CHAPTER 3 I BESTIARY
and its area is heavily obscured. The fog lasts until the
mental weapons disappear.
where in its lair. The sphere spreads around corners,
no further use of them, or when the giant dies, its ele-
murky water within water) centered on a point any-
makeshift weapons out of thin air. When the giant has
• The giant creates a 20-foot-radius sphere of fog (or
its armor and weapons, but gains the power to form
ing throw or be deafened until the end of its next turn.
Elemental Weapons. A storm giant quintessent sheds
that point must succeed on a DC 18 Constitution sav-
ing form of a storm giant clinging to existence.
anywhere in its lair. Each creature within 20 feet of
and down a rugged coastline could, in fact, be the undy-
• The giant creates a thunderclap centered on a point
island, or the thunderstorm that howls ceaselessly up
rounds in a row:
mountain peak, the vortex that swirls around a remote
lowing effects; the giant can't use the same effect two
storms. The blizzard that rages unendingly around a
the giant can take a lair action to cause one of the fol-
into nature, literally transforming into semiconscious
a storm. On initiative count 20 (losing initiative ties),
connection to the elements and disperse themselves
lair actions in giant form and while transformed into
from death. They plumb the depths of their powerful
Lair Actions. A storm giant quintessent can use
ing the end of their natural life spans seek an escape
a sandstorm.
To forestall the inevitable, some storm giants approach-
lives could be a blizzard, a typhoon, a thunderstorm, or
STORM GIANT QUINTESSENT
befits the environment, the storm in which the giant
"
-> at Pi
ts-? · , .. · ..,, ·- ;+
et· -
a beautiful coral reef, or a windswept desert bluff. As
be knocked prone.
a great waterfall, a remote island, a fog-shrouded loch,
creature, it must succeed on a DC 17 Strength saving throw or
prominent geographic feature, such as a mountain peak,
target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a
dungeon lairs. Its lair is usually a secluded region or
Rocle . . Ranged Weapon Attack:+ 10 to hit, range 60/240 ft., one
A storm giant quintessent has no need for castles or
A QUINTESSENT'S LAIR
ending the petrified condition on it.
magic works normally, freeing the petrified creature as well as
defend its home against aggressors.
creature on the giant unless the giant is dead, in which case the
communic~te with a mortal, carry out a short task, or
magic that can undo petrification have no effect on a petrified
rary but can be maintained long enough for the giant to
the target to its stony body. Greater restoration spells and other
to its true giant form on a whim. The change is tempo-
save, the target becomes petriiied, and the giant can adhere
Forsaken Form. A storm giant quintessent can revert
must make a DC 17 Constitution saving throw. On a failed
creature within 10 feet of it that is charmed by it. The target
Petrifying Touch. The giant touches one Medium or smaller
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Creatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Multiattack. The giant makes two attacks with its greatclub.
ACTIONS
walker's Charm for 24 hours.
the saving throw, the creature is immune to this giant's Dream-
ending the effect on itself on a success. Once it succeeds on
way can repeat the saving throw at the end of each of its turns,
creature is charmed by the giant. A creature charmed in this
provided that the giant isn't incapacitated. On a failed save, the
feet of the giant must make a DC 13 Charisma saving throw,
Dreamwalker's Charm. An enemy that starts its turn within 30
Challenge 10 (5,900 XP)
Languages Common, Giant
Senses darkvision 60 ft., passive Perception 13
Condition Immunities charmed, frightened
Skills Athletics +14, Perception +3
Saving Throws Dex +6, Con +9, Wis +3
21 (+5)
10 (+O)
8 (-1)
23 (+6)
12 (+l)
14 (+2)
STR
WIS
CHA
DEX
INT
CON
Speed 40 ft.
Hit Points 161 (14dl2 + 70)
Armor Class 18 (natural armor)
Huge giant (stone giant), chaotic neutral
STONE GIANT DREAMWALKER
3& ,jf5#±3i¥
gs ~ f42 4 . ~ ,.,se z.:..: .. 5&S¥ . i
giant disperses it (no action required), and it can't be C - ; __ = 4 .; ... : - S - ¥ #I
dispersed by wind. STORM GIANT QUINTESSENT
• The giant creates a 60-foot-long, 10-foot-wide line of Huge giant (storm giant), chaotic good
strong wind ( or strong current within water) originat-
ing from a point anywhere in its lair. Each creature Armor Class 12
in that line must succeed on a DC 18 Strength saving Hit Points 230 (20dl2 + 100)
throw or be pushed 15 feet in the direction the wind Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
is blowing. The gust disperses gas or vapor, and it
extinguishes candles, torches, and similar unpro- STR DEX CON INT WIS CHA
tected flames in its area. Protected flames, such as 29 (+9) 14 (+2) 70 (+5) 17 (+3) 20 (+5) 19 (+4)
those of lanterns, have a 50 percent chance of being
extinguished. Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, History +8, Perception +10
Regional Effects. The region containing a storm giant Damage Resistances cold; bludgeoning, piercing, and slashing
quintessent's lair is warped by the giant's presence, from nonmagical attacks
which creates one or more of the following effects: Damage Immunities lightning, thunder
Senses truesight 60 ft., passive Perception 20
• High wind blows within 1 mile of the lair, making it Languages Common, Giant
impossible to light a fire unless the location where the Challenge 16 (15,000 XP)
fire is lit is protected from the wind.
• Rain, snow, or blowing dust or sand (whichever is
Amphibious. The giant can breathe air and water.
most appropriate) is constant within 1 mile of the lair.
Rain causes rivers and streams to fill or overflow their
ACTIONS
banks; snow, dust, or sand form deep drifts or dunes.
Multiattack. The giant makes two Lightning Sword attacks or
• Flashes of lightning and peals of thunder are contin-
uses Wind Javelin twice.
ual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft.,
regional effects end immediately. Rain, snow, and blow- one target. Hit: 40 (9d6 + 9) lightning damage.
ing dust abate gradually within ld8 days. Wind Javelin. The giant coalesces wind into a javelin-like form
and hurls it at a creature it can see within 600 feet of it. The
javetin is considered a magic weapon and deals 19 (3d6 + 9)
piercing damage to the target, striking unerringly. The javelin
disappears after it hits.
LEGENDARY ACTIONS
The giant can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. The giant
regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around it. The target must
succeed on a DC 18 Strength saving throw or be pushed up
to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
creature it can see within 600 feet of it. The target must make
a DC 18 Dexterity saving throw, taking 22 (4dl0) thunder
damage on a failed save, or half as much damage on a suc-
cessful one.
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end
this effect at the start of any of its turns, becoming a giant
once more and appearing in any location it chooses within
its lair. While dispersed, the giant can't take any actions other
than lair actions, and it can't be targeted by attacks, spells, or
other effects. The giant can't use this ability outside its lair,
nor can it use this ability if another creature is using a control
weaiher spell or similar magic to quell the storm.
fif ! I 9 +?¥ ·
l.-.e111Ts C.LAIM TME 5LAC.K ROAD TME Sr\FEST PATM AC.ROSS TME OESE~T OF ANr\UROCH, BtJT
THERE'S A STRETCM TMAT PASSES IIIEAR TME SAIIIO·SWALLOWEO RUINS OF A OIIICE•GREAT
ARCM-,\ PORTAL 8UILT BV GIANTS, SOME SAV. A SANDSTORM RAGES ALL AROUND l~, ANO IN TME
STORM SOME MA.VE SEEN A FACE; A GIANT SCOWLING VISAGE.
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predatory nature at any time.
always be wary, because the creature could revert to its
Hit: 7 (ld6 + 4) slashing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
guild. Those who would keep a girallon as a pet must
place, such as guarding the entrance to a city's thieves'
Hit: 7 {ld6 + 4) piercing damage.
trained, a girallon could end up in a seemingly unlikely
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
enter their domain. If one is taken young and properly
and four with its claws.
on tasks more complicated than attacking strangers that
Multiattack. The girallon makes five attacks: one with its bite
serve as guards, though they lack the intelligence to take
Girallons that are well treated might be willing to
ACTIONS
establishing an alliance with the creatures.
tion) checks that rely on smell.
group's leader, offering food and other gifts in hopes of
Keen Smell. The girallon has advantage on Wisdom (Percep-
kind, some humanoids have learned how to approach a
girallons are known to be peaceful among their own
speed toward a hostile creature that it can see.
border sentinels for their serpent kingdoms. Because
Aggressive. As a bonus action, the girallon can move up to its
instance, yuan-ti enslave girallons, turning them into
to tame, subjugate, or cooperate with the monsters. For
Challenge 4 (1,100 XP)
In the time since then, numerous creatures have tried
Languages-
lons turned feral and spread out across the world.
Senses darkvision 60 ft., passive Perception 13
some lost empire. When that empire fell ages ago, giral-
Skills Perception +3, Stealth +5
were created through magic to serve as guardians for
rallon's appearance, lead sages to believe that girallons
16 (+3)
12 (+l)
5 (-3)
7 (-2)
18 (+4)
16 (+3)
humanoid structures. These facts, together with the gi-
CHA
WIS
INT
STR
CON
DEX
are unusual for apes, as is their instinctive attraction to
Magical Origin. The social habits of wild girallons
Speed 40 ft., climb 40 ft.
the surrounding area.
Hit Points 59 (7d10 + 21)
Armor Class 13
tower tops and other high vantages to keep an eye on
easily scale walls and battlements, and they perch on
Lorg13 monstrosity, unaligned
advantage of their skill in climbing. The creatures can
the creatures. In such a setting, the girallons take full
one whose uppermost "branches" can easily support
buildings are just another sort of forest- and better yet,
buttresses of such formations. To a girallon, a city's
and balconies, as well as on the sloped rooftops and
to attract girallons. They move effortlessly along stairs
especially those found in deep forests and jungles, seem
Wall Climbers. The ruins of humanoid habitations,
going to mothers caring for their young.
one in the group shares the spoils, with the best parts
work together to make a big kill. If they succeed, every-
adequate fodder. The leader might organize members to
separated from the others, to ensure that everyone gets
tance. Each individual typically hunts alone and widely
language to communicate with one another over dis-
hunt away from their lair, girallons use roars and body
tends to be the oldest member of the group. When on the
their offspring, usually led by a dominant adult that also
Girallons form loose bands of several individuals and
and its lack of camouflage.
A girallon is surprisingly stealthy, considering its size
hide in ruined sites while waiting for prey to come near.
forest floor, lurk in narrow ravines or shallow caves, or
that can't support their bulk. Instead, they stalk the
these half-ton creatures shy away from scaling trees
They share the ape's adeptness at climbing, although
perate or warm forest environments abundant with life.
Forest Hunters. Girallons are most common in tem-
strous predator.
it apart from a normal ape, revealing it to be a mon-
with gray skin and white fur. Its fangs and claws set
A girallon looks like an oversized, four-armed ape
G IRALLON
FLIND
Medium humanoid (gnoll), chaotic evil
Armor Class 16 (chain mail)
Hit Points 127 (l 5d8 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+O) 19 (+4) 11 (+O) n (+l) 12 (+ l)
Saving Throws Con +8, Wis +S
WHEN GNOLLS ARE WEAKENED, THEV
Skills Intimidate +5, Perception +5
Senses darkvision 60 ft., passive Perception 15 SEEi< OUT ISOLATED SE TTLEME N TS,
Languages Gnoll, Abyssal MAIM ANO DISABLE ITS INHABITANTS,
Challenge 9 (5,000 XP) AND FEED UPON THEM AS THEV REST
ANO REGAIN STRENGTH.
Aura of Blood Thirst. If the flind isn't incapacitated, any crea- -ELMINSTER
ture with the Rampage trait can make a bite attack as a bonus
action while within 10 feet of the fl ind.
ACTIONS
Multiattack. The fl ind makes three attacks: one with each of its
different flail attacks or three with its longbow. GNOLLS
A gnoll war band might include one or more of the spe-
Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft.,
cial kinds of gnolls described in this section.
one target. Hit: 10 (ldlO + 5) bludgeoning damage, and the tar-
get must make a DC 16 Wisdom saving throw. On a failed save,
FLIND
the target must make a melee attack against a random target
within its reach on its next turn. If it has no targets within its A fl.ind is an exceptionally strong and vicious gnoll that
reach even after moving, it loses its action on that turn. commands and directs the war band it is a part of. It
wields a flail imbued with powerful magic by Yeeno-
Flail of Pain. Me lee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 10 (ldlO + 5) bludgeoning damage plus 22 (4dl0) ghu himself.
psychic damage. A war band can have only one fl.ind, and that creature
sets a war band's path. Because of its special connection
Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft.,
to Yeenoghu, a fl.ind uses god-given omens and demonic
one target. Hit: 10 (ldlO + 5) bludgeoning damage, and the
insight to guide the gnolls toward weak prey ripe for
target must succeed on a DC 16 Constitution saving throw or
slaughter.
be paralyzed until the end of its next turn.
Unlike other humanoid leaders that might skulk be-
Longbow. Ranged Weapon Attack: +4 to hit, range l 50/600 ~ hind their minions, a flind leads the charge in battle. Its
.•
one target. Hit: 4 (ld8) piercing damage. flail causes wracking pain, paralysis, and disorientation
l#f -- , ... , ; ti t R- {c r:d r:e:: &:&S# -e in those struck by it.
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s.peed is reduced by 10 feet until the end of its next turn.
creases by 60 feet and it doesn't provoke opportunity attacks.
one target. Hit: 6 (ld8 + 2) piercing damage, and the target's
Sudden Rush. Until the end of the turn, the gnoll's speed in-
Longbow. Ranged Weapon AUack: +4 to hit, range 150/600 ft.,
target. Hit: 5 (ld6 + 2) piercing damage.
make a melee attack.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
or 6 (ld8 + 2) piercing damage when used with two hands to
Hit: 4 (ld4 + 2) piercing damage.
range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
and two with its shortsword.
Hit: 4 (ld4 + 2) piercing damage.
Multiattack. The gnoll makes three attacks: one with its bite
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
ACTIONS
or two ranged attacks with its longbow.
Multiattack. The gnoll makes two melee attacks with its spear
tion to move up to half its speed and make a bite attack.
with a melee attack on its turn, the gnoll can take a bonus ac-
ACTIONS
Rampage. When the gnoll reduces a creature to O hit points
tion to move up to half its speed and make a bite attack.
with a melee attack on its turn, the gnoll can take a bonus ac-
Challenge 1 (200 XP)
Rampage. When the gnoll reduces a creature to O hit points
Languages Gnoll
Senses darkvision 60 ft., passive Perception 10
Saving Throws Dex +4
Challenge 1/2 (100 XP)
Languages Gnoll
8 (-1)
8 (-1)
12 (+l)
10 (+O)
14 (+2)
Senses darkvision 60 ft., passive Perception 13
12 (+l)
CON
WIS
STR
CHA
Skills Perception +3, Stealth +4
DEX
INT
12 (+l)
8 (-1)
12 (+l)
14 (+2)
14 (+2)
Speed 30 ft.
8 (-1
Hit Points 22 (4d8 + 4)
CHA
DEX
WIS
INT
CON
STR
Armor Class 14 (studded leather)
Speed 30 ft.
Hit Points 22 (4d8 + 4)
Medium humanoid (gnoll), chaotic evil
Armor Class 13 (leather armor)
Medium humanoid (gno/1), chaotic evil
GNOLL HUNTER
duces a keening wail similar to a banshee's yell.
stealthy, it sounds a horn crafted from bone that pr~
prowl finds prey and isn't concerned about remaining
hobbled in its attempt to run away. When a hunter on the
the arrow strike brings so much pain that the victim is
when a hunter doesn't kill its target with its first shot,
and they fire arrows with viciously barbed heads. Even
Hunters are particularly skilled with the longbow,
shod over the enemy's territory.
clearing the way for the rest of the force to run rough-
creep around, picking off isolated opposition while
ber of ways. In the vanguard of a war band, hunters
they put their talents to use on the battlefield in a num-
Hunters are the stealthiest gnolls in a war band, and
GNOLL HUNTER
stragglers and finish off wounded foes.
across the field, slashing and snarling as they run down
ciency. In the thick of a fight, they are capable of dashing
favor of short blades that they wield with speed and effi-
ers. These gnolls eschew the use of ranged weapons in
the others, that distinction would go to the flesh gnaw-
If any group of gnolls could be said to be more feral than
GNOLL FLESH GNAWER
Medium undead, chaocic evil
Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 7
Languages understands Gnoll but can't speak
Challenge 1/4 (SO XP)
GNOLL WITHERLING
Sometimes gnolls turn against each other, perhaps to Rampage. When the witherling reduces a creature to O hit
determine who rules a war band or because of extreme points with a melee attack on its turn, it can take a bonus ac-
starvation. Even under ordinary circumstances, gnolls tion to move up to half its speed and make a bite attack.
that are deprived of victims for too long can't control
their hunger and violent urges. Eventually, they fight ACTIONS
among themselves. Multiattack. The witherling makes two attacks: one with its
The survivors devour the flesh of their slain comrades bite and one with its club, or two with its club.
but preserve the bones. Then, by invoking rituals to Yee-
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
noghu, they bring the remains back to a semblance of
Hit: 4 (ld4 + 2) piercing damage.
life in the form of a gnoll witherling.
Witherlings act much as gnolls do in life, traveling Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
with their comrades and trying to kill anything in their Hit: 4 (ld4 + 2) bludgeoning damage.
path. They don't eat and aren't motivated by hunger,
leaving more flesh for the rest of the war band. Gnoll REACTIONS
.,
witherlings are incapable of wielding any weapon more Vengeful Strike. In response to a gnoll being reduced to O hit
sophisticated than a simple club. points within 30 feet of the witherling, the witherling makes a
Undead Nature. A gnoll witherling doesn't require air, melee attack. ·
food, drink, or l)leep. rt-- · ik }?¥ &5½ E§:;;++;E¥ t: -- - ti ,,
throw or take 5 (2d4) poison damage.
and the target must succeed on a DC 12 Constitution saving
speak Grung.
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage,
Gold. The poisoned creature is charmed and can
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
Orange. The poisoned creature is frightened of its allies.
food is within reach.
ACTIONS
Red. The poisoned creature must use its action to eat if
except to do so or to reach a body offiquid or mud.
high jump is up to 15 feet, with or without a running start.
soak itselfin liquid or mud. It can't take actions or move
Standing Leap. The grung's long jump is up to 25 feet and its
Purple. The poisoned creature feels a desperate need to
of each of its turns, ending the effect on itself on a success.
wise make a loud noise at the start and end ofits turn.
Blue. The poisoned creature must shout loudly or other-
contact with the grung can repeat the saving throw at the end
can't take any actions or reactions unless it lands.
poisoned for l minute. A poisoned creature no longer in direct
climb or make standing jumps. Jf the creature is flying, it
succeed on a DC 12 Constitution saving throw or become
Green. The poisoned creature can't move except to
erwise comes into direct contact with the grung's skin must
the grung.
Poisonous Skin. Any creature that grapples the grung or oth-
effect lasts until the creature is no longer poisoned by
Amphibious. The grung can breathe air and water.
effect that varies depending on the grung's skin color. This
A creature poisoned by a grung can suffer an additional
grung dies.
Challenge 1/4 (50 XP)
moved from a grung. A similar breakdown occurs if the
Languages Grung
Grung poison loses its potency 1 minute after being re-
Senses passive Perception 12
VARIANT: GRUNC POISON
Condition Immunities poisoned
Damage Immunities poison
Skills Athletics +2, Perception +2, Stealth +4, Survival +2
into its new caste in the same way that a juvenile of the
Saving Throws Dex +4
magic, an elevated grung changes color and is inducted
caste. Through a combination of herbal tonics and ritual
11 (+O)
15 (+2)
10 (+O)
7 (-2)
10 (+O)
14 (+2)
with great deeds can earn an invitation to join a higher
DEX
CON
STR
CHA
INT
WIS
rare occasions, an individual that distinguishes itself
A grung normally remains in its caste for life. On
Speed 25 ft., climb 25 ft.
of the orange and gold castes.)
Hit Points 11 (2d6 + 4)
the grung elite warrior stat block to represent members
Armor Class l 2
tions. A tribe's sovereign is always a gold grung. (Use
gold grungs, which hold the highest leadership posi-
Small humanoid (grung), lawful evil
warriors that have authority over all lesser grungs, and
GRUNG
Higher castes include orange grungs, which are elite
4 , < ' ~ 4 SA SYS&
. w; - if
bers of the red caste.)
immersing itself in water for at least 1 hour.
(Use the grung wildling stat block to represent mem-
recover from this exhaustion only through magic or by
given proper respect even by grungs of higher status.
level of exhaustion at the end of that day. A grung can
They are superior to purple, blue, and green grungs and
itself in water for at least 1 hour during a day suffers one
Red grungs are the tribe's scholars and magic users.
Water Dependency. A grung that fails to immerse
sent members of the green, blue, and purple castes.)
only by magic.
and commanders. (Use the grung stat block to repre-
a shell of its former self and can be restored to normalcy
are the purple grungs, which serve as administrators
afflicted in this way over a long period of time becomes
domestic roles. Supervising and guiding both groups
food to keep them lethargic and compliant. A creature
laborers, and blue grungs work as artisans and in other
bossing them around. Slaves are fed mildly poisoned
Green grungs are the tribe's warriors, hunters, and
for all manner of menial tasks, but mostly they just like
its caste as it grows to adulthood.
tures they can capture and enslave. Grungs use slaves
they are born, but each individual takes on the color of
Slavers. Grungs are always on the lookout for crea-
the hatchery. All grungs are a dull greenish gray when
grung also uses venom to poison its weapons.
juvenile grungs join their caste upon emergence from
is harmless to them but poisonous to other creatures. A
Each caste lays eggs in a separate hatching pool, and
Naturally Toxic. All grungs secrete a substance that
Castes and Colors. Grung society is a caste system.
are members of the higher caste.
to reach maturity.
caste would be. From then on, the grung and its progeny
It takes another six to nine months for a grung juvenile
hatching, a grung tadpole takes on the shape of an adult.
guarded ground-level pools. About three months after
prefer shade. A grung hatchery is maintained in well-
Tree-Dwelling Amphibians. Grungs live in trees and
.,ii«" •••
and see themselves as superior to most other creatures.
oo a A••- · "'Z'Pe 111
)', the ,. d
oa tlatt-,11· ·
forests and tropical jungles. They are fiercely territorial
~•. ?r11}
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Grungs are aggressive froglike humanoids found in rain
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GRUNGS
GRUNG WILDLING
Small humanoid (grung), lawful e11il
GRUNG ELITE WARRIOR
Small humanoid (grung), lawful ei,i/
Armor Class 13 (16 with barkskin)
Hit Points 27 (5d6 + 10)
Armor Class 13 Speed 25 ft., climb 25 ft.
Hit Points 49 (9d6 + 18)
Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) l 5 (+2) 10 (+O) 15 (+2) 11 (+O)
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 15 (+2) 10 (+O) 11 (+O) 12 (+l)
Saving Throws Dex +5
Skills Athletics +2, Perception +4, Stealth +5, Survival +4
Saving Throws Dex +5 Damage Immunities poison
Skills Athletics +2, Perception +2, Stealth +5, Survival +2 Condition Immunities poisoned
Damage Immunities poison Senses passive Perception 14
Condition Immunities poisoned Languages Grung
Senses passive Perception 12 Challenge 1 (200 XP)
Languages Grung
Challenge 2 (450 XP)
Amphibious. The grung can breathe air and water.
Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or oth-
erwise comes into direct contact with the grung's skin must
Poisonous Skin. Any creature that grapples the grung or oth-
succeed on a DC 12 Constitution saving throw or become
erwise comes into direct contact with the grung's skin must poisoned for l minute. A poisoned creature no longer in direct
succeed on a DC 12 Constitution saving throw or become
contact with the grung can repeat the saving throw at the end
poisoned for 1 minute. A poisoned creature no longer in direct of each of its turns, ending the effect on itself on a success.
contact with the grung can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. Spellcasting. The grung is a 9th-level spellcaster. Its spellcast-
ing ability is Wisdom (spell save DC 12, +4 to hit with spell
Standing Leap. The grung's long jump is up to 25 feet and its
attacks). It knows the following ranger spells:
high jump is up to 15 feet, with or without a running start.
1st level (4 slots): cure wounds.jump
ACTIONS 2nd level (3 slots): barkskin, spike growth
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 3rd level (2 slots): plant growth
or range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage, Standing Leap. The grung's long jump is up to 25 feet and its
and the target must succeed on a DC 12 Constitution saving
high jump is up to 15 feet, with or without a running start.
throw or take 5 (2d4) poison damage.
ACTIONS
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
or,e target. Hit: 6 (ld6 + 3) piercing damage, and the target Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
must succeed on a DC 12 Constitution saving throw or take 5 or range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage,
(2d4) poison damage. and the target must succeed on a DC 12 Constitution saving
throw or take 5 (2d4) poison damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring
noise to which grungs are immune. Each humanoid or beast Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
that is within 15 feet of the grung and able to hear it must suc- one target. Hit: 6 (ld6 + 3) piercing damage, and the target
ceed on a DC 12 Wisdom saving throw or be stunned until the must succeed on a DC 12 Constitution saving throw or take 5
end of the grung's next turn. (2d4) poison damage.
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tance to cold damage.
ing speed of20 feet, a climbing speed of 30 feet, and resis-
White Guard Drake. A white guard drake has a burrow.
of 30 feet and resistance to fire damage.
Red Cuard Drake. A red guard drake has climbing speed
feet, and has resistance to poison damage.
(it can breathe air or water), has a swimming speed of 30
Creen Guard Drake. A green guard drake is amphibious
speed of 20 feet and resistance to lightning damage.
Blue Guard Drake. A blue guard drake has a burrowing
feet, and has resistance to acid damage.
(it can breathe air or water)) has a swimming speed of 30
Black Cuard Drake. A black guard drake is amphibious
type. Each has the speciaJ features described below.
make other guard drakes.
of that ty-pe of dragon, with unique abilities related to that
A drake can't reproduce, nor can its scales be used to
a guard drake that resembles a wir1gless, stunted version
ated from, but with a wingless, squat, muscular build.
Each type of chromatic dragon's scales and blood creates
A guard drake resembles the type of dragon it was cre-
VARIANT! CHROMATIC GUARD DRAKES
dog in terms of what it can be trained to do.
the same length of time. One is the equivalent of a guard
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grown within two to three weeks and can be trained in
6 (ld6 + 3) bludgeoning damage.
trusting bond with that individual. A guard drake is fully
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
one planning to train it), establishing an aggressive but
Hit: 7 (1 d8 + 3) piercing damage.
prints upon the first creature that feeds it (usually the
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Eager to Learn. A newly hatched guard drake im-
ready to hatch within a few hours.
bite and one with its tail.
a halfling-sized egg emerges from the cauldron and is
Multiattack. The guard drake makes two attacks: one with its
and an iron cauldron. When the process is complete,
ACTIONS
allied with the group), a large amount of fresh meat,
pounds of fresh dragon scales (donated by the dragon
The ritual, which takes several days, requires 10
Challenge 2 (450 XP)
or worshipers with a valuable servant.
Languages understands Draconic but can't speak
ically provides its help when it wants to reward its allies
Senses darkvision 60 ft., passive Perception 12
is necessary for the ritual to succeed, and a dragon typ-
Skills Perception +2
associated with dragons. The cooperation of a dragon
16 (+3)
16 (+3)
7 (-2)
4 (-3)
10 {+O)
11 (+O)
has spread to other groups that are skilled in arcana and
INT
CON
WIS
DEX
CHA
STR
drake was originally devised by the cult of Tiamat, but
Gifts from Dragons. The ritual to create a guard
Speed 30 ft.
can follow simple commands.
Hit Points 52 (7d8 + 21)
territorial, which makes it an excellent watchbeast that
Armor Class 14 (natural armor)
When trained properly, a drake is obedient, loyal, and
dragon scales by means of a bizarre and grisly ritual.
Medium dragorr, unaligned
A guard drake is a reptilian creature created out of
GUARD DRAKE
GUARD DRAKE
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HAGS
ANNIS HAG
Hags delight in bringing ruin and misery to the world. Large fey, chaotic evil
Malevolence is such a core part of a hag that it shapes
her physical form and molds her magical powers. Armor Class 17 (natural armor)
Hit Points 75 (lOdlO + 20)
ANNIS HAG Speed 40 ft.
Annis hags lair in mountains or hills. Despite being
hunchbacked and hump-shouldered, they are the largest STR DEX CON INT WIS CHA
and most physically imposing of their kind, standing 21 (+5) 12 (+1).. 14 (+2) 13 (+l) 14 (+2) 15 (+2)
eight feet tall.
Saving Throws Con +5
Tormenting the Weak. Although annis hags can eas-
Skills Deception +5, Perception +5
ily tear a grown man apart, they love hunting children,
Damage Resistances cold; bludgeoning, piercing, and slashing
preferring their flesh above all others. They use the from nonmagical attacks
flayed skin of such victims to make supple leather, and a Senses darkvision 60 ft., passive Perception 15
hag's lair often shows the signs of this industry. Languages Common, Giant, Sylvan
Annis hags leave tokens of their cruelty at the edges Challenge 6 (2,300 XP)
of forests and other areas they claim. In this way, they
provoke fear and paranoia in nearby villages and settle- Innate Spellcasting. The hag's innate spellcasting ability is
ments. To an annis hag, nothing is sweeter than turning Charisma (spell save DC 13). She can innately cast the follow-
a vibrant community into a place paralyzed with terror, ing spells:
where folk never venture out at night, strangers are met
with suspicion and anger, and parents warn their chil- 3/day each: disguise self (including the form of a Medium hu-
dren to "be good, or the annis will get you." manoid), fog cloud
Child Corrupter. When an annis feels especially
ACTIONS
cruel, she disguises herself as a kindly-looking elderly
woman, approaches a child in a remote place, and gives Multiattack. The annis makes three attacks: one with her bite
and two with her claws.
it an iron token that it can use to confide in her. Over
time, "Granny" convinces the child that it's okay to have Bite. Mefee Weapon Attack: +8 to hit, reach 5 ft., one target.
bad thoughts and do bad deeds-starting with breaking Hit: 15 (3d6 + 5) piercing damage.
things or wandering outside without permission, then
Claw. Mefee Weapon Attack: +8 to hit, reach 5 ft., one target.
graduating to pushing someone down the stairs or set-
Hit: 15 (3d6 + 5) slashing damage.
ting a house on fire. Sooner or later, the child's family
and community become terrified of the "bad seed" and Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one
must face the awful decision of whether the child should target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is
be punished or exiled. grappled {escape DC 15) ifit is a Large or smaller creature. Un-
Tribe Mather. Much in the way that they befriend til the grapple ends, the target takes 36 (9d6 + 5) bludgeoning
children in order to corrupt them, annis hags have a damage at the start of each of the hag's turns. The hag can't
tendency for adopting a group of ogres, trolls, or other make attacks while grappling a creature in this way.
loutish creatures, ruling them through brute strength,
verbal abuse, and superstition.
Covens. An annis hag that is part of a coven (see the
"Hag Covens" sidebar in the Monster Manual) has a
challenge rating of 8 (3,900 XP).
IRON TOKEN
An annis hag can pull out one of her iron teeth or nails and
spend 1 minute shaping and polishing it into the form of
a coin, a ring, or a tiny mirror. Thereafter, any creature that
holds th1s iron token can have a whispered conversation
with the hag, provided the creature and the hag are on the
same plane of existence and within 10 miles of each other.
The holder of the token can hear only the hag's voice, not
those of any other creatures or any ambient noise around
the hag. Similarly, the hag can hear the holder of the token
and not the noise around it.
A hag can have up to three ;,on tokens active at one time.
As an action, she can discern the direction and approxi-
mate distance to all of her active tokens. She can instan-
taneously deactivate any of her tokens at any distance (no
action required), whereupon the token retains its current
form but loses its magi-cal properties.
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throes of combat and has recently slain one of her foes,
hag's Maddening Feast for the next 24 hours.
Awful to Behold. When a bheur hag is fully in the
cessful or the effect ends for it, the creature is immune to the
no real food is to be found.
effect on itself on a success. If a creature's saving throw is suc-
the saving throw at the end of each of its turns, ending the
survive, such as eating boots and leather scraps when
lighted when mortals make petty, pathetic attempts to
creature's movement, which is erratic. A creature can repeat
can't read, and speaks only in gibberish; the OM controls the
and die for their mistakes during the winter. She is de-
a creature is incapacitated, can't understand what others say,
A bheur hag loves watching unprepared people suffer
be frightened of her for 1 minute. While frightened in this way,
turns the villagers against each other.
to see her must succeed on a DC 15 Wisdom saving throw or
snow and freezing cold, hoping to instill despair that
ture of the hag's choice that is within 60 feet of her and able
ability to manipulate weather to batter villages with
within 5 feet of her that died within the past minute. Each crea-
seed such ideas and thoughts in mortals. They use their
Maddening Feast. The hag feasts on the corpse of one enemy
could possibly eat while others starve. Bheurs love to
merchant hoarding more food for the winter than he
cold damage.
to a bheur if they are unwarranted, such as a greedy
get. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (ld6)
firewood, and so on. These actions are especially sweet
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
eler for a winter coat, chopping down a dryad's grove for
ACTIONS
tions justified by deadly cold, such as murdering a trav-
Cold Hearts. Bheur hags are attracted to selfish ac-
1/day each: control weather
3/day each: cone of cold,* ice storm,* wall of ice*
a flying broom and augments her magical powers.
At will: hold person,* ray of frost
ries a twisted gray wooden staff, which she can ride like
surrounded by dark, bruise-colored flesh. A bheur car-
components:
winter by eating bark and leather. Her eyes are pale and
can innately cast the following spells, requiring no material
is emaciated, as if she were a person who had survived
Charisma (spell save DC 14, +6 to hit with spell attacks). She
who has frozen to death. Her hair is pale white, and she
Innate Spellcasting. The hag's innate spellcasting ability is
A bheur hag's skin is blue-white, like that of a person
rain composed of ice or snow doesn't cost her extra moment.
for nearby settlements.
out needing to make an ability check. Additionally, difficult ter-
ing their ice and weather magic to make life miserable
Ice Walk. The hag can move across and climb icy surfaces with-
mountains. They become more active during winter, us-
Bheur hags live in wintry lands, favoring snow-covered
day. Only a bheur hag can use a graystaff.
stroyed, the hag must craft another, which takes a year and a
BHEURHAG
spells are marked with an asterisk). If the staff is lost or de-
cast additional spells with her Innate Spellcasting trait (these
as if it were a broom of flying. While holding the staff, she can
wood that is a focus for her inner power. She can ride the staff
Craystaff Magic. The hag carries a graystaff, a length of gray
Challenge 7 (2,900 XP)
Languages Auran, Common, Giant
Senses darkvision 60 ft., passive Perception 14
Damage Immunities cold
Skills Nature +4, Perception +4, Stealth +6, Survival +4
Saving Throws Wis +4
16 (+3)
16 (+3)
13 (+1)
14 (+2)
12 (+1)
13 (+ 1)
INT
WIS
DEX
STR
CON
CHA
Speed 30ft.
Hit Points 91 (14d8 + 28)
Armor Class 17 (natural armor)
Medium fey, chaotic evil
BHEURHAG
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dS§ 6 5
challenge rating of 9 (5,000 XP).
"Hag Covens" sidebar in the Monster Manual) has a
Covens. A bheur hag that is part of a coven (see the
ily insane.
of this savagery is enough to render witnesses temporar-
dismembering it and tearing meat from bone. The sight
mies and instead takes a moment to feed on the corpse,
she often forgoes a direct attack on her remaining ene-
Devastators have the respect of other members of the
HOBGOBLINS
host, and they receive obedience and deference from
Hobgoblins of the cruelest bent gain admittance to elite many quarters. Their ability to lay waste to entire forma-
organizations that provide special training above and tions with a single use of magic allows them to gain far
beyond what military service has to offer. The Academy more glory in battle than a single warrior.
of Devastation and the Iron Shadows are two such or- Other cultures might view the use of such abilities as
ganizations, and their graduates are feared among the a short cut to glory, but to hobgoblins a gift for magic is
ranks of goblinkind. as valued and useful as a strong sword arm or brilliance
in tactics. They are all boons from Maglubiyet that must
HOBGOBLIN DEVASTATOR be cultivated and unleashed upon the enemy.
In hobgoblin society, the Academy of Devastation iden- Only Results Matter. Devastators study a simplified
tifies hobgoblins with a talent for magic and puts them form of evocation magic. Their training lacks the theory
through a grueling training regimen that endows them and context that other folk study, making them skilled in
with the ability to call down fireballs and other destruc- battle but relatively illiterate on the finer points of how
tive magic on the host's behalf. A hobgoblin devastator and why their magic works.
on the battlefield is simultaneously a boon to all its allies The Academy of Devastation believes that an aca-
and a threat to every foe around it. demic approach to magic is a sign of weakness and
Into the Fray. While other cultures treat their wizards inefficiency. A warrior doesn't need to know about met-
as cloistered academics, hobgoblins expect their spell- allurgy to wield a blade, so why should a wizard care
casters to fight. Devastators learn the basics of weapon about where magic comes from? Devastators love to
use, and they measure their deeds by the enemies de- prove their superiority in battle by seeking out enemy
feated though their magic. spellcasters and destroying them.
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HOBGOBLIN DEVASTATOR
Medium humanoid (goblinoid), lawful evil
Armor Class l 3 (studded leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+l} 12 (+l} 14 (+2) 16 (+3} 13 (+l) 11 (+O}
Skills Arcana +5
Senses darkvision 60 ft., passive Perception l l
Languages Common, Goblin
Challenge 4 (1,100 XP)
Arcane Ad11antage. Once per turn, the hobgoblin can deal an
extra 7 (2d6} damage to a creature it hits with a damaging spell
attack if that target is within 5 feet of an ally of the hobgoblin
and that ally isn't incapacitated.
Army Arcana. When the hobgoblin casts a spell that causes
damage or that forces other creatures to make a saving throw,
it can choose itself and any number of allies to be immune to
the damage caused by the spell and to succeed on the required
saving throw.
Spel/casting. The hobgoblin is a 7th-level spellcaster. Its spell-
casting ability is Intelligence (spell save DC 13, +S to hit with
spell attacks). It has the following wizard spells prepared:
Cantrips (at will}: acid splash,.fire bolt, ray of frost, shocking grasp
1st level (4 slots):fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melfs acid arrow, scorching ray
3rd level (3 slots):.fireba/1,jly, lightning bolt
4th level (1 slot): ice storm
ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (ld6 + 1) bludgeoning damage, or 5 (ld8 + 1)
bludgeoning damage if used with two hands.
: - : a ... -; i : ~ - rt ?¥- #
to deceive and defeat her foes. She continues to spy on
destination must be in dim light or darkness.
tion of unarmed fighting techniques and shadow magic
unoccupied space it can see. Both the space it is leaving and i!s
ing is complete, she is ready to wield a deadly combina-
any equipment it is wearing or carrying, up to 30 feet to an
Masters of Shadow and Fist. When a recruit's train-
Shadow Jaunt. The hobgoblin magically teleports, along with
cious behavior.
the Iron Shadows by looking for and reporting suspi-
get. Hit: 5 (ld4 + 3) piercing damage.
into their ranks. While a recruit is in training, it serves
Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one tar-
which the Iron Shadows welcome no new members
one target. Hit: 5 (ld4 + 3) bludgeoning damage.
aspirants don't finish it, and years might go by during
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
indoctrination is a slow and arduous process; many
secret training in the magical and martial arts. This
Shadow Jaunt once, either before or after one of the attacks.
Those who fail are slain, while those who pass receive
can be an unarmed strike or a dart attack. It can also use
tests designed to reveal any potential for treachery.
Multiattack. The hobgoblin makes four attacks, each of which
A candidate for admission undergoes a series of
ACTIONS
Maglubiyet's will.
stamina are matched only by an ironclad commitment to
and wielding no shield, its AC includes its Wisdom modifier.
eyes open for potential recruits, those whose agility and
Unarmored Defense. While the hobgoblin is wearing no armor
across the hobgoblin ranks. Each member keeps her
silent image
Trained in Secret. Iron Shadows are recruited from
l st level (3 slots): charm person, disguise self, expeditious retreat,
and betrayal.
Cantrips (at will): minor illusion, prestidigitation, true strike
hobgoblins, they spy to ferret out treachery, rebellion,
spell attacks). It has the following wizard spells prepared:
as secret police, scouts, and assassins. Among other
casting ability is Intelligence (spell save DC 12, +4 to hit with
The Iron Shadows are hobgoblin monks that serve
Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spell-
HOBGOBLIN IRON SHADOW
Challenge 2 (450 XP)
Languages Common, Goblin
Senses darkvision 60 ft., passive Perception 12
Skills Acrobatics +5, Athletics +4, Stealth +5
15 (+2)
14 (+2)
15 (+2)
16 (+3)
14 (+2)
11 (+0)
CHA
WIS
INT
STR
DEX
CON
Speed 40 ft.
Hit Points 32 (5d8 + 10)
Armor Class 15
Medium humanoid (goblinoid), lawful evil
HOBGOBLIN IRON SHADOW
confuse and confound their enemies.
identities, walk between shadows, and craft illusions to
an archdevil, allowing his followers to conceal their
that the Great One stole the secrets of shadows from
fighting techniques. The priests of Maglubiyet teach
Their masks also signify the supposed origin of their
their identities and to strike fear into their foes.
wear masks crafted to resemble devils, both to conceal
Masked Devils. Iron Shadows on a secret mission
ing to Maglubiyet's will.
goblinoid community to ensure that it functions accord-
the clerics of Maglubiyet, who keep a careful eye on the
and among goblinoids. These missions are ordained by
assassinations and spy missions, both against enemies
other hobgoblins, but is now also empowered to conduct
KI-RIN rin fly overhead is a blessing, and events that happen on
such a day are especially auspicious. If a ki-rin alights
Ki-rins are noble, celestial creatures. In the Outer during a ceremony, such as a birth announcement or
Planes, ki-rins in service to benevolent deities take a a coronation, everyone present understands that the
direct role in the eternal struggle between good and evil. creature is telling them great good could be in the offing.
In the mortal world, a ki-rin is celebrated far and wide The ki-rin conveys its gifts and omens, then rises back
as a harbinger of destiny, a guardian of the sacred, and a into the sky. Ki-rins have also been known to appear at
counterbalance to the forces of evil. the sites of great battles to inspire and strengthen the
Good Personified. Ki-rins are the embodiment of side of good, or to rescue heroes from certain death.
good, and simply beholding one can evoke fear or awe in A ki-rin in the world claims a territory to watch over,
an observer. A typical ki-rin looks like a muscular stag and one ki-rin might safeguard an area that encom-
the size of an elephant, covered in golden scales lined passes several nations. On other planes, ki-rins that
in some places with golden fur. It has a dark gold mane serve good deities go wherever they are commanded,
and tail, coppery cloven hooves, and a spiral-shaped which could include coming to the Material Plane on a
coppery horn just above and between its luminous violet mission. A ki-rin disciple in the world usually serves its
eyes. In a breeze or when aloft, the creature's scales and deity as a scout, a messenger, or a spy.
hair can create the impression that the ki-rin is ablaze Ki-rins are attracted to the worship of deities of
with a holy, golden fire. courage, loyalty, selflessness, and truth, as well as the
Beyond their coloration, ki-rins vary in appearance, advancement of just societies. For instance, in Faerfin,
based on the deity each one reveres and the function ki-rins rally mostly to Torm, although ki-rins also serve
it typically performs in service to that god. Some are his allies Tyr and Ilmater.
horse-shaped, looking like gigantic unicorns, and are O,Uects of Adoration. Because a ki-rin is renowned
often used as guardians. Others have draconic features for its wisdom, other creatures would naturally seek it
and tend to be aggressive foes of evil. One horn is most out with questions and requests if they could. For that
common, but a ki-rin of fierce demeanor might have two reason among others, the creature makes its lair atop a
horns or a set of antlers like those of a great stag. forbidding mountain peak or in some other equally in-
Brinsers of Boons. Common folk consider ki-rins to accessible location. Only those that have the tenacity to
be rare and remote heralds of good fortune. Seeing a ki-
KI-RIN Cantrips (at will): light, mending, sacred flame, spare the dying,
Huge celestial, lawful good thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good,
protection from evil and good, sanctuary
Armor Class 20 (natural armor)
2nd level (3 slots): calm emotions, lesser restoration, silence
Hit Points 152 (16dl2 + 48) 3rd level (3 slots): dispel magic, remove curse, sending
Speed 60 ft., fly 120 ft. (hover)
4th level (3 slots): banishment.freedom of movement, guard-
ian of faith
STR DEX CON INT WIS CHA 5th level (3 slots): greater restoration, mass cure wounds, scrying
21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5) 6th level (1 slot): heroes'feast, true seeing
7th level (1 slot): etherealness, plane shift
Skills Perception +9, Insight +9, Religion +8 8th level (1 slot): control weather
Damage Immunities poison 9th level (1 slot): true resurrection
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 ACTIONS
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP) Multiattack. The ki-rin makes three attacks: two with its
hooves and one with its horn.
Innate Spellcasting. The ki-rin's innate spellcasting ability is Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 10 (2d4 + 5) bludgeoning damage.
Charisma (spell save DC 17). The ki-rin can innately cast the
following spells, requiring no material components: Horn. Mefee Weapon Attack: +9 to hit, reach 5 ft., one target.
At will: gaseous form, major image (6th-level version), wind walk Hit: 14 (2d8 + 5) piercing damage.
1/day: create food and water
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If the ki-rin fails a saving throw,
The ki-rin can take 3 legendary actions, choosing from the op-
it can choose to succeed instead.
tions below. Only one legendary action option can be used at
Magic Resistance. The ki-rin has advantage on saving throws a time and only at the end of another creature's turn. The ki-rin
against spells and other magical effects. regains spent legendary actions at the start of its turn.
Magic Weapons. The ki-rin's weapon attacks are magical. Detect. The ki-rin makes a Wisdom (Perception} check or a
Wisdom (Insight) check.
Spellcasting. The ki-rin is a 18th-level spellcaster. Its spell- Smite. The ki-rin makes a hoof attack or casts sacred flame.
casting ability is Wisdom (spell save DC 17, +9 to hit with spell Move. The ki-rin moves up to its half speed without provoking
attacks). It has the following cleric spells prepared: opportunity attacks.
feet on a side. The second version permanently creates
fauna remains for 3 years.
mediately, although the invigorating effect on flora and
pillows, rope, blankets, and clothing- to fill a cube 20
When the ki-rin dies, all these effects disappear im-
terial-including manufactured objects such as cloth,
creates enough objects made of soft, plant-based ma-
and take no falling damage.
versions of the power once. One version permanently
Such creatures descend at a rate of 60 feet per round
up to three times per day, using each of the following
tures that fall due to no act of the ki-rin or its allies.
Inside its lair, a ki-rin has the power to ~onjure objects
• Within 3 miles of the lair, winds buoy non-evil crea-
not only rests, but also teaches of holy mysteries.
or to concentrate for the change in weather to persist.
vice, its lair doubles as a sacred site wherein the ki-rin
ki-rin doesn't need to maintain a clear path to the sky
and temple. If the ki-rin has taken creatures into its ser-
the point outdoors closest to the center of its lair. The
comfortable place, its ambiance a mix between palace
miles of its lair. The spell's point of origin is always
visitors to find and reach. Inside, the lair is a serene and
• A ki-rin can cast control weather while it is within 3
able from a natural site, and the entrance is difficult for
within 3 miles of the lair.
viewed from the outside, a ki-rin's lair is indistinguish-
creatures are suppressed when those creatures are
or within a cloud solidified by the ki-rin's magic. When
• Curses, diseases, and poisons affecting good-aligned
chooses a similar location, such as atop a tall pinnacle
the domain of a ki-rin.
aeries filled with luxurious objects. In the world, a ki-rin
distance, and usually choose to live much farther from
On the celestial pl'anes, ki-rins reside in lofty, elegant
can't tolerate the holy atmosphere within the same
LAIR OF LUXURY
toward others that aren't normally prey. Evil creatures
idealized form. Such creatures are rarely aggressive
out to defeat villainy wherever it is found.
of the ki-rin's lair gain vigor as they evolve toward an
scenes, or might be champions of their master's cause,
• Animals, plants, and good creatures within 3 miles
seeking news of growing evil and working behind the
than 3 minutes.
lowers of a ki-rin might travel incognito across the land,
purposeful corruption of the water lasts for no longer
tutelage and serve as its agents in the world. The fol-
• Water flows pure within 3 miles of a ki-rin's lair. Any
service to the creature. They study as monks under its
possible for travelers to encounter in the vicinity:
Many who seek a ki-rin's guidance end up pledging
around its lair. Any of the following magical effects is
themselves worthy of speaking with its occupant.
The ki-rin's celestial nature transforms the region
complete the daunting journey to a ki-rin's lair can prove
REGIONAL EFFECTS
in this way last for only 1 hour.
to fill a cube 2 feet on a side, but any materials created
version creates enough objects made of stone or metal
based material, to fill a cube 10 feet on a side. The third
enough objects made of wood, or similarly hard plant-
-Volo
I've met tods.
sitlit of my bst ki-rin, and
I was awed to teaH at the mere
KOBOLDS
Some kobolds have gifts bequeathed to them by dragons
or gods, enabling them to rise above their peers. Others
are born with a cruel inventiveness that few can match.
KOBOLD DRAGONSHIELD
A kobold dragonshield is a champion of its race. Almost
all dragonshields begin life as normal kobolds, then are
chosen by a dragon and invested with great powers for
the purpose of protecting the dragon's eggs, but once
every few years a kobold hatches with an innate version
of the dragonshield's abilities. Accomplished at hand-to-
hand combat, it bears many scars from desperate fights
and carries a shield made out of cast-off dragon scales.
Uncommon Courage. A dragonshield knows that it
has a place of honor in the tribe, but-being kobolds at
heart-most of them feel unworthy of their status and
thus desperate to prove themselves deserving of it. A
dragonshield's natural kobold cowardice is still present
in its makeup, and thus it might still run away from a
threat. But it also has the ability to rally in the face of KOBOLD DRAGONSHIELD
certain death, inspiring other kobolds to follow it in a
Small humanoid (kobold), lawful evil
charge against the invaders of their warren.
Armor Class 15 (leather, shield)
KOBOLD INVENTOR Hit Points 44 (8d6 + 16)
A kobold inventor, crafty and with quick hands, builds Speed 20 ft.
improvised weapons in the hope of gaining some new
advantage in combat. An inventor captures bugs, scoops STR DEX CON INT WIS CHA
up exotic dungeon slimes, and claims the best stolen 12 (+1) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 10 (+O)
goods as ingredients in its experiments. Its creations
Skills Perception +l
are sometimes comical in appearance, but-like ko-
Damage Resistances see Dragon's Resistance below
bolds' traps- they work a lot better than their materials
Senses darkvision 60 ft., passive Perception 11
would suggest.
Languages Common, Draconic
Good While They Last. An inventor's new weapons Challenge l (200 XP)
last for only one or two attacks before they break, but
might be st,1rprisingly effective in the meantime. Most
Dragon's Resistance. The kobold has resistance to a type of
inventors are skilled enough that their improvised weap-
ons don't backfire on them, but other users might not be damage based on the color of dragon that invested it with
power (choose or roll a dlO): 1-2, acid (black); 3-4, cold
so lucky. The weapons don't have to be lethal-in many (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poi-
cases one serves its purpose if it distracts, scares, or son (green).
confuses a creature long enough for other kobolds to kill
the enemy. In any particular encounter, an inventor usu- Heart of the Dragon. If the kobold is frightened or paralyzed
ally has one or two improvised weapons at its disposal. by an effect that allows a saving throw, it can repeat the save
at the start of its turn to end the effect on itself and all kobolds
KOBOLD SCALE SORCERER within 30 feet of it. Any kobold that benefits from this trait (in-
cluding the dragonshield) has advantage on its next attack roll.
A kobold scale sorcerer has an innate talent for arcane
magic, making it a highly valuable member of the tribe Pack Tactics. The kobold has advantage on an attack roll
for several reasons. Because the kobolds' deity remains against a creature if at least one of the kobold's allies is within
imprisoned, most tribes lack individuals that can use S feet of the creature and the ally isn't incapacitated.
divine magic, and so the scale sorcerers fill the roles of Sunlight Sensiti~ity. While in sunlight, the kobold has disad-
advisor and historian. In times of peace, they use their vantage on attack rolls, as well as on Wisdom (Perception)
spells to fortify and enhance the warren and aid the rest checks that rely on sight.
of the tribe. When the tribe is threatened, a scale sor-
cerer lashes out with fire and poison against enemies, ACTIONS
saving a bit of magic for itself in case it needs to flee or Multiattack. The kobold makes two melee attacks.
take advantage of a captor.
Duty-Bound to a Dragon. In a kobold tribe associated Spear. Melee or Ranged Weapon Attack: +3 to hit, reach S ft. or
with a dragon, typically one that resides in or near the range 20/60 ft., one target. Hit: 4 (ld6 + 1) piercing damage, or
dragon's lair, the scale sorcerer also serves as diplomat 5 (ld8 + l) piercing damage if used with two hands to make a
and mouthpiece-anticipating the dragon's needs, issu- melee attack.
I? f i· a - •.... ce;;e Pft ··· #f X&t ¥
CHAPTER '.5
R\
percent chance that the swarm disperses.
within 5 feet ofthe target.
initiative. At the end of each of the swarm's turns, there's a 50
a randomly determined 5-foot-square section of wall or floor
Dungeon Master's Guide). Miss: A patch of green slime covers
(wasps) with 11 hit points emerges from the bag and rolls
a S-foot-square space within 20 feet of it. A swarm ofinsects
target is covered in a patch of green slime (see chapter 5 of the
8. Wasp Nest in a Bag. The kobold throws a small bag into
Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The
again until it finishes a short or long rest.
slime at the target, and it breaks open on impact. Ranged
throw. Once the skunk has sprayed its musk, it can't do so
4. Green Slime Pot. The kobold throws a clay pot full of green
or is immune to poison automatically succeeds on the saving
a 50 percent chance that the swarm disperses.
on itself on a success. A creature that doesn't need to breathe
rolls initiative. At the end of each of the swarm's turns, there's
(centipedes) with 11 hit points emerges from the basket and
saving throw at the end of each of its turns, ending the effect
a 5-foot-square space within 20 feet of it. A swarm ofinsects
and can't take actions for 1 minute. The target can repeat the
9 Constitution saving throw. On a failed save, the target retches
3. Basket of Centipedes. The kobold throws a small basket into
random creature within 5 feet of it. The target must make a DC
make a DC 10 Dexterity check to extinguish the flames.
turns. A creature can end this damage by using its action to
initiative and, on its turn, uses its action to spray musk at a
get. Hit: 2 (1 d4) fire damage at the start of each of the target's
of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls
fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one tar-
cupied space within 5 feet ofit. The skunk has a walking speed
2. Alchemist's Fire. The kobold throws a flask of alchemist's
7. Skunk in a Cage. The kobold releases a skunk into an unoc-
damage on a successful one.
acid damage.
Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6)
taking 4 (ld8) poison damage on a failed save, or half as much
1. Acid. The kobold hurls a flask of acid. Ranged Weapon
and the target must make a DC 9 Constitution saving throw,
Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage,
more than once per day:
a scorpion tied to the end of a 5-foot-long pole. Melee Weapon
tions (roll a d8 or choose one); the kobold can use each one no
6. Scorpion on a Stick. The kobold makes a melee attack with
Weapon Invention. The kobold uses one of the following op-
tered pot and remains a hazard in that square.
A swarm of rot grubs (see appendix A) emerges from the shat-
target. Hit: 4 (ld4 + 2) bludgeoning damage.
square space within 20 feet of it, and it breaks open on impact.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
ACTIONS
checks that rely on sight.
vantage on attack rolls, as well as on Wisdom (Perception)
Sunlight Sensitivity. While in sunlight, the kobold has disad-
5 feet of the creature and the ally isn't incapacitated.
against a creature if at least one of the kobold's allies is within
Pack Tactics. The kobold has advantage on an attack roll
Challenge 1/4 (50 XP)
Languages Common, Draconic
Senses darkvision 60 ft., passive Perception 10
Skills Perception +O
7 (-2)
8 (-1)
7 (-2)
8 (-1)
12 (+l)
15 (+2)
WIS
CHA
INT
CON
DEX
STR
Speed 30 ft.
Hit Points 13 (3d6 + 3)
Armor Class 12
Small humanoid (kobold), lawful evil
KOBOLD INVENTOR
toward the dragon.
balance between adoration and terror in its behavior
angry or displeased, and so it frantically maintains a
it would probably be the first to die if its master became
stands that its frequent proximity to the dragon means
it not to fawn over its master at all times. It also under-
common kobolds are, but it knows that its duty requires
sorcerer is just as awed by and respectful of dragons as
and reporting information back to the dragon. The
ing commands to other kobolds on the dragon's behalf,
i/
Never !make the mistake of th~nkinA
kobold/s are stupid or backward just
because they're small. Size has nothin~
to do ith it.
-Volo
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KOBOLD SCALE SORCERER Sorcery Points. The kobold has 3 sorcery points. It can spend
l or more sorcery points as a bonus action to gain one of the
Small humanoid (kobofd), lawful e11il
following benefits:
Armor Class 15 (natural armor) Heightened Spell: When it casts a spell that forces a creature
Hit Points 27 (5d6 + 10) to make a saving throw to resist the spell's effects, the kobold
Speed 30ft.
can spend 3 sorcery points to give one target of the spell disad-
vantage on its first saving throw against the spell.
STR DEX CON INT WIS CHA
Subtle Spell: When the kobold casts a spell, it can spend l
7 (-2) 15 (+2) 14 (+2) 10 (+O) 9 (-1) 14 (+2)
sorcery point to cast the spell without any somatic or verbal
components.
Skills Arcana +2, Medicine +l
Senses darkvision 60 ft., passive Perception 9 Pack Tactics. The kobold has advantage on an attack roll
Languages Common, Draconic against a creature if at least one of the kobold's allies is within
Challenge l (200 XP) 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensiti11ity. While in sunlight, the kobold has disad-
Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcast- vantage on attack rolls, as well as on Wisdom (Perception)
ing ability is Charisma (spell save DC 12, +4 to hit with spell checks that rely on sight.
attacks). It has the following sorcerer spells prepared:
ACTIONS
Cantrips (at will): fire boli, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
2nd level (2 slots): scorching ray or range 20/60 ft., one target. Hii: 4 (ld4 + 2) piercing damage.
one who attempts to cut it without permission.
-~o
bom his awe. . ow
great pride in their hair, and equally great offense at any-
1 o
.,F
to hi• sitter.
shears.
e U
or snake around creatures and objects. Korreds take
t
Th kor~ea xe
triea to· cut a korre. ·a h'm those ehe•~··
ropes that they can manipulate, animating them to bind
. Tlu n·•·· a \$ena . a · hair "tlith i oldefl
their hair, then weave the strands together to create iron
/
bout a merchant •ho
used to cut it. Korreds use iron shears to cut lengths of
I
When cut, it transforms into whatever material was
-
@
? ·
ies, but the hair that grows from their heads is magical.
bludgeoning damage if the korred is on the ground.
Enchanted Hair. Korreds have hair all over their bod-
target. Hit: l S (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6)
strength just from standing on the ground.
Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one
tals and other creatures. They also gain supernatural
bludgeoning damage if the korred is on the ground.
clay, swim through rock, and summon earth elemen-
target. Hit: 10 (ld8 + 6) bludgeoning damage, or 19 (3d8 + 6)
they should be able to, shape stone as though it were
Greatclub. Melee Weapon Attack: +9 to hit, reach S ft., one
Korreds can hurl boulders far larger than it seems
through stone are as obvious as windows to a korred.
or hurls two rocks.
ways through the stone for miles. Secret doors that lead
Multiattack. The korred makes two attacks with its greatclub
where caves lie, and underground it knows the path-
ACTIONS
can feel the rise and fall of bedrock under the earth and
smell veins of metal or gems. A korred on the surface
its attacks).
and earth better than a korred. Korreds can seemingly
extra dice of damage with any weapon attack (included in
Stone Sympathy. No one knows the ways of stone
Stone's Strength. While on the ground, the korred deals 2
insulted or are annoyed by the sounds of mining.
(Stealth) checks made to hide in rocky terrain.
other creatures but become aggressive when they feel
Stone Camouflage. The korred has advantage on Dexterity
depths of the Material Plane, korreds typically flee from
out rhythms on stone with their hooves and clubs. In the
sistible dance
gathers weekly to perform ceremonial dances, beating
duhr, gargoyle, earth elemental, or xorn only), Otto's irre-
1/day each: conjure elemental (as 6th-level spell; galeb
mental earth such as galeb duhr. A tribe of korreds
At will: commune with nature, meld into stone, stone shape
pany and occasionally consort with creatures of ele-
Earthy Fey. Korreds prefer to keep their own com-
requiring no components:
that desire wealth beneath the earth.
Wisdom (save DC 13). It can innately cast the following spells,
sought after by treasure-hunters, dwarves, and others
Innate Spellcasting. The korred's innate spellcasting ability is
and their mystical understanding of minerals, they are
hit points, it is destroyed.
ties to earth and stone. Because of their magical hair
at least l hit point and the korred is alive. If the rope drops to 0
Korreds are unpredictable, secretive fey with strong
l hit point at the start of each of the korred's turns while it has
A rope of korred hair has AC 20 and 20 hit points. It regains
KORRED
or becomes incapacitated.
tion to release the target, which is also freed if the korred dies
ends, the target is restrained. The korred can use a bonus ac-
become grappled by the rope (escape DC 13). Until this grapple
The target must succeed on a DC l 3 Dexterity saving throw or
entangle a Large or smaller creature that the korred can see.
one such rope within 30 feet of it to move up to 20 feet and
woven out of its hair. As a bonus action, the korred commands
Command Hair. The korred has at least one SO-foot-long rope
Challenge 7 (2,900 XP)
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Perception l S
Senses darkvision 120 ft., tremorsense 120 ft., passive
nonmagical attacks
Damage Resistances bludgeoning, piercing, and slashing from
Skills Athletics +9, Perception +5, Stealth +5
14 (+2)
9 (-1)
15 (+2)
10 (+O)
20 (+5)
23 (+6)
INT
CON
CHA
WIS
DEX
STR
Speed 30 ft., burrow 30 ft.
Hit Points 102 (12d6 + 60)
Armor Class 17 (natural armor)
Small fey, chaotic neutral
KORRED
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LEUCROTTA
LEUCROTTA
A leucrotta is what you would get if you took the head of Large monstrosity, chaotic evil
a giant badger, the brain of a person who likes to torture
and eat people, the legs of a deer, and the body of a large Armor Class 14 (natural armor)
hyena, put them together, and reanimated them with Hit Points 67 (9dl0 + 18)
demon ichor without bothering to cover up the stink Speed 50 ft.
of death.
Spawn ofYeenoshu. The first leucrottas came into STR DEX CON INT WIS CHA
being alongside the gnolls during Yeenoghu's rampages 18 (+4) 14 (+2) 15 (+2) 9 (-1) 12 (+l) 6 (-2)
on the Material Plane. Some of the hyenas that ate Yee-
noghu's kills went through different transformations Skills Deception +2, Perception +3
Senses darkvision 60 ft., passive Perception 13
rather than turning into gnolls. Among these bizarre
Languages Abyssal, Gnoll
results, leucrottas were the most numerous.
Challenge 3 (700 XP)
As clever as it is cruel, a leucrotta loves to deceive,
torture, and kill. Because leucrottas are smarter and
tougher than most gnolls, one could occupy an elevated Keen Smell. The leucrotta has advantage on Wisdom (Percep-
position within a gnoll tribe. Although a leucrotta is tion) checks that rely on smell.
unlikely to lead a group of gnolls, it can influence the
Kicking Retreat. If the leucrotta attacks with its hooves, it can
leader, and it might even agree to carry a leader into bat- take the Disengage action as a bonus action.
tle and offer advice during the fight.
Gnolls see leucrottas as a form of entertainment, Mimicry. The leucrotta can mimic animal sounds and human-
partly because a leucrotta can mimic the squeals of oid voices. A creature that hears the sounds can tell they are
a suffering victim- a sound that always gives gnolls imitations with a successful DC 14 Wisdom (Insight) check.
pleasure- even when no victims are to be had. Further, Rampage. When the leucrotta reduces a creature to O hit points
a gnoll is bloodthirsty and sadistic, but unable by its with a melee attack on its turn, it can take a bonus action to
nature to prolong the fun of killing. Most leucrottas are move up to half its speed and make an attack with its hooves.
consciously cruel, to the point of being meticulous about
their savagery to draw out a kill into better and longer ACTI ONS
sport. Gnolls enjoy watching a leucrotta work almost as Multiattack. The leucrotta makes two attacks: one with its bite
much as they like doing their own killing. and one with its hooves.
Foulness Embodied. The leucrotta is so loathsome
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
that only gnolls and others of its kind can stand to be
Hit: 8 (ld8 + 4) piercing damage. If the leucrotta scores a criti·
around one for long. Its horrific, hodgepodge body oozes
cal hit, it rolls the damage dice three times, instead of twice.
a foul stench that pollutes anywhere the creature lairs.
This reek is outdone only by the creature's breath, which Hoo11es. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
issues from a maw that drips fluid corrupted with rot Hit: 11 (2d6 + 4) bludgeoning damage.
and digestive juices. In place of fangs, a leucrotta has @-- --. ; - : r- -~a- ±s: ;+ s:a.. 1 s
bony ridges as hard as steel that can crush bones and
lacerate flesh. These plates are so tough that a leucrotta
can use them to peel plate armor away from the body of
a slain knight.
A leucrotta's stench would normally warn away prey
long before the creature could attack. It has two
natural capabilities, however, that give it an ad-
vantage. First, a leucrotta's tracks are nearly
impossible to distinguish from those of com-
mon deer. Second, it can duplicate the call
or the vocal expressions of just about any
creature it has heard. The monster uses
its mimicry to lure in potential victims,
then attacks when they are confused or
unaware of the actual threat.
I"'
========================~=-+,.~-~,~
CHAPTER 3 I 'SES'I'IARY
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ture to its former state.
each of its turns, ending the effect on itself on a success.
spell or divine intervention can restore a transformed crea-
minute. The target can repeat the saving throw at the end of
lock at full health and under -the DM's controL Only a wish
a result of this damage instantly transforms into a meen·
on a DC ll Constitution saving throw or be paralyzed for l
can be repeated. A humanoid that drops to O hit points as
Hit: 7 {2d4 + 2) slashing damage, and the target must succeed
entire hour and aren't incapacitated during it The process
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
only those that remain within sight of the victim for the
ACTIONS
ber of meenlocks participating in the torment, considering
damage on a successful one. The save DC is 10 + the num·
be within line of sight.
(3d6) psychic damage on a failed save, or half as much
tination are in dim light or darkness. The destination need not
creature must make a Wisdom saving throw. taking 10
provided that both the space it's teleporting from and its des-
is susceptible and remains incapacitated for 1 hour, the
lock can teleport to an unoccupied space within 30 feet of it,
that is immune to the frightened condition. If the creature
Shadow Teleport (Recharge 5-6). As a bonus action, the meen-
tions as normal. This torment has no effect on a creature
though they can move about and take actions and reac-
checks that rely on sight.
their telepathy for any other purpose during this time.
advantage on attack rolls, as well as on Wisdom (Perception)
and dreadful imagery. Participating meenlocks can't use
Light Sensiti11ity. While in bright light, the meenlock has dis-
pacitated creature, filling its mind with disturbing sounds
Up to four meenlocks can telepathically torment one inca-
throw or be frightened until the start of the creature's next turn.
TELEPATHIC TORMENT
feet of the meenlock must succeed on a DC 11 Wisdom saving
Fear Aura. Any beast or humanoid that starts its turn within 10
the "Telepathic Torment" sidebar).
transformation into an evil, full-grown meenlock (see
Challenge 2 (450 XP)
that succumbs to this psychic torment undergoes a
Languages telepathy 120 ft.
Senses darkvision 120 ft., passive Perception 14
ically torture them over a period of hours. A humanoid
Condition Immunities frightened
their hidden den, beat them unconscious, and telepath-
Skills Perception +4, Stealth +6, Survival +2
paralyze creatures with their claws, drag them back to
embody all that is good in the world. Meenlocks like to
11 (+O)
10 (+O)
8 (-1)
15 (+2)
7 (-2)
12 (+l)
torment sleeping prey, particularly those who seem to
CON
INT
WIS
STR
DEX
CHA
dark warrens. At night, they crawl out of their tunnels to
During the day, meenlocks confine themselves to their
Speed 30 ft.
peripheral vision.
Hit Points 31 (7d6 + 7)
pers or fleeting movements just at the edges of one's
Armor Class 15 (natural armor)
prey. These hallucinations take the form of terrible whis-
project unsettling hallucinations into the minds of their
Small fey, neutral evil
communication other than telepathy. They can use it to
MEENLOCK
Telepathic Tormentors. Meenlocks have no form of
prey or run away when outmatched.
ened space to another-enabling it to sneak up on its
its vicinity and thus is able to teleport from one dark-
supernaturally sense areas of darkness and shadow in
Dark Dwellers. A meenlock shuns bright light. It can
meenlocks' den, where they torment captives.
muffling sound. A large central chamber serves as the
lair. Inside the warren, black moss covers every surface,
foreboding haunts those who intrude upon a meenlock
So evil and twisted are they that a palpable sense of
a supernatural aura that instills terror in those nearby.
Meenlocks give other creatures the creeps and project
ways serves as the lair's only entrance and exit.
open up within it. One of these newly formed passage-
earth creaks and moans as narrow, twisting tunnels
one meenlock is born, a lair also magically forms. The
arise in the shadows or darkness nearby. If more than
is strong, one or more meenlocks might spontaneously
or in any other location where the Feywild's influence
Whenever fear overwhelms a creature in the Feywild,
Fear Incarnate. Meenlocks are spawned by fear.
ban and subterranean settings.
primarily live in forests, although they adapt well to ur-
to destroy all that is good, innocent, and beautiful. They
Meenlocks are deformed fey that invoke terror and seek
MEENLOCK
MIND FLAYERS
Three members of the horrific illithid family appear
here, joining the regular mind flayer in the Mon-
ster Manual.
ALHOON
Mind flayers that pursue arcane magic are exiled as
deviants, and for them no eternal communion with an
elder brain is possible. The road to lichdom offers a
way to escape the permanency of death, but that path
is long and solitary. Alhoons are mind flayers that use
a shortcut.
Arcane Temptation. Elder brains forbid mind flayers
from pursuing magic power aside from psionics, but it
isn't an interdiction they must often enforce. Illithids
brook no masters but members of their own kind, so it
isn't in their nature to bow to any god or otherworldly
patron. However, wizardry remains a rare temptation.
In the pages of a spellbook, an illithid sees a system
to acquire authority. Through the writings of the wizard
who penned it, the illithid perceives the workings of a
highly intelligent mind. Most mind flayers who find a
spellbook react with abhorrence or indifference, but for
some a spellbook is a gateway to a new way of thinking.
For a time, the study of such forbidden texts can be
hidden from other illithids and even from an elder brain.
Understanding of wizardry eludes the mind like a living
thing. Yet eventually, understanding comes, and a mind
flayer arcanist must accept itself as deviant and flee the
colony if it is to live.
Existential Fear. Arcanist deviants that taste freedom
from the colony react in a variety of ways. Some prize
their privacy, others seek to commune with similar
minds, and still others seek to dominate a colony, ele- munion. Upon its completion, free-willed undeath is con-
vating themselves to the position of leadership normally ferred on the mind flayers, turning them into alhoons.
held by an elder brain. Regardless of the arcanist's per- Initially, an alhoon can be difficult to distinguish from
sonal indinations, it faces the same stark fact: When it a normal mind flayer. The most obvious difference is
dies, it will not join the host of minds in the elder brain. the lack of the mind flayer's ever-present mucus coat-
Deviant minds are never accepted as part of the collec- ing. Without that protection, an alhoon's skin becomes
tive. For it, death means oblivion. dry and cracked. Its eyes might appear shriveled and
Dreadful Deliverance. Lichdom offers salvation and sunken. Both of these clues are easily missed by some-
the prospect of being able to pursue knowledge indef- one who hasn't seen a mind flayer. However, in short
initely. Having feasted on the brains of people when order, an alhoon's flesh withers away and its empty
alive, a mind flayer has no compunction about feeding eye sockets gleam with cold pinpricks of light like
souls to a phylactery. The only hindrance to a mind other liches.
flayer becoming a lich is the means, which is a secret Precarious Immortality. Unlike with true lichdom,
some mind flayer arcanists stop at nothing to discover. the periapt of mind trapping doesn't restore the alhoons
Yet lichdom requires an arcane spellcaster to be at the to undeath if they are destroyed. Instead, a destroyed
apex of power, something many mind flayers find is far alhoon's mind is transferred to the periapt where it
from their grasps. remains in communion with any other trapped alhoon
Confronting this awful reality, a group of nine mind minds, as well as the souls of those sacrificed.
flayer deviants used their arcane magic and psionics to The undeath conferred by a periapt of mind trapping
weave a new truth. These nine called themselves the lasts only so long as the life of the living victim selected.
alhoon, and ever afterward, all those who follow in their Thus an alhoon who brought a 200-year-old elf to be
footsteps have been referred to by the same name. sacrificed looks forward to a much longer existence than
A Psionic Secret. Alhoons can cooperate in the cre- one that sacrifices a 35-year-old person. Alhoons can
ation of a periapt of mind trapping, a fist-sized container extend their existence by repeating the ritual with new
made of silver, emerald, and amethyst. The process victims, effectively resetting the clocks for themselves.
requires at least three mind flayer arcanists and the sac- Destruction of a periapt of mind trapping consigns
rifice of an equal number of souls from living victims in those trapped within it to oblivion, and thus alhoons of-
a three-day-long ritual of spellcasting and psionic com- ten work together to create elaborate protections about
the effect on itself on a success.
Doing so costs l legendary action per level o_ f the spell.
repeat the saving throw at the end of each of its turns, ending
cast a 1st-, 2nd-, or 3rd-level spell that it has prepared.
4) psychic damage and be stµnned for 1 minute. A target can
Cast Spell (Costs 1-3 Actions). The lich uses a spell slot to
succeed on a DC 16 Intelligence saving throw or take 22 (4d8 +
Blast and uses it.
chic energy in a GO-foot cone. Each creature in that area must
Mind Blast (Costs 3 Actions). The lich recharges its Mind
Mind Blast (Recharge 5-6). The alhoon magically emits psy-
Extract Brain (Costs 2 Actions). The lich uses Extract Brain.
target. Hit: 10 (3d6) cold damage.
Tentacles. The lich makes one attack with its tentades.
Chilling Grasp. Melee Spell Attack: +8 to hit. reach 5 ft., one
which replace all of the lich's legendary actions.
ACTIONS
The lich gains the following legendary action options,
against any effect that turns undead.
LEGENDARY ACTIONS
Turn Resistance. The alhoon has advantage on saving throws
ofits turns, ending the effect on itself on a success.
6th level (1 slot): disintegrate, globe of invulnerability
A creature can repeat the saving throw at the end of each
5th level (2 slots): modify memory, wall of force
27 (Sd8 + 5) psychic damage and be stunned for 1 minute.
tasmal killer
must succeed on a DC 18 lntelJigence saving throw or take
4th level (3 slots): confusion, Evard's black tentacles, phan-
chic energy in a 60-foot cone. Each creature in that area
3rd level (3 slots): counterspe/1,fly, lightning bolt
Mind Blast (Recharge 5-6). The lich magically emits psy-
2nd level (3 slots): invisibility, mirror image, scorching ray
devouring its brain.
1st level (4 slots): detect magic, disguise self. magic missile, shield
digitation, shocking grasp
get to O hit points, the lich kills the target by extracting and
(lOdlO) piercing.damage. If this damage reduces the tar-
Cantrips (at will): chill touch, dancing lights, mage hand, presti-
one incapacitated humanoid grappled by the lich. Hit: 55
spells prepared:
Extract Brain. Melee Weapon Attack: + 12 to hit, reach 5 ft. 1
hit with spell attacks). The alhoon has the following wizard
stunned until this grapple ends.
spellcasting ability is Intelligence (spell save DC 16, +8 to
must succeed on a DC 20 Intelligence saving throw or be
Spell,asting. The alhoon is a 12th-level spellcaster. Its
is Large or smaller, it is grappled {escape DC 15) and
1/day each: dominate monster, plane shift (self only)
creature. Hit: 21 ,(3d10 + 5) psychic damage. If the target
At will: detect thoughts, levitate
Tentacles. Melee Weapon Attack: + 12 to hit; reach 5 ft., one
following spells, requiring no components:
ACTIONS
ability is Intelligence (spell save DC 16). It can innately cast the
Innate Spellcasting (Psionics). The alhoon's innate spellcasting
1 /day each; dominate monster, plane shift (self only)
At will: detect thoughts, levitate
against spells and other magical effects.
cast the following spells* requiring no components.
Magic Resistance. The alhoon has advantage on saving throws
ability is Intelligence (spell save DC 20). It can innateJy
Innate Spellcasting (Psionics). The lich's innate spellcasting
Challenge 10 (5,900 XP)
against spells and other magical effects.
languages Deep Speech, Undercommon, telepathy 120 ft.
Magic Resistance. The lich has advantage on saving throws
Senses truesight 120 ft., passive Perception 17
ent from that of the normal lich.
paralyzed, poisoned
Condition Immunities charmed, exhaustion, frightened,
• Its suite of legendary actions (described below) is differ-
and the ability to extract brains.
slashing from nonmagical attacks
Damage Immunities poison; bludgeoning, piercing, and
lactery, it maintains the musc;ular power ofits tentades
Damage Resistances cold, lightning, necrotic
long as a mind flayer lich feeds captured souls to its phy-
Perception +7, Stealth +S
and Mind Blast action options (all described below). So
(Psionics) traits, as well as the Tentades, Extract Brain,
Skills Arcana +8, Deception +7, History +8, Insight +7,
• It has the Magic Resistance and Innate Spellcasting
Saving Throws Con +7, Int +8, Wis +7, Cha +7
lepathy out to a range of 120 feet.
• It speaks Deep Speech and Undercommon, and has te-
16 (+3)
12 (+l)
11 (+O)
19 {+4)
17 {+3)
17 {+3)
WIS
INT
• It has a chatlenge rating of 22 (41,000 XP).
CHA
CON
DEX
STR
Manual), with the following changes:
Speed 30 ft.
A mind flayer lich uses the lich stat block (see the Monster
Hit Points 120 (16d8 + 48)
ability to craft a phylactery and cast the imprisonment spell.
Armor Class 15 (naturaJ armor)
erful mind flayer mages can pursue, since it requires the
The path to true tichdom is something only the most pow-
Medium 1.mdead, any evil alignment
VARIANT: MIND FLAYER LICH (ILLITHILICH)
ALHOON
·-ii ·JS
t§ -- ·¥ · ¥fl ¥i - ,. ;e SS:tS-li& · ..
trapped souls.
with its creation, and those alhoons in turn suffer disad-
prevent communication from alhoons but can silence
attacks, saves, and check against the alhoons associated
with the holder. A creature carrying the periapt can't
holds the periapt of mind trapping gains advantage on
and alhoons within the periapt can speak telepathically
communicate with any sacrificed soul trapped within,
ping, but this is a dangerous proposition. Anyone who
In addition, the holder of the periapt can telepathically
single alhoon is entrusted with the periapt of mind trap-
vantage on attacks, saves, and check against the holder.
the periapt and their preferred ritual site. Sometimes a
ELDER BRAIN
The ultimate expression of illithid domination, an elder
brain sprawls within a vat of viscous brine, touching the
thoughts of creatures near and far. It scrawls upon the
canvas of their minds, rewriting their thoughts and au-
thoring their dreams.
Psychic Infiltrators. When an elder brain infiltrates
a mind, it alters the creature's perception and deceives
its senses, causing it to see, hear, touch, taste, or feel
reality according to the elder brain's intent. From across
great distances, it implants subconscious suggestions or
subtly influences dreams to compel creatures toward a
course of action that benefits its grand plan.
When its insidious suggestions fail to take hold, an el-
der brain asserts its dominance more directly. It seizes
control of a resistant mind and controls the creature's
body as it would a puppet. Against the rare, strong-
willed stalwart that defies it or attacks it, an elder brain
sends a blast of overwhelming psychic force to crush the
upstart's mind, rendering the creature a thoughtless,
drooling shell.
Devourer of Thoushts. An elder brain sustains it-
self by consuming the brains of other creatures. When
the mind flayer servants that guard and tend to an
elder brain don't bring its meals directly to it, the elder
brain reaches out with tendrils of thought, ~entally
compelling creatures to come to it so that it may feed
upon them.
When a mind flayer perishes, the elder brain's ser-
vants feed the contents of its skull to their master, which
absorbs the illithid's brain and all the knowledge and
experience contained therein. In this way the elder
brain continually increases its knowledge, uniting the
thoughts and experiences of the illithid colony into a
unified whole. Mind fl.ayers conceive of this "oneness"
as a sacred state in the same way that a worshiper of a AN ELDER BRAIN'S LAIR
human deity might view an eternal afterlife in the heav-
The lair of an elder brain always lies deep in the heart
ens-for an elder brain can evoke the persona of any
of a mind flayer colony. The creature dwells in a dimly
illithid it has ever absorbed.
glowing brine pool, filled with foul and brackish wa-
Hive Mind. Non-illithids call this creature an elder
ter infused with the elder brain's vital fluids and with
brain because it acts as the central communication hub
psionic energy.
for an entire mind flayer colony just as a brain does for
a living body. Linked to the elder brain, the colony acts
LAIR ACTIONS
like a single organism, acting in concert as if each il-
When fighting inside its lair, an elder brain can use lair
lithid were the digit of a hand.
actions. On initiative count 20 (losing initiative ties), an
Eso Unhindered. Each elder brain considers itself
elder brain can take one lair action to cause one of the
and its desires the most important things in the multi-
following effects; the elder brain can't use the same lair
verse, the mind flayers in its colony nothing more than
action two rounds in a row:
extensions of its will. But no two elder brains are alike,
and each presides over its colony according to its own • The elder brain casts wall of force.
unique personality and storehouse of collected knowl- • The elder brain targets one friendly creature it can
edge and experience. Some elder brains reign as dom- sense within 120 feet of it. The target has a flash of
ineering tyrants, while others serve more benignly as inspiration and gains advantage on one attack roll,
sages, counselors, and repositories of information and ability check, or saving throw it makes before the end
lore for the mind flayers that protect and nourish them. of its next turn. If the target doesn't or can't use this
The ambitions of an elder brain are always tempered benefit in that time, the inspiration is lost.
by its relative immobility. Although its telepathic senses • The elder brain targets one creature it can sense
can reach for miles, moving anywhere is always a dan- within 120 feet of it and anchors it by sheer force of
gerous proposition. If forced outside its brine pool, an will. The target must succeed on a DC 18 Charisma
elder brain will swiftly expire, and transporting an elder saving throw or be unable to leave its current space.
brain in its pool through confining and tortuous subter- It can repeat the saving throw at the end of each of its
ranean tunnels frequently proves difficult or impossible. turns, ending the effect on itself on a success.
of the creature's next turn.
pled at a time.
all ability checks, attack rolls, and saving throws until the end
grapple ends. The elder brain can have up to four targets grap-
ends the link, causing the creature to have disadvantage on
120 feet of it with which it has a psychic link. The elder brain
+ 5) psychic damage at the start of each of its turns until the
Sever Psychic Link. The elder brain targets a creature within
smaller creature, it is grappled (escape DC 15} and takes 9 (1d8
chic damage.
Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or
elder brain within 10 feet of that creature take 10 (3d6} psy-
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target.
feet of it with which it has a psychic link. Enemies of the
ACTIONS
Psychic Pulse. The elder brain targets a creature within 120
creature also takes ld4 psychic damage per level of the spell.
hear each other while connected in this way.
breaks the creature's concentration on a spell it has cast. The
at a time. The elder brain can let those creatures telepathically
120 feet of it with which it has a psychic link. The elder brain
and maintain telepathic conversations with up to ten creatures
Break Concentration. The elder brain targets a creature within
Telepathic Hub. The elder brain can use its telepathy to initiate
Tentacle. The elder brain makes a tentacle attack.
throws against spells and other magical effects.
brain regains spent legendary actions at the start of its turn.
Magic Resistance. The elder brain has advantage on saving
time and only at the end of another creature's turn. The elder
the options below. It can take only one legendary action at a
throw, it can choose to succeed instead.
The elder brain can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the elder brain fails a saving
LEGENDARY ACTIONS
1/day each: dominate monster, plane shift (self only)
At will: detect thoughts, levitate
or until evidence of the lie is presented to the target.
cast the following spells, requiring no components:
der brain succeeds, the mind believes the deception for l hour
contests this attempt with a Wisdom (Insight} check. If the el-
casting ability is Intelligence (spell save DC 18). It can innately
it believes one idea or feels a particular emotion. The target
Innate Spellcasting (Psionics). The elder brain's innate spell-
check with advantage to deceive the target's mind into thinking
in this manner.
hates}. The elder brain can also make a Charisma (Deception}
spell, a nondetection spell, or similar magic can't be perceived
its mind (including things the target worries about, loves, or
anything else about it. A creature protected by a mind blank
reasoning, its emotional state, and thoughts that loom large in
ture, as well as each one's Intelligence score, but can't sense
has a psychic link. The elder brain gains insight into the target's
4 or higher. It knows the distance and direction to each crea-
Sense Thoughts. The elder brain targets a creature with which it
creatures within 5 miles ofit that have an Intelligence score of
brain can form psychic links with up to ten creatures at a time.
Creature Sense. The elder brain is aware of the presence of
5 miles apart, with no consequences to the target. The elder
link also ends if the target and the elder brain are more than
Challenge 14 (11,500 XP}
ful save, the target takes 10 (3d6) psychic damage. The psychic
Undercommon but can't speak, telepathy 5 miles
with a successful DC 18 Charisma saving throw. On a success-
Languages understands Common, Deep Speech, and
action on its turn to attempt to break the psychic link, doing so
Senses blindsight 120 ft., passive Perception 14
the link at any time (no action required). The target can, use an
Persuasion + 12
it is no longer incapacitated, and the elder brain can terminate
Skills Arcana +10, Deception +12, lnsight+l4, Intimidation +12,
get becomes aware that something is linked to its mind once
Saving Throws Int +10, Wis +9, Cha +12
elder brain can perceive everything the target senses. T~e tar-
psychic link with that creature. Until the psychic link ends, the
15 (+2}
20 (+5)
10 (+O}
21 (+5)
24 (+7}
19 (+4}
it can perceive with its Creature Sense trait and establis~es a
INT
STR
CHA
WIS
DEX
CON
Psychic Link. The elder brain targets one incapacitated creature
Speed Sft., swim 10 ft.
its turns, ending the effect on itself on a success.
Hit Points 210 (20dl0 + 100}
ute. A target can repeat the saving throw at the end of each of
Armor Class l 0
take 32 (5d10 + 5) psychic damage and be stunned for 1 min-
feet of it must succeed on a DC 18 Intelligence saving throw or
Large aberration, law ful evil
psychic energy. Creatures of the elder brain's choice within 60
ELDER BRAIN
Mind Blast (Recharge 5-6). The elder brain magically emits
first established. If the check succeeds, the creature is
If the elder brain dies, these effects immediately end.
18 Wisdom (Insight) check when telepathic contact is
gled with those of other creatures to which it is linked.
that initiated the telepathic conversation makes a DC
consists of the elder brain's stray thoughts commin-
sation happening within 5 miles of it. The creature
the deepest recesses of its mind. This psychic detritus
• The elder brain can overhear any telepathic conver-
psychic link hears faint, incomprehensible whispers in
they are being followed, even when they are not.
• Any creature with which the elder brain has formed a
• Creatures within 5 miles of an elder brain feel as if
the creature that initiated it.
more of the following effects:
conversation unless it has formed a psychic link with
by the creature's psionic presence, which creates one or
and the elder brain can't participate in the telepathic
The territory within 5 miles of an elder brain is altered
sation. The nature of the eavesdropper isn't revealed,
REGIONAL EFFECTS
aware that something is eavesdropping on the conver-
,~ --::s;cc:: AA .. ,sc;s: 9A:§:3o+
ULITHARID
Large aberrDtion 1 lawful evil
Armor Class 15 {breastplate)
Hit Points 127 (17dl O + 34)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 {+2) 12 (+l) 15 (+2) 21 (+5) 19 (+4) 21 (+5)
Saving Throws Int +9, Wis +8, Cha +9
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Senses darkvision 120 ft., passive Perception 18
Languages Deep Speech, Undercommon, telepathy 2 miles
Challenge 9 (5,000 XP)
Creature Sense. The ulitharid is aware of the presence of crea-
tures within 2 miles of it that have an Intelligence score of 4 or
higher. It knows the distance and direction to each creature,
as well as each creature's Intelligence score, but can't sense
anything else about it. A creature protected by a mind blank
spell, a nondetection spell, or similar magic can't be perceived
in this manner.
Magic Resistance. The ulitharid has advantage on saving
throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the
ulitharid, the elder brain can form a psychic link with any other
creature the ulitharid can detect using its Creature Sense. Any
such link ends if the creature falls outside the telepathy ranges
of both the ulitharid and the elder brain. The ulitharid can
maintain its psychic link with the elder brain regardless of the
distance between them, so long as they are both on the same ULITHARID
plane of existence. If the ulitharid is more than 5 miles away Very rarely, a tadpole from an elder brain's brine pool
from the elder brain, it can end the psychic link at any time (no transforms an individual into an ulitharid, a larger and
action required). more potent mind flayer that boasts six tentacles.
Master Minds. Illithids innately recognize that an uli-
Innate Spellcasting (Psionics). The ulitharid's innate spellcast-
tharid's survival is more important than their own. An
ing ability is Intelligence (spell save DC 17). It can innately cast
the following spells, requiring no components: elder brain's reaction to the rise of an ulitharid varies.
In most colonies, the ulitharid becomes an elder brain's
At will: detect thoughts, levitate most favored servant, invested with power and authority.
1/day each: confusion, dominate monster, eyebite.feeblemind, In others, the elder brain perceives an ulitharid as a po-
mass suggestion, plane shift (self only), project image, scrying,
telekinesis tential rival for power, and it manipulates or quashes the
ulitharid's ambitions accordingly.
Birth of a Colony. When an ulitharid finds sharing
ACTIONS
leadership with an elder brain to be insufferable, it
Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one breaks off from the colony, taking a group of mind
creature. Hit: 27 (4dl0 + 5) psychic damage. If the target is
flayers with it, and moves to another location to form a
Large or smaller, it is grappled (escape DC 14) and must suc-
ceed on a DC 17 Intelligence saving throw or be stunned until new colony. After the death of the ulitharid's body, mind
flayers take its brain and place it in a brine pool, where
this grapple ends.
it grows into an elder brain over a few days. This pro-
Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one cess doesn't work on the brain of an ulitharid that dies a
incapacitated humanoid grappled by the ulitharid. Hit: 55 natural death, as a brain that succumbs to old age is too
(lOdlO) piercing damage. If this damage reduces the target to decrepit to be used in the creation of an elder brain.
0 hit points, the ulitharid kills the target by extracting and de- Extractor Staff. Each ulitharid carries a psionically
vouring its brain. enhanced staff made of black metal. When the ulitharid
Mind Blast (Recharge 5-6). The ulitharid magically emits psy- is ready to give up its life, it attaches the staff to the back
chic energy in a 60-foot cone. Each creature in that area must of its head, and the staff cracks open its skull and peels
succeed on a DC 17 Intelligence saving throw or take 31 {4dl2 it apart, enabling its brain to be extracted. The brain and
+ 5) psychic damage and be stunned for 1 minute. A target can the staff are then planted in the ulitharid's corpse, caus-
repeat the saving throw at the end of each of its turns, ending ing it to dissolve into ichor. This psionically potent slime
the effect on itself on a success. helps to fuel the transformation of the area into a brine
pool that surrounds an embryonic elder brain.
CHA.PTElt
or opening a door or a container.
trol on objects with this ray, such as manipulating a simple tool
feet in any direction. The mindwitness can also exert fine con-
grapple ends.
isn't being worn or carried, it is telekinetically moved up to 30
on a DC 13 Intelligence saving throw or be stunned until this
If the target is an object weighing 300 pounds or less that
or smaller, it is grappled (escape DC 13} and must succeed
next turn or until the mindwitness is incapacitated.
ture. Hit: 20 (4d8 + 2) psychic damage. If the target is Large
the ray's telekinetic grip until the start of the mindwitness's
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one crea-
moves it up to 30 feet in any direction, and it is restrained by
DC 13 Strength saving throw. On a failed save, the mindwitness
Hit: 16 (4d6 + 2) piercing damage.
6. Telekinetic Ray. If the target is a creature, it must make a
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
turns, ending the effect on itself on a success.
tentacles and one with its bite.
The target can repeat the saving throw at the start of each of its
Multiattack. The mindwitness makes two attacks: one with its
DC 13 Constitution saving throw or be stunned for 1 minute.
5. Stunning Ray. The targeted creature must succeed on a
ACTIONS
a success.
seven other creatures within 600 feet of it that it can see.
at the end of each of its turns, ending the effect on itself on
message, it can telepathically share that message with up to
turn but not both. The creature can repeat the saving throw
tions, and it can take either an action or a bonus action on its
Telepathic Hub. Wh~n the mindwitness receives a telepathic
halved for l minute. In addition, the creature can't take reac-
Dexterity saving throw. On a failed save, the target's speed is
Challenge 5 (1,800 XP}
4. Slowing Ray. The targeted creature must make a DC 13
Languages Deep Speech, Undercommon, telepathy 600 ft.
gence saving throw or take 27 (6d8} psychic damage.
Senses darkvision 120 ft., passive Perception 18
3. Psychic Ray. The target must succeed on a DC 13 Intelli-
Condition Immunities prone
ing the effect on itself on a success.
Skills Perception +8
can repeat the saving throw at the end of each of its turns, end-
Saving Throws Int +5, Wis +5
Wisdom saving throw or be frightened for l minute. The target
2. Fear Ray. The targeted creature must succeed on a DC 13
10 (+O}
15 (+2}
14 (+2}
10 (+O}
15 (+2}
14 (+2}
on itself on a success.
INT
STR
DEX
CHA
CON
WIS
saving throw at the end of each of its turns, ending the effect
vantage on attack rolls for 1 minute. The target can repeat the
Speed O ft., fly 20 ft. (hover}
Charisma saving throw. On a failed save, the target has disad-
Hit Points 75 (lOdlO + 20}
1. Aversion Ray. The targeted creature must make a DC 13
Armor Class 15 (natural armor}
targets it can see within 120 feet of it:
Large aberration, lawful evil
cal eye rays at random (reroll duplicates), choosing one to three
Eye Rays. The mindwitness shoots three of the following magi-
alignment to match that of their new masters.
as demons, shifting their worldview and changing their
to ally with flumphs and telepathic planar beings such
to tell it what to do. Mindwitnesses have been known
ters, a mindwitness seeks out other telepathic creatures
Solitary Seekers. If separated from its illithid mas-
other information.
can see, allowing the rapid spread of commands and
it to as many as seven other creatures the mindwitness
with a mindwitness can converse telepathically through
flayer colony. A creature in telepathic communication
ness is to improve telepathic communication in a mind
Telepathic Hub. The primary function of a mindwit-
as intellect devourers.
to illithid commands, making them almost as obedient
printed with devotion to the elder brain and submission
endanger the colony, mindwitnesses are psionically im-
Less intelligent than beholders and less liable to
some of the beholder's eye rays.
into tentacles similar to those of a mind flayer, and alters
emorphosis transforms four of the beholder's eyestalks
ceremorphosis into a mindwitness. The process of cer-
brine pool of the elder brain, it can be converted through
If the beholder can be stunned and brought safely to the
MINDWITNESS
thin!, odd, unusual. and
CollectoH of eveTY . 1 din~ yo1r.·
MORKOTH ;yaluable-hopefully not inc u ..,.VoIP
Ancient and devious, morkoths are voracious collectors.
Each one travels the planes, amassing the valuables,
oddities, and castoffs of the multiverse to make its col-
lection ever more complete.
Spawned by a God. Long ago, a deity of greed and
strife perished in the battles among the immortals. Its
body drifted through the Astral Plane, eventually be-
coming a petrified husk. This corpse floated up against
a pearlescent remnant of celestial matter imbued with
life and life-giving magic. The collision shattered both
objects and released a storm of chaotic energy. Count-
less islands of mixed matter spun away into the silvery
void. Within some of them, a vein of pearl-like material
held a bit of the deity's rejuvenated supernatural vitality,
which spontaneously created a habitable environment.
On those same islands, bits of the god's petrified flesh
came back to life, in the form of tentacled monstrosi-
ties brimming with malice and greed. Ever since that
time, each morkoth has had an extraplanar island to
call home.
No Rhyme or Reason. A morkoth's island has the
qualities of a dreamscape in which nature and predict-
ability take a back seat to strangeness and chaos. Upon
it is a jumble of objects and a mixture of creatures,
some of which date from forgotten times. An island
might have natural-looking illumination, but most are
shrouded in twilight, and on any of them, mists and
shadows can appear without notice. The environment
is warm and wet, a subtropical or tropical climate that
keeps the morkoth and its "guests" comfortable.
The pearly matter inside an island enables it to glide
on planar currents, maintains the island's environment,
tracts would-be plunderers, of course, as well as those
and keeps the place safe from harmful external effects.
seeking something specific the morkoth has or knows.
A morkoth's island might be found anywhere from the
The creature shows no mercy to those that try to steal
bottom of the ocean to the void of the Astral Plane. One
from it, but it can be bargained with by a visitor that of-
could float in the skies of Avernus in the Nine Hells
without being destroyed and without causing harm to its fers the morkoth something it desires.
residents. Whatever is on or within a certain distance No morkoth freely gives away what it owns. Morkoths
of a morkoth's isle travels with it in its journey through exist to acquire, and they give up possessions only if do-
the planes. Thus, people from lost civilizations and crea- ing so helps their hoard grow.
tures or objects from bygone ages might be found within A morkoth knows every object in its collection and can
a morkoth's dominion. track its possessions through the planes. Someone who
Some islands travel a specific route, arriving at the dares to steal from a morkoth, or breaks a deal with one,
same destinations regularly over a cycle of years. Others will know no rest until the morkoth is slain or all prom-
are tied to a particular place or group of locales, and still ises are kept.
others move erratically through the cosmos. Rarely, a
A MORKOTH'S LAIR
morkoth learns to control its island's movement, so the
island goes wherever its master wishes. A morkoth claims dominion over an entire island, and it
Primeval Hoarders. Morkoths are driven by greed also maintains a central sanctum on that isle. This lair
and selfishness, mixed with a yearning for conflict. They is most often a twisted network of narrow tunnels that
desire anything they don't possess, have no scruples connect several underground chambers, although other
about taking what they crave, and endeavor to keep ev- structural forms might be incorporated. The morkoth
erything they collect. dwells among its most prized possessions in a spacious
A morkoth spends its time watching over its collection vault at the core of the warren, where the pearly matter
and plotting to acquire more possessions. The monster of the island is also located. Sections of the lair and its
hoards vast stores of treasure and knowledge. Its island center might be kept dry to better protect and preserve
holds numerous captives, which it considers part of its collected objects and creatures, but most of the lair is
collection. Some inhabitants, such as descendants of underwater.
original prisoners, might view the morkoth as a ruler A morkoth encountered in its lair has a challenge rat-
or a god. A morkoth's storehouse of wealth and lore at- ing of 12 (8,400 XP).
I.
immediately.
character). The possession remains nearby but con-
If the morkoth dies, these regional e:ff ects end
(chosen by the player, if the creature is that player's
clarity from murky to clear).
a failure, the creature has misplaced one possession
and clear as air, or it can be normal water (ranging in
make a DC 10 Intelligence (Investigation) check. On
effect 1 minute later. The water can be as breathable
less than a year finishes a short or long rest, it must
initiate a change in the water within its lair that takes
• Each time a creature that has been on the island for
• With a thought (no action required), the morkoth can
though they are being watched, even when they aren't.
of each of its turns and every time it takes damage.
or object on the island. Visitors to the island feel as
success. It can also repeat the saving throw at the end
As an action, the morkoth can locate any one creature
peat the saving throw, ending the effect on itself on a
object or a creature, on its island or in its sanctum.
As soon as it can see the morkoth, the target can re-
• The morkoth is aware of any new arrival, whether an
moves toward the morkoth by the most direct route.
the creature's presence, creating the following effects:
realize it's heading toward a creature). The target
The island surrounding a morkoth's lair is warped by
move toward the morkoth's location (the target doesn't
REGIONAL EFFECTS
movement on each of its turns to enter the lair and to
save, the creature feels an intense urge to use its
without expending a spell slot.
must make a DC 15 Wisdom saving throw. On a failed
step, using Intelligence as its spellcasting ability and
within 30 feet of such an entrance and able to see it
• The morkoth casts darkness, dispel magic, or misty
while it's in its lair and not incapacitated. Any creature
effect's point of origin.
that the morkoth can activate or suppress at any time
point within 120 feet of itself. It doesn't need to see the
Entrances to the morkoth's lair have an enchantment
• The morkoth uses its Hypnosis action, originating at a
perception and are easily recovered.
a lair action to cause one of the effects described below:
the morkoth's lair, its lost possessions stand out in its
tiative count 20 (losing initiative ties), the morkoth takes
morkoth's lair 1 hour later. If the creature later goes to
ambient magic of the island to take lair actions. On ini-
ject that is misplaced but not recovered ends up in the
When fighting inside its lair, a morkoth can invoke the
successful DC 15 Wisdom (Perception) check. An ob-
LAIR ACTIONS
cealed for a short time, so it can be recovered with a
the attack roll is rerolled against the chosen creature.
chosen creature makes its own save. If the spell was an attack,
instead of the morkoth. If the spell forced a saving throw, the
6th level (l slot): chain lightning
see within 120 feet of it. The spell targets the chosen creature
5th level (3 slots): geas, scrying
can choose another creature (including the spellcaster) it can
4th level (3 slots): dimension door, Evard's black tentacles
throw against a spell, or a spell attack misses it, the morkoth
3rd level (3 slots): dispel magic, lightning bolt, sending
Spell Reflection. If the morkoth makes a successful saving
2nd level (3 slots): darkness, detect thoughts, shatter
1st level (4 slots): detect magic, identify, shield, witch bolt
REACTIONS
shocking grasp
Cantrips (at will): acid splash, mage hand, mending, ray of frost,
against the morkoth's Hypnosis for 24 hours.
effect ends for it, the creature has advantage on saving throws
attacks). The morkoth has the following wizard spells prepared:
on a success. If a creature's saving throw is successful or the
casting ability is Intelligence (save DC 17, +9 to hit with spell
turns and whenever it takes damage, ending the effect on itself
Spellcasting. The morkoth is an 11th-level spellcaster. Its spell-
target can repeat the saving throw at the end of each of its
Amphibious. The morkoth can breathe air and water.
tions to Dash until it is within 5 feet of the morkoth. A charmed
tries to get as close to the morkoth as possible, using its ac-
morkoth for l minute. While charmed in this way, the target
Challenge 11 (7,200 XP)
saving throw. On a failed save, the creature is charmed by the
Languages telepathy 120 ft.
energy. Each creature in that area must make a DC 17 Wisdom
Perception 20
Hypnosis. The morkoth projects a 30-foot cone of magical
Senses blindsight 30 ft., darkvision 120 ft., passive
nonmagical attacks
another target.
Damage Resistances bludgeoning, piercing, and slashing from
morkoth's turns, and the morkoth can't use its tentacles on
Skills Arcana +9, History +9, Perception +10, Stealth +6
l 5 (3d8 + 2) bludgeoning damage at the start of each of the
Saving Throws Dex +6, Int +9, Wis +6
Until this grapple ends, the target is restrained and takes
is grappled (escape DC 14) if it is a Large or smaller creature.
13 (+l)
14 (+2}
15 (+2)
20 (+S)
14 (+2}
14 (+2)
target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target
WIS
CHA
INT
STR
DEX
CON
Tentacles. Melee Weapon Attack: +6 to hit, reach l 5 ft., one
Speed 25 ft., swim SO ft.
Hit: 9 (2d6 + 2} slashing damage.
Hit Points 130 (20d8 + 40}
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Armor Class 17 (natural armor)
bite and one with its tentacles or three with its bite.
Multiattack. The morkoth makes three attacks: two with its
Medium aberration, chaotic evil
MORKOTH
ACTIONS
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NEOGI
NEOGI HATCHLING
Neogi are hateful slavers that consider most other crea- Tiny aberration, lawful evil
tures, even weaker neogi, to be servants and prey. A
neogi looks like an outsize spider with an eel's neck and Armor Class 11
head. The creature can poison the body and the mind of Hit Points 7 (3d4)
its target, able to subjugate other beings that are other- Speed 20 ft., climb 20 ft.
wise physically superior.
Alien Tyrants. Neogi usually dwell in far-flung loca- STR DEX CON INT WIS CHA
tions on the Material Plane, as well as in the Feywild, 3 (-4) 13 (+1) 10 (+O) 6 (-2) 10 (+0) 9 (-1)
the Shadowfell, and the Astral and Ethereal Planes.
They invaded the world long ago from a remote loca- Senses darkvision 60 ft., passive Perception 10
tion on the Material Plane, abandoning their home to Languages-
conquer and devour creatures in other realms. To meet Challenge 1/8 (25 XP)
their need to navigate great distances, the neogi first
dominated and assimilated the umber hulks of another Mental Fortitude. The hatchling has advantage on saving
lost world. Then, with these slaves providing the phys- throws against being charmed or frightened, and magic can't
ical labor, the neogi designed and built sleek vessels, put the hatchling to sleep.
some capable of traversing the planes, to carry them to
Spider Climb. The hatchling can climb dtfficult surfaces, in-
their new frontiers. Some neogi groups still create and cluding upside down on ceilings, without needing to make an
use such vehicles, which have a distinct spidery aspect. ability check.
Some neogi use magic-the result of a pact between
the neogi and aberrant entities they met during their ACTIONS
journey from their home world. These entities look
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
like stars and embody the essence of evil. They are
Hit: 3 (ld4 + 1) piercing damage plus 7 (2d6) poison damage,
known by such names as Acamar, Caiphon, Gibbeth, and the target must succeed on a DC 10 Constitution saving
and Hadar. throw or become poisoned for 1 minute. A target can repeat
Nothing about the neogi is more unf3rthomable than the saving throw at the end of each of its turns, ending the ef-
their mentality. Because they have the power to control fect on itself on a success.
minds, neogi consider doing so to be entirely appro-
priate. Their society makes no distinction between
individuals, aside from the ability that a given creature Damn ••l·• id
ettsJave Us :u,~tt •ant to
has to control others, and they don't comprehend the
tlaey don't t ud no,
emotional aspects of existence that humans and similar •ste Aood,
beings experience. To a neogi, hatred is as foreign a -Volo
sensation as love, and showing loyalty in the absence of
authority is foolishness.
Cycle of Death and Life. A neogi lives about as
long as a human, and like a human it faces phys-
ical and mental infirmity as it ages. When an
individual is rendered weak by advanced age,
the other neogi in the group overpower it and
inject it with a special poison. The toxin trans-
forms the old neogi into a bloated, helpless
mass of flesh called a great old master. Young
neogi lay their eggs atop it, and when the hatch-
lings emerge, they devour the great old master
and one another, until only a few of the strongest
newborns are left.
Hierarchy of Ownership. Surviving neogi
hatchlings begin their lives under the control
of adult neogi. They must learn about their so-
ciety and earn a place in it, and each one starts
its training by gaining mastery over a young
umber hulk.
Neogi mark themselves and their slaves
through the use of dyes, transformational magic,
and tattoos intended to signify rank, achieve-
ments, and ownership. By these signs, each neogi
can identify its betters-and it must defer to those
of higher station or risk harsh punishment.
e - :a
privileges.
on itself on a success.
neogi caravan than to allow it safe conduct and trading
takes damage, it can repeat the saving throw, ending the effect
the natives are more likely to join together to destroy a
at a distance of up to 1 mile. Whenever the charmed target
city, or near a mind flayer enclave. In other locations,
and the target can communicate telepathically with each other
set up shop in a planar bazaar, on the edge of a drow
the neogi's commands and can't take reactions, and the neogi
to treat with the neogi as equals. Neog~ traders might
more than 1 mile from the target. The charmed target obeys
individuals, or creatures that are formidable enough
charmed by the neogi for 1 day, or until the neogi dies or is
their customers generally consist of desperate or evil
must succeed on a DC 14 Wisdom saving throw or be magically
tial patrons that might instead be easily enslaved, so
targets one creature it can see within 30 feet of it. The target
Neogi buy and sell, but they pose a grave risk to poten-
Enslave (Recharges after a Short or Long Rest). The neogi
them, and they are as devious as devils when doing so.
Hit: 8 (2d4 + 3) piercing damage.
neogi are willing to engage in any activity that profits
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Outside the obligations of a servant to its master,
fect on itself on a success.
the saving throw at the end of each of its turns, ending the ef-
on itself on a success.
throw or become poisoned for 1 minute. A target can repeat
takes damage, it can repeat the saving throw, ending the effect
and the target must succeed on a DC 12 Constitution saving
at a distance of up to l mile. Whenever the charmed target
Hit: 6 (ld6 + 3) piercing damage plus 14 (4d6) poison damage,
and the target can communicate telepathically with each other
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the neogi's commands and can't take reactions, and the neogi
more than 1 mile from the target. The charmed target obeys
and one with its claws.
charmed by the neogi for 1 day, or until the neogi dies or is
Multiattack. The neogi makes two attacks: one with its bite
must succeed on a DC 14 Wisdom saving throw or be magically
ACTIONS
targets one creature it can see within 30 feet of it. The target
Enslave (Recharges after a Short or Long Rest). The neogi
ability check.
ing upside down on ceilings, without needing to make an
Hit: 8 (2d4 + 3) slashing damage.
Spider Climb. The neogi can climb difficult surfaces, includ-
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
unseen servant
fect on itself on a success.
dimension door, fear, hold person, hunger of Hadar, invisibility,
the saving throw at the end of each of its turns, ending the ef-
1st-4th level (24th-level slots): arms of Hadar, counterspell,
throw or become poisoned for 1 minute. A target can repeat
tion, vicious mockery
and the target must succeed on a DC 12 Constitution saving
damage roll), guidance, mage hand, minor i/Jusion, prestidigita-
Hit: 6 (ld6 + 3) piercing damage plus 14 (4d6) poison damage,
Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
short or long rest. It knows the following warlock spe~ls:
and one with its claws.
attacks). It regains its expended spell slots when it finishes a
Multiattack. The neogi makes two attacks: one with its bite
ing ability is Charisma (spell save DC 14, +6 to hit with spell
Spellcasting. The neogi is a 7th-level spellcaster. Its spellcast-
ACTIONS
neogi to sleep.
ability check.
against being charmed or frightened, and magic can't put the
ing upside down on ceilings, without needing to make an
Mental Fortitude. The neogi has advantage on saving throws
Spider Climb. The neogi can climb difficult surfaces, includ-
neogi to sleep.
Challenge 4 (1,100 XP)
against being charmed or frightened, and magic can't put the
telepathy 30 ft.
Mental Fortitude. The neogi has advantage on saving throws
Languages Common, Deep Speech, Undercommon,
passive Perception 13
Challenge 3 (700 XP)
Senses darkvision 120 ft. (penetrates magical darkness),
Persuasion +6
Languages Common, Deep Speech, Undercommon
Senses darkvision 60 ft., passive Perception 13
Skills Arcana +5, Deception +6, Intimidation +6, Perception +3,
Skills Intimidation +4, Perception +3
Saving Throws Wis +3
6 (-2)
16 (+3)
16 (+3)
6 (-2)
13 (+1)
12 (+1)
16 (+3)
14 (+2)
15 (+2)
18 (+4)
12 (+l)
14 (+2)
WIS
CON
CHA
STR
CHA
WIS
STR
CON
INT
INT
DEX
DEX
Speed 30~ .• climb 30 ft.
Speed 30 ft., climb 30 ft.
Hit Points 33 (6d6 + 12)
Hit Points 71 (l 3d6 + 26)
Armor Class 1 S (natural armor)
Armor Class 15 (natural armor)
Small aberration, tawful evil
Medium aberration, lawful evil
NEOGI MASTER
NEOGI
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NEOTHELID
NEOTHELID
A slime-covered worm of immense size, a neothelid is Gargantuan aberration, chaotic evil
the result of the mind flayer reproductive cycle gone
horribly wrong. On rare occasions, an illithid colony col- Armor Class 16 (natural armor}
lapses, typically after an external assault, and the elder Hit Points 325 (2ld20 + 105)
brain is killed. When that happens, the colony's tadpoles Speed 30 ft.
are suddenly freed from their fate. They no longer serve
as food, and in turn are no longer fed by their caretak- STR DEX CON INT WIS CHA
ers. Driven by hunger, they turn to devouring one an- 27 (+8} 7 (-2} 21 (+5} 3 (-4} 16 (+3} 12 (+1}
other. Only one tadpole survives out of the thousands in
the colony's pool, and it emerges as a neothelid. Saving Throws Int +l, Wis +8, Cha +6
Abhorrent to lllithids. Among the strongest taboos in Senses blindsight 120 ft., passive Perception 13
illithid society is the idea of allowing a mature tadpole to Languages-
survive without implanting it into a donor brain. Under Challenge 13 (10,000 XP)
normal circumstances, any tadpole that grows larger
than a few inches in length is killed by the elder brain Creature Sense. The neothelid is aware of the presence of crea-
to be food for it or for less mature tadpoles. Any tadpole tures within l mile of it that have an Intelligence score of 4 or
that survives beyond that state is perceived as a threat higher. It knows the distance and direction to each creature,
to the colony, and the mind flayers organize hunting as well as each creature's Intelligence score, but can't sense
parties to exterminate the abomination. Lacking enough anything else about it. A creature protected by a mind blank
intelligence to be detected by an elder brain's power to spell, a nondetection spell, or similar magic can't be perceived
sense thoughts, neothelids warrant such precautions. in this manner.
Savage Behemoth. As a feral thing, a neothelid Innate Spellcasting (Psionics). The neothelid's innate spellcast-
knows nothing beyond the predatory existence it has ing ability is Wisdom (spell save DC 16). It can innately cast the
lived so far and struggles to comprehend its new psionic following spells, requiring no components:
abilities. Neothelids prowl subterranean passages in
At will: levitate
search of more brains to sate their constant hunger,
1/day each: confusion,feeblemind, telekinesis
growing ever more vicious. These creatures can spray
tissue-dissolving enzymes from their tentacle ducts, Magic Resistance. The neothelid has advantage on saving
reducing victims to a puddle of slime and leaving only throws against spells and other magical effects.
the pulsing brain unharmed. They have no knowledge of
ACTIONS
their link to illithids, so they're just as likely to prey on
mind fl.ayers as on anything else. Tentacles. Me/ee Weapon Attack: + 13 to hit, reach 15 ft., one
target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8)
psychic damage. If the target is a Large or smaller creature, it
must succeed on a DC 18 Strength saving throw or be swal-
lowed by the neothelid. A swallowed creature is blinded and
restrained, it has total cover against attacks and other effects
outside the neothelid, and it takes 35 (10d6) acid damage at
the start of each of the neothelid's turns.
If the neothelid takes 30 damage or more on a single turn
from a creature inside it, the neothelid must succeed on a DC
18 Constitution saving throw at the end of that turn or regurgi-
tate all swallowed creatures, which fall prone in a space within
10 feet of the neothelid. If the neothelid dies, a swallowed
creature is no longer restrained by it and can escape from the
corpse by using 20 feet of movement, exiting prone.
Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60-
foot cone. Each creature in that area must make a DC 18 Dex-
terity saving throw, taking 35 (10d6) acid damage on a failed
save, or half as much damage on a successful one.
regains ld6 hit points.
damage to the nil bog, the nilbog reduces the damage to O and
Reversal of Fortune. In response to another creature dealing
REACTIONS
one target. Hit: 5 (ld6 + 2) piercing damage.
while possessed.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
reverts to its normal statistics and loses the traits it gained
potential host nearby. A goblin stripped of its nilbog spirit
target. Hit: 5 (ld6 + 2) bludgeoning damage.
it won't do so willingly unless it knows there's another
Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one
to possess. The spirit can leave its host at any time, but
ACTIONS
from evil and good, the spirit searches for another goblin
ended by a spell such as hallow, magic circle, or protection
tion as a bonus action on each of its turns.
goblin for 24 hours. If its host is killed or the possession is
Nimble Escape. The nilbog can take the Disengage or Hide ac-
reaction. If the save succeeds, the spirit can't possess that
and Nilbogism traits, as well as its Reversal of Fortune
healing, except through its Reversal of Fortune reaction.
ready higher), and it gains the nilbog's Innate Spellcasting
The nilbog can't regain hit points, including through magical
chaotic evil, its Charisma becomes 15 {unless it was al~
charmed in this way must use its action praising the nilbog.
possessed by the spirit, the goblin's alignment becomes
charmed until the end of the creature's next turn. A creature
15 Charisma saving throw or become possessed. While
must first succeed on a DC 12 Charisma saving throw or be
A goblin targeted by the spirit must succeed on a DC
Nilbogism. Any creature that attempts to damage the nilbog
attempt to possess a goblin within 5 feet of it.
can't speak or be attacked. The only action it can take is to
l /day: confusion
Bereft of a host, the spirit has a flying speed of 30 feet and
At will: mage hand, Tasha's hideous laughter, vicious mockery
A nilbog is an invisible spirit that possesses only goblins.
spells, requ1ring no material components:
NILBOCISM
Charisma (spell save DC 12). It can innately cast the following
Innate Spellcasting. The nilbog's innate spellcasting ability is
manic behavior.
ously not a nilbog, hobgoblins and bugbears indulge its
Challenge l {200 XP)
one among the goblins, because even if the jester is obvi-
Languages Common, Goblin
pleases. The position of jester is a much sought-after
Senses darkvision 60 ft., passive Perception 9
jester is allowed to go anywhere and do whatever it
Skills Stealth +6
that each host include at least one goblin jester. This
in a host has given rise to a practice among goblinoids
10 {+O)
15 {+2)
8 {-1)
10 (+O)
14 (+2)
8 {-1)
No joking Matter. The possible presence of a nilbog
CON
DEX
STR
WIS
INT
CHA
well and give it respect and praise.
way to keep a nilbog from wreaking havoc is to treat it
Speed 30 ft.
prompts the spirit to possess another goblin. The only
Hit Points 7 (2d6)
Armor Class 13 (leather armor)
by a nilbog is foolhardy, and killing the creature just
posite of what they desire. Attacking a goblin possessed
Small humarroid (goblinoid), chaotic evil
the goblin strange powers that drive others to do the op-
NILBOG
cracking, impish creature fearless of reprisal. It gives
its betters. This possession turns the goblin into a wise-
nilbog, particularly if the goblin has been mistreated by
is a chance that a goblin will become possessed by a
Goblins' Reven;e. When goblinoids form a host, there
bears and hobgoblins in the host.
the fear that a nilbog sows among the ranks of the bug-
it, a nilbog ("goblin" spelled backward), and they revel in
call the possessing spirit, and the goblin possessed by
ensnare and crush it as he did their other deities. They
and dare not give it one, lest Maglubiyet use its name to
less it is appeased. Goblins have no name for this deity
goblinoids form a host, causing disorder in the ranks un-
splintered form as a possessing spirit that arises when
shattered by Maglubiyet, this trickster god survives in
termined to get the last laugh. Although its essence was
goblins' pantheon included a trickster deity who was de-
overseer who would keep the goblins under heel. But the
tended to leave only Khurgorbaeyag alive as a harsh
When Maglubiyet conquered the goblin gods, he in-
NILBOG
ORCS
To the common folk of the world, an ore is an ore. They
know that any one of these savages can tear an ordinary
person to pieces, so no further distinction is necessary.
Ores know better. Different groups of ores exist within
a tribe, the actions of each dictated by the deity they pay
homage to. To complement the various kinds of warriors
that spill forth to ravage the countryside, each tribe has
members that remain deep inside the lair, seldom if ever
seeing what lies outside the darkness of their den.
In addition, ores have special relationships with two
creatures that are sometimes found in their company:
the aurochs, a great bull that serves as a mount for
warriors that revere Bahgtru, and the tanarukk, a
demon-ore crossbreed that is so depraved and destruc-
tive that even ores seek to kill it. The aurochs is de-
scribed in appendix A. The tanarukk is described below.
0RC BLADE OF lLNEVAL
Ilneval is Gruumsh's battle captain, a devious strategist
who directs Gruumsh's soldiers with boldness. Among
ores, warriors that venerate Ilneval emulate their deity.
Such ores learn to command their fellows in ways that
are unpredictable but help to ensure victory.
0RC BLADE OF ILNEVAL
Medium humanoid (ore), chaotic evil
Armor Class 18 (chain mail, shield)
Hit Points 60 (8d8 + 24) 0 RC CLAW OF LUTHIC
Speed 30 ft. Medium humanoid (ore), chaotic evil
STR DEX CON INT WIS CHA Armor Class 14 (hide armor)
17 (+3) 11 (+O) 17 (+3) 10 (+0) 12 (+1) 14 (+2) Hit Points 45 (6d8 + 18)
Speed 30ft.
Saving Throws Wis +3
Skills Perception +3, Insight +3, Intimidation +4 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 13 14 (+2) 15 (+2) 16 (+3) 10 (+O) 15 (+2) 11 (+O)
Languages Common, Ore
Challenge 4 (1,100 XP) Skills Intimidation +2, Medicine +4, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ore
Aggressive. As a bonus action, the ore can move up to its speed Challenge 2 (450 XP)
toward a hostile creature that it can see.
Foe Smiter of llneval. The ore deals an extra die of damage Aggressive. As a bonus action, the ore can move up to its speed
when it hits with a longsword attack (included in the attack). toward a hostile creature that it can see.
ACTIONS Spellcasting. The ore is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell at-
Multiattack. The ore makes two melee attacks with its long-
tacks). The ore has the following cleric spells prepared:
sword or two ranged attacks with its javelins. If llneval's Com-
mand is available to use, the ore can use it after these attacks. Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
2nd level (3 slots): augury, warding bond
get. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slash-
3rd level (2 slots): bestow curse, create food and water
ing damage when used with two hands.
ACTIONS
Ja11elin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (ld6 + 3) piercing damage. Multiattack. The ore makes two claw attacks, or four claw at-
tacks if it has fewer than half of its hit points remaining.
llneval's Command (Recharge 4-6}. Up to three allied ores
within 120 feet of this ore that can hear it can use their reac- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
tions to each make one weapon attack. Hit: 6 (ld8 + 2) slashing damage.
reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.
triggering its Corrupted Carrier trait.
Touch of the White Hand. Melee Weapon Attack: +3 to hit,
Corrupted V engeance. The ore reduces itself to O hit points,
ACTIONS
Hit: 4 (ld4 + 2) slashing damage plus 2 (ld4) necrotic damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
2nd level (3 slots): blindness/deafness, silence
ACTIONS
from evil and good
l st level (4 slots): bane, detect magic, inflict wounds, protection
throws against poison and disease.
Cantrips (at-will): guidance, mending, resistance, thaumaturgy
Nurtured One of Yurtrus. The ore has advantage on saving
ore has the following cleric spells prepared:
hit points.
tacks). It requires no verbal components to cast its spells. The
success. While poisoned by this effect, a creature can't regain
ability is Wisdom (spell save DC 12, +4 to hit with spell at-
at the end of each of its turn, ending the effect on itself on a
Spellcasting. The ore is a 4th-level spellcaster. Its spellcasting
soned. A creature poisoned by this effect can repeat the save
toward a hostile creature that it can see.
success, the creature takes half as much damage and isn't poi-
Aggressive. As a bonus action, the ore can move up to its speed
takes 14 (4d6) poison damage and becomes poisoned. On a
13 Constitution saving throw. On a failed save, the creature
explodes, and any creature within 10 feet of it must make a DC
Challenge 2 (450 XP) '
Corrupted Carrier. When the ore is reduced to O hit points, it
Languages understands Common and Ore but can't speak
Senses darkvision 60 ft., passive Perception 12
toward a hostile creature that it can see.
Skills Arcana +2, Intimidation +1, Medicine +4, Religion +2
Aggressive. As a bonus action, the ore can move up to its speed
9 (-1)
11 (+O)
16 (+3)
11 (+O)
12 (+1)
14 (+2)
WIS
Challenge 1/2 (100 XP)
INT
CON
DEX
CHA
STR
Languages Common, Ore
Senses darkvision 60 ft., passive Perception 10
Speed 30 ft.
Hit Points 30 (4d8 + 12)
8 (-1)
16 (+3)
7 (-2)
11 (+O)
15 (+2)
7 (-2)
Armor Class 12 (hide armor)
INT
CON
WIS
CHA
DEX
STR
Medium humanoid (ore), chaotic evil
Speed 30 ft.
0RC HAND OF YURTRUS
Hit Points 30 (4d8 + 12)
Armor Class 9
Medium humanoid (ore), chaotic evil
0RC NURTURED ONE OF YURTRUS
r::{ SGES#
4 '
i# &
¥
g;~ -
· - ~ &
s
Cave Mother's magic to heal, protect, and curse.
disciples are the claws of Luthic, which can use the
in the healing arts. The most powerful among Luthic's
guarantee the survival of the tribe, and most are skilled
fying and maintaining an ore stronghold. They help to
Ore females devoted to Luthic are in charge of forti-
much as Luthic uses her own.
lacquer them, learnirtg to use these claws as weapons
particularly attracted to Luthic grow long nails and
females raise such bears alongside ore whelps. Females
cious and strong. Her symbol is the cave bear, and ore
the darkness who raises new broods of ores to be vi-
to all ores. She is the Cave Mother, a fierce dweller in
Luthic is Gruumsh's wife and the paragon of maternity
0RC CLAW OF LUTHIC
warriors to work together against their adversaries.
orcish ferocity to best advantage, and helps the ordinary
ing orders at lesser soldiers. A blade knows how to use
from the front, wading into combat fearlessly while bark-
who advise their chief in matters of war. Blades lead
and rise to become known as blades, tactical experts
The wisest among these leaders gain Ilneval's favor
As befits followers of a god who doesn't speak, hands
of Yurtrus remove their tongues to emulate their deity,
for a reason similar to why an eye of Gruumsh puts out
one of its eyes.
0RC NURTURED ONE OF YURTRUS
When plague strikes a tribe, the hands of Yurtrus isolate
the sick. The priest~ then minister to those who can be
saved but not healed. The hands cultivate the sickness
of these nurtured ones, turning them into instruments
of defense and weapons of war. When ores go to battle,
a band of nurtured ones might charge in first-to give
themselves up while softening up the enemy by spread-
ing Yurtrus's vile blessing in its ranks.
0RC RED FANG OF SHARGAAS
Shargaas is the ore deity of deep darkness and sneak-
iness, a murderous god who hates anything that lives
that isn't an ore. Ores consider Shargaas to be a divinity
suited to pariahs and weaklings, all of them unfit for
ORC RED FANG OF SHARGAAS
Medium humanoid (ore). chaotic evil
Armor Class 15 (studded leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+O) 16 (+3) 15 (+2) 9 (-1) 11 (+O) 9 (-1)
Skills Intimidation +1, Perception +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ore
Challenge 3 (700 XP)
Cunning Action. On each of its turns, the ore can use a bonus
action to take the Dash, Disengage, or Hide action.
Hand of Shargaas. The ore deals an 2 extra dice of dam-
age when it hits a target with a weapon attack (included in
its attacks).
Shargaas's Sight. Magical darkness doesn't impede the ore's
darkvision.
0RC HAND OF YURTRUS
Yurtrus is the ore god of death and disease. He is a hor- Slayer. In the first round of a combat, the ore has advantage on
rifying abomination covered in rot and infection, except attack rolls against any creature that hasn't taken a turn yet. If
the ore hits a creature that round who was surprised, the hit is
for his perfect, smooth white hands.
automatically a critical hit.
Ore priests that oversee the line between life and
death are known by the others in the tribe as hands of
ACTIONS
Yurtrus. They dwell on the fringes of an ore lair, usually
Multiattack. The ore makes two scimitar or dart attacks.
communing with other ores through the auspices of
those who follow Luthic. The hands of Yurtrus wear Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
pale gloves made of the bleached skin of other human- get. Hit: 13 (3d6 + 3) slashing damage.
oids (preferably elves), symbolizing their connection
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one tar-
with Yurtrus, and are sometimes called "white hands"
get. Hit: 10 (3d4 + 3) piercing damage.
as a result.
Every ore knows that the hands ofYurtrus are the Veil of Shargaas (Recharges after a Short or Long Rest). The ore
tribe's gateway to the ancestors. Ores who die having casts darkness without any components. Wisdom is its spell-
served the tribe well go on to rituals meant to send them casting ability.
to Gruumsh's realm. e - ?tP?f? e :z+eces SP
......
~ f .
- -?e¥2:
Ed
¥&
imprisoned. Sooner or later, a free tanarukk rampages
lair, a tanarukk is destructive and volatile, and best kept
against the attacker.
tanarukk can make one melee weapon attack with advantage
threat to their allies off the battlefield. Within the tribe's
Unbridled Fury. In response to being hit by a melee attack, the
Although tanarukks are fearsome fighters, they are a
age than an ore.
REACTIONS
transforming it at birth into a creature much more sav-
target. Hit: 11 (2d6 + 4) slashing damage.
power. The process corrupts an unborn ore of the tribe,
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
of creating tanarukks with those who entreat him for
The demon lord Baphomet gladly shares the secret
Hit: 8 (ld8 + 4) piercing damage.
bolster their followers' strength.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Evil humans who control ores also use such power to
and one with its greatsword.
ores might turn to abyssal magic to make tanarukks.
Multiattack. The tanarukk makes two attacks: one with its bite
When demonic corruption taints a tribe's leadership,
ACTIONS
TANARUKK
throws against spells and other magical effects.
tion missions into enemy territory.
Magic Resistance. The tanarukk has advantage on saving
these bats into battle or on secret raids and assassina-
speed toward a hostile creature that it can see.
creatures that are sacred to Shargaas. Red Fangs ride
Most Red Fang enclaves keep and nurture giant bats,
Aggressive. As a bonus action, the tanarukk can move up to its
by Shargaas.
a mix of intense training and magic granted to them
Challenge 5 (1,800 XP)
covert operations on the tribe's behalf. They rely on
Languages Abyssal, Common, Ore
They perform assassinations, stealthy raids, and other
Senses darkvision 60 ft., passive Perception 12
sins and thieves that follow the cult of the Red Fang.
Damage Resistances fire, poison
The elite among Shargaas's followers are the assas-
Skills Intimidation +2, Perception +2
remote, deepest parts of the tribe's domain.
20 (+5)
9 (-1)
9 {-1)
9 (-1)
18 (+4)
13 (+l)
true roles in tribal life. These outsiders live in the most
DEX
WIS
INT
CON
STR
CHA
Speed 30 ft.
Hit Points 95 (10d8 + 50)
Armor Class 14 (natural armor)
Medium fiend (demon, ore), chaotic evil
TANARUKK
abominations.
raising a natural-born tanarukk, most tribes slay such
dants randomly produce tanarukks. Rather than risk
merous subsequent generations, so its female descen-
If a tanarukk manages to breed, its blood taints nu-
war is the course it inevitably chooses.
tanarukk does seize the leadership of a tribe, reckless
Most such coups fail, but at great cost to the tribe. If a
through the tribe, attempting to take over by force.
Tt-tEV RACE TM~MSELVES TO OEA"C'l-f.
AND SC.tUEME AS FAST AS THEV R\IN. •
- E1.~INSTER 'w
QUICKLING
Quicklings rocket through haunting, twisted forests
where the unseelie fey hold sway, both in the Feywild
and in the world. Racing faster than the eye can track,
each appears as little more than a blurry wavering
in the air.
A quickling is a small, slender fey, similar to a min-
iature elf with sharp, feral features. Its cold, cruel eyes
gleam like jewels.
Live Fast, Die Youns. Quicklings owe their exis-
tence-and their plight- to the Queen of Air and Dark-
ness, the dread ruler of the Gloaming Court. Once a
race of lazy and egotistical fey, the creatures that would
become the quicklings were late in answering the
queen's summons one time too many. To hasten their
pace and teach them to mind her will, the queen shrank
their stature and sped up their intern'al clocks. The
queen's curse gave quicklings their amazing speed but
also accelerated their passage through life-no quick-
ling lives longer than fifteen years.
Too Fast for Words. The mortal realm is a ponderous
place to a quickling's eye: a hurricane creeps gradually
across the sky, a torrent of rain drifts earthward like
lazy snowflakes, lightning crawls in a meandering path QUICKLING
Tiny fey, chaotic evil
from cloud to cloud. The slow and boring world seems
to be populated by torpid creatures whose deep, mooing
Armor Class 16
speech lacks meaning.
Hit Points 10 (3d4 + 3)
To other creatures, a quickling seems blindingly fast,
Speed 120 ft.
vanishing into an indistinct blur as it moves. Its cruel
laughter is a burst of rapid staccato sounds, its speech a STR DEX CON INT WIS CHA
shrill squeal. Only when a quickling deliberately slows 4 (-3) 23 (+6) 13 (+l) 10 (+O) 12 (+l) 7 (-2)
down, which it prefers not to do, can other beings prop-
erly see, hear, and comprehend it. Never truly at rest,
Skills Acrobatics +8, Sleight of Hand +8, Stealth +8 1
a "stationary" quickling constantly paces and shifts in Perception +S
place, as though it can't wait to be off again. Senses darkvision 60 ft., passive Perception l 5
Mischief, Not Murder. Quicklings have a capricious Languages Common, Sylvan
nature that goes well with their energy level: they think Challenge l (200 XP)
as fast as they run, and they are always up to something.
A quickling spends most of its time perpetrating acts of Blurred Movement. Attack rolls against the quickling have dis-
mischief on slower creatures. One rarely passes up an advantage unless the quickling is incapacitated or restrained.
opportunity to tie a person's bootlaces together, move
Evasion. If the quickling is subjected to an effect that allows it
the stool a creature is about to sit on, or unbuckle a sad-
to make a Dexterity saving throw to take only half damage, it in-
dle while no one's looking. stead takes no damage if it succeeds on the saving throw, and
Tricks of that sort are hardly the limit of their artful
only half damage if it fails.
malice, however. They don't commit outright murder,
but quicklings can ruin lives in plenty of other ways: ACTIONS
stealing an important letter, swiping coins collected for
Multiattack. The quickling makes three dagger attacks.
the poor, planting a stolen item in someone's bag. Quick-
lings enjoy causing suffering that transcends mere mis- Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft.
chief, especially when the blame for their actions falls or range 20/60 ft., one target. Hit: 8 (ld4 + 6) piercing damage.
on other creatures and creates discord. e ·.- == f e: -~ ., -- as:: e - . ; ;@<?¥ -="-
4) bludgeoning damage and be knocked prone.
-Volo
succeed on a DC 14 Dexterity saving throw or take 20 (3dl0 +
flun~ battleau.
ture it can see and kicks with its iron boots. The target must
As aubtlit as a
lronbound Pursuit. The redcap moves up to its speed to a crea-
target. Hit: 9 (2d4 + 4) slashing damage.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
wicked sickle.
MultiQttQck. The redcap makes three attacks with its
blood risks becoming the redcap's next target.
tries to stifle a redcap's natural and necessary urge for
ACTIONS
redcap demands to be paid in victims. A patron who
In any case, if a redcap works with another being, the
disadvantage on its attack rolls.
to be Medium. Also, wielding a heavy weapon doesn't impose
lating that creature's murderous handiwork.
Outsize Strength. While grappling, the redcap is considered
could attract the entire group to serve as cohorts, emu-
for the creation of multiple redcaps at the same site
terity (Stealth) checks.
proximity to a kindred spirit. An individual responsible
Iron Boots. While moving, the redcap has disadvantage on Dex-
ture its first victim. Others seek out their maker to enjoy
innate connection to find its creator and make that crea-
Challenge 3 (700 XP)
derous acts led to their birth. A redcap might use this
Languages Common, Sylvan
Also, some redcaps can sense the being whose mur-
Senses darkvision 60 ft., passive Perception 13
to work as grisly servants.
Skills Athletics +6, Perception +3
methods to call redcaps out of the Feywild and put them
be fond in the employ of hags and dark mages that know
9 (-1)
13 (+1)
18 (+4)
10 (+O)
18 (+4)
12 (+l)
erate in groups, but in some circumstances they might
CON
STR
WIS
INT
CHA
DEX
Bloodthirsty Mercenaries. Redcaps don't usually op-
in its will to survive.
Speed 25 ft.
as if it had never been. A redcap's desire to slay is rooted
Hit Points 45 (6d6 + 24)
ished at least once every three days, the redcap vanishes
Armor Class 13 (natural armor)
wet blood, and it knows that if the blood isn't replen-
its victims. When a redcap is born, its hat is coated with
Small fey, chaotic evil
tence, a redcap has to soak its hat in the fresh blood of
REDCAP
Steeped in Slaughter. To sustain its unnatural exis-
get can react.
and get in a vicious swing of its weapon before the tar-
potential prey, though, it can close the distance quickly
ponderous, thunderous steps. When a redcap is near to
cap wanted to be stealthy, its iron boots force it to take
tion and the mayhem of mortal combat. Even if a red-
Redcaps lack subtlety. They live for direct confronta-
out to satisfy these cravings.
redcap desires only murder and carnage, and it sets
bladed weapon. From the moment it awakens, a
similar material, heavy iron boots, and a heavy
creature has a pointed leather cap, pants of
a sinewy frame springs from the earth. The
dersized gnome with a hunched back and
creature that looks like a wizened and un-
moonlight shines on one of these caps, a
just pushing their caps out of the soil. When
caps look like tiny bloodstained mushrooms
person soaks the ground. At first, new red-
caps might appear where the blood of a slain
tense desire for bloodshed, one or more red-
crossing, if a sentient creature acts on an in-
where that plane touches the world at a fey
Blood Lust Personified. In the Feywild, or
or regret.
which they use to hunt and kill without hesitation
Redcaps, although small, have formidable strength,
A redcap is a homicidal fey creature born of blood lust.
REDCAP
THE SEA SPAWN OF PURPLE RocKS
Visitors to a string ofistands called the Purpfe Rocks (in
the Forgotten Realms setting) might notice one curious
fact about the islands' human inhabitants: no infants or
elderly are among them. This is because babies born to
the Rocklanders are cast into the sea and claimed by a
kraken named Slarkrethel. The experience transforms the
children into fanatics dedicated to the kraken. They return
from the sea as humans, but when they reach old age, they
transform into sea spawn and rejoin their master in the
dark depths. Some children return having suffered partial
transformations, leaving them semi-bestial until their full
transformation when they reach old age. These wretches
are hidden until their final change, to keep the secret of the
Purple Rocks.
Kraken priests (described in appendix B) are the tenders
of the kraken's flock. Most of the priests are island natives,
but some are merfolk, merrow, or sea elves that live in the
water around the Purple Rocks.
SEA SPAWN
Medium humanoid, neutral evil
Armor Class 11 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 15 (+2) 6 (-2) 10 (+O) 8 (-1) SEA SPAWN
Many of the stories sung as sea shanties and passed
Senses darkvision 120 ft., passive Perception 10 on as tales in dockside taverns tell of people lost to the
Languages understands Aquan and Common but can't speak sea-but not merely drowned and gone. These unfortu-
Challenge l (200 XP)
nates are taken by the ocean and live on as sea spawn,
haunting the waves like tortured reflections of their
Limited Amphibiousness. The sea spawn can breathe air and former selves. Coral encrusts them. Barnacles cling to
water, but needs to be submerged in the sea at least once a day their cold skin. Lungs that once filled with air can now
for 1 minute to avoid suffocating. breathe in water as well.
Tales provide myriad reasons for these strange trans-
ACTIONS
formations. "Be wary of falling in love with a sea elf or
Multiattack. The sea spawn makes three attacks: two unarmed a merfolk," some say. "Return to port before a storm, no
strikes and one with its Pi seine Anatomy. matter how tempting the catch." "Honor the sea gods as
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach S ft., they demand, but never promise them your heart." Such
one target. Hit: 4 (ld4 + 2) bludgeoning damage. cautionary tales disguise the deeper truth: things lurk
beneath the waves that strive to claim the hearts and
Piscine Anatomy. The sea spawn has one or more of the follow- minds of land dwellers.
ing attack options, provided it has the appropriate anatomy: Deep Thralls. Krakens, morkoths, sea hags, marids,
Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. storm giants, dragon turtles-all of these sea creatures
Hit: 4 (ld4 + 2) piercing damage. and more can mark mortals as their own and claim
them as minions. Such people might become beholden
Poison Quills. Melee Weapon Attack: +5 to hit, reach S ft., one
creature. Hit: 3 (ld6) poison damage, and the target must to their master through a bleak bargain, or they might
succeed on a DC 12 Constitution saving throw or be poi- find themselves cursed by such creatures. Once warped
soned for l minute. The target can repeat the saving throw into a fishlike form, the person can't leave the sea for
at the end of each of its turns, ending the effect on itself on long without courting death.
a success. Anatomical Diversity. Sea spawn come in a wide va-
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one riety of forms. An individual might have a tentacle for an
target. Hit: 5 (ld6 + 2) bludgeoning damage, and the target is arm, the jaws of a shark, a sea urchin's spines, a whale's
grappled (escape DC 12) if it is a Medium or smaller creature. fin, octopus eyes, seaweed hair, or any combination of
Until this grapple ends, the sea spawn can't use this tentacle such qualities. Some sea spawn have piscine body parts
on another target. that provide them with special abilities beyond those of
an ordinary humanoid.
next 24 hours.
immune to any shadow mastiff's Terrifying Howl for the
throw is successful or the effect ends for it, the target is
ending the effect on itself on a success. If a target's saving
repeat the saving throw at the end of each of its turns,
or be frightened for l minute. A frightened target can
its howl must succeed on a DC 11 Wisdom saving throw
humanoid within 300 feet of the mastiff and able to hear
Terrifying Howl. The shadow mastiff howls. Any beast or
• It has the Terrifying How1 action option described below.
• It has an Intelligence of 6 (;...2).
• The alpha has above average (42-54) hit points.
shadow mastiff, with the following modifications:
A shadow mastiff alpha has the statistics of a normal
SHADOW MASTIFF ALPHA
knocked prone.
ations when magical or spiritual incursion is likely.
it must succeed on a DC 13 Strength saving throw or be
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
mastiff an especially skilled guardian, especially in situ-
Bite. Me/ee Weapon Attack: +5 to hit, reach 5 ft., one target.
Ethereal Plane. This extraplanar perception makes a
a shadow mastiff can see creatures and objects on the
ACTIONS
Ethereal Sight. In addition to its other capabilities,
for the hounds as guards in their strongholds.
checks, and saving throws.
the shadow mastiff has disadvantage on attack rolls, ability
strong-willed and evil-minded individuals, who find use
Sunlight Weakness. While in bright light created by sunlight,
shadow mastiffs into the world is also known by other
lievers, heretics, and apostates. The method for bringing
shadow mastiff attacks, is in bright light, or is incapacitated.
temple sentinels, bodyguards, and punishers of nonbe-
the shadow mastiff uses a bonus action to end it or until the
tiffs from the Shadowfell and then put them to work as
anything it is wearing or carrying. The invisibility lasts until
Realms, perform unholy rites to summon shadow mas-
mastiff can use a bonus action to become invisible, along with
ities of gloom and night, such as Shar in the Forgotten
Shadow Blend. While in dim light or darkness, the shadow
Summoned for Service. Some faiths devoted to de-
Wisdom (Perception) checks that rely on hearing or smell.
tolerate bright light, but they shun sunlight.
Keen Hearing and Smell. The shadow mastiff has advantage on
ons while in dim light or darkness. Shadow mastiffs can
protection, granting it resistance to nonmagical weap-
tures and objects.
kill. Gloom provides a shadow mastiff with supernatural
Ethereal Awareness. The shadow mastiff can see ethereal crea-
is also a signal to the rest of the pack to move in for the
into the hearts of nearby beasts and humanoids. Its howl
Challenge 2 (450 XP)
prey nearby, the alpha lets loose a howl that strikes fear
Languages-
When a shadow mastiff pack is hungry and senses
Senses darkvision 60 ft., passive Perception 13
be killed and replaced.
nonmagical attacks while in dim light or darkness
remain sharp to keep the rest of the pack in line, lest it
Damage Resistances bludgeoning, piercing, and slashing from
smartest and toughest one of the group. The alpha must
Skills Perception +3, Stealth +6
Each pack is led by an alpha (male or female) that is the
14 (+2)
13 (+l)
between the planes, several more are sure to follow.
5 (-3)
5 (-3)
16 (+3)
12 (+ 1)
CON
INT
on the Shadowfell, so when one of them enters a rift
CHA
WIS
STR
DEX
Ravenous Lurkers. Shadow mastiffs hunt in packs
Speed 40 ft.
dark realms of the world.
Hit Points 33 (6d8 + 6)
Material Plane is thinnest, they can cross over into the
Armor Class 12
places where the veil between the Shadowfell and the
through the shadows, always on the hunt. In gloomy
Medium monstrosity, neutr(:1/ evil
These black hounds of the Shadowfell move invisibly
SHADOW MASTIFF
SHADOW MASTIFF
: ;
SB
fits - t ;;+gs:& &~-
re$$ S
g;
SLITHERING TRACKER
Medium ooze, chaotic evil
Armor Class 14
Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 10 (+O) 14 (+2) 11 (+O)
Skills Stealth +8
Damage Vulnerabilities cold, fire
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled,
paralyzed, petrified, prone, restrained, unconscious
Senses blindsight 120 ft., passive Perception 12
Languages understands languages it knew in its previous form
but can't speak
Challenge 3 (700 XP)
Ambusher. In the first round of a combat, the slithering tracker
has advantage on attack rolls against any creature it surprised.
Damage Transfer. While grappling a creature, the slithering
tracker takes only half the damage dealt to it, and the creature
it is grappling takes the other half.
False Appearance. While the slithering tracker remains motion-
less, it is indistinguishable from a puddle, unless an observer SLITHERING TRACKER
succeeds on a DC 18 Intelligence (Investigation) check.
The quest for revenge sometimes leads one to undergo a
Keen Tracker. The slithering tracker has advantage on Wisdom ritual whereby they transform into a body of semiliquid
checks to track prey. sentience known as a slithering tracker. Innocuous and
insidious at the same time, a tracker flows into places
Liquid Form. The $lithering tracker can enter an enemy's space
and stop there. It can also move through a space as narrow as where a normal creature can't go and brings its own
l inch wide without squeezing. brand of watery death down upon its quarry.
Vengeance at Any Cost. The ritual for creating a slith-
Spider Climb. The slithering tracker can climb difficult surfaces, ering tracker is known to hags, liches, and priests who
including upside down on ceilings, without needing to make an worship gods of vengeance. It can only be performed on
ability check.
a willing creature that hungers for revenge. The ritual
Watery Stealth. While underwater, the slithering tracker has sucks all the moisture from the person's body, killing it.
advantage on Dexterity (Stealth) checks made to hide, and it Yet the mind lives on in the puddle of liquid that issues
can take the Hide action as a bonus action. forth from the remains, and so too does the subject's
insatiable need for retribution.
ACTIONS Stealthy Assassins. A slithering tracker tastes the
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ground it courses over, seeking any trace of its prey. To
Hit: 8 (ldlO + 3) bludgeoning damage. kill, a slithering tracker rises up and enshrouds a crea-
ture, attempting to drown the prey while also draining
Life Leech. One Large or smaller creature that the slithering
tracker can see within 5 feet of it must succeed on a DC 13 Dex- it of blood. A slithering tracker that has killed in this
terity saving throw or be grappled (escape DC 13). Until this fashion becomes much easier to locate for a time, since
grapple ends, the target is restrained and unable to breathe un- its liquid form becomes tinged with blood and its body
leaves a visible trail of the stuff behind it.
less it can breathe water. In addition, the grappled target takes
16 (3dl0) necrotic damage at the start of each of its turns. The Descent into Madness. Achieving revenge against
its target doesn't end a slithering tracker's existence,
slithering tracker can grapple only one target at a time.
nor its hunger for blood. Some slithering trackers re-
main aware of their purpose and extend their quest for
vengeance to others, such as anyone who supported or
befriended the original target. Most of the time, though,
a tracker's mind can't cope with being trapped in liquid
form, unable to communicate, and driven by the desire
for blood: after a tracker fulfills its duty, insanity takes
over the creature, and it attacks indiscriminately until it
is destroyed.
drink, or sleep.
Hit: 6 (ld6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Undead Nature. Spawn of Kyuss require no air, food,
reproduce exponentially if nothing stops them.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
spawn. Whether they are dispersed or clustered, spawn
the worms infesting it wither away.
the spawn attacks with the sole intent of creating more
targeted by an effect that cures disease or removes a curse, all
travels aimlessly. If it stumbles across a living creature,
utes later as a spawn of Kyuss. If a worm-infested creature is
death. Left to its own devices, a solitary spawn of Kyuss
fested target dies if it drops to O hit points, then rises 10 min-
pressions of Orcus's intent to replace all life with un-
damage per worm infesting it (maximum of 10d6). A worm-in-
Corruption Without End. Spawq of Kyuss are ex-
of each of its turns thereafter, the target takes 7 (2d6) necrotic
a spawn of Kyuss insane.
target's next turn, dealing 1 piercing damage to it. At the end
ror of being a soul imprisoned in an undead body drives
the worm burrows under the target's skin at the end of the
resurrected until the undead body is destroyed. The hor-
humanoid it can see within 10 feet of the worm). Otherwise,
corpse, preventing the individual from being raised or
spawn can use this action to launch a scraped-off worm at a
The dead humanoid's soul remains trapped inside the
be killed by normal means or scraped off using an action (the
ing it into a spawn of Kyuss that breeds more worms.
and a speed of 1 foot. While on the target's skin, the worm can
undead with AC 6, l hit point, a 2 (-4) in every ability score,
worm kills its host and animates the corpse, transform-
ceeds on a DC 11 Dexterity saving throw. The worm is a Tiny
its way to the creature's brain. Once inside the brain, the
The worm latches onto the target's skin unless the target suc-
flesh. A worm that penetrates a humanoid body makes
at one humanoid that the spawn can see within 10 feet of it.
jump onto nearby humanoids and burrow into their
Burrowing Worm. A worm launches from the spawn of Kyuss
green worms crawling in and out of it. These worms
it comes into clearer view, one can see scores of little
claws and uses Burrowing Worm.
a spawn of Kyuss looks like an ordinary zombie. As
Multiattack. The spawn of Kyuss makes two attacks with its
Plague of Worms. From a distance or in poor light,
ACTIONS
perfected.
disciples continue performing the horrific rites he
away, and it loses its Burrowing Worm action.
of Kyuss. Even centuries after Kyuss's death, his mad
disease or removes a curse, all the worms infesting it wither
corpses from necropolises to create the first spawn
Worms. If the spawn of Kyuss is targeted by an effect that cures
Kyuss was a high priest of Orcus who plundered
turn with O hit points and doesn't regenerate.
SPAWN OF KYUSS
spawn's next turn. The spawn is destroyed only if it starts its
radiant damage, this trait doesn't function at the start of the
·~~~~~~~~~;:;::.:;;:~~~~~~~~~~~~;,--! or a body of running water. If the spawn takes acid, fire, or
start of its turn if it has at least l hit point and isn't in sunlight
-ELMINSTER
Regeneration. The spawn of Kyuss regains 10 hit points at the
\:I SOM£ WORMS ARE GOOO EATING. NOT T~Ese.
Challenge 5 (1,800 XP)
speak
Languages understands the languages it knew in life but can't
Senses darkvision 60 ft., passive Perception 8
Condition Immunities exhaustion, poisoned
Damage Immunities poison
Saving Throws Wis + 1
18 (+4}
5 (-3}
3 (-4)
7 (-2)
11 (+O)
16 (+3)
WIS
CON
INT
DEX
STR
CHA
Speed 30ft.
Hit Points 76 (9d8 + 36)
Armor Class l 0
Medium 't,m:Jead, chaotic evil
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TLINCALLI
Tlincallis, also called scorpion folk, are chitin-covered
creatures, humanoid from the waist up with the lower
body of an enormous scorpion, complete with a stinger
,
at the end of a long tail. .... ,..,--s,s
Desert Nomads. Tlincallis live austerely. They * t· :. i72 AA !5#¥5¥ ¥ -
range across arid lands, hunting at dawn and dusk. In 'TLINCALLI
the hours between, they wait out the day's heat or the Large monstrosity, neutral evil
night's cold by burying themselves in loose sand or
earth or, if the terrain proves too inflexible, lurking in Armor Class 15 (natural armor)
Hit Points 85 (1 Odl O + 30)
ruins or shallow caves. A tribe of tlincallis stays in one
Speed 40 ft.
place for only as long as the hunting is good in the im-
mediate area, though they might visit the same way sta-
STR DEX CON INT WIS CHA
tions over and over during their wanderings. The tribe
16 (+3) 13 (+l) 16 (+3) 8 (-1) 12 (+l) 8 (-1)
also settles down temporarily whenever it's time to lay
eggs and hatch a new brood of young.
Skills Perception +4, Stealth +4, Survival +4
Poisonous E;;s. Tlincallis deposit their eggs in warm Senses darkvision 60 ft., passive Perception 13
places out of direct sunlight, often amid a stand of cacti Languages Tlincalli
near their present encampment. There the eggs lie pro- Challenge 5 (1,800 XP)
tected by hard shells coated in paralytic poison similar
to that produced by their stingers. A would-be predator
that dares to break an egg is defenseless against the ACTI ON S
tlincallis that come to investigate. Multiattack. The tlincalli makes two attacks: one with its long-
Horrid Kidnappers. Tlincallis eat what they kill, sword or spiked chain, and one with its sting.
but they also take some of their prey alive when they
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
have new mouths to feed. After using their stingers to get. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing
paralyze victims and their spiked chains to bind them,
damage if used with two hands.
tlincallis take these prisoners back to their encampment
and tie them to cactus or rock formations. There, vic- Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one
tims wait until the sun sets and the newly hatched young target. Hit: 6 (ld6 + 3) piercing damage, and the target is grap-
emerge from the lair to eat them alive. pled (escape DC 11) if it is a Large or smaller creature. Until
Prideful Hunters. Tlincallis see themselves as great this grapple ends, the target is restrained, and the tlincalli can't
hunters. If a tlincalli tribe encounters a more powerful use the spiked chain against another target.
hunter, such as a blue dragon, the tribe's leader must Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
decide whether the group becomes obedient to the supe- Hit: 6 (ld6 + 3) piercing damage plus 14 (4d6) poison damage,
rior hunter, moves on, or fights to the death to defeat it. and the target must succeed on a DC 14 Constitution saving
Makeshift Weapons and 01:uects. Tlincallis are un- throw or be poisoned for 1 minute. If it fails the saving throw by
civilized and don't build cities, make clothing, or mine 5 or more, the target is also paralyzed while poisoned. The tar-
metals. Instead, they scavenge what they need or want. get can repeat the saving throw at the end of each of its turns,
They do, however, know how to melt down scavenged ending the effect on itself on a success.
metal to forge crude weapons and tools.
floor, or wall and remains motionless, it is almost indistin-
trapper can smother only one creature at a time.
False Appearance. While the trapper is attached to a ceiling,
the target is restrained, blinded, and at risk of suffocating. The
age at the start of each of its turns. While grappled in this way.
Challenge 3 (700 XP}
takes 17 (4d6 + 3) bludgeoning damage plus 3 (ld6) acid dam-
Languages-
be grappled (escape DC 14). Until the grapple ends, the target
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
trapper must succeed on a DC 14 Dexterity saving throw or
Skills Stealth +2
Smother. One Large or smaller creature within 5 feet of the
ACTIONS
10 (+O)
13 (+1)
4 (-3)
2 (-4)
17 (+3)
17 (+3)
WIS
INT
CHA
DEX
CON
STR
ability check.
ing upside down on ceilings, without needing to make an
Speed 10 ft., climb 10 ft.
Spider Climb. The trapper can climb difficult surfaces, includ-
Hit Points 85 (1 Odl O + 30)
Armor Class 13 (natural armor)
its presence.
(Investigation) or Intelligence (Nature} check can discern
Large monstrosity, unaligned
creature that can see it and succeeds on a DC 20 Intelligence
TRAPPER
guishable from an ordinary section of ceiling, floor. or wall. A
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of becoming the trapper's next meal.
investigate the bones for valuables stands a good chance
tively using the remnants as bait: a creature that stops to
itself to a wall or a ceiling close to a recent kill, effec-
larities in the surface. The creature might also attach
remains with own body, making them look like irregu-
lurks on the floor of its hunting grounds can cover these
in the place where the creature had been. A trapper that
ing of bones, metal, treasure, and other indigestible bits
dissolves and absorbs the fleshy parts, leaving a scatter-
Beware of Leftovers. When its prey is dead, a trapper
search of better hunting.
and begin creeping along, abandoning its old territory in
trapper on the verge of starvation might defy its instincts
months, though it is still aware when prey comes near. A
trapper enters a state of hibernation that can last for
derness that see a lot of traffic. When prey is scarce, a
eled dungeon corridor and on routes through the wil-
food, and thus trappers are a threat along any well-trav-
content to stay in one place, given a steady supply of
halfling-sized meal once a week to remain sated. It is
Stationary Hunters. A trapper needs to eat about a
tation or actual snow.
match and then conceal itself under a thin layer of vege-
or snow-covered surface, but it can change its color to
scrutiny. It can't change its texture to that of a grassy
wood, masking its presence to any but the most rigorous
It can blend in with any surface made of stone, earth, or
and texture of its outer side to match its surroundings.
Versatile Camouflage. A trapper can alter the color
crushing, smothering, and then digesting it.
itself away from the surface and wraps around its prey,
come close. When a target is within its reach, it peels
likea of UI,
territory. It remains motionless as it waits for prey to
-Vole,
cheats are, an
ing side clings to the floor, wall, or ceiling in its hunting
wnat treaauff liow these l11r• the
blend in with its surroundings, while its soft, inward-fac-
bea&ta, t
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and texture of its tough, outward-facing side to help it
:he kiio• ve'fY w•
with equal war1ileSS, For 11
nean and natural environments. It can change the color
near, ao explore. r111n
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A trapper is a manta-like creature that lurks in subterra-
Trapper• k11ow
. a and dunt,eont
when prey draws
TRAPPER
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VARGOUILLE
Shrieking, flapping, and hideous to behold- with a body
like a severed head and bat-like wings in place of ears-
vargouilles boil out of the Abyss to infest other planes VARGOUILLE
of existence, such as Carceri, where they are a menace. 'tiny fiend, chaotic evil
Each vargouille carries a disease that creates more of
its kind; a flock of vargouilles on the wing is a plague of Armor Class 12
chaos and evil waiting to happen. Hit Points 13 (3d4 + 6)
Abyssal Nuisances. Swarms of vargouilles flap Speed 5 ft., fly 40 ft.
through the caverns and skies of the Abyss. They are
given little regard by powerful and intelligent demons STR DEX CON INT WIS CHA
since vargouilles can do them no harm. Even the 6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
weakest demon, such as a manes or a dretch, fears
vargouilles only if they appear in great numbers. In the Damage Resistances cold, fire, lightning
Damage Immunities poison
Lower Planes, vargouilles rarely get the chance to eat
Condition Immunities poisoned
live prey other than vermin. More often, they lap up the
Senses darkvision 60 ft., passive Perception 8
ichor left behind when one fiend kills another. Languages understands Abyssal, Infernal, and any languages it
The World Awaits. Because of their instinctive hun- knew before becoming a vargouille but can't speak
ger for living prey, vargouilles are eager to escape the Challenge l (200 XP)
Lower Planes. On rare occasions, the summoning of a
demon to another plane can bring a vargouille along for
ACTIONS
the ride, attaching itself like a tick. The precautions a
mortal takes to contain and control a summoned demon Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage plus 10 (3d6) poison damage.
rarely account for a stowaway, and thus a vargouille en-
ters the world unbidden. Kiss. The vargouille kisses one incapacitated humanoid within
Ghastly Reproduction. Vargouilles that roam free on 5 feet of it. The target must succeed on a DC 12 Charisma sav-
the Material Plane are a dire threat to all creatures, es- ing throw or become cursed. The cursed target loses l point
pecially humanoids. Their awful shrieking can paralyze of Charisma after each hour, as its head takes on fiendish as-
other creatures with fear, and such victims are helpless pects. The curse doesn't advance while the target is in sunlight
to resist a vargouille's accursed kiss. · or the area of a daylight spell; don't count that time. When the
The kiss of a vargouille infects a humanoid with a cursed target's Charisma becomes 2, it dies, and its head tears
fiendish curse. If allowed to run its course, the curse from its body and becomes a new vargouille. Casting remove
brings about a gruesome transformation as an abyssal curse, greater restoration, or a similar spell on the target before
spirit invades the person's body. Over a period of hours, the transformation is complete can end the curse. Doing so
the victim's head takes on fiendish aspects such as undoes the changes made to the target by the curse.
fangs, tentacles, and horns. At the same time, the per- Stunning Shriek. The vargouille shrieks. Each humanoid and
son's ears grow larger, expanding and transforming into beast within 30 feet of the vargouille and able to hear it must
wing-like appendages. In the final moments, the victim's succeed on a DC 12 Wisdom saving throw or be frightened un-
head tears away from the body in a fountain of blood, til the end of the vargouille's next turn. While frightened in this
becoming another vargouille, which often then eagerly way, a target is stunned. If a target's saving throw is successful
laps up its own life fluids. Sunlight or the brilliant illumi- or the effect ends for it, the target is immune to the Stunning
nation of a daylight spell can delay this transformation, Shriek of all vargouilles for l hour.
and vargouilles instinctively shun bright light as a result.
CHAPTEJl 3
; ; -
SSi
&#
:; :
target. Hit: 4 (ld4 + 2) bludgeoning damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Hit: 5 (ld6 + 2) slashing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
russet mold in the light's area.
ACTIONS
in a square area that is 10 feet on a sjde; Sunlight kills any
hol. or a magical effect that cures disease kills russet mold
doesn't regenerate.
mold per 1 damage dealt. A pound of salt, a gallon of alco-
vegepygmy dies only if it starts its turn with O hit points and
necrotic, or radiant damage kilt 1 square foot of russet
doesn't function at the start of the vegepygmy's next turn. The
most types of damage do it no harm; Effects that deal acid,
of its turn. If it takes cold, fire, or necrotic damage, this trait
Russet mold can be hard to kill, since weapons and
Regeneration. The vegepygmy regains 3 hit points at the start
gantuan corpse.
corpse; eight from a Huge corpse, or sixteen from a Gar-
plant life.
corpse 1 two from a Medium corpse, four from a Large
(Stealth) checks it makes in any terrain with ample obscuring
from its body 24 hours later: one newborn from a Small
Plant Camouflage. The vegepygmy has advantage on Dexterity
humanoid, one or more newborn vegepygmies emerge
damage dies. If the dead creature is a beast, a giant, or a
A creature reduced to O hit points· by the mold's poison
Challenge 1/4 (SO XP)
Languages Vegepygmy
neutralizes poison or cures disease kills the infestation.
ending the effect on itself on a success. Any magic that
Senses darkvision 60 ft., passive Perception 12
can repeat the saving throw at the end of each of its turns,
Damage Resistances lightning, piercing
turns, sprouting moid as it takes damage. The creature
Skills Perception +2, Stealth +4
takes 7 (2d6) poison damage at the start of each of its
comes poisoned. While poisoned in this way, the creature
11 (+O)
13 (+1)
14 (+2)
7 (-2)
7 (-2)
6 (-2)
emits a puff of spores. On a failed save, the creature be-
STR
DEX
CHA
WIS
INT
CON
must make a DC 13 Constitution saving throw as the mold
Any creature that comes within 5 feet of russet mold
Speed 30 ft.
quired to identify it accurately by sight in such a case.
Hit Points 9 (2d6 + 2)
Intelligence (Nature) or Wisdom (Survival) check is re-
Armor Class 13 (natural armor)
can be mistaken for natural rust, and a successful DC 15
wet. Russet mold that spreads out across a metal object
Small plant, neutral
color and found only in places that are dark, warm, and
VEGEPYGMY
The fungus known as russet mold is reddish-brown in
RUSSET MOLD
the dense jungle nearby.
a crater left by a falling star, with vegepygmies infesting
by copying simple construction they have witnessed.
Another story says that explorers found russet mold in
gear they have is acquired from other creatures or built
pygmies in a peculiar metal dungeon full of str~nge life.
ping on the body. Vegepygmies build and craft little; any
ding mountain range discovering russet mold and vege-
communicate by hissing, gestures, and rhythmic tap-
One historical account tells of adventurers in a forbid-
conventional sense. Among themselves, vegepygmies
No one knows for sure where russet mold came from.
by forcing air through its mouth, but it can't speak in a
mies the same way russet mold does.
go hungry. A vegepygmy can hiss and make other noises
ture dies while infected, its corpse produces vegepyg-
many sorts of organic matter, meaning that they rarely
spores in a burst, infecting nearby creatures. If a crea-
blood, vegepygmies can absorb nutrients from soil and
fer to such vegepygmies as chiefs. A chief can expel its
Although they prefer to eat fresh meat, bone, and
are deferred to by other vegepygmies, so outsiders re-
creatures such as myconids, shriekers, and violet fungi.
spore clusters on its body. Spore-bearing vegepygmies
creatures, and thus vegepygmy tribes coexist well with
As a vegepygmy ages, it grows tougher and develops
instinctively feels kinship with other plant and fungus
thorn-covered body.
forests where little sunlight penetrates. A vegepygmy
mies, but have greater size and ferocity, as well as a
they are most commonly found underground or in dense
vegepygmy. Thornies are less intelligent than vegepyg-
or moldies, inhabit dark areas that are warm and wet, so
called a thorny result instead of a humanoid-shaped
Primitive Plants. Vegepygmies, also called mold folk
dies from russet mold, the result is a bestial moldie
spores from which they reproduce.
the corpse a day later. If a beast such as a dog or a bear
tribal units, hunting for sustenance and spreading the
by russet mold. One or more vegepygmies emerge from
Vegepygmies are fungus creatures that live in simple
remains left behind when a humanoid or a giant is killed
VEGEPYGMIES
Mold Begets Mold. Vegepygmies originate from the
VEGEPYGMY CHIEF
Small plant, neutral
Armor Class 14 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 9 (-1)
Skills Perception +3, Stealth +4
Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 13
Languages Vegepygmy ¥P 4Z§Gi#A£
Challenge 2 (450 XP)
THORNY
Medium plant, neutral
Plant Camouflage. The vegepygmy has advantage on Dexterity
(Stealth) checks it makes in any terrain with ample obscuring Armor Class 14 (natural armor)
plant life. Hit Points 27 (Sd8 + 5)
Speed 30 ft.
Regeneration. The vegepygmy regains 5 hit points at the start
of its turn. If it takes cold, fire, or necrotic damage, this trait STR DEX CON INT WIS CHA
doesn't function at the start of the vegepygmy's next turn. The 13 (+1) 12 (+1) 13 (+ 1) 2 (-4) 10 (+O) 6 (-2)
vegepygmy dies only if it starts its turn with O hit points and
doesn't regenerate. Skills Perception +4, Stealth +3
Damage Resistances lightning, piercing
ACTIONS Senses darkvision 60 ft., passive Perception 14
Multiattack. The vegepygmy makes two attacks with its claws Languages-
or two melee attacks with its spear. Challenge 1 (200 XP)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) slashing damage. Plant Camouflage. The thorny has advantage on Dexterity
(Stealth) checks it makes in any terrain with ample obscuring
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or plant life.
range 20/60 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or
6 (ld8 + 2) piercing damage if used with two hands to make a Regeneration. The thorny regains 5 hit points at the start of its
melee attack. turn. If it takes cold, fire, or necrotic damage, this trait doesn't
function at the start of the thorny's next turn. The thorny dies
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends only if it starts its turn with O hit points and doesn't regenerate.
out from the vegepygmy. The spores spread around corners.
Each creature in that area that isn't a plant must succeed on Thorny Body. At the start ofits turn, the thorny deals 2 (ld4)
a DC 12 Constitution saving throw or be poisoned. While poi- piercing damage to any creature grappling it.
soned i-n this way, a target takes 9 (2d8) poison damage at the
ACTIONS
start of each of its turns. A target can repeat the saving throw
at the end of each of its wrn·s, ending the effect on itself on Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
a s.uccess. Hit: 8 (2d6 + 1) piercing damage.
k
a>s&s + ~
JJ!IIAf
in the domain of a kindred guardian.
services of freed wood woads that find renewed purpose
Hit: 14 (4d4 + 4) bludgeoning damage.
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
fey that performed the rituals, while others acquire the
woad servants by virtue of age-old pacts with druids or
Multiattack. The wood woad makes two attacks with its club.
such as druids and treants. Some treants have wood
ACTIONS
ties to nature, and that protect and respect the land,
Wood woads are drawn to creatures that ha,ve close
or bigger.
beauty or fey influence to watch over.
within 5 feet of the second tree. Both trees must be Large
wood woad might roam to find another place of natural
60 feet of it that it can see, appearing in an unoccupied space
themselves die. If it is freed from its specific duties, a
within 5 feet of it and emerge from a second living tree within
time, or those whom it was assigned to guard might
10 feet of its movement to step magically into one living tree
woad guards might lose its power or significance over
Tree Stride. Once on each of its turns, the wood woad can use
woads outlive their original purpose. The site a wood
turn with O hit points and doesn't regenerate.
to go on living. Because they are undying, some wood
wood woad's next turn. The wood woad dies only if it starts its
needs only sunlight, air, and nutrients from the earth
takes fire damage, this trait doesn't function at the start of the
Uprooted by Immortality. Like a tree, a wood woad
of its turn if it is in contact with the ground. If the wood woad
earth and silently take sustenance from it.
Regeneration. The wood woad regains 10 hit points at the start
called upon to take adion, they root themselves in the
sockets. Wood woads speak little, and when not being
plant life.
except for the motes of light that swim about in its eye
(Stealth) checks it makes in any terrain with ample obscuring
them. A wood woad's face is void and expressionless,
Plant Camouflage. The wood woad has advantage on Dexterity
exist only to protect woodlands and the people who tend
deals 7 (3d4) extra damage (included in its attacks).
for supernatural strength and a deathless duty. They
Magic Club. In the wood woad's hand, its club is magical and
woads trade their free will and all sense of sentiment
self, buried in the earth. Those who become wood
Challenge 5 (1,800 XP)
its heart would be, just as does the body of its former
languages Sylvan
Pitiless Protectors. A wood woad has a hole where
Senses darkvision 60 ft., passive Perception 14
unceasingly.
Condition Immunities charmed, frightened
woad to its task, and the creature follows those orders
Damage Resistances bludgeoning, piercing
duty. The one who performed the ritual sets the wood
Damage Vulnerabilities fire
gnarled club and shield, is at once ready to perform its
Skills Athletics +7, Perception +4, Stealth +4
This new body, armored in tough bark and bearing a
base of the tree and swiftly grows into a humanoid form.
12 (+1)
18 (+4)
16 (+3)
13 (+1)
10 (+O)
8 (-1)
ter three days, a sprout emerges from the ground at the
WIS
CON
CHA
INT
DEX
STR
victim, and the body is buried among the tree's roots. Af-
then bathed and watered with the blood of the sacrificed
Speed 30 ft., climb 30 ft.
ten a special cavity is carved out of the trunk. The tree is
Hit Points 75 (10d8 + 30)
Armor Class 18 (natural armor, shield)
it is placed in a tree. Any hollow or crook will do, but of-
heart removed. A seed is then pushed into the heart, and
Medium plant, lawful neutral
In the ritual a living person's chest is pierced and the
sacrifice.
has entered into a bargain that requires it to be a willing
ritual isn't necessarily an act of evil, if the victim-to-be
savage societies and dark druid circles. Performing the
a primeval secret passed down through generations of
Born of Sacrifice. The ritual to create a wood woad is
become an eternal guardian.
invested with the soul of someone who gave up life to
•
A wood woad is a powerful plant in humanoid form
WoonWoAn
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WOOD \VOAos ARE TH
STEADFAST GUARDI ANS WHO SPEAI( LITTLE
XVARTS
Xvarts are cruel, cowardly humanoids spawned by a
cowardly, renegade demigod. They have blue skin, vivid
orange eyes, and receding hairlines, mirroring their ere·
ator's appearance. They stand about 3 feet tall.
Xvarts live in remote hills, forests, and caves. Each
tribe is led by a speaker, who is usually the brightest
one among them. The speaker serves as the tribe's am·
bassador, and often dons short wooden stilts and heavy
robes to look taller and more imperious. The rest of the
tribe hunts for food, plundering crops and livestock from
nearby farms if the hunt goes poorly. Xvarts aren't much
of a threat to civilized locations because they are some-
what fearful of humans, dwarves, and elves.
Raxivort's Betrayal. All xvarts are the degenerate
offspring of an entity named Raxivort, who once served
Graz'zt the Dark Prince as treasurer. Raxivort spent
long centuries watching over the treasury, and in time
he grew to lust after his master's riches. In one bold
move, he plundered a treasure vault and fled to the Ma-
terial Plane. One of the treasures he stole was the Infin-
ity Spindle, a crystalline shard from the early days of the
multiverse that could transform even a creature as low
as Raxivort into a demigod.
After he ascended to godhood, Raxivort forged a
realm called the Black Sewers, within Pandesmos, the
topmost layer of Pandemonium. He enjoyed his divine
ascension only briefly, though, before Graz'zt unleashed
his vengeance. The demon prince had no need to regain
the Infinity Spindle, since he already possessed power
greater than what it could grant. Instead, he dispatched
agents far and wide to spread news of what the spindle
could do and the puny, pathetic creature that claimed
its ownership. Soon enough, Raxivort was pursued by ~en thinta &o badl~ lo . . . . -
ladnap whC11ver'a .h . r, &em, they
a variety of enemies, all eager to claim the Spindle as the• to thei- -~.ndy and sacriBce
. . - ...- O~,ren &od Jf
their own. lueaa they 're not· .~ di£ • •m~ I
In the face of his imminent destruction, Raxivort ot ol h"'1ans I _, ·,,. lerent ll'Om a
.
'at- all.
hatched a plan. Fleeing to the Material Plane, he wan-
dered across a variety of worlds and spawned creatures -Volo
that were his exact duplicate. These are the xvarts,
creatures that not only look identical to Raxivort in
appearance but also foil any magic used to track him
down. Spells, rituals, and other effects that could reveal
Raxivort's location instead point to the nearest xvart.
Although the initial rush of enemies against him has lands or in areas neglected or forgotten by mightier
subsided, Raxivort knows that the planar powers are pa- creatures. In other words, xvarts usually live in places
tient. He remains in hiding, a wretch of a demigod who where normal vermin might flourish.
does little more than wander the planes, spawning ever Despite their muddled nature, all xvarts have an un-
more xvarts to ensure his continued safety. shakable devotion to Raxivort. The desire to please Rax-
Greedy Thugs. Xvarts have all of their creator's flaws ivort weighs heavily on all their decisions. When things
and few redeeming qualities. They lack the physical aren't going well for them, xvarts naturally assume that
equipment to reproduce, as well as the inclination to do Raxivort is angry. To appease their troubled lord, they
so. They are greedy, conniving, and obsessed with the stage kidnappings. They fashion nets to capture their en·
acquisition of valuables-the more ornate or bizarre, emies, which are dragged back to the lair and sacrificed
the better. They know they are flawed, and this minor on a makeshift altar. Raxivort can hear their supplica-
amount of self-awareness only magnifies their other de- tions, but he's too afraid to come out of hiding most of
ficiencies. They hate almost any creature they perceive the time. Occasionally, he does appear before a tribe of
as better than they are, which includes almost anyone, worshipers as a 9-foot-tall xvart carrying an empty sack.
but they lack the courage or wherewithal to act on their In every such instance, Raxivort takes all of the treasure
hatred most of the time. Their fear has led them to dwell that the tribe has accumulated, stuffs it in his sack, and
either in gloomy places on the far fringes of civilized disappears, leaving nothing behind as compensation.