TEXT: Introduction
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  elcome to my 5e conversion of stat blocks from Elder Evils! My name
  is badooga (/u/badooga1 on reddit, badooga#8108 on discord), and
  I'm converting the entire Elder Evils book from 3rd edition to 5th
  edition. This document contains stat blocks for monsters and NPCs
  that are taken directly from the original book, are used as bases for
  stat blocks for the original book (e.g. the quell), or are inspired by the
  original book and the themes it tried to convey. It also contains other
  content that I made in preparation for the full conversion.
  You can find my full conversion of Elder Evils on Google Drive or on GM Binder.
  Please feel free to use the following stat blocks in your games. To see the other
  homebrew that I've made, see this link: Badooga's Homebrew.
  Table of Contents
  Atropus
  Aspect of Atropus ...................................................................................................................
  Angel of Decay .........................................................................................................................
  Caira Xasten ............................................................................................................................
  Gorguth .....................................................................................................................................
  Skyshadow ...............................................................................................................................
  Bone Dragon Template ..........................................................................................................
  Young Red Bone Dragon .......................................................................................................
  Dread Boneyard ......................................................................................................................
  Atropal Scion ...........................................................................................................................
  Evolved Atropal Scion ...........................................................................................................
  Famine Spirit ...........................................................................................................................
  Atropal Hulk ............................................................................................................................
  Death Cultist ............................................................................................................................
  Father Llymic
  Father Llymic ..........................................................................................................................
  Soul Chill ..................................................................................................................................
  Brood Fever .............................................................................................................................
  Brood Spawn Template .........................................................................................................
  Brood Spawn Ogre ..............................................................................................................
  Brood Spawn Worg .............................................................................................................
  Brood Spawn Barbarian .....................................................................................................
  Brood Spawn Frost Giant ..................................................................................................
  Brood Spawn White Dragon .............................................................................................
  The Hulks of Zoretha
  Hulk of Zoretha (Female) ...................................................................................................
  Hulk of Zoretha (Male) ........................................................................................................
  Child of Zoretha (Female) ..................................................................................................
  Child of Zoretha (Male) .......................................................................................................
  Titan of Zoretha ....................................................................................................................
  Janwulf the Soulbiter ...........................................................................................................
  Soelma Nilaenish .................................................................................................................
  War Troll ................................................................................................................................
  Ogre Tempest ........................................................................................................................
  Whitespawn Berserker .......................................................................................................
  Cave Troll ...............................................................................................................................
  Skindancer ............................................................................................................................
  Greathorn Minotaur ............................................................................................................
  The Leviathan
  Aspect of the Leviathan ......................................................................................................
  Advanced Aspect of the Leviathan ...................................................................................
  Axihuatl ..................................................................................................................................
  Marcus Hape .........................................................................................................................
  Mytus ......................................................................................................................................
  Brine Cultist ..........................................................................................................................
  Waterveiled Assassin ..........................................................................................................
  Deep Lurker ..........................................................................................................................
  Fiendish Acrobat ..................................................................................................................
  Chaos Spawn ........................................................................................................................
  Pandorym
  Mind Shard of Pandorym ...................................................................................................
  Quell ........................................................................................................................................
  Lucather Majii .......................................................................................................................
  Kolyarut ..................................................................................................................................
  Obligatum VII .......................................................................................................................
  Grisgol ....................................................................................................................................
  Deathshrieker .......................................................................................................................
  Caryatid Column ..................................................................................................................
  Dread Wraith .........................................................................................................................
  Ragnorra
  Ragnorra ................................................................................................................................
  Positive Energy Corruption ...............................................................................................
  The True Mother ..................................................................................................................
  The Worldskin ......................................................................................................................
  Progeny of Ragnorra Template .........................................................................................
  Irthicax Vane .........................................................................................................................
  Gutterang ...............................................................................................................................
  Malshaper Skinweaver .......................................................................................................
  Malshaper Fleshwarper ......................................................................................................
  Malshaper Planeswalker ....................................................................................................
  Malshaper Brute ...................................................................................................................
  Blistered Soul .......................................................................................................................
  Aboleth Sarcoma ..................................................................................................................
  Lava Elemental .....................................................................................................................
  Sertrous
  Aspect of Sertrous ...............................................................................................................
  Avamerin ................................................................................................................................
  Seghulerak .............................................................................................................................
  Golothoma .............................................................................................................................
  Zuvexus ..................................................................................................................................
  Vanguard Assassin ...............................................................................................................
  Fiendish Anaconda ..............................................................................................................
  Vanguard Cleric Template ..................................................................................................
  Vanguard Cleric of Destruction .........................................................................................
  Vanguard Cleric of Beauty ..................................................................................................
  Vanguard Cleric of Darkness .............................................................................................
  The Worm That Walks
  Kyuss .......................................................................................................................................
  Avolakia ..................................................................................................................................
  Herald of Kyuss .....................................................................................................................
  Edwin Tolstoff .......................................................................................................................
  Blessed Spawn of Kyuss .....................................................................................................
  Century Worm .......................................................................................................................
  Leechwalker ..........................................................................................................................
  Hideous Leechwalker ..........................................................................................................
  Gravecrawler .........................................................................................................................
  Forest Giant ...........................................................................................................................
  Forest Giant Skeleton .........................................................................................................
  Ulgurstasta ............................................................................................................................
  Scion of Kyuss .......................................................................................................................
  Zargon
  Zargon ....................................................................................................................................
  Dorn ........................................................................................................................................
  Vanessa Mackelroy ...............................................................................................................
  Whelp of Zargon Template .................................................................................................
  Humanoid Whelp of Zargon ..............................................................................................
  Roper Whelp of Zargon .......................................................................................................
  Thrall of Juiblex ....................................................................................................................
  Oozeblade ..............................................................................................................................
  Slime Shaman ......................................................................................................................
  Corrupture .............................................................................................................................
  Credits
  All art is taken from the WOTC books like Elder Evils, Monster Manual III,
  and Libris Mortis, from David Allsop (Angel of Decay), and from Inkwell
  Ideas (Bone Dragon). Furthermore, the Kolyarut stat block is based on
  this Inevitables homebrew, and plenty of the stat blocks in this book
  were built off of official stat blocks like the star spawn larva mage (MTF),
  the atropal (ToA), the ixitxachitl (OotA), and plenty of others.
  1
  
  Atropus
  Lair Actions
  The aspect can control the moonlet of Atropus itself to take lair actions. On initiative
  count 20 (losing initiative ties), the aspect takes a lair action to cause one of the
  following effects; the aspect can't use the same effect two rounds in a row:
  The aspect innately casts the earthquake spell (save DC 25), requiring no
  components. This earthquake lasts for one round, and does not require
  concentration to maintain.
  Negative energy erupts from any fissure created by the earthquake spell,
  requiring any creature in or above them to make a DC 25 Constitution saving
  throw. A creature takes 16 (3d10) necrotic damage on a failed save, or half as
  much damage on a successful one.
  The aspect chooses a point within 100 feet of it. The moonlet then warps the
  space immediately near it, centered on this point. Each creature within a 30-foot-
  radius of the point must make a DC 25 Charisma saving throw. On a failed save,
  a creature is teleported to an unoccupied space within 90 feet of the aspect. That
  space must be on the ground or some other horizontal surface, but can also be
  the bottom of a fissure created by the earthquake spell.
  Regional Effects
  The moonlet of Atropus is a barren, unforgiving wasteland of dread and despair,
  littered with undead, star spawn aberrations, and debris picked up from the
  countless worlds it annihilated. The following effects take place on and within 60
  feet of the moonlet:
  The moonlet remains on the dark side of the world, keeping the planet between it
  and the sun. As such, the moonlet is in total darkness.
  The moonlet has a thin atmosphere permeated by a field of negative energy. It is
  not breathable, and creatures that suffocate in it are overwhelmed by the stench
  of rotting flesh.
  Due to the moonlet's low gravity, creatures have their walking speed increased by
  5 feet, only take 1d4 bludgeoning damage for each 10 feet they fall, and have
  their carrying capacities doubled.
  Creatures take 1 necrotic damage for each minute that they spend on the
  moonlet. This damage cannot be reduced by resistance to necrotic damage.
  Constructs, star spawn, and undead are immune to this effect.
  A creature that isn't a construct, star spawn, or undead that reaches 0 hit points
  dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
  Such a creature cannot be restored to life by any means.
  The amount of hit points restored by magical healing is halved.
  Spells and effects that attempt to restore life to dead creatures have no effect.
  Spells that raise undead can animate or target twice as many creatures and take
  effect for twice their normal duration.
  2
  Aspect of Atropus
  Gargantuan undead (titan), chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 499 (27d20 + 216)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  20 (+5)
  27 (+8)
  16 (+3)
  19 (+4)
  27 (+8)
  Saving Throws Int +12, Wis +13, Cha +17
  Skills Perception +13
  Damage Resistances fire, radiant
  Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
  petrified, poisoned, unconscious
  Senses truesight 120 ft., blindsight 500 ft. (blind beyond this radius),
  tremorsense 1 mile, passive Perception 23
  Languages all, telepathy 1,000 ft.
  Challenge 29 (135,000 XP) or 30 (155,000 XP) when encountered in lair
  Anathematic Secrecy. The aspect can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Divine Scourge (1/Day). As a bonus action, each creature within 100 miles of
  the aspect that is a celestial or a user of divine magic (a cleric, paladin, druid,
  ranger, or some other class the DM deems appropriate) must make a DC 25
  Constitution saving throw. A target takes 35 (10d6) necrotic damage on a
  failed save, or half as much damage on a successful one. On a failed save, a
  target also suffers one level of exhaustion.
  Innate Spellcasting. The aspect's innate spellcasting ability is Charisma (spell
  save DC 25). It can innately cast the following spells, requiring no
  components:
  At will: circle of death, create undead
  1/day each: meteor swarm, power word kill
  Legendary Resistance (3/Day). If the aspect fails a saving throw, it can choose
  to succeed instead.
  Life Eater. When a creature within 120 feet of the aspect is reduced to 0 hit
  points, it dies, and the creature can't be revived by any means. The creature is
  then raised as an angel of decay under the aspect's control. Constructs and
  undead are not affected by this feature.
  Limited Magic Immunity. Unless it wishes to be affected, the aspect is
  immune to spells of 4th level or lower. It has advantage on saving throws
  against all other spells and magical effects.
  Magic Weapons. The aspect's weapon attacks are magical.
  Negative Energy Aura. Any non-undead creature that starts its turn within 30
  feet of the aspect takes 14 (4d6) necrotic damage. Furthermore, non-undead
  creatures can't regain hit points and do not benefit from resistance to
  necrotic damage while within 30 feet of the aspect. A non-undead creature
  that were to magically regain hit points must instead make a DC 25
  Constitution saving throw. On a failed save, the creature takes necrotic
  damage equal to the hit points it would have regained.
  Overlord of Death. While within 120 feet of the aspect, any undead ally of the
  aspect makes saving throws with advantage, and that ally regains 2d6 hit
  points whenever it starts its turn there. Additionally, the aspect and each
  undead within 120 feet of it are immune to effects that turn undead.
  Unyielding Essence. The aspect is immune to any spell or effect that would
  alter its form, as well as those that would read its thoughts, determine if it is
  lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The aspect makes two slam attacks.
  Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 25
  (3d10 + 9) bludgeoning damage plus 7 (2d6) necrotic damage, and the
  target must make a DC 25 Constitution saving throw. On a failed save, the
  target's hit point maximum is reduced by an amount equal to the damage
  taken, and the aspect gains temporary hit points equal to half that amount.
  The reduction lasts until the target finishes a long rest. The target dies if this
  effect reduces its hit point maximum to 0.
  Legendary Actions
  The aspect can take 3 legendary actions, choosing from the options below.
  Only one legendary action can be used at a time and only at the end of
  another creature's turn. The aspect regains spent legendary actions at the
  start of its turn.
  Charge. The aspect moves up to its speed.
  Life Drain. The aspect targets one creature it can see within 120 feet of it. The
  target must make a DC 25 Constitution saving throw, taking 36 (8d8)
  necrotic damage on a failed save, or half as much damage on a successful
  one. The aspect regains a number of hit points equal to half the amount of
  damage dealt.
  Slam. The aspect makes a slam attack.
  Waves of Exhaustion (Costs 2 Actions). The aspect emits waves of negative
  energy in a 90-foot cone. Each non-undead creature in that area must make
  a DC 25 Constitution saving throw. On a failed save, a creature takes 35
  (10d6) necrotic damage and suffers one level of exhaustion. On a
  successful save, a target takes half as much damage, and suffers no
  increase in exhaustion level.
  
  3
  Angel of Decay
  Large undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  16 (+3)
  16 (+3)
  16 (+3)
  18 (+4)
  Saving Throws Dex +6, Wis +6
  Skills Perception +6
  Damage Resistances fire, lightning
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Primordial
  Challenge 7 (2900 XP)
  Feed on Decay. Whenever a creature within 15 feet of the angel of decay
  fails a saving throw, the angel of decay regains 5 hit points.
  Flyby. The angel of decay doesn't provoke opportunity attacks when it flies
  out of an enemy's reach.
  Rotting Aura. Any non-undead creature that starts its turn within 10 feet of
  the angel of decay must make a DC 15 Constitution saving throw, taking
  14 (4d6) necrotic damage on a failed save, or half as much damage on a
  successful one.
  Actions
  Multiattack. The angel of decay uses its Rotting Touch twice. If both
  attacks hit the same target, the target takes an additional 7 (2d6) necrotic
  damage.
  Rotting Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18
  (4d6 + 4) necrotic damage.
  Caira Xasten
  Medium humanoid (human), neutral evil
  Armor Class 15 (18 with mage armor)
  Hit Points 165 (22d8 + 66)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  20 (+5)
  16 (+3)
  15 (+2)
  20 (+5)
  16 (+3)
  Saving Throws Dex +11, Wis +11
  Skills Arcana +8, Deception +15, Insight +11, Perception +11, Persuasion
  +15, Religion +8
  Damage Resistances necrotic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 15
  Languages Celestial, Common, Primordial
  Challenge 17 (18,000 XP)
  Anti-Heal. Caira can activate or deactivate this feature as a bonus action.
  While active, creatures within 45 feet of Caira can't magically regain hit
  points. A creature that were to magically regain hit points must instead
  make a DC 19 Constitution saving throw. On a failed save, the creature
  takes necrotic damage equal to the hit points it would have regained.
  Dark Knowledge. After Caira makes an attack roll, ability check, or saving
  throw, but before the outcome is determined, an additional d20 can be
  rolled. Caira chooses which of the d20s rolled is used to determine the
  outcome. When she does so, she takes 12 (5d4) necrotic damage, which
  can't be reduced or prevented in any way.
  Evasion. If Caira is subjected to an effect that allows her to make a
  Dexterity saving throw to take only half damage, she instead takes no
  damage if she succeeds on the saving throw, and only half damage if she
  fails.
  Godhate. Caira has advantage on saving throws against divine spells, which
  are spells cast by clerics, paladins, druids, rangers, celestials, and other
  sources the DM deems appropriate.
  Legendary Resistance (3/Day). If Caira fails a saving throw, she can choose
  to succeed instead.
  Sneak Attack (1/Turn). Caira deals an extra 14 (4d6) damage when she hits
  a target with a weapon attack and has advantage on the attack roll, or
  when the target is within 5 feet of an ally of Caira that isn't incapacitated
  and Caira doesn't have disadvantage on the attack roll.
  Spellcasting. Caira is a 17th-level spellcaster. Her spellcasting ability is
  Wisdom (spell save DC 19, +11 to hit with spell attacks). She can cast
  hold person at its lowest level at will, without expending a spell slot, and
  she adds her Wisdom modifier to the damage she deals with any cantrip.
  Caira has the following cleric spells prepared:
  Cantrips (at will): chill touch, minor illusion, toll the dead, vicious mockery
  1st level (4 slots): cure wounds, inflict wounds, mage armor, magic
  missile
  2nd level (3 slots): hold person, shatter, silence
  3rd level (3 slots): animate dead, fear, fireball
  4th level (3 slots): blight, Evard's black tentacles, greater invisibility
  5th level (2 slots): danse macabre, insect plague, negative energy flood
  6th level (1 slot): circle of death, create undead, eyebite
  7th level (1 slot): crown of stars, finger of death
  8th level (1 slot): Abi-Dalzim's horrid wilting, feeblemind
  9th level (1 slot): weird
  Actions
  Multiattack. Caira makes two attacks with her frost rapier.
  Frost Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
  9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.
  Gaze of Corruption (Recharge 6). Caira targets one creature she can see
  within 30 feet of her. The target must succeed on a DC 19 Constitution
  saving throw or take 16 (3d10) necrotic damage and be poisoned for 1
  minute. The poisoned target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  Dark Speech. Caira takes 13 (2d12) psychic damage, and each creature
  within 60 feet of Caira that can hear her must succeed on a DC 17
  Wisdom saving throw or be charmed or frightened (Caira's choice) for 1
  minute. A charmed or frightened target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a success.
  Reactions
  Steal Magic. In response to being targeted by a spell or being included in a
  spell's area of effect, Caira can prepare the spell for herself, treating it as a
  cleric spell until she completes a long rest. Caira can only prepared one
  spell in this fashion at a time. If she uses this feature again on a different
  spell, the old spell is immediately unprepared.
  
  Gorguth rides Skyshadow, an enormous construct mount created by stripping the
  magical essence from a nightwing and binding it into the form of a construct. The
  creature carries Gorguth over immense battlefields, wreaking havoc upon the forces
  below.
  Variant: Tracking Aura Effects
  Based on the experience of myself and others when running certain
  monsters, I find that keeping track of auras (such as Gorguth's Aura of
  Annihilation and Death Gaze) is very tedious and easy to forget. This
  happens because such an aura typically takes when another creature
  starts (or ends) its turn within a certain range of the aura's origin.
  Especially when such auras have saving throws attached to them, they
  quickly start to bog down the game with dice rolling and number
  crunching.
  The issue I face is two-fold: first, official monsters already work this
  way, so for me to go against it could potentially be confusing to DMs
  that are already used to it. Second, as auras are constantly emanating, it
  makes sense that they take effect on every creatures' turns; other
  solutions contradict this logic by allowing creatures to pass through
  them without necessarily being affected.
  With that in mind, I still present to you this variant: rather than having
  an aura affect creatures at the start of their turns, have them affect
  creatures at the start of the aura emanator's turn. This may require some
  reflavoring - for example, a Negative Energy Aura would be flavored as a
  periodic burst of negative energy coming from an atropal, rather than
  being a constant sphere around the atropal. However, this solution can
  drastically speed up your game; not to mention, your game being bogged
  down is probably even more immersion breaking than an aura that is ran
  using this variant.
  4
  Gorguth
  Medium undead, chaotic evil
  Armor Class 18 (plate)
  Hit Points 152 (16d8 + 80)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  20 (+5)
  20 (+5)
  8 (-1)
  16 (+3)
  20 (+5)
  Saving Throws Str +10, Dex +10, Con +8
  Skills Athletics +10, Acrobatics +10
  Damage Resistances cold, fire
  Damage Immunities necrotic, lightning; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities blinded, charmed, exhaustion, frightened,
  unconscious, poisoned
  Senses darkvision 120 ft., passive Perception 13
  Languages Common, Abyssal
  Challenge 15 (13,000 XP)
  Aura of Annihilation. Gorguth can activate or deactivate this feature as a
  bonus action. While active, any creature that ends its turn within 30 feet
  of Gorguth take 15 necrotic damage. Constructs, fiends, and undead
  ignore this effect.
  Death Gaze. When a creature that isn't a construct, fiend, or undead that
  can see Gorguth's eyes starts its turn within 30 feet of Gorguth, it is
  forced to make a DC 18 Constitution saving throw if Gorguth isn't
  incapacitated and can see the creature. If the saving throw fails by 5 or
  more, the creature is reduced to 0 hit points, unless it is immune to the
  frightened condition. Otherwise, a creature takes 16 (3d10) psychic
  damage on a failed save.
  Unless surprised, a creature can avert its eyes to avoid the saving throw at
  the start of its turn. If the creature does so, it has disadvantage on attack
  rolls against Gorguth until the start of its next turn. If the creature looks at
  Gorguth in the meantime, it must immediately make the saving throw.
  Legendary Resistance (3/Day). If Gorguth fails a saving throw, it can choose
  to succeed instead.
  Spellcasting. Gorguth is a 7th-level spellcaster. Its spellcasting ability is
  Charisma (spell save DC 18, +10 to hit with spell attacks). Gorguth has
  the following spells prepared:
  Cantrips (at will): chill touch, toll the dead
  1st level (4 slots): inflict wounds, ray of sickness
  2nd level (3 slots): hold person, ray of enfeeblement
  3rd level (3 slots): animate dead, fear
  4th level (1 slot): blight
  Steal Life. When Gorguth reduces a creature to 0 hit points, it regains 15
  hit points.
  Actions
  Multiattack. Gorguth makes two attacks with its Unholy Longsword.
  Unholy Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing
  damage if used with two hands, plus 10 (3d6) necrotic damage.
  Withering Gaze. One creature that Gorguth can see within 90 feet of it
  must make a DC 18 Constitution saving throw, taking 22 (4d10) necrotic
  damage on a failed save, or half as much damage on a successful one.
  Reactions
  Obliviation of Spirit. When a creature within 60 feet of Gorguth dies,
  Gorguth can annihilate its soul. That creature can't be revived by any
  means short of a wish spell.
  Skyshadow
  Large construct, unaligned
  Armor Class 19 (Unholy Grace)
  Hit Points 168 (16d10 + 80)
  Speed 30 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  20 (+5)
  20 (+5)
  4 (-3)
  16 (+3)
  18 (+4)
  Saving Throws Str +10, Dex +9, Con +9, Int +1, Wis +7, Cha +8
  Damage Immunities fire, poison, psychic; bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned, unconscious
  Senses truesight 60 ft., passive Perception 13
  Languages understands the languages of its master but can't speak
  Challenge 15 (13,000 XP)
  Bound To Master. Skyshadow follows the commands of its master. If
  Skyshadow's master is slain, the creature who delivered the killing blow
  can become the creature's new master or can designate a different
  master. While Skyshadow is on the same plane of existence as its master,
  it can magically convey what it senses to its master, and the two can
  communicate telepathically.
  Flyby. Skyshadow and its rider don't provoke opportunity attacks when
  Skyshadow flies out of an enemy's reach.
  Immutable Form. Skyshadow is immune to any spell or effect that would
  alter its form.
  Magic Resistance. Skyshadow has advantage on saving throws against
  spells and other magical effects.
  Shadow Clutch. When Skyshadow deals damage to a creature, the creature
  is shadow clutched for 1 minute. A shadow clutched creature must make
  a DC 18 Constitution saving throw at the beginning of each of its turns.
  On a failed save, the creature takes 10 (3d6) necrotic damage. If the
  target succeeds on three of these saves, the effect ends for it. The
  successes don't need to be consecutive; keep track of the successful
  saves until the creature collects three of them.
  Unholy Grace. Skyshadow adds its Charisma modifier to its Armor Class
  and on saving throws (accounted for in its statistics).
  Actions
  Multiattack. Skyshadow makes two claw attacks.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13
  (2d6 + 6) slashing damage.
  Legendary Actions
  Skyshadow can take 3 legendary actions, choosing from the options
  below. Only one legendary action can be used at a time and only at the
  end of another creature's turn. Skyshadow regains spent legendary actions
  at the start of its turn.
  Move. Skyshadow moves up to half its speed.
  Assault. Skyshadow makes one claw attack.
  Shadow Flight. Skyshadow teleports itself and its rider to a spot within 5
  feet of a shadow clutched creature it can see.
  
  Bone Dragon Template
  In the mortal sphere of influence, only the most dedicated and skilled necromancers
  are capable of animating a dragon as a skeleton. On Atropus, these "bone dragons"
  are just as common as any of its other denizens, and can even be summoned and
  controlled by some of the more powerful horrors that roam its surface.
  When a dragon is animated as a skeleton, it retains its statistics except as
  described by the Skeleton race in the Dungeon Master's Guide (page 282). The bone
  dragon loses any trait, such as Amphibious, that assumes a living physiology. The
  bone dragon might retain or lose any or all of its lair actions or inherit new ones, as
  the DM sees fit.
  Additionally, adult and ancient bone dragons have their statistics deviate from the
  Skeleton racial template as described below.
  Damage Resistances. The bone dragon is resistant to cold and necrotic damage.
  Condition Immunities. The bone dragon can't be charmed, frightened, or
  knocked unconscious.
  Evasion. If the bone dragon is subjected to an effect that allows it to make a
  Dexterity saving throw to take only half the damage, the bone dragon instead takes
  no damage if it succeeds on the saving throw, and only half damage if it fails.
  Magic Resistance. The bone dragon has advantage on saving throws against
  spells and other magical effects.
  Sturdy Bones. The bone dragon is not vulnerable to bludgeoning damage.
  Turn Resistance. The bone dragon has advantage on saving throws against any
  effect that turns undead.
  The statistics of an ancient bone dragon are also modified as described below.
  Damage Resistances and Immunities. The bone dragon has immunity to
  necrotic damage, and resistance to bludgeoning, piercing, and slashing damage
  from nonmagical attacks.
  Condition Immunities. The bone dragon can't be paralyzed.
  Turn Immunity. The bone dragon is immune to effects that turn undead.
  5
  Young Red Bone Dragon
  Large undead, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  12 (+1)
  21 (+5)
  10 (+0)
  11 (+0)
  15 (+2)
  Saving Throws Dex +5, Con +9, Wis +4, Cha +6
  Skills Perception +8, Stealth +5
  Damage Vulnerabilities bludgeoning
  Damage Immunities fire, poison
  Condition Immunities exhaustion, poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages understands Common and Draconic but can't speak
  Challenge 10 (5900 XP)
  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 plus 3 (1d6) fire damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13
  (2d6 + 6) slashing damage.
  Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each
  creature in that area must make a DC 17 Dexterity saving throw, taking 56
  (16d6) fire damage on a failed save, or half as much damage on a
  successful one.
  Dread Boneyard
  Gargantuan undead, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 296 (16d20 + 128)
  Speed 50 ft., burrow 50 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  17 (+3)
  26 (+8)
  18 (+4)
  20 (+5)
  20 (+5)
  Saving Throws Str +12, Con +14
  Damage Resistances acid; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned, prone, restrained
  Senses tremorsense 60 ft., darkvision 120 ft., passive Perception 9
  Languages Common, Primordial
  Challenge 20 (25,000 XP)
  Bone Subsumption. When the boneyard deals damage to a creature with
  bone inside of it, the target must succeed on a DC 19 Constitution saving
  throw or its hit point maximum is reduced by an amount equal to the
  damage taken. This reduction lasts until the creature finishes a long rest.
  The target dies if this effect reduces its hit point maximum to 0.
  Legendary Resistance (3/Day). If the boneyard fails a saving throw, it can
  choose to succeed instead.
  Summon Bone Dragon (1/Day). As a bonus action, one young red bone
  dragon emerges from the body of the boneyard. A bone dragon
  summoned in this way treats the boneyard as its master, and follows its
  orders to the best of its ability. After 1 hour, the bone dragon is
  reabsorbed into the boneyard's body.
  Tunneler. The boneyard can burrow through solid rock at half its burrow
  speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The boneyard makes three attacks: two with its bite and one
  with its tail.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17
  (2d10 + 6) piercing damage plus 9 (2d8) acid damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 15
  (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC
  16). Until this grapple ends, the boneyard can't use its tail on another
  target.
  Utter Subsumption. The boneyard makes one tail attack against a Huge or
  smaller target it is grappling. If the attack hits, the target takes an
  additional 61 (10d10 + 6) bludgeoning damage. If this damage reduces
  the target to 0 hit points, the boneyard crushes the target, killing it
  instantly. The target's skeletal features (if any) are then absorbed into the
  body of the boneyard.
  Legendary Actions
  The boneyard can take 3 legendary actions, choosing from the options
  below. Only one legendary action can be used at a time and only at the
  end of another creature's turn. The boneyard regains spent legendary
  actions at the start of its turn.
  Move. The boneyard moves up to its speed.
  Summon Skeletons (Costs 2 Actions). 10 (1d6 + 7) skeletons emerge from
  the body of the boneyard. These skeletons act on their own initiative
  count and follow the boneyard's orders to the best of their ability.
  
  6
  Atropal Scion
  Large undead (titan), lawful evil
  Armor Class 9
  Hit Points 114 (12d10 + 48)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  18 (+4)
  18 (+4)
  16 (+3)
  19 (+4)
  Damage Vulnerabilities radiant
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities cold, necrotic
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses darkvision 120 ft., truesight 120 ft., passive Perception 13
  Languages understands Celestial but utters only obscene nonsense
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The atropal's innate spellcasting ability is Charisma (spell
  save DC 15). The atropal can innately cast the following spells, requiring no
  material components:
  At will: dispel magic, toll the dead
  3/day: contagion
  Magic Resistance. The atropal has advantage on saving throws against spells
  and other magical effects.
  Negative Energy Aura. Creatures within 30 feet of the atropal can't regain hit
  points, and any creature that starts its turn within 30 feet of the atropal takes
  7 (2d6) necrotic damage. If the atropal is struck by a vorpal sword, the
  wielder can cut the atropal's umbilical cord instead of dealing damage. If its
  umbilical cord is cut, the atropal loses this feature.
  Actions
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d6)
  necrotic damage.
  Life Drain. The atropal targets one creature it can see within 120 feet of it.
  The target must make a DC 15 Constitution saving throw, taking 21 (6d6)
  necrotic damage on a failed save, or half as much damage on a successful
  one. The atropal regains a number of hit points equal to half the amount of
  damage dealt.
  Summon Specter (Recharge 6). The atropal summons a specter which
  materializes within 30 feet of it in an unoccupied space it can see. The
  specter obeys its summoner's commands and can't be controlled by any
  other creature. The specter vanishes when it drops to 0 hit points or when its
  summoner dies.
  Evolved Atropal Scion
  Huge undead (titan), lawful evil
  Armor Class 7
  Hit Points 225 (18d12 + 108)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  5 (-3)
  22 (+6)
  25 (+7)
  19 (+4)
  24 (+7)
  Saving Throws Con +12, Wis +10
  Damage Vulnerabilities radiant
  Damage Immunities cold, necrotic; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses darkvision 120 ft., truesight 120 ft., passive Perception 14
  Languages understands Celestial but utters only obscene nonsense
  Challenge 17 (18,000 XP)
  Create Spawn. The spirit of a humanoid slain by the atropal rises as a wraith
  after 1d4 rounds. Constructs are not affected by this feature.
  Innate Spellcasting. The atropal's innate spellcasting ability is Charisma (spell
  save DC 21). The atropal can innately cast the following spells, requiring no
  material components:
  At will: dispel magic, soul cage, toll the dead
  3/day each: contagion, misty step, negative energy flood
  2/day each: circle of death, hold monster
  1/day each: cone of cold, plane shift (self only)
  Magic Resistance. The atropal has advantage on saving throws against spells
  and other magical effects.
  Negative Energy Aura. Creatures within 30 feet of the atropal can't regain hit
  points, and any creature that starts its turn within 30 feet of the atropal takes
  10 (3d6) necrotic damage. If the atropal is struck by a vorpal sword, the
  wielder can cut the atropal's umbilical cord instead of dealing damage. If its
  umbilical cord is cut, the atropal loses this feature.
  Turn Resistance Aura. The atropal and any other undead creature within 30
  feet of it has advantage on saving throws against effects that turn undead.
  Actions
  Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10
  (3d6) necrotic damage.
  Ray of Cold. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 21
  (6d6) cold damage.
  Life Drain. The atropal targets one creature it can see within 120 feet of it.
  The target must make a DC 20 Constitution saving throw, taking 36 (8d8)
  necrotic damage on a failed save, or half as much damage on a successful
  one. The atropal regains a number of hit points equal to half the amount of
  damage dealt.
  Summon Wraith (Recharge 6). The atropal summons a wraith which
  materializes within 30 feet of it in an unoccupied space it can see. The wraith
  obeys its summoner's commands and can't be controlled by any other
  creature. The wraith vanishes when it drops to 0 hit points or when its
  summoner dies.
  Legendary Actions
  The atropal can 3 legendary actions, choosing from the options below. Only
  one legendary action can be used at a time and only at the end of another
  creature's turn. The atropal regains spent legendary actions at the start of its
  turn.
  Touch. The atropal makes a touch attack.
  Ray of Cold (Costs 2 Actions). The atropal uses its Ray of Cold.
  Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature
  within 120 feet of the atropal that can hear the wail must succeed on a DC
  20 Constitution saving throw or suffer one level of exhaustion.
  Famine Spirit
  Medium undead, neutral evil
  Armor Class 15
  Hit Points 187 (22d8 + 88)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  20 (+5)
  18 (+4)
  14 (+2)
  15 (+2)
  20 (+5)
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
  poisoned, prone, restrained, unconscious
  Senses truesight 60 ft. passive Perception 12
  Languages understands the languages it knew in life but can't speak
  Challenge 11 (7,200 XP)
  Aura of Pain. Whenever a hostile creature within 30 feet of the famine spirit
  makes an attack roll or a saving throw, the creature must roll a d4 and
  subtract the number rolled from the attack roll or saving throw.
  Blood Frenzy. The famine spirit has advantage on melee attack rolls against
  any creature that doesn't have all its hit points.
  Create Spawn. The spirit of a humanoid slain by the famine spirit rises as a
  famine spirit 1d3 days after death.
  Incorporeal Movement. The famine spirit can move through other creatures
  and objects as if they were difficult terrain. It takes 5 (1d10) force damage if
  it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the famine spirit has disadvantage on
  attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The famine spirit makes three attacks: one with its bite and two
  with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 +
  5) force damage plus 9 (2d8) necrotic damage, and if the target is a creature,
  the famine spirit regains hit points equal to half the damage dealt.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 +
  5) force damage plus 9 (2d8) necrotic damage.
  
  7
  Atropal Hulk
  Huge undead, neutral evil
  Armor Class 7
  Hit Points 225 (18d12 + 108)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  5 (–3)
  22 (+6)
  25 (+7)
  19 (+4)
  24 (+7)
  Saving Throws Con +11, Wis +9
  Damage Vulnerabilities radiant
  Damage Immunities cold, necrotic; bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 14
  Languages understands Celestial but utters only obscene nonsense
  Challenge 13 (10,000 XP)
  Magic Resistance. The atropal has advantage on saving throws against
  spells and other magical effects.
  Turn Resistance Aura. The atropal and any other undead creature within 30
  feet of it has advantage on saving throws against effects that turn undead.
  Undead Fortitude. If damage reduces the atropal 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
  atropal drops to 1 hit point instead.
  Actions
  Multiattack. The atropal makes two slam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20
  (3d8 + 7) bludgeoning damage plus 7 (2d6) cold damage.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17
  (3d6 + 7) piercing damage plus 7 (2d6) necrotic damage. If the target is a
  creature, the atropal regains a number of hit points equal to half the
  amount of damage dealt. If this attack reduces a creature to 0 hit points,
  the atropal devours its corpse. The creature dies and can't be revived by
  any means short of a wish spell.
  Summon Wraith (Recharge 6). The atropal summons a wraith which
  materializes within 30 feet of it in an unoccupied space it can see. The
  wraith obeys its summoner's commands and can't be controlled by any
  other creature. The wraith vanishes when it drops to 0 hit points or when
  its summoner dies.
  Legendary Actions
  The atropal 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 atropal regains spent legendary
  actions at the start of its turn.
  Charge. The atropal moves up to its speed.
  Bite (Costs 2 Actions). The atropal makes a bite attack.
  Withering Wail (Costs 3 Actions). The atropal lets out a withering wail. Any
  creature within 120 feet of the atropal that can hear the wail must
  succeed on a DC 19 Constitution saving throw or gain 1 level of
  exhaustion.
  Death Cultist
  Medium humanoid (any race), any evil alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  12 (+1)
  11 (+0)
  12 (+1)
  15 (+2)
  Saving Throws Wis +3, Cha +4
  Skills Arcana +2, Deception +4, Religion +2
  Damage Resistances necrotic
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The death cultist has advantage on saving throws against
  being charmed or frightened.
  Innate Spellcasting. The death cultist's innate spellcasting ability is
  Charisma (spell save DC 12). It can innately cast the following spells,
  requiring no material components:
  At will: false life, mage armor (self only)
  1/day each: animate dead, bestow curse
  Spellcasting. The death cultist is a 4th-level spellcaster. The death cultist's
  spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell
  attacks). It regains its expended spell slots when it finishes a short or long
  rest. It knows the following warlock spells:
  Cantrip (at will): chill touch, eldritch blast, toll the dead
  1st-2nd level (2 2nd-level slots): bane, cause fear, darkness, hex, ray of
  enfeeblement
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
  (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage.
  Touch of Death. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit:
  14 (4d6) necrotic damage.
  
  Father Llymic
  Soul Chill
  The influence of Father Llymic chills the souls of living creatures. Soul chill is
  measured in levels. If a creature already suffering from one or more soul chill levels
  suffers another effect that increases the level of soul chill, its level of soul chill
  increases by the amount specified in the effect's description.
  Levels of soul chill can be removed by casting greater restoration while the target
  is bathed in natural sunlight, which sets its soul chill level to 0.
  A creature's hit point maximum is reduced by 5 for each level of soul chill it
  suffers from. If it suffers from at least two levels of soul chill, it rolls ability checks
  and saving throws with disadvantage.
  If a target's level of soul chill is greater than or equal to its challenge rating (or
  level, if the target lacks a challenge rating), or if this effect reduces its hit point
  maximum to 0, it permanently transforms into a brood spawn, as per the Brood
  Spawn template. This transformation cannot be undone by mortal means, including
  the wish spell. All levels of soul chill are removed when Father Llymic dies.
  Brood Fever
  Although Father Llymic's touch can transform creatures into brood spawn, the far
  more common method of creating these horrors is through the contraction of brood
  fever. Most contract this ailment after being subjected to a brood spawn's Cold
  Breath, but any creature that takes a short or long rest within 300 feet of Father
  Llymic's frozen form also risk contracting it. Those afflicted with this disease cannot
  overcome it naturally.
  Symptoms manifest one day after infection and include fever and disorientation.
  At the end of each long rest after the symptoms appear, the creature must make a
  DC 18 Constitution saving throw. On a failed save, the creature suffers one level of
  soul chill. This disease is automatically cured when Father Llymic dies.
  Lair Actions
  Father Llymic can control icy terrain to take lair actions. On initiative count 20
  (losing initiative ties), Father Llymic takes a lair action to cause one of the following
  effects; Father Lymic can't use the same effect two rounds in a row:
  Jagged shards of ice emerge below three creatures that Father Llymic can see
  within 120 feet of him. Father Llymic makes one ranged attack roll (+14 to hit)
  against each target. On a hit, a target takes 10 (3d6) piercing damage plus 10
  (3d6) cold damage, and its speed is halved until initiative count 20 of the next
  round.
  Tendrils of ice lash out at three creatures that Father Llymic can see within 120
  feet of him. Each target must make a DC 20 Strength saving throw. On a failed
  save, the target takes 7 (2d6) bludgeoning damage plus 7 (2d6) cold damage and
  is restrained until initiative count 20 of the next round. To break out, the
  restrained target can use its action to make a DC 20 Strength check. On a
  success, the target escapes and is no longer restrained by the tendrils.
  Regional Effects
  Even while dormant, Father Llymic can project an image-a shard of his dreaming
  mind- into the world around him. Father Llymic projects the illusory image of a
  wizened elf man, bent with age. Calm and inoffensive in appearance, the image's
  clothes are ragged and worn. He walks with a staff and never makes any noise. This
  projection can be seen near Father Llymic's tomb, beckoning explorers closer.
  Although the projection is slow of gait and never aggressive, it can never be caught.
  Whenever anyone draws too close, it steps out of sight, reappearing some distance
  away. If its targets refuse to follow it, the image grows agitated, appearing before
  them and silently screaming from a maw of razor-sharp ice fangs, then leaving to
  find other prey.
  As Father Llymic stirs and inevitably awakens, he can see through the eyes of this
  projection, allowing him to use his Discord and Woe action on targets that anger
  him.
  8
  Father Llymic
  Huge aberration, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 378 (28d12 + 196)
  Speed 50 ft., climb 50 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  18 (+4)
  24 (+7)
  20 (+5)
  16 (+3)
  24 (+7)
  Saving Throws Str +15, Dex +11, Con +14
  Skills Arcana +12, Insight +10, Intimidation +14
  Damage Resistances acid, fire, lightning
  Damage Immunities cold; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, petrified, unconscious
  Senses truesight 120 ft., blindsight 500 ft. passive Perception 13
  Languages all, telepathy 1,000 ft.
  Challenge 25 (75,000 XP) or 26 (90,000 XP) when encountered in lair
  Anathematic Secrecy. Father Llymic can't be targeted by any divination magic
  or perceived through magical scrying sensors.
  Deadly Chill. Any creature that starts its turn within 30 feet of Father Llymic
  must make a DC 22 Constitution saving throw, taking 14 (4d6) cold damage
  and suffering one level of soul chill on a failed save.
  Fever Dream. Any creature that takes a short or long rest within 300 feet of
  Father Llymic's frozen form must make a DC 22 Constitution saving throw.
  On a failed save, the creature contracts Brood Fever.
  Ice Walk. Father Llymic can move across and climb icy surfaces without
  needing to make an ability check. Additionally, difficult terrain composed of
  ice or snow doesn't cost him extra moment.
  Improved Critical. Father Llymic's weapon attacks score a critical hit on a roll
  of 19 or 20 on the d20.
  Innate Spellcasting. Father Llymic's innate spellcasting ability is Charisma
  (spell save DC 22). He can innately cast the following spells, requiring no
  components:
  At will: darkness, sleet storm
  2/day each: ice storm, wall of ice
  1/day each: cone of cold, dimension door, maddening darkness
  Legendary Resistance (3/Day). If Father Llymic fails a saving throw, he can
  choose to succeed instead.
  Light Torpor. Father Llymic is considered to be undead for the purpose of
  spells and other effects that harm undead. If Father Llymic takes radiant
  damage or is exposed to natural sunlight or a magical source of light, he is
  poisoned until the end of his next turn or until he is no longer exposed to the
  light. If Father Llymic is exposed to natural sunlight, he must succeed on a
  DC 22 Constitution saving throw at the start of his next turn or slip into
  suspended animation (as the feign death spell). This condition can only be
  removed by keeping Father Llymic in complete darkness for at least one
  round.
  Magic Resistance. Father Llymic has advantage on saving throws against spells
  and other magical effects.
  Magic Weapons. Father Llymic's weapon attacks are magical.
  Regeneration. Father Llymic regains 20 hit points at the start of his turn if he
  is in complete darkness and has at least 1 hit point.
  Soul Chill. When Father Llymic deals damage to a creature with his claw or
  bite, the creature suffers one level of soul chill.
  Unyielding Essence. Father Llymic is immune to any spell or effect that would
  alter his form, as well as those that would read his thoughts, determine if he
  is lying, or magically influence his thoughts or behavior.
  Actions
  Multiattack. Father Llymic uses Summon Brood if it is available. He then
  makes three attacks: one with his bite and two with his claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10
  + 8) piercing damage plus 5 (1d10) cold damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 15 (2d6
  + 8) slashing damage plus 5 (1d10) cold damage.
  Brood Seed. Melee Spell Attack: +14 to hit, reach 10 ft., one creature. Hit:
  Father Llymic implants a target with a brood seed. When initially hit, and at
  the start of each of its turns, the target must make a DC 22 Constitution
  saving throw. On a failed save, the target gains 1d4 levels of soul chill. If the
  target succeeds on three of these saves, the effect ends for it. The brood
  seed can only be removed by a greater restoration spell cast while the target
  is in the area of a daylight spell or similar effect, or in natural sunshine.
  Discord and Woe (Recharge 5-6). A creature within 100 miles of Father Llymic
  that Father Llymic is aware of must make a DC 18 Wisdom saving throw. A
  creature automatically succeeds if it is immune to being charmed. On a failed
  save, the target must target its allies with attacks and other damaging effects
  for 1 minute. The target can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success. If a creature's saving throw is
  successful or the effect ends for it, the creature is immune to Father Llymic's
  Discord and Woe for the next 24 hours.
  Summon Brood (Recharge 6). Father Llymic magically summons two brood
  spawn barbarians in unoccupied spaces within 30 feet of him. These brood
  spawns act on their own initiative count and follow Father Llymic's orders to
  the best of their ability.
  Legendary Actions
  Father Llymic can take 3 legendary actions, choosing from the options below.
  Only one legendary action can be used at a time and only at the end of
  another creature's turn. Father Llymic regains spent legendary actions at the
  start of his turn.
  Move. Father Llymic moves up to his speed.
  Cast a Spell (Costs 2 Actions). Father Llymic casts one of his innate spells.
  Savage (Costs 2 Actions). Father Llymic makes a claw attack against each
  creature within 15 feet of him.
  
  Brood Spawn Template
  Stalking the wastelands in preparation for Father Llymic's awakening, the brood
  mirror their creator's twisted form. Birthed from the bodies of unsuspecting
  creatures, the brood are pale mockeries of their former selves, recast in plates of
  frozen crystal with vicious claws and sharp-edged teeth.
  The brood remember nothing of their former lives and seek only to carry out
  Father Llymic's will. They prowl the area around his frozen form, subduing intruders
  and native creatures and taking them to be transformed. If a threat to Father Llymic
  surfaces, the brood take any means necessary to drive off or destroy the enemy.
  Retaining only a vague resemblance to the creatures that spawned them, the
  brood are terrible to behold. Made entirely of pale blue crystal, brood spawn are
  covered in sharp spikes and ridged plates. These protrusions grind against one
  another but never dull. When a brood spawn is wounded, a pale ichor flows out of
  the wounds, quickly hardening into a seal. Strange organs pulsate and strain inside
  them, and no two share the same physiology, even if they originated from the same
  type of creature. All have three perfectly round eyes atop their head, above a
  cavernous maw. These eyes allow them to see in any conditions of ilumination.
  Mentally, all brood spawn are extensions of Father Llymic's thoughts. They carry
  out his desires without any need for communication. The spawn go about their
  business with cold precision, completely uncaring of those in their path. The brood
  have only two goals: to protect Father Llymic and to expand the brood.
  Challenge Ratings and Templates
  You might be wondering, if this template (or one of the other templates
  in this book) is applied to a creature, what is its new Challenge Rating? A
  problem I faced when making the templates found here is that such a
  calculation must be done for each individual creature a template is
  applied to, especially with templates like this that depend on creature
  size. Thus, a DM using this template should pay attention to how it
  interacts with and complements the base creature, and should not use
  the base creature's Challenge Rating as the only determining factor of
  encounter difficulty level.
  The next question you might be asking is, "should I raise the save DC and
  profiency bonus of a post-template creature based on its new Challenge
  Rating?" This is what the official books do, but is work this truly
  necessary for the monster to be strong? The answer is that you really
  don't have to, especially if you are using this template on the fly.
  When a living creature (referred to as the base creature) is transformed into a brood
  spawn, it retains its statistics except as described below. A brood spawn might retain
  or lose any or all of its lair actions or inherit new ones, as the DM sees fit.
  Type. The brood spawn is an aberration, and it doesn't require air, food, drink, or
  sleep.
  Alignment. The brood spawn's alignment is chaotic evil.
  Armor Class. The brood spawn gains natural armor if the base creature lacked it,
  and loses any other sources of Armor Class. The brood spawn's Armor Class is
  equal to the base creature's Armor Class (including any manufactured armor) plus 2.
  Hit Dice. The brood spawn gains 5 more hit dice, which increases its maximum
  hit points.
  Speed. The brood spawn's walking speed increases by 10 feet, and it gains a
  climbing speed equal to its new walking speed.
  Ability Score Adjustment. The brood spawn's Strength, Constitution, Wisdom,
  and Charisma each increase by 2, to a maximum of 28. As this increases the brood
  spawn's Constitution modifier by 1, increase its hit points accordingly.
  Damage Vulnerabilities, Resistances, and Immunities. The brood spawn has
  resistance to fire damage and lightning damage and is immune to cold damage. If
  the base creature already has resistance or immunity to one of these damage types,
  they are replaced by these modifications. Otherwise, the brood spawn retains the
  vulnerabilities, resistances, and immunities of the base creature.
  Condition Immunities. The brood spawn can't be charmed, frightened, petrified,
  or knocked unconscious. It also doesn't suffer from exhaustion.
  Senses. The brood spawn has blindsight out to 60 feet.
  Traits, Actions, and Proficiencies. The brood spawn loses all of its weapon
  proficiencies and loses any actions or traits that depend on the use of a
  manufactured weapon. It also loses the Spellcasting trait, but retains any other base
  proficiencies and traits.
  If the base creature has Innate Spellcasting, the Innate Spellcasting trait detailed
  below can either replace it, or the two spell lists can be merged together, as the DM
  sees fit. This decision can be made with the source of the base Innate Spellcasting
  trait in mind (e.g. psionics, or a biological feature), and/or it could be made with
  encounter difficulty and planning in mind. Otherwise, the brood spawn retains the
  base creature's proficiencies, actions, and traits, and it gains certain actions and
  traits as described in the template's statistics block.
  Cold Breath and Brood Fever
  Typically, brood spawn use their Cold Breath (see right) as soon as
  combat starts, as their primary objective is to spread Brood Fever. This is
  done in spite the fact that it may deal less damage than other attacks.
  This was taken into account when the Challenge Rating of the brood
  spawn stat blocks in this chapter were calculated; however, feel free to
  not limit yourself to starting off with Cold Breath, especially for big boss
  monsters where its damage may be rather underwhelming.
  9
  Brood Spawn Template
  [Base size] aberration, chaotic evil
  Armor Class base + 2 (natural armor)
  Hit Points base + 5 more hit dice
  Speed base + climb [new walking speed] ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base + 2
  Base
  Base + 2
  Base
  Base + 2
  Base + 2
  Saving Throws base
  Skills base
  Damage Vulnerabilities base
  Damage Resistances base + fire, lightning
  Damage Immunities base + cold
  Condition Immunities base + charmed, exhaustion, frightened, petrified,
  unconscious
  Senses base + blindsight 60 ft., passive Perception [recalculate]
  Languages base
  Challenge [recalculate]
  Additional Traits
  Ice Walk. The brood spawn can move across and climb icy surfaces
  without needing to make an ability check. Additionally, difficult terrain
  composed of ice or snow doesn't cost it extra moment.
  Innate Spellcasting. A brood spawn that has an Intelligence of 8 or higher
  gains this feature. The brood spawn's innate spellcasting ability is
  Charisma. It can innately cast the following spells, requiring no material
  components:
  At will: sleet storm
  3/day: darkness
  2/day each: dispel magic*, ice storm*
  1/day each: cone of cold**, wall of ice**
  *Only if the base creature has a challenge rating of 5 or higher.
  **Only if the base creature has a challenge rating of 10 or higher.
  Light Sickness. The brood spawn is considered to be undead for the
  purpose of spells and other effects that harm undead. If the brood spawn
  takes radiant damage or is exposed to sunlight or a magical source of
  light, it is poisoned until the end of its next turn or until it is no longer
  exposed to the light.
  Magic Resistance. The brood spawn has advantage on saving throws
  against spells and other magical effects.
  Unyielding Essence. The brood spawn is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Additional Actions
  Multiattack. The brood spawn makes two attacks: one with its bite and one
  with its claw. If the base creature already has the Multiattack action, you
  can choose not to replace it. These attacks do extra cold damage
  determined by the cold column of the table below.
  Bite. Melee Weapon Attack: If the base creature already has a Bite action,
  the brood spawn can keep it. Otherwise, this attack uses the brood
  spawn's Strength modifier to determine its attack bonus and damage. This
  attack deals piercing damage to one target, with its damage dice
  determined by the bite column of the table below. The reach of this attack
  is 5 feet if the brood spawn is Large or smaller, 10 feet if it is Huge, or 15
  feet if it is Gargantuan.
  Claw. Melee Weapon Attack: If the base creature already has a Claw action,
  the brood spawn can keep it. Otherwise, this attack uses the brood
  spawn's Strength modifier to determine its attack bonus and damage. This
  attack deals slashing damage to one target, with its damage dice
  determined by the claw column of the table below. The reach of this
  attack is 5 feet if the brood spawn is Medium or smaller, 10 feet if it is
  Large, 15 feet if it is Huge, or 20 feet if it is Gargantuan.
  Cold Breath (Recharge 6). The brood spawn exhales an icy blast in a cone
  with a size determined by the last column the table below. Each creature
  in that area must make a DC 18 Constitution saving throw. On a failed
  save, a creature contracts Brood Fever and takes 14 (4d6) cold damage.
  On a successful save, a creature takes half as much damage and does not
  contract Brood Fever.
  If the base creature already has a breath-related action, it is not replaced
  as described above. Instead, any damage-dealing breath weapon
  possessed by the creature deals cold damage instead of its original
  damage type, and a creature that fails the saving throw to resist it
  contracts Brood Fever.
  Creature Size
  Bite
  Claw
  Cold
  Breath Size
  Tiny
  1d4
  1d4
  1
  15 feet
  Small
  1d6
  1d4
  1d4
  15 feet
  Medium
  1d8
  1d6
  1d6
  20 feet
  Large
  2d8
  2d6
  1d8
  30 feet
  Huge
  2d10
  2d6
  1d10
  40 feet
  Gargantuan
  3d10
  3d6
  1d12
  50 feet
  
  10
  Brood Spawn Ogre
  Large aberration, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 50 ft., climb 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  8 (-1)
  18 (+4)
  5 (-3)
  9 (-1)
  9 (-1)
  Damage Resistances fire, lightning
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened, petrified,
  unconscious
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 5 (1800 XP)
  Ice Walk. The brood spawn can move across and climb icy surfaces
  without needing to make an ability check. Additionally, difficult terrain
  composed of ice or snow doesn't cost it extra moment.
  Light Sickness. The brood spawn is considered to be undead for the
  purpose of spells and other effects that harm undead. If the brood spawn
  takes radiant damage or is exposed to sunlight or a magical source of
  light, it is poisoned until the end of its next turn or until it is no longer
  exposed to the light.
  Magic Resistance. The brood spawn has advantage on saving throws
  against spells and other magical effects.
  Unyielding Essence. The brood spawn is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The brood spawn makes two attacks: one with its bite and one
  with its claw.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8
  + 5) piercing damage plus 4 (1d8) cold damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12
  (2d6 + 5) slashing damage plus 4 (1d8) cold damage.
  Cold Breath (Recharge 6). The brood spawn exhales an icy blast in a 30-
  foot cone. Each creature in that area must make a DC 18 Constitution
  saving throw. On a failed save, a creature contracts Brood Fever and takes
  14 (4d6) cold damage. On a successful save, a creature takes half as
  much damage and does not contract Brood Fever.
  Brood Spawn Worg
  Large aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 67 (9d10 + 18)
  Speed 60 ft., climb 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  15 (+2)
  7 (-2)
  13 (+1)
  10 (0)
  Skills Perception +5
  Damage Resistances fire, lightning
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened, petrified,
  unconscious
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
  Languages Goblin, Worg
  Challenge 3 (700 XP)
  Ice Walk. The brood spawn can move across and climb icy surfaces
  without needing to make an ability check. Additionally, difficult terrain
  composed of ice or snow doesn't cost it extra moment.
  Keen Hearing and Smell. The brood spawn has advantage on Wisdom
  (Perception) checks that rely on hearing or smell.
  Light Sickness. The brood spawn is considered to be undead for the
  purpose of spells and other effects that harm undead. If the brood spawn
  takes radiant damage or is exposed to sunlight or a magical source of
  light, it is poisoned until the end of its next turn or until it is no longer
  exposed to the light.
  Magic Resistance. The brood spawn has advantage on saving throws
  against spells and other magical effects.
  Unyielding Essence. The brood spawn is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The brood spawn makes two attacks: one with its bite and one
  with its claw.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8
  + 4) piercing damage plus 4 (1d8) cold damage. If the target is a creature,
  it must succeed on a DC 13 Strength saving throw or be knocked prone.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11
  (2d6 + 4) slashing damage plus 4 (1d8) cold damage.
  Cold Breath (Recharge 6). The brood spawn exhales an icy blast in a 30-
  foot cone. Each creature in that area must make a DC 18 Constitution
  saving throw. On a failed save, a creature contracts Brood Fever and takes
  14 (4d6) cold damage. On a successful save, a creature takes half as
  much damage and does not contract Brood Fever.
  
  Generic Brood Spawn
  While it is formally named "Brood Spawn Barbarian", the following stat
  block can be used as a generic stat block for any low-CR humanoid brood
  spawn that you don't want to have the Innate Spellcasting trait. Most of
  the stats are lifted from the Orc stat block, but with everything unique
  stripped away for this purpose.
  The strange thing about this template is that no matter what, it gives a
  Multiattack of two attacks to any brood spawn out there, even if the base
  creature was weak, like a commoner or something, or if the base creature
  was strong, like a white dragon. Another weird thing is the Cold Breath -
  while its main purpose is to spread Brood Fever and not damage,
  shouldn't its damage still scale with the base creature's CR?
  While it makes sense that monsters in a supplement for high level play
  should be powerful, there should still also be support for lower tier play
  on my end. That is why this note is here.
  To balance the brood spawn barbarian (or any other brood spawn) to
  your liking, keep these recommended steps in mind:
  Change general stats like HP, AC, ability scores, etc. to fit your desired
  Challenge Rating.
  Change the number of attacks granted by the Multiattack feature. You
  can also insert actions into various stages of the Multiattack, just like
  how I added Frightful Presence (back) to the Multiattack of the Brood
  Spawn White Dragon.
  Scale the damage and save DC of Cold Breath to match your desired
  Challenge Rating.
  If you feel the base creature is (was, rather) significant enough to
  have unique traits and features (ranging from Darkvision to special
  items or abilities), definitely add those traits and features to this
  generic block.
  Similarly, on page 280 of the DMG, there is a table of Monster
  Features with traits like Aggressive and Pack Tactics that I encourage
  you to add to different versions of this monster (and to Brood Spawn
  in general) for the sake of variety.
  This conversion is meant to be a toolbox for DMs, not a rigid definition
  of how things are supposed to be. Whatever you do, just don't think that
  you are restricted by the specific design choices I made in this book.
  11
  Brood Spawn Barbarian
  Medium aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  7 (-2)
  13 (+1)
  12 (+1)
  Damage Resistances fire, lightning
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened, petrified,
  unconscious
  Senses blindsight 60 ft., passive Perception 13
  Languages any two languages
  Challenge 4 (1100 XP)
  Ice Walk. The brood spawn can move across and climb icy surfaces
  without needing to make an ability check. Additionally, difficult terrain
  composed of ice or snow doesn't cost it extra moment.
  Light Sickness. The brood spawn is considered to be undead for the
  purpose of spells and other effects that harm undead. If the brood spawn
  takes radiant damage or is exposed to sunlight or a magical source of
  light, it is poisoned until the end of its next turn or until it is no longer
  exposed to the light.
  Magic Resistance. The brood spawn has advantage on saving throws
  against spells and other magical effects.
  Unyielding Essence. The brood spawn is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The brood spawn makes two attacks: one with its bite and one
  with its claw.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +
  4) piercing damage plus 3 (1d6) cold damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6
  + 4) slashing damage plus 3 (1d6) cold damage.
  Cold Breath (Recharge 6). The brood spawn exhales an icy blast in a 20-
  foot cone. Each creature in that area must make a DC 18 Constitution
  saving throw. On a failed save, a creature contracts Brood Fever and takes
  14 (4d6) cold damage. On a successful save, a creature takes half as
  much damage and does not contract Brood Fever.
  Brood Spawn Frost Giant
  Huge aberration, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 212 (17d12 + 102)
  Speed 50 ft., climb 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  9 (−1)
  23 (+6)
  9 (−1)
  12 (+1)
  14 (+2)
  Saving Throws Con +9, Wis +4, Cha +5
  Skills Athletics +10, Perception +4
  Damage Resistances fire, lightning
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened, petrified,
  unconscious
  Senses blindsight 60 ft., passive Perception 14
  Languages Giant
  Challenge 14 (11,500 XP)
  Ice Walk. The brood spawn can move across and climb icy surfaces
  without needing to make an ability check. Additionally, difficult terrain
  composed of ice or snow doesn't cost it extra moment.
  Innate Spellcasting. The brood spawn's innate spellcasting ability is
  Charisma (spell save DC 15). It can innately cast the following spells,
  requiring no material components:
  At will: sleet storm
  3/day: darkness
  2/day each: dispel magic, ice storm
  Light Sickness. The brood spawn is considered to be undead for the
  purpose of spells and other effects that harm undead. If the brood spawn
  takes radiant damage or is exposed to sunlight or a magical source of
  light, it is poisoned until the end of its next turn or until it is no longer
  exposed to the light.
  Magic Resistance. The brood spawn has advantage on saving throws
  against spells and other magical effects.
  Unyielding Essence. The brood spawn is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The brood spawn makes two attacks: one with its bite and one
  with its claw.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18
  (2d10 + 7) piercing damage plus 5 (1d10) cold damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14
  (2d6 + 7) slashing damage plus 5 (1d10) cold damage.
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target.
  Hit: 29 (4d10 + 7) bludgeoning damage.
  Cold Breath (Recharge 6). The brood spawn exhales an icy blast in a 40-
  foot cone. Each creature in that area must make a DC 18 Constitution
  saving throw. On a failed save, a creature contracts Brood Fever and takes
  14 (4d6) cold damage. On a successful save, a creature takes half as
  much damage and does not contract Brood Fever.
  
  Lair Actions
  The brood spawn white dragon can manipulate the icy terrain of the mountain
  surrounding Father Llymic's tomb to take lair actions. On initiative count 20 (losing
  initiative ties), the brood spawn takes a lair action to cause one of the following
  effects; the brood spawn can't use the same effect two rounds in a row:
  Freezing fog fills a 20-foot-radius sphere centered on a point the brood spawn
  can see within 120 feet of it. The fog spreads around corners, and its area is
  heavily obscured. Each creature in the fog when it appears must make a DC 10
  Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half
  as much damage on a successful one. A creature that ends its turn in the fog
  takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the
  fog. The fog otherwise lasts until the brood spawn uses this lair action again or
  until the brood spawn dies.
  Jagged ice shards emerge from the ground, striking up to three creatures
  underneath that the brood spawn can see within 120 feet of it. The brood spawn
  makes one ranged attack roll (+7 to hit) against each target. On a hit, the target
  takes 10 (3d6) piercing damage.
  The brood spawn creates an opaque wall of ice on a solid surface it can see
  within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot
  thick. When the wall appears, each creature within its area is pushed 5 feet out
  of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot
  section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and
  immunity to acid, cold, necrotic, poison, and psychic damage. The wall
  disappears when the brood spawn uses this lair action again or when the brood
  spawn dies.
  Double Lair Actions
  Notice how both Father Llymic and this brood spawn white dragon have
  lair actions? In the encounter setup, it is explained that if the dragon
  encounter is avoided, it will come to Father Llymic's aid during the final
  battle. How do you handle the lair actions, then? Here are some options:
  Have the two lair actions both work - one on intiative count 20, and
  another on initiative count 10.
  Only use Father Llymic's lair actions - after all, he's stronger, right?
  Use two lair actions on the same turn - only do this if you think your
  players can handle it!
  No matter what you do, make sure you have something planned
  before you run an encounter that has multiple lair actions involved, so
  that you aren't put on the spot during a session.
  12
  Brood Spawn White Dragon
  Huge aberration, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 283 (21d12 + 147)
  Speed 50 ft., burrow 30 ft., climb 50 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  24 (+7)
  8 (−1)
  14 (+2)
  14 (+2)
  Saving Throws Dex +6, Con +13, Wis +8, Cha +8
  Skills Perception +14, Stealth +6
  Damage Resistances fire, lightning
  Damage Immunities cold
  Condition Immunities charmed, exhaustion, frightened, petrified,
  unconscious
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  Languages Common, Draconic
  Challenge 19 (22,000 XP) or 20 (25,000 XP) when encountered in lair
  Ice Walk. The brood spawn can move across and climb icy surfaces
  without needing to make an ability check. Additionally, difficult terrain
  composed of ice or snow doesn't cost it extra moment.
  Innate Spellcasting. The brood spawn's innate spellcasting ability is
  Charisma (spell save DC 15). It can innately cast the following spells,
  requiring no material components:
  At will: sleet storm
  3/day: darkness
  2/day each: dispel magic, ice storm
  1/day each: cone of cold, wall of ice
  Keen Hearing and Smell. The brood spawn has advantage on Wisdom
  (Perception) checks that rely on hearing or smell.
  Light Sickness. The brood spawn is considered to be undead for the
  purpose of spells and other effects that harm undead. If the brood spawn
  takes radiant damage or is exposed to sunlight or a magical source of
  light, it is poisoned until the end of its next turn or until it is no longer
  exposed to the light.
  Legendary Resistance (3/Day). If the brood spawn fails a saving throw, it
  can choose to succeed instead.
  Magic Resistance. The brood spawn has advantage on saving throws
  against spells and other magical effects.
  Unyielding Essence. The brood spawn is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The brood spawn can use its Frightful Presence. It then makes
  three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18
  (2d10 + 7) piercing damage plus 5 (1d10) cold damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14
  (2d6 + 7) slashing damage plus 5 (1d10) cold damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16
  (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the brood spawn's choice that is
  within 120 feet of the brood spawn 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
  effect on itself on a success. If a creature's saving throw is successful or
  the effect ends for it, the creature is immune to the brood spawn's
  Frightful Presence for the next 24 hours.
  Cold Breath (Recharge 5–6). The brood spawn exhales an icy blast in a 60-
  foot cone. Each creature in that area must make a DC 21 Constitution
  saving throw. On a failed save, a creature takes 54 (12d8) cold damage
  and contracts Brood Fever. On a successful save, a creature takes half as
  much damage and does not contract Brood Fever.
  Legendary Actions
  The brood spawn 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 brood spawn regains spent
  legendary actions at the start of its turn.
  Detect. The brood spawn makes a Wisdom (Perception) check.
  Tail Attack. The brood spawn makes a tail attack.
  Wing Attack (Costs 2 Actions). The brood spawn beats its wings. Each
  creature within 10 feet of the brood spawn must succeed on a DC 19
  Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and
  be knocked prone. The brood spawn can then fly up to half its flying
  speed.
  
  The Hulks of Zoretha
  Regional Effects
  Dark Visiting. Any living creature that sleeps within 100 miles of the five Hulks
  must succeed on a DC 18 Wisdom saving throw or be afflicted with a random form
  of short-term madness. If a creature fails this saving throw by 5 or more, it is instead
  afflicted with a random form of long-term madness. If a creature rolls a 1 on the d20
  roll, it is instead afflicted with a random form of indefinite madness. The Short-Term
  Madness, Long-Term Madness, and Indefinite Madness tables can be found in
  chapter 8 of the Dungeon Master's Guide.
  13
  Hulk of Zoretha (Female)
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  21 (+5)
  15 (+2)
  16 (+3)
  10 (+0)
  Saving Throws Str +10, Con +9, Wis +7
  Skills Arcana +6, Insight +7, Perception +7, Stealth +4
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities bludgeoning, piercing, and slashing from nonmagical
  attacks
  Condition Immunities charmed, exhausted, frightened, paralyzed, petrified,
  unconscious
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 17
  Languages all, telepathy 1,000 ft.
  Challenge 10 (5,900 XP)
  Anathematic Secrecy. The hulk can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Elemental Affinity. The four female hulks are each associated with a
  specific damage type: acid, cold, fire, and lightning. A female hulk is
  immune to the element she is associated with.
  Innate Spellcasting. The hulk's innate spellcasting ability is Constitution
  (spell save DC 17). She can innately cast the following spells, requiring no
  components:
  At will: hallucinatory terrain
  2/day each: cause fear, dispel magic
  1/day: conjure minor elementals*
  *The fire hulk summons fire-based elementals, the ice hulk summons
  water-based elementals, the acid hulk summons earth-based elementals,
  and the lightning hulk summons air-based elementals.
  Legendary Resistance (1/Day). If the hulk fails a saving throw, she can
  choose to succeed instead.
  Magic Resistance. The hulk has advantage on saving throws against spells
  and other magical effects.
  Magic Weapons. The hulk's weapon attacks are magical.
  Unyielding Essence. The hulk is immune to any spell or effect that would
  alter her form, as well as those that would read her thoughts, determine if
  she is lying, or magically influence her thoughts or behavior.
  Waking Nightmare (1/Day). As a bonus action, the hulk induces a waking
  nightmare in a single creature it can see. The target must succeed on a DC
  17 Wisdom saving throw or become frightened of the hulk for 3 (1d6)
  rounds. While frightened in this way, the target suffers from an additional
  effect based on the elemental affinity of the hulk:
  Element
  Effect
  Acid
  A phantasmal monster eats away at the target's flesh. The
  target takes 10 (3d6) psychic damage at the start of its turns.
  Cold
  Ice seems to form around the target, giving a new meaning to
  "freezing up". Any speed the target has can be no higher than
  15 feet.
  Fire
  Visions of fiery death overwhelm the target's vision. The target
  is blinded.
  Lightning
  An illusory jolt of electricity interferes with a spellcaster's
  ability to manipulate the weave. The target can only expend
  spell slots of 5th level or lower.
  Actions
  Multiattack. The hulk makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22
  (3d10 + 6) bludgeoning damage.
  Breath Weapon (Recharge 5–6). The hulk exhales elemental energy in a 30-
  foot cone. Each creature in that area must make a DC 17 Constitution
  saving throw, taking 56 (16d6) damage on a failed save, or half as much
  damage on a successful one. The damage type of this breath is the same
  as the hulk's elemental affinity.
  Hulk of Zoretha (Male)
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  21 (+5)
  15 (+2)
  16 (+3)
  10 (+0)
  Saving Throws Dex +8, Con +9, Wis +7
  Skills Arcana +6, Insight +7, Perception +7, Stealth +8
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities poison; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, exhausted, frightened, paralyzed, petrified,
  poisoned, unconscious
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 17
  Languages all, telepathy 1,000 ft.
  Challenge 10 (5,900 XP)
  Anathematic Secrecy. The hulk can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Innate Spellcasting. The hulk's innate spellcasting ability is Constitution
  (spell save DC 17). He can innately cast the following spells, requiring no
  components:
  At will: hallucinatory terrain
  2/day each: cause fear, dispel magic
  1/day: pass without trace
  Legendary Resistance (1/Day). If the hulk fails a saving throw, he can
  choose to succeed instead.
  Magic Resistance. The hulk has advantage on saving throws against spells
  and other magical effects.
  Magic Weapons. The hulk's weapon attacks are magical.
  Poisoned Spike Regrowth. The hulk has twenty-four poisoned spikes. Used
  spikes regrow when the hulk finishes a long rest.
  Sneak Attack (1/Turn). The hulk deals an extra 7 (2d6) psychic damage
  when he hits a target with a weapon attack and has advantage on the
  attack roll, or when the target is within 5 feet of an ally of the hulk that
  isn't incapacitated and the hulk doesn't have disadvantage on the attack
  roll.
  Unyielding Essence. The hulk is immune to any spell or effect that would
  alter his form, as well as those that would read his thoughts, determine if
  he is lying, or magically influence his thoughts or behavior.
  Actions
  Multiattack. The hulk uses his Hypnotic Gaze if it is available, and then it
  makes two weapon attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22
  (3d10 + 6) bludgeoning damage.
  Poisoned Spike. Ranged Weapon Attack: +8 to hit, range 100 ft., one
  target. Hit: 11 (1d8 + 4) piercing damage plus 10 (3d6) poison damage.
  Hypnotic Gaze (Recharge 5-6). The hulk attempts to hypnotize a creature
  he can see. The target must succeed on a DC 17 Wisdom saving throw or
  be blinded and paralyzed until the start of the hulk's next turn. Each time
  the target takes damage, it can repeat the saving throw, ending the effect
  on itself on a success.
  
  Running the Hulks of Zoretha
  The hulks of Zoretha are by far the "worst" of the nine Elder Evils here.
  One reason for this is that each individual Hulk is much weaker than
  many of the monsters out there. Even Soelma and Janwulf are higher in
  CR than an individual Hulk. Rather, the global threat posed by the Hulks'
  Blood Moon sign makes them a world-ending threat; additionally, the
  five Hulks are designed to be a challenge even for high level characters
  when fought all at once.
  The second reason they are the "worst" is that there is so much
  missed potential for their story. The original Elder Evils book describes
  that the Hulks are part of an alien race that sent them to colonize the
  campaign setting; once they awaken and eradicate all sapient life on the
  planet, they will give birth to the "Children of Zoretha". Such children
  were not given statistics nor descriptions in the original book, as it is
  assumed that the players will defeat the Hulks before they have a chance
  to give birth to them.
  However, what if a DM wanted to change up the story? Perhaps the
  Children of Zoretha have begun to bring chaos and destruction to the
  setting, in an effort to awaken their dormant parents. Perhaps the Hulks
  and their now matured Children have already colonized a different world
  and have now begun to invade the campaign setting. It is unfortunate
  that the original book did not provide the tools necessary in order to
  facilitate such stories.
  Thus, I bring to you my take on the Children of Zoretha. They are
  simply my imagining of the concept, which I do not claim to have a
  definitive monopoly over or understanding of. For a description of these
  Children, see the sidebar to the right.
  The Children of Zoretha
  My take on the Children of Zoretha is that they are similar to their
  parents. They are Large instead of Huge, and they have reduced stats and
  damage as you might expect. However, the Children are well on their way
  towards surpassing their parents. Their innate spellcasting is drastically
  stronger, with powerful spells ranging from dominate person to
  phantasmal killer to conjure elemental.
  The Female Children have no elemental affinity, and instead can breath
  and summon any element of their choosing. They also emanate a
  powerful aura that makes enemies more susceptible to mind-influencing
  effects. The Male Children are more adept at ambushing enemies and
  avoiding damage, and are able to use an unlimited number of poisoned
  spikes in melee and at range. They are also capable of targeting an
  additional creature with their weaker version of Hypnotic Gaze.
  Other than the lack of an Elemental Affinity, the Children of Zoretha
  look like smaller versions of their parents. After enough centuries, it is
  possible that the original Hulks' descendents will be powerful enough to
  take on any mortal foe... and even a few divine ones.
  14
  Child of Zoretha (Female)
  Large aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  18 (+4)
  13 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Con +7, Wis +5
  Skills Insight +5, Perception +5
  Damage Resistances acid, cold, lightning, fire
  Condition Immunities charmed, exhausted, frightened, paralyzed, petrified,
  unconscious
  Senses truesight 60 ft., passive Perception 15
  Languages understands all languages but can't speak, telepathy 120 ft.
  Challenge 7 (2900 XP)
  Anathematic Secrecy. The hulk can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Aura of Mind Erosion. Any hostile creature that starts its turn within 30
  feet of the hulk must make a DC 15 Wisdom saving throw. On a
  successful save, the creature is immune to this aura for the next 24 hours.
  On a failed save, the creature has disadvantage for 1 minute on Wisdom
  and Charisma checks and saving throws.
  Innate Spellcasting. The hulk's innate spellcasting ability is Constitution
  (spell save DC 15). She can innately cast the following spells, requiring no
  components:
  At will: conjure elemental, enemies abound
  3/day each: dispel magic, fear, levitate
  2/day each: phantasmal force, phantasmal killer
  1/day each: dominate monster, mental prison
  Legendary Resistance (1/Day). If the hulk fails a saving throw, she can
  choose to succeed instead.
  Magic Resistance. The hulk has advantage on saving throws against spells
  and other magical effects.
  Magic Weapons. The hulk's weapon attacks are magical.
  Unyielding Essence. The hulk is immune to any spell or effect that would
  alter her form, as well as those that would read her thoughts, determine if
  she is lying, or magically influence her thoughts or behavior.
  Actions
  Multiattack. The hulk makes two melee attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16
  (2d10 + 5) bludgeoning damage plus 7 (2d6) psychic damage.
  Breath Weapon (Recharge 5-6). The hulk exhales elemental energy in a 15-
  foot cone. Each creature in that area must make a DC 15 Constitution
  saving throw, taking 24 (7d6) damage on a failed save, or half as much
  damage on a successful one. The breath deals acid, cold, fire, or lightning
  damage (hulk's choice).
  Child of Zoretha (Male)
  Large aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  17 (+3)
  18 (+4)
  13 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Dex +6, Con +7
  Skills Perception +5, Stealth +6
  Damage Immunities poison
  Condition Immunities charmed, exhausted, frightened, paralyzed, petrified,
  poisoned, unconscious
  Senses truesight 60 ft., passive Perception 15
  Languages understands all languages but can't speak, telepathy 120 ft.
  Challenge 7 (2900 XP)
  Ambusher. The hulk has advantage on attack rolls against any creature he
  has surprised.
  Anathematic Secrecy. The hulk can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Avoidance. If the hulk is subjected to an effect that allows him to make a
  saving throw to only take half damage, he instead takes no damage if he
  succeeds on the saving throw, and only half damage if he fails.
  Innate Spellcasting. The hulk's innate spellcasting ability is Constitution
  (spell save DC 15). He can innately cast the following spells, requiring no
  components:
  At will: enemies abound, pass without trace
  3/day each: dispel magic, fear, invisibility
  2/day each: phantasmal force, phantasmal killer
  1/day each: control weather, feeblemind
  Legendary Resistance (1/Day). If the hulk fails a saving throw, he can
  choose to succeed instead.
  Magic Resistance. The hulk has advantage on saving throws against spells
  and other magical effects.
  Magic Weapons. The hulk's weapon attacks are magical.
  Sneak Attack (1/Turn). The hulk deals an extra 7 (2d6) psychic damage
  when he hits a target with a weapon attack and has advantage on the
  attack roll, or when the target is within 5 feet of an ally of the hulk that
  isn't incapacitated and the hulk doesn't have disadvantage on the attack
  roll.
  Unyielding Essence. The hulk is immune to any spell or effect that would
  alter his form, as well as those that would read his thoughts, determine if
  he is lying, or magically influence his thoughts or behavior.
  Actions
  Multiattack. The hulk uses his Hypnotic Gaze if it is available, and then it
  makes two weapon attacks.
  Poisoned Spike. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
  range 100/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10
  (3d6) poison damage.
  Hypnotic Gaze (Recharge 6). The hulk attempts to hypnotize up to two
  creatures it can see. Each target must succeed on a DC 15 Wisdom saving
  throw or be stunned until the start of the hulk's next turn. Each time a
  target takes damage, it can repeat the saving throw, ending the effect on
  itself on a success.
  
  Regional Effects
  Dark Visiting. Any living creature that sleeps within 100 miles of the titan must
  succeed on a DC 23 Wisdom saving throw or be afflicted with a random form of
  short-term madness. If a creature fails this saving throw by 5 or more, it is instead
  afflicted with a random form of long-term madness. If a creature rolls a 1 on the d20
  roll, it is instead afflicted with a random form of indefinite madness. The Short-Term
  Madness, Long-Term Madness, and Indefinite Madness tables can be found in
  chapter 8 of the Dungeon Master's Guide.
  Variant: Titan of Zoretha
  As discussed on the previous page, the Hulks of Zoretha are
  underwhelming because they are required to individually be weak in
  order to be a group encounter for high level players. Thus, I made the
  above stat block to counteract this: DMs that feel the Hulks are boring as
  a group may run it as one colossal Elder Evil that I dubbed the "Titan of
  Zoretha".
  A five-headed monolith big enough to tackle a tarrasque, the Titan of
  Zoretha can be used as a replacement of the five Hulks in a standard
  campaign. However, if a DM makes the Hulks and Children of Zoretha
  non-unique (i.e. a reoccuring monster type throughout the campaign),
  the Titan of Zoretha would instead be used as their leader. This way, the
  aliens of Zoretha can be used as an entire faction of enemies, rather than
  relying on cultists and the Hulks' Blood Moon sign to create conflict
  throughout the campaign.
  You could also decide to have the five Hulks fuse together into the
  Titan of Zoretha (like the Power Rangers) during their boss battle, but
  that might go against the otherwise serious tone of the campaign.
  15
  Titan of Zoretha
  Gargantuan aberration, chaotic evil
  Armor Class 25 (natural armor)
  Hit Points 553 (27d20 + 270)
  Speed 50 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  25 (+7)
  30 (+10)
  26 (+8)
  28 (+9)
  24 (+7)
  Saving Throws Str +19, Dex +16, Con +19, Wis +18
  Skills Arcana +17, Athletics +19, Insight +18, Intimidation +16, Perception
  +18
  Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified,
  poisoned, stunned
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 28
  Languages all, telepathy 1,000 ft.
  Challenge 29 (135,000 XP)
  Anathematic Secrecy. The titan can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Aura of Mind Erosion. Any hostile creature that starts its turn within 30 feet of
  the titan must make a DC 24 Wisdom saving throw. On a successful save, the
  creature is immune to this aura for the next 24 hours. On a failed save, the
  creature has disadvantage for 1 minute on Wisdom and Charisma checks and
  saving throws.
  Avoidance. If the titan is subjected to an effect that allows it to make a saving
  throw to only take half damage, it instead takes no damage if it succeeds on
  the saving throw, and only half damage if it fails.
  Innate Spellcasting. The titan's innate spellcasting ability is Constitution (spell
  save DC 27). It can innately cast the following spells, requiring no
  components:
  At will: conjure elemental, enemies abound, telekinesis
  3/day each: bones of the earth, hypnotic pattern, slow
  2/day each: earthquake, mental prison, reverse gravity
  1/day each: dominate monster, feeblemind, gate
  Legendary Resistance (5/Day). If the titan fails a saving throw, it can choose to
  succeed instead.
  Limited Magic Immunity. The titan can't be affected or detected by spells of
  4th level or lower unless it wishes to be. It has advantage on saving throws
  against all other spells and magical effects.
  Lord of Zoretha. The titan has advantage on attacks made against frightened
  creatures. Additionally, the titan can maintain concentration on two different
  spells at the same time, and it has advantage on saving throws to maintain
  concentration on spells.
  Magic Weapons. The titan's weapon attacks are magical.
  Multiple Heads. The titan can take one reaction per turn, rather than only one
  per round. It also has advantage on saving throws against being knocked
  unconscious. If it fails a saving throw against an effect that would stun a
  creature, one of its unspent legendary actions is spent.
  Siege Monster. The titan deals double damage to objects and structures.
  Unyielding Essence. The titan is immune to any spell or effect that would alter
  its form, as well as those that would read its thoughts, determine if it is lying,
  or magically influence its thoughts or behavior.
  Actions
  Multiattack. The titan can use its Maddening Presence. It then makes three
  melee attacks or two ranged attacks.
  Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32
  (4d10 + 10) bludgeoning damage plus 14 (4d6) psychic damage.
  Poisoned Spike. Melee or Ranged Weapon Attack: +19 to hit, reach 15 ft. or
  range 100/320 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 21
  (6d6) poison damage.
  Maddening Presence. Each creature of the titan's choice that is within 240
  feet of the titan and aware of it must succeed on a DC 24 Wisdom saving
  throw or become frightened for 1 minute. While frightened, a creature
  suffers from a random form of Short-Term Madness, determined by rolling on
  the Short-Term Madness table in chapter 8 of the Dungeon Master's Guide. A
  creature can repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving throw is successful or
  the effect ends for it, the creature is immune to the titan's Maddening
  Presence for the next 24 hours.
  Breath Weapon (Recharge 5-6). One of the titan's heads exhales elemental
  energy in a 90-foot cone. Each creature in that area must make a DC 27
  Constitution saving throw, taking 66 (12d10) damage on a failed save, or half
  as much damage on a successful one. The breath deals acid, cold, fire, or
  lightning damage (titan's choice).
  Legendary Actions
  The titan can take 5 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 titan regains spent legendary actions at the start
  of its turn.
  Quick Step. The titan moves up to its speed without provoking opportunity
  attacks.
  Attack (Costs 2 Actions). The titan makes a weapon attack.
  Cast a Spell (Costs 2 Actions). The titan casts an innate spell.
  Breath Weapon (Costs 3 Actions). The titan recharges its Breath Weapon and
  uses it.
  
  16
  Janwulf the Soulbiter
  Huge giant, neutral evil
  Armor Class 16 (glamoured studded leather)
  Hit Points 242 (21d12 + 105)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  20 (+5)
  16 (+3)
  14 (+2)
  20 (+5)
  Saving Throws Con +10, Wis +7, Cha +10
  Skills Deception +10, Intimidation +10, Perception +7, Performance +10,
  Persuasion +10
  Damage Immunities cold
  Senses passive Perception 17
  Languages Common, Dwarven, Elven, Giant, Orc
  Challenge 13 (10,000 XP)
  Special Equipment. Janwulf wears glamoured studded leather disguised to
  look like fine clothing.
  Spellcasting. Janwulf is an 11th-level spellcaster. His spellcasting ability is
  Charisma (spell save DC 18, +10 to hit with spell attacks). Janwulf has the
  following spells prepared:
  Cantrips (at will): friends, ray of frost, vicious mockery
  1st level (4 slots): charm person, cure wounds, shield, sleep
  2nd level (3 slots): heat metal, invisibility, mirror image, suggestion
  3rd level (3 slots): enemies abound, hypnotic pattern, lightning bolt
  4th level (3 slots): dimension door, greater invisibility, ice storm
  5th level (2 slots): cone of cold, hold monster
  6th level (1 slot): mass suggestion
  Taunt (2/Day). Janwulf can use a bonus action on his turn to target one
  creature within 60 feet of him. If the target can hear Janwulf, the target
  must succeed on a DC 18 Charisma saving throw or have disadvantage on
  ability checks, attack rolls, and saving throws until the start of Janwulf's
  next turn.
  Actions
  Multiattack. Janwulf makes two melee attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23
  (3d12 + 4) slashing damage.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit:
  26 (4d10 + 4) bludgeoning damage.
  Leadership (Recharges After A Short Or Long Rest). For 1 minute, Janwulf
  can utter a special command or warning whenever a nonhostile creature
  that it can see within 30 feet of him makes an attack roll or a saving
  throw. The creature can add a d4 to its roll provided it can hear and
  understand Janwulf. A creature can benefit from only one Leadership die
  at a time. This effect ends if Janwulf is incapacitated.
  Soelma Nilaenish
  Medium humanoid (elf), neutral evil
  Armor Class 16 (Staff of Power)
  Hit Points 153 (23d8 + 46)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  15 (+2)
  23 (+6)
  16 (+3)
  17 (+3)
  Saving Throws Str +1, Dex +6, Con +4, Int +14, Wis +11, Cha +5
  Skills Arcana +12, History +12, Insight +9, Perception +9, Religion +12
  Damage Resistances psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 19
  Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome,
  Infernal, Orc, Sylvan, Undercommon
  Challenge 18 (20,000 XP)
  Special Equipment. Soelma wields a staff of power (accounted for in her
  statistics). The staff has 15 (3d4 + 8) charges remaining.
  Dark Knowledge. After Soelma makes an attack roll, ability check, or saving
  throw, but before the outcome is determined, an additional d20 can be
  rolled. Soelma chooses which of the d20s rolled is used to determine the
  outcome. When she does so, she takes 12 (5d4) necrotic damage, which
  can't be reduced or prevented in any way.
  Fey Ancestry. Magic can't put Soelma to sleep.
  Madness of Zoretha. Soelma is immune to any spell or effect that would
  read her thoughts, determine if she is lying, or magically influence her
  thoughts or behavior, unless the spell or effect comes from the Hulks of
  Zoretha.
  Spellcasting. Soelma is an 18th-level spellcaster. Her spellcasting ability is
  Intelligence (spell save DC 20, +14 to hit with spell attacks). She can cast
  detect magic at will, without expending a spell slot. Soelma has the
  following spells prepared:
  Cantrips (at will): chill touch, fire bolt, minor illusion, prestidigitation, ray
  of frost
  1st level (4 slots): charm person, detect magic, magic missile, shield
  2nd level (3 slots): darkness, detect thoughts, hold person, misty step
  3rd level (3 slots): blink, counterspell, sending
  4th level (3 slots): banishment, greater invisibility, death ward*
  5th level (3 slots): Bigby's hand, cloudkill, far step
  6th level (1 slot): circle of death, mental prison, scatter
  7th level (1 slot): regenerate, reverse gravity
  8th level (1 slot): glibness, maze
  9th level (1 slot): foresight*
  *Soelma casts these spells on herself before combat.
  Actions
  Multiattack. Soelma makes two attacks with her staff of power.
  Staff of Power. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
  4 (1d6 + 1) bludgeoning damage, or 6 (1d8 + 1) bludgeoning damage
  when used with two hands. Soelma can expend 1 of the staff's charges to
  deal an extra 3 (1d6) force damage on a hit.
  Reactions
  Insane Defiance. In response to being targeted by a mind-affecting spell or
  effect, Soelma can retarget the effect to another creature of her choice,
  other than the caster or source of the ability, within the effect's range.
  Legendary Actions
  Soelma 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. Soelma regains spent legendary actions at
  the start of her turn.
  Detect. Soelma makes a Wisdom (Perception) check.
  Cast a Spell (Costs 2 Actions). Soelma casts a cantrip, or she casts a spell
  using a spell slot of 3rd level or lower.
  Staff of Power (Costs 3 Actions). Soelma casts a spell from her staff of
  power.
  
  17
  War Troll
  Large giant, chaotic evil
  Armor Class 17 (splint)
  Hit Points 136 (13d10 + 65)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  10 (+0)
  9 (−1)
  7 (−2)
  Saving Throws Str +7, Con +8
  Skills Athletics +7, Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Giant
  Challenge 8 (3,900 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) checks that
  rely on smell.
  Martial Advantage (1/Turn). The troll can deal an extra 7 (2d6) damage to a
  creature it hits with a melee attack if that creature is within 5 feet of an
  ally of the troll that isn't incapacitated.
  Regeneration. The troll regains 15 hit points at the start of its turn. If the
  troll takes acid or fire damage, this trait doesn't function at the start of the
  troll's next turn. The troll dies only if it starts its turn with 0 hit points and
  doesn't regenerate.
  Actions
  Multiattack. The troll makes four attacks: one with its claw, one with its
  greataxe, and two with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 +
  4) piercing damage.
  Claw. Melee Weapon 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 Constitution saving throw or be stunned until the start of the troll's
  next turn.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17
  (2d12 + 4) slashing damage. If the target is a creature, it must succeed on
  a DC 15 Strength saving throw or be knocked prone.
  Ogre Tempest
  Large giant, chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 76 (8d10 + 32)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (−1)
  18 (+4)
  8 (−1)
  7 (−2)
  7 (−2)
  Saving Throws Str +7, Con +7
  Skills Athletics +7
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 5 (1,800 XP)
  Aggressive. As a bonus action, the ogre can move up to its speed toward a
  hostile creature that it can see.
  Martial Advantage (1/Turn). The ogre can deal an extra 5 (2d4) damage to a
  creature it hits with a melee attack if that creature is within 5 feet of an
  ally of the troll that isn't incapacitated.
  Actions
  Multiattack. The ogre makes three weapon attacks.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
  (2d8 + 4) bludgeoning damage or 15 (2d10 + 4) slashing damage if used
  with two hands. If the target is a creature, it must succeed on a DC 15
  Strength saving throw or be knocked prone.
  Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15
  (2d10 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range
  30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  Reactions
  Parry. The ogre adds 4 to its AC against one melee attack that would hit it.
  To do so, the ogre must see the attacker and be wielding a melee weapon.
  Whitespawn Berserker
  Medium humanoid (dragonspawn), chaotic evil
  Armor Class 15 (scale mail)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  9 (−1)
  11 (+0)
  9 (-1)
  Skills Athletics +6
  Damage Immunities cold
  Condition Immunities paralyzed, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Aggressive. As a bonus action, the berserker can move up to its speed
  toward a hostile creature that it can see.
  Ice Walk. The berserker can move across and climb icy surfaces without
  needing to make an ability check. Additionally, difficult terrain composed
  of ice or snow doesn't cost it extra moment.
  Reckless. At the start of its turn, the berserker can gain advantage on all
  melee weapon attack rolls during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Actions
  Multiattack. The berserker makes two weapon attacks.
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
  (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with
  two hands.
  Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
  7 (1d6 + 4) bludgeoning damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target.
  Hit: 4 (1d6 + 1) piercing damage.
  
  18
  Cave Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 136 (13d10 + 65)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  7 (−2)
  9 (−1)
  7 (−2)
  Saving Throws Str +7, Con +6
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 7 (2,900 XP)
  Charge. If the troll moves at least 20 feet straight toward a target and then
  hits it with a claw attack on the same turn, the target must succeed on a
  DC 15 Strength saving throw or be knocked prone.
  Keen Smell. The troll has advantage on Wisdom (Perception) checks that
  rely on smell.
  Regeneration. The troll regains 15 hit points at the start of its turn. If the
  troll takes acid or fire damage, this trait doesn't function at the start of the
  troll's next turn. The troll dies only if it starts its turn with 0 hit points and
  doesn't regenerate.
  Sunlight Sensitivity. While in sunlight, the troll has disadvantage on attack
  rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The troll makes three melee attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6 +
  4) piercing damage. If the target has already been hit by a claw attack but
  not by a bite attack during this round, it must make a DC 15 Constitution
  saving throw, taking 10 (3d6) piercing damage on a failed save, or half as
  much on a successful one.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6
  + 4) slashing damage.
  Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature.
  Hit: 14 (3d6 + 4) bludgeoning damage.
  Skindancer
  Large monstrosity, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 136 (13d10 + 65)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  17 (+3)
  21 (+5)
  7 (−2)
  16 (+3)
  7 (−2)
  Saving Throws Str +7, Con +9
  Skills Perception +7, Stealth +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Common
  Challenge 10 (5,900 XP)
  Aggressive. As a bonus action, the skindancer can move up to its speed
  toward a hostile creature it can see.
  Keen Smell. The skindancer has advantage on Wisdom (Perception) checks
  that rely on smell.
  Reactive. The skindancer can take two reactions per round in combat.
  Relentless. If the skindancer takes 15 damage or less that would reduce it
  to 0 hit points, it is reduced to 1 hit point instead.
  Actions
  Multiattack. The skindancer makes five attacks: one with its bite, one with
  its slam, and three with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
  4) piercing damage. If the target is a creature, it is grappled (escape DC
  14). Until this grapple ends, the target is restrained, and the skindancer
  can't bite another target.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6
  + 4) slashing damage.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8
  + 4) bludgeoning damage. If the target is a creature, it must succeed on a
  DC 16 Strength saving throw or be knocked prone.
  Reactions
  Adaptive Skin. After taking damage, the skindancer gains resistance to the
  triggering damage type until the start of its next turn, including against
  the triggering damage.
  Greathorn Minotaur
  Large monstrosity, chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 76 (9d10 + 27)
  Speed 40 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  6 (−2)
  18 (+4)
  9 (−1)
  Skills Athletics +6, Perception +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Common, Giant
  Challenge 4 (1,100 XP)
  Charge. If the minotaur moves at least 10 feet straight toward a target and
  then hits it with a gore attack on the same turn, the target takes an extra 9
  (2d8) piercing damage. If the target is a creature, it must succeed on a DC
  13 Strength saving throw or be pushed up to 10 feet away and knocked
  prone.
  Earth Glide. The minotaur ignores difficult terrain caused by churned or
  displaced earth, such as that of its Earth Warp trait. Additionally, the
  minotaur can burrow through nonmagical, unworked earth and stone.
  While doing so, the minotaur doesn't disturb the material it moves
  through.
  Earth Warp. As a bonus action, the minotaur can cause all rock, natural
  stone, finished stone, and dirt within 15 feet of it to become difficult
  terrain for 1 minute.
  Labyrinthine Recall. The minotaur can perfectly recall any path it has
  traveled.
  Reckless. At the start of its turn, the minotaur can gain advantage on all
  melee weapon attack rolls it makes during that turn, but attack rolls
  against it have advantage until the start of its next turn.
  Actions
  Multiattack. The minotaur makes two attacks: one with its gore and one
  with its glaive.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8
  + 4) piercing damage.
  Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15
  (2d10 + 4) slashing damage.
  
  The Leviathan
  Chaotic Surge Table
  d100
  Effect
  01-25 The target is stunned until the start of their next turn.
  26-50 The target suffers the effects of the confusion spell for one round, as
  if they failed the initial saving throw to resist the spell.
  51-75 The target takes 10 (3d6) damage of a random type.
  76-98 The target has a random ability score reduced by 1d4 for 1 hour. The
  target dies if this reduces an ability score to 0.
  99-00 The target suffers one level of exhaustion.
  Regional Effects
  True Death. Any creature that dies within 100 miles of an aspect of the Leviathan
  can't be resurrected or raised as undead. This property does not come into effect
  until the Leviathan truly wakes (when its overwhelming Eerie Weather sign
  manifests).
  19
  Aspect of the Leviathan
  Huge aberration, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 115 (10d12 + 50)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  11 (+0)
  20 (+5)
  15 (+2)
  19 (+4)
  21 (+5)
  Saving Throws Str +11, Con +9, Wis +8
  Damage Resistances cold, fire; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities lightning
  Condition Immunities charmed, exhausted, frightened, petrified,
  unconscious
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 14
  Languages understands all languages but can't speak, telepathy 1,000 ft.
  Challenge 10 (5,900 XP)
  Amphibious. The aspect can breathe air and water.
  Anathematic Secrecy. The aspect can't be targeted by any divination magic
  or perceived through magical scrying sensors.
  Freedom of Movement. The aspect ignores difficult terrain, and magical
  effects can't reduce its speed or cause it to be restrained. It can spend 5
  feet of movement to escape from nonmagical restraints or being
  grappled.
  Legendary Resistance (1/Day). If the aspect fails a saving throw, it can
  choose to succeed instead.
  Magic Resistance. The aspect has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. The aspect's weapon attacks are magical.
  Siege Monster. The aspect deals double damage to objects and structures.
  Unyielding Essence. The aspect is immune to any spell or effect that would
  alter its form, as well as those that would read its thoughts, determine if it
  is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The aspect makes two attacks: one with its bite and one with
  its claw.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15
  (2d8 + 7) piercing damage. If the target is a creature, it is grappled
  (escape DC 17). Until this grapple ends, the target is restrained, and the
  aspect can't bite another target.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14
  (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14
  (2d6 + 7) bludgeoning damage. If the target is a creature and is Huge or
  smaller, it must succeed on a DC 19 Strength saving throw or be knocked
  prone.
  Legendary Actions
  The aspect 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 aspect regains spent legendary
  actions at the start of its turn.
  Move. The aspect moves up to half its speed.
  Tail Attack (Costs 2 Actions). The aspect makes one tail attack.
  Chaotic Surge (Costs 2 Actions). Each creature within 60 feet of the aspect
  must succeed on a DC 17 Charisma saving throw or suffer a random
  chaotic effect, determined by rolling on the Chaotic Surge table.
  Advanced Aspect of the
  Leviathan
  Gargantuan aberration, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 315 (18d20 + 126)
  Speed 20 ft., swim 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  11 (+0)
  25 (+7)
  23 (+6)
  19 (+4)
  21 (+5)
  Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
  Damage Resistances cold, fire
  Damage Immunities lightning; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, exhausted, frightened, petrified,
  unconscious
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 14
  Languages understands all languages but can't speak, telepathy 1,000 ft.
  Challenge 24 (62,000 XP)
  Amphibious. The aspect can breathe air and water.
  Anathematic Secrecy. The aspect can't be targeted by any divination magic
  or perceived through magical scrying sensors.
  Freedom of Movement. The aspect ignores difficult terrain, and magical
  effects can't reduce its speed or cause it to be restrained. It can spend 5
  feet of movement to escape from nonmagical restraints or being
  grappled.
  Legendary Resistance (3/Day). If the aspect fails a saving throw, it can
  choose to succeed instead.
  Magic Resistance. The aspect has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. The aspect's weapon attacks are magical.
  Siege Monster. The aspect deals double damage to objects and structures.
  Unyielding Essence. The aspect is immune to any spell or effect that would
  alter its form, as well as those that would read its thoughts, determine if it
  is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The aspect can use its Frightful Presence. It then makes three
  attacks: one with its bite, one with its claw, and one with its tail. It can use
  its Swallow instead of its bite.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 36
  (4d12 + 10) piercing damage. If the target is a creature, it is grappled
  (escape DC 20). Until this grapple ends, the target is restrained, and the
  aspect can't bite another target.
  Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28
  (4d8 + 10) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24
  (4d6 + 10) bludgeoning damage. If the target is a creature, it must
  succeed on a DC 25 Strength saving throw or be knocked prone.
  Frightful Presence. Each creature of the aspect's choice within 120 feet of
  it and aware of it must succeed on a DC 19 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat the saving throw
  at the end of each of its turns, with disadvantage if the aspect is within
  line of sight, ending the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the creature is immune to the
  aspect's Frightful Presence for the next 24 hours.
  Swallow. The aspect makes one bite attack against a Large or smaller
  creature it is grappling. If the attack hits, the target takes the bite's
  damage, the target is swallowed, and the grapple ends. While swallowed,
  the creature is blinded and restrained, it has total cover against attacks
  and other effects outside the aspect, and it takes 42 (12d6) acid damage
  at the start of each of the aspect's turns.
  If the aspect takes 50 damage or more on a single turn from a creature
  inside it, the aspect must succeed on a DC 25 Constitution saving throw
  at the end of that turn or regurgitate all swallowed creatures, which fall
  prone in a space within 10 feet of the aspect. If the aspect dies, a
  swallowed creature is no longer restrained by it and can escape from the
  corpse by using 30 feet of movement, exiting prone.
  Legendary Actions
  The aspect 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 aspect regains spent legendary
  actions at the start of its turn.
  Move. The aspect moves up to its speed.
  Tail Attack (Costs 2 Actions). The aspect makes one tail attack.
  Chaotic Surge (Costs 2 Actions). Each creature within 120 feet of the
  aspect must succeed on a DC 20 Charisma saving throw or suffer a
  random chaotic effect, determined by rolling on the Chaotic Surge
  table.
  
  20
  Axihuatl
  Large aberration (shapechanger), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 170 (20d10 + 60)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  21 (+5)
  22 (+6)
  20 (+5)
  22 (+6)
  18 (+4)
  Saving Throws Dex +11, Wis +12
  Skills Arcana +11, History +11, Insight +12, Perception +12, Religion +11
  Senses darkvision 60 ft., passive Perception 22
  Languages Abyssal, Aquan, Common, Ixitxachitl
  Challenge 17 (18,000 XP)
  Special Equipment. Axihuatl wears an ioun stone of insight (accounted for
  in his statistics) and an abyssal shard. While the abyssal shard orbits his
  head, Axihuatl has advantage on all saving throws.
  Shapechanger. Axihuatl can use his action to polymorph into a form that
  resembles a Medium humanoid, or back into his true ixitxachitl form.
  Aside from his size and the walking speed of his new form, his statistics
  are the same in each form. Any equipment he is wearing or carrying isn't
  transformed.
  Conduit of Chaos. When Axihuatl casts a spell that deals damage, he can
  change the spell's damage type to cold, fire, force, lightning, necrotic, or
  thunder.
  Legendary Resistance (3/Day). If Axihuatl fails a saving throw, it can choose
  to succeed instead.
  Spellcasting. Axihuatl is a 16th-level spellcaster. His spellcasting ability is
  Wisdom (spell save DC 20, +12 to hit with spell attacks). Axihuatl has the
  following cleric spells prepared:
  Cantrips (at will): guidance, spare the dying, thaumaturgy, toll the dead
  1st level (4 slots): bane, charm person, command, inflict wounds
  2nd level (3 slots): blindness/deafness, hold person, silence
  3rd level (3 slots): counterspell, vampiric touch, lightning bolt
  4th level (3 slots): conjure minor elementals, control water
  5th level (2 slots): contagion, enervation, hold monster
  6th level (1 slot): harm, planar ally*
  7th level (1 slot): crown of stars, prismatic spray
  8th level (1 slot): control weather, tsunami
  *Axihuatl casts this spell before combat to summon a wastrilith. This
  wastrilith aids Axihuatl in combat in exchange for Axihuatl's service as a
  cleric of Demogorgon.
  Two Minds of Madness. Axihuatl has advantage on all Intelligence, Wisdom,
  and Charisma saving throws.
  Actions
  Vampiric Bite (True Form Only). Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 11 (2d8 + 2) piercing damage. The target must
  succeed on a DC 20 Constitution saving throw or its hit point maximum
  is reduced by an amount equal to the damage taken, and Axihuatl regains
  hit points equal to that amount. The reduction lasts until the target
  finishes a long rest. The target dies if its hit point maximum is reduced to
  0.
  Reactions
  Barbed Tail (True Form Only). When a creature provokes an opportunity
  attack from Axihuatl, he can make the following attack instead of using his
  bite.
  Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 +
  5) piercing damage.
  Legendary Actions
  Axihuatl 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. Axihuatl regains spent legendary actions at
  the start of his turn.
  Detect. Axihuatl makes a Wisdom (Perception) check.
  Teleport (Costs 2 Actions). Axihuatl magically teleports, along with any
  equipment he is wearing or carrying, up to 120 feet to an unoccupied
  space he can see.
  Tsunami (Costs 2 Actions). Axihuatl casts tsunami using an 8th level spell
  slot.
  Marcus Hape
  Medium humanoid (human), chaotic evil
  Armor Class 19 (leather armor, Suave Defense)
  Hit Points 120 (16d8 + 48)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  20 (+5)
  18 (+4)
  12 (+1)
  12 (+1)
  17 (+3)
  Saving Throws Dex +9, Wis +5, Cha +7
  Skills Acrobatics +9, Athletics +5, Persuasion +7, Stealth +9
  Condition Immunities charmed, frightened
  Senses passive Perception 11
  Languages Abyssal, Aquan, Common
  Challenge 11 (7,200 XP)
  Assassinate. During his first turn, Marcus has advantage on attack rolls
  against any creature that hasn't taken a turn. Any hit Marcus scores against
  a surprised creature is a critical hit.
  Cunning Action. On each of his turns, Marcus can use a bonus action to
  take the Dash, Disengage, or Hide action.
  Evasion. If Marcus is subjected to an effect that allows him to make a
  Dexterity saving throw to take only half damage, he instead takes no
  damage if he succeeds on the saving throw, and only half damage if it
  fails.
  Sneak Attack (1/Turn). Marcus deals an extra 14 (4d6) damage when he
  hits a target with a weapon attack and has advantage on the attack roll, or
  when the target is within 5 feet of an ally of Marcus that isn't
  incapacitated and Marcus doesn't have disadvantage on the attack roll. He
  also deals this extra damage when Marcus is within 5 feet of the target, no
  other creatures are within 5 feet of him, and he doesn't have disadvantage
  on the attack roll.
  Suave Defense. While Marcus is wearing light or no armor and wielding no
  shield, his AC includes his Charisma modifier (accounted for in his
  statistics).
  Two Minds of Madness. Marcus has advantage on all Intelligence, Wisdom,
  and Charisma saving throws.
  Actions
  Multiattack. Marcus makes four attacks with his rapier. Marcus can
  increase the reach of two of these attacks by 5 feet.
  Rapier +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
  10 (1d8 + 6) piercing damage. A creature targeted by this attack can't
  make opportunity attacks against Marcus for the rest of his turn, even if
  the attack misses.
  Reactions
  Insane Defiance. In response to being targeted by a mind-affecting spell or
  effect, Marcus can retarget the effect to another creature of his choice,
  other than the caster or source of the ability, within the effect's range.
  Uncanny Dodge. Marcus halves the damage that he takes from an attack
  that hits him. Marcus must be able to see the attacker.
  
  Leviathan - Mordenkainen's Tome of Foes Monster
  Although there is a monster in MToF called "Leviathan" that is a giant sea
  serpent that destroys things easily, the Leviathan that is found in MToF is
  an Elder Elemental and has no connection to The Leviathan that is an
  Elder Evil. The base difference between their names is the "The" found
  only in front of the Elder Evil's name, but you may want to come up with
  an alternative naming scheme to avoid confusion.
  21
  Mytus
  Medium humanoid (human), neutral good
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6, Religion +6
  Senses passive Perception 11
  Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal,
  Primordial
  Challenge 6 (2300 XP)
  Spellcasting. Mytus is a 9th-level spellcaster. His spellcasting ability is
  Intelligence (spell save DC 14, +6 to hit with spell attacks). Mytus has the
  following wizard spells prepared:
  Cantrip (at will): fire bolt, mage hand, shape water
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): darkvision, misty step
  3rd level (3 slots): dispel magic, sleet storm, water breathing
  4th level (3 slots): control water, watery sphere
  5th level (1 slot): cone of cold
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Brine Cultist
  Medium humanoid (any race), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  14 (+2)
  12 (+1)
  12 (+1)
  12 (+1)
  Saving Throws Wis +3, Cha +3
  Skills Arcana +3, Deception +3, Religion +3
  Senses passive Perception 11
  Languages Abyssal, Aquan, Common
  Challenge 2 (450 XP)
  Dark Devotion. The cultist has advantage on saving throws against being
  charmed or frightened.
  Hold Breath. The cultist can hold its breath for 15 minutes.
  Actions
  Multiattack. The cultist makes three attacks with its trident or dagger.
  Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2)
  piercing damage if used with two hands to make a melee attack.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Waterveiled Assassin
  Large elemental, neutral
  Armor Class 15
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  20 (+5)
  18 (+4)
  8 (−1)
  14 (+2)
  8 (−1)
  Damage Resistances acid; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned,
  prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 12
  Languages Aquan, Common
  Challenge 9 (5,000 XP)
  Assassinate. During its first turn, the assassin has advantage on attack rolls
  against any creature that hasn't taken a turn. Any hit the assassin scores
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect that allows it to make a
  Dexterity saving throw to take only half damage, the assassin instead takes
  no damage if it succeeds on the saving throw, and only half damage if it
  fails.
  Freeze. If the assassin takes cold damage, it partially freezes; its speed is
  reduced by 20 feet until the end of its next turn.
  Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when
  it hits a target with a weapon attack and has advantage on the attack roll,
  or when the target is within 5 feet of an ally of the assassin that isn't
  incapacitated and the assassin doesn't have disadvantage on the attack
  roll.
  Water Form. The assassin can enter a hostile creature's space and stop
  there. It can move through a space as narrow as 1 inch wide without
  squeezing. Furthermore, the assassin is invisible while fully immersed in
  water.
  Actions
  Multiattack. The assassin makes two attacks with its hydroblade.
  Hydroblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
  16 (2d10 + 5) slashing damage.
  Water Whip (Recharge 5-6). The assassin unleashes a jet of water in a line
  that is 60 feet long and 5 feet wide. Each creature in the line must make a
  DC 17 Strength saving throw, taking 21 (6d6) piercing damage on a failed
  save, or half as much damage on a successful one.
  Whelm (Recharge 4–6). Each creature in the assassin's space must make a
  DC 17 Strength saving throw. On a failed save, a target takes 14 (2d8 + 5)
  bludgeoning damage. If it is Large or smaller, it is also grappled (escape
  DC 14). Until this grapple ends, the target is restrained and unable to
  breathe unless it can breathe water. If the saving throw is successful, the
  target is pushed out of the assassin's space.
  The assassin can grapple one Large creature or up to two Medium or
  smaller creatures at one time. At the start of each of the assassin's turns,
  each target grappled by it takes 14 (2d8 + 5) bludgeoning damage. A
  creature within 5 feet of the assassin can pull a creature or object out of it
  by taking an action to make a DC 15 Strength and succeeding.
  
  22
  Deep Lurker
  Large aberration, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 20 ft., climb 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  16 (+3)
  7 (–2)
  14 (+2)
  15 (+2)
  Skills Perception +4, Stealth +5
  Senses darkvision 120 ft., passive Perception 14
  Languages Deep Speech
  Challenge 3 (700 XP)
  Amphibious. The deep lurker can breathe air and water.
  Grappler. The deep lurker's speed is not halved when it drags or carries a
  creature grappled by it.
  Grasping Tendrils. The deep lurker can have up to six tendrils at a time. Each
  tendril can be attacked (AC 16; 10 hit points; immunity to poison and
  psychic damage). Destroying a tendril deals no damage to the deep lurker,
  which can extrude a replacement tendril on its next turn. A tendril can also be
  broken if a creature takes an action and succeeds on a DC 13 Strength check
  against it.
  Nimble Escape. The deep lurker can take the Disengage or Hide action as a
  bonus action on each of its turns.
  Spider Climb. The deep lurker can climb difficult surfaces, including upside
  down on ceilings, without needing to make an ability check.
  Actions
  Multiattack. The deep lurker makes two attacks with its tendrils and uses Reel.
  Tendril. Melee Weapon Attack: +5 to hit, reach 40 ft., one target. Hit: 10 (2d6
  + 3) piercing damage, and the target is grappled (escape DC 13). Until the
  grapple ends, the target is restrained, and the deep lurker can't use the same
  tendril on another target.
  Reel. The deep lurker pulls each creature grappled by it up to 20 feet straight
  toward it.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 +
  3) piercing damage plus 10 (3d6) poison damage, and the target must
  succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
  A creature can repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Maelstrom (Recharge 5-6). The deep lurker can only use this action
  underwater. The deep lurker exudes a blast of pressure from its body that
  ripples through the surrounding water. Each creature and object within 30
  feet of the deep lurker must make a DC 13 Strength saving throw. On a failed
  save, a target takes 14 (4d6) bludgeoning damage and is pushed up to 30
  feet away from the deep lurker. On a successful save, a target takes half as
  much damage and is pushed up to 15 feet away from the deep lurker.
  Fiendish Acrobat
  Medium humanoid (any race), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft., fly 30 ft. (Aerial Artistry trait)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  12 (+1)
  13 (+1)
  12 (+1)
  16 (+3)
  Saving Throws Dex +7, Int +4
  Skills Acrobatics +10, Performance +9, Sleight of Hand +10, Stealth +10
  Condition Immunities charmed, frightened
  Senses passive Perception 11
  Languages Abyssal, Common
  Challenge 6 (2300 XP)
  Aerial Artistry. The acrobat doesn't take damage from falling. Additionally,
  when the acrobat moves, it can instead take multiple short movements by
  flying. Each movement can be up to 15 feet, and it must end each one on a
  solid object or the ground. If it does not, it falls and its movement ends.
  Cunning Action. On each of its turns, the acrobat can use a bonus action to
  take the Dash, Disengage, or Hide action.
  Evasion. If the acrobat is subjected to an effect that allows it to make a
  Dexterity saving throw to take only half damage, the acrobat instead takes no
  damage if it succeeds on the saving throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The acrobat deals an extra 17 (5d6) damage when it
  hits a target with a weapon attack and has advantage on the attack roll, or
  when the target is within 5 feet of an ally of the acrobat that isn't
  incapacitated and the acrobat doesn't have disadvantage on the attack roll.
  Two Minds of Madness. The acrobat has advantage on all Intelligence,
  Wisdom, and Charisma saving throws.
  Actions
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
  (1d6 + 4) piercing damage.
  Reactions
  Uncanny Dodge. The acrobat halves the damage that it takes from an attack
  that hits it. The acrobat must be able to see the attacker.
  Chaos Spawn
  Large aberration, chaotic neutral
  Armor Class 13
  Hit Points 102 (12d10 + 36)
  Speed 0 ft., fly 40 ft. (hover), swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5)
  17 (+3)
  16 (+3)
  11 (+0)
  14 (+2)
  17 (+3)
  Saving Throws Dex +7, Cha +7
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
  poisoned, prone, restrained, unconscious
  Senses truesight 120 ft., passive Perception 12
  Languages telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Conduit of Chaos. When the chaos spawn deals damage, it can change the
  damage type to cold, fire, force, lightning, necrotic, or thunder.
  Immutable Form. The chaos spawn is immune to any spell or effect that would
  alter its form.
  Incorporeal Movement. The chaos spawn can move through other creatures
  and objects as if they were difficult terrain. It takes 5 (1d10) force damage if
  it ends its turn inside an object.
  Innate Spellcasting. The chaos spawn's innate spellcasting ability is Charisma
  (spell save DC 15, +7 to hit with spell attacks). It can innately cast the
  following spells, requiring no components:
  At will: chaos bolt, tidal wave
  2/day each: thunder step, whirlwind*
  *When cast underwater, this spell creates a raging area of turbulent water.
  This turbulence takes the form of a 30-foot-radius sphere that pulls
  restrained creatures towards the center of the sphere, rather than towards the
  top of the original spell's cylinder.
  Magic Resistance. The chaos spawn has advantage on saving throws against
  spells and other magical effects.
  Actions
  Multiattack. The chaos spawn makes two ranged attacks.
  Chaos Orb. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16
  (2d12 + 3) force damage.
  Chaotic Surge (Recharge 5-6). Each creature within 60 feet of the chaos spawn
  must succeed on a DC 15 Charisma saving throw or suffer a random chaotic
  effect, determined by rolling on the Chaotic Surge table.
  
  Pandorym
  Regional Effects
  Despite the seals that hold its mind within the crystalline prison, Pandorym remains
  conscious and aware of its surroundings. The mind of Pandorym has the following
  abilities:
  Creature Sense. Pandorym's mind is aware of the presence of creatures within
  20 miles of it that have an Intelligence score of 4 or higher. It knows the distance
  and direction to each creature, as well as each one's intelligence score, but can't
  sense anything else about it. A creature protected by a mind blank spell can't be
  perceived in this manner.
  Sense Thoughts. Pandorym's mind can use an action to target a creature within
  5 miles of it. Pandorym gains insight into the target's reasoning, its emotional
  state, and thoughts that loom large in its mind (including things the target
  worries about, loves, or hates). Pandorym can also make a Charisma (Deception)
  check with advantage to deceive the target's mind into thinking it believes one
  idea or feels a particular emotion. The target contests this attempt with a
  Wisdom (Insight) check. If Pandorym succeeds, the creature believes the
  deception for 1 hour or until evidence of the lie is presented to the target.
  Telepathic Hub. Pandorym's mind can telepathically communicate with
  creatures within 20 miles of it. Pandorym can use this telepathy to initiate and
  maintain telepathic conversations with an unlimited creatures at a time.
  Pandorym can let those creatures telepathically hear each other while connected
  in this way.
  Telepathic Receiver. Pandorym's mind can overhear and participate in any
  telepathic conversation happening within 20 miles of it. The nature of the
  eavesdropper isn't revealed, even if Pandorym chooses to participate.
  Enslave. Pandorym's mind can target one creature within 60 feet of its prison. If
  the target remains within 60 feet of the prison for 10 minutes, it must succeed on
  a DC 27 Wisdom saving throw or be charmed by Pandorym until the target is on
  a different plane of existence than Pandorym. The charmed target is under
  Pandorym's control and can't take reactions, and Pandorym and the target can
  communicate telepathically with each other over any distance. Whenever the
  charmed target takes damage, the target can repeat the saving throw. On a
  success, the effect ends.
  No more than once every 24 hours, the target can also repeat the saving throw
  when it is at least 1 mile away from Pandorym's mind.
  To its eternal frustration, the crushing power of Pandorym's mind breaks its
  servants long before they can perform any helpful action. Such creatures are
  typically those with Intelligence scores of 20 or less, who go insane and can no
  longer be controlled by Pandorym soon after failing the initial saving throw.
  23
  Mind Shard of Pandorym
  Gargantuan aberration, lawful evil
  Armor Class 17
  Hit Points 615 (30d20 + 300)
  Speed 10 ft., fly 90 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  24 (+7)
  30 (+10)
  30 (+10)
  30 (+10)
  30 (+10)
  Saving Throws Dex +16, Int +19, Wis +19, Cha +19
  Skills Arcana +19, History +19, Insight +19, Nature +19, Religion +19
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage Immunities necrotic, poison, psychic, radiant; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities all
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 20
  Languages understands all languages but can't speak, telepathy 10 miles
  Challenge 30 (155,000 XP)
  Anathematic Secrecy. The mind shard can't be targeted by any divination
  magic or perceived through magical scrying sensors.
  Creature Sense. The mind shard is aware of the presence of creatures within
  10 miles of it that have an Intelligence score of 4 or higher. It knows the
  distance and direction to each creature, as well as each one's intelligence
  score, but can't sense anything else about it. A creature protected by a mind
  blank spell can't be perceived in this manner.
  God Slayer. The mind shard deals double damage to gods and celestials,
  bypassing their resistances and immunities. If the mind shard reduces a god
  or celestial to 0 hit points, it kills them instantly.
  Incorporeal Movement. The mind shard can move through other creatures and
  objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Innate Spellcasting (Psionics). The mind shard's innate spellcasting ability is
  Intelligence (spell save DC 27, +19 to hit with spell attacks). It can innately
  cast the following spells, requiring no components:
  At will: Bigby's hand, far step, soul cage, telekinesis
  3/day each: dimension door, disintegrate, dispel magic, synaptic static
  2/day each: power word pain, reverse gravity, scatter, wall of force
  Legendary Resistance (3/Day). If the mind shard fails a saving throw, it can
  choose to succeed instead.
  Limited Magic Immunity. Unless it wishes to be affected, the mind shard is
  immune to spells of 6th level or lower. It has advantage on saving throws
  against all other spells and magical effects.
  Psychic Absorption. Whenever the mind shard is subjected to psychic
  damage, it takes no damage and instead regains a number of hit points equal
  to the psychic damage dealt.
  Psychic Focus (3/Day). The mind shard can maintain concentration on two
  different spells at the same time. In addition, it has advantage on saving
  throws to maintain concentration on spells.
  Unyielding Essence. The mind shard is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts, determine
  if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The mind shard casts a non-damaging spell or uses an action
  granted by a telekinesis spell it is concentrating on. It then makes two tendril
  attacks.
  Tendril. Melee Spell Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10
  + 10) psychic damage.
  Mind Blast (Recharge 5–6). The mind shard emits psychic energy in a 60-foot
  cone. Each creature in that area must succeed on a DC 27 Intelligence saving
  throw, taking 54 (8d10 + 10) psychic damage on a failed save, or half as
  much damage on a successful one. On a failed save, a creature is also
  stunned until the end of the mind shard's next turn.
  Legendary Actions
  The mind shard 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 mind shard regains spent legendary
  actions at the start of its turn.
  Move. The mind shard moves up to half its speed.
  Tendril. The mind shard makes one tendril attack.
  Psionics (Costs 2 Actions). The mind shard casts one of its innate spells.
  
  His encounter with the mind of Pandorym held unforeseen consequences for
  Lucather. In addition to stripping away his free will and instilling a hatred of divinity,
  constant contact with the crystalline prison also ripped his soul from his body.
  Lucather exists as a quell, his incorporeal presence only an echo of his formerly
  handsome self. What remains of Lucather resembles wispy gray-white smoke
  collected in a vaguely humanoid form. His body appears cloaked, and his eyes glow
  with a malevolent green fire.
  24
  Quell
  Medium undead, lawful evil
  Armor Class 12
  Hit Points 65 (10d8 + 20)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  15 (+2)
  14 (+2)
  12 (+1)
  13 (+1)
  16 (+3)
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
  piercing, and slashing from nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  Godhate. The quell has advantage on saving throws against divine spells,
  which are spells cast by clerics, paladins, druids, rangers, celestials, and
  other sources the DM deems appropriate.
  Incorporeal Movement. The quell can move through other creatures and
  objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Sense Divinity. The quell knows if a visible creature is a celestial or a user
  of divine magic (a cleric, paladin, druid, ranger, or some other class the
  DM deems appropriate).
  Sunlight Sensitivity. While in sunlight, the quell has disadvantage on attack
  rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The quell uses its Intercession if it is available, and then it uses
  its Life Drain.
  Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 13
  (3d6 + 3) necrotic damage. The target must succeed on a DC 13
  Constitution saving throw or its hit point maximum is reduced by an
  amount equal to the damage taken. This reduction lasts until the target
  finishes a long rest. The target dies if this effect reduces its hit point
  maximum to 0.
  Intercession (Recharge 5-6). Each creature within 45 feet of the quell that
  is a celestial or a user of divine magic (a cleric, paladin, druid, ranger, or
  some other class the DM deems appropriate) must make a DC 13
  Wisdom saving throw. On a failed save, a target cannot cast spells via
  divine magic until the start of the quell's next turn. If the saving throw fails
  by 5 or more, this effect instead lasts until the target finishes a long rest.
  Lucather Majii
  Medium undead, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 170 (20d8 + 80)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  19 (+4)
  18 (+4)
  22 (+6)
  16 (+3)
  17 (+3)
  Saving Throws Con +10, Int +12, Wis +9
  Skills Arcana +12, Deception +15, History +12, Persuasion +15, Religion
  +12
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing
  from nonmagical attacks that aren't silvered
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Common, Deep Speech, Draconic, Dwarven, Elven
  Challenge 17 (18,000 XP)
  Godhate. Lucather has advantage on saving throws against divine spells,
  which are spells cast by clerics, paladins, druids, rangers, celestials, and
  other sources the DM deems appropriate.
  Incorporeal Movement. Lucather can move through other creatures and
  objects as if they were difficult terrain. He takes 5 (1d10) force damage if
  he ends its turn inside an object.
  Sense Divinity. Lucather knows if a visible creature is a celestial or a user of
  divine magic (a cleric, paladin, druid, ranger, or some other class the DM
  deems appropriate).
  Spellcasting. Lucather is an 18th-level spellcaster. His spellcasting ability is
  Intelligence (spell save DC 20, +12 to hit with spell attacks). Lucather has
  the following spells prepared:
  Cantrips (at will): fire bolt, prestidigitation, minor illusion
  1st level (4 slots): charm person, fog cloud, magic missile, shield
  2nd level (3 slots): darkness, hold person, misty step
  3rd level (3 slots): counterspell, fireball, hypnotic pattern
  4th level (3 slots): blight, Evard's black tentacles, wall of fire
  5th level (3 slots): enervation, hold monster, negative energy flood
  6th level (1 slot): circle of death, scatter
  7th level (1 slot): finger of death, whirlwind
  8th level (1 slot): Abi-Dalzim's horrid wilting, maddening darkness
  9th level (1 slot): mass polymorph, power word kill
  Stained Psyche. Lucather is immune to any spell or effect that would read
  his thoughts, determine if he is lying, or magically influence his thoughts
  or behavior, unless the spell or effect comes from Pandorym.
  Sunlight Sensitivity. While in sunlight, Lucather has disadvantage on attack
  rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. Lucather uses his Intercession or Dark Whispers if available.
  He then casts a spell with a casting time of 1 action, or he uses his Life
  Drain twice.
  Life Drain. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 16
  (3d6 + 3) necrotic damage. The target must succeed on a DC 17
  Constitution saving throw or its hit point maximum is reduced by an
  amount equal to the damage taken. This reduction lasts until the target
  finishes a long rest. The target dies if this effect reduces its hit point
  maximum to 0.
  Dark Whispers (Recharge 5-6). Lucather whispers word of incredible
  wickedness to form grotesque visions in the minds of those who hear
  him. Lucather takes 13 (2d12) psychic damage, and each creature within
  30 feet of Lucather that can hear him must succeed on a DC 15 Wisdom
  saving throw or be blinded for 1 minute. While blinded, a creature is also
  incapacitated. A target can repeat the saving throw at the end of each of
  its turns, ending the effect on itself on a success. After using this action,
  Lucather takes 13 (2d12) psychic damage, which can't be reduced or
  prevented in any way.
  Intercession (Recharge 4-6). Each creature within 45 feet of Lucather that
  is a celestial or a user of divine magic (a cleric, paladin, druid, ranger, or
  some other class the DM deems appropriate) must make a DC 17
  Wisdom saving throw. On a failed save, a target cannot cast spells via
  divine magic until the start of Lucather's next turn. If the saving throw fails
  by 5 or more, this effect instead lasts until the target finishes a long rest.
  Dark Speech. Lucather takes 13 (2d12) psychic damage, and each creature
  within 60 feet of Lucather that can hear him must succeed on a DC 17
  Wisdom saving throw or be charmed or frightened (Lucather's choice) for
  1 minute. A charmed or frightened target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a success.
  
  Obligatum VII looks like any other kolyarut, a human-shaped being of gleaming
  metal in ornate mail. However, its weapons, armor, and other equipment are
  obviously superior in craftsmanship and materials to those of ordinary kolyaruts.
  25
  Kolyarut
  Medium construct (inevitable), lawful neutral
  Armor Class 18 (plate)
  Hit Points 126 (12d8 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  22 (+6)
  12 (+1)
  17 (+3)
  16 (+3)
  Saving Throws Dex +5, Con +10, Wis +7
  Skills Insight +11, Investigation +5, Perception +7, Persuasion +7
  Damage Immunities psychic, poison; bludgeoning, piercing, and slashing
  from nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 17
  Languages all
  Challenge 12 (8,400 XP)
  Discern Lies. The kolyarut knows if it hears a lie.
  Immutable Form. The kolyarut is immune to any spell or effect that would
  alter its form.
  Innate Spellcasting. The kolyarut's innate spellcasting ability is Charisma
  (spell save DC 15). The kolyarut can innately cast the following spells,
  requiring no material components:
  At will: disguise self, hold person, invisibility, locate creature, suggestion
  1/day each: hex (5th level), hold monster
  1/week: geas
  Magic Resistance. The kolyarut has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. The kolyarut's weapon attacks are magical.
  Actions
  Multiattack. The kolyarut makes four attacks with its greatsword. It can
  replace one of these attacks with a Vampiric Touch attack.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
  11 (2d6 + 4) slashing damage.
  Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature.
  Hit: 10 (3d6) necrotic damage, and the kolyarut regains hit points equal
  to half the amount of necrotic damage dealt.
  Enervation Ray (Recharge 5-6). Ranged Spell Attack: +7 to hit, range 200
  ft., one creature. Hit: 19 (3d10 + 3) necrotic damage, and the target must
  succeed on a DC 15 Constitution saving throw. On a failed save, the
  target suffers one level of exhaustion.
  Obligatum VII
  Medium construct (inevitable), lawful neutral
  Armor Class 20 (plate +2)
  Hit Points 149 (13d8 + 91)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  24 (+7)
  15 (+2)
  18 (+4)
  18 (+4)
  Saving Throws Dex +6, Con +12, Wis +9
  Skills Insight +14, Investigation +7, Perception +9, Persuasion +9
  Damage Immunities psychic, poison; bludgeoning, piercing, and slashing
  from nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 19
  Languages all
  Challenge 16 (15,000 XP)
  Special Equipment. Obligatum wears adamantine plate armor +2
  (accounted for in its statistics) and a cloak of nondetection. While
  Obligatum wears its armor, any critical hit against it becomes a normal hit.
  Furthermore, while Obligatum wears its cloak, it can't be targeted by any
  divination magic or perceived through magical scrying sensors.
  Brute. A melee weapon deals one extra die of its damage when Obligatum
  hits with it (included in the attack).
  Discern Lies. Obligatum knows if it hears a lie.
  Mark of Ineluctability (1/Day). As a bonus action, Obligatum marks one
  creature within 60 feet of it for 1 minute or until the target dies. Until the
  mark ends, Obligatum deals 5 extra damage on weapon attacks against
  the marked target. Furthermore, Obligatum's weapon attacks against the
  marked target score a critical hit on a roll of 19 or 20 on the d20, and
  Obligatum regains 25 hit points if the marked target dies.
  Immutable Form. Obligatum is immune to any spell or effect that would
  alter its form.
  Innate Spellcasting. Obligatum's innate spellcasting ability is Charisma
  (spell save DC 17, +9 to hit with spell attacks). Obligatum can innately
  cast the following spells, requiring no material components:
  At will: disguise self, hold person, invisibility, locate creature, suggestion
  1/day each: hex (5th level), hold monster
  1/week: geas
  Magic Resistance. Obligatum has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. Obligatum's weapon attacks are magical.
  Sense Magic. Obligatum sees a faint aura around any visible creature or
  object within 60 feet of it that bears magic, and it learn its school of
  magic, if any.
  Weapon Bond. Obligatum can't be disarmed of its adamantine longsword
  unless it is incapacitated. Obligatum can summon its longsword as a
  bonus action on its turn, causing it to teleport instantly to its hand.
  Actions
  Multiattack. Obligatum makes four attacks with its longsword. It can
  replace one of these attacks with a Vampiric Touch attack, and it can
  choose to make one of its longsword attacks with advantage.
  Adamantine Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing
  damage if used with two hands. If the target is an object, the hit is a
  critical hit. On a critical hit against a creature, the target is pushed up to
  10 feet away from Obligatum.
  Vampiric Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature.
  Hit: 14 (4d6) necrotic damage, and Obligatum regains hit points equal to
  half the amount of necrotic damage dealt.
  Enervation Ray (Recharge 5-6). Ranged Spell Attack: +9 to hit, range 200
  ft., one creature. Hit: 20 (3d10 + 4) necrotic damage, and the target must
  succeed on a DC 17 Constitution saving throw or suffer one level of
  exhaustion.
  Reactions
  Mind over Magic. If Obligatum makes a successful saving throw against a
  spell whose only target is Obligatum, or a spell attack misses it,
  Obligatum can choose another creature (including the spellcaster) it can
  see within 120 feet of it. The spell or spell attack targets the chosen
  creature instead of Obligatum. If the spell forced a saving throw, the
  chosen creature makes its own save. If the spell was an attack, the attack
  roll is rerolled against the chosen creature.
  
  26
  Grisgol
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5)
  5 (−3)
  13 (+1)
  20 (+5)
  Damage Resistances damage from spells
  Damage Immunities poison, psychic; bludgeoning, piercing, and slashing
  from nonmagical attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages the languages known by the lich whose phylactery animates it
  Challenge 15 (13,000 XP)
  Choking Dust. Attempting to deal nonmagical bludgeoning or slashing
  damage to the grisgol causes a disease-carrying, choking cloud of dust
  and mold to explode from the point of contact. Each creature within 10
  feet of the grisgol must make a DC 18 Constitution saving throw. On a
  failed save, a target contracts the sewer plague disease (DMG 257) and
  suffers one level of exhaustion. Any levels of exhaustion caused by this
  effect go away after 1 hour.
  Immutable Form. The grisgol is immune to any spell or effect that would
  alter its form.
  Incite Madness. Anyone examining the strips of parchment and pages that
  comprise the wrappings of a slain grisgol must make a DC 18 Wisdom
  saving throw. On a failed save, the parchments invokes a curse that
  renders the reader insane. The victim of this insanity becomes convinced
  that the scraps contain great and lost arcane secrets that can be
  rediscovered only by painstakingly fitting every piece together in the right
  order. The affected creature dedicates every waking hour to this massive
  undertaking, barely pausing to eat or rest, and always believes a revelation
  is close.
  The affected creature has its Intelligence score reduced by 1 when the
  curse is first activated, and its Intelligence score decreases by 1 again for
  every week the curse continues. The victim dies if this reduces its
  Intelligence to 0. Only greater restoration or a more powerful equivalent
  can break this curse.
  Innate Spellcasting. The grisgol's innate spellcasting ability is Charisma
  (spell save DC 18, +10 to hit with spell attacks). The grisgol can innately
  cast the following spells, requiring no material components:
  1/day each: chain lightning, hold person, ice storm, power word pain, ray
  of sickness, scorching ray, shield
  Magic Resistance. The grisgol has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. The grisgol's weapon attacks are magical.
  Actions
  Multiattack. The grisgol makes two melee attacks.
  Paralyzing Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) necrotic damage,
  and 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 effect on itself on a success.
  Deathshrieker
  Medium undead, chaotic evil
  Armor Class 15
  Hit Points 104 (16d8 + 32)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  20 (+5)
  16 (+3)
  12 (+1)
  14 (+2)
  17 (+3)
  Saving Throws Dex +9, Wis +6
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 9 (5,000 XP)
  Death Rattle. When the deathshrieker is reduced to 0 hit points, any non-
  undead creature within 300 feet of the deathshrieker that can hear its
  scream must succeed on a DC 15 Constitution saving throw or suffer one
  level of exhaustion.
  Despair. A non-undead creature that sees the deathshrieker must succeed
  on a DC 15 Wisdom saving throw or be paralyzed until the start of its next
  turn. Whether or not the save is successful, the creature is immune to the
  deathshrieker's Despair for the next 24 hours.
  Incorporeal Movement. The deathshrieker can move through other
  creatures and objects as if they were difficult terrain. It takes 5 (1d10)
  force damage if it ends its turn inside an object.
  Vulnerability to Silence. A deathshrieker cannot willingly enter an area of
  magical silence, and takes 16 (3d10) psychic damage if it starts its turn in
  one.
  Actions
  Multiattack. The deathshrieker uses its Charisma Drain twice.
  Charisma Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
  Hit: 22 (5d6 + 5) necrotic damage, and the target's Charisma score is
  reduced by 1d4. The target dies if this reduces its Charisma to 0.
  Otherwise, the reduction lasts until the target finishes a short or long rest.
  Scream of the Dying (Recharge 4-6). Each creature of the deathshrieker's
  choice that is within 120 feet of the deathshrieker and aware of it must
  succeed on a DC 15 Wisdom saving throw or become deafened and
  frightened for 1 minute. If a creature fails this saving throw while it is
  already deafened and frightened by this effect, it is instead afflicted with a
  random form of short-term madness for 1 minute, determined by rolling
  on the Short-Term Madness table in chapter 8 of the Dungeon Master's
  Guide. A creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  
  27
  Caryatid Column
  Medium construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+3)
  1 (−5)
  3 (−4)
  1 (−5)
  Damage Immunities poison, psychic; bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  Languages —
  Challenge 3 (700 XP)
  Antimagic Susceptibility. The column is incapacitated while in the area of
  an antimagic field. If targeted by dispel magic, the column must succeed
  on a Constitution saving throw against the caster's spell save DC or fall
  unconscious for 1 minute.
  Break Weapon. Any nonmagical weapon made of metal or wood that hits
  the column cracks. The weapon takes a permanent and cumulative −1
  penalty to damage rolls. If its penalty drops to −5, the weapon is
  destroyed. Nonmagical ammunition made of metal or wood that hits the
  column is destroyed immediately.
  False Appearance. While the column remains motionless, it is
  indistinguishable from a normal statue.
  Immutable Form. The column is immune to any spell or effect that would
  alter its form.
  Magic Weapons. The column's weapon attacks are magical.
  Actions
  Multiattack. The column makes two melee attacks.
  Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8
  (1d10 + 3) piercing damage.
  Dread Wraith
  Large undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (−2)
  18 (+4)
  18 (+4)
  12 (+1)
  14 (+2)
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning,
  piercing, and slashing from nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 9 (5,000 XP)
  Incorporeal Movement. The wraith can move through other creatures and
  objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on
  attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The wraith uses its Life Drain twice.
  Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit:
  26 (4d10 + 4) necrotic damage. The target must succeed on a DC 15
  Constitution saving throw or its hit point maximum is reduced by an
  amount equal to the damage taken. This reduction lasts until the target
  finishes a long rest. The target dies if this effect reduces its hit point
  maximum to 0.
  Create Wraith. The wraith targets a humanoid within 10 feet of it that has
  been dead for no longer than 1 minute and died violently. The target's
  spirit rises as a wraith in the space of its corpse or in the nearest
  unoccupied space. The wraith is under the wraith's control. The dread
  wraith can have no more than seven wraiths under its control at one time.
  
  Ragnorra
  Lair Actions
  Ragnorra can take lair actions using the worldskin. On initiative count 20 (losing
  initiative ties), Ragnorra takes a lair action to activate one of the worldskin's features,
  as described later in this chapter; Ragnorra can't activate the same individual
  feature twice in a row, but she can activate two features of the same kind twice in a
  row.
  Positive Energy Corruption
  The influence of Ragnorra corrupts the soul of a creature. Positive energy
  corruption is measured in levels. If a creature already suffering from one or more
  levels of positive energy corruption suffers another effect that increases the level of
  positive energy corruption, its level of positive energy corruption increases by the
  amount specified in the effect's description.
  Levels of positive energy corruption can be removed by remove curse or similar
  magic, or by a negative energy flood spell. Doing so sets the target's positive energy
  corruption level to 0.
  If a creature suffers from at least two levels of positive energy corruption, it rolls
  Charisma checks and saving throws with disadvantage due to the twisted growth
  and blistering this corruption causes.
  If a target's level of positive energy corruption is greater than or equal to its
  challenge rating (or level, if the target lacks a challenge rating), it permanently
  transforms into a progeny of Ragnorra, as per the Progeny of Ragnorra template.
  This transformation cannot be undone by any mortal means, even by the wish spell.
  28
  Ragnorra
  Gargantuan aberration, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 444 (24d20 + 192)
  Speed 60 ft., climb 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  27 (+8)
  16 (+3)
  23 (+6)
  18 (+4)
  Saving Throws Con +16, Wis +14
  Skills Nature +11, Perception +14
  Damage Resistances acid, cold, lightning
  Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
  petrified, poisoned, unconscious
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 24
  Languages all, telepathy 1,000 ft.
  Challenge 27 (105,000 XP)
  Anathematic Secrecy. Ragnorra can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Corrupt Positive Energy Aura. Any creature that starts its turn within 30 feet of
  Ragnorra takes 14 (4d6) radiant damage. Undead cannot willingly enter this
  aura, and they take 28 (8d6) radiant damage if they enter it anyway.
  Create Spawn. A Huge or smaller creature slain by Ragnorra rises as a progeny
  of Ragnorra after 1d4 rounds. Constructs are not affected by this feature.
  Impervious to the Divine. Ragnorra is unaffected by divine spells, which are
  spells cast by clerics, paladins, druids, rangers, celestials, and other sources
  the DM deems appropriate.
  Innate Spellcasting. Ragnorra's innate spellcasting ability is Wisdom (spell save
  DC 22). She can innately cast the following spells, requiring no components:
  1/day each: bones of the earth*, divine word, dominate monster
  *Instead of stone, this spell creates pillars of hardened spores and abscesses
  that act as extensions of the worldskin. These pillars can be tall enough to
  span from the worldskin floor to the neurotangle ceiling, and can also emerge
  from the ceiling instead of the ground at Ragnorra's discretion. When this
  happens, a creature must make a Dexterity saving throw to avoid being
  crushed into the ground from above by a pillar.
  Legendary Resistance (3/Day). If Ragnorra fails a saving throw, she can choose
  to succeed instead.
  Magic Resistance. Ragnorra has advantage on saving throws against spells and
  other magical effects.
  Magic Weapons. Ragnorra's weapon attacks are magical.
  Neurotangle Climber. Ragnorra can climb difficult surfaces along the
  neurotangle, including upside down on its ceiling, without needing to make
  an ability check.
  Neurotangle Sense. Ragnorra knows the exact location of any creature within
  1,000 feet of her that is in contact with the neurotangle.
  Positive Energy Absorption. Whenever Ragnorra is subjected to radiant
  damage, she takes no damage and instead regains a number of hit points
  equal to the radiant damage dealt.
  Positive Energy Corruption. When Ragnorra deals damage to a creature, the
  creature suffers one level of positive energy corruption.
  Regeneration. Ragnorra regains 30 hit points at the start of her turn if she has
  at least 1 hit point.
  Unyielding Essence. Ragnorra is immune to any spell or effect that would alter
  her form, as well as those that would read her thoughts, determine if she is
  lying, or magically influence her thoughts or behavior.
  Actions
  Multiattack. Ragnorra makes three attacks using her slam, her Bolt of
  Corruption, or both.
  Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8
  + 8) bludgeoning damage plus 7 (2d6) radiant damage, and the target must
  succeed on a DC 24 Constitution saving throw or be poisoned for 1 minute.
  The poisoned target can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Bolt of Corruption. Ranged Spell Attack: +14 to hit, range 120/240 ft., one
  target. Hit: 19 (3d8 + 6) radiant damage, and the target must make a DC 22
  Constitution saving throw. On a failed save, an overwhelming surge of
  positive energy causes the target to suffer one level of positive energy
  corruption.
  Legendary Actions
  Ragnorra can take 3 legendary actions, choosing from the options below.
  Only one legendary action can be used at a time and only at the end of
  another creature's turn. Ragnorra regains spent legendary actions at the start
  of its turn.
  Move. Ragnorra moves up to her speed.
  Regenerate Worldskin. Ragnorra regenerates a worldskin feature.
  Cast a Spell (Costs 2 Actions). If she can, Ragnorra casts one of her innate
  spells.
  Skincasting (Costs 2 Actions). On initiative count 10 (losing initiative ties),
  Ragnorra activates a worldskin feature.
  
  When Ragnorra has half her hit points or fewer, or when she has sufficiently
  nourished herself, she sheds her current form and merges with the neurotangle. In
  her True Mother form, Ragnorra is impossible to attack directly and gains new
  abilities. However, she is also weakened in some ways and is vulnerable to attacks
  that target her connection with the world, the True Mother Chord.
  Lair Actions
  As the True Mother, Ragnorra can take lair actions using the worldskin. On initiative
  count 20 (losing initiative ties), Ragnorra takes a lair action to activate one of the
  worldskin's features, as described later in this chapter; Ragnorra can't use the same
  effect twice in a row.
  Challenge Rating of the True Mother
  You might be wondering, how can a CR 29 monster have so little health?
  The answer is that she is the phase 2 of a boss fight that is split rougly in
  half.
  While the initial Ragnorra stat block has 444 HP, this is a little
  misleading - after all, phase 1 cuts off when she reaches half HP and
  merges with the neurotangle, unless she is dropped to 0 before she has a
  chance to merge. The True Mother form has a slightly higher OCR than
  phase 1, so this part of the fight can be considered CR 29 given the DCR
  of 28 from the first phase.
  29
  Ragnorra, True Mother
  Gargantuan aberration, neutral evil
  Armor Class 18 (True Mother Chord trait)
  Hit Points whatever her regular form had before merging
  Speed 0 ft. (True Mother Chord trait)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  27 (+8)
  16 (+3)
  23 (+6)
  18 (+4)
  Saving Throws Con +17, Wis +15
  Skills Nature +12, Perception +15
  Damage Resistances acid, cold, lightning
  Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities all
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 25
  Languages all, telepathy 1,000 ft.
  Challenge 29 (135,000 XP)
  True Mother Chord. As she has merged with the Neurotangle, Ragnorra's True
  Mother form is impossible to attack directly. However, to fully mature,
  Ragnorra must draw corrupt energy from the worldskin. The True Mother
  Chord can barely contain this flow, leaving Ragnorra vulnerable. Three weak
  spots are visible on the chord, from which project the brightest beams of
  light. One is at ground level, one is 30 feet up, and one is 80 feet up, at the
  junction with the neurotangle. A successful DC 22 Arcana (Intelligence)
  check reveals that the beams of light emanate from these weak spots and
  that they can be targeted to attack Ragnorra. At these three weak spots, the
  chord has an AC of 18 and other statistics such as hit points and resistances
  as described by this stat block. Otherwise, the chord is immune to all
  damage.
  Anathematic Secrecy. Ragnorra can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Corrupt Positive Energy Aura. Any creature that starts its turn within 100 feet
  of the True Mother Chord takes 14 (4d6) radiant damage. Undead cannot
  willingly enter this aura, and they take 28 (8d6) radiant damage if they enter
  it anyway.
  Create Spawn. A Huge or smaller creature slain by Ragnorra rises as a progeny
  of Ragnorra after 1 round. Constructs are not affected by this feature.
  Death Burst. When the True Mother Chord is reduced to 0 hit points, it snaps
  and releases a burst of radiant energy. Each creature within 60 feet of it must
  make a DC 22 Constitution saving throw, taking 35 (10d6) radiant damage
  on a failed save, or half as much damage on a successful one.
  Impervious to the Divine. Ragnorra is unaffected by divine spells, which are
  spells cast by clerics, paladins, druids, rangers, celestials, and other sources
  the DM deems appropriate.
  Innate Spellcasting. Ragnorra's innate spellcasting ability is Wisdom (spell save
  DC 23). She can innately cast the following spells, requiring no components:
  Recharge 6 for each: bones of the earth*, divine word, dominate monster
  *Instead of stone, this spell creates pillars of hardened spores and abscesses
  that act as extensions of the worldskin. These pillars can be tall enough to
  span from the worldskin floor to the neurotangle ceiling, and can also emerge
  from the ceiling instead of the ground at Ragnorra's discretion. When this
  happens, a creature must make a Dexterity saving throw to avoid being
  crushed into the ground from above by a pillar.
  Legendary Resistance (3/Day). If Ragnorra fails a saving throw, she can choose
  to succeed instead.
  Magic Resistance. Ragnorra has advantage on saving throws against spells and
  other magical effects.
  Magic Weapons. Ragnorra's weapon attacks are magical.
  Neurotangle Sense. As Ragnorra has merged with the neurotangle, she knows
  the exact location of any creature that is in contact with it.
  Positive Energy Absorption. Whenever Ragnorra is subjected to radiant
  damage, she takes no damage and instead regains a number of hit points
  equal to the radiant damage dealt.
  Positive Energy Corruption. When Ragnorra deals damage to a creature, the
  creature suffers one level of positive energy corruption.
  Regeneration. Ragnorra regains 30 hit points at the start of her turn if she has
  at least 1 hit point. If this regeneration is in excess of her maximum hit
  points, her hit point maximum increases to accommodate. For example, if
  Ragnorra were at 212 hit points at the start of her turn, this regeneration
  would increase both her current and maximum hit points to 242.
  Unyielding Essence. Ragnorra is immune to any spell or effect that would alter
  her form, as well as those that would read her thoughts, determine if she is
  lying, or magically influence her thoughts or behavior.
  Actions
  Multiattack. Ragnorra uses her Beam of Corruption, and then makes three
  attacks with her pseudopods.
  Pseudopod. Melee Weapon Attack: +17 to hit, one target within 80 feet of
  the neurotangle. Hit: 21 (3d8 + 8) bludgeoning damage plus 7 (2d6) radiant
  damage, the target is knocked prone, and the target must succeed on a DC
  24 Constitution saving throw or be poisoned for 1 minute. The poisoned
  target can repeat the saving throw at the end of each of its turns, ending the
  effect on itself on a success. When this attack is made, the pseudopod
  emerges from the thick of the neurotangle, and then immediately withers
  way regardless of whether or not the attack hit.
  Beam of Corruption. A line of positive energy forming a line 100 feet long and
  5 feet wide blasts out from any point in Ragnorra's lair in a direction she
  chooses. Each creature in the line must make a DC 23 Constitution saving
  throw, taking 19 (3d8 + 6) radiant damage on a failed save, or half as much
  damage on a successful one. Furthermore, an overwhelming surge of positive
  energy causes a creature that fails this saving throw to suffer one level of
  positive energy corruption.
  Legendary Actions
  Ragnorra can take 3 legendary actions, choosing from the options below.
  Only one legendary action can be used at a time and only at the end of
  another creature's turn. Ragnorra regains spent legendary actions at the start
  of its turn.
  Pseudopod. Ragnorra makes one pseudopod attack.
  Cast a Spell (Costs 2 Actions). If she can, Ragnorra casts one of her innate
  spells.
  Skincasting (Costs 2 Actions). On initiative count 10 (losing initiative ties),
  Ragnorra activates a worldskin feature.
  
  The Worldskin
  After slamming into the world, Ragnorra corrupts the essence of the life that
  inhabits it. All living things eventually become connected to her through a massive
  network known as the worldskin. Pulsing veins run through the earth, branching
  neural fibers lace the skies, and gelatinous tendrils arc through the oceans. Cysts,
  abscesses, spores and tumors, identical to those created by her Twisted Life sign,
  dot this foul growth, extensions of the elder evil's power that create a variety of
  magical effects.
  Because Ragnorra smashed into the world only recently, the skin has not spread
  very far yet. The membrane stretches across the crater floor, and the elder evil can
  activate any feature on its surface if she feels threatened. The party must contend
  with its many hazards in addition to Ragnorra, who lurks at its heart. She is unlikely
  to take notice of them unless they enter the neurotangle. However, her guardian
  progeny can also activate the skin's features and regenerate them for repeated use.
  The features of the worldskin cover its surface thickly; specific growths and their
  locations are marked on the battle maps from the original Elder Evils; one of these
  maps is included on the right as an example, while the rest of them can be found in
  the original book. In an encounter, you can mark the various worldskin features with
  coins: heads indicates a growth ready for use, and tails marks one that must be
  regenerated. Remove coins from features that are destroyed. Progeny of Ragnorra
  and blistered souls can use their actions to activate or regenerate worldskin
  features, and aboleth sarcomata and Ragnorra use legendary actions to do the
  same.
  All worldskin features are immune to poison, psychic, and radiant damage. They
  each have a Constitution score equal to their AC, they automatically fail Strength
  and Dexterity saving throws, and they are immune to effects that require
  Intelligence, Wisdom, or Charisma saves.
  Bioenergy Cyst. Hard, mineral-laced mounds jut from the surface, thrumming with
  energy. On activation, a cyst generates a 5 foot wide line of lightning between itself
  and another cyst within 100 feet of it. Each creature in the line must make a DC 16
  Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as
  much damage on a successful one. Alternatively, the cyst explodes with fire on
  activation. Each creature within 20 feet of the cyst must make a DC 16 Dexterity
  saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage
  on a successful one.
  A bioenergy cyst is Medium, has 40 hit points, and has an AC of 13. Once
  activated, a bioenergy cyst cannot be activated again until it is regenerated and is not
  missing any hit points. Regenerating a bioenergy cyst causes it to regain 10 hit
  points.
  Healing Spore. This fleshy lump heals injuries to creatures in contact with the
  worldskin. On activation, a random creature within 5 feet of the spore regains 30 hit
  points and suffers one level of positive energy corruption. Any healing that is in
  excess of the creature's maximum hit points is granted as temporary hit points
  instead. For example, a creature that is missing 10 hit points that is healed by a
  healing spore is healed to its maximum hit points and also gains 20 temporary hit
  points.
  An unwilling creature must succeed on a DC 16 Wisdom saving throw to avoid
  this healing and corruption. A creature that gains temporary hit points from a
  healing spore equal to or exceeding its maximum hit points is instantly corrupted
  and becomes a progeny of Ragnorra.
  A healing spore is Large, has 50 hit points, and has an AC of 10. Once activated, a
  healing spore cannot be activated again until it is regenerated. Regenerating a
  healing spore causes it to regain 15 hit points. If the spore takes cold or lightning
  damage, it cannot be regenerated until the start of the next round.
  Spawning Spore. This mass of tissue, when activated, spontaneously births
  aberrations to serve Ragnorra or her minions. The creature spawned depends on
  the Constitution modifier of the creature activating the source, as set out in the
  following table.
  Modifier
  Creature(s) Spawned
  -1 or less
  1 star spawn grue (progeny of Ragnorra)
  +0 or +1
  1 ankheg (progeny of Ragnorra)
  +2 or +3
  1 hook horror (progeny of Ragnorra)
  +4 or +5
  1 star spawn mangler (progeny of Ragnorra)
  +6 or greater
  1d4 blistered souls
  A spawning spore is Large, has 75 hit points, and has an AC of 10. Once activated,
  a spawning spore cannot be activated again until it is regenerated. Regenerating a
  spawning spore causes it to regain 25 hit points, and temporarily links it to the life
  force of the one who regenerated it to the spore. When the spawning spore takes
  damage within 3 rounds of being regenerated, the one who regenerated it must
  make a DC 16 Constitution saving throw. On a failed save, the spawning spore takes
  half the damage (rounded down), and the target takes the remaining damage.
  Tentacular Boil. Dark, swollen pustules bubble from the worldskin, and squirming
  growths wriggle within. On activation, a tentacular boil produces an Evard's black
  tentacles effect (DC 16), as the spell, for one minute.
  A tentacular boil is Large, has 75 hit points, and has an AC of 8. Once activated, a
  tentacular boil automatically regenerates after 1 minute. Manually regenerating a
  tentacular boil causes it to regain 30 hit points. If the boil takes acid or fire damage,
  it cannot be regenerated until the start of the next round.
  Vaporous Abscess. This pus-filled lesion releases a fog of acid when activated,
  which dissipates at the end of the round. This fog of acid fills a 10-foot-radius sphere
  centered on the abscess, heavily obscuring the area. A creature that enters the fog's
  area for the first time on a turn or starts its turn there must make a DC 16
  Constitution saving throw, taking 22 (5d8) acid damage on a failed save, or half as
  much damage on a successful one.
  A vaporous abscess is Medium, has 30 hit points, has an AC of 13, and is difficult
  terrain when walked on (no cover provided). Once activated, a vaporous abscess
  automatically regenerates after 2 rounds, unless it is regenerated by a creature
  before then. Regenerating a vaporous abscess causes it to regain 10 hit points. If the
  abscess takes fire or lightning damage, it cannot be regenerated until the start of the
  next round.
  Progeny of Ragnorra Template
  Sentient beings corrupted or raised by Ragnorra's overpowering sign become
  aberrations known as progeny of Ragnorra. This template can be applied to any
  living, corporeal creature.
  Note that this template is small enough where example monsters (as the
  brood spawn section) aren't needed - other than the new actions and hit
  dice increase found below, the progeny is almost identical to the base
  creature in terms of statistics.
  When a living creature (referred to as the base creature) is transformed into a
  progeny of Ragnorra, it retains its statistics except as described below. A progeny of
  Ragnorra might retain or lose any or all of its lair actions or inherit new ones, as the
  DM sees fit.
  Type. The progeny's type changes from its original type to aberration.
  Hit Points. The progeny gains 5 more hit dice, which increases its maximum hit
  points.
  Ability Score Adjustment. The progeny's Charisma decreases by 2.
  Senses. The progeny has darkvision out to 60 feet.
  Twisted Servant. Ragnorra establishes a permanent telepathic link with the
  mind of her children, which can be broken only by defeating Ragnorra. Whenever
  the progeny takes an action that goes against her wishes, the elder evil can attempt
  to override it with a command of her own using her reaction. The progeny must
  make a DC 22 Wisdom saving throw. On a failed save, the progeny follows
  Ragnorra's command to the best of its ability. On a successful save, the progeny is
  unaffected.
  Regenerate Worldskin. The progeny can use an action to regenerate a worldskin
  feature within its reach.
  Skincasting. The progeny can use an action to activate a worldskin feature within
  30 feet of it.
  30
  
  Gutterang
  Ring, artifact (requires attunement)
  This glittering crystal band is much wider than a typical ring. Its substance seems
  unearthly.
  Gutterang was once an elemental weird that resided on Irthicax Vane's lost
  homeworld. Through intricate ritual and arcane craft, it was bound in a crystalline
  ring to be Vane's constant guide, freed from the limitation of its elemental pool.
  However, it was greatly weakened by the process and is no longer able to survive
  outside its glittering prison.
  Now Gutterang attempts to keep Irthicax Vane alive and uncorrupted by the touch
  of Ragnorra. It tries to preserve a link to his lost world by reminding the monk of his
  honorable past. The artifact believes that reclaiming their world from Ragnorra's
  corruption is still possible, with Vane as the catalyst. Though such a hope seems
  impossible, the former weird's powers of healing and guidance offer at least a
  chance.
  You gain a +2 bonus to AC and saving throws while wearing Gutterang.
  Sentience. Gutterang is a sentient, lawful good item with an Intelligence of 12, a
  Wisdom of 17, and a Charisma of 17. It has hearing and darkvision out to a range of
  120 feet.
  Gutterang communicates telepathically with its wielder and can speak, read, and
  understand Aquan and Common.
  Spells. Gutterang has 9 charges. While it is on your person, you can expend 1 or
  more of its charges to cast one of the following spells (save DC 18) from it: death
  ward (2 charges), fly (3 charges), mass cure wounds (5 charges), or far step (2
  charges). Once you use the ring to cast a spell, you can't cast that spell again from it
  until the next dawn.
  31
  Irthicax Vane
  Medium humanoid (zenythri), lawful evil
  Armor Class 24 (Gutterang, Unarmored Defense)
  Hit Points 137 (25d8 + 25)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  24 (+7)
  13 (+1)
  14 (+2)
  21 (+5)
  14 (+2)
  Saving Throws Str +8, Dex +15, Con +9, Int +4, Wis +7, Cha +4
  Skills Acrobatics +13, Athletics +6, Insight +11, Intimidation +14,
  Religion +8
  Damage Resistances acid
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages all spoken languages
  Challenge 17 (18,000 XP)
  Special Equipment. Vane wields the magical artifact Gutterang (accounted
  for in his statistics). Roll 1d6 + 3 to determine how many charges it has
  remaining.
  Disgusting Visage. Creatures that can see Vane have disadvantage on
  saving throws against being frightened.
  Evasion. If Vane is subjected to an effect that allows him to make a
  Dexterity saving throw to take only half damage, he instead takes no
  damage if he succeeds on the saving throw, and only half damage if he
  fails. He can't use this trait if he's incapacitated.
  Magic Attacks. Vane's unarmed strikes are magical.
  Unarmored Defense. While Vane is wearing no armor and wielding no
  shield, his AC includes his Wisdom modifier.
  Warped Flesh. Vane is immune to poison and disease, and any creature
  that touches Vane or hits him with a melee attack must succeed on a DC
  15 Constitution saving throw or take 11 (2d10) poison damage.
  Additionally, any critical hit against Vane becomes a normal hit.
  Actions
  Multiattack. Vane makes three unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
  Hit: 12 (1d10 + 7) bludgeoning damage. If the target is a creature, Vane
  can choose one of the following additional effects:
  The target must succeed on a DC 19 Strength saving throw or drop one
  item it is holding (Vane's choice).
  The target must succeed on a DC 19 Dexterity saving throw or be
  knocked prone.
  The target must succeed on a DC 19 Constitution saving throw or be
  stunned until the end of Vane's next turn.
  The target must succeed on a DC 19 Wisdom saving throw or be
  frightened of Vane until the end of Vane's next turn.
  Quivering Palm (Recharge 6). Melee Weapon Attack: +13 to hit, reach 5 ft.,
  one creature. Hit: The target must make a DC 19 Constitution saving
  throw. On a failed save, the target is reduced to 0 hit points. On a
  successful save, the target takes 55 (10d10) necrotic damage.
  Sculpt Flesh (Recharge 5-6). Vane touches one creature within 5 feet of
  him. The target must succeed on a DC 15 Constitution saving throw or
  have its flesh warped by unnatural growth, covering it in blisters and
  tumors. While its flesh is warped in this way, the target is poisoned, its
  speed is reduced by 10 feet, and it can't use reactions. This effect lasts for
  1 minute. The poisoned target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  Wholeness of Body (Recharges after a Long Rest). Vane regains 60 hit
  points.
  Reactions
  Deflect Missile. In response to being hit by a ranged weapon attack, Vane
  deflects the missile. The damage he takes from the attack is reduced by
  1d10 + 27. If the damage is reduced to 0, Vane catches the missile if it's
  small enough to hold in one hand and he has a hand free.
  Slow Fall. Vane reduces the bludgeoning damage he takes from a fall by
  100.
  Legendary Actions
  Vane 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. Vane regains spent legendary actions at the start
  of its turn.
  Quick Step. Vane moves up to his speed without provoking opportunity
  attacks.
  Sculpt Flesh (Costs 2 Actions). Vane recharges his Sculpt Flesh and uses it.
  Gutterang (Costs 3 Actions). Vane casts a spell from Gutterang.
  
  32
  Malshaper Skinweaver
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  13 (+1)
  12 (+1)
  12 (+1)
  12 (+1)
  Skills Arcana +3, Deception +3, Religion +3
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Dark Devotion. The malshaper has advantage on saving throws against being
  charmed or frightened.
  Warped Flesh. The malshaper has advantage on saving throws against poison,
  and it is immune to disease. Additionally, any critical hit against the
  malshaper becomes a normal hit.
  Actions
  Multiattack. The malshaper makes two weapon attacks.
  Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
  bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Sculpt Flesh (Recharge 6). The malshaper touches one creature within 5 feet
  of it. The target must succeed on a DC 15 Constitution saving throw or have
  its flesh warped by unnatural growth, covering it in blisters and tumors. While
  its flesh is warped in this way, the target is poisoned, its speed is reduced by
  10 feet, and it can't use reactions. This effect lasts for 1 minute. The
  poisoned target can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Malshaper Fleshwarper
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  16 (+3)
  14 (+2)
  17 (+3)
  12 (+1)
  Skills Arcana +5, Deception +4, Insight +6, Religion +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 13
  Languages any two languages
  Challenge 7 (2,900 XP)
  Dark Devotion. The malshaper has advantage on saving throws against being
  charmed or frightened.
  Innate Spellcasting. The malshaper's innate spellcasting ability is Wisdom. It
  can innately cast the following spells (spell save DC 14), requiring no material
  components:
  At will: alter self*, cure wounds, polymorph
  1/day: enhance ability* (5th level)
  *No concentration is required to maintain these spells, and the malshaper
  casts them on itself and/or its allies before combat.
  Spellcasting. The malshaper is a 9th-level spellcaster. Its spellcasting ability is
  Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following
  spells prepared:
  Cantrips (at will): acid splash, guidance, mending, poison spray, sacred flame
  1st level (4 slots): cure wounds, fog cloud, guiding bolt, shield
  2nd level (3 slots): barkskin, hold person, spike growth
  3rd level (3 slots): aura of vitality, lightning bolt, spirit guardians
  4th level (3 slots): aura of life, death ward
  5th level (1 slot): antilife shell, destructive wave
  Warped Flesh. The malshaper is immune to poison and disease. Additionally,
  any critical hit against the malshaper becomes a normal hit.
  Actions
  Multiattack. The malshaper cast a spell, and then uses Sculpt Flesh if it is
  available.
  Sculpt Flesh (Recharge 6). The malshaper touches one creature within 5 feet
  of it. The target must succeed on a DC 15 Constitution saving throw or have
  its flesh warped by unnatural growth, covering it in blisters and tumors. While
  its flesh is warped in this way, the target is poisoned, its speed is reduced by
  10 feet, and it can't use reactions. This effect lasts for 1 minute. The
  poisoned target can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
  3) piercing damage.
  Malshaper Planeswalker
  Medium humanoid (any race), any non-good alignment
  Armor Class 16 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  19 (+4)
  16 (+3)
  21 (+5)
  12 (+1)
  Skills Arcana +8, Deception +6, Insight +10, Religion +8
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 15
  Languages any four languages
  Challenge 13 (10,000 XP)
  Dark Devotion. The malshaper has advantage on saving throws against being
  charmed or frightened.
  Innate Spellcasting. The malshaper's innate spellcasting ability is Wisdom. It
  can innately cast the following spells (spell save DC 18), requiring no material
  components:
  At will: alter self*, cure wounds, plant growth
  1/day each: contact other plane, enhance ability* (8th level), plane shift,
  polymorph (3 targets)
  *No concentration is required to maintain these spells, and the malshaper
  casts them on itself and/or its allies before combat.
  Regeneration. The malshaper regains 10 hit points at the start of its turn if it
  has at least 1 hit point. If the malshaper takes necrotic damage, this trait
  doesn't function at the start of its next turn.
  Spellcasting. The malshaper is a 15th-level spellcaster. Its spellcasting ability
  is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has the
  following spells prepared:
  Cantrips (at will): acid splash, guidance, mending, poison spray, sacred flame
  1st level (4 slots): cure wounds, fog cloud, guiding bolt, shield
  2nd level (3 slots): barkskin, hold person, spike growth
  3rd level (3 slots): aura of vitality, lightning bolt, spirit guardians
  4th level (3 slots): aura of life, circle of power, death ward
  5th level (2 slots): antilife shell, destructive wave, scrying
  6th level (1 slot): flesh to stone, heal
  7th level (1 slot): divine word, regenerate
  8th level (1 slot): glibness, maze
  Warped Flesh. The malshaper is immune to poison and disease, and any
  creature that touches the malshaper or hits it with a melee attack must
  succeed on a DC 17 Constitution saving throw or take 16 (3d10) poison
  damage. Additionally, any critical hit against the malshaper becomes a normal
  hit.
  Actions
  Multiattack. The malshaper casts a spell, and then uses Sculpt Flesh if it is
  available.
  Sculpt Flesh (Recharge 4-6). The malshaper touches one creature within 5 feet
  of it. The target must succeed on a DC 15 Constitution saving throw or have
  its flesh warped by unnatural growth, covering it in blisters and tumors. While
  its flesh is warped in this way, the target is poisoned, its speed is reduced by
  10 feet, and it can't use reactions. This effect lasts for 1 minute. The
  poisoned target can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  
  33
  Malshaper Brute
  Large aberration (any race), any non-good alignment
  Armor Class 16 (natural armor)
  Hit Points 136 (13d10 + 65)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (–1)
  21 (+5)
  10 (+0)
  13 (+1)
  12 (+1)
  Saving Throws Str +9, Con +9
  Skills Athletics +9, Intimidation +5, Perception +5, Religion +4
  Damage Resistances necrotic; bludgeoning, piercing, slashing from
  nonmagical attacks
  Damage Immunities poison, radiant
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 15
  Languages any three languages
  Challenge 10 (5900 XP)
  Death Burst. When the malshaper brute dies, it explodes in a burst of
  positive energy. Each creature within 15 feet of the malshaper brute takes
  22 (4d10) radiant damage.
  Immutable Form. The malshaper is immune to any spell or effect that
  would alter its form.
  Positive Energy Corruption. When the malshaper deals radiant damage to a
  creature, the creature must succeed on a DC 17 Constitution saving
  throw or suffer one level of positive energy corruption.
  Regeneration. The malshaper regains 10 hit points at the start of its turn if
  it has at least 1 hit point. If the malshaper takes necrotic damage, this trait
  doesn't function at the start of the malshaper's next turn.
  Warped Flesh. The malshaper is immune to poison and disease, and any
  creature that touches the malshaper or hits it with a melee attack must
  succeed on a DC 17 Constitution saving throw or take 11 (2d10) poison
  damage. Additionally, any critical hit against the malshaper becomes a
  normal hit.
  Actions
  Multiattack. The malshaper makes two melee attacks, and uses Sculpt
  Flesh if it is available.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18
  (2d12 + 5) slashing damage, and the target must succeed on a DC 17
  Strength saving throw or be knocked prone.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14
  (2d8 + 5) bludgeoning damage plus 7 (2d6) radiant damage.
  Sculpt Flesh (Recharge 5-6). The malshaper touches one creature within 10
  feet of it. The target must succeed on a DC 17 Constitution saving throw
  or have its flesh warped by unnatural growth, covering it in blisters and
  tumors. While its flesh is warped in this way, the target is poisoned, its
  speed is reduced by 10 feet, and it can't use reactions. This effect lasts for
  1 minute. The poisoned target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  Reactions
  Shrug It Off. The malshaper halves the damage that it takes from an attack
  that hits it.
  Blistered Soul
  Medium aberration, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 66 (7d10 + 28)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  16 (+3)
  18 (+4)
  5 (-3)
  15 (+2)
  9 (-1)
  Damage Immunities poison, radiant
  Condition Immunities charmed, exhaustion, frightened, petrified, poisoned,
  unconscious
  Senses darkvision 120 ft., passive Perception 12
  Languages Common
  Challenge 5 (1800 XP)
  Corrupt Positive Energy Aura. Any creature that starts its turn within 30 feet
  of the blistered soul takes 7 (2d6) radiant damage. Undead take 14 (4d6)
  radiant damage and become frightened of the blistered soul until the end
  of their next turn if they enter this aura.
  Magic Resistance. The blistered soul has advantage on saving throws
  against spells and other magical effects.
  Positive Energy Corruption. When the blistered soul deals damage to a
  creature, the creature must succeed on a DC 14 Constitution saving
  throw or suffer one level of positive energy corruption.
  Revert to Spore. As a last-ditch defense, the blistered soul can use its
  bonus action to rejoin the worldskin by forming a spawning spore. The
  new spore appears in the blistered soul's former position. It is considered
  expended and must be fully regenerated before it can be activated.
  Casting dispel magic on the spore within 3 rounds of transformation
  destroys it and returns the blistered soul to the surface. The blistered soul
  retains any damage and ongoing conditions from before it attempted to
  revert.
  Unyielding Essence. The blistered soul is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts,
  determine if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The blistered soul makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12
  (2d6 + 5) slashing damage plus 4 (1d8) radiant damage.
  Tumor. Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature.
  Hit: 12 (5d4) poison damage plus 4 (1d8) radiant damage. The target
  must succeed on a DC 14 Constitution saving throw or be poisoned for 1
  minute.
  Regenerate Worldskin. The blistered soul regenerates a worldskin feature
  within 100 feet of it.
  Skincasting. The blistered soul activates a worldskin feature within 100
  feet of it.
  
  34
  Aboleth Sarcoma
  Huge aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 256 (19d12 + 133)
  Speed 40 ft., climb 40 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (–1)
  24 (+7)
  18 (+4)
  18 (+4)
  19 (+4)
  Saving Throws Con +12, Int +9, Wis +9
  Skills Athletics +11, History +9, Perception +9
  Damage Immunities acid, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified,
  poisoned, unconscious
  Senses darkvision 120 ft., passive Perception 19
  Languages Deep Speech, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Amphibious. The aboleth can breathe air and water.
  Corrupt Positive Energy Aura. Any creature that starts its turn within 30 feet of
  the aboleth takes 4 (1d8) radiant damage. Undead take 9 (2d8) radiant
  damage and become frightened of the aboleth until the end of their next turn
  if they enter this aura.
  Freedom of Movement. The aboleth ignores difficult terrain, and magical
  effects can't reduce its speed or cause it to be restrained. It can spend 5 feet
  of movement to escape from nonmagical restraints or being grappled.
  Magic Resistance. The aboleth has advantage on saving throws against spells
  and other magical effects.
  Mucous Cloud. While underwater, the aboleth is surrounded by transformative
  mucus. A creature that touches the aboleth or that hits it with a melee attack
  while within 5 feet of it must make a DC 20 Constitution saving throw. On a
  failed save, the creature is diseased for 1d4 hours. The diseased creature can
  breathe only underwater.
  Positive Energy Corruption. When the aboleth deals damage to a creature, the
  creature must succeed on a DC 20 Constitution saving throw or suffer one
  level of positive energy corruption.
  Probing Telepathy. If a creature communicates telepathically with the aboleth,
  the aboleth learns the creature's greatest desires if the aboleth can see the
  creature.
  Regeneration. The aboleth regains 10 hit points at the start of its turn if it has
  at least 1 hit point. If the aboleth takes necrotic damage, this trait doesn't
  function at the start of the aboleth's next turn.
  Spider Climb. The aboleth can climb difficult surfaces, including upside down
  on ceilings, without needing to make an ability check.
  Warped Flesh. The aboleth is immune to poison and disease, and any creature
  that touches the aboleth or hits it with a melee attack must succeed on a DC
  20 Constitution saving throw or take 11 (2d10) poison damage. Additionally,
  any critical hit against the aboleth becomes a normal hit.
  Actions
  Multiattack. The aboleth makes three melee attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17
  (2d10 + 6) bludgeoning damage plus 4 (1d8) radiant damage.
  Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15
  (2d8 + 6) bludgeoning damage plus 4 (1d8) radiant damage. If the target is a
  creature, it must succeed on a DC 20 Constitution saving throw or become
  diseased. The disease has no effect for 1 minute and can be removed by any
  magic that cures disease. After 1 minute, the diseased creature's skin
  becomes translucent and slimy, the creature can't regain hit points unless it
  is underwater, and the disease can be removed only by heal or another
  disease-curing spell of 6th level or higher. When the creature is outside a
  body of water, it takes 6 (1d12) acid damage every 10 minutes unless
  moisture is applied to the skin before 10 minutes have passed.
  Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of
  it. The target must succeed on a DC 17 Wisdom saving throw or be magically
  charmed by the aboleth until the aboleth dies or until it is on a different plane
  of existence from the target. The charmed target is under the aboleth's
  control and can't take reactions, and the aboleth and the target can
  communicate telepathically with each other over any distance.
  Whenever the charmed target takes damage, the target can repeat the saving
  throw. On a success, the effect ends. No more than once every 24 hours, the
  target can also repeat the saving throw when it is at least 1 mile away from
  the aboleth.
  Legendary Actions
  The aboleth 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 aboleth regains spent legendary actions at the
  start of its turn.
  Move. The aboleth moves up to its speed.
  Regenerate Worldskin. The aboleth regenerates a worldskin feature within 100
  feet of it.
  Grab (Costs 2 Actions). The aboleth attempts to grapple each creature within
  10 feet of it. As the aboleth's "legs" are made up of numerous humanoid
  bodies, it can have up to 5 creatures grappled at a time.
  Skincasting (Costs 2 Actions). The aboleth activates a worldskin feature within
  100 feet of it.
  Reaping Legs (Costs 3 Actions). The aboleth makes a separate slam attack
  against each creature within 10 feet of it.
  Lava Elemental
  Huge elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points 210 (20d12 + 80)
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  17 (+3)
  19 (+4)
  7 (–2)
  12 (+1)
  9 (–1)
  Saving Throws Str +10, Con +9
  Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned,
  prone, restrained, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  Languages Ignan, Terran
  Challenge 13 (10000 XP)
  Heated Body. A creature that touches the lava elemental or hits it with a
  melee attack while within 5 feet of it takes 11 (2d10) fire damage and
  catches fire; until someone takes an action to douse the fire, the creature
  takes 11 (2d10) fire damage at the start of each of its turns.
  Illumination. The lava elemental sheds bright light in a 30-foot radius and dim
  light for an additional 30 feet.
  Siege Monster. The lava elemental deals double damage to objects and
  structures.
  Water Susceptibility. For every 5 feet the lava elemental moves in water, or for
  every gallon of water splashed on it, it takes 1 cold damage.
  Actions
  Multiattack. The lava elemental makes three melee attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 +
  5) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature
  or a flammable object, it ignites. Until a creature takes an action to douse the
  fire, the target takes 11 (2d10) fire damage at the start of each of its turns.
  
  Sertrous
  Impervious to the Divine
  Both the Aspect of Sertrous and Ragnorra are immune to divine spells.
  While I'm keeping this in as it's a Malefic Property outlined in the original
  book, some DMs might find it to be a bit unfair towards divine
  spellcasters in the party. If you wish to get around this, consider
  informing your players of this trait ahead of time so that they can come
  up with a plan to get around it. You may want to roll with what they come
  up with, or you can devise your own method for the party to get around
  it, such as an artifact that converts divine spells into regular arcane magic
  when held by a divine spellcaster. Or perhaps you want to just remove
  the trait, perhaps replacing it with a different malefic property, or just
  excluding it altogether. This is completely fine, and won't affect
  encounter difficulty too much, as these stat blocks are not specifically
  balanced around it. If you do keep it in, make it another obstacle to
  overcome, rather than an unfair roadblock that the players weren't
  expecting.
  Lair Actions
  On initiative count 20 (losing initiative ties), the aspect can take a lair action to cause
  one of the following effects; the aspect can't use the same effect two rounds in a row:
  The aspect casts the command spell on every creature of its choice in the lair. It
  needn't see each one, but it must be aware that an individual is in the lair to
  target that creature. It issues the same command to all the targets.
  The aspect exhales a large cloud of toxic gas that expands to fill a 120-foot-radius
  sphere centered on the aspect, lightly obscuring the area. Any creature that starts
  its turn within this area must succeed on a DC 24 Constitution saving throw or
  be poisoned until the start of the creature's next turn. The cloud dissipates on
  initiative count 20 of the next round.
  Regional Effects
  Any region containing Sertrous' skull and/or aspect is warped by his magic, creating
  one or more of the following effects:
  The area within 5 miles of Sertrous' skull or aspect becomes overpopulated with
  poisonous snakes and other serpentine beasts.
  Creatures within 5 miles of Sertrous' skull or aspect feel as if there are snakes
  slithering along their skin, even when this is not the case.
  If a humanoid spends at least 1 hour within 1 mile of Sertrous' skull or aspect,
  that creature must succeed on a DC 23 Wisdom saving throw or descend into a
  madness determined by the Madness of Sertrous table. A creature that succeeds
  on this saving throw can't be affected by this regional effect again for 24 hours.
  If Sertrous' skull or aspect is destroyed, these effects fade from an affected region
  over the course of 1d10 days.
  Madness of Sertrous
  If a creature goes mad within a region influenced by Sertrous or within line of sight
  of his skull or aspect, roll on the Madness of Sertrous table to determine the nature
  of the madness, which is a character flaw that lasts until cured. See the Dungeon
  Master's Guide for more on madness.
  Madness of Sertrous
  d100 Flaw (lasts until cured)
  01-20 "I am terrified of snakes and other serpentine creatures."
  21-40 "I must use my power to make those in charge kneel before me."
  41-60 "Those who stand in my way must suffer the ultimate consequence."
  61-80 "A voice in my head lures me towards the Abyss."
  81-00 "I despise anything related to the gods."
  35
  Aspect of Sertrous
  Gargantuan fiend (demon), chaotic evil
  Armor Class 22 (natural armor)
  Hit Points 425 (23d20 + 184)
  Speed 50 ft., burrow 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  14 (+5)
  27 (+8)
  20 (+5)
  17 (+3)
  25 (+7)
  Saving Throws Str +17, Con +16, Wis +11, Cha +15
  Skills Insight +11, Perception +11, Religion +13
  Damage Resistances cold, fire, lightning
  Damage Immunities acid, poison; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, deafened, exhaustion, frightened, petrified,
  poisoned, unconscious
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 21
  Languages all, telepathy 1,000 ft.
  Challenge 27 (105,000 XP)
  Anathematic Secrecy. The aspect can't be targeted by any divination magic
  or perceived through magical scrying sensors.
  Impervious to the Divine. The aspect is unaffected by divine spells, which
  are spells cast by clerics, paladins, druids, rangers, celestials, and other
  sources the DM deems appropriate.
  Innate Spellcasting. The aspect's innate spellcasting ability is Charisma
  (spell save DC 23). It can innately cast the following spells, requiring no
  components:
  At will: detect evil and good, detect magic, dispel magic, fly
  3/day each: counterspell, fear, telekinesis
  1/day each: divine word, harm
  Legendary Resistance (3/Day). If the aspect fails a saving throw, it can
  choose to succeed instead.
  Magic Resistance. The aspect has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. The aspect's weapon attacks are magical.
  Tunneler. The aspect can burrow through solid rock and leaves a 20-foot-
  diameter tunnel in its wake.
  Unyielding Essence. The aspect is immune to any spell or effect that would
  alter its form, as well as those that would read its thoughts, determine if it
  is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The aspect makes five attacks: one with its bite, two with its
  claws, and two with its tail. It can use Souldrink instead of its bite.
  Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25
  (3d10 + 9) piercing damage plus 7 (2d6) poison damage. If the target is a
  creature, it is grappled (escape DC 19). Until this grapple ends, the target
  is restrained, and the aspect can't bite another target.
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16
  (2d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19
  (3d6 + 9) bludgeoning damage. If the target is a creature and is Huge or
  smaller, it must succeed on a DC 25 Strength saving throw or be knocked
  prone.
  Souldrink. Melee Spell Attack: +15 to hit, reach 5 ft., one grappled
  creature. Hit: The target suffers 1d2 levels of exhaustion, and the aspect
  regains 28 (8d6) hit points. If this exhaustion were to kill the target, the
  target instead loses all levels of exhaustion and becomes dominated by
  the aspect, as the dominate monster spell (no concentration required by
  the aspect). This domination ends only when the aspect is killed.
  Poison Breath (Recharge 5–6). The aspect exhales poisonous gas in a 120-
  foot cone. Each creature in that area must make a DC 24 Constitution
  saving throw, taking 42 (12d6) poison damage on a failed save, or half as
  much damage on a successful one.
  Teleport. The aspect magically teleports, along with any equipment it is
  wearing or carrying, up to 120 feet to an unoccupied space it can see.
  Legendary Actions
  The aspect can take 3 legendary actions, choosing from the options
  below. Only one legendary action can be used at a time and only at the
  end of another creature's turn. The aspect regains spent legendary actions
  at the start of its turn.
  Move. The aspect moves up to its speed.
  Teleport. The aspect uses its Teleport action.
  Poison Breath (Costs 2 Actions). The aspect recharges its Poison Breath
  and uses it.
  Swat Away (Costs 2 Actions). The aspect makes a claw attack. If the attack
  hits, the target must succeed on a DC 25 Strength saving throw or be
  pushed 15 feet in a straight line away from the aspect. If the saving
  throw fails by 5 or more, the target also falls prone.
  
  36
  Avamerin
  Large celestial (shapechanger), chaotic evil
  Armor Class 21 (plate +3)
  Hit Points 250 (20d10 + 140)
  Speed 40 ft., fly 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  20 (+5)
  24 (+7)
  28 (+8)
  28 (+8)
  28 (+8)
  Saving Throws Con +13, Wis +14, Cha +14
  Skills Deception +14, Perception +14, Persuasion +14, Religion +20
  Damage Resistances cold, fire, necrotic, radiant
  Damage Immunities poison; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Challenge 20 (25,000 XP)
  Special Equipment. Avamerin wears adamantine plate armor +3 (accounted
  for in his statistics). While Avamerin wears this armor, any critical hit
  against him becomes a normal hit.
  Shapechanger. Avamerin can use his action to polymorph into a planetar,
  or back into his true form. His statistics are the same in each form. Any
  equipment he is wearing or carrying isn't transformed. He reverts to his
  true form if he dies.
  Aura of False Divinity. Avamerin has advantage on Charisma checks
  directed towards creatures within 30 feet of him. A creature can identify
  this effect by using an action to make an Intelligence (Arcana) or
  Intelligence (Religion) check contested by Avamerin's Charisma
  (Deception) check. A creature is unaffected by this aura if it is immune to
  being charmed or if it identifies the effect for what it is.
  Disciple of Sertrous. Avamerin has advantage on saving throws against
  divine spells, which are spells cast by clerics, paladins, druids, rangers,
  celestials, and other sources the DM deems appropriate.
  Divine Awareness. Avamerin knows if he hears a lie. Additionally, Wisdom
  (Insight) checks are unable to discern Avamerin's true intentions, and no
  matter what he says, magic that would determine if Avamerin is telling the
  truth indicates that he is being truthful.
  Innate Spellcasting. Avamerin's innate spellcasting ability is Charisma (spell
  save DC 22). Avamerin can innately cast the following spells, requiring no
  material components:
  At will: alter self, detect evil and good, invisibility (self only)
  3/day each: blade barrier, dispel evil and good, flame strike, raise dead
  1/day each: commune, control weather, insect plague
  Magic Resistance. Avamerin has advantage on saving throws against spells
  and other magical effects.
  Spellcasting. Avamerin is a 20th-level spellcaster. His spellcasting ability is
  Wisdom (spell save DC 22, +14 to hit with spell attacks). Avamerin has
  the following cleric spells prepared:
  Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, cure wounds, inflict wounds
  2nd level (3 slots): hold person, silence, spiritual weapon
  3rd level (3 slots): bestow curse, spirit guardians, summon lesser demons
  4th level (3 slots): death ward*, guardian of faith, summon greater demon
  5th level (3 slots): contagion, flame strike, geas, mass cure wounds
  6th level (2 slots): harm, soul cage
  7th level (2 slots): divine word, reverse gravity
  8th level (1 slot): dominate monster, maddening darkness
  9th level (1 slot): gate
  *Avamerin casts this spell on himself before combat.
  Unholy Weapons. Avamerin's weapon attacks are magical. When Avamerin
  hits with any weapon, the weapon deals an extra 5d8 necrotic damage
  (included in the attack).
  Actions
  Multiattack. Avamerin makes two attacks with his greatsword. He can
  substitute Horrid Touch for one of these attacks.
  Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
  21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.
  Horrid Touch (Recharge 5–6). Melee Spell Attack: +14 to hit, reach 5 ft.,
  one target. Hit: 44 (8d10) necrotic damage, and the target must succeed
  on a DC 22 Constitution saving throw or be poisoned for 1 minute. While
  poisoned in this way, the target is also blinded and deafened. The target
  can repeat the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Dark Speech. Avamerin takes 13 (2d12) psychic damage, and each
  creature within 60 feet of Avamerin that can hear him must succeed on a
  DC 22 Wisdom saving throw or be charmed or frightened (Avamerin's
  choice) for 1 minute. A charmed or frightened target can repeat the
  saving throw at the end of each of its turns, ending the effect on itself on
  a success.
  Healing Touch (4/Day). Avamerin touches another creature. The target
  magically regains 30 (6d8 + 3) hit points and is freed from any curse,
  disease, poison, blindness, or deafness.
  Seghulerak
  Large monstrosity (shapechanger, yuan-ti), chaotic evil
  Armor Class 19 (natural armor, shield)
  Hit Points 157 (15d10 + 75)
  Speed 40 ft., fly 60 ft. (Wings of Flying)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  16 (+3)
  20 (+5)
  17 (+3)
  20 (+5)
  19 (+4)
  Saving Throws Str +13, Wis +11
  Skills Deception +16, Insight +11, Perception +11, Persuasion +16,
  Religion +9, Stealth +9
  Damage Immunities poison; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Draconic
  Challenge 17 (18,000 XP)
  Special Equipment. Seghulerak wears wings of flying, a belt of fire giant
  strength, and an animated shield (accounted for in her statistics).
  Shapechanger. Seghulerak can use her action to polymorph into a Large
  snake, or back into her true form. Her statistics are the same in each form.
  Any equipment she is wearing or carrying isn't transformed. She doesn't
  change form if she dies.
  Commander of Evil. Seghulerak can utter a special command or warning
  whenever a nonhostile creature that she can see within 30 feet of her
  makes an attack roll or a saving throw (no reaction required). The creature
  can add a d4 to its roll provided it can hear and understand Seghulerak.
  This trait doesn't function while Seghulerak is incapacitated.
  Disciple of Sertrous. Seghulerak has advantage on saving throws against
  divine spells, which are spells cast by clerics, paladins, druids, rangers,
  celestials, and other sources the DM deems appropriate.
  Innate Spellcasting (Abomination Form Only). Seghulerak's innate
  spellcasting ability is Charisma (spell save DC 18). Seghulerak can innately
  cast the following spells, requiring no material components:
  At will: animal friendship (snakes only)
  3/day: suggestion
  1/day: fear
  Legendary Resistance (2/Day). If Seghulerak fails a saving throw, she can
  choose to succeed instead.
  Magic Resistance. Seghulerak has advantage on saving throws against
  spells and other magical effects.
  Spellcasting. Seghulerak is a 15th-level spellcaster. Her spellcasting ability
  is Wisdom (spell save DC 19, +11 to hit with spell attacks). Seghulerak
  has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bane, command, cure wounds, guiding bolt
  2nd level (3 slots): hold person, spike growth, spiritual weapon*
  3rd level (3 slots): erupting earth, spirit guardians, summon lesser
  demons
  4th level (3 slots): death ward*, summon greater demon
  5th level (3 slots): antilife shell, contagion, mislead
  6th level (2 slots): disintegrate, flesh to stone
  7th level (2 slots): divine word, finger of death
  8th level (1 slot): holy aura
  *Seghulerak casts these spells on herself before combat.
  Actions
  Multiattack. Seghulerak makes three melee attacks, but can use her bite
  and constrict attacks only once each.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 10
  (1d6 + 7) piercing damage plus 10 (3d6) poison damage.
  Constrict. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
  14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC
  17). Until this grapple ends, the target is restrained, and Seghulerak can't
  constrict another target.
  Spiked Chain (Abomination Form Only). Melee Weapon Attack: +13 to hit,
  reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.
  Dark Speech. Seghulerak takes 13 (2d12) psychic damage, and each
  creature within 60 feet of Seghulerak that can hear her must succeed on a
  DC 18 Wisdom saving throw or be charmed or frightened (Seghulerak's
  choice) for 1 minute. A charmed or frightened target can repeat the
  saving throw at the end of each of its turns, ending the effect on itself on
  a success.
  Reactions
  Unholy Protection. Seghulerak halves the damage that she takes from an
  attack, spell, or other effect.
  
  Magic Items and Monsters
  In general, I find that 3.5 gives NPCs a lot of magic items. For example,
  this is Seghulerak's list of possessions from the original book:
  +1 full plate, +1 speed anarchic spiked chain, +3 composite longbow (+8
  Str bonus) with 20 arrows, belt of giant strength +6, periapt of Wisdom
  +6, greater bracers of archery, ring of minor fire resistance, ring of
  freedom of movement
  As a player, would you want to fight a monster with all of those items in
  5th edition? As a DM, would you want your players to obtain all of those
  magic items after looting the owner's body?
  A lot of the high level NPCs in this book so far have 3.5 possession lists
  similar to this one. However, 5th edition has made it so that magic items
  are not necessary for players to function, and that monsters can typically
  be designed without them. So for most of them, I excluded their magic
  items unless it made sense for them to have them, or in the case of
  Obligatum, the lore demanded they have them. This meant that most of
  the monsters so far have no magic items.
  You may have noticed that in this chapter, a few of these monsters did
  have magic items. The reason for is to spice up the existing stat blocks
  these were based on - Avamerin is a corrupted planetar, Seghulerak is a
  yuan-ti abomination, and Zuvexus is a marilith. Stat bonuses, spellcasting,
  and innate spellcasting can only take a stat block so far, so I gave them
  some minor magic items to spice things up. Not to mention, it is fun for
  players to loot magic items... in moderation. And against these monsters,
  players are most likely going to need magic items to even the playing
  field.
  37
  Zuvexus
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft., fly 60 ft. (Wings of Flying)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  20 (+5)
  20 (+5)
  18 (+4)
  16 (+3)
  20 (+5)
  Saving Throws Str +10, Con +11, Wis +9, Cha +11
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 17 (18,000 XP)
  Special Equipment. Zuvexus wears wings of flying (accounted for in her
  statistics).
  Disciple of Sertrous. Zuvexus has advantage on saving throws against
  divine spells, which are spells cast by clerics, paladins, druids, rangers,
  celestials, and other sources the DM deems appropriate.
  Innate Spellcasting. Zuvexus' innate spellcasting ability is Charisma (spell
  save DC 19). Zuvexus can innately cast the following spells, requiring no
  material components:
  At will: detect magic, sacred flame, spiritual weapon 2/day each: blade
  barrier, major image, telekinesis
  Magic Resistance. Zuvexus has advantage on saving throws against spells
  and other magical effects.
  Magic Weapons. Zuvexus' weapon attacks are magical.
  Reactive. Zuvexus can take one reaction on every turn in combat.
  Actions
  Multiattack. Zuvexus makes seven attacks: six with her longswords and
  one with her tail.
  Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
  13 (2d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15
  (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is
  grappled (escape DC 19). Until this grapple ends, the target is restrained,
  Zuvexus can automatically hit the target with her tail, and Zuvexus can't
  make tail attacks against other targets.
  Teleport. Zuvexus magically teleports, along with any equipment she is
  wearing or carrying, up to 120 feet to an unoccupied space she can see.
  Summon Demon (1/Day). Zuvexus chooses what to summon and attempts
  a magical summoning. Zuvexus has a 50 percent chance of summoning
  1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one
  marilith. A summoned demon appears in an unoccupied space within 60
  feet of Zuvexus, acts as an ally of Zuvexus, and can't summon other
  demons. It remains for 1 minute, until it or Zuvexus dies, or until Zuvexus
  dismisses it as an action.
  Reactions
  Parry. Zuvexus adds 5 to her AC against one melee attack that would hit
  her. To do so, Zuvexus must see the attacker and be wielding a melee
  weapon.
  Golothoma
  Huge fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., burrow 60 ft., swim 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  20 (+5)
  21 (+5)
  6 (-3)
  12 (+2)
  18 (+4)
  Saving Throws Str +10, Con +10
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 13 (10,000 XP)
  Amphibious. The golothoma can breathe air and water.
  Dimensional Reach. The golothoma can reach between dimensions to
  strike at distant targets with its claws. This increases the reach of the
  golothoma's claws to 45 feet (included in the attack).
  Foment Madness. Any hostile creature that starts its turn within 30 feet of
  the golothoma must succeed on a DC 18 Wisdom saving throw. On a
  failed save, it hears a faint buzzing in its head for a moment and has
  disadvantage on its next attack roll, saving throw, or ability check.
  If the saving throw against Foment Madness fails by 5 or more, the
  creature is instead subjected to the confusion spell for 1 minute (no
  concentration required by the golothoma). While under the effect of that
  confusion, the creature is immune to Foment Madness.
  Magic Resistance. The golothoma has advantage on saving throws against
  spells and other magical effects.
  Magic Weapons. The golothoma's weapon attacks are magical.
  Ravenous Shadow. The golothoma darkens the area around its body in a
  15-foot radius. Nonmagical light can't illuminate this area of dim light.
  Any creature that moves into this shadowy area for the first time on a turn
  or starts or ends its turn there must make a DC 17 Constitution saving
  throw. On a failed save, the creature suffers one level of exhaustion, and
  the golothoma regains 5 hit points. Any levels of exhaustion caused by
  this effect go away after 1 hour.
  Siege Monster. The golothoma deals double damage to objects and
  structures.
  Actions
  Multiattack. The golothoma makes three attacks: two with its claws and
  one with its tail.
  Claw. Melee Weapon Attack: +10 to hit, reach 45 ft., one target. Hit: 15
  (3d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 21
  (3d10 + 5) bludgeoning damage plus 10 (3d6) acid damage. If the target
  is a creature, it must succeed on a DC 20 Strength saving throw or be
  knocked prone.
  Teleport. The golothoma magically teleports, along with any equipment it
  is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  
  Vanguard Cleric Template
  Although most of the elder evils are anathema to all things divine, Sertrous
  encourages priests to draw upon faith— provided they do not keep faith in the gods
  they know. Better to draw faith from the lust for murder or the desire for
  domination, or best of all, to draw upon the demon lord himself. Clerics of Sertrous
  can choose their domains freely as if they were clerics devoted to an ideal, although
  most choose Destruction and Trickery.
  When a creature, typically a yuan-ti, becomes a vanguard cleric, it retains its
  statistics except as described below.
  Ability Score Adjustment. A vanguard cleric's Wisdom score is higher than the
  rest of its kind. The cleric's Wisdom score rises to match its Strength score; if it was
  already equal to or higher than its Strength score, the cleric's Wisdom score instead
  increases by 2.
  Challenge Rating. The vanguard cleric's challenge rating, and thus its proficiency
  bonus and so on, must be recalculated after the following features are applied. Most
  notably, the average damage per round calculation must take into account the
  vanguard cleric's spells and the damage they can deal.
  Class Features. At your discretion, you can give the vanguard cleric some or all of
  the features that a cleric of its level would have. For example, you can choose to
  exclude abilities like Turn Undead that aren't relevant in most combat situations. As
  not all worship-worthy ideals are represented by existing divine domains, you may
  come up with your own thematically appropriate features for the vanguard cleric to
  have, or you can simply not give it class features at all.
  Disciple of Sertrous. The vanguard cleric has advantage on saving throws
  against divine spells, which are spells cast by clerics, paladins, druids, rangers,
  celestials, and other sources the DM deems appropriate.
  Spellcasting. The vanguard cleric is a spellcaster with a level of your choice. Its
  spellcasting ability is Wisdom. The vanguard cleric has spell slots and a certain
  number of spells it can prepare as determined by its cleric level and Wisdom
  modifier.
  Spells. Vanguard clerics can choose their divine domain freely. As such, each
  vanguard cleric will typically have spells from its chosen domain prepared
  automatically, as described by each divine domain's subclass description. However,
  as vanguard clerics can choose any ideal they want to be associated with their divine
  domain, it is acceptable to choose spells from any class' spell list as long as these
  spells are thematically appropriate for a given ideal. Below is a list of recommended
  cantrips and spells from 1st to 9th level that any vanguard cleric may wish to
  prepare spells from.
  Suggested Vanguard Cleric Spells
  Spell Level
  Spells
  Cantrip
  guidance, mending, resistance, sacred flame, thaumaturgy
  1
  bane, charm person, command, cure wounds, guiding bolt, shield
  of faith*
  2
  alter self*, hold person, invisibility*, mirror image*, silence,
  spiritual weapon*
  3
  bestow curse, clairvoyance, conjure animals*, erupting earth,
  spirit guardians*, summon lesser demons*
  4
  confusion, death ward*, dominate beast, guardian of faith*,
  summon greater demon*, wall of fire
  5
  antilife shell*, contagion, dominate person, flame strike, geas,
  mass cure wounds
  6
  disintegrate, harm, mass suggestion, mental prison, planar ally*,
  word of recall
  7
  crown of stars*, divine word, finger of death, power word pain,
  reverse gravity, whirlwind
  8
  Abi-Dalzim's horrid wilting, control weather*, dominate monster,
  earthquake, holy aura*, maddening darkness
  9
  foresight*, gate, power word kill, storm of vengeance, time stop,
  weird
  *You may wish for the vanguard cleric to cast one or more of these spells (on itself, if
  relevant) before combat.
  38
  Vanguard Assassin
  Medium humanoid (shapechanger, yuan-ti), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  13 (+1)
  13 (+1)
  12 (+1)
  14 (+2)
  Saving Throws Dex +6
  Skills Acrobatics +6, Deception +4, Perception +3, Stealth +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Draconic
  Challenge 4 (1,100 XP)
  Shapechanger. The assassin can use its action to polymorph into a flying
  snake, or back into its true form. Its statistics are the same in each form,
  except that it is can take advantage of the flying snake's flying speed and
  Tiny size. The assassin's gear melds into the new form. The assassin can't
  activate, use, wield, or otherwise benefit from any of its equipment. It
  reverts to its true form if it dies.
  Assassinate. During its first turn, the assassin has advantage on attack rolls
  against any creature that hasn't taken a turn. Any hit the assassin scores
  against a surprised creature is a critical hit.
  Disciple of Sertrous. The assassin has advantage on saving throws against
  divine spells, which are spells cast by clerics, paladins, druids, rangers,
  celestials, and other sources the DM deems appropriate.
  Evasion. If the assassin is subjected to an effect that allows it to make a
  Dexterity saving throw to take only half damage, the assassin instead takes
  no damage if it succeeds on the saving throw, and only half damage if it
  fails.
  Innate Spellcasting. The assassin's innate spellcasting ability is Charisma
  (spell save DC 12). The assassin can innately cast the following spells,
  requiring no material components:
  At will: animal friendship (snakes only)
  3/day each: poison spray, suggestion
  Magic Resistance. The assassin has advantage on saving throws against
  spells and other magical effects.
  Sneak Attack (1/Turn). The assassin deals an extra 7 (2d6) damage when it
  hits a target with a weapon attack and has advantage on the attack roll, or
  when the target is within 5 feet of an ally of the assassin that isn't
  incapacitated and the assassin doesn't have disadvantage on the attack
  roll.
  Actions
  Multiattack. The assassin makes two melee attacks.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
  (1d6 + 4) slashing damage plus 3 (1d6) poison damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
  Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.
  Fiendish Anaconda
  Huge fiend (demon), chaotic evil
  Armor Class 12
  Hit Points 75 (10d12 + 10)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  12 (+1)
  6 (−2)
  12 (+1)
  3 (−4)
  Skills Perception +3, Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  Languages understands Abyssal but cannot speak
  Challenge 3 (700 XP)
  Aggressive. As a bonus action, the anaconda can move up to its speed
  toward a hostile creature it can see.
  Reckless. At the start of its turn, the anaconda can gain advantage on all
  melee weapon attack rolls it makes during that turn, but attack rolls
  against it have advantage until the start of its next turn.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11
  (2d6 + 4) piercing damage.
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
  13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC
  16). Until this grapple ends, the creature is restrained, and the anaconda
  can't constrict another target.
  
  39
  Vanguard Cleric of Destruction
  Medium humanoid (any race), chaotic evil
  Armor Class 16 (breastplate)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  13 (+1)
  17 (+3)
  12 (+1)
  Saving Throws Str +6, Wis +6
  Skills Athletics +6, Deception +4, Religion +4
  Senses passive Perception 13
  Languages Abyssal, Common
  Challenge 6 (2300 XP)
  Disciple of Sertrous. The cleric has advantage on saving throws against divine
  spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and
  other sources the DM deems appropriate.
  Hand of Devastation. Whenever the cleric rolls damage for a spell, it can reroll
  the spell's damage dice and use either total.
  Rampage. When the cleric reduces a creature to 0 hit points with a melee
  attack on its turn, the cleric can take a bonus action to move up to half its
  speed and make another attack.
  Spellcasting. The cleric is a 7th-level spellcaster. Its spellcasting ability is
  Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following
  cleric spells prepared:
  Cantrip (at will): blade ward, produce flame, thaumaturgy, toll the dead
  1st level (4 slots): bane, inflict wounds, shield of faith, wrathful smite
  2nd level (3 slots): enhance ability, enlarge/reduce, shatter
  3rd level (3 slots): Melf's minute meteors, thunder step
  4th level (1 slot): guardian of faith, staggering smite
  Actions
  Multiattack. The cleric makes two melee attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
  (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two
  hands, plus 9 (2d8) thunder damage.
  Vanguard Cleric of Beauty
  Medium humanoid (any race), chaotic evil
  Armor Class 16 (Beauty's Refuge)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  15 (+2)
  12 (+1)
  20 (+5)
  18 (+4)
  Saving Throws Wis +8, Cha +7
  Skills Deception +9, Performance +7, Persuasion +9, Religion +4
  Condition Immunities charmed, frightened
  Senses passive Perception 15
  Languages Abyssal, Common
  Challenge 8 (3900 XP)
  Beauty's Refuge. The AC of the cleric includes its Charisma bonus.
  Disciple of Sertrous. The cleric has advantage on saving throws against divine
  spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and
  other sources the DM deems appropriate.
  Inquisition Defier. The cleric is immune to effects that allows other creatures
  to read its thoughts, determine whether it is lying, or know its alignment.
  Spellcasting. The cleric is a 12th-level spellcaster. Its spellcasting ability is
  Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following
  cleric spells prepared:
  Cantrips (at will): dancing lights, friends, guidance, sacred flame
  1st level (4 slots): bless, charm person, heroism
  2nd level (3 slots): enthrall, levitate, suggestion
  3rd level (3 slots): beacon of hope, hypnotic pattern, spirit guardians
  4th level (3 slots): charm monster, compulsion, phantasmal killer
  5th level (2 slots): destructive wave, dominate person, hold monster
  6th level (1 slot): magic jar, mass suggestion
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Beauty's Truce (1/Day). Each creature within 100 feet of the cleric must make
  a DC 16 Charisma saving throw. Each creature that fails this save is charmed
  by every other creature that also failed the saving throw. This benefit lasts for
  one hour. While charmed by this ability, creatures consider all other creatures
  charmed by it to be their allies. They fight to defend them from attackers.
  Reactions
  Rebuke the Defiler. When a creature the cleric can see within 30 feet it hits
  the cleric with an attack, that creature must make a DC 16 Wisdom save. On
  a failed saving throw, it takes psychic damage equal to the damage dealt. On
  a successful save, it takes half that damage.
  Vanguard Cleric of Darkness
  Medium humanoid (any race), chaotic evil
  Armor Class 13 (leather)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  16 (+3)
  14 (+2)
  20 (+5)
  16 (+3)
  Saving Throws Con +7, Wis +9
  Skills Arcana +6, Deception +7, Perception +9, Religion +6
  Damage Resistances necrotic
  Condition Immunities frightened
  Senses truesight 60 ft., passive Perception 19
  Languages Abyssal, Common
  Challenge 10 (5900 XP)
  Disciple of Sertrous. The cleric has advantage on saving throws against divine
  spells, which are spells cast by clerics, paladins, druids, rangers, celestials, and
  other sources the DM deems appropriate.
  Hungry Darkness. The cleric regains 10 hit points if it starts its turn in dim
  light or darkness and has at least 1 hit point.
  Shadow Stealth. While in dim light or darkness, the cleric can take the Hide
  action as a bonus action.
  Spellcasting. The cleric is a 14th-level spellcaster. Its spellcasting ability is
  Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following
  cleric spells prepared:
  Cantrip (at will): chill touch, frostbite, thaumaturgy, toll the dead
  1st level (4 slots): arms of Hadar, bane, hex, inflict wounds
  2nd level (3 slots): blindness/deafness, darkness, invisibility
  3rd level (3 slots): fear, fly, vampiric touch
  4th level (3 slots): blight, Evard's black tentacles, shadow of moil
  5th level (2 slots): cone of cold, contagion, enervation
  6th level (1 slot): circle of death, soul cage
  Testament of Faith. When the cleric is reduced to 0 hit points, it explodes in a
  burst of divine energy. Each creature within 10 feet of the cleric must make a
  DC 17 Constitution saving throw, taking 14 (4d6) necrotic damage on a
  failed save, or half as much damage on a successful one. The cleric and
  everything it is wearing and carrying, except magic items, fade into the
  shadows and disappear. The cleric's soul then passes into Sertrous' realm in
  the Abyss; the cleric can't become undead or be brought back to life by any
  means short of a wish spell.
  Actions
  Withering Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 7
  (2d6 + 5) necrotic damage.
  
  The Worm That Walks
  40
  Kyuss
  Gargantuan aberration, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 350 (20d20 + 140)
  Speed 50 ft., burrow 10 ft., climb 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  12 (+1)
  24 (+7)
  25 (+7)
  15 (+2)
  24 (+7)
  Saving Throws Str +16, Con +15, Wis +10, Cha +17
  Skills Arcana +15, Perception +10, Stealth +8
  Damage Resistances fire, lightning
  Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified,
  poisoned, unconscious
  Senses truesight 120 ft., blindsight 500 ft. (blind beyond this radius),
  tremorsense 1 mile, passive Perception 21
  Languages all, telepathy 1,000 ft.
  Challenge 25 (75,000 XP)
  Anathematic Secrecy. Kyuss can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Create Spawn. A Medium or smaller creature that is slain by Kyuss is raised as
  a spawn of Kyuss under his control after 1d4 rounds. Constructs are not
  affected by this feature. Additionally, when Kyuss casts a spell that raises
  undead, he can choose for any number of the undead to be spawn of Kyuss.
  Divine Scourge (1/Day). As a bonus action, each creature within 100 miles of
  Kyuss that is a celestial or a user of divine magic (a cleric, paladin, druid,
  ranger, or some other class the DM deems appropriate) must make a DC 23
  Constitution saving throw. A target takes 35 (10d6) necrotic damage on a
  failed save, or half as much damage on a successful one. On a failed save, a
  target also suffers one level of exhaustion.
  Innate Spellcasting. Kyuss' innate spellcasting ability is Charisma (spell save
  DC 23). He can innately cast the following spells, requiring no components:
  3/day each: create undead, divine word, soul cage
  Legendary Resistance (3/Day). If Kyuss fails a saving throw, he can choose to
  succeed instead.
  Magic Resistance. Kyuss has advantage on saving throws against spells and
  other magical effects.
  Magic Weapons. Kyuss' weapon attacks are magical.
  Quicken Spell (Recharge 5-6). As a bonus action, Kyuss can cast a spell using a
  spell slot of 6th level or lower. Kyuss cannot cast two spells of 1st level or
  higher on the same turn.
  Return to Worms. When Kyuss is reduced to 0 hit points, he breaks apart into
  16 swarms of insects in the same space. Unless the swarms are destroyed,
  Kyuss reforms from them 24 hours later.
  Spellcasting. Kyuss is a 20th-level spellcaster. His spellcasting ability is
  Charisma (spell save DC 23, +15 to hit with spell attacks). Kyuss knows the
  following spells:
  Cantrips (at will): chill touch, mold earth, thaumaturgy, toll the dead
  1st level (4 slots): bane, bless, hex, shield, thunderwave
  2nd level (3 slots): darkness, hold person, misty step, spiritual weapon
  3rd level (3 slots): animate dead, bestow curse, counterspell, spirit guardians
  4th level (3 slots): blight, ice storm, Evard's black tentacles
  5th level (3 slots): danse macabre, negative energy flood, hold monster
  6th level (2 slots): circle of death, planar ally, scatter
  7th level (2 slots): finger of death, reverse gravity
  8th level (1 slot): Abi-Dalzim's horrid wilting, dominate monster
  9th level (1 slot): power word kill, time stop
  Unyielding Essence. Kyuss is immune to any spell or effect that would alter his
  form, as well as those that would read his thoughts, determine if he is lying,
  or magically influence his thoughts or behavior.
  Actions
  Multiattack. Kyuss can use his Frightful Presence. He then makes two slam
  attacks.
  Slam. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 26 (4d8
  + 8) bludgeoning damage plus 7 (2d6) poison damage.
  Frightful Presence. Each creature of Kyuss' choice that is within 120 feet of
  Kyuss and aware of him must succeed on a DC 23 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 effect on itself on a success. If a
  creature's saving throw is successful or the effect ends for it, the creature is
  immune to Kyuss' Frightful Presence for the next 24 hours.
  Plague of Worms (Recharge 5-6). Each creature of Kyuss' choice within 20 feet
  of him must make a DC 23 Dexterity saving throw. On a failed save, a target
  takes 27 (5d10) necrotic damage and is blinded and restrained by masses of
  swarming worms. An affected creature takes 27 (5d10) necrotic damage at
  the start of each of Kyuss' turns. A creature can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a success.
  Worm Smite (Recharge 5-6). Kyuss makes a slam attack against a creature
  within 15 feet of him. If the attack hits, it deals 32 (5d12) extra necrotic
  damage in addition to its normal damage. This extra damage increases to 45
  (7d12) if the target is a celestial or a user of divine magic (a cleric, paladin,
  druid, ranger, or some other class the DM deems appropriate). If this attack
  hits a target affected by Kyuss' Plague of Worms, the target must also
  succeed on a DC 23 Constitution saving throw or suffer one level of
  exhaustion.
  Legendary Actions
  Kyuss 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. Kyuss regains spent legendary actions at the start of
  his turn.
  Move. Kyuss moves up to half his speed.
  Cantrip. Kyuss casts a cantrip.
  Bless Spawn (Costs 2 Actions). Kyuss targets one spawn of Kyuss within 60
  feet of him. The target magically transforms into a blessed spawn of Kyuss.
  The target's hit points are raised to meet its new hit point maximum, even
  if it had taken damage before its transformation.
  Summon Spawn (Costs 2 Actions). A spawn of Kyuss emerges from a point on
  the ground within 30 feet of Kyuss. The spawn acts on its own initiative
  count and follow Kyuss' orders to the best of its ability.
  
  41
  Avolakia
  Large aberration (shapechanger), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  17 (+3)
  14 (+2)
  18 (+4)
  20 (+5)
  Saving Throws Con +6, Wis +7
  Skills Arcana +5, Deception +8, Intidimation +8, Persuasion +8
  Damage Resistances fire
  Damage Immunities cold, poison
  Condition Immunities paralyzed, poisoned
  Senses darkvision 60 ft., passive perception 14
  Languages Common, Avolakia, Deep Speech, Undercommon (can only
  speak Avolakia in its true form)
  Challenge 7 (2,900 XP)
  Shapechanger. The avolakia can use its action to polymorph into a Small or
  Medium humanoid, or back into its true form. While in humanoid form,
  the avolakia can use its vocal cords to speak any language it knows, rather
  than just its native language. Its statistics, other than its size, are the same
  in each form. Any equipment it is wearing or carrying isn't transformed. It
  reverts to its true form if it dies.
  Innate Spellcasting. The avolakia's innate spellcasting ability is Charisma
  (spell save DC 16, +8 to hit with spell attacks). The avolakia can innately
  cast the following spells, requiring no material components:
  At will: cause fear, chill touch, mage hand, vampiric touch
  1/day each: animate dead, blight, danse macabre, suggestion
  Magic Resistance. The avolakia has advantage on saving throws against
  spells and other magical effects.
  Poisonous Slime (Avolakia Form Only). A creature that touches the avolakia
  or hits it with a melee attack while within 5 feet of it takes 9 (2d8) poison
  damage.
  Regeneration. The avolakia regains 10 hit points at the start of its turn. If
  the avolakia takes acid or lightning damage, this trait doesn't function at
  the start of the avolakia's next turn. The avolakia dies only if it starts its
  turn with 0 hit points and doesn't regenerate.
  Actions
  Multiattack (Avolakia Form Only). The avolakia makes three attacks: one
  with its bite and two with its claws.
  Bite (Avolakia Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison
  damage.
  Claw (Avolakia Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Herald of Kyuss
  Large aberration (shapechanger), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 119 (14d10 + 42)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  17 (+3)
  19 (+4)
  22 (+6)
  20 (+5)
  Saving Throws Con +8, Wis +11, Cha +10
  Skills Arcana +9, Deception +10, Intimidation +10, Insight +11,
  Persuasion +10, Religion +9
  Damage Resistances fire, necrotic
  Damage Immunities cold, poison
  Condition Immunities paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Avolakia, Deep Speech, Undercommon (can only
  speak Avolakia in his true form)
  Challenge 15 (13,000 XP)
  Shapechanger. The herald can use his action to polymorph into a Small or
  Medium humanoid, or back into his true form. While in humanoid form,
  the herald can use his vocal cords to speak any language he knows, rather
  than just his native language. His statistics, other than his size, are the
  same in each form. Any equipment he is wearing or carrying isn't
  transformed. He reverts to his true form if he dies.
  Innate Spellcasting. The herald's innate spellcasting ability is Charisma
  (spell save DC 18, +10 to hit with spell attacks). He can innately cast the
  following spells, requiring no material components:
  At will: cause fear, chill touch, mage hand, vampiric touch
  2/day each: blight, create undead, danse macabre, mass suggestion
  Legendary Resistance (3/Day). If the herald fails a saving throw, he can
  choose to succeed instead.
  Magic Resistance. The herald has advantage on saving throws against spells
  and other magical effects.
  Poisonous Slime (Avolakia Form Only). A creature that touches the herald
  or hits him with a melee attack while within 5 feet of him takes 9 (2d8)
  poison damage.
  Reaper. When the herald casts a necromancy cantrip that normally targets
  only one creature, the spell can instead target two creatures within range
  and within 5 feet of each other. Additionally, the herald's spells and Touch
  of Death both ignore resistance to necrotic damage.
  Regeneration. The herald regains 10 hit points at the start of his turn. If the
  herald takes acid or lightning damage, this trait doesn't function at the
  start of his next turn. The herald dies only if he starts his turn with 0 hit
  points and doesn't regenerate.
  Spellcasting. The herald is a 8th-level spellcaster. The herald's spellcasting
  ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The
  herald has the following cleric spells prepared:
  Cantrip (at will): friends, minor illusion, sacred flame, toll the dead
  1st level (4 slots): false life, inflict wounds, ray of sickness, shield of faith
  2nd level (3 slots): calm emotions, hold person, ray of enfeeblement
  3rd level (3 slots): animate dead, dispel magic, vampiric touch
  4th level (2 slots): blight, death ward, greater invisibility
  Touch of Death (Recharge 5-6). When the herald hits a creature with a
  melee attack, he can cause the attack to deal an additional 25 (1d8 + 21)
  necrotic damage to the target.
  Worm Necromancer. When the herald casts a spell that animates or
  creates undead, up to two of the undead can be turned into spawn of
  Kyuss.
  Actions
  Multiattack (Avolakia Form Only). The herald makes three attacks: one with
  his bite and two with his claws.
  Bite (Avolakia Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison
  damage, and the target must succeed on a DC 18 Wisdom saving throw
  or be frightened of the herald until the start of the herald's next turn.
  Claw (Avolakia Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Legendary Actions
  The herald of Kyuss 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 herald of Kyuss regains
  spent legendary actions at the start of his turn.
  Move. The herald moves up to his speed.
  Chill Touch (Costs 2 Actions). The herald innately casts chill touch.
  Backup Plan (Costs 3 Actions). If he can, the herald casts greater invisibility
  using a spell slot. He then moves up to half his speed.
  
  42
  Edwin Tolstoff
  Medium aberration, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 168 (16d8 + 96)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  23 (+6)
  18 (+4)
  20 (+5)
  16 (+3)
  Saving Throws Dex +7, Wis +11, Cha +9
  Skills Perception +11, Religion +10
  Damage Resistances cold; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities necrotic, poison, psychic
  Condition Immunities charmed, frightened, paralyzed, petrified, poisoned,
  restrained
  Senses darkvision 60 ft., passive Perception 20
  Languages Abyssal, Common, Deep Speech
  Challenge 17 (18,000 XP)
  Commander of Evil. Edwin can utter a special command or warning
  whenever a nonhostile creature that he can see within 30 feet of him
  makes an attack roll or a saving throw (no reaction required). The creature
  can add a d4 to its roll provided it can hear and understand Edwin. This
  trait doesn't function while Edwin is incapacitated.
  Innate Spellcasting. Edwin's innate spellcasting ability is Charisma (spell
  save DC 17, +9 to hit with spell attacks). He can innately cast the
  following spells, requiring no material components:
  At will: disguise self, eldritch blast*, minor illusion
  3/day: dominate monster
  1/day: danse macabre
  *4 beams, +3 bonus to each damage roll
  Return to Worms. When Edwin is reduced to 0 hit points, he breaks apart
  into a swarm of insects in the same space. Unless the swarm is destroyed,
  Edwin reforms from it 24 hours later.
  Spellcasting. Edwin is a 7th-level spellcaster. His spellcasting ability is
  Wisdom (spell save DC 19, +11 to hit with spell attacks). Edwin has the
  following cleric spells prepared:
  Cantrips (at will): chill touch, fire bolt, infestation, toll the dead
  1st level (4 slots): command, cure wounds, shield
  2nd level (3 slots): darkness, hold person, misty step
  3rd level (3 slots): animate dead, bestow curse, fly
  4th level (1 slot): blight, greater invisibility
  Worm Necromancer. When Edwin casts a spell that animates or creates
  undead, up to two of the undead can be turned into spawn of Kyuss.
  Actions
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d8
  + 3) bludgeoning damage, and the target must succeed on a DC 20
  Constitution saving throw or be poisoned until the end of its next turn.
  Plague of Worms (Recharge 6). Each creature of Edwin's choice within 10
  feet of Edwin must make a DC 20 Dexterity saving throw. On a failed save,
  a target takes 22 (5d8) necrotic damage and is blinded and restrained by
  masses of swarming worms. An affected creature takes 22 (5d8) necrotic
  damage at the start of each of Edwin's turns. A creature can repeat the
  saving throw at the end of each of its turns, ending the effect on itself on
  a success. A worm-infested target dies if it drops to 0 hit points, then
  rises 10 minutes later as a spawn of Kyuss.
  Reactions
  Feed on Weakness. When a creature within 20 feet of Edwin fails a saving
  throw, Edwin gains 10 temporary hit points.
  Unholy Protection. Edwin halves the damage that he takes from an attack,
  spell, or other effect.
  Legendary Actions
  Edwin can take 3 legendary actions, choosing from the options below.
  Only one legendary action can be used at a time and only at the end of
  another creature's turn. Edwin regains spent legendary actions at the start
  of his turn.
  Exude Parasites. Edwin summons a swarm of insects or a swarm of rot
  grubs (Edwin's choice), which exits his body and occupies his space.
  The swarm acts on its own initiative, and follows Edwin's verbal
  commands to the best of its ability.
  Cantrip (Costs 2 Actions). Edwin casts one cantrip.
  Slam (Costs 2 Actions). Edwin makes one slam attack.
  Feed (Costs 3 Actions). Each creature restrained by Edwin's Plague of
  Worms takes 13 (3d8) necrotic damage, and Edwin gains 6 temporary
  hit points.
  Blessed Spawn of Kyuss
  Large undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 138 (12d10 + 72)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  23 (+6)
  3 (−4)
  8 (−1)
  14 (+2)
  Saving Throws Str +9, Wis +3
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can't speak
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The spawn's innate spellcasting ability is Charisma
  (spell save DC 14, +6 to hit with spell attacks). It can innately cast the
  following spells, requiring no components:
  At will: contagion, vampiric touch
  Regeneration. The spawn of Kyuss regains 15 hit points at the start of its
  turn. If the spawn takes radiant damage, this trait doesn't function at the
  start of the spawn's next turn. The spawn of Kyuss is destroyed only if it
  starts its turn with 0 hit points and doesn't regenerate.
  Worms. If the spawn of Kyuss is targeted by an effect that cures disease or
  removes a curse, all the worms infesting it wither away, and it loses its
  Burrowing Worm and Plague of Worms actions.
  Actions
  Multiattack. The spawn of Kyuss makes two claw attacks.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6
  + 5) bludgeoning damage plus 7 (2d6) necrotic damage, and if the target
  is a creature, it must must succeed on a DC 18 Constitution saving throw
  or its hit point maximum is reduced by an amount equal to the damage
  taken. This reduction lasts until the target finishes a long rest. The target
  dies if this effect reduces its hit point maximum to 0.
  Burrowing Worm. A worm launches from the spawn of Kyuss at one
  humanoid that the spawn can see within 10 feet of it. The worm latches
  onto the target's skin unless the target succeeds on a DC 12 Dexterity
  saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in
  every ability score, and a speed of 1 foot. While on the target's skin, the
  worm can be killed by normal means or scraped off using an action (the
  spawn can use this action to launch a scraped-off worm at a humanoid it
  can see within 10 feet of the worm). Otherwise, the worm burrows under
  the target's skin at the end of the target's next turn, dealing 1 piercing
  damage to it. At the end of each of its turns thereafter, the target takes 7
  (2d6) necrotic damage per worm infesting it (maximum of 10d6). A
  worm-infested target dies if it drops to 0 hit points, then rises 10 minutes
  later as a spawn of Kyuss. If a worm-infested creature is targeted by an
  effect that cures disease or removes a curse, all the worms infesting it
  wither away.
  Plague of Worms (Recharge 6). Each creature of the spawn's choice within
  10 feet of the spawn of Kyuss must make a DC 18 Dexterity saving throw.
  On a failed save, a target takes 18 (4d8) necrotic damage and is restrained
  by masses of swarming worms. An affected creature takes 18 (4d8)
  necrotic damage at the start of each of the spawn of Kyuss' turns. A
  creature can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  
  43
  Century Worm
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (15d20 + 90)
  Speed 50 ft., burrow 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  7 (−2)
  22 (+6)
  1 (−5)
  8 (−1)
  4 (−3)
  Saving Throws Con +11, Wis +4
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages —
  Challenge 15 (13,000 XP)
  Tunneler. The worm can burrow through solid rock at half its burrow speed
  and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The worm makes two attacks: one with its bite and one with its
  stinger.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 +
  9) piercing damage, and the target must make a DC 19 Constitution saving
  throw, taking 28 (8d6) poison damage on a failed save, or half as much
  damage on a successful one. If the target is a Large or smaller creature, it
  must succeed on a DC 19 Dexterity saving throw or be swallowed by the
  worm. A swallowed creature is blinded and restrained, it has total cover
  against attacks and other effects outside the worm, and it takes 21 (6d6)
  acid damage at the start of each of the worm's turns.
  If the worm takes 30 damage or more on a single turn from a creature inside
  it, the worm must succeed on a DC 21 Constitution saving throw at the end
  of that turn or regurgitate all swallowed creatures, which fall prone in a space
  within 10 feet of the worm. If the worm dies, a swallowed creature is no
  longer restrained by it and can escape from the corpse by using 20 feet of
  movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit:
  19 (3d6 + 9) piercing damage, and the target must make a DC 19
  Constitution saving throw as a century worm larvae attempts to burrow into
  the target's body. On a failed save, the target takes 14 (4d6) piercing
  damage, and at the end of each of its turns thereafter, the target takes 7
  (2d6) necrotic damage per larva infesting it (maximum of 10d6). A larva-
  infested target can repeat the saving throw for each larva infesting it at the
  end of each of its turns; on a success, a single larvae withers away. A larva-
  infested target dies if it drops to 0 hit points, and then each larva takes 100
  years to grow into a new century worm. If a larva-infested creature is targeted
  by an effect that cures disease, all the larva infesting it wither away.
  Leechwalker
  Large monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft., burrow 20 ft., climb 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  7 (−2)
  17 (+3)
  1 (−5)
  8 (−1)
  4 (−3)
  Saving Throws Con +6, Wis +2
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
  prone
  Senses blindsight 30 ft. (blind beyond this radius), tremorsense 120 ft.,
  passive Perception 9
  Languages —
  Challenge 6 (2,300 XP)
  Amphibious. The leechwalker can breathe air and water.
  Body of Leeches. The leechwalker can enter a hostile creature's space and
  stop there. It can move through a space as narrow as 5 feet wide without
  squeezing.
  Freedom of Movement. The leechwalker ignores difficult terrain, and magical
  effects can't reduce its speed or cause it to be restrained. It can spend 5 feet
  of movement to escape from nonmagical restraints or being grappled.
  Actions
  Multiattack. The leechwalker makes two melee attacks.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13
  (2d8 + 4) slashing damage, and the target is grappled (escape DC 14). Until
  this grapple ends, the target is restrained, and must make a DC 14
  Constitution saving throw at the start of each of its turns. On a failed save, a
  target takes 9 (2d8) piercing damage. The leechwalker has two tentacles,
  each of which can grapple one target. While a tentacle grapples a target, the
  tentacle can attack only that target.
  Hideous Leechwalker
  Huge monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 189 (14d12 + 98)
  Speed 30 ft., burrow 20 ft., climb 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  7 (−2)
  24 (+7)
  2 (−4)
  8 (−1)
  4 (−3)
  Saving Throws Str +9, Con +11, Wis +3
  Damage Immunities poison; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
  prone
  Senses blindsight 30 ft. (blind beyond this radius), tremorsense 120 ft.,
  passive Perception 9
  Languages —
  Challenge 12 (8,400 XP)
  Amphibious. The leechwalker can breathe air and water.
  Body of Leeches. The leechwalker can enter a hostile creature's space and
  stop there. It can move through a space as narrow as 5 feet wide without
  squeezing.
  Freedom of Movement. The leechwalker ignores difficult terrain, and magical
  effects can't reduce its speed or cause it to be restrained. It can spend 5 feet
  of movement to escape from nonmagical restraints or being grappled.
  Actions
  Multiattack. The leechwalker makes two melee attacks.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21
  (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 15).
  Until this grapple ends, the target is restrained. The leechwalker has four
  tentacles, each of which can grapple one target. While a tentacle grapples a
  target, the tentacle can attack only that target.
  Furthermore, the target is infested by 1d4 rot grubs. At the start of each of
  the target's turns, the target takes 1d6 piercing damage per rot grub infesting
  it. Applying fire to the bite wound before the end of the target's next turn
  deals 1 fire damage to the target and kills these rot grubs. After this time,
  these rot grubs are too far under the skin to be burned. If a target infested by
  rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into
  its heart and kill it. Any effect that cures disease kills all rot grubs infesting
  the target.
  Whelm (Recharge 5–6). Each creature in the leechwalker's space must make a
  DC 17 Strength saving throw. On a failed save, a target takes 21 (3d10 + 5)
  bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC
  17). Until this grapple ends, the target is restrained and unable to breathe. If
  the saving throw is successful, the target is pushed out of the leechwalker's
  space.
  The leechwalker can grapple one Huge creature or up to two Large or smaller
  creatures at one time. At the start of each of the leechwalker's turns, each
  target grappled by it takes 21 (3d10 + 5) bludgeoning damage. A creature
  within 5 feet of the leechwalker can pull a creature or object out of it by
  taking an action to make a DC 17 Strength check and succeeding.
  
  Giant Skeletons
  The following forest giant skeleton is an adaptation of the Giant Skeleton
  stat block from the Tomb of Horrors module. If you just want a generic
  stat block for any skeletal giant, you may want to use that instead. If you
  want to differentiate Giant Skeletons by their original races, however, the
  Skeleton Race from the Dungeon Master's Guide can be used, and then
  Evasion, Turn Immunity, Magic Resistance, and other traits can be added
  as you see fit.
  44
  Gravecrawler
  Small undead, neutral
  Armor Class 17 (natural armor)
  Hit Points 90 (20d6 + 20)
  Speed 20 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  20 (+5)
  12 (+1)
  20 (+5)
  17 (+3)
  20 (+5)
  Saving Throws Con +6, Int +10, Wis +8, Cha +10
  Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities charmed, deafened, exhaustion, frightened,
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 60 ft. (blind beyond this radius), tremorsense 60 ft.,
  passive Perception 13
  Languages any five languages
  Challenge 13 (10,000 XP)
  Avoidance. If the gravecrawler is subjected to an effect that allows it to
  make a saving throw to take only half damage, it instead takes no damage
  if it succeeds on the saving throw, and only half damage if it fails.
  Calcifying Aura. The gravecrawler can activate or deactivate this feature as a
  bonus action. When this feature is active, any creature that isn't a
  gravecrawler that starts its turn within 30 feet of the gravecrawler must
  succeed on a DC 18 Constitution saving throw or suffer the effects of the
  flesh to stone spell (as though it failed its initial saving throw against the
  spell). Targets that fail this saving throw cannot be affected by this aura
  again for 1 minute, and targets that succeed cannot be affected by this
  aura again for 24 hours.
  Innate Spellcasting. The gravecrawler's innate spellcasting ability is
  Charisma (spell save DC 18, +10 to hit with spell attacks). The
  gravecrawler can innately cast the following spells, requiring no material
  components:
  At will: chill touch, magic circle, mold earth, spare the dying
  2/day each: dispel magic, sickening radiance, speak with dead, stone
  shape
  1/day each: death ward*, flesh to stone, gentle repose, transmute rock
  *The gravecrawler casts this spell before combat.
  True Death. Any creature that dies within 30 feet of the gravecrawler turns
  to stone and can't be resurrected or raised as undead. Corpses harden into
  stone in a similar fashion after being exposed to the gravecrawler's
  Calcifying Aura for 24 hours.
  Turn Immunity. The gravecrawler is immune to effects that turn undead.
  Actions
  Multiattack. The gravecrawler makes two melee attacks or casts an innate
  spell. It then uses its Life Drain.
  Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14
  (4d6) necrotic damage.
  Life Drain. The gravecrawler targets one creature it can see within 120 feet
  of it. The target must make a DC 18 Constitution saving throw, taking 27
  (6d8) necrotic damage on a failed save, or half as much damage on a
  successful one. The gravecrawler regains a number of hit points equal to
  half the amount of damage dealt.
  Forest Giant
  Huge giant, any good alignment
  Armor Class 15 (16 with barkskin)
  Hit Points 126 (11d12 + 55)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  20 (+5)
  20 (+5)
  10 (+0)
  18 (+4)
  9 (−1)
  Damage Vulnerabilities bludgeoning
  Saving Throws Dex +8, Con +8, Wis +7
  Skills Acrobatics +11, Nature +6, Perception +7, Stealth +8, Survival +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Druidic, Giant
  Challenge 7 (2,900 XP)
  Forest Camouflage. The giant has advantage on Dexterity (Stealth) checks
  made to hide in forest-like terrain.
  Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell
  save DC 15, +7 to hit with spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: druidcraft, hunter's mark, produce flame, shillelagh
  1/day each: entangle, longstrider, pass without trace, speak with animals
  Keen Hearing and Sight. The giant has advantage on Wisdom (Perception)
  checks that rely on hearing or sight.
  Actions
  Multiattack. The giant makes two attacks with its longbow.
  Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11
  (3d4 + 4) bludgeoning damage, or 17 (3d8 + 4) bludgeoning damage
  with shillelagh.
  Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
  target. Hit: 18 (3d8 + 5) piercing damage.
  Forest Giant Skeleton
  Huge undead, lawful evil
  Armor Class 16
  Hit Points 115 (10d12 + 50)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  22 (+6)
  20 (+5)
  6 (-2)
  18 (+4)
  5 (−3)
  Saving Throws Dex +9, Con +8, Wis +7
  Skills Acrobatics +12, Nature +6, Perception +7, Stealth +9, Survival +7
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages understands Druidic and Giant but can't speak
  Challenge 7 (2,900 XP)
  Evasion. If the skeleton is subjected to an effect that allows it to make a
  saving throw to take only half damage, it instead takes no damage if it
  succeeds on the saving throw, and only half damage if it fails.
  Innate Spellcasting. The skeleton's innate spellcasting ability is Wisdom
  (spell save DC 15, +7 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: chill touch, infestation
  1/day each: hex, longstrider, ray of sickness
  Magic Resistance. The skeleton has advantage on saving throws against
  spells and other magical effects.
  Turn Immunity. The skeleton is immune to effects that turn undead.
  Actions
  Multiattack. The skeleton makes three attacks with its club.
  Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11
  (3d4 + 4) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one
  target. Hit: 19 (3d8 + 6) piercing damage.
  
  45
  Ulgurstasta
  Gargantuan undead, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 50 ft., burrow 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  13 (+1)
  21 (+5)
  10 (+0)
  9 (-1)
  10 (+0)
  Saving Throws Str +13, Con +10
  Damage Immunities acid, cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned
  Senses tremorsense 60 ft., darkvision 120 ft., passive Perception 9
  Languages understands Common but can't speak
  Challenge 13 (10,000 XP)
  Necromantic Acid. A creature that touches the ulgurstasta or hits it with a
  melee attack while within 10 feet of it takes 3 (1d6) acid damage plus 3
  (1d6) necrotic damage.
  Spawn Skeletons. A Large or smaller creature slain by the ulgurstasta is
  raised as a skeleton under the ulgurstasta's control. These skeletons are
  immune to acid and necrotic damage. Constructs and undead are not
  affected by this feature.
  As a bonus action, the ulgurstasta can regurgitate 1d4 skeletons from its
  stomach. A typical ulgurstasta has 12 (2d6 + 5) dormant skeletons in its
  stomach before combat. Creatures that are raised as skeletons while
  swallowed by the ulgurstasta can be regurgitated by this feature. If the
  ulgurstasta dies while it still has skeletons within its stomach, these
  skeletons erupt from its corpse at the start of its next turn. These
  skeletons act on their own initiative count.
  Tunneler. The ulgurstasta can burrow through solid rock at half its burrow
  speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19
  (2d8 + 8) piercing damage plus 3 (1d6) acid damage plus 3 (1d6)
  necrotic damage. If the target is a Large or smaller creature, it must
  succeed on a DC 21 Strength saving throw or be swallowed by the
  ulgurstasta. A swallowed creature is blinded and restrained, has total cover
  against attacks and other effects outside the ulgurstasta, and takes 14
  (4d6) acid damage plus 14 (4d6) necrotic damage at the start of each of
  the ulgurstasta's turns.
  If the ulgurstasta takes 30 damage or more on a single turn from a
  creature inside it, the ulgurstasta must succeed on a DC 19 Constitution
  saving throw at the end of that turn or regurgitate all swallowed creatures,
  which fall prone in a space within 10 feet of the ulgurstasta. If the
  ulgurstasta dies, a swallowed creature is no longer restrained by it and can
  escape from the corpse by using 20 feet of movement, exiting prone.
  Tendrils. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17
  (2d8 + 8) bludgeoning damage, and the target is grappled (save DC 18).
  Until this grapple ends, the target is restrained, and the ulgurstasta can't
  use its tendrils on another target.
  Acid Breath (Recharge 6). The ulgurstasta exhales necromantic acid in a
  60-foot cone. Each creature in that area must make a DC 18 Dexterity
  saving throw, taking 17 (5d6) acid damage plus 17 (5d6) necrotic
  damage on a failed save, or half as much damage on a successful one.
  Scion of Kyuss
  Gargantuan undead, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 315 (18d20 + 126)
  Speed 50 ft., burrow 50 ft., climb 50 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  15 (+2)
  25 (+7)
  14 (+2)
  12 (+1)
  20 (+5)
  Saving Throws Str +14, Con +13
  Skills Perception +7
  Damage Immunities acid, cold, necrotic, poison; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed,
  petrified, poisoned
  Senses tremorsense 60 ft., darkvision 120 ft., passive Perception 17
  Languages understands Common but can't speak
  Challenge 20 (25,000 XP)
  Necromantic Acid. A creature that touches the scion or hits it with a melee
  attack while within 10 feet of it takes 4 (1d8) acid damage plus 4 (1d8)
  necrotic damage.
  Siege Monster. The scion deals double damage to objects and structures.
  Spawn Skeletons. A Large or smaller creature slain by the scion is raised as
  a skeleton under the scion's control. These skeletons are immune to acid
  and necrotic damage. Constructs and undead are not affected by this
  feature.
  As a bonus action, the scion can regurgitate a forest giant skeleton from
  its stomach. A typical scion has 6 forest giant skeletons in its stomach
  before combat. Creatures that are raised as skeletons while swallowed by
  the scion can also be regurgitated by this feature; the scion can
  regurgitate up to 7 skeletons from its stomach as a bonus action. If the
  scion dies while it still has any skeletons within its stomach, these
  skeletons erupt from its corpse at the start of its next turn. These
  skeletons act on their own initiative count.
  Tunneler. The scion can burrow through solid rock and leaves a 20-foot-
  diameter tunnel in its wake.
  Actions
  Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21
  (3d8 + 8) piercing damage plus 4 (1d8) acid damage plus 4 (1d8)
  necrotic damage. If the target is a Huge or smaller creature, it must
  succeed on a DC 22 Strength saving throw or be swallowed by the scion.
  A swallowed creature is blinded and restrained, has total cover against
  attacks and other effects outside the scion, and takes 18 (4d8) acid
  damage plus 18 (4d8) necrotic damage at the start of each of the scion's
  turns.
  If the ulgurstasta takes 40 damage or more on a single turn from a
  creature inside it, the scion must succeed on a DC 20 Constitution saving
  throw at the end of that turn or regurgitate all swallowed creatures, which
  fall prone in a space within 10 feet of the scion. If the scion dies, a
  swallowed creature is no longer restrained by it and can escape from the
  corpse by using 20 feet of movement, exiting prone.
  Fling. One Large or smaller object held or creature grappled by the scion is
  thrown up to 60 feet in a random direction and knocked prone. If a
  thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning
  damage for every 10 feet it was thrown. If the target is thrown at another
  creature, that creature must succeed on a DC 16 Dexterity saving throw
  or take the same damage and be knocked prone.
  Acid Breath (Recharge 6). The scion exhales necromantic acid in a 90-foot
  cone. Each creature in that area must make a DC 21 Dexterity saving
  throw, taking 17 (5d6) acid damage plus 17 (5d6) necrotic damage on a
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The scion 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 scion regains spent legendary actions
  at the start of its turn.
  Detect. The scion makes a Wisdom (Perception) check.
  Destroy. The scion uses its Bite or Fling on an object or structure.
  Charge (Costs 2 Actions). The scion moves up to its speed in a straight line
  and can move through the space of any creature or object. The first
  time it enters a creature or object's space during this move, the target
  must succeed on a DC 22 Strength saving throw or take 24 (3d10 + 8)
  bludgeoning damage and be pushed ahead of the scion for the rest of
  this move.
  Tendrils (Costs 2 Actions). Each creature of the scion's choice within 20
  feet of it must make a DC 22 Dexterity saving throw. On a failed save, a
  target takes 18 (3d6 + 8) bludgeoning damage plus 4 (1d8) acid
  damage plus 4 (1d8) necrotic damage, and the target is grappled
  (escape DC 20). Until this grapple ends, the target is restrained. On a
  successful save, a target takes half as much damage and isn't grappled.
  
  Zargon
  Regional Effects
  The region containing Zargon's lair is warped by his magic, creating one or more of
  the following effects:
  Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly
  acidic, corroding any object that touches them. Surfaces within 6 miles of the lair
  are frequently covered by a thin film of slime, which is slick and sticks to
  anything that touches it.
  Wildlife within 6 miles of the lair is corrupted by slime. Slime and ooze-like
  versions of local wildlife are commonly seen in the area. This wildlife is
  abnormally violent and crazed compared to its non-slime counterparts.
  The area within 1 miles of the lair is overrun with assorted jellies, puddings, and
  other types of ooze monsters.
  If Zargon dies, these effects fade over the course of 1d10 days.
  46
  Zargon
  Gargantuan fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 40 ft., climb 40 ft., swim 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  20 (+5)
  30 (+10)
  18 (+4)
  22 (+6)
  26 (+8)
  Saving Throws Str +19, Dex +14, Con +19, Wis +15
  Skills Athletics +19, Intimidation +17, Perception +15
  Damage Resistances cold, fire
  Damage Immunities acid, poison; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  Senses truesight 120 ft., blindsight 500 ft., passive Perception 25
  Languages all, telepathy 1000 ft.
  Challenge 30 (155,000 XP)
  Bodily Features. Zargon's horn "regrows" Zargon after 1d4 days. The horn is
  destroyed if it is dropped into the Eye of Zargon, far below in the lost city,
  within one day of Zargon's death.
  Additionally, Zargon has 18 tentacles: 6 barbed tentacles attached to each of
  his shoulders, and 6 muscled tentacles stemming from the base of his trunk.
  Each tentacle can grapple one target.
  Amphibious. Zargon can breathe air and water.
  Anathematic Secrecy. Zargon can't be targeted by any divination magic or
  perceived through magical scrying sensors.
  Charge. If Zargon moves at least 10 feet straight toward a target and then hits
  it with a gore attack on the same turn, the target takes an extra 26 (4d12)
  piercing damage. If the target is a creature, it must succeed on a DC 27
  Strength saving throw or be pushed up to 10 feet away and knocked prone.
  Corrosive Form. A creature that touches Zargon or hits him with a melee
  attack while within 5 feet of him takes 14 (4d6) acid damage. Any
  nonmagical weapon or ammunition made of metal or wood that hits Zargon
  corrodes and is destroyed instantly.
  Foul. Any creature, other than an ooze, that starts its turn within 10 feet of
  Zargon must succeed on a DC 27 Constitution saving throw or be poisoned
  until the start of the creature's next turn.
  Freedom of Movement. Zargon ignores difficult terrain, and magical effects
  can't reduce his speed or cause him to be restrained. He can spend 5 feet of
  movement to escape from nonmagical restraints or being grappled.
  God Slayer. Zargon deals double damage to gods and celestials, bypassing
  their resistances and immunities. If Zargon reduces a god or celestial to 0 hit
  points, he kills them instantly.
  Legendary Resistance (3/Day). If Zargon fails a saving throw, he can choose to
  succeed instead.
  Limited Magic Immunity. Unless he wishes to be affected, Zargon is immune
  to spells of 4th level or lower. He has advantage on saving throws against all
  other spells and magical effects.
  Magic Weapons. Zargon's weapon attacks are magical.
  Regeneration. Zargon regains 25 hit points at the start of his turn. If he takes
  cold or fire damage, this trait doesn't function at the start of his next turn.
  Zargon dies only if he starts his turn with 0 hit points and doesn't regenerate.
  Slime Trail. Zargon leaves a 5-foot wide trail of slime behind him whenever he
  swims, climbs, or drags himself forward on the ground. A creature that moves
  into the slime's space for the first time on a turn or ends its turn there must
  succeed on a DC 27 Constitution saving throw or take 14 (4d6) acid damage.
  This slime dissipates 1 minute after being excreted.
  Unyielding Essence. Zargon is immune to any spell or effect that would alter
  his form, as well as those that would read his thoughts, determine if he is
  lying, or magically influence his thoughts or behavior.
  Actions
  Multiattack. Zargon makes three attacks: one with his gore and two with his
  barbed tentacles. Alternatively, Zargon makes three attacks with his muscled
  tendrils. He can replace any melee attack with one use of Fling.
  Barbed Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target.
  Hit: 19 (2d8 + 10) piercing damage plus 14 (4d6) acid damage, and the
  target is grappled (escape DC 19).
  Muscled Tendril. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
  Hit: 19 (2d8 + 10) bludgeoning damage plus 14 (4d6) acid damage, and the
  target must succeed on a DC 27 Strength saving throw or be knocked prone.
  Fling. One Large or smaller object held or creature grappled by Zargon is
  thrown up to 60 feet in a random direction and knocked prone. If a thrown
  target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage
  for every 10 feet it was thrown. If the target is thrown at another creature,
  that creature must succeed on a DC 19 Dexterity saving throw or take the
  same damage and be knocked prone.
  Gore. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23
  (2d12 + 10) piercing damage.
  Spew Slime (Recharge 5-6). Zargon spews out corrosive slime in a 60-foot
  cone. Each creature in the cone must make a DC 27 Constitution saving
  throw. On a failed save, a creature takes 67 (15d8) acid damage and is
  poisoned until the start of its next turn. On a successful save, a creature takes
  half as much damage and is not poisoned.
  Legendary Actions
  Zargon 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. Zargon regains spent legendary actions at the start of
  his turn.
  Move. Zargon moves up to half his speed.
  Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +19 to hit, reach
  15 ft., one creature. Hit: 24 (4d6 + 10) poison damage, and the target is
  slimed. Until the slime is scraped off with an action, the target is poisoned,
  and any creature, other than an ooze, is poisoned while within 10 feet of
  the target.
  Tentacle Swarm (Costs 3 Actions). Zargon unleases the barbed tentacles on
  one of his arms in a 30-foot cone in front of him. Each creature in the cone
  must make a DC 27 Strength saving throw, taking 19 (2d8 + 10) piercing
  damage plus 14 (4d6) acid damage on a failed save, or half as much
  damage on a successful one. Additionally, up to 6 creatures of Zargon's
  choice that fail this saving throw are grappled (escape DC 19) by one
  tentacle each.
  
  47
  Dorn
  Medium humanoid (human), chaotic evil
  Armor Class 17 (studded leather)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  19 (+4)
  18 (+4)
  16 (+3)
  13 (+1)
  10 (+0)
  Saving Throws Dex +9, Con +9, Wis +6
  Skills Stealth +9
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Undercommon
  Challenge 14 (11500 XP)
  Brute. A melee weapon deals one extra die of its damage when Dorn hits with
  it (included in the attack).
  Commander of Evil. Dorn can utter a special command or warning whenever a
  nonhostile creature that he can see within 30 feet of him makes an attack roll
  or a saving throw (no reaction required). The creature can add a d4 to its roll
  provided it can hear and understand Dorn. This trait doesn't function while
  Dorn is incapacitated.
  Cunning Action. On each of his turns, Dorn can use a bonus action to take the
  Dash, Disengage, or Hide action.
  Foul. Any creature, other than an ooze or another creature that has this trait,
  that starts its turn within 10 feet of Dorn must succeed on a DC 17
  Constitution saving throw or be poisoned until the start of the creature's next
  turn.
  Second Wind (Recharges after a Short or Long Rest). As a bonus action, Dorn
  can regain 20 hit points.
  Slimy Organs. Whenever Dorn suffers a critical hit or is reduced to 0 hit
  points, all creatures within 5 feet of him take 20 acid damage.
  Sneak Attack (1/Turn). Dorn deals an extra 14 (4d6) damage when he hits a
  target with a weapon attack and has advantage on the attack roll, or when the
  target is within 5 feet of an ally of Dorn that isn't incapacitated and Dorn
  doesn't have disadvantage on the attack roll.
  Sunlight Sensitivity. While in sunlight, Dorn has disadvantage on attack rolls,
  as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. Dorn makes three attacks with his shortsword. He then uses his
  Liquid Movement.
  Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11
  (2d6 + 4) piercing damage plus 10 (3d6) acid damage.
  Liquid Movement. Dorn moves up to 20 feet through spaces no more than an
  inch in diameter. He must end this movement in a space that can
  accommodate his full size. Otherwise, he takes 5 force damage and returns
  to the space where he began this movement.
  Corrosive Spew (Recharge 6). Dorn exhales corrosive slime forming a line 30
  feet long and 5 feet wide. Each creature in the line must make a DC 18
  Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half
  as much damage on a successful one.
  Summon Demon (1/Day). Dorn magically summons an alkilith in an
  unoccupied space within 60 feet of him. The alkilith acts as an ally of Dorn,
  and can't summon other demons. It remains for 10 minutes, until it or Dorn
  dies, or until Dorn dismisses it as an action. Dorn is immune to the alkilith's
  Foment Madness trait.
  Reactions
  Unholy Protection. Dorn halves the damage that he takes from an attack, spell,
  or other effect.
  Vanessa Mackelroy
  Medium humanoid (tiefling), lawful evil
  Armor Class 12 (15 with mage armor)
  Hit Points 156 (24d8 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  19 (+4)
  14 (+2)
  16 (+3)
  Saving Throws Int +9, Wis +7
  Skills Arcana +14, History +14, Medicine +7, Intimidation +13, Religion +12
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic, Elven, Gnomish, Goblin, Infernal,
  Undercommon
  Challenge 14 (11500 XP)
  Dark Knowledge. After Vanessa makes an attack roll, ability check, or saving
  throw, but before the outcome is determined, an additional d20 can be
  rolled. Vanessa chooses which of the d20s rolled is used to determine the
  outcome. When she does so, she takes 12 (5d4) necrotic damage, which
  can't be reduced or prevented in any way.
  Disgusting Visage. Creatures that can see Vanessa have disadvantage on
  saving throws against being frightened.
  Dual Concentration. Vanessa can maintain concentration on two different
  spells at the same time.
  Entropic Field. Whenever a hostile creature within 30 feet of Vanessa makes
  an attack roll or a saving throw before the spell ends, the creature must roll a
  d4 and subtract the number rolled from the attack roll or saving throw.
  Legendary Resistance (3/Day). If Vanessa fails a saving throw, she can choose
  to succeed instead.
  Innate Spellcasting. Vanessa's innate spellcasting ability is Charisma (spell save
  DC 16). She can innately cast the following spells, requiring no material
  components:
  At will: thaumaturgy
  1/day each: darkness, hellish rebuke
  Spellcasting. Vanessa is a 10th-level spellcaster. Her spellcasting ability is
  Intelligence (spell save DC 17, +9 to hit with spell attacks). She can cast
  misty step at will, without expending a spell slot. Vanessa has the following
  spells prepared:
  Cantrip (at will): fire bolt, friends, prestidigitation, primal savagery
  1st level (4 slots): absorb elements, detect magic, mage armor, shield
  2nd level (3 slots): flaming sphere, hold person, misty step
  3rd level (3 slots): counterspell, fear, lightning bolt
  4th level (3 slots): dimension door, giant insect
  5th level (2 slots): destructive wave, transmute rock
  Spell Secrets. When Vanessa casts a spell that deals damage, she can change
  the spell's damage type to acid, cold, fire, force, lightning, necrotic, radiant, or
  thunder.
  Actions
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5
  (1d6 + 2) piercing damage plus 7 (2d6) damage of one of the following
  types (Vanessa's choice): acid, cold, fire, force, lightning, necrotic, radiant, or
  thunder.
  Reactions
  Insane Defiance. In response to being targeted by an effect that would
  magically influence her mind, Vanessa can retarget the effect to another
  creature of her choice, other than the caster or source of the ability, within
  the effect's range.
  Legendary Actions
  Vanessa 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. Vanessa regains spent legendary actions at the start
  of her turn.
  Misty Step. Vanessa casts misty step without expending a spell slot.
  Use an Object. Vanessa takes the Use an Object action.
  Help. Vanessa takes the Help action. If she uses the Help action to aid an ally
  in attacking a creature, the target of that attack can be within 30 feet of
  her, rather than within 5 feet of her, if the target can see or hear her.
  Cast a Spell (Costs 2 Actions). Vanessa casts a cantrip, or she casts a spell
  using a spell slot of 2nd level or lower.
  
  Whelp of Zargon Template
  When Zargon is freed from his prison, he destroys all of his cultists, transforming
  them into his whelps. A whelp of Zargon's body displays horrific hints of the person
  it was before its hideous transformation. A whelp of Zargon is purely an ooze, and
  no mortal can ever hope to reverse the transformation, even via the mighty wish
  spell.
  When a living creature (referred to as the base creature) is transformed into a
  whelp of Zargon, it retains its statistics except as described below. A whelp of
  Zargon might retain or lose any or all of its lair actions or inherit new ones, as the
  DM sees fit.
  Type. The whelp of Zargon is an ooze, and it no longer requires sleep.
  Alignment. The whelp of Zargon's alignment is neutral evil.
  Armor Class. The whelp of Zargon gains natural armor if the base creature
  lacked it, and loses any other sources of Armor Class. The whelp's Armor Class is
  equal to the base creature's Armor Class (including any manufactured armor) plus 2.
  Hit Dice. The whelp of Zargon gains 5 more hit dice, which increases its
  maximum hit points.
  Speed. The whelp of Zargon gains a climbing speed equal to its base walking
  speed.
  Ability Score Adjustment. The whelp of Zargon's Strength, Dexterity, and
  Constitution each increase by 2, to a maximum of 28. As this increases the whelp's
  Constitution modifier by 1, increase its hit points accordingly. Additionally, the whelp
  of Zargon's Intelligence, Wisdom, and Charisma each decrease by 5, to a minimum
  of 1.
  Damage Vulnerabilities, Resistances, and Immunities. The whelp of Zargon is
  immune to acid and poison damage. If the base creature already has vulnerability,
  resistance, or immunity to one of these damage types, they are replaced by these
  modifications. Otherwise, the whelp of Zargon retains the vulnerabilities,
  resistances, and immunities of the base creature.
  Condition Immunities. The whelp of Zargon can't be blinded, charmed, deafened,
  frightened, petrified, or poisoned. It also doesn't suffer from exhaustion.
  Senses. The whelp of Zargon has blindsight out to 60 feet, and is blind beyond
  this radius. It loses all other senses.
  Languages. The whelp of Zargon cannot speak and does not understand any
  languages.
  Traits, Actions, and Proficiencies. The whelp of Zargon loses all of its weapon
  proficiencies and loses any actions or traits that depend on the use of a
  manufactured weapon. It also loses the Spellcasting trait, but retains any other base
  proficiencies and traits.
  If the base creature has Innate Spellcasting, it may or may not lose this trait, as
  the DM sees fit. This decision can be made with the source of the base Innate
  Spellcasting trait in mind (e.g. psionics, or a biological feature), and/or it could be
  made with encounter difficulty and planning in mind. Otherwise, the whelp of
  Zargon retains the base creature's proficiencies, actions, and traits, and it gains
  certain actions and traits described in the template's statistics block.
  48
  Whelp of Zargon Template
  [Base size] ooze, neutral evil
  Armor Class base + 2 (natural armor)
  Hit Points base + 5 more hit dice
  Speed base + climb [base walking speed] ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Base + 2
  Base + 2
  Base + 2
  Base - 5
  Base - 5
  Base - 5
  Saving Throws base
  Skills base
  Damage Vulnerabilities base
  Damage Resistances base
  Damage Immunities base + acid, poison
  Condition Immunities base + blinded, charmed, deafened, exhaustion,
  frightened, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception
  [recalculate]
  Languages —
  Challenge [recalculate]
  Additional Traits
  Amorphous. The whelp of Zargon can move through a space as narrow as 1
  inch wide without squeezing. It can also enter a hostile creature's space and
  stop there.
  Corrosive Form. A creature that touches the whelp of Zargon or hits it with a
  melee attack while within 5 feet of it takes acid damage, with its damage dice
  determined by the corrosive form column of the table below. Any nonmagical
  weapon made of metal or wood that hits the whelp of Zargon corrodes. After
  dealing damage, the weapon takes a permanent and cumulative −1 penalty to
  damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical
  ammunition made of metal or wood that hits the whelp of Zargon is
  destroyed after dealing damage. The whelp of Zargon can eat through 2-inch-
  thick, nonmagical wood or metal in 1 round.
  Foul. Any creature, other than an ooze, that starts its turn within 10 feet of
  the whelp of Zargon must succeed on a Constitution saving throw (DC 8 +
  the whelp of Zargon's proficiency bonus + its Constitution modifier) or be
  poisoned until the start of the creature's next turn.
  Magic Resistance. The whelp of Zargon has advantage on saving throws
  against spells and other magical effects.
  Spider Climb. The whelp of Zargon can climb difficult surfaces, including
  upside down on ceilings, without needing to make an ability check.
  Unyielding Essence. The whelp of Zargon is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts, determine
  if it is lying, or magically influence its thoughts or behavior.
  Additional Actions
  Multiattack. The whelp of Zargon makes two attacks with its pseudopods. If
  the base creature already has the Multiattack action, you can choose not to
  replace it. These attacks do extra acid damage determined by the acid column
  of the table below.
  Pseudopod. Melee Weapon Attack: If the base creature already has a
  Pseudopod action, the whelp of Zargon can keep it. Otherwise, this attack
  uses the whelp of Zargon's Dexterity modifier to determine its attack bonus
  and damage. This attack deals bludgeoning damage to one target, with its
  damage dice determined by the pseudopod column of the table below. The
  reach of this attack is 5 feet if the whelp of Zargon is Large or smaller, 10
  feet if it is Huge, or 15 feet if it is Gargantuan. In addition, nonmagical armor
  worn by the target is partly dissolved and takes a permanent and cumulative
  −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces
  its AC to 10.
  Whelm (Recharge 5–6). Each creature in the whelp of Zargon's space must
  make a Strength saving throw (DC 8 + the whelp of Zargon's proficiency
  bonus + its Strength modifier). On a failed save, a target takes acid damage as
  determined by the acid column of the table below. If it is the same size as or
  smaller than the whelp of Zargon, and if the whelp of Zargon is Small or
  larger, a target is also grappled (escape DC 10 + the whelp of Zargon's
  Strength modifier). Until this grapple ends, a target is restrained and unable
  to breathe.
  The whelp of Zargon can grapple a number of creatures at a time as
  determined by the whelm column of the table below. Small and Tiny targets
  count as one creature, Medium targets count as two creatures, Large targets
  count as four creatures, and Huge targets count as eight creatures. At the
  start of each of the whelp of Zargon's turns, each target grappled by it takes
  acid damage as determined by the acid column of the table below. A creature
  within 5 feet of the whelp of Zargon can pull a creature or object out of it by
  taking an action to make a Strength check (DC 10 + the whelp of Zargon's
  Strength modifier) and succeeding.
  Creature Size
  Corrosive Form
  Acid
  Pseudopod
  Whelm
  Tiny
  1
  1d4
  1
  -
  Small
  1d4
  1d6
  1d4
  1
  Medium
  1d6
  2d6
  1d6
  2
  Large
  2d6
  2d8
  1d8
  4
  Huge
  3d6
  2d10
  1d10
  8
  Gargantuan
  4d6
  3d10
  1d12
  16
  
  49
  Humanoid Whelp of Zargon
  Medium ooze, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 59 (7d8 + 28)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  2 (–4)
  6 (–2)
  5 (–3)
  Damage Immunities acid, poison
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
  petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  Languages —
  Challenge 3 (700 XP)
  Aggressive. As a bonus action, the whelp of Zargon can move up to its speed
  toward a hostile creature that it can see.
  Amorphous. The whelp of Zargon can move through a space as narrow as 1
  inch wide without squeezing. It can also enter a hostile creature's space and
  stop there.
  Corrosive Form. A creature that touches the whelp of Zargon or hits it with a
  melee attack while within 5 feet of it takes 7 (2d6) acid damage. Any
  nonmagical weapon made of metal or wood that hits the whelp of Zargon
  corrodes. After dealing damage, the weapon takes a permanent and
  cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon
  is destroyed. Nonmagical ammunition made of metal or wood that hits the
  whelp of Zargon is destroyed after dealing damage. The whelp of Zargon can
  eat through 2-inch-thick, nonmagical wood or metal in 1 round.
  Foul. Any creature, other than an ooze, that starts its turn within 10 feet of
  the whelp of Zargon must succeed on a DC 14 Constitution saving or be
  poisoned until the start of the creature's next turn.
  Magic Resistance. The whelp of Zargon has advantage on saving throws
  against spells and other magical effects.
  Spider Climb. The whelp of Zargon can climb difficult surfaces, including
  upside down on ceilings, without needing to make an ability check.
  Unyielding Essence. The whelp of Zargon is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts, determine
  if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The whelp of Zargon makes two attacks with its pseudopods.
  Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
  (1d6 + 4) bludgeoning damage plus 7 (2d6) acid damage. In addition,
  nonmagical armor worn by the target is partly dissolved and takes a
  permanent and cumulative −1 penalty to the AC it offers. The armor is
  destroyed if the penalty reduces its AC to 10.
  Whelm (Recharge 5-6). Each creature in the whelp of Zargon's space must
  make a DC 14 Strength saving throw. On a failed save, a target takes 7 (2d6)
  acid damage. If a target is Medium or smaller, it is also grappled (escape DC
  14). Until this grapple ends, a target is restrained and unable to breathe.
  The whelp of Zargon can grapple one Medium creature or up to two Small or
  smaller creatures at one time. At the start of each of the whelp of Zargon's
  turns, each target grappled by it takes 7 (2d6) acid damage. A creature within
  5 feet of the whelp of Zargon can pull a creature or object out of it by taking
  an action to make a DC 14 Strength check and succeeding.
  Roper Whelp of Zargon
  Large ooze, neutral evil
  Armor Class 22 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 10 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  19 (+4)
  2 (–4)
  11 (+0)
  1 (–5)
  Skills Perception +5, Stealth +10
  Damage Immunities acid, poison
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
  petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
  Languages —
  Challenge 13 (10,000 XP)
  Amorphous. The whelp of Zargon can move through a space as narrow as 1
  inch wide without squeezing. It can also enter a hostile creature's space and
  stop there.
  Corrosive Form. A creature that touches the whelp of Zargon, starts its turn
  while grappled by it, or hits it with a melee attack while within 5 feet of it
  takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood
  that hits the whelp of Zargon corrodes. After dealing damage, the weapon
  takes a permanent and cumulative −1 penalty to damage rolls. If its penalty
  drops to −5, the weapon is destroyed. Nonmagical ammunition made of
  metal or wood that hits the whelp of Zargon is destroyed after dealing
  damage. The whelp of Zargon can eat through 2-inch-thick, nonmagical wood
  or metal in 1 round.
  Foul. Any creature, other than an ooze, that starts its turn within 10 feet of
  the whelp of Zargon must succeed on a DC 17 Constitution saving throw or
  be poisoned until the start of the creature's next turn.
  Grasping Tendrils. The whelp of Zargon can have up to six tendrils at a time.
  Each tendril can be attacked (AC 22; 10 hit points; immunity to acid, poison,
  and psychic damage). Destroying a tendril deals no damage to the whelp of
  Zargon, which can extrude a replacement tendril on its next turn. A tendril
  can also be broken if a creature takes an action and succeeds on a DC 18
  Strength check against it.
  Magic Resistance. The whelp of Zargon has advantage on saving throws
  against spells and other magical effects.
  Spider Climb. The whelp of Zargon can climb difficult surfaces, including
  upside down on ceilings, without needing to make an ability check.
  Unyielding Essence. The whelp of Zargon is immune to any spell or effect that
  would alter its form, as well as those that would read its thoughts, determine
  if it is lying, or magically influence its thoughts or behavior.
  Actions
  Multiattack. The whelp of Zargon makes four attacks with its tendrils, uses
  Reel, and makes one attack with its bite.
  Tendril. Melee Weapon Attack: +10 to hit, reach 50 ft., one creature. Hit: 9
  (2d8) acid damage, and the target is grappled (escape DC 18). Until the
  grapple ends, the target is restrained and has disadvantage on Strength
  checks and Strength saving throws, and the whelp of Zargon can't use the
  same tendril on another target. In addition, nonmagical armor worn by the
  target is partly dissolved and takes a permanent and cumulative −1 penalty to
  the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 +
  5) piercing damage plus 9 (2d8) acid damage.
  Reel. The whelp of Zargon pulls each creature grappled by it up to 25 feet
  straight toward it.
  Whelm (Recharge 5-6). Each creature in the whelp of Zargon's space must
  make a DC 18 Strength saving throw. On a failed save, a target takes 9 (2d8)
  acid damage. If a target is Large or smaller, it is also grappled (escape DC 18).
  Until this grapple ends, a target is restrained and unable to breathe.
  The whelp of Zargon can grapple one Large creature, two Medium creatures,
  or four Small or smaller creatures at one time. At the start of each of the
  whelp of Zargon's turns, each target grappled by it takes 9 (2d8) acid
  damage. At the start of each of the whelp of Zargon's turns, each target
  grappled by it takes 9 (2d8) acid damage. A creature within 5 feet of the
  whelp of Zargon can pull a creature or object out of it by taking an action to
  make a DC 18 Strength check and succeeding.
  
  50
  Thrall of Juiblex
  Medium humanoid (any race), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  18 (+4)
  9 (–1)
  11 (+0)
  14 (+2)
  Saving Throws Str +6, Con +7
  Skills Athletics +6, Intimidation +5
  Damage Resistances acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal, Common
  Challenge 5 (1800 XP)
  Brute. A melee weapon deals one extra die of its damage when the thrall
  hits with it (included in the attack).
  Slimy Organs. Whenever the thrall suffers a critical hit or is reduced to 0
  hit points, all creatures within 5 feet of it take 10 acid damage.
  Sunlight Sensitivity. While in sunlight, the thrall has disadvantage on attack
  rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The thrall makes two melee attacks. It then uses its Liquid
  Movement.
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
  (2d8 + 3) bludgeoning damage plus 7 (2d6) acid damage.
  Liquid Movement. The thrall moves up to 20 feet through spaces no more
  than an inch in diameter. It must end this movement in a space that can
  accommodate its full size. Otherwise, it takes 5 force damage and returns
  to the space where it began this movement.
  Oozeblade
  Medium humanoid (any race), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  15 (+2)
  16 (+3)
  10 (+0)
  11 (+0)
  17 (+3)
  Saving Throws Con +5, Cha +5
  Damage Resistances acid
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Infernal, Undercommon
  Challenge 4 (1100 XP)
  Foul. Any creature, other than an ooze or another creature that has this
  trait, that starts its turn within 10 feet of the oozeblade must succeed on
  a DC 13 Constitution saving throw or be poisoned until the start of the
  creature's next turn.
  Innate Spellcasting. The oozeblade's innate spellcasting ability is Charisma
  (spell save DC 13, +5 to hit with spell attacks). It can innately cast the
  following spells, requiring no material components:
  At will: acid splash, false life
  1/day each: shield, wrathful smite
  Slimy Curse (1/Day). As a bonus action, the oozeblade curses one creature
  within 60 feet of it for 1 minute or until the target dies. Until the curse
  ends, the oozeblade's weapon attacks against the cursed target score a
  critical hit on a roll of 19 or 20 on the d20, and the target suffers
  disadvantage on ability checks made with one ability of the oozeblade's
  choice.
  Spellcasting. The oozeblade is a 5th-level spellcaster. The oozeblade's
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell
  attacks). It regains its expended spell slots when it finishes a short or long
  rest. It knows the following warlock spells:
  Cantrip (at will): eldritch blast, friends, mage hand
  1st-3rd level (2 3rd-level slots): blur, darkness, hold person, invisibility
  Actions
  Multiattack. The oozeblade makes two melee attacks.
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6
  + 3) bludgeoning damage plus 9 (2d8) acid damage, and if the target is a
  Huge or smaller creature, it must succeed on a DC 13 Strength saving
  throw or be knocked prone.
  
  Thank You
  If you've made it this far by reading or at least skimming this document,
  thank you! I started this conversion way back in September of 2018, and
  since then have put in a lot of effort into making this the best it could
  possibly be, which included a lot of book flipping so that I could
  reference and take inspiration from monsters from a variety of sources. If
  you find any errors or have any feedback, message me using the
  information given at the beginning of this document.
  If you're interested in making monsters yourself, I recommend trying
  CritterDB, which is the tool I used to make these monsters. It automates
  most of the process and then allows you to export your monsters to
  Homebrewery/GM Binder format.
  51
  Slime Shaman
  Medium humanoid (any race), lawful evil
  Armor Class 14 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  18 (+4)
  14 (+2)
  15 (+2)
  14 (+2)
  Saving Throws Con +8, Wis +6
  Skills Arcana +6, Nature +6
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical
  attacks
  Damage Immunities acid, poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Infernal
  Challenge 10 (5900 XP)
  Corrosive Form. A creature that touches the shaman or hits it with a melee
  attack while within 5 feet of it takes 9 (2d8) acid damage.
  Foul. Any creature, other than an ooze or another creature that has this
  trait, that starts its turn within 10 feet of the shaman must succeed on a
  DC 16 Constitution saving throw or be poisoned until the start of the
  creature's next turn.
  Ooze Magic. When the shaman casts a spell that deals damage, it can
  change the spell's damage type to acid.
  Spellcasting. The shaman is a 9th-level spellcaster. The shaman's
  spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell
  attacks). The shaman has the following spells prepared:
  Cantrip (at will): acid splash, druidcraft, primal savagery
  1st level (4 slots): blindness/deafness, fog cloud, ray of sickness
  2nd level (3 slots): hold person, Melf's acid arrow, misty step
  3rd level (3 slots): gaseous form, lightning bolt
  4th level (3 slots): confusion, vitriolic sphere
  5th level (1 slot): contagion, far step
  Sunlight Sensitivity. While in sunlight, the shaman has disadvantage on
  attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3
  (1d6) bludgeoning damage plus 3 (1d6) acid damage.
  Corrupture
  Huge ooze, unaligned
  Armor Class 14 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed 20 ft., climb 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  6 (–2)
  19 (+4)
  1 (–5)
  6 (–2)
  1 (–5)
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical
  weapons
  Damage Immunities acid, cold, poison
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened,
  prone
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  Languages —
  Challenge 9 (5,000 XP)
  Amorphous. The corrupture can move through a space as narrow as 1 inch
  wide without squeezing.
  Amphibious. The corrupture can breathe air and water.
  Corrode Armor. When the corrupture deals damage to a creature with its
  pseudopods or its Acid Burst, nonmagical armor worn by the creature is
  partly dissolved and takes a permanent and cumulative −1 penalty to the
  AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
  Corrosive Form. A creature that touches the corrupture or hits it with a
  melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any
  nonmagical weapon made of metal or wood that hits the corrupture
  corrodes. After dealing damage, the weapon takes a permanent and
  cumulative −1 penalty to damage rolls. If its penalty drops to −5, the
  weapon is destroyed. Nonmagical ammunition made of metal or wood
  that hits the corrupture is destroyed after dealing damage.
  The corrupture can eat through 4-inch-thick, nonmagical wood or metal in
  1 round.
  Spider Climb. The corrupture can climb difficult surfaces, including upside
  down on ceilings, without needing to make an ability check.
  Actions
  Multiattack. The corrupture makes two attacks with its pseudopods.
  Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9
  (1d10 + 4) bludgeoning damage plus 18 (4d8) acid damage.
  Acid Burst (Recharge 5-6). Each creature within 20 feet of the corrupture
  must make a DC 16 Dexterity saving throw, taking 27 (6d8) acid damage
  on a failed save, or half as much damage on a successful one.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Elder Evils 5e - Bestiary.pdf