that originate outside the target other than those
that turn undead. It retains its alignment, Intelligence,
DC 15 Intelligence (Arcana): An insic is a mass of Wisdom, Charisma, and immunity to being charmed
shadows that likes to live inside old musical instruments. and frightened. It otherwise uses the possessed target’s
The best way to check for an insic is to shine a light into statistics, but doesn’t gain access to the target’s knowledge,
an instrument. If shadows persist, an insic could be there. class features, or proficiencies.
DC 20 Intelligence (History): An old story tells of The target can repeat the saving throw at the end of
a famous musician who performed without rest, barely each of its turns, ending the possession on a success, but
sleeping or eating for the better part of two years. He if the insic remains for 1 minute, the target can no longer
passed away from exhaustion. His lyre became the repeat the saving throw. Otherwise, the possession lasts
home of an insic soon after. Some suspect he had been until the target drops to 0 hit points, the insic ends it as a
possessed by one, perhaps the same one. Others think bonus action, or the insic is turned or forced out. When
his spirit became the insic that inhabited his lyre. the possession ends, the insic reappears in an unoccupied
space within 5 feet of the body. The target is immune to
the Possession of any insic for 24 hours after succeeding
on the saving throw or after the possession ends.
Grim Hollow Monster Grimoire 171 I
Ithjar The monster is hard to catch, escaping from a hold
almost as quickly as a foe can wrestle it. An ithjar can
“It takes mere moments for an ithjar to transform quickly turn the tables on an enemy intent on capturing
from a kite-like swirl of gray and red in the it. Its constricting coils can be as deadly as its bite.
distance to a menace of snapping teeth.”
Stormborn Scourge. Ithjars have been seen hunting
Airborne Ophidian. An ithjar is a monstrous, alone, in small groups, and in packs. Such packs have
snakelike flying predator. It writhes through the been described as a glistening hurricane of scales, teeth,
clouds seeking prey with vision that rivals that of a and blood. But far worse than the common ithjar is the
raptor. Once an ithjar locates a potential meal, the ithjar stormborn ithjar. Those monsters add to their ferocity
flies in a strange, swirling fashion, reminiscent of a with the elemental powers of a storm.
long-tailed kite. As the ithjar closes in, that curious flying
pattern becomes a whirlwind of violence and death. Salvage
Rows of slashing teeth line the crocodilian mouth Ithjar teeth and hide can fetch a fair price in larger
of an ithjar. These fangs flay flesh from bone and can markets. Necklaces and other decorations can be made
penetrate strong armor. from the teeth, and clothing can be fashioned from the
skin and scales. Popular superstition says wearing ithjar
Writhing Foe. Opposite the ithjar’s mouth is a tail teeth or hide imparts some of the creature’s nimbleness
studded with spiked fins. The ithjar uses this tail to to the wearer. This belief isn’t wholly true, but someone
lash or ensnare prey. An ithjar’s lithe form and chaotic who has proficiency with leatherworker’s tools can make
movement allows it to evade and confuse foes. But hide armor from the hide that has a base AC of 13 and
that’s not the only danger. allows a wearer to apply their full Dexterity bonus to
AC. Creating this armor takes 10 days. Such hide armor
fashioned from a stormborn ithjar is armor of resistance
I 172 Grim Hollow Monster Grimoire
Ithjar Stormborn Ithjar
Large monstrosity, chaotic neutral Huge monstrosity, chaotic neutral
Armor Class 16 (natural armor) Armor Class 17 (natural armor)
Hit Points 102 (12d10 + 36) Hit Points 189 (18d12 + 72)
Speed 30 ft., fly 90 ft. Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA
21 (+5) 20 (+5) 19 (+4) 3 (–4) 12 (+1) 5 (–3)
STR DEX CON INT WIS CHA Skills Acrobatics +9, Perception +5
18 (+4) 20 (+5) 17 (+3) 3 (–4) 10 (+0) 5 (–3)
Damage Immunities lightning, thunder
Skills Acrobatics+8, Perception +3 Senses blindsight 10 ft., darkvision 60 ft., passive
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
Perception 13 Languages —
Languages — Challenge 9 (5,000 XP) Proficiency Bonus +4
Challenge 5 (1,800 XP) Proficiency Bonus +3 Keen Sight. The stormborn ithjar has advantage on
Wisdom (Perception) checks that rely on sight.
Keen Sight. The ithjar has advantage on Wisdom
(Perception) checks that rely on sight. Slippery Serpent. The stormborn ithjar has
advantage on ability checks or saving throws made
Slippery Serpent. The ithjar has advantage on ability to escape a grapple and saving throws to avoid being
checks and saving throws made to escape a grapple or paralyzed or restrained.
saving throws to avoid being paralyzed or restrained.
Actions
Actions
Multiattack. The stormborn ithjar attacks once with its
Multiattack. The ithjar attacks once with its bite and bite and once with its tail.
once with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage and 9 (2d8)
target. Hit: 15 (2d10 + 4) slashing damage. lightning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one tar- Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
get. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is target. Hit: 18 (3d8 + 5) bludgeoning damage and 7
a Medium or smaller creature, it is grappled (escape DC (2d6) thunder damage. If the target is a Large or smaller
15). Until this grapple ends, the target is restrained, and creature, it is grappled (escape DC 17). Until this grapple
the ithjar can’t use its tail on another target. ends, the target is restrained, and the stormborn ithjar
can’t use its tail on another target.
Reactions
Storm Breath (Recharge 5–6). The stormborn
Writhing Escape. When grappled, the ithjar can ithjar exhales a 30-foot cone of lightning and thunder.
attempt to escape. Each creature in that area must make a DC 16 Dexterity
saving throw. On a failure, a creature takes 31 (7d8)
(lightning and thunder). This armor takes no longer to lightning damage and 31 (7d8) thunder damage and falls
make, but it requires other materials worth 2,000 gp. prone. If the save succeeds, the creature takes half the
lightning and thunder damage and doesn’t fall prone.
The central fang of a stormborn ithjar can be fashioned The discharge of this breath weapon is audible for 1 mile
into a javelin of lightning that deals 2d8 lightning damage outside and 300 feet inside.
and 2d8 thunder damage instead of only 4d6 lightning
damage. A creature hit by the javelin must also succeed Reactions
on a DC 13 Strength saving throw or fall prone. Someone
who has proficiency with smith’s tools can make this Writhing Escape. When grappled, the stormborn
weapon with 10 days of work and other materials worth ithjar can attempt to escape.
250 gp. Somebody must also cast thunderwave on the
weapon three times during its creation. DC 15 Intelligence (History): It’s difficult to capture
an ithjar. They slither out of an enemy’s clutches and
Lore other restraints quickly and easily.
DC 10 Intelligence (Nature): Ithjars are fast-moving DC 20 Intelligence (Arcana): The stormborn ithjar is
ferocious fliers, but the more powerful of these flying immune to lightning and thunder, allowing it to travel
serpents are imbued with the power of storms and can within storm clouds.
exhale lightning and thunder.
Grim Hollow Monster Grimoire 173 I
Jespaith
“When the ground becomes corrupted with violence and
sin, it rises into a great stain of hate and brutality. Cloying
with corruption, this jangle of stone and bones chews up the
land and seeks to destroy living creatures in the area.”
Manifested Corruption. Rising from corrupted earth
like a tornado of blight and decay, a jespaith is a haze of
poison swirling around the fossilized bones of ancient
horrors. The buzzing, clanking mess seethes across the
landscape, then burrows under the earth, only to reach
up again to sow destruction. It moves like a strange,
clawed serpent, sometimes splitting into tails and
sections to reach its prey.
j 174 Grim Hollow Monster Grimoire
Scarred Landscape. As the jespaith moves across the Salvage
land, it damages all in its path. Burrowing in and out of
the soil, it scars the landscape. Rocks and boulders lurch Many collectors of bizarre objects prize the fossils
up from unknown depths, foliage turns dry and black, that make up a jespaith’s skeleton, and poisoners and
and the jespaith ploughs the ground, transforming it into alchemists covet them for deadlier purposes. Grinding
a jumble of dirt, rock, and devastation. jespaith bones and adding them to poison increases
the poison’s saving throw DC by 1. One jespaith can
Vicious Destroyer. It’s believed that the jespaith is produce 10 doses of such powder. Two doses can affect
the strange incarnation of a fouled stretch of land. It’s one poison with a cumulative DC increase, but further
an embodiment of poison, hate, and maybe infernal additions of the powder have no further effect.
reagents given a semblance of life to despoil the earth
further. Once it has risen, a jespaith doesn’t end its Lore
destruction until brave heroes put it down.
DC 10 Intelligence (Arcana): The jespaith is immune
Cloying Poison. While physically powerful, the to acid, necrotic, and poison damage but vulnerable to
jespaith is also a creature of poison and decay. A sickly radiant damage.
haze clings to the creature in an effluvium of poison and
corrupted, biting insect corpses. A jespaith can spew a jet DC 15 Intelligence (Nature): The jespaith turns the
of the congealed vapors as a concentrated acidic poison. ground around it into broken shards and upturned earth,
Other times, this horror engulfs creatures within its making the monster easy to track.
body, gnashing them apart with its stone skeleton while
allowing its poison to work. DC 20 Intelligence (History): Not only can the jespaith
spit a caustic stream of poison, but it can also grab and
Undead Nature. A jespaith doesn’t require air, food, engulf creatures within its mass, crushing them with its
drink, or sleep. strange, rocky skeleton and dissolving their flesh with acid.
Jespaith Actions
Gargantuan undead, chaotic evil Multiattack. The jespaith makes two slam attacks. It
can replace any attack with engulf.
Armor Class 17 (natural armor)
Hit Points 279 (18d20 + 90) Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Speed 30 ft., burrow 30 ft. target. Hit: 23 (3d10 + 7) bludgeoning damage and 10
(3d6) poison damage. If the target is a creature, it is
STR DEX CON INT WIS CHA grappled (escape DC 20). The jespaith can grapple up to
25 (+7) 10 (+0) 20 (+5) 6 (–2) 12 (+1) 4 (−3) four creatures at a time.
Damage Vulnerabilities radiant Engulf. Each Huge or smaller creature grappled by the
jespaith must succeed on a DC 20 Strength saving throw
Damage Immunities acid, necrotic, poison or be pulled into the jespaith’s body. An engulfed target
is blinded, restrained, unable to breathe, and has total
Condition Immunities charmed, exhaustion, cover from effects that originate outside the jespaith. At
the start of each of the jespaith’s turns, each engulfed
frightened, paralyzed, petrified, poisoned creature takes 23 (3d10 +7) bludgeoning damage and 10
(3d6) acid damage. The jespaith can hold only one Huge
Senses darkvision 120 ft., passive Perception 11 creature, two Large creatures, or up to eight Medium or
Languages — smaller creatures inside it at a time.
Challenge 15 (13,000 XP) Proficiency Bonus +5 An engulfed creature can try to escape by taking an
action to make its choice of a DC 20 Strength (Athletics)
Corruption Aura. The jespaith corrupts the area or Dexterity (Acrobatics) check. On a success, the
around it, poisoning the air, filling it with biting undead creature escapes and uses 10 feet of movement to enter
a space of its choice within 5 feet of the jespaith.
insects, and sundering the ground. Any creature that
If the jespaith dies, an engulfed creature is no longer
starts its turn within 20 feet of the jespaith takes 5 (2d4) restrained by it and can escape from the remains by
using 10 feet of movement.
piercing damage and 5 (2d4) poison damage. The creature
If a creature dies inside the jespaith, the creature’s
must succeed on a DC 18 Constitution saving throw or body breaks up inside the jespaith. The jespaith keeps
inside it anything the dead creature wore or carried.
become poisoned until the start of its next turn. On the
Spit (Recharge 5–6). The jespaith spits poison and acid
ground, this area is difficult terrain and remains so when in a 90-foot line that is 10 feet wide. Each creature in that
line must make a DC 18 Dexterity saving throw, taking 18
the jespaith moves on. (4d8) acid damage and 18 (4d8) poison damage on a failed
save, or half as much damage on a successful one.
Rock Breaker. The jespaith can burrow through solid
rock at half its burrow speed, but it leaves behind rubble
rather than a tunnel.
Siege Monster. The jespaith deals double damage to
objects and structures.
Turn Immunity. The jespaith is immune to effects
that turn undead.
Grim Hollow Monster Grimoire 175 j
Keppmir Keppmir
Medium humanoid (keppmir), lawful evil “Sailors are warned to be wary when they sail near Thrull in the
cold north of Grarjord. It’s not the people above the water that
Armor Class 11 (leather armor)
Hit Points 27 (5d8 + 5) they worry about, but what hides under unusually warm waters.”
Speed 20 ft., swim 40 ft.
Harsh Origins. Hundreds of years ago, the clan
STR DEX CON INT WIS CHA Keppmir tried to make a living off the unyielding land.
13 (+1) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0) The settlers found meager fishing and game, few crops
could grow, and little wood made the cold a daily
Skills Athletics +3, Perception +2, Stealth +2 challenge. After ten seasons, the king of the clan turned
Damage Resistances cold to praying to Gormadraug. He encouraged his people to
Senses darkvision 120 ft., passive Perception 12 do so, thinking that the Great Prismatic Wyrm would be
Languages Valikan impressed with their dedication and fervor.
Challenge 1/4 (50 XP) Proficiency Bonus +2
The prayers were heard, but the people were deceived.
Heated Body. A creature other than a keppmir that A powerful daemon appeared and claimed to be the
ends its turn grappling or grappled by the keppmir avatar of Gormadraug. The king pleaded with the avatar,
takes 1 fire damage. asking to keep his people warm and fed. The price was
Water Breathing. The keppmir can breathe only high—the avatar demanded all the children of the
underwater. In air, it can hold its breath for 10 minutes. settlement. The people thought that they could renegotiate
for the children once they were comfortable, and an
Actions agreement was reached.
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one Horrid Transformation. Each member of the clan
target. Hit: 3 (1d4 + 1) piercing damage. clasped arms with the avatar. At the last, as the king
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. gripped the avatar, hope quickly changed to pain. The
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing people fell to the ground, clutching their legs as they
damage, or 5 (1d8 + 1) piercing damage if used with transformed into long, fishlike tails. Chains sprang from
two hands to make a melee attack. the ground and wrapped tightly around each lower tor-
so, embedding into the red scales. Four horns sprouted
from every head, and their teeth grew into fangs.
As they felt suffocation creeping in, the avatar
directed them to the water. It calmly explained they
would always be warm in the water. They could eat
anything, including each other, to make sure that they
were never lacking in food. The avatar granted them
long lives to remember the price they paid.
Infernal Predators. Memory of the Keppmir clan fad-
ed, leaving only monsters behind. The king and his people
actively hunt in the northern waters, devouring anything
that crosses their path, including unfortunate sailors.
Most keppmirs wait for their elite hunters to attack.
These stalkers are skilled warriors and wear armor from
whale bones. They have mastered hiding in dark waters,
and they coordinate attacks on large ships, closing in
silently and communicating with hand gestures. When
the stalkers attack, other keppmirs dive after meat falling
to the ocean floor.
Keppmirs are capable of speech and might negotiate.
But the influence of their infernal contract has twisted
them into beings loath to enter bargains.
Keppmir King. The Keppmir King lives on. His tribe
has ebbed and flowed over the years, but he hasn’t aged.
He vacillates between pride in keeping his tribe alive and
the guilt of the price they paid. But if any of his people
are harmed, he reacts brutally.
K 176 Grim Hollow Monster Grimoire
Salvage AdkdetGtiphthpiMeeommmnAaiartldolalyvarb,ireicrgfeleeeta:rhstBsthehyeeorcfeaeavaiaurett,s,rhetmghroeaiasfaiknttceheoodetnuhilraeldcanmcnpeedoeas.dsmsIettfpootyhhmobieburaesiowgaauimtachsneteithntwtahsotatretameealarldato,k..weed
Pkreaopetvptniadmecimknir,gietliwoskeuenanosptdoomeonrnewslytfaohtdreaomrt ecaoxantfndrbaapalfrrsioborveegidddraaesppmapeadalgerre,oo,wwnbonuauitnsldauglcsarcoileslohksws.ofludl
Brave sailors hunt keppmirs for their horns. Someone
who has proficiency with alchemist’s supplies can use Keppmir King
one horn combined with other reagents, including
dried seaweed from the Sea of Turmoil, to create a Medium humanoid (keppmir), lawful evil
potion of glacial resistance (see chapter 4). Creating the
potion requires 4 hours of work and a successful DC 13 Armor Class 17 (bone half plate)
Intelligence (Arcana) check. Hit Points 97 (13d8 + 39)
Speed 20 ft., swim 40 ft.
The ancient Crown of the Keppmir King (see chapter 4)
has never been removed from his massive horns. Anyone STR DEX CON INT WIS CHA
who could defeat the leader could claim this prize. 17 (+3) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 14 (+2)
Lore
DC 10 Intelligence (History): The story of the
Keppmir clan is known to many.
DC 15 Intelligence (Nature): A keppmir has a heated
body, which provides them with some resistance to the
cold. Although they attack ships and coastal settlements,
they can’t breathe air.
Keppmir Stalker Saving Throws Con +6, Wis +3
Medium humanoid (keppmir), lawful evil
Skills Athletics +6, Intimidation +5, Perception +3
Armor Class 15 (bone breastplate) Damage Resistances cold
Hit Points 58 (9d8 + 18)
Speed 20 ft., swim 40 ft. Senses darkvision 120 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages Valikan
15 (+2) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Skills Athletics +4, Perception +3, Stealth +3 Battle Rush. If the keppmir king takes the Dash or
Disengage action, he can use a bonus action to make a
Damage Resistances cold gore attack.
Senses darkvision 120 ft., passive Perception 13 Brutal Attacks. When the keppmir king scores a
critical hit with a melee weapon attack, he can roll one of
Languages Valikan the weapon’s damage dice one additional time and add
it to the extra damage of the critical hit.
Challenge 1 (200 XP) Proficiency Bonus +2
Brute. A melee weapon deals one extra die of its
Ambusher. The keppmir stalker has advantage on damage when the keppmir king hits with it (included in
attack rolls against any creature it has surprised. the attacks).
Battle Rush. If the keppmir stalker takes the Dash or Heated Body. A creature other than a keppmir that
Disengage action, it can use a bonus action to make a ends its turn grappling or grappled by the keppmir king
gore attack. takes 2 (1d4) fire damage.
Heated Body. A creature other than a keppmir that Magic Weapons. The keppmir king’s weapon attacks
ends its turn grappling or grappled by the keppmir are magical.
stalker takes 1 fire damage.
Water Breathing. The keppmir king can breathe only
Water Breathing. The keppmir stalker can breathe only underwater. In air, he can hold his breath for 20 minutes.
underwater. In air, it can hold its breath for 15 minutes.
Actions
Actions
Multiattack. The keppmir king makes three attacks.
Multiattack. The keppmir stalker makes two attacks.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
target. Hit: 5 (1d6 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing
ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 12 (2d8 + 3) piercing damage if used with
damage, or 6 (1d8 + 2) piercing damage if used with two two hands to make a melee attack.
hands to make a melee attack.
Grim Hollow Monster Grimoire 177 K
serve as captains for raiding parties, if the Knifetooths
used such terms.
Even more rare than warlords, the only Knifetooths
to command magic are called firebrands. No one knows
exactly how these warlocks manage to gain their control
of their purple-tinged fire, but they have learned to use
their eldritch powers to great destructive effect.
Salvage
The tattered, scorched leathers of a Knifetooth firebrand
can become infused with magic. Cleaning and fitting them
takes someone who has proficiency with leatherworker’s
tools 5 days and materials worth 250 gp. The finished
armor is studded leather armor of resistance (fire) that also
confers a +1 bonus to AC.
Lore
DC 10 Intelligence (History): Members of the
Knifetooth Horde are the remnants and descendants of
those who have given into the malevolent supernatural
forces of Etharis to survive. They are brutal warriors, and
their warlocks control mystical violet fire.
Knifetooth Warlord
Medium humanoid, chaotic evil
Knifetooth Armor Class 16 (studded leather, shield)
Horde Hit Points 97 (15d8 + 30)
Speed 30 ft.
“The brutes grin, revealing teeth honed to a vicious point, as
they lope through the fields at the edge of civilization.” STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 7 (–2) 13 (+1) 14 (+2)
Survival by Slaughter. When strife strikes the wilds
of Etharis, those living in the wilderness retreat to Skills Athletics +6, Intimidation +5, Perception +4
urban areas. Those unwilling or unable to flee to safety
do what’s necessary to survive. Most survive through Condition Immunities charmed, frightened
cooperation and luck. Occasionally, however, a group
embraces malevolent forces to stay alive. The Knifetooth Senses passive Perception 14
Horde is one of those latter entities.
Languages one national language
The Knifetooth Horde isn’t a name chosen by those within
the horde. Most speak no language more sophisticated Challenge 5 (1,800 XP) Proficiency Bonus +3
than grunts and gestures. The Knifetooth gained their name
through the filing of their teeth to better eat raw meat. A Brutal Inspiration. The Knifetooth warlord can use a bo-
raving band of homicidal brutes, they slaughter any who nus action to let out a battle cry. Knifetooth Horde members
come into their territory, devouring their kills. It’s hard to who can see or hear the warlord gain advantage on saving
mistake members of the horde—they ritualistically flay, throws until the start of the warlord’s next turn. Effects of the
mutilate, and pierce themselves and one another. cry end if the warlord becomes incapacitated or dies.
Might Makes Right. Most members of the Knifetooth Lunge (1/Turn). As part of one melee attack, the
Horde are warriors. Hunters, who work in small groups, Knifetooth warlord extends its reach by 5 feet.
range along the unofficial borders of Knifetooth territory,
looking for prey. Among the hunters are a few slayers, Actions
wild and fearless fighters inured to pain. They battle
as if their purpose in life is to bring ruin to anyone or Multiattack. The Knifetooth warlord makes three
anything outside the horde. spear attacks.
Rarely, a leader who has retained basic language Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or range
skills and the ability to command fear and respect 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
surfaces among the Knifetooth Horde. Such warlords
Warlord Strike (Recharge 5–6). The Knifetooth
warlord makes two spear attacks. The warlord can use
a bonus action to direct another Knifetooth Horde
member who can see or hear the warlord to attack a target
the warlord attacked this turn. That Knifetooth Horde
member can use a reaction to make the attack, adding
the warlord’s proficiency bonus to the damage roll.
K 178 Grim Hollow Monster Grimoire
Knifetooth Hunter Knifetooth Slayer
Medium humanoid, chaotic evil Medium humanoid, chaotic evil
Armor Class 15 (studded leather) Armor Class 13 (ragged clothing)
Hit Points 33 (6d8 + 6) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 5 (–3) 12 (+1) 5 (–3) 17 (+3) 14 (+2) 16 (+3) 5 (–3) 13 (+1) 5 (–3)
Skills Acrobatics +5, Perception +3, Stealth +5, Survival +3 Saving Throws Wis +3
Senses passive Perception 13 Skills Athletics +5, Survival +3
Languages — Senses passive Perception 11
Challenge 1 (200 XP) Proficiency Bonus +2 Languages —
Devious Warrior. The Knifetooth hunter can use Challenge 3 (700 XP) Proficiency Bonus +2
a bonus action to make an extra handaxe attack or to
take the Dash, Disengage, or Hide action. To make the Brutal Attacks. When the Knifetooth slayer scores a
extra attack, the hunter must have a handaxe in each critical hit with a melee weapon attack, it can roll one of
hand. The hunter carries several axes for this use and the weapon’s damage dice one additional time and add
for throwing. it to the extra damage of the critical hit.
Sneak Attack (1/Turn). The Knifetooth hunter deals Reckless. At the start of its turn, the Knifetooth slayer
an extra 7 (2d6) damage when it hits a target with a can gain advantage on melee weapon attack rolls until
weapon attack and has advantage on the attack roll, or the start of its next turn, but attack rolls against it have
when the target is within 5 feet of an ally of the hunter advantage until then.
that isn’t incapacitated, and the hunter doesn’t have
disadvantage on the attack roll. Actions
Actions Multiattack. The Knifetooth slayer makes two
greatsword attacks
Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
damage, or 3 (1d6) slashing damage if the attack was target. Hit: 5 (1d4 + 3) piercing damage.
made using a bonus action.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Knifetooth Firebrand Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft.,
one target. Hit: 19 (3d10 + 3) fire damage.
Medium humanoid, chaotic evil
Firebrand Aura (Recharges after a Short or
Armor Class 13 (studded leather armor, 14 with aura) Long Rest). The Knifetooth firebrand surrounds itself
Hit Points 84 (13d8 + 26) with an aura of violet flame, shedding bright light in a
Speed 30 ft. 10-foot radius and dim light for an additional 10 feet.
These flames increase the firebrand’s AC by 1. Whenever
STR DEX CON INT WIS CHA a creature within 10 feet of the firebrand hits it with an
11 (+0) 13 (+1) 15 (+2) 7 (–2) 13 (+1) 16 (+3) attack, the flames leap to the attacker, dealing that attacker
5 (2d4) fire damage. Violet flame outlines a creature struck
Skills Arcana +0, Perception +3, Survival +3 by this fire, so the creature gains no benefit from being
invisible until it leaves the aura. This aura lasts for 10
Damage Resistances fire minutes, until the firebrand uses this action again, until
the firebrand is incapacitated or dies, or until the firebrand
Senses passive Perception 13 uses a bonus action to end it.
Languages one national language
Reactions
Challenge 4 (1,100 XP) Proficiency Bonus +2
Terrifying Flames. When the Knifetooth firebrand
Actions deals a creature fire damage, the firebrand can force that
creature to make a DC 13 Wisdom saving throw. On a
Fiery Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one failure, the creature becomes frightened of the firebrand
target. Hit: 16 (3d8 + 3) fire damage, and the Knifetooth fire- until the end of the creature’s or the firebrand’s next
brand can make the flames leap from the target to another turn, whichever comes later.
target up to 20 feet away, dealing that target 3 fire damage.
Grim Hollow Monster Grimoire 179 K
Kokela guides the chosen one to it. In the kokela’s presence, the
chosen one succumbs to the kokela’s dream. Thereby,
“If its hum can kill while it’s still asleep, the chosen one gains an audience with the slumbering
imagine what it could do if it wakes up.” aberration to remind it of the apocalypse song.
Apocalypse Altar. A living shrine listening for a long- Then, the kokela sings in the end of the world.
lost melody, the kokela sleeps, waiting for the one who
returns that song. This mysterious tune can kill, but only Salvage
the kokela—this song’s creator—can use it to bring about
the end of all things. Upon defeat, the kokela and its dream disappear,
revealing its true form, a malleus macabre (see chapter 4),
Corrupted Call. During the kokela’s slumber, it emits a blunt, jagged, bonelike object that jitters and peeps. A
a hum that kills anything nearby and eventually cracks mortal can use this object, but it is a testament to the kokela.
stone and softens the earth. This vibration can also call The kokela can be defeated, but it can never truly die.
an individual on the same plane as the kokela to find the
kokela’s lost song. Lore
Such a “chosen one” relentlessly seeks the song and DC 15 Intelligence (Arcana): The kokela is the remains
anything that can aid in the search, from knowledge to of some long-dead or absent being. It slumbers, but it
wealth. When the task is complete, the kokela’s hum affects the world around it with its dreams, creating a
nightmare landscape. The kokela also reverberates with
a hum that can kill creatures and damage objects.
K 180 Grim Hollow Monster Grimoire
DC 20 Intelligence (Arcana): Using magic on the kokela iinttshGklitoesohMwnkhi’sletoyAlarpaaerrdnoeoaavwyatrrtiseehcbmracerifwnooou:rgnualTe.sgyihLnthhaaeiottivntksbittstnohlyiypkgleetoeaihcrlwtgreahpieetaAiasarsnytettuacetonhhnrdoefee,iesrrsnanm.isdKntCaititthhntlhy.haedeAterrhhaslevsauocdiottmuc,e,iirbnrstcohsuieatfetmyomtt“hfoahceeyftahrhttkofeheiodsnreeskoedonseefnlllcsueoarngcn’mes.’ttaeibso”tmouendnreroioeganesfngs
is risky. It can reflect at the caster, or the kokela might
dream it out of existence. The kokela can suddenly disappear
and reappear elsewhere in its bizarre environment.
DC 25 Intelligence (History): Tales tell of a priest
who silenced the kokela for a time by rendering it unable
to hear.
Kokela Sound Reliant. While the kokela is deafened, it has
disadvantage on attack rolls, and it can’t use Hum or
Gargantuan aberration, chaotic evil Swarm Song.
Armor Class 18 (natural armor) Legendary Resistance (3/Day). If the kokela fails
Hit Points 410 (20d20 + 200) a saving throw, it can choose to succeed instead.
Speed 0 ft.
Actions
STR DEX CON INT WIS CHA
17 (+3) 6 (–2) 30 (+10) 15 (+2) 18 (+4) 21 (+5) Multiattack. The kokela makes two slam attacks and
uses hum.
Saving Throws Int +9, Wis +11, Cha +12
Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one
Damage Immunities poison; bludgeoning, piercing, target. Hit: 25 (5d8 + 3) bludgeoning damage.
and slashing from nonmagical attacks Hum. Each creature within 60 feet of the kokela must
make a DC 20 Constitution saving throw, taking 22
Condition Immunities blinded, charmed, exhaustion, (4d10) thunder damage on a failed save, or half as much
damage on a successful one. This vibration transcends
frightened, grappled, incapacitated, paralyzed, poisoned, hearing, and so magical silence and being unable to hear
don’t protect a creature.
restrained, stunned
Reactions
Senses truesight 120 ft., passive Perception 14
Languages all, telepathy 120 ft. Counterspell. When a creature within 60 feet of the
kokela casts a spell of 5th level or lower, that spell fails
Challenge 22 (41,000 XP) Proficiency Bonus +7 and has no effect. The kokela makes a Charisma check
(DC 10 + the spell’s level) to counter higher-level spells.
Nightmare Aura. Terrain within 150 feet of the kokela
looks like whatever horrid, squirming vista the kokela Legendary Actions
currently dreams. Each creature that enters the aura for
the first time or starts its turn there must succeed on a The kokela can take 3 legendary actions, choosing from
DC 20 Wisdom saving throw or become frightened until the options here. Only one legendary action option can be
the start of its next turn. Within 20 feet of the kokela, a used at a time and only at the end of another creature’s
creature takes 11 (2d10) psychic damage and can move at turn. The kokela regains spent legendary actions at the
no more than half its speed. start of its turn.
The nightmare aura doesn’t match reality and can Attack. The kokela makes one slam attack.
conceal danger, so those moving through the terrain see
through the illusion if they use an action and succeed Dream Movement. The kokela teleports up to 60 feet.
on a DC 20 Intelligence (Investigation) check to examine It can arrive in spaces other creatures occupy, and each
the area. Those who succeed on this check see the dream of those creatures is shunted to the nearest unoccupied
world vaguely superimposed over the real terrain. Such space within 5 feet of the kokela.
creatures have advantage on saving throws against
the aura’s frightening effect and against the Alien Sun Swarm Song (Costs 2 Actions, Recharge 6).
legendary action. The kokela calls for a swarm of ears. The swarm rolls
initiative and arrives on that initiative the next round in
If a creature drops to 0 hit points in the aura, one of its an unoccupied space 90 feet from the kokela.
ears detaches and flies away.
Alien Sun (Costs 3 Actions, 1/Day). An alien sun
Eldritch Distortion. Each time the kokela is targeted rises in the kokela’s aura. Each creature in that area must
by a magic missile spell, a line spell, or a spell that make a DC 20 Constitution saving throw. On a failure, a
requires a ranged attack roll, roll a d6. On a 1 to 3, creature takes 39 (6d12) radiant damage and is blinded
the kokela is affected normally. On a 4 to 6, the effect for 1 minute. If the save succeeds, the creature takes half
rebounds at the caster as if it originated from the kokela. as much damage and isn’t blinded. A blinded target can
repeat the saving throw at the end of each of its turns,
Eternal Slumber. The kokela is unconscious but can ending the blinded condition on itself on a success.
sense its surroundings and take actions, bonus actions,
legendary actions, and reactions while in this state. It
seldom speaks in this state, but it can.
Grim Hollow Monster Grimoire 181 K
Laethlyn
“Only the desperate would call on the ‘mercy’ of the Laethlyn.
She has none. And if she decides that you’ve committed a
crime against the land she protects, you may suffer a worse
fate than any you were trying to escape.”
Defender of Nature. The Laethlyn, a powerful
fey creature that works outside the politics of the fey
courts, is deeply connected to the natural spaces of
Etharis. They brook no intrusion by those who do not
have those same interests at heart. The Laethlyn tends
to plants and beasts of the wilderness, raising them to
be both companions and defenses against incursions
by the so-called civilized world. They also attempt to
heal those creatures who’ve succumbed to the mutating
powers of the Beast. However, if healing is impossible,
they consider a quick death a mercy and an obligation.
They also see lycanthropes and undead as abominations
that need cleansing off the face of Etharis.
Druidic Knowledge. After generations of walking
the isolated forests of Etharis, the Laethlyn is a source
of much esoteric lore. To those who prove themselves
allies, rather than threats, the Laethlyn could be an
unparalleled source of knowledge and history for druids
and others who want a deeper understanding of the
natural world or the things that endanger it.
Beautiful and Dangerous. The Laethlyn appears
as a lithe elven form with delicate antlers and the light
fur of a deer. Closer examination, however, reveals that
their fur hides strong vines and barbed thorns, which
are devastating when used as weapons.
L 182 Grim Hollow Monster Grimoire
The Laethlyn Actions
Medium fey, chaotic neutral Multiattack. The Laethlyn makes three vine
strike attacks.
Armor Class 17 (natural armor)
Hit Points 176 (32d8 + 32) Vine Strike. Melee Weapon Attack: +11 to hit, reach 15 ft.,
Speed 30 ft., fly 40 ft. (hover) one or two targets. Hit: 22 (3d10 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA Thorn Spray. A barrage of sharp thorns sprays from
10 (+0) 19 (+4) 14 (+2) 16 (+3) 22 (+6) 17 (+3) the Laethlyn in a 30-foot cone. Each non-plant creature
in the area must make a DC 20 Dexterity saving throw,
Saving Throws Int +9, Wis +12, Cha +9 taking 28 (4d10 + 6) piercing damage on a failed save
Skills Acrobatics +10, Animal Handling +12, History +9, and have their speed reduced by 10 feet for 1 minute.
Nature +9, Perception +12 Any creature succeeding on the save takes half as much
damage and suffers no reduction of its speed. The speed
Damage Resistances acid, cold, fire, lightning reduction is cumulative, and a creature’s speed returns
Damage Immunities poison; bludgeoning, to normal if they receive magical healing while affected
piercing, and slashing from non-magical weapons by the reduction.
that aren’t adamantine Legendary Actions
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned, restrained, The Laethlyn can take 3 legendary actions, choosing
from the options below. Only one legendary action
stunned, unconscious option can be used at a time and only at the end of
another creature’s turn. The Laethlyn regains spent
Senses darkvision 120 ft., truesight 60 ft., passive legendary actions at the start of their turn.
Perception 22
Teleport. The Laethlyn magically teleports, along with
Languages Druidic, Primordial, Sylvan, three any equipment they are wearing or carrying, up to 90
other languages feet to an unoccupied space they can see.
Challenge 17 (18,000 XP) Proficiency Bonus +6 Capture (Costs 2 Actions). Vines attempt to grasp at
a single target the Laethlyn can see within 120 feet. The
Innate Spellcasting. The Laethlyn’s spellcasting ability target must make a DC 20 Dexterity saving throw or be
is Wisdom (spell save DC 20). They can innately cast the grappled and restrained by the vines (escape DC 15).
following spells, requiring no material components: The Laethlyn can only have two creatures so captured
at any given time.
At will: barkskin, commune with nature, detect magic
3/day each: entangle, wall of thorns Rejuvenate (Costs 3 Actions). The Laethlyn can
1/day each: awaken, heal root themself in the ground beneath her, reducing their
speed to 0 until they teleport or use an action to uproot
Legendary Resistance (3/Day). If the Laethlyn fails themself. While rooted, healing energy surges into
a saving throw, they can choose to succeed instead. them, allowing them to regain 30 hit points at the start
of each of their turns. Any beast allies within 30 feet of
Magic Resistance. The Laethlyn has advantage on the of the Laethlyn regain 30 hit points when they take
saving throws against spells and other magical effects. this legendary action.
Nature Speech. The Laethlyn can understand and be
understood by all plants and beasts.
Wrath of Nature. The Laethlyn’s weapon attacks
are magical.
Salvage grown by the fey as a form of defense against intrusions
into their domain.
Rumors in ancient texts have it that planting the Laethlyn’s
heart in soil that has never been trodden upon by mortal DC 15 Wisdom (Animal Handling): Intelligent beasts
foot and watering it daily for 30 days will grow a single are often companions of druids and fey creatures, which
sapling of great power. Any druid that subsequently sometimes awaken them fully into sentient beings. The
expends 10 spell slots of 4th level or higher on the living Laethlyn surrounds themselves with such creatures.
sapling can magically shape it into a staff of the woodlands.
DC 20 Intelligence (Nature or History): The
Lore Laethlyn has lived for centuries and has destroyed
more than a few mortals, celestials, and fiends who
DC 10 Intelligence (History): The old forests are sought their fealty.
sometimes protected by powerful fey like the Laethlyn,
and travelers who enter without permission are often DC 25 Intelligence (Nature): The Laethlyn supposedly
never heard from again. knows where to find nature artifacts of great power that
were hidden in their woods long ago. What properties
DC 15 Intelligence (Nature): Magical plants like these artifacts have is something only they know.
thunderblossoms and lightning vines are sometimes
Grim Hollow Monster Grimoire 183 L
Laneshi Caste Bound. Pale humanoids from under the sea, laneshi
are a rare sight on land. On the ocean’s floor, the laneshi
“An empire beneath the waves. A reflection of the built an empire that runs on a philosophy of absolutes and
lands above. The laneshi see that contrast, among necromantic magic. This empire divides its citizens into a
warrior caste and mystic caste. Warriors have dominion
others, and they value it. Maybe too much.” over all that lives while mystics have responsibilities related
to the dead and objects that never lived.
Imperial People. The laneshi call their domain the
Llana’Shi Empire. For most of its history, the leaders Caste membership is determined at birth and dictates
of the empire showed no interest in the activities of much about the life of a laneshi. Despite the caste names,
surface-dwelling peoples or the events of the surface their functions are much more expansive. Warriors form
world. Recently, this reluctance to engage with the the bulk of the Llana’Shi Empire’s army, but they also
world above the waves has changed, and agents of serve as the empire’s diplomats. They are responsible
the empire go to air-covered lands with increasing for raising children, animal husbandry, and negotiating
regularity. The true purpose of these expeditions is trade with others. Mystics serve society as loremasters,
unknown even to most laneshi. undertakers, and artisans.
Necromancer Twins. Each laneshi necromancer is a
twin. The older of the two is allowed to live while the
younger twin is sacrificed and has its spirit bound to the
L 184 Grim Hollow Monster Grimoire
Laneshi Soldier Laneshi Necromancer
Medium humanoid (laneshi), any alignment Medium humanoid (laneshi), any alignment
Armor Class 15 (breastplate) Armor Class 16 (breastplate, shield)
Hit Points 52 (8d8 + 16) Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 10 (+0) 13 (+1) 10 (+0) 14 (+2) 12 (+1) 17 (+3) 15 (+2)
Skills Animal Handling +3, Athletics +4, Perception +3 Skills Arcana +4, Medicine +6, Religion +4
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 Damage Resistances psychic
Languages Laneshi and one other language Senses darkvision 60 ft., passive Perception 13
Languages Laneshi and one other language
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 6 (2,300 XP) Proficiency Bonus +3
Amphibious. The laneshi soldier can breathe air and water. Amphibious. The laneshi necromancer can breathe air
and water.
Beast Whispers. The laneshi soldier can innately
cast speak with animals. Its spellcasting ability for this Beast Whispers. The laneshi necromancer can
spell is Wisdom. innately cast speak with animals. Its spellcasting ability
for this spell is Wisdom.
Skirmisher. The laneshi soldier can take a bonus action
to take the Disengage action. Death Strike (Recharges after a Short or Long
Rest). When the laneshi necromancer hits with a melee
Actions attack, in addition to that attack’s effects, the target takes
27 (5d10) necrotic damage. A humanoid slain by this
Multiattack. The soldier makes two melee attacks. damage rises at the start of the necromancer’s next turn
as a zombie under the necromancer’s command.
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 7 (1d10 + 2) piercing damage. Duality of Spirit. The laneshi necromancer has
advantage on Intelligence, Wisdom, and Charisma
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one saving throws against magic.
Large or smaller creature. Hit: The target is restrained.
A creature can use its action to make a DC 10 Strength Necrotic Mastery. Resistance to necrotic damage
check to free itself or another creature in a net, ending is ineffective against necrotic damage the laneshi
the effect on a success. Dealing 5 slashing damage to necromancer deals.
the net (AC 10) frees the target without harming it and
destroys the net. Spellcasting. The laneshi necromancer is an 11th-level
spellcaster. Its spellcasting ability is Wisdom (spell save
living one. This connection with the dead grants these DC 14, +6 to hit with spell attacks). The necromancer has
mystics an intuitive grasp of necromantic magic. Laneshi the following cleric spells prepared:
culture has no taboos against such magic. Undead
frequently accompany laneshi mystics. Cantrips (at will): chill touch, light, mending, spare the
dying, thaumaturgy
Salvage 1st level (4 slots): bane, bless, guiding bolt, healing word
2nd level (3 slots): enhance ability, hold person, lesser
Laneshi prepared for combat often carry spears or other restoration, silence
weapons that function underwater. Some jewelry and 3rd level (3 slots): animate dead, mass healing word, revivify,
other accessories considered pedestrian in the Llana’Shi spirit guardians
Empire are significantly more valuable to surface dwellers, 4th level (3 slots): blight, control water, death ward, divination
such as pearls, shells of deep-sea creatures, and aquatic 5th level (2 slots): greater restoration, scrying
predator teeth. 6th level (1 slot): harm
Lore Actions
DC 13 Intelligence (History): Laneshi are an ancient Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
aquatic species divided into two castes: warriors or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
and mystics. damage or 4 (1d8 + 1) piercing damage if used with
two hands to make a melee attack, and 9 (2d8)
DC 13 Intelligence (Religion): Laneshi practice necrotic damage.
necromancy and employ mindless undead as laborers
and soldiers.
Grim Hollow Monster Grimoire 185 L
Leeching Willow Unwitting Allies. Humanoids infected by the
leeching spores become irrationally defensive about
“Don’t seek out the wood of a willow tree for all trees in the area, specifically the leeching willow
your fuel or building material. For you might itself. They look perpetually tired, disregard their
accidentally run afoul of a leeching willow.” own hygiene, barely eat, and become sedentary.
Communities infested by leeching spores die over
Hidden Aberration. The leeching willow looks like a the course of a few years as they wither away,
normal willow tree. Hidden inside, however, is a powerful attempting to blame their ills on exterior sources.
aberration, a massive brain with a nerve and circulatory
system that runs throughout the tree. The brain and the Fear of Vibration. The leeching spores require very
tree are interconnected through every branch and root. delicate brain waves and psychic vibrations to survive
and transfer the mental energies to the aberration. Strong
Leeching Spores. Instead of feeding through the sun external vibrations can disrupt the delicate connection
or roots, the leeching willow feeds using psychic spores between the aberration and the subject, potentially killing
breathed in by creatures around it. The spores enter the spores within the brain and freeing the infested.
through the olfactory system and move into the brain. These vibrations are strongest when they form harmoni-
From there the leeching willow feeds on the electrical cal vibrations that sound like ringing, especially that
energies of the brain. The feeding process is slow and re- of bells.
quires multiple sentient creatures infested for it to sustain
the creature. Further, this process weakens those infected Ring That Bell. The ring of a large bell instantly disrupts
as their vigor is sapped and their mental energies drained. all connections from the infested who can hear the ringing,
destroying all spores within the same radius. For this
Cancerous Infiltrator. The leeching willow can reason, subconsciously, the leeching willow imparts
manipulate the memories of those infected, turning them memories onto the infested of strong hatred toward
into unwitting participants in the aberration’s feeding. anything that can ring or vibrate in such a manner. All
By using its basic motor functions, the aberration sneaks bells are gathered up and hidden far away where they
into humanoid villages and settlements, planting itself cannot be heard (destroying them is difficult without
right in the center of the community in the middle of the making them ring). Common objects like silver utensils
night. Then it uses its memory-altering spores to trick the or glass are discarded and not used anywhere on the
humanoids into thinking it’s always been there. settlement either, for fear of any form of ringing.
L 186 Grim Hollow Monster Grimoire
Leeching Willow The leeching willow can feed off of the vigor from those
infected by its spores, gaining sustenance and succor from
Huge aberration, chaotic evil them. Those infected by the spores gain minimal rest from
sleep, and obtain a point of exhaustion every week until the
Armor Class 15 (natural armor) individual reaches 4 points of exhaustion. These points of
Hit Points 232 (15d12 +135) exhaustion will not go away from long rests for as long as
Speed 5 ft. the spores are within the body.
STR DEX CON INT WIS CHA Siege Monster. The leeching willow deals double
23 (+6) 4 (-3) 28 (+9) 22 (+6) 12 (+1) 12 (+1) damage to objects and structures.
Skills Arcana +10, History +10, Insight +5, Nature +10 Actions
Damage Vulnerabilities fire
Multiattack. The leeching willow can make 3 attacks
Damage Resistances bludgeoning, piercing, psychic between any combination of slam, rock or psychic spike. The
Willow cannot use psychic spike more than once per turn.
Condition Immunities charmed, exhaustion
Senses passive Perception 11 Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Languages understands Deep Speech and all languages target. Hit: 16 (3d6 +6) bludgeoning damage
those infected by it knew but it cannot speak
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft.,
Challenge 12 (8,400 XP) Proficiency Bonus +4 one target. Hit: 28 (4d10 +6) bludgeoning damage
Bell Weakness. The leeching willow cannot maintain Psychic Spike. The leeching willow can target a single
its camouflage when bells are ringing. A bell rung close creature with leeching spores inside of it. That creature
to the tree forces it to uproot and disrups the functioning must succeed on a DC 18 Intelligence saving throw or take
of its psychic spores. A strong bell rung kills the spores. 27 (5d10) psychic damage, and it can’t take a reaction until
the end of its next turn. Moreover, on its next turn, it must
False Appearance. While the leeching willow remains choose whether it gets a move, an action, or a bonus action;
motionless, it is indistinguishable from a normal tree. it only gets one of the three. On a successful save, the
target takes half damage and suffers none of the spell’s
Innate Spells. The leeching willow’s spellcasting ability other effects.
is Intelligence (spell save DC 18) The willow can cast the
following spells, requiring no material components: Psychic Slam (1/Day). The leeching willow can ignite
all of its spores inside of creatures within 1000 feet of
At will: blur, confusion, modify memory it. The creatures must succeed on a DC 18 Intelligence
3/day: dream saving throw or take 45 (13d6) psychic damage and can’t
take a reaction until the end of its next turn. Moreover,
Leeching Spores. The leeching willow naturally on its next turn, it must choose whether it gets a move,
releases spores from its body that infect the air within an action, or a bonus action; it only gets one of the three.
1,000 feet of it. Creatures that breathe in this polluted air On a successful save, the target takes half damage and
must succeed on a DC 18 Charisma saving throw or be suffers none of the spell’s other effects.
infected with Memory Feeder.
After the psychic slam, all the spores within 1,000 feet
Memory Feeder. The leeching willow releases spores of the leeching willow die. Any creature who dies as a
that changes memories of those infected. It then adds in result of the psychic slam have their heads (if they have
memories beneficial to the leeching willow. one) explode.
Salvage Lore
A leeching willow is potent and powerful while inside DC 10 Wisdom (Perception): The air around you is
of its protective tree form, but when severed from it sweet and delectable, it feels fresh as if you were high
and extracted, it’s as weak and feeble as newborn lamb. on a mountain. It’s not a fragrance you recognize, and it
The greatest treasure one can get from the aberration doesn’t smell like any food you have experience before,
is the incredible font of knowledge it possesses about but it smells delicious all the same.
humanoids it has fed from.
DC 15 Wisdom (Medicine): The villager you see looks
A book made from the pulp of the tree containing sickly and tired, as if they haven’t got a good night’s rest
the aberration can be made into a tome of clear thought. in over a week. Their muscles have deteriorated from
This process requires a successful DC 20 Intelligence lack of use, and they show no motivation for life or work.
(Arcana) check from a proficient bookmaker or sage, as
well as 5000 gp of ink and other rare components used DC 20 Intelligence (Arcana): The spores in the air are
over 15 days. magical in nature, and they give a psychic connection
between those infected by the spores and the tree that
emits the spores.
Grim Hollow Monster Grimoire 187 L
Lenchtahg
“The smoky, fiery form hisses and shrieks
in a cacophony of anger and confusion.
There’s something almost holy in the sound.”
Corrupted Seraphs. Arch Daemon Malikir, corrupter
of all that is good, crafted the first lenchtahg from the
seraphic body of a captured member of Arch Seraph
Empyreus’s court. Taking glee in twisting a follower
of the so-called “Unbroken Seraph,” the Arch Daemon
killed the Seraph, distorted its spirit, and transformed it
into a construct of smoke and flame, a being in constant
agony, compelled to obey its demonic overlords.
L 188 Grim Hollow Monster Grimoire
Endless Pain. A lenchtahg has lost its former identity, the secrets of binding a lenchtahg, but hags and other
but Malikir’s cruel design ensures that it remains sapient wicked creatures with magical skills possess knowledge
and in constant pain, aware of its enslavement. Malikir to convert a lenchtahg head into a construct with similar
even went to the trouble of ensuring that a lenchtahg unholy power.
might recall memories of its past life as a further
torment, though this trait drives the lenchtahg into Lore
bouts of uncontrolled rage.
DC 10 Intelligence (Religion): Radiant damage heals
Useful Minions. Lenchtahgs possess many useful a lenchtahg, which still has the flesh of a Seraph.
properties, such as magic resistance, rejuvenation, and
the ability to absorb holy power to heal themselves. DC 15 Intelligence (Religion): Dowsing a Lenchtahg
This latter trait is useful against the forces of the Seraphs. with a lot of water or any holy water can temporarily
However, a lenchtahg is difficult to create. Even if weaken it.
capturing a Seraph alive were a straightforward task,
the effort expended in transforming it into a lenchtahg DC 20 Intelligence (Arcana): The lenchtahg’s head
is almost prohibitive, a luxury only afforded to Arch must be consecrated in a holy ceremony or otherwise
Daemons and their most powerful followers. rid of its evil to avoid the lenchtahg’s rejuvenation. But
those with the right knowledge can use the head to craft
Salvage a magical servitor.
The severed head of a lenchtahg is a potent magic object. GwtMiimll Aue dsheveriacaleidn:igaTnththoemselaegwnichchottoauhdsega.mleTanhgcieshtfgaorheesgatwalyshhtilreeoioagtphsttheinenssbatahmtetele
To the right buyer—a necromancer, a daemon cultist, an strength of these monsters.
evil alchemist, and the like—a lenchtahg head is worth
750 gp. The servants of the Arch Daemon Malikir guard
Lenchtahg Magic Resistance. The lenchtahg has advantage on
saving throws against spells and other magical effects.
Medium fiend, neutral evil
Magic Weapons. The lenchtahg’s weapon attacks
Armor Class 15 (natural armor) are magical.
Hit Points 110 (13d8 + 52)
Speed 40 ft. Radiant Absorption. Whenever the lenchtahg is
subjected to radiant damage from a source other than
STR DEX CON INT WIS CHA a lenchtahg, it takes no damage and instead regains hit
18 (+4) 11 (+0) 18 (+4) 10 (+0) 11 (+0) 13 (+1) points equal to half the radiant damage dealt to it.
Skills Perception +3 Rejuvenation. If the lenchtahg’s head survives its
demise, the head must be doused in holy water and
Damage Immunities fire, poison, radiant ritually consecrated in a 1-hour ceremony or be the
target of a dispel evil and good spell. If it isn’t, then
Damage Resistances bludgeoning, piercing, and the lenchtahg reappears in 6 days, emerging from a
fiery explosion in a 20-foot-radius sphere centered
slashing from nonmagical attacks on the head. Creatures in that area must make a DC
15 Dexterity saving throw, taking 28 (8d6) damage
Condition Immunities charmed, frightened, poisoned on a failed saving throw, or half as much damage on
a successful one. The head can’t rejuvenate in a holy
Senses darkvision 120 ft., passive Perception 13 hallow spell’s area.
Languages Abyssal, Celestial, Infernal Water Aversion. If drenched in 5 gallons or more of
water, or any amount of holy water, the lenchtahg has
Challenge 5 (1,800 XP) Proficiency Bonus +3 disadvantage on attack rolls and ability checks until the
end of its next turn.
Berserk. Whenever the lenchtahg starts its turn with 54 hit
points or fewer, roll a d6. On a 1, the lenchtahg recalls Actions
its former life and current agony, and it goes berserk.
On each of its turns while berserk, the lenchtahg attacks Multiattack. The lenchtahg makes two claw attacks,
the nearest creature it can see. It treats all creatures as makes one claw attack and uses radiant gaze once, or
enemies and makes any opportunity attack it can. Also, it uses radiant gaze twice.
has advantage on attack rolls, but all attack rolls against
it have advantage. If no creature is near enough to move Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
to and attack, the lenchtahg moves as far as it can toward Hit: 9 (2d4 + 4) slashing damage and 9 (2d8) fire damage.
the closest creature.
Radiant Gaze. The lenchtahg targets one creature
Once the lenchtahg goes berserk, it remains so until it can see within 60 feet of it with burning radiance.
destroyed or it has more than 54 hit points. Also, a fiend The target gains no benefit from cover and must succeed
can calm the lenchtahg. The lenchtahg must be able on a DC 15 Dexterity saving throw or take 13 (3d8)
to understand the fiend, who must take an action to radiant damage.
make a DC 15 Charisma (Persuasion) check. If the check
succeeds, the lenchtahg ceases being berserk.
Grim Hollow Monster Grimoire 189 L
Lich Troll Salvage
“Running away from a troll is smart. Running away Someone who has proficiency with jeweler’s tools or
from a troll that casts spells is wishful thinking.” woodcarver’s tools can fashion the skull of a lich troll
into a ring of regeneration. Doing so takes materials worth
Botched Experiment. Before research led to the creation 5,000 gp, 10 days of work, and a successful DC 15 Intelli-
of the first soul vessel and lich, desperate wizards made gence or Wisdom check. Somebody must also cast greater
many failed attempts in the pursuit of immortality. Given restoration on the ring each day during the process. If the
that trolls return to a hale, hearty state after most injuries, ring’s wearer dies while wearing the ring, the soul of the
some wizards decided inserting the soul into a troll’s lich has a 25 percent chance to take over the corpse and
body might be the right course. The results were poor. use it as a new body. But if the ring is created entirely in
the area of a hallow spell with the everlasting rest effect,
Obscene Amalgamation. Most lich trolls look like a the tie to the lich’s soul is broken
humanoid skull with burning eyes atop a troll’s body.
Due to the imperfect process, the creature lost some of Lore
its arcane power. It gained the benefit of the body of a
regenerating giant. DC 15 Intelligence (History): The lich troll is remnants
of early attempts of powerful spellcasters to transfer their
souls into trolls.
DC 20 Intelligence (Arcana): The lich troll is immune
to poison and resistant to necrotic damage. It regenerates
and can be killed only by acid, fire, or radiant damage.
L 190 Grim Hollow Monster Grimoire
Lich Troll
Large undead, chaotic evil
Armor Class 16 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 15 (+2) 13 (+1) 12 (+1)
Saving Throws Con +9, Int +7, Wis +6
Skills Arcana +7, History +7, Insight +6, Perception +6
Damage Immunities fire, poison
Damage Resistances cold, necrotic
Condition Immunities charmed,
exhaustion, poisoned
Senses truesight 60 ft., passive Perception 16
Languages the languages it knew in life and Giant
Challenge 14 (11,500 XP) Proficiency Bonus +5
Legendary Resistance (2/Day). If the lich troll fails a Zombie Troll
saving throw, it can choose to succeed instead.
Large undead, neutral evil
Regeneration. The lich troll regains 15 hit points at
the start of its turn. If the lich troll takes acid or radiant Armor Class 14 (natural armour, shield)
damage, this trait doesn’t function until the start of the Hit Points 85 (9d10+36)
lich troll’s next turn. The lich troll dies only if it starts its Speed 30 ft.
turn with 0 hit points and doesn’t regenerate.
STR DEX CON INT WIS CHA
Spellcasting. The lich troll is an 11th-level spellcaster. 19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)
Its spellcasting ability is Intelligence (spell save DC 15,
+7 to hit with spell attacks). The lich troll has the following Damage Immunities poison
wizard spells prepared:
Damage Resistances cold, necrotic
Cantrips (at will): chill touch, mage hand, prestidigitation,
ray of frost Condition Immunities poisoned
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, Senses darkvision 60ft, passive Perception 8
mirror image, misty step Languages understands Giant but can’t speak
3rd level (3 slots): animate dead, counterspell, dispel magic, haste
4th level (3 slots): blight, dimension door Challenge 4 (1,100 XP) Proficiency Bonus +2
5th level (2 slots): cloudkill, scrying
6th level (1 slot): create undead Regeneration. The zombie troll regains 10 hit points
at the start of its turn. If the zombie troll takes acid or
Actions radiant damage, this trait doesn’t function at the start of
the zombie troll’s next turn. The zombie troll dies only if
Multiattack. The lich troll makes two claw attacks. it starts its turn with 0 hit points and doesn’t regenerate.
Alternately, the lich troll can cast chill touch or ray of
frost twice. Actions
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Multiattack. The zombie troll makes two attacks.
Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Legendary Actions one target. Hit: 13 (2d8 + 4) bludgeoning damage.
The lich troll can take 2 legendary actions, choosing from Unrelenting Brute. If a creature is hit by both
the options here. Only one legendary action can be used morningstar attacks, the creature must take a DC 14
at a time and only at the end of another creature’s turn. Strength saving throw or be knocked prone.
The lich troll regains spent legendary actions at the start
of its turn.
Cantrip. The lich troll casts a cantrip.
Claw. The lich troll makes a claw attack.
Grim Hollow Monster Grimoire 191 L
Lindwyrm GthliMnreedneAwe-sdwmyhrvaymoiyuco.blefWda:tthbhOteelenetamehbdeeeevrxmtewtcnhoiettarieuantnrbpgelilreaonsdtvalvsosoeultovnchkictenuiengeargedcatstsilooeoinenrwddneawcobkotybeurisnsmladuannpafdindntofddclooyoawontpuhstor.,eowbrluefaotrfeausl
“My great grandfather spoke of the lindwyrm terrorizing Salvage
the countryside and devouring whole villages. But it’s
A dose of lindwyrm venom (see Chapter 4) can be harvested
been so long since anyone has seen the beast, it’s likely the by someone proficient with a poisoner’s kit and succeeds
creature is long dead. Thank Miklas!” on a DC 18 Dexterity (Sleight of Hand) check, but this
must be done within 1 hour of the lindwyrm’s death. If
Century’s Sleep. After a few months of gorging itself, a the check fails by 5 or more, the harvester instead poisons
lindwyrm burrows deep into its underground lair where themselves. This injury poison is worth 1,000 gp.
it slumbers, only stirring if something disturbs it. But in
another hundred years, its hunger wakens it again. Lore
Adventurous Eater. Lindwyrms are voracious eaters, con- DC 10 Intelligence (History): Lindwyrms sleep
suming all manner of crops, livestock, and people. If it can for 100 years and when they waken are devastating to
swallow it, it does, and lindwyrms have very big mouths. communities in its hunting area.
Burrowing Terror. With their long serpentine bodies DC 15 Intelligence (Nature): Lindwyrms have a
and two large claws, lindwyrms can burrow nearly as poisonous bite and may swallow creatures they bite.
fast as they can run above ground. Tremors can be a sign
of an approaching lindwyrm. DC 20 Intelligence (Nature): Lindwyrms can sense
vibrations in the ground from as far away as 120 ft.
Lindwyrm 18 (4d8) poison damage on a failed save, or half as
much damage on a successful one. On a hit, the target is
Gargantuan dragon, chaotic neutral also grappled (escape DC 18). Until this grapple ends,
the target is restrained, and the lindwyrm can’t bite
Armor Class 16 (natural armor) another target.
Hit Points 186 (12d20 + 60)
Speed 40 ft., burrow 30 ft. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 15 (2d8 + 6) slashing damage.
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 21 (+5) 8 (–1) 14 (+2) 12 (+1) Swallow. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Huge or smaller creature the lindwyrm is grappling. Hit:
Saving Throws Str +11, Dex +7, Con +10 22 (3d10 + 6) piercing damage, the target is swallowed,
and the grapple ends. The swallowed target is blinded
Skills Perception +7, Stealth +7 and restrained, it has total cover against attacks and other
effects outside the lindwyrm, and it takes 27 (6d8) acid
Damage Resistances bludgeoning, piercing, and damage at the start of each of the lindwyrm’s turns. The
lindwyrm can have only one target swallowed at a time.
slashing damage from nonmagical weapons
If the lindwyrm takes 40 damage or more on a single
Damage Immunities poison turn from the swallowed creature, the lindwyrm must
succeed on a DC 18 Constitution saving throw at the
Condition Immunities poisoned end of that turn or regurgitate the creature, which falls
prone in a space within 10 feet of the lindwyrm. If
Senses tremorsense 120 ft., darkvision 120 ft., passive the lindwyrm dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using
Perception 17 5 feet of movement, exiting prone.
Languages Draconic Legendary Actions
Challenge 14 (11,500 XP) Proficiency Bonus +5 The lindwyrm can take 2 legendary actions, choosing
from the options below. Only one legendary action
Disease Immunity. The lindwyrm is immune to all option can be used at a time and only at the end of
nonmagical diseases. another creature’s turn. The lindwyrm regains spent
legendary actions at the start of its turn. This movement
Legendary Resistance (3/Day). If the lindwyrm fails does not provoke opportunity attacks.
a saving throw, it can choose to succeed instead.
Claw Attack. The lindwyrm makes a claw attack.
Actions
Burrowing Rush (Costs 2 Actions). The lindwyrm
Multiattack. The lindwyrm makes three attacks: one burrows its speed and comes up beneath a target
with its bite and two with its claws. The lindwyrm can touching the ground, making a bite attack.
substitute a swallow attack for one of its claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 22 (3d10 + 6) piercing damage and the target
must make a DC 18 Constitution saving throw, taking
L 192 Grim Hollow Monster Grimoire
Lithobel
Large fiend, chaotic evil
Armor Class 17 (natural armor and shield)
Hit Points 189 (18d10 + 90)
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 5 (–3) 8 (–1) 7 (–2)
Saving Throws Wis +3, Cha +2
Skills Athletics +9, Perception +3
Damage Immunities poison
Damage Resistances bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., tremorsense 60 ft., passive Lithobel
Perception 13
“The two-headed, four-armed, blood-covered statue
Languages understands Infernal and the languages moves forward, weapons at the ready.”
it knew in life but can’t speak
Duels in Tormach’s Honor. With the rise of the Cult
Challenge 12 (8,400 XP) Proficiency Bonus +4 of Tormach throughout Unterland, the bloody ambitions
of Speaker Schlei have come to fruition more and more.
Magic Weapons. The lithobel’s weapon attacks are magical. Under his orders, cultists devoted to the demented Arch
Daemon of war fight one another to the death in single
Rampage. When the lithobel reduces a creature to 0 combat as an offering of sacrificial bloodshed. If both
hit points with a melee attack on its turn, the lithobel combatants die from their wounds and their combat is
can take a bonus action to move up to half its speed and glorious, Tormach grants the devotees special favor.
make a melee attack.
Commemorated for Eternity. Tormach grafts
Two Heads. The lithobel has advantage on Wisdom combatants honored for their bloodthirsty sacrifice,
(Perception) checks and on saving throws against being together forming a four-armed, two-headed creature
blinded, deafened, stunned, and knocked unconscious. known as a lithobel. The creature’s skin is transmuted
into rough stone, and it is granted massive stone weapons
Actions capable of slaughtering a draft horse in a single swing.
The hulking creature is then turned loose on the hapless
Multiattack. The lithobel makes four attacks, usually population of Etharis, possessing only the drive to maim
one with each weapon. and kill any living creature unlucky enough to cross its path.
Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., Salvage
one target. Hit: 14 (2d8 + 5) slashing damage.
The powdered stone of a lithobel’s heads can be used in
Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one place of diamond dust for the stoneskin spell. One lithobel
target. Hit: 12 (2d6 + 5) bludgeoning damage. If the produces powder worth 1,000 gp.
target is a creature, it must succeed on a DC 17 Strength
or Dexterity saving throw (target’s choice) or fall prone. Lore
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., DC 15 Intelligence (Religion): This foul creature is
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the the result of a battle to the death between two followers
target is a Medium or smaller creature, it must succeed of Tormach. It wants only blood. Poison is ineffective,
on a DC 17 Strength saving throw or be shoved up to and nonmagical attacks do the creature less harm.
10 feet away from the lithobel.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5)
piercing damage. If thrown, the spear reappears in the
lithobel’s hand immediately after the attack.
Reactions
Parry. The lithobel adds 4 to its AC against a melee or
ranged attack that would hit it. To do so, the lithobel
must see the attacker.
Grim Hollow Monster Grimoire 193 L
Living Crucible Lore
“I’ve got lotions, potions, dusts, draughts, tinctures, and even a DC 10 Intelligence (History): Certain warriors take
balm or two. What do you need? I’ve tested them all myself!” up alchemy to supplement their fighting skills with
potent alchemical concoctions. They’re often festooned
Brewing Advantage. Most warriors spend their entire in bandoliers of potions and vials, an array that lets them
lives perfecting their skill with their weapons, but a few react to different situations with different potions.
lack the focus, skill, dedication, or patience for such a
path. These warriors seek any edge over their foes, no DC 15 Intelligence (Nature): Beyond mere potion
matter the cost. Trickery or magic can provide that edge. users, the warriors known as “Living Crucibles” alter
Some turn to alchemy. their own physiology to better absorb alchemical
reagents. Much like acclimating to a poison, they
Chemical Augmentation. Potions are not a strange repeatedly subject themselves to extreme chemical
sight on the battlefield. Adventurers rarely leave the safety compounds until their bodies adapt to the strain.
of town without at least a few healing potions, and some of
the more exotic ones if they can afford it. Gaining the title of DC 20 Intelligence (Arcana): The alchemical com-
“Living Crucible” is a different matter. These warriors use pounds used by Living Crucibles are toxic to anyone else.
alchemy to alter their own bodies in search of greater battle It is only through their unique physiologies that such
prowess. While this takes a toll on them in the long run, poisons offer any benefit. These raw substances must be
it also allows them to ingest unusual combinations of consumed within a day or they lose their efficacy.
alchemical reagents for a quick boost in combat.
foomGrriegiMmnhetmAmbudeinevtseuictrtoeno:eppdOuotitinshionteonrf,rlhiaovunnimndt gaotnhfcroecuhnidcapircbrarloceevtasei,tdrutseor.etoMhsfefwaemkhreoawtrwhietehildyhoeounrnmeamraornfaeomyleidoeofrarecethtsoaiofscittkchaesnest
Salvage bonuses from Battle Draught.
When looting a drug-crazed warrior, there is the possibility inLtievrtihancegtmicorntuoscewibxilptehlsoedmxeti,grwahtihtahelasato,debeleveacstsortiabcteiitsnyog,tateecfdifdewc, toitfrhoorvtahonleayrtoialngeeecnnhteesamcroitcuhaleldsmct.hauaste
of finding 1d4 chemical compounds, like the ones they
use in battle. Anyone consuming one of these compounds Alchemical Berserker
must make a DC 13 Constitution save or be poisoned for
1 minute. On a natural 1 on the save, the creature dies. Medium humanoid (any), any alignment
After 1 day, the compounds become inert and lose all
special properties.
Drug-Crazed Marauder Armor Class 16 (chain mail)
Hit Points 75 (10d8 + 30)
Medium humanoid (any), any alignment Speed 30 ft.
Armor Class 14 (breastplate) STR DEX CON INT WIS CHA
Hit Points 19 (3d8 + 6) 17 (+3) 11 (+0) 16 (+3) 12 (+1) 11 (+0) 12 (+1)
Speed 30 ft.
Saving Throws Dex +2
STR DEX CON INT WIS CHA Skills Athletics +5, Intimidation +3
15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 9 (-1) Damage Immunities poison
Saving Throws Dex +2 Senses passive Perception 10
Skills Athletics +4, Intimidation +1 Languages any two languages
Damage Resistances poison Challenge 4 (1,100 XP) Proficiency Bonus +2
Senses passive Perception 10 Battle Draught (3/Day). As a bonus action, the berserker
Languages any two languages may consume an unstable chemical compound. For the
next minute, the berserker gains two of the following
Challenge 1/2 (100 XP) Proficiency Bonus +2 abilities: resistance to damage from spells; resistance to
bludgeoning, piercing, and slashing damage; 20 temporary
Battle Draught (1/Day). As a bonus action, the ma- hit points, or +1d8 damage with weapon attacks. Choosing
rauder may consume an unstable chemical compound. the same ability twice can extend the duration but has no
For the next minute, the marauder gains one of the follow- other effect.
ing abilities: resistance to damage from spells; resistance
to bludgeoning, piercing, and slashing damage; or +1d4 Actions
damage with weapon attacks.
Multiattack. The alchemical berserker makes three
Actions longsword attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 7 (1d10+2) slashing damage. one creature. Hit: 8 (1d10+3) slashing damage.
L 194 Grim Hollow Monster Grimoire
Living Toxin Living Toxin
“Makes me sick just thinking about it. The blasted thing swept Small ooze, unaligned
right up into the smithy, and next thing we knew, she was on
Armor Class 13
the ground, rolling and screaming.” Hit Points 44 (8d6 + 16)
Speed 20 ft., swim 20 ft.
Manufactured Menaces. A living toxin is an ooze at
the pinnacle of the poisoner’s art. It’s poison that delivers STR DEX CON INT WIS CHA
itself to the victim. Living toxins are usually found around 9 (–1) 17 (+3) 15 (+2) 1 (–5) 10 (+0) 1 (–5)
cities, hiding in sewers, and sliding along back alleys.
Damage Immunities poison
Each living toxin begins as a mixture of poisons and Condition Immunities blinded, charmed, deafened,
alchemical ingredients. Whether by accident or ill intent,
the mixture gains a semblance of life and often turns on exhaustion, frightened, poisoned, prone
its creator. The ooze escapes through the nearest grating
or window, seeking out places to hide and hunt. Senses blindsight 60 ft. (blind beyond this radius),
Invasive Species. When a living creature comes along, passive Perception 10
the ooze displays its most sinister trait. It launches itself at
its victim’s face and tries to force its way inside their body. Languages —
Once there, the toxin attacks the body from within. After
the interior is liquefied, the ooze escapes from the corpse. Challenge 2 (450 XP) Proficiency Bonus +2
Ooze Nature. A living toxin doesn’t require sleep. Amorphous. The living toxin can move through a
space as narrow as 1 inch wide without squeezing.
Salvage
Toxic Nature. When the living toxin or its host (see
A living toxin breaks down into harmless goo once Toxic Invasion) is subjected to an effect that cures the
slain. Someone who has proficiency with alchemist’s poisoned condition, the toxin takes 2d8 necrotic damage
supplies or an herbalism kit can combine the goo with plus 1d8 necrotic damage per level of the effect, if any.
other reagents or herbs worth 50 gp to create two doses
of restorative ointment. Doing so requires 8 hours of work Actions
and a successful DC 10 Intelligence or Wisdom check.
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Lore creature. Hit: 6 (1d6 + 3) poison damage, the target is
grappled (escape DC 13), and until this grapple ends,
DC 10 Intelligence (Arcana): Living toxins are the living toxin can’t attack another target.
poisonous mixtures given life. A living toxin attempts
to force itself inside a host, attacking from within. Toxic Invasion. A creature grappled by the living
toxin must succeed on a DC 13 Constitution save or it
DC 15 Intelligence (Arcana): Effects that cure takes 6 (1d6 + 3) poison damage, and the living toxin
poisoning are highly effective against a living toxin. invades the creature’s body. While in this host, the living
toxin has total cover from effects that originate outside
hcwoaGshslelMteynnt.teSAitleoeudnpcivtnhailtficahlvieiciccn:trageItlhtalt’yteso,uxnpcrioooen,tui,sitlcofdoangopbidvaldaeabicfnmlfkeitcmaohugfealetiianlitnbaofeishlictimetotiyasnadttggoiionnacfteohodmtoodhsimoent igbeunxungsitoisiccttaasehutnobetcoiowdesmdiiontaifhngtaiga-. the host, the host is poisoned, and the host takes 10
Such creatures could serve evil masters. (2d6 +3) poison damage at the start of each of the living
toxin’s turns. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success. This effect also ends if the host dies or is
subjected to any effect that ends the poisoned condition.
When the effect ends, the toxin leaves the host, entering
an unoccupied space within 5 feet of the host.
Grim Hollow Monster Grimoire 195 L
Lupilisk Lupilisk
Large fiend, neutral evil “If you find a statue in the wild with its mouth open in a
scream, flee. Best case, it’s an artist working out their twisted
Armor Class 13
Hit Points 60 (8d10 + 16) ideas. Worst case, you’ll be a statue soon.”
Speed 40 ft.
Petrifying Predators. The fiendish lupilisks can be
STR DEX CON INT WIS CHA found in woodland areas or amid an infernal army.
16 (+3) 17 (+3) 14 (+2) 5 (–3) 13 (+1) 7 (–2) their impressive strength and agility, as well as their size,
makes them perfect mounts for infernal cavalry. And
Skills Perception +3, Stealth +5 their keen instincts mark them as an apex predator.
Damage Immunities poison Keen Hearing and Smell. The lupilisk has
Damage Resistances cold, fire advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Condition Immunities poisoned
Pack Tactics. The lupilisk has advantage on an
Senses darkvision 120 ft., passive Perception 13 attack roll against a creature if at least one of the
Languages can learn languages but can’t speak lupilisk’s allies is within 5 feet of the creature and
the ally isn’t incapacitated.
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage and 7 (2d6) poison damage.
If the target is a creature, it must succeed on a DC 12
Constitution saving throw or become poisoned and
restrained while poisoned in this way. The creature must
repeat the saving throw at the end of its next turn. On
a success, the effect ends. If the save fails again, the
creature is petrified for 24 hours. At that time, it can
repeat the saving throw, becoming permanently petrified
on a failure or ending the effect on a success.
L 196 Grim Hollow Monster Grimoire