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  Khyber Khronicle 
  Lead Production: Dave Morris at Mount Ogden Gaming Company
  Lead Designer: Dave Knighton at Under the Wing Gaming
  Contributing Authors: Matthew Booth, Gerald Glad, Jeremiah McCoy, Kenny Morris, Zach Pickett, Joe Raso
  Layout and design: Shani Knighton at Raven and Moon 
  Art Attributes: All artwork presented in this adventure is provided by Wizards of the Coast, and CC0 licensed art, 
  and used with permission. 
   
   
  volume 7
  The
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited with-
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
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  TABLE OF CONTENTS
  4
  9
  11
  18
  A Scholar’s Examination 
  of Festlings
  Designed by Zach Pickett, Writing: Matthew Booth
  Revisit the creatures known as the festlings with 
  more details on what they are and how one 
  should approach (or not approach) them. 
  Encounters
  Written and Designed by Joe Raso
  Droaam is a dangerous place and those that 
  come from it have backstories all their own. 
  Two encounters inspired by the backstories pre-
  sented in Volume 4 of The Khyber Khronicle. 
   Liches
  Written by Jeremiah McCoy
  As long as there is death, there will always be 
  those seeking to avoid it. Introduce yourself to 
  three notable liches of Eberron. 
  Monsters
  Written and designed by Gerald Glad, Kenny Morris, Zach Pickett
  18 - Bone Lord 
  19 – Chaos Spawn of Xoriat 
  21 – Clockwork Zombie 
  22 – Crypt Thing, Minor 
  23 – The Demon Lord of Hellfire and Wrath 
  25 – Chaos Dragons 
  29 – Howling Dragons 
  33 – Experiment #314 
  35 – Forge Bear 
  35 – Gob-Lobber 
  36 – Ju-Ju Zombie, Greater 
  37 – The Nerve Ripper 
  39 – Shambling Gorger
  
  4
  A Scholar’s Examination of 
  Festlings
  Designed by Zach Pickett, Writing: Matthew 
  Booth
  These unusual fey are not, by any means, unknown. 
  They have long been known in the Eldeen Reach-
  es and are common companions to members of the 
  Greensinger sect. However, due to a recent article in 
  the Sharn Inquisitive relying on fearmongering to sell 
  that issue after a guest at the Tain Gala provoked a 
  number of festlings, it is time to set the facts straight. 
  Once and for all; are festlings the danger they were 
  made out to be?
  It might surprise you to learn the answer is “yes.” Fes-
  tlings are fey, not people or even trained animals. They 
  do not have the same type of intelligence as any mortal, 
  not even the barest rudiment of the code of ethics we 
  cling to in society. This makes them dangerous, but in 
  the same way as an ankheg or troll. If you stick to cer-
  tain rules while interacting with them, you are unlikely 
  to be hurt.
  Like many fey, festlings are born from particularly 
  strong emotion. In their case, the feelings of joy and 
  festivity. The base form of a festling is called a Vandal. 
  They do precisely what their name suggests; breaking 
  objects, stealing things and even laying elaborate traps 
  for fellow “guests.” This is all, in the festling’s mind, 
  good fun, and they never expect anger from their 
  victims. Expressing anger without violence is often 
  enough to drive them off to find someone with “better 
  humor.”
  A long-lived festling can eventually grow into a Rous-
  er. In this stage of their life, festlings are much calmer 
  and indeed focus on the party rather than any raucous 
  pranks. The presence of a Rouser can make songs 
  sweeter, alcohol more potent, and dancers more grace-
  ful. It’s even rumored that romances that spark under 
  a Rouser’s watch become more intense and fulfilling. 
  Rousers are good-natured, and despite misunderstand-
  ing, the limits of mortal endurance, will never directly 
  hurt someone. 
  When a Rouser grows too large, it will take root and 
  become an ordinary tree. While some of the festling’s 
  old magic surrounds it, this tree is unremarkable but 
  for one thing. When it fruits, it drops the least form of 
  festling. Taunters are child-sized and child-like. They 
  are sharp-witted and focus on children, inspiring them 
  to be bold, fun-loving, and even rude. Adults may draw 
  Taunters if there’s a riddle or song contest, as the little 
  fey love to hear wit and skill. These ‘young’ festlings 
  will grow into Vandals, continuing the cycle.
  However, a festling should not be met with violence. 
  They aren’t averse to it themselves and are inspired to 
  greater acts of malice and chaos. Taunters, Vandals 
  and Rousers will all transform in the presence of any 
  violence more notable than a hand-to-hand brawl, 
  becoming Miscreants, Arsonists, and Mongers. Their 
  bodies burst into flame, and they take great delight in 
  spreading it to any surface, and their influence on peo-
  ple turns malicious. 
  Burning festlings are terribly dangerous, and cannot be 
  driven off. Until everything and everyone around them 
  is either on fire or dead, burning festlings will contin-
  ue to “party.” While killable, the remains of Arsonists 
  and Mongers will become Miscreants if not pulped or 
  burned to ash, and Miscreants themselves will often 
  hide in unexpected places like chimneys, basements, 
  attics, wells or even under sufficiently large dresses. The 
  Miscreants will often emerge after the “party” has died 
  down, to keep things going. 
  
  5
  Tempting Taunter
  Tiny fey (Festling), Chaotic Neutral
  Armor Class 14 (natural armor)
  Hit Points 15 (6d4)
  Speed 40ft. climb 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8(-1) 
  14 (+2) 
  10 (+0) 11 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Dex +4, Cha +4
  Damage Immunities Fire
  Damage Resistances Bludgeoning and Piercing
  Condition Immunities Charmed
  Skills Acrobatics +4, Deception +6, Insight +5, 
  Persuasion +6
  Senses passive Perception 11
  Languages sylvan, elvish, common
  Challenge 1/2 (100 XP)
  Ignite Havoc. If the taunter would be dealt fi re 
  damage, or reduced below half of its health, it be-
  gins to burn and enters its Miscreant form. While 
  in this form, its alignment changes to Chaotic 
  Evil, and it gains access to the crown of madness 
  spell and the Burning Pitch action. It remains in 
  this state until it dies.
  Wiley Tongue. The taunter is doubly profi cient in 
  Deception, Persuasion, and Insight; additionally, 
  they can cast vicious mockery as a bonus action. 
  Innate Spellcasting. The taunter’s innate spell-
  casting ability is Charisma (spell save DC 12). 
  The taunter can innately cast the following spells, 
  requiring no material components:
  At will: vicious mockery (as 5th level: 2d4), sugges-
  tion, crown of madness (Miscreant form only)
  Swift and Slippery. The taunter can use the dash 
  and disengage actions as bonus actions.
  Actions
  Sling. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target, Hit: 4 (1d4 + 2) bludgeon-
  ing damage.
  Burning Pitch: Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target, Hit: 4 (1d4 + 2) blud-
  geoning damage. If the target is a creature, the 
  pitch clings to them and continues to burn. At the 
  beginning of each of its turn the creature takes1d4 
  fi re damage. A creature can end this damage by 
  using its action to make a DC 10 Dexterity check 
  to extinguish the fl ames.
  Reactions
  Defl ecting Tone. When hit by an attack by a 
  creature within 60 feet, the taunter can use its 
  reaction to increase its armor class by 5, possibly 
  causing the attack to miss. This has no eff ect if 
  the attacker is immune to being charmed.
  
  6
  Vexing Vandal
  Medium fey(Festling), Chaotic Neutral
  Armor Class 14 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 14 (+2) 17 (+3) 9 (-1) 
  11 (+0) 12 (+1)
  Saving Throws Str +5, Dex +4
  Damage Immunities Fire
  Damage Resistances Bludgeoning and Piercing
  Condition Immunities Charmed
  Skills Athletics +7, Stealth +6, 
  Senses passive Perception 11
  Languages understands sylvan, elvish, and com-
  mon but doesn’t speak
  Challenge 1 (200 XP)
  Ignite Havoc. If the vandal would be dealt fi re 
  damage, or reduced below half of its health, it 
  begins to burn and enters its arsonist form. While 
  in this form, its alignment changes to Chaotic 
  Evil, its innate spellcasting changes to the produce 
  f ame and burning hands spells, Lust for Wealth 
  is replaced by Bewitched by Blazes, and its Great 
  Club is replaced by a Burning Great Club. It re-
  mains in this state until it dies.
  Smash and Grab. The Vandal is doubly profi cient 
  in Athletics and Stealth; additionally, they deal 
  double damage to structures and objects. 
  Innate Spellcasting. The vandal’s innate spell-
  casting ability is Charisma (spell save DC 11). 
  The vandal can innately cast the following spells, 
  requiring no material components:
  At will: (vandal form only) Minor Illusion, Invisibili-
  ty, (arsonist form only) Produce Flame (as 5th level: 
  2d8), Burning hands (3d6)
  Mugging. Once per turn, the vandal deals an 
  additional 9 (2d8) damage when it hits a target 
  with a weapon attack and has advantage on the 
  attack roll.
  Lust for Wealth (vandal form only). As a bonus ac-
  tion, the vandal can cloud a creature’s mind with 
  greed. The target must be within 30 feet and make 
  a DC 11 Charisma saving throw or be unable to see 
  or hear other creatures if some form of wealth is 
  within its view. This lasts until the end of the crea-
  ture’s next turn.
  Bewitched by Blazes (arsonist form only). As a 
  bonus action, the vandal can affl  ict its love of 
  fi re upon a creature’s mind. The target must be 
  within 30 feet and make a DC 11 Charisma saving 
  throw or be charmed by the arsonist as long as 
  fl ames are within its view. Attacks made against a 
  creature charmed in this manner are made with 
  advantage. This lasts until the end of the crea-
  ture’s next turn. 
  Actions
  Multiattack. The vandal makes two attacks with 
  its great club.
  Great Club (vandal form only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target, Hit: 7 (1d8 
  + 3) bludgeoning damage.
  Blazing Great Club (arsonist form only). Melee 
  Weapon Attack: +5 to hit, reach 5 ft., one target, 
  Hit: 7 (1d8 + 3) bludgeoning damage and 3 (1d6) 
  fi re damage.
  
  7
  Revel Rouser
  Large fey (Festling, Shapechanger), Chaotic Neutral
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 14 (+2)  19 (+4)  14 (+2) 13 (+1) 18 (+4)
  Saving Throws Cha +7, Dex +5, Wis +4
  Damage Immunities Fire
  Damage Resistances Bludgeoning and Piercing
  Condition Immunities Charmed
  Skills Deception +7, Performance +10, Persuasion +7
  Senses passive Perception 11
  Languages sylvan, elvish, common
  Challenge 6 (2,300 XP)
  Ignite Havoc. If the rouser would be dealt fi re dam-
  age, or reduced below half of its health, it begins to 
  burn and enters its monger form. While in this form, 
  its alignment changes to Chaotic Evil, its innate spell-
  casting is replaced, It’s Unsteadying Fists become 
  Maddening Claws, it’s Intoxicating Breath becomes 
  Immolating Breath, and its Song of Merriment 
  becomes Song of Slaughter. It remains in this form 
  until it dies.
  Innate Spellcasting. The monger’s innate spellcast-
  ing ability is Charisma (spell save DC 15). The mon-
  ger can innately cast the following spells, requiring 
  no material components:
  At will:(Rouser Form Only) Friends, Major Image, 
  Create food and water (makes a feast and alcoholic 
  beverages), (Monger Form Only) Fire Bolt (as 11th 
  level: 3d10), Crown of Madness, Major Image
  3/day: Otto’s Irresistible Dance
  Charge. If the rouser moves at least 10 feet straight 
  towards a target and then hits it with ram attack 
  on the same turn, the target takes an extra 9 (2d8) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or 
  be pushed 15 feet away and knocked prone.
  Actions
  Multiattack. The rouser makes two attacks with 
  its Unsteadying Fists or its Maddening Claws.
  Unsteadying Fists (Rouser Form Only). Melee 
  Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 
  11 (2d6 + 4) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 15 Constitution 
  saving throw or have disadvantage on attack rolls 
  and ability checks until the end of its next turn.
  Maddening Claws (Monger Form Only). Melee Weap-
  on Attack: +7 to hit, reach 5 ft., one target, Hit: 11 
  (2d6 + 4) slashing damage. If the target is a creature, 
  it must succeed on a DC 15 Wisdom saving throw or 
  lose its ability to tell friend from foe, considering all 
  creatures it can see as enemies. Whenever the aff ect-
  ed creature chooses another creature as a target, it 
  must choose the target at random from among the 
  creatures it can see within range of the attack, spell, 
  or other ability it’s using. If an enemy provokes an 
  opportunity attack from the aff ected creature, the 
  creature must make that attack if it is able to. This 
  eff ect lasts until the end of the creature’s next turn. 
  Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target, Hit: 14 (4d4+4) bludgeoning damage.
  Intoxicating Breath (recharge 5-6) (Rouser Form Only). 
  The rouser exhales a 30-foot cone of intense, gaseous 
  alcohol. Each creature in that area must make a DC 15 
  Constitution saving throw, taking 28 (4d12+2) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces a target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is incapaci-
  tated while poisoned in this way.
  Immolating Breath (recharge 5-6) (Monger Form 
  Only). The rouser exhales a 30-foot cone of 
  intense fl ames. Each creature in that area must 
  make a DC 15 Dexterity saving throw, taking 28 
  (4d8 + 10) fi re damage on a failed save, or half 
  as much damage on a successful one. If the 
  fi re damage reduces a target to 0 hit points, the 
  creature must make a DC 15 Constitution saving 
  throw or be killed and all but their bones turned 
  to ash.
  
  8
  Song of Merriment (Rouser Form Only). As an 
  action, the rouser begins to sing. All creatures with 
  an intelligence score of 5 or more within 100 feet 
  of it which are not deafened must make a DC 15 
  Charisma saving throw or become charmed for the 
  duration of the song, Creatures charmed by the 
  rouser are unable to attack and follow the direc-
  tions of the rouser (usually raucous partying) who 
  commands them verbally using the lyrics of the 
  song. The creatures can repeat the saving throw 
  whenever they are damaged or commanded to do 
  something potentially dangerous. The eff ect end if 
  the rouser’s concentration (as if concentrating on 
  a spell) is interrupted or it is silenced. When the 
  eff ect ends for a creature, it is immune to the song 
  of merriment of all rousers for 24 hours.
  Song of Slaughter (Monger Form Only). As an 
  action, the monger begins to sing. All creatures 
  with an intelligence score of 5 or more within 100 
  feet of it which are not deafened must make a DC 
  15 Charisma saving throw or become charmed for 
  the duration of the song. Creatures charmed by the 
  rouser are instantly hostile to all creatures other 
  than the monger and their actions can be guided 
  by the monger (usually fi ghting one another to the 
  death) who commands them verbally using the 
  lyrics of the song. The creatures can repeat the sav-
  ing throw whenever they are damaged and at the 
  end of their turns. The eff ect ends if the monger’s 
  concentration (as if concentrating on a spell) is in-
  terrupted or it is silenced. When the eff ect ends for 
  a creature, it is immune to the song of slaughter of 
  all mongers for 24 hours. 
  Heart of the Party. The rouser can magically poly-
  morph into a humanoid that has a challenge rating 
  equal to or less than its own, or back into its true 
  form. It reverts back into its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (rouser’s choice).
  In a new form, the rouser retains its game statis-
  tics and ability to speak, but its AC, movement 
  modes, Strength, Dexterity. And special senses are 
  replaced by those of the new form, and it gains 
  any statistics and capabilities (except class fea-
  tures, legendary actions, and lair actions) that the 
  new form has, but it lacks.
  
  9
  Encounters Within Droaam
  By Joe Raso
  The following encounters were inspired by the back-
  stories presented in “The Influence of Droaam” article 
  found in volume 4 of the Khyber Khronicle. 
  A False Prophet
  An encounter for characters level 5 to 7
  Background
  Sora Teraza is rumored to be one of the greatest oracles 
  in all of Khorvaire. The Sisters of Sora Kel have selec-
  tively dispatched her prophecies to individuals across 
  the five nations for unknown reasons. Fortunes received 
  from Droam are not something to be taken lightly. A 
  few charlatans have tried to profit from this by fooling 
  gullible individuals with forged prophecies of their own.
  Gankle Baldanoss was once a Trust spy (CR 1; Khyber 
  Khronicle volume 6, p37) from Zilargo, but now swin-
  dles coin from unsuspecting nobles. He delivers counter-
  feit prophetic messages to those he cheats, claiming they 
  are from the great hag seer Sora Teraza. Unfortunately, 
  one of Gankles recent victims discovered this deception 
  and hired the heroes to track down Gankle.
  To make matters worse for Gankle, Droaam has caught 
  word of his forgeries and sent a few agents to deal with 
  the problem.
  Location
  This encounter can be placed in nearly anywhere in 
  Khorvaire but is well suited to cities supporting large 
  numbers of wealthy merchants and nobles. 
  For an exciting scene, the heroes might catch up with 
  Gankle on a lightning railcar, an elemental sailing vessel 
  or an airship. High atop an urban tower also works. A 
  conflict with Droaamish agents and a few safe exits can 
  quickly turn into a thrilling encounter. 
  Encounter Setup
  With some effort, the heroes manage to track down 
  Gankle (location left to the discretion of the DM). As 
  the heroes move to confront the gnomish charlatan, a 
  trio of rough looking humans arrive.
  These figures are changelings sent to eliminate Gankle 
  for distributing forged Sora Teraza prophecies. The trio 
  consists of Lam, Nit, and Sim and they are doppelgang-
  er footpads (CR3; Khyber Khronicle volume 4, p51).
  Tactics
  Ideally, the heroes should have a chance to briefly inter-
  act with Gankle before the changlings arrive. Once Gan-
  kle is aware that he is being targeted by the changlings, 
  he will attempt to flee. Meanwhile, the changelings are 
  focused on eliminating the troublesome gnome and will 
  brutally deal with anything that gets in their way.
  Instigating Conflict
  An encounter for characters levels 2 to 4 
  Background
  Sigor Thul is a retired member of Karrnath’s Rekken-
  mark and someone who feels the Last War ended too 
  quickly. Ghunderbrahg is a half-orc agent of Tharashk 
  and a secret member of the Daask criminal guild. They 
  both detest one another but have formed an uneasy 
  partnership to accomplish orders each has been given.
  Recently the pair escaped the Mournlands with possibly 
  valuable Cyran regalia. Ghunderbrahg intends to give 
  these treasures to Prince Oargev to further ingratiate 
  Droaam with the prince. The half-orc was asked to offer 
  Prince Oargev monstrous troops to help the prince 
  carve a new nation out of eastern Breland.
  Meanwhile, Sigor was directed to discretely weaken 
  Breland’s power by cooperating with Droaam. Forcing 
  Breland to deal with a civil war about to break out in 
  New Cyre would fit that objective nicely.
  The old Karnathi soldier is fed up working with Ghun-
  derbrahg. He has concocted a plan that, that will rid him 
  of his irritating half-orc ally and cause Breland to deal 
  with a burgeoning threat. His plan just needs a group of 
  gullible adventurers…
  To learn more about Ghunderbrahg and Sigor take a look at 
  Khyber Khronicle volume 4’s article “The Influence of Droaam” 
  on pages 18 and 19.
  
  10
  Location
  This encounter is set up to be a tavern brawl. It is well 
  suited to occur in New Cyre but could just as easily be 
  set in any location near The Mournlands, wherever relic 
  hunters may go to unwind after a harrowing adventure.
  Encounter Setup
  The heroes receive a request to meet with Sigor Thul, 
  a human veteran (CR 3; Monster Manual), outside of 
  a busy tavern. He discretely tells them that a half-orc 
  named Ghunderbrahg is inside. He fears the half-orc is 
  working with Prince Oargev to create a new nation out 
  of eastern Breland with the help of foreign mercenaries. 
  Sigor claims to not know who Ghunderbrahg is working 
  for, and that he lacks proof of his suspicions. He wants 
  the heroes to confront Ghunderbrahg to determine 
  if the half-orc has a connection to Prince Oargev and 
  if they plan to secede New Cyre from Breland. Sigor 
  claims he can’t face the half-orc directly for fear it would 
  implicate Karrnath in these events, which would prove 
  problematic for the northern nation.
  Ghunderbrahg, a half-orc Bandit Captain (CR 2; Mon-
  ster Manual) is in the tavern celebrating the recovery of 
  the Cyran treasures with two fellow Draask agents, Grith 
  and Eunate, both half-ogre’s (CR 1; Monster Manual). 
  Tactics
  Sigor knows Ghunderbrahg is hot-headed and wants the 
  heroes to fight him – hopefully to get the half-orc arrest-
  ed by the local constabulary. Sigor is happy to watch 
  quietly from the back of the tavern as the heroes get 
  embroiled with the half-orc and his crew.
  Ghunderbrahg is slightly drunk and feeling over-confi-
  dent in the abilities of his half-ogres to deal with trou-
  blemakers. He is quick to anger and is easily provoked. 
  However, Ghunderbrahg is not stupid and may suspect 
  that something is amiss when speaking with the heroes 
  if he rolls well on insight checks. He may become suspi-
  cious that Sigor is up to something and will try to turn 
  the tables by convincing the heroes that they’ve been set 
  up by the Karrnth agent. The half-ogres, Grit and Eu-
  ante, are generally quiet and will follow Ghunderbrahg’s 
  lead.
  Depending on the interest of the DM and the play-
  ers, this encounter could be resolved only using social 
  skills (Deception, Intimidation, Persuasion) or it can 
  quickly devolve into a full-scale bar fight with everyone 
  involved.
  
  11
  Notable Liches of Eberron
  Written and Designed by Jeremiah McCoy 
  Introduction
  Liches are one of the most dangerous enemies in all of 
  D&D history and lore. Eberron is a world full of magic, 
  with a long history of magical empires and beings of 
  immense power. It would be surprising if they didn’t 
  have several liches arise throughout its history.  
  The most prominent, and well-known lich in Eberron 
  is Erandis Vol. She was an oddity from the beginning. 
  She was half elf and half dragon. The Dragons and 
  Elves saw this as a threat to the status quo, especially 
  with her having a powerful Dragonmark.  She was even-
  tually killed, but her mother brought her back from the 
  dead as a lich. The Blood of Vol certainly started as a 
  cult around her. The Emerald Claw has factions con-
  trolled by her, and The Emerald Claw was the title of 
  her draconic father. She is arguably the most powerful 
  and influential lich in the world, but Vol is just one lich. 
  Others exist.
  Not all liches are the same. They are undead and 
  casters, but the route they take may vary quite a lot. 
  Erandis Vol had lichdom thrust upon her, but most seek 
  it out. It often takes a significant amount of work. Vast 
  dark rituals involving human sacrifice, the ingestion of 
  poisons, and the preparation of ornate phylacteries are 
  often seen, but not always. 
  Calen, Artificer Lich
  Calen d’Cannith was a brilliant scion of the House 
  d’Cannith. At the start of the War, he was considered 
  one of their greatest artificers. When the war began, he 
  was in Xendric combing the ruins. He was called back 
  to begin work on engines of war.  His work was foun-
  dational to many advances that continued years later, 
  including possibly the warforged. 
  As the war continued, he became increasingly unstable. 
  Some said it was a madness he acquired in Xendric. 
  Others speculated he could not carry the weight of all 
  the deaths his tools had caused. His increasingly erratic 
  behavior was tolerated so long as he continued to build, 
  and build he did.  
  Over time, his obsessions began to manifest as a ten-
  dency to replace body parts.  First, he would try it on 
  subjects in his labs, The results were mostly gruesome 
  and deadly, but he eventually began to have successes. 
  He began to apply these techniques, these “upgrades” to 
  himself. 
  50 years ago, he disappeared in the nation of Karnath 
  and began work on his final upgrade.  His lab, secreted 
  away in the kingdom, became the site for a horrendous 
  series of experiments which ended with him becoming a 
  new kind of Lich. His body has become a mix of necro-
  mantically preserved corpse and blood-soaked construct. 
  Combat Note. Unlike most liches, Calen is very hands 
  on in combat. Anyone who makes it to his lair is likely to 
  face not only his spells, but also he is remarkably hard 
  to kill. He is much more likely to close on an enemy and 
  attack in melee with his Mace or his paralyzing touch or a 
  combination. 
  
  12
  Calen, the Artificer Lich
  Medium undead, Neutral Evil
  Armor Class 21 (Natural Armor)
  Hit Points 170
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (1) 
  16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
  Saving Throws con +10, int +12, wis +9
  Skills Arcana +19, History +12, Insight +9, 
  Perception +9
  Damage Resistances Cold, Lightning, Necrotic
  Damage Immunities Poison; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Poisoned
  Senses Truesight 120 ft., Passive Perception 19
  Languages Common, Draconic, Giant, Daelkyr, 
  Abyssal, Goblin
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the Calen fails a 
  saving throw, it can choose to succeed instead.
  Rejuvenation. Destroying Calen is insuffi  cient to 
  kill him Once his form is destroyed he gains a 
  new body in 1d10 days, regaining all its hit points 
  and becoming active again. The new body ap-
  pears within his lab, which is his phylactery. 
  Magical Tinkering Calen is an accomplished 
  artifi cer.  He often has little trinkets about him 
  that have been enchanted to provide a range of 
  eff ects. These objects are often scattered around 
  his lab.  
  Artifi cer Infusions Calen has the capabilities of 
  a Master Artifi cer.  He constantly has infused or 
  enchanted items about his person. See side bar 
  for items.
  Typical items:
  • 
  Horn of Blasting
  • 
  Sending Stones
  • 
  Wand of Lightning Bolts
  • 
  Sword of Life Stealing
  • 
  Animated Shield.
  • 
  Arcane Turret. Calen has two turrets that he 
  keeps with 10ft of him all the time. If one is 
  destroyed, he can expend a spell slot, and 
  recreate another. Each projects a force fi eld 
  giving Calen partial cover so long as he stays 
  within 10 feet.
   
  Armor Class 18
   
  Hit Points 90
  Damage Immunities poison damage,  
  psychic damage
  Condition Immunities All
  • 
  Flamethrower. The turret exhales fi re in an 
  adjacent 15-foot cone that you designate. Each 
  creature in that area must make a Dexterity 
  saving throw against spell save DC 20, taking 
  1d8 fi re damage on a failed save or half as 
  much damage on a successful one. The fi re 
  ignites any fl ammable objects in the area that 
  aren’t being worn or carried.
  Spellcasting. Calen is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 
  20, +12 to hit with spell attacks). The lich has the 
  following artifi cer spells prepared:
  Cantrips (at will): Mage Hand, Dancing Lights, 
  Mending, Ray of Frost
  1st level (4 slots): Jump, Expeditious Retreat, Shield 
  of Faith, Identify
  2nd level (3 slots):Alter self, Invisibility, Heat Metal
  3rd level (3 slots):Haste, Dispel Magic, Warding Glyph
  4th level (3 slots): Otiluke’s Resilient Sphere, Stone 
  Shape, Fabricate
  5th level (1 slots): Wall of Stone
  
  13
  Turn Resistance. Calen has advantage on saving 
  throws against any eff ect that turns undead.
  Critical Immunity. Calen’s body incorporates 
  Adamantine. Critical hits count as ordinary hits. 
  Actions
  Multiattack. Calen makes two attack actions a turn. 
  Paralyzing Touch. Melee Spell Attack: +12 to hit, 
  reach 5 ft., one creature. Hit: 10 (3d6) cold dam-
  age. The target must succeed on a DC 18 Consti-
  tution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end 
  of each of its turns, ending the eff ect on itself on 
  a success.
  Sword of Life Stealing. Melee Sword Attack: +12 to 
  hit Hit: 1d8+1 (Versatile 1D10). On a roll of 20 on 
  the attack roll, that target takes an extra 10 necrot-
  ic damage if it isn’t a construct or an undead. You 
  also gain 10 temporary hit points.
  Legendary Actions
  Calen can take 3 legendary actions, choosing from 
  the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature’s turn. Calen regains spent 
  legendary actions at the start of its turn.
  Cantrip. Calen casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). The lich uses 
  its Paralyzing Touch.
  Frightening Gaze (Costs 2 Actions). Calen fi xes 
  its gaze on one creature it can see within 10 feet 
  of it. The target must succeed on a DC 18 Wis-
  dom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can 
  repeat the saving throw at the end of each of its 
  turns, ending the eff ect on itself on a success. If 
  a target’s saving throw is successful or the eff ect 
  ends for it, the target is immune to Calen’s gaze 
  for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each non-undead 
  creature within 20 feet of Calen must make a DC 
  18 Constitution saving throw against this magic, 
  taking 21 (6d6) necrotic damage on a failed save, 
  or half as much damage on a successful one.
  Calen’s Lair
  Calen’s lab, in a secret location somewhere in Karnath. 
  The structure IS his phylactery. His soul is bound there. 
  It also is the site of his experiments. There are often 
  dozens of constructs there, including several Iron Go-
  lems. 
  On initiative count 20 (losing initiative ties), Calen can 
  take a lair action to cause one of the following magical 
  effects; Calen can’t use the same effect two rounds in a 
  row:
  •	
  Calen activates a sterilization protocol. The 
  room fills with a poison gas.  Everyone in the 
  room must make a DC 18 constitution save. If 
  they fail, they are poisoned and take 8d6 poi-
  son damage. They still take half damage if they 
  succeed. 
  •	
  Calen can draw on the components found in his 
  lab to repair himself. He regains 30 hit points.  
  •	
  Calen calls forth his cleaning constructs powered 
  by the souls of his victims. These tiny devices 
  pour out of the walls and attack one creature 
  that Calen can see within 60 feet of it. The target 
  must succeed on a DC 18 Constitution saving 
  throw, taking 15d6 necrotic damage on a failed 
  save, or half as much damage on a success. If 
  someone is reduced to 0 hit points this way, their 
  body is dissolved. The tiny constructs retreat 
  back into the walls. 
  
  14
  Brodren Carthenel, Elven Ancestor
  Brodren Carthenel was one of the early pioneers into 
  necromancy. He and several other scholars studied 
  the magic that would eventually become the basis for 
  the Undying Court. His line of research followed the 
  more “negative energy” route of necromancy. This was 
  leading towards a means of preserving their ancestors, 
  but his methods were eventually rebuked. To achieve 
  his form of undeath, sacrificing another person was 
  required.  
  Eventually, his style of necromancy was discounted 
  and even shunned by Aerenal necromancers. Only the 
  bloodline of Vol followed his work. His research gave 
  Erandis Vol’s mother the knowledge she needed to res-
  urrect her daughter as a lich.  
  Despite Broden’s research falling into disfavor, the 
  Carthenel line remained prominent. There was a long 
  tradition of service among them As Broden reached the 
  end of his mortal span he began work on his final trans-
  formation. Despite the evil nature of what he was doing, 
  his goal was not greedy. He saw himself as a protector 
  of Aerenal society.  To this goal, he shaped his ritual to 
  tie himself to his family line. The shameful secret of the 
  line is that they are now tied to his existence. The blood-
  line of the Carthenel is his Phylactery.   
  In the millennia since his transformation, Broden has 
  begun to ape the trappings of the Undying Court. He 
  wears masks and stands on the decorum used in Shae 
  Mordai despite the fact he would never be allowed there. 
  Through his family, he has manipulated portions of 
  elven society for thousands of years. He is not often a 
  direct threat preferring to act through intermediaries. He 
  may not be bent on collecting personal power, but he is 
  utterly ruthless.  
  Brodren Carthenel
  Medium undead, Lawful Evil
  Armor Class 17 (Natural Armor)
  Hit Points 145
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
  Saving Throws Con +10, Int +12, Wis +9
  Skills Arcana +19, History +12, Insight +9, 
  Perception +9
  Damage Resistances Cold, Lightning, Necrotic
  Damage Immunities Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Poisoned
  Senses Truesight 120 ft., Passive Perception 19
  Languages Common, Thelanis, Draconic, Giant, 
  Abyssal, Riedran
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the Broden fails 
  a saving throw, it can choose to succeed instead.
  Rejuvenation. Broden’s phylactery is his blood-
  line.  If his body destroyed, he will reform by 
  transforming the nearest member of his family 
  within 1d10 days. This process kills the member 
  of his bloodline. He has not had to do this in 
  centuries.
  Items of note: Broden always wears a mask which 
  has an enchantment that provides on command 
  Disguise Self(per the spell) 3 times a day. He also 
  wears a Ring of Spell Turning. 
  Spellcasting. The Broden is an 18th-level spell-
  caster. Its spellcasting ability is Intelligence (spell 
  save DC 20, +12 to hit with spell attacks). Broden 
  has the following wizard spells prepared:
  Cantrips (at will): Mage Hand, Prestidigitation, Ray 
  of Frost
  1st level (4 slots): Detect Magic, Magic Missile, 
  Shield, Thunderwave
  2nd lev
  Though
  3rd leve
  Dispel 
  4th lev
  5th leve
  6th lev
  7th leve
  8th leve
  Demipl
  9th lev
  Turn Re
  throws 
  Actio
  Paralyzi
  reach 5 
  The tar
  saving t
  target c
  each of 
  success
  Lege
  Broden
  from th
  action 
  the end
  spent l
  Cantrip
  Paralyzi
  his Par
  Broden
  within 1
  DC 18 
  becom
  target c
  Note on Broden. Broden is constantly moving.  His family 
  provides him haven when he travels to their enclaves, and 
  he can Disguise himself with his mask quite easily. After 
  millennia of dabbling in the affairs of Elves, Dragons, and 
  Overlords he has found not having a permanent base very 
  useful. 
  
  15
  2nd level (3 slots): Cloud of Daggers, Detect 
  Thoughts, Invisibility, Mirror Image
  3rd level (3 slots): Animate Dead, Counterspell, 
  Dispel Magic, Fireball
  4th level (3 slots): Blight, Dimension Door
  5th level (3 slots): Enervation, Scrying
  6th level (1 slot): Disintegrate, Guards and Wards
  7th level (1 slot): Finger of Death, Plane Shift
  8th level (1 slot): Abi-Dalzim’s Horrid Wilting, 
  Demiplane
  9th level (1 slot): Foresight
  Turn Resistance. Broden has advantage on saving 
  throws against any eff ect that turns undead.
  Actions
  Paralyzing Touch. Melee Spell Attack: +12 to hit, 
  reach 5 ft., one creature. Hit: 3d6 cold damage. 
  The target must succeed on a DC 18 Constitution 
  saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of 
  each of its turns, ending the eff ect on itself on a 
  success.
  Legendary Actions
  Broden can take 3 legendary actions, choosing 
  from the options below. Only one legendary 
  action option can be used at a time and only at 
  the end of another creature’s turn. Broden regains 
  spent legendary actions at the start of its turn.
  Cantrip. Broden casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). Broden uses 
  his Paralyzing Touch.
  Broden fi xes its gaze on one creature it can see 
  within 10 feet of it. The target must succeed on a 
  DC 18 Wisdom saving throw against this magic or 
  become frightened for 1 minute. The frightened 
  target can repeat the saving throw at the end of 
  each of its turns, ending the eff ect on itself on a 
  success. If a target’s saving throw is successful or 
  the eff ect ends for it, the target is immune to the 
  lich’s gaze for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each non-undead 
  creature within 20 feet of the Broden must make 
  a DC 18 Constitution saving throw against this 
  magic, taking 21 (6d6) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  
  16
  Garukthen, Storm Giant Lich
  Garukthen was a powerful storm giant necromancer 
  in the lands of Xen’drik. The empire had survived the 
  war against the Dal Quor and was one of the Arcanists 
  called to together put down the slave revolt that began a 
  thousand years later.  
  Despite his power and his knowledge of Necromancy, 
  Garukthen was a very cautious being. He argued that 
  gathering so much power would draw the attention of 
  other powerful beings. The dragons of Argonnessen 
  confirmed his fear. Long fearing such an occurrence, 
  he had prepared. He retreated to his lab and began the 
  ritual which would transform him into something almost 
  unkillable. He became possibly the first lich in the world. 
  The process shattered his mind. He also watched as 
  giant society was broken by the dragons. His mind be-
  came a tangled erratic knot. He may be one of the few 
  giants left who remember the once great empire, but it is 
  locked inside a deeply disturbed mind. 
  For thousands of years, he has continued his exper-
  iments, but with a blasted mind, he often starts things 
  and forgets what his goal was. He exhausted his supply 
  of slaves long ago and took to capturing his former 
  giant cousins, now simple primitive things, and uses 
  them for his experiments. He has a small army of giant 
  undead that he keeps near his lair. Every few thousand 
  years he sends them out into the world searching. He 
  likely forgets what he sent them searching for, but still, 
  they go.
  Unlike many liches, Garukthen never developed a 
  phylactery. This has never been much of an issue as he 
  rarely leaves his lair, preferring scrying and sending his 
  undead servants to do his work. 
  Garukthen’s Lair
  Garukthen’s lab has stood in the same spot for nearly 
  40,000 years.  It is shielded from attempts to scry its 
  location, hidden in the remnants of a long-dead volcano.  
  The open top cannot be seen from above due to a com-
  bination of illusions.  There are several secret tunnels 
  run for leagues in every direction.  The lab is where he 
  conducts his various and grisly experiments. Half disas-
  sembled bodies are found in various states of undeath.  
  There are ancient Giant arcanist power sources in the 
  room which he uses to great effect.  
  On initiative count 20 (losing initiative ties), Garukthen 
  can take a lair action to cause one of the following 
  magical effects; Garukthen can’t use the same effect two 
  rounds in a row:
  •	
  Garukthen rolls a d8 and regains a spell slot of 
  that level or lower. If it has no spent spell slots 
  of that level or lower, nothing happens.
  •	
  Garukthen targets one creature it can see within 
  90 feet of it. A bolt arcane energy surges from 
  one of the ancient giant artifacts. The target 
  must make a DC 18 Dexterity save, taking 8d12 
  damage on a failed save, or half as much on a 
  success. The target also automatically loses con-
  centration and is at disadvantage all saves till the 
  end of their next turn. 
  •	
  Garukthen calls forth a storm over the entire lab. 
  Visibility is reduced to 30ft for everyone in the 
  room. Till the end of the next turn, all damage 
  from lightning is doubled.  
  
  17
  Garukthen, Storm Giant Lich
  Huge giant undead, chaotic evil
  Armor Class 17 (Natural Armor)
  Hit Points 216
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  29 (+9) 16 (+3) 20 (+5) 20 (+5) 14 (+2) 16 (+3)
  Saving Throws Con +12, Int +12, Wis +9
  Skills Arcana +19, History +12, Perception +9
  Damage Resistances Cold, Necrotic
  Damage Immunities, Thunder, Lightning, and 
  Poison; Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Poisoned
  Senses Truesight 120 ft., Passive Perception 19
  Languages Common, Giant, Thelanis, Abyssal, 
  Goblin 
  Challenge 24 (62,000 XP)
  Legendary Resistance (3/Day). If Garukthen fails a 
  saving throw, it can choose to succeed instead.
  Spellcasting. Garukthen is an 18th-level spell-
  caster. Its spellcasting ability is Intelligence (spell 
  save DC 20, +12 to hit with spell attacks). Garuk-
  then has the following wizard spells prepared:
  Cantrips (at will): Shocking Grasp, Prestidigitation, 
  Thunderclap
  1st level (4 slots): Detect Magic, Earth Tremor, 
  Shield, Thunderwave
  2nd level (3 slots): Blindness/Deafness, Crown of 
  Madness, Hold Person, Mirror Image
  3rd level (3 slots): Animate Dead, Counterspell, 
  Dispel Magic, Fireball
  4th level (3 slots): Wall of Fire, Resilient Sphere
  5th level (3 slots): Cloudkill, Scrying
  6th level (1 slot): Circle of Death, Create Undead
  7th level (1 slot): Finger of Death, Forcecage
  8th level (1 slot): Maddening Darkness, Power 
  Word Stun
  9th level (1 slot): Power Word Kill
  Turn Resistance. Garukthen has advantage on 
  saving throws against any eff ect that turns un-
  dead.
  Actions
  Paralyzing Touch. Melee Spell Attack: +12 to hit, 
  reach 5 ft., one creature. Hit: 10 (3d6) cold dam-
  age. The target must succeed on a DC 18 Consti-
  tution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end 
  of each of its turns, ending the eff ect on itself on 
  a success.
  Legendary Actions
  Garukthen can take 3 legendary actions, choosing 
  from the options below. Only one legendary ac-
  tion option can be used at a time and only at the 
  end of another creature’s turn. Garukthen regains 
  spent legendary actions at the start of its turn.
  Cantrip. Garukthen casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). Garukthen 
  uses its Paralyzing Touch.
  Thunderbolt (2 Actions). Garukthen hurls a thun-
  derbolt at a creature it can see within 600 feet of 
  it. The target must make a DC 18 Dexterity saving 
  throw, taking 6d10 thunder damage on a failed 
  save, or half as much damage on a successful 
  one.
  Disrupt Life (Costs 3 Actions). Each non-undead 
  creature within 120 feet of Garukthen must make 
  a DC 18 Constitution saving throw against this 
  magic, taking 21 (6d6) necrotic damage on a 
  failed save, or half as much damage on a success-
  ful one.
  
  18
  Monsters of Eberron
  Written and Designed by Gerald Glad, Kenny Morris, and Zachary Pickett 
  Bone Lord
  Gargatuan undead, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 350 (28d20 + 56) 
  Speed 10ft
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24 (+7) 9 (-1) 
  18 (+4)  12 (+1) 6 (-2) 
  9 (-1)
  Damage Resistances Piercing and Slashing from 
  Nonmagical Attacks that aren’t Adamantine, 
  Lightning
  Damage Immunities Poison
  Condition immunities Charmed, Exhaustion, 
  Poisoned, Paralyzed 
  Senses darkvision 120ft, passive Perception 10
  Languages cannot speak but knows Dwarvish, 
  Gnomish, and Abyssal 
  Challenge 19 (22,000)
  Magic Weapons. The giant skeletons weapons are 
  magical
  Turn Immune. The Bone Lord has immunity to 
  any eff ect that turns undead.
  Immutable Form. While wearing the Bone Lord 
  Crown the Bone Lord is immune to any outside 
  spell or eff ect that would alter its form.
  Sword Resistance. When holding its swords, the 
  Bone Lord has resistance to each of their damage 
  types.
  Bone Lord Crown. While wearing this the Bone 
  Lord can sense the exact location of and control 
  any undead within 300ft of it. 
  Actions
  Multi-attack. The Bone Lord makes two melee 
  attacks.
  Sweep. The Bone Lord swings one sword in a 180 
  degree arc around it. Any creature inside of a 30 
  feet reach must succeed on a DC 17 Strength sav-
  ing throw, on a success they are pushed straight 
  back 20 feet, on a failed save they are thrown 
  straight back 20 feet, fall prone, and take whatev-
  er damage that sword would deal.
  Stomp. The Bone Lord lifts a foot and stomps down 
  on a creature within 10ft of it and that creature 
  must succeed on a DC 13 Dexterity save or take 24 
  (5d6+7) bludgeoning damage and fall prone.
  Giant Burning Longsword. Melee Weapon Attack: 
  +13 to hit, reach 10ft, one target. Hit:29 (4d10 +7) 
  slashing damage, 11 (2d10) fi re damage
  Giant Frozen Longsword. Melee Weapon Attack: 
  +13 to hit, reach 10ft, one target. Hit:29 (4d10 +7) 
  slashing damage, 11 (2d10) cold damage
  Giant Melting Longsword. Melee Weapon Attack: 
  +13 to hit, reach 10ft, one target. Hit:29 (4d10 +7) 
  slashing damage, 11 (2d10)) acid damage
  Giant Heavy Longsword. Melee Weapon Attack: 
  +13 to hit, reach 10ft, one target. Hit:29 (4d10 +7) 
  slashing damage, 11 (2d10) thunder damage
  Giant Plasma Longsword. Melee Weapon Attack: 
  +13 to hit, reach 10ft, one target. Hit:29 (4d10 +7) 
  slashing damage, 11 (2d10) radiant damage
  Giant Withering Longsword. Melee Weapon Attack: 
  +13 to hit, reach 10ft, one target. Hit:29 (4d10 +7) 
  slashing damage, 11 (2d10) necrotic damage
  Legendary Actions
  The Bone Lord can take 3 legendary actions, 
  choosing from the options below. Only one leg-
  endary action option can be used at a time and 
  only on the end of another creatures turn. The 
  Bone Lord regains spent legendary actions at the 
  start of its turn.
  6 Arm Multi-attack. The Bone Lord makes 1 attack 
  with each of its arms against any creature within 
  range.
  Control Undead (Costs 2 Actions). While wearing 
  the Bone Lord Crown the Bone Lord can have all 
  undead within its range make one attack against 
  a target.
  Skeleton Re-spawn (Costs 2 Actions). While 
  wearing the Bone Lord Crown the Bone Lord can 
  cause all skeletons within 20ft of giant skeleton to 
  reassemble and gain all health back.
  
  19
  Chaos Spawn of Xoriat
  Creatures of graceless muscle and warping shape, chaos 
  spawn are formidable foes whose actions are unknow-
  able and deadly. A chaos spawn lurches and gallops 
  across fields of battle killing whoever and whatever 
  draws near like a warhorse of the apocalypse. Lacking 
  living prey, a chaos spawn will crush any structures in 
  beholds until all that remains is rubble and splinters.
  A chaos spawn’s form is unique and changes from 
  second to second. Some bear likenesses reminiscent to 
  terrestrial creatures mangled and melted together, others 
  go far further in their defiance of reality and sanity.
  Visions of Xoriat have told that powerful Daelkyr ride 
  upon these untrainable aberrations, rolling with their 
  madness, feeding their depravity. Their stories and tales 
  are soaked in insanity, but perhaps they hold some grain 
  of truth.
  The last coterminous of Xoriat spilled forth many 
  chaos spawn into the Shadow Marches, but thankfully, 
  very few remain upon Khorvaire. Those that do, reside 
  in enchanted shackles or imprisoned by epic magic for 
  fear that their deaths will only hasten the return of the 
  plane of madness. A prophecy known as ‘The Pact of 
  Flesh’ tells that when these powerful beasts of Xoriat 
  are slain, their essence shall return to their home, leaving 
  trails upon which the Daelkyr ride, returning upon their 
  vengeful mounts to conquer and destroy Khorvaire.
  Chaos Spawn of Xoriat
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 156 (12d12 + 48)
  Speed 60ft., climb 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  23 (+6) 6 (-2) 
  18 (+4) 5 (-3) 
  4 (-3) 
  2 (-5)
  Saving Throws Str +10, Con +8
  Skills Perception +1
  Damage Resistances fi re, lighting, thunder; blud-
  geoning, piercing, and slashing from nonmagical 
  sources
  Damage Immunities force, poison
  Damage Vulnerabilities psychic
  Condition Immunities blinded, charmed, deaf-
  ened, frightened, stunned, paralyzed, petrifi ed, 
  poisoned
  Senses blindsight 120ft. (blind past this radius), 
  passive Perception 11
  Languages understands Deep Speech but cannot 
  speak
  Challenge 10 (5,900 XP)
  Aura of Chaos. The chaos spawn radiates the 
  unpredictability and warping nature of Xoriat in 
  a 60-foot radius. At the beginning of its turn, if 
  the chaos spawn isn’t incapacitated, roll 1d6. On 
  a 1-2, all creatures in the aura suff er a -2 penalty 
  to AC and a +4 bonus to attack rolls. On a 3-4, all 
  creatures in the aura suff er a -2 penalty to attack 
  rolls and a +4 bonus to AC. On a 5-6, all other 
  creatures which start their turn within the in aura 
  must make a DC 16 Charisma saving throw or 
  suff er from a random short-term madness until 
  the end their next turn.
  
  20
  Chaos in Motion. The chaos chooses its targets at 
  random. It also gains the following benefi ts:
  •	
  The chaos’ movement ignores diffi  cult 
  terrain
  •	
  Opportunity attacks made against the 
  chaos are made at disadvantage
  •	
  the chaos’ movement cannot be reduced 
  by magic or abilities
  •	
  Magic or other eff ects which would pre-
  dict the chaos’ actions or movements fail 
  to do so. Such things grant no advantage 
  nor disadvantage in regards to the chaos 
  spawn
  Reactive. The chaos can take four reactions every 
  round in combat, one for every natural weapon. 
  Creatures provoke attacks of opportunity from 
  each diff erent reach of the chaos’ natural weapons.
  Siege Monster. The spawn deals double damage 
  to objects and structures.
  Actions
  Multiattack. The chaos makes 1d4 attacks, each 
  with a diff erent weapon chosen at random. Each 
  attack past the fi rst takes a cumulative -2 penalty 
  to the attack roll.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 20 (4d6 + 6) piercing damage. If 
  the target is a creature, it must succeed on a DC 
  16 Constitution saving throw or become poi-
  soned. While poisoned in this way, the creature’s 
  speeds are reduced by half and it is blind past 10 
  feet. It can repeat the saving throw at the end of 
  each of its turns, ending the eff ect on a success.
  Claw. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target. Hit: 24 (4d8 + 6) slashing damage. 
  If the target is a creature, it must make a DC 16 
  Dexterity saving throw. On a failure, the creature 
  loses additional hit points due to blood loss at 
  the beginning of its next turn equal to the slash-
  ing damage taken.
  Horns. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 28 (4d10 + 6) piercing dam-
  age. If the target is a creature, it must make a DC 
  18 Strength saving throw or be knocked prone.
  Tentacles. Melee Weapon Attack: +10 to hit, reach 
  20 ft., one target. Hit: 16 (4d4 + 6) bludgeoning 
  damage. If the target is a Large or smaller crea-
  ture, it must succeed on a DC 18 Strength saving 
  throw or be grappled (escape DC 16) and pulled 
  up to 20 feet towards the chaos spawn. The crea-
  ture is restrained while grappled in this way. The 
  chaos has 3 tentacles, each of which can grapple 
  one creature.
  Incongruent Smash (Recharge 5-6). The chaos 
  spawn breaks the bonds of reality as it attacks in 
  force. The chaos spawn makes one chaos crush 
  attack against one creature within 60 feet of it as 
  well as at up to four creatures within 30 feet of 
  the initial target. This attack doesn’t suff er from 
  disadvantage and ignores all but total cover.
  Chaos Crush. Ranged Spell Attack: +10 to hit, 
  range 60 ft., up to 5 creatures. Hit: 33 (6d8 + 6) 
  force damage. It the target is a creature, it must 
  make a DC 16 Wisdom saving throw or be aff ect-
  ed by confusion. It can repeat the saving throw at 
  the end of each of its turns, ending the eff ect on a 
  success. 
  
  21
  Clockwork Zombie
  Medium undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 60 (12d8 + 6)
  Speed 20ft
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16(+3) 10(+0) 18(+4)  3(-4) 
  8(-1) 
  6(-2)
  Damage Immunities lightning, poisoned
  Condition Immunities poisoned,  charmed
  Senses Blindsense 80ft, passive Perception 14
  Languages understands language it knew in life 
  but can only repeat programed phrases
  Challenge 1/2 (100 XP)
  Compulsory Mind. The clockwork zombie can’t 
  be compelled to act in a manner contrary to its 
  instructions
  Turn Resistance. The clockwork zombie has ad-
  vantage on saving throws against any eff ect that 
  turns undead.
  Lightning Supercharge. Anytime the clockwork 
  zombie is dealt lightning damage it will gain hit-
  points equal to the damage that would be dealt
  Actions
  Multiattack. clockwork zombie makes two claw 
  attacks
  Claw. Melee Weapon Attack: +5 to hit, reach 5ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Windup. the clockwork zombie can use its action 
  to store one extra action to either move or attack 
  on a later turn.
  Clockwork Conversion. the clockwork zombies 
  can use its action along with one other clockwork 
  zombies action to convert a dead creature into a 
  clockwork zombie with full health.
  Reactions
  Clockwork Restart. When the clockwork zombie is 
  hit with lightning damage it can use its reaction 
  to direct the lightning to restore any number of 
  clockwork zombie other than it within 40 feet of it 
  up to full health.
  
  22
  Crypt Thing, Minor
  When someone wants to protect their burial grounds, 
  but don’t have much resources to do it. This “budget” 
  crypt thing will creep out intruders with its ragged, 
  heavy robe. Good thing they don’t know that it isn’t 
  armored, or armed because you were broke. Any doltish 
  group of “adventurers” can easily dispatch one of these. 
  But if it has backup, it can maneuver creatures (enemies 
  or allies) into dangerous situations. If you are too cheap 
  to buy good guardians, at least use your bad guardians 
  well.
  Undead Nature. A crypt thing doesn’t require air, food, drink, or 
  sleep.
  Crypt Thing, Minor
  Medium undead, lawful neutral
  Armor Class 15 (natural)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 16 (+3) 16 (+3) 13 (+1) 16 (+3) 14 (+2)
  Saving Throws Wis +5, Cha +4
  Skills Perception +5, Stealth +7
  Damage Resistance cold, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft. passive Perception 15
  Languages  Any languages it knew in life.
  Challenge 3 (700 XP)
  Bound. The crypt thing is magically bound to the 
  tomb or graveyard that it protects. The crypt thing 
  cannot move more than 60 feet from the site it is 
  bound to.
  Turn Resistance. The crypt thing has advantage 
  against eff ects that turn undead.
  Actions
  Multiattack. The crypt thing makes two melee 
  attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) slashing damage.
  Banish Interloper (Recharge 5-6). The crypt thing 
  magically teleports one creature of its choice 
  that it can see up to 60 feet. Creatures cannot be 
  teleported into objects or terrain unless there is 
  a hollow space that the creature can fi t in. The 
  target must  succeed on a DC 12 Charisma saving 
  throw to avoid being teleported. 
  Teleport. The crypt thing magically teleports to 
  an unoccupied space within 10 feet as a bonus 
  action.
  
  23
  The Demon Lord of Hellfire and Wrath
  Deep within the elemental plane of fire lies a citadel of immense size that holds the treasures of many ages. Inside 
  the deepest reaches of this citadel is an enormous throne room with a gargantuan figure sprawled upon it patiently 
  planning for the day its followers summon it to conqure the far reaches of the other planes. 
  The Demon Lords Lair
  Throughout the lair complex, fiery servants erect monuments to the Demon Lords power, telling the grim story of 
  its life, the enemies it has slain, and the worlds it has conquered.
  Lair Actions
  On initiative count 20 (losing initiative ties), the Demon Lord takes a lair action to cause one of the following ef-
  fects; the dragon can’t use the same effect two rounds in a row:
  • Magma erupts from a point on the ground the Demon Lord can see within 120 feet of it, creating a 20-foot-
  high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 
  21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the Demon Lord. Each creature other than the Demon Lord 
  on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the Demon Lord can see within 120 
  feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 
  on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving 
  throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  
  24
  Demon Lord of Hellfire and 
  Wrath (Kro’ngruz)
  Gargantuan Fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 440 (36d20 + 62)
  Speed 40 ft., fl y 80 ft.
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24(+7) 20(+5) 22(+6) 18(+4) 16(+3) 20 (+5)
  Saving Throws Str +14, Con +13, Cha +12
  Damage Vulnerabilities cold, radiant
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks, Necrotic
  Damage Immunities fi re, poison
  Condition Immunities poisoned, frightened
  Senses truesight 120 ft., passive perception 20
  Languages Abyssal, telepathy 120 ft. 
  Challenge 22 (41,000 XP)
  Legendary Resistance (3/Day). If the Demon Lord 
  fails a saving throw, it can choose to succeed 
  instead
  Fire Aura. Creatures in a 15 foot radius of the 
  Demon Lord that move into or start their turn 
  must succeed on a DC 18 Constitution save or take 
  22(4d10) fi re damage
  Magic Weapons. the Demon Lord weapon attacks 
  are magical.
  Actions
  Multiattack. The Demon Lord makes three at-
  tacks: two with its terror-axe and one with its whip.
  Terror-axe. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 29 (4d12 + 7) slashing dam-
  age. When the Demon Lord deals damage with 
  this weapon the target must succeed on a DC 
  20 charisma save or be frightened of the Demon 
  Lord until the end of there next turn.
  Whip. Melee Weapon Attack: +11 to hit, reach 30 
  ft., one target. Hit: 22 (3d10 + 7) slashing damage 
  plus 14 (4d6) fi re damage, and the target must 
  succeed on a DC 20 Strength saving throw or 
  be grappled and pulled 1d6 squares toward the 
  Demon Lord.
  Legendary Actions
  The Demon Lord can take 3 legendary actions, 
  choosing from the options below. Only one legend-
  ary action option can be used at a time and only on 
  the end of another creatures turn. The Bone Lord 
  regains spent legendary actions at the start of its 
  turn.
  Chain Combo. The Demon Lord makes a combina-
  tion attack with its weapons.
  Melee Weapon Attack: +11 to hit, reach 30 ft., one 
  target. Hit: 22 (3d10 + 7) slashing damage plus 14 
  (4d6) fi re damage, and the target is grappled and 
  pulled  toward the Demon Lord. When the creature 
  reaches the Demon Lord it deals its Terror-axe 
  damage along with 1d10 extra slashing damage for 
  every 5 feet the target creature is pulled.
  Wing Attack. The Demon Lord beats its wings. 
  Each creature within 15 feet of it must succeed on 
  a DC 20 Dexterity saving throw or take 14 (2d6 + 7) 
  bludeoning damage and be knoxked prone. Blood-
  thirster can then fl y up to half its speed.
  Teleport (Costs 2 Actions). The Demon Lord can 
  magically teleport, along with anything it is wearing 
  or carrying, up to 120 ft. to an unoccupied space.
  Wrathfull Overlord (Costs 3 Actions). Any creature 
  within a 120 foot radius that the Demon Lord can 
  sense must succeed on a DC 20 Wisdom save 
  or go berserk. While berserk, the creature must 
  use their action each round to attack the creature 
  nearest to them. If they can make extra attacks 
  as part of their attack action, they use those 
  extra attacks, moving to attack the next nearest 
  creature after they fell their current target. If they 
  have multiple possible targets, they attack one at 
  random. They can attempt the save again on the 
  end of their turn.
  
  25
  Chaos Dragons
  Chaos dragons share the basic draconic shape, but beyond that, they wildly vary in appearance. They are difficult to 
  predict and should not be trusted to stick to any deals or promises. They hate order and seek to dismantle it.
  Ancient Chaos Dragon
  Gargantuan dragon, chaotic (any)
  Armor Class 20 (natural armor)
  Hit Points 333 (18d20 + 144)
  Speed 40 ft., f y 80 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  25 +7 
  10 +0 
  27 +8 
  18 +4 
  17 +3 
  19 +4
  Saving Throws Dex +6, Con +14, Wis +9, Cha +10
  Skills Perception +15, Persuasion +10, Stealth +6
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 25
  Languages Common, Draconic
  Challenge 20 (24,500 XP)
  Condition Immunities charmed, frightened
  I Do What I Want. Chaos dragons are immune to 
  enchantment spells and eff ects.
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead.
  Actions
   Multiattack. The dragon can use its Frightful Pres-
  ence. It then makes three attacks: one with its bite 
  and two with its claws.
   Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 18 (2d10 + 7) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., 
  one target. Hit: 16 (2d8 + 7) bludgeoning damage. 
  Frightful Presence.  Each creature of the dragon’s 
  choice within 120 feet of the dragon and aware of 
  it must succeed on a DC 18 Wisdom saving throw 
  or become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the ef ect on itself on a success. If a 
  creature’s saving throw is successful or the ef ect 
  ends for it, the creature is immune to the dragon’s 
  Frightful Presence for the next 24 hours. 
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
   Chaos Blast. The dragon exhales a random blast 
  based of the results of 1d6 ( 1 f re, 2 cold, 3 light-
  ning, 4 acid, 5 thunder, 6 psychic) in a 90-foot 
  cone. Each creature in that area must make a DC 
  22 Dexterity saving throw, taking 56 (16d6) deter-
  mined damge on a failed save, or half as much on 
  a successful one
  Confusion Breath. The dragon exhales confusion 
  gas in a 90-foot cone. Each creature in that area 
  must succeed a DC 22 Wisdom saving throw or 
  act as if under a confusion spell for 1 minute. At 
  the end of a confused creatures turn, the creature 
  can make another Wisdom saving throw to end 
  the ef ect. The ef ect also ends if the creature takes 
  damage.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats 
  its wings. Each creature within 15 feet of the dragon 
  must succeed on a DC 21 Dexterity saving throw 
  or take 14 (2d6 + 7) bludgeoning damage and be 
  knocked prone. The dragon can then f y up to half 
  its f ying speed.
  
  26
  Adult Chaos Dragon
  Huge dragon, chaotic (any)
  Armor Class 18 (natural armor)
  Hit Points 200 (16d12 + 128)
  Speed 40 ft., f y 80 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  21 +5 
  10 +0 
  23 +6 
  16 +3 
  15 +2 
  17 +3
  Saving Throws Dex +5, Con +11, Wis +7, Cha +8
  Skills Perception +12, Persuasion +8, Stealth +5
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 22
  Languages Common, Draconic
  Challenge 13 (10,000 XP)
  Condition Immunities charmed, frightened
  I Do What I Want. Chaos dragons are immune to 
  enchantment spells and eff ects.
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Pres-
  ence. It then makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice within 120 feet of the dragon and aware of 
  it must succeed on a DC 16 Wisdom saving throw 
  or become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the ef ect on itself on a success. If a 
  creature’s saving throw is successful or the ef ect 
  ends for it, the creature is immune to the dragon’s 
  Frightful Presence for the next 24 hours. 
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Chaos Blast. TThe dragon exhales a random blast 
  based of the results of 1d6 ( 1 f re, 2 cold, 3 light-
  ning, 4 acid, 5 thunder, 6 psychic) in a 60-foot 
  cone. Each creature in that area must make a DC 
  DC 19 Dexterity saving throw, taking 42 (12d6) de-
  termined damge on a failed save, or half as much 
  on a successful one.
  Confusion Breath. The dragon exhales confusion 
  gas in a 60-foot cone. Each creature in that area 
  must succeed a DC 19 Wisdom saving throw or 
  act as if under a confusion spell for 1 minute. At 
  the end of a confused creatures turn, the creature 
  can make another Wisdom saving throw to end 
  the ef ect. The ef ect also ends if the creature takes 
  damage.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack. The 
  dragon can then f y up to half its f ying speed.
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 18 Dexterity saving throw 
  or take 12 (2d6 + 5) bludgeoning damage and be 
  knocked prone.
  
  27
  Young Chaos Dragon
  Large dragon, chaotic (any)
  Armor Class 17 (natural armor)
  Hit Points 131 (14d10 + 54)
  Speed 40 ft., f y 80 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 +3 
  10 +0 
  19 +4 
  14 +2 
  13 +1 
  15 +2
  Saving Throws Dex +3, Con +7, Wis +4, Cha +5
  Skills Perception +7, Persuasion +5, Stealth +3
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 17
  Languages Common, Draconic
  Challenge 6 (2,300 XP)
  Condition Immunities charmed, frightened
  I Do What I Want. Chaos dragons are immune to 
  enchantment spells and eff ects.
  Actions
  Multiattack. The dragon makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 14 (2d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Chaos Blast. The dragon exhales a random blast 
  based of the results of 1d6 ( 1 f re, 2 cold, 3 lightning, 
  4 acid, 5 thunder, 6 psychic) in a 40-foot cone. Each 
  creature in that area must make a DC 15 Dexterity 
  saving throw, taking 35 (10d6) determined damge on 
  a failed save, or half as much on a successful one.
  Confusion Breath. The dragon exhales confusion 
  gas in a 30-foot cone. Each creature in that area 
  must succeed a DC 15 Wisdom saving throw or act 
  as if under a confusion spell for 1 minute. At the end 
  of a confused creatures turn, the creature can make 
  another Wisdom saving throw to end the ef ect. The 
  ef ect also ends if the creature takes damage.
  Chaos Dragon Wyrmling
  Medium dragon, chaotic (any)
  Armor Class 16 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., f y 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 +1 
  10 +0 
  15 +2 
  12 +1 
  11 +0 
  13 +1
  Saving Throws Dex +2, Con +4, Wis +2, Cha +3
  Skills Perception +4, Stealth +2
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Condition Immunities charmed, frightened
  I Do What I Want. Chaos dragons are immune to 
  enchantment spells and eff ects.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (1d10 + 1) piercing damage.
   Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Chaos Blast. The dragon exhales a random blast 
  based of the results of 1d6 ( 1 f re, 2 cold, 3 light-
  ning, 4 acid, 5 thunder, 6 psychic) in a 20-foot 
  cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 14 (4d6) deter-
  mined damge on a failed save, or half as much on 
  a successful one.
  Confusion Breath. The dragon exhales confusion 
  gas in a 15-foot cone. Each creature in that area 
  must succeed a DC 12 Wisdom saving throw or 
  act as if under a confusion spell for 1 minute. At 
  the end of a confused creatures turn, the creature 
  can make another Wisdom saving throw to end 
  the ef ect. The ef ect also ends if the creature takes 
  damage.
  
  28
  Half – Chaos Dragon Reaver
  Medium humanoid (human), any alignment
  Armor Class 18 (scale mail and shield)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 +3 
  15 +2 
  17 +3 
  14 +2 
  11 +1 
  14 +2
  Saving Throws Str +6, Con +6
  Skills Athletics +6, Perception +4
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Condition Immunities charmed, frightened
  Brute. A melee weapon deals one extra die of its 
  damage when the reaver hits with it (included in 
  the attack).
  I Do What I Want. Chaos dragons are immune to 
  enchantment spells and eff ects.
  Actions
  Multiattack. The reaver makes two melee attacks.
  Morningstar. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing 
  damage. 
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Chaos Blast. The dragon exhales a random blast 
  based of the results of 1d6 ( 1 f re, 2 cold, 3 light-
  ning, 4 acid, 5 thunder, 6 psychic) in a 20-foot 
  cone. Each creature in that area must make a DC 
  14 Dexterity saving throw, taking 14 (4d6) deter-
  mined damge on a failed save, or half as much on 
  a successful one.
  Confusion Breath. The dragon exhales confusion 
  gas in a 15-foot cone. Each creature in that area 
  must succeed a DC 14 Wisdom saving throw or 
  act as if under a confusion spell for 1 minute. At 
  the end of a confused creatures turn, the creature 
  can make another Wisdom saving throw to end 
  the ef ect. The ef ect also ends if the creature takes 
  damage.
  
  29
  Howling Dragons
  Howling dragons’ scales are purple, becoming darker as they age. Their heads are crowned with long, flexible spines 
  that form a fan-like frill. Hungry and insane, they spread death and madness where ever they go.
  Ancient Howling Dragon
  Gargantuan dragon, chaotic (evil or neutral)
  Armor Class 20 (natural armor)
  Hit Points 546 (28d20 + 252)
  Speed 40 ft., f y 80 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  30 +10 10 +0 
  28 +9 
  18 +4 
  17 +3 
  24 +7
  Saving Throws Dex +7, Con +16, Wis +10, Cha +14
  Skills Perception +17, Stealth +7
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 27
  Languages Common, Draconic
  Challenge 24 (36,500 XP)
  Damage Resistances psychic
  Damage Immunities thunder
  Madness Embraced. Howling dragons are im-
  mune to the eff ects of madness.
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Pres-
  ence. It then makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., 
  one target. Hit: 21 (2d10 + 10) piercing damage.
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., 
  one target. Hit: 17 (2d6 + 10) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., 
  one target. Hit: 19 (2d8 + 10) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice within 120 feet of the dragon and aware of 
  it must succeed on a DC 22 Wisdom saving throw 
  or become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the ef ect on itself on a success. If a 
  creature’s saving throw is successful or the ef ect 
  ends for it, the creature is immune to the dragon’s 
  Frightful Presence for the next 24 hours. 
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
   Thundering Howl. The dragon howls in a 90-foot 
  cone. Each creature in that area must make a DC 24 
  Constitution saving throw, taking 66 (12d10) thunder 
  damage and deafened for 1 minute on a failed save, 
  or half as much damage and not deafened on a 
  successful one.
  Maddening Howl. The dragon howls in a 90-foot 
  cone. Each creature in that area must  make a DC 24 
  Intelligence saving throw, taking 33 (6d10) psychic 
  damage and is stunned till the end of their next turn 
  on a failed save, or half as much damage and no 
  stun on a successful one. If the save is failed by 5 or 
  more, that creature gains a level of madness.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats 
  its wings. Each creature within 15 feet of the dragon 
  must succeed on a DC 25 Dexterity saving throw 
  or take 17 (2d6 + 10) bludgeoning damage and be 
  knocked prone. The dragon can then f y up to half its 
  f ying speed.
  
  30
  Adult Howling Dragon
  Huge dragon, chaotic (evil or neutral)
  Armor Class 17 (natural armor)
  Hit Points 256 (19d12 + 133)
  Speed 40 ft., f y 80 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  26 +8 10 +0 24 +7 16 +3 15 +2 22 +6
  Saving Throws Dex +6, Con +13, Wis +8, Cha +14
  Skills Perception +14, Stealth +6
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 24
  Languages Common, Draconic
  Challenge 17 (18,000 XP)
   Damage Resistances psychic
  Damage Immunities thunder
  Madness Embraced. Howling dragons are im-
  mune to the eff ects of madness.
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Pres-
  ence. It then makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., 
  one target. Hit: 17 (2d8 + 8) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice within 120 feet of the dragon and aware of 
  it must succeed on a DC 20 Wisdom saving throw 
  or become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the ef ect on itself on a success. If a 
  creature’s saving throw is successful or the ef ect 
  ends for it, the creature is immune to the dragon’s 
  Frightful Presence for the next 24 hours. 
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Thundering Howl. The dragon howls in a 60-foot 
  cone. Each creature in that area must make a DC 21 
  Constitution saving throw, taking 60 (11d10) thunder 
  damage and deafened for 1 minute on a failed save, 
  or half as much damage and not deafened on a 
  successful one.
  Maddening Howl. The dragon howls in a 60-foot 
  cone. Each creature in that area must make a DC 21 
  Intelligence saving throw, taking 27 (5d10) psychic 
  damage and is stunned till the end of their next turn 
  on a failed save, or half as much damage and no 
  stun on a successful one. If the save is failed by 5 or 
  more, that creature gains a level of madness.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack. The 
  dragon can then f y up to half its f ying speed.
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 22 Dexterity saving throw 
  or take 15 (2d6 + 8) bludgeoning damage and be 
  knocked prone.
  
  31
  Young Howling Dragon
  Large dragon, chaotic (evil or neutral)
  Armor Class 16 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., f y 80 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  22 +6 
  10 +0 
  20 +5 
  14 +2 
  13 +1 
  20 +5
  Saving Throws Dex +4, Con +9, Wis +5, Cha +9
  Skills Perception +9, Stealth +4
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 19
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Damage Resistances psychic
  Damage Immunities thunder
  Madness Embraced. Howling dragons are im-
  mune to the eff ects of madness.
  Actions
  Multiattack. The dragon makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage.
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Thundering Howl. The dragon howls in a 30-foot 
  cone. Each creature in that area must make a DC 17 
  Constitution saving throw, taking 55 (10d10) thunder 
  damage and deafened for 1 minute on a failed save, 
  or half as much damage and not deafened on a 
  successful one.
  Maddening Howl. The dragon howls in a 30-foot 
  cone. Each creature in that area must make a DC 17 
  Intelligence saving throw, taking 22 (4d10) psychic 
  damage and is stunned till the end of their next turn 
  on a failed save, or half as much damage and no 
  stun on a successful one. If the save is failed by 5 or 
  more, that creature gains a level of madness.
  Howling Dragon Wyrmling
  Medium dragon, chaotic (evil or neutral)
  Armor Class 15 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., f y 60 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 +4 
  10 +0 
  16 +3 
  12 +1 
  11 +0 
  16 +3
  Saving Throws Dex +2, Con +5, Wis +2, Cha +5
  Skills Perception +4, Stealth +2
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Damage Resistances psychic
  Damage Immunities thunder
  Madness Embraced. Howling dragons are im-
  mune to the eff ects of madness.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (1d10 + 4) piercing damage.
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Thundering Howl. The dragon howls in a 15-foot 
  cone. Each creature in that area must make a DC 13 
  Constitution saving throw, taking 22 (4d10) thun-
  der damage and deafened for 1 minute on a failed 
  save, or half as much damage and not deafened on 
  a successful one.
  Maddening Howl. The dragon howls in a 15-foot 
  cone. Each creature in that area must make a DC 
  13 Intelligence saving throw, taking 5 (1d10) psychic 
  damage and is stunned till the end of their next 
  turn on a failed save, or half as much damage and 
  no stun on a successful one. If the save is failed by 
  5 or more, that creature gains a level of madness.
  
  32
  Half – Howling Dragon Sorcerer
  Medium humanoid (human), any alignment
  Armor Class 15 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 +0 
  15 +2 
  16 +3 
  12 +1 
  12 +1 
  18 +4
  Saving Throws Con +6, Cha +7
  Skills Arcana +4, Deception +7, Perception +5
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 15
  Languages Common, Draconic
  Challenge 7 (2,900 XP)
  Damage Resistances psychic
  Damage Immunities thunder
  Madness Embraced. Howling dragons are im-
  mune to the eff ects of madness.
  Spellcasting. The half dragon is an 12th-level spell-
  caster. Its spellcasting ability is Charisma (spell 
  save DC 15, +7 to hit with spell attacks). The half 
  dragon has the following sorcerer spells:
  Cantrips (at will): dancing lights, fi re bolt, mage 
  hand, message, ray of frost, shocking grasp
  1st level (4 slots): charm person, disguise self, magic 
  missile
  2nd level (3 slots): phantasmal force, scorching ray
  3rd level (3 slots): counterspell, hypnotic pattern
  4th level (3 slots): confusion, greater invisibility 
  5rd level (2 slots): dominate person, seeming
  6th level (1 slots): globe of invulnerability 
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Breath Weapons (Recharge 5-6). The dragon uses 
  one of the following breath weapons.
  Thundering Howl. The half dragon howls in a 15-
  foot cone. Each creature in that area must make a 
  DC 13 Constitution saving throw, taking 22 (4d10) 
  thunder damage and deafened for 1 minute on a 
  failed save, or half as much damage and not deaf-
  ened on a successful one.
  Maddening Howl. The half dragon howls in a 15-
  foot cone. Each creature in that area must make 
  a DC 13 Intelligence saving throw, taking 5 (1d10) 
  psychic damage and is stunned till the end of their 
  next turn on a failed save, or half as much damage 
  and no stun on a successful one. If the save is 
  failed by 5 or more, that creature gains a level of 
  madness.
  
  33
  Experiment #314
  Deep in the depths of arcane laboratories, many mis-
  takes are made. Experiment #314 is but one in an 
  unnumbered horde of unnamed and forgotten creations 
  by the mad.
  Sealed away within the dark depths of its creator’s lab-
  oratory, this ooze sheds an eerie green glow which hints 
  at the dangers it holds. Far more advanced than a typical 
  ooze, Experiment #314 was created in an accident in-
  volving transmuting compounds, a black pudding, and a 
  slew of laboratory waste.
  The resulting creature bears not only acid, but as well 
  as a horrific toxicity. It melts through living flesh with 
  ease, adding it to its own mass. Should a victim prove 
  large or hearty enough, a new Experiment #314 is born 
  from the melted remains.
  The ooze’s final secret is completely unknown to all 
  but its creator, whose final notes speak fearfully of the 
  serum is secretes. A vicious transmutation serum which 
  turns blood vessels into strong acid lurks within this 
  ooze. It sprays it forth, inoculating and dooming the 
  unprepared to a horribly painful fate. The cure to this 
  serum? Locked away in the very chamber where this ex-
  periment lies. But, if its creator did perish, did the cure 
  truly work?
  The world can only hope that this one experiment is 
  never released, else its self-replication and toxic nature 
  could threaten the very existence of all forms of life. 
  Destroy or contain it at ALL COSTS! 
  
  34
  Experiment #314
  Medium ooze, unaligned
  Armor Class 10
  Hit Points 33 (5d8 + 10)
  Speed 20 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 10 (+0) 15 (+2) 3 (-4) 
  10 (+0) 5 (-3)
  Damage Resistances cold, fi re, bludgeoning, piercing
  Damage Immunities acid, poison, slashing
  Condition Immunities charmed, deafened, ex-
  haustion, frightened, poisoned, prone
  Senses blindsight 60 ft., darkvisions 120 ft., pas-
  sive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Amorphous. The ooze can move through a space 
  as narrow as 1 inch wide without squeezing
  Noxious Form. A creature that touches the ooze 
  or hits it with a melee attack while within 5 of it 
  takes 4 (1d8) acid damage and 4 (1d8) poison 
  damage. 
  Illumination. The ooze’s body sheds bright green 
  light in a 10-foot radius and dim light for an addi-
  tional 10 feet.
  Spider Climb. The ooze can climb diffi  cult surfac-
  es, including upside down on ceilings, without 
  needing to make an ability check.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 10 (3d6) acid damage 
  plus 9 (2d8) poison damage. If this attack kills a 
  creature, it regains 14 (4d6) hit points and that 
  creature’s body dissolves into a puddle of noxious 
  waste at the start of the ooze’s next turn. If the 
  creature was Large or larger, or had 5 or more hit 
  dice, a new Experiment #314 rises from the pud-
  dle 1d6 rounds later.
  Serum Spit (Recharge 4-6). Ranged Weapon At-
  tack: +4 to hit, range 20/40 feet, one creature. Hit: 
  2 (1d4) acid damage plus 2 (1d4) poison damage. 
  If the target isn’t undead or a construct, the target 
  is injected with a transmutation serum which 
  begins to turn the target’s blood to acid and it 
  must succeed on a DC 14 Constitution saving 
  throw. On a failed save, they begin to succumb 
  to the serum. At the start of each of the target’s 
  turns, the target takes 1d6 acid damage plus 1d6 
  acid damage for every turn since the target has 
  been exposed to the serum. Applying salt to the 
  wound before the end of the target’s next turn ne-
  gates the serum and deals 1 necrotic damage to 
  the target. After this time, the serum has spread 
  too far through their veins to be negated by salt 
  alone. If a target injected with this serum ends its 
  turn with 0 hit points, it dies as their circulatory 
  system fails and their brain dissolves into acid.
  The isolation of the exposed fl esh from the rest 
  of the body, either by tourniquet or amputation, 
  is enough to halt the spread of the serum’s chain 
  reaction. A limb so isolated melts away over the 
  course of 1 minute. Healing magic of 5th level or 
  higher, such as greater restoration, heal or regener-
  ation negates all serum with a creature’s body.
  
  35
  Forge Bear
  Large beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 110 (18d10+11)
  Speed 40ft
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20(+5) 10(+0) 16(+3) 2(-4) 
  13(+1) 
  6(-2)
  Skills Perception +5
  Senses darkvision 60ft, passive perception 15
  Challenge 3 (700)
  Sense Metals. the Forge Bear has advantage on 
  perception to smell any metal material within 120 
  feet of it
  Metallic Growths. The metal that the Forge Bear 
  consumes has allowed it to grow metal plates 
  outside of its hide giving it a natural resistance to 
  piercing and slashing damage.
  Actions
  Multiattack. The Cave bear can make two claw at-
  tacks and one bite attack, or it can make a charge 
  attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 5ft., 
  one target. Hit:  14(2d8+5) piercing damage
  Claws. Melee Weapon Attack: +8 to hit, reach 5ft., 
  one target. Hit:  16(2d10+5) slashing damage
  Charge. the Forge Bear moves 20 feet in a straight 
  line and the target must make a DC 15 strength 
  save, on a failed save they are knocked 15 feet 
  back, fall prone, and take 2d10 bludgeoning dam-
  age, on a successful save they take half that and 
  the Forge Bear stops its movement.
  Gob-Lobber
  Huge humanoid(goblinoid), neutral evil
  Armor Class 16 {natural armor}
  Hit Points 182 (16d12 + 78)
  Speed 0ft
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20(+5) 4(-3)  
  18(+4) 8(-1) 
  6(-2) 
  10(+0)
  Saving Throws Con +8, Str +9
  Senses darkvision 120ft
  Languages Common, Giant, Goblin
  Challenge 6 (2,300)
  Stationary. The Gob-Lobber is so heavy that it can 
  no longer move around
  Thick Skin. resistant to bludgeoning, piercing, 
  and slashing damage
  Stench. any creature that starts its turn or move 
  within 5 feet of the Gob-Lobber must make a DC 
  16 constitution save. On a failed save they are 
  posioned and take 22(4D10) poison damage, on 
  a successfull save they take half that damage..
  Actions
  Multiattack. The Gob-Lobber makes two attacks, 
  one attack with each hand, using either a goblin 
  throw or a punch attack
  Punch. Melee weapon attack +8 to hit, reach 5 
  feet, one target. Hit: 19(4d6+5) bludgeoning
  Goblin Toss. Ranged weapon attack, +0 to hit, 
  reach 60/120ft, one target. Hit: 14(4d6) blud-
  geoning damage. A goblin thrown takes 1d6 
  bludgeoning damage for every 10 feet the goblin 
  gets thrown before it hits target creature. 
  
  36
  Ju-Ju Zombie, Greater
  Medium undead, neutral evil
  Armor Class 16 (natural)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft., climb 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 14 (+2) 18 (+4) 8 (-1) 
  10 (+0) 5 (-3)
  Saving Throws Str +7 Wis +3
  Skills Athletics +7, Stealth +8
  Damage Resistance fi re, cold; bludgeoning and 
  piercing from nonmagical weapons
  Damage Immunities force, lightning, necrotic, 
  poison
  Condition Immunities charmed, exhaustion, 
  poisoned
  Senses passive Perception 9
  Languages Any languages it knew in life.
  Challenge 7 (2,900 XP)
  Spider Climb. The ju-ju zombie can climb diffi  cult 
  surfaces, including upside down on ceilings, with-
  out needing to make an ability check.
  Undead Fortitude. If damage reduces the ju-ju 
  zombie to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, 
  unless the damage is radiant or from a critical hit. 
  On a success, the Ju-Ju zombie drops to 1 hit point 
  instead.
  Actions
   Multiattack. The ju-ju zombie makes two melee 
  attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 +4) bludgeoning damage 
  and 9 (2d8) necrotic damage. The ju-ju zombie 
  regains hit points equal to the necrotic damage it 
  has dealt to a creature.
  Death Pulse (Recharge 6). The ju-ju zombie emits 
  an enervating pulse centered on itself out to a 15-
  foot radius. Creatures within the area must succeed 
  on a DC 15 Constitution saving throw, taking 36 
  (8d8) necrotic damage on a failed save, or half as 
  much on a successful one. Creatures that fail 
  by 5 or more also gain a level of exhaus� on.
  Ju-Ju Zombie, Greater
  I don’t quite know how these came about. It could be 
  a ju-ju zombie that was created when an amount of 
  negative energy was used that I can’t even wrap my 
  head around. I have also heard stories of botched lich 
  transformations do to faulty phylacteries creating these 
  monsters.
  Undead Nature. A ju-ju zombie doesn’t require air, food, drink, or 
  sleep.
  
  37
  The Nerve Ripper
  Spawned from the depths of medical depravity and 
  born from the workbenches of the mad. The nerve 
  ripper is part of a wide family of maniacal mechanisms 
  made exclusively for the “discrete” and efficient harvest-
  ing of organs and various body parts. 
  The nerve ripper, when deactivated, appears like a neatly 
  folded brass multitool sporting a variety of blades, nee-
  dles, and syringes. When the center button of the device 
  is depressed, it fans out and springs to life, following the 
  degenerated commands of its maker.
  Lurking in the shadows of cities, this machine preys 
  on the vulnerable and the unawares. It descends upon 
  sleepers, placing them into a drug induced slumber while 
  it extracts the nerves from the unfortunate. Those who 
  are fortunate, never feel the pain, but not every ripper is 
  on the streets. Madmen keep them on hand for torture 
  and torment of those they keep prisoner, taking per-
  verse delight in ‘entertaining’ their unwilling guests.
  Damage Control
  One who is proficient with Medicine can, over the 
  course of 3d6 hours, repair the nerve damage done 
  provided it possesses the severed nerves. They must 
  first make a DC 18 Intelligence (Medicine) check. A 
  failure gives them disadvantage on further checks 
  made during surgery. Next, they must make DC 20 
  Dexterity (Medicine) checks until they accumulate 
  three successes, or three failures. Each failure deals 
  2 (1d4) damage to the patient and the patient must 
  succeed on a DC 13 Constitution saving throw or fall 
  to 0 hit points and begin dying. After three successes 
  have been accumulated, the surgery is considered 
  a success. Over the course of 1 month, the creature 
  gradually regains control its damaged extremity. This 
  recovery period can be expedited with regular healing 
  spells.
  The surgery automatically fails if the nerves have 
  been removed from the body for more than 24 
  hours.
  
  38
  The Nerve Ripper
  Tiny construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 14 (4d4 + 4)
  Speed 20 ft., climb 20 ft.
  STR      DEX    CON    INT     WIS      CHA
  12 (+1) 14 (+2) 12 (+1) 10 (+0) 
  5 (-3)    1 (-5)
  Skills Medicine +4 or +6, Stealth +6
  Damage Resistances cold
  Damage Immunities necrotic, poison, psychic
  Condition Immunities blinded, charmed, deaf-
  ened, exhaustion, frightened, paralyzed, petrifi ed 
  poisoned, prone
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 7
  Languages understands the language of its cre-
  ator but can’t speak
  Challenge 1 (200 XP)
  Ambusher. In the fi rst round of any combat, the 
  ripper has advantage on attack rolls against any 
  creature it has surprised.
  Intended Subject. The ripper is designed with in 
  depth knowledge about the anatomy of a specifi c 
  type of humanoid of its creator’s choice. The rip-
  per has advantage on Medicine checks regarding 
  humanoids of that type.
  Sneaky Surgeon. The ripper is doubly profi cient 
  in Stealth and Medicine. It uses Intelligence or 
  Dexterity when making checks with Medicine.
  Actions
  Anesthetic Needle (3/Day). Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one creature. Hit: 1 piercing 
  damage. The target must succeed on a DC 11 
  Constitution saving throw or become alchemical-
  ly numbed for 1 hour. While numbed, the target 
  feels no pain and has a -5 penalty to Dexterity 
  checks. On a failure by 5 or more, the target also 
  falls unconscious for duration of the numbness. 
  If the creature is the ripper’s Intended Subject, 
  the DC increases to 16. A creature resistant or 
  immune to poison has advantage on this saving 
  throw. Any eff ect which removes the poisoned 
  condition ends the numbness.
  Surgical Instruments. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) pierc-
  ing damage plus 3 (1d6) slashing damage.
  Surgery. The ripper attaches itself to an uncon-
  scious, restrained, or paralyzed humanoid within 
  5 feet of it and slips beneath its armor and cloth-
  ing. At the beginning of its next turn, the ripper 
  begins its work. As an action, the ripper makes a 
  DC 15 Intelligence (Medicine) check. On a suc-
  cess it commences with surgery. 
  Unless directed otherwise, it begins surgery on 
  a random extremity. Roll 1d4. On a 1, it targets a 
  hand. On a 2, it targets a foot. On a 3, it targets 
  an arm. On a 4, it targets a leg.
  While in surgery mode, the ripper takes an ac-
  tion to make a Dexterity (Medicine) check against 
  the target’s Constitution score + 5. After 2 suc-
  cesses, the ripper severs and extracts a section of 
  the target’s nerves from the targeted section. The 
  target is unable to feel or control that extremity, 
  rendering it useless. On a failure, the target takes 
  3 (1d6) slashing damage. A regenerate spell cast 
  upon the target regrows the lost nerves. 
  The ripper can detach itself by spending 5 feet 
  of movement. It does so after it succeeds on a 
  surgery or its target dies. A creature, including 
  the target, can use its action to detach the ripper, 
  dealing 7 (2d6) slashing damage to the target.
  
  39
  Shambling Gorger
  Medium undead, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 20 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 6 (-2) 
  18 (+4) 12 (+1) 12 (+1) 6 (-2)
  Saving Throws Con +6, Wis +3
  Skills Religion +3, Stealth +0
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Damage Vulnerabilities -
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses darkvisions 60 ft., passive Perception 11
  Languages understands all languages it knew in 
  life, but cannot speak
  Challenge 3 (700 XP)
  Stench. Any creature that starts its turn within 
  5 feet of the gorger must succeed on a DC 14 
  Constitution or be poisoned until the start of their 
  next turn. After three successful saving throws, 
  the creature is immune to the gorger’s stench for 
  24 hours.
  Turn Resistance. The gorger has advantage on 
  saving throws against eff ects that turn undead.
  Undead Fortitude. If damage reduces the gorg-
  er to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5+the damage taken, 
  unless the damage is from a critical hit. Radiant 
  damage imposes disadvantage on the saving 
  throw. On a success, the gorger drops to 1 hit 
  point instead and gains 10 temporary hit points.
  Uncanny Lurch (Recharge 5-6). As a bonus action, 
  the gorger moves 30 feet in a straight line.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage. If 
  the target is a Medium or smaller creature, it is 
  grappled (escape DC 14, with disadvantage).
  Feast. Melee Weapon Attack: +6 to hit, one crea-
  ture the gorger is grappling. Hit: 15 (2d10 + 4) 
  piercing damage. The target must succeed on a 
  DC 14 Strength saving throw or be blinded and 
  begin to suff ocate as the gorger engulfs their 
  head. These conditions end when the creature 
  is no longer grappled by the gorger. If the gorger 
  scores a critical hit, the target’s Constitution score 
  is reduced by 1d6. If this reduces its Constitution 
  score or hit point maximum to 0, it dies. A crea-
  ture that dies from this attack is decapitated.
  Shambling Gorger
  Lurching, lumbering, obese masses of rotting flesh, 
  shambling gorgers are the vile creations of The Keeper. 
  Spawned to feed upon those who would oppose this 
  dark god, the gorgers crawl forth from the wretched pits 
  of death where light has been forgotten.
  Fueled by their hunger, a gorger seeks to consume 
  and decapitate as many humanoids as possible, favoring 
  those of a holier bent over others. A gorger attacks by 
  throwing itself into a mass of enemies with an uncanny 
  speed. Then, it claws for a vulnerable morsel, grabbing 
  hold of a suitable victim. Next, it unhinges its jaw and 
  attempts to force the victims head down the gorger’s 
  now yawning throat. The gorger clamps down and refus-
  es to release as it grinds and gnashes it sharpened fangs 
  like an undead guillotine, a truly horrible sight to behold.
  Despite their awkwardness and lumbering gait, a gorg-
  er is no easy enemy. This undead has disturbing intel-
  ligence as well as an undeniable will to survive. Where 
  other undead are struck down, a gorger continues to 
  stand, fueled by the power of its god. Fatal blows and 
  holy weapons even fail to keep these monsters dead. 
  Only luck or brute force will prove sufficient, provided, 
  one can withstand its vile, deathly stench which perme-
  ates the air around it in an oily miasma.
  
  40
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mount Ogden Gaming/Mount Ogden Gaming.-.The Khyber Khronicle.-.Volume 07.pdf