TEXT: 2020
  2020
  5TH EDITION 
  COMPATIBLE
  
  NECROMANCER
     Games
  TM
  2020
  NecromaNcer Games
  ISBN: 978-1-943067-38-1
  5e PDF
  ©2020 Necromancer Games. All rights reserved. Reproduction without the 
  written permission of the publisher is expressly forbidden. Necromancer Games, 
  and the Necromancer Games logo, 
  Tome of Horrors 2020 is a trademark of Necromancer Games. All rights 
  reserved. All characters, names, places, items, art, and text herein are copyrighted 
  by Necromancer Games. The mention of or reference to any company or product 
  in these pages is not a challenge to the trademark or copyright concerned.
  Contributing Writers:
  Contributing Writers:
  Bill Webb, Zach Glazar, Matt Finch,  
  James Thomas, Anthony Pryor,  
  Rhiannon Louve,  Ben Barsh,  
  Jayson Rocky Gardner, Scott McKinley,  
  Alice Peng, Scott Greene, Scott Swift,  
  Skeeter Green, Ken Spencer, James Thomas, 
  James M. Spahn, Alex Kammer,  
  Mike Mearls, Tim Hitchcock 
  Carl Durocher and Jack Kennerson
  5e Conversion:
  5e Conversion:
  Ken Spencer with Edwin Nagy
  editors:
  editors:
  Jeff Harkness, Edwin Nagy
  Art direCtor:
  Art direCtor:
  Casey Christofferson
  LAyout
  LAyout
  Suzy Moseby
  interior Art:
  interior Art:
  Adrian Landeros, Brett Barkley, C.J. Marsh,  
  Faith Burgar, Hector Rodriguez, Josh Stewart,  
  Lloyd Metcalf, Matthew Myslinski,  
  Casey Christofferson, Michael Syrigos, Sid 
  Quade, Terry Pavlet, Thuan Pham
  Front Cover Art:
  Front Cover Art:
  Rasmus Jensen 
  
  2 | Table of ConTenTs
  A
  AFAnC
  AFAnC .......................................................
   .......................................................6
  ALgoid
  ALgoid ......................................................
   ......................................................7
  Ant Lion
  Ant Lion ...................................................
   ...................................................8
  dire Ape
  dire Ape ...................................................
   ...................................................9
  ArA
  ArA ........................................................
   ........................................................10
  10
  ArA CLeriC
  ArA CLeriC .............................................
   .............................................10
  10
  ArCAnopLAsm
  ArCAnopLAsm ...........................................
   ...........................................11
  11
  b
  bAboonWere
  bAboonWere ............................................
   ............................................12
  12
  bAke kujirA
  bAke kujirA ............................................
   ............................................13
  13
  bAsALt WArhound
  bAsALt WArhound ....................................
   ....................................14
  14
  greAter AbyssAL bAsiLisk
  greAter AbyssAL bAsiLisk .........................
   .........................15
  15
  Fungus bAt
  Fungus bAt .............................................
   .............................................16
  16
  CAve beAr
  CAve beAr ..............................................
   ..............................................16
  16
  berberokA
  berberokA ..............................................
   ..............................................17
  17
  binguAi
  binguAi ...................................................
   ...................................................18
  18
  bLood kAktos
  bLood kAktos ..........................................
   ..........................................19
  19
  bLood orChid
  bLood orChid..........................................
  ..........................................20
  20
  bLood orChid sAvAnt
  bLood orChid sAvAnt ...............................
   ...............................20
  20
  bLoody bones
  bLoody bones .........................................
   .........................................21
  21
  bog Corpse
  bog Corpse ............................................
   ............................................22
  22
  bone CobbLer
  bone CobbLer .........................................
   .........................................23
  23
  greAter bone needLe
  greAter bone needLe ...............................
   ...............................24
  24
  Lesser bone needLe
  Lesser bone needLe .................................
   .................................24
  24
  bone reAper
  bone reAper ...........................................
   ...........................................25
  25
  bonesuCker
  bonesuCker ............................................
   ............................................26
  26
  brAmbLe
  brAmbLe .................................................
   .................................................27
  27
  burning dervish
  burning dervish .....................................
   .....................................28
  28
  buxiu immortAL guArd
  buxiu immortAL guArd ..............................
   ..............................29
  29
  C
  CArApACe symbiont
  CArApACe symbiont ..................................
   ..................................30
  30
  CAt, undeAd FerAL
  CAt, undeAd FerAL ..................................
   ..................................31
  31
  CAterWAuL
  CAterWAuL ..............................................
   ..............................................31
  31
  CAve Fisher
  CAve Fisher ............................................
   ............................................32
  32
  CeLestiAL pArAgon
  CeLestiAL pArAgon ...................................
   ...................................33
  33
  CerebrAL stALker
  CerebrAL stALker ....................................
   ....................................34
  34
  ChAos knight
  ChAos knight ..........................................
   ..........................................35
  35
  Churr
  Churr ....................................................
   ....................................................36
  36
  CobrA FLoWer
  CobrA FLoWer .........................................
   .........................................36
  36
  Corpsespinner
  Corpsespinner ........................................
   ........................................37
  37
  Corpsespun
  Corpsespun ............................................
   ............................................38
  38
  CrAniForm
  CrAniForm ..............................................
   ..............................................39
  39
  CrAniForm priestess
  CrAniForm priestess ................................
   ................................39
  39
  CrAWLing hAnd
  CrAWLing hAnd .......................................
   .......................................40
  40
  CrAWLing oFFspring
  CrAWLing oFFspring .................................
   .................................40
  40
  monstrous CrAyFish
  monstrous CrAyFish ................................
   ................................41
  41
  d
  dArk Creeper
  dArk Creeper .........................................
   .........................................42
  42
  dArk stALker
  dArk stALker ..........................................
   ..........................................43
  43
  deAth WeAver
  deAth WeAver .........................................
   .........................................44
  44
  deAth Worm
  deAth Worm ...........................................
   ...........................................44
  44
  deepmind
  deepmind ................................................
   ................................................45
  45
  demi-LiCh
  demi-LiCh ...............................................
   ...............................................46
  46
  greAter demi-LiCh
  greAter demi-LiCh ...................................
   ...................................47
  47
  demons
  demons .....................................................
   .....................................................48
  48
  AbrikAndiLu
  AbrikAndiLu .............................................
   .............................................48
  48
  ALu demon
  ALu demon ..............................................
   ..............................................49
  49
  CACodemon
  CACodemon .............................................
   .............................................50
  50
  ChAronAdemon
  ChAronAdemon ........................................
   ........................................51
  51
  dArAkA
  dArAkA ...................................................
   ...................................................52
  52
  Fox demon
  Fox demon ..............................................
   ..............................................53
  53
  gALLu
  gALLu .....................................................
   .....................................................54
  54
  huAngshe’yAo
  huAngshe’yAo ..........................................
   ..........................................55
  55
  hundred-eyed demon
  hundred-eyed demon ................................
   ................................56
  56
  mezzALorn demon
  mezzALorn demon ....................................
   ....................................57
  57
  hydrodemon
  hydrodemon ............................................
   ............................................58
  58
  nAbAsu
  nAbAsu ...................................................
   ...................................................59
  59
  nerizo demon
  nerizo demon .........................................
   .........................................60
  60
  nysroCk
  nysroCk .................................................
   .................................................61
  61
  pisCodemon
  pisCodemon .............................................
   .............................................62
  62
  shrroth
  shrroth .................................................
   .................................................63
  63
  skitterdArk
  skitterdArk ............................................
   ............................................64
  64
  stirge demon
  stirge demon ..........................................
   ..........................................65
  65
  demon Lords
  demon Lords .............................................
   .............................................66
  66
  beLuiri
  beLuiri ...................................................
   ...................................................66
  66
  terAtAshiA, demon prinCess oF dimensions
  terAtAshiA, demon prinCess oF dimensions 67
  67
  vepAr
  vepAr .....................................................
   .....................................................68
  68
  denizen oF ong
  denizen oF ong .......................................
   .......................................69
  69
  AmAimon
  AmAimon .................................................
   .................................................70
  70
  FLAyer
  FLAyer ....................................................
   ....................................................71
  71
  ghAddAr
  ghAddAr .................................................
   .................................................72
  72
  heLLstoker deviL
  heLLstoker deviL ....................................
   ....................................73
  73
  nupperibo deviL
  nupperibo deviL ......................................
   ......................................74
  74
  tormentor deviL
  tormentor deviL .....................................
   .....................................75
  75
  deviLs, mAnes
  deviLs, mAnes ...........................................
   ...........................................76
  76
  bLood mAne
  bLood mAne ............................................
   ............................................76
  76
  iCe mAne
  iCe mAne ................................................
   ................................................76
  76
  stygiAn mAne
  stygiAn mAne ..........................................
   ..........................................77
  77
  
  3
  Table of ConTenTs
  Table of ConTenTs
  styx mAne
  styx mAne ..............................................
   ..............................................77
  77
  deviLs, unique
  deviLs, unique ...........................................
   ...........................................78
  78
  ALAstor the exeCutioner, ArCh deviL
  ALAstor the exeCutioner, ArCh deviL ........
   ........78
  78
  Ammon, duke oF mALboLge,  
  Ammon, duke oF mALboLge,  
  keeper oF the kenneLs,  
  keeper oF the kenneLs,  
  Lord oF the ditChes, ArCh deviL
  Lord oF the ditChes, ArCh deviL ...............
   ...............79
  79
  bAALzebAL, prinCe oF stygiA,  
  bAALzebAL, prinCe oF stygiA,  
  ArCh deviL
  ArCh deviL .............................................
   .............................................80
  80
  bAApheL, grAnd duke oF  
  bAApheL, grAnd duke oF  
  Covetous regent oF beLiAL, ArCh deviL
  Covetous regent oF beLiAL, ArCh deviL .....
   .....81
  81
  beLiAL, prinCe oF Covetous,  
  beLiAL, prinCe oF Covetous,  
  Lord oF Lusts, ArCh deviL
  Lord oF Lusts, ArCh deviL .......................
   .......................82
  82
  CAAsimoLAr,  
  CAAsimoLAr,  
  Former president oF heLL, ArCh deviL
  Former president oF heLL, ArCh deviL .......
   ....... 83
  83
  gorson, bLood duke oF ApListiA,  
  gorson, bLood duke oF ApListiA,  
  ArCh deviL
  ArCh deviL .............................................
   .............................................84
  84
  the Lightbringer, prinCe oF dArkness,  
  the Lightbringer, prinCe oF dArkness,  
  prinCe oF inFernus, ArCh deviL
  prinCe oF inFernus, ArCh deviL ................
   ................85
  85
  LiLith, Former queen oF heLL,  
  LiLith, Former queen oF heLL,  
  ArCh deviL
  ArCh deviL .............................................
   .............................................86
  86
  mAmmon, the miser, prinCe oF ApListiA,  
  mAmmon, the miser, prinCe oF ApListiA,  
  ArCh deviL
  ArCh deviL .............................................
   .............................................87
  87
  moLoCh, ArCh deviL
  moLoCh, ArCh deviL.................................
  .................................88
  88
  ArCh deviL, titiviLus, duke oF dis
  ArCh deviL, titiviLus, duke oF dis .............
   .............89
  89
  xAphAn, the burning duke,  
  xAphAn, the burning duke,  
  duke oF inFernus, ArCh deviL
  duke oF inFernus, ArCh deviL ...................
   ...................91
  91
  dinosAurs
  dinosAurs .................................................
   .................................................92
  92
  ALLosAurus
  ALLosAurus .............................................
   .............................................92
  92
  dinosAur, AnkyLosAurus
  dinosAur, AnkyLosAurus ...........................
   ...........................92
  92
  dinosAur, dipLodoCus
  dinosAur, dipLodoCus ..............................
   ..............................93
  93
  dinosAur, hAdrosAur
  dinosAur, hAdrosAur ...............................
   ...............................93
  93
  iguAnodon
  iguAnodon ...............................................
   ...............................................94
  94
  dinosAur, pterAnodon
  dinosAur, pterAnodon .............................
   .............................94
  94
  pterodACtyL
  pterodACtyL ............................................
   ............................................94
  94
  dinosAur, rAptor
  dinosAur, rAptor ....................................
   ....................................95
  95
  dinosAur, rAptors, mutAnt
  dinosAur, rAptors, mutAnt ......................
   ......................95
  95
  triCerAtops king
  triCerAtops king .....................................
   .....................................96
  96
  tyrAnnosAurs king
  tyrAnnosAurs king ..................................
   ..................................97
  97
  dire Corby
  dire Corby .............................................
   .............................................98
  98
  dokkAebi
  dokkAebi .................................................
   .................................................99
  99
  drAgons
  drAgons .................................................
   .................................................100
  100
  Azure drAgon
  Azure drAgon .......................................
   .......................................100
  100
  drAke, Fire
  drAke, Fire ...........................................
   ...........................................101
  101
  drAke, iCe
  drAke, iCe ............................................
   ............................................102
  102
  drAug
  drAug ..................................................
   ..................................................103
  103
  drAug CAptAin
  drAug CAptAin ......................................
   ......................................103
  103
  drider-gobLin
  drider-gobLin .......................................
   .......................................104
  104
  drider-gobLin speLLCAster
  drider-gobLin speLLCAster ....................
   ....................104
  104
  duppy
  duppy ...................................................
   ...................................................105
  105
  e
  egui
  egui .....................................................
   .....................................................106
  106
  ekimmu
  ekimmu .................................................
   .................................................107
  107
  smoke eLementAL
  smoke eLementAL ...................................
   ...................................108
  108
  steeL eLF
  steeL eLF .............................................
   .............................................109
  109
  F
  FACeLess
  FACeLess ..............................................
   ..............................................110
  110
  FeAr guArd
  FeAr guArd ...........................................
   ...........................................111
  111
  Fei shei
  Fei shei ................................................
   ................................................112
  112
  Fen WitCh
  Fen WitCh ............................................
   ............................................113
  113
  Wind Fey
  Wind Fey ..............................................
   ..............................................114
  114
  FiLth FAiry
  FiLth FAiry ...........................................
   ...........................................115
  115
  FLoWershroud
  FLoWershroud .......................................
   .......................................115
  115
  FLutterCAt
  FLutterCAt ...........................................
   ...........................................116
  116
  Forest ChiLd
  Forest ChiLd ........................................
   ........................................117
  117
  Forest stALker
  Forest stALker .....................................
   .....................................118
  118
  FungAL Creeper
  FungAL Creeper ....................................
   ....................................119
  119
  Fyr
  Fyr ......................................................
   ......................................................119
  119
  g
  sequAnA genie
  sequAnA genie ......................................
   ......................................120
  120
  ghoLLe
  ghoLLe .................................................
   .................................................121
  121
  ghouL oF khemit
  ghouL oF khemit ....................................
   ....................................122
  122
  ghuL
  ghuL ....................................................
   ....................................................123
  123
  giAnt
  giAnt ......................................................
   ......................................................124
  124
  AberrAnt giAnt
  AberrAnt giAnt .....................................
   .....................................124
  124
  seA giAnt
  seA giAnt .............................................
   .............................................125
  125
  voLCAno giAnt
  voLCAno giAnt .......................................
   .......................................126
  126
  giLLmonkey
  giLLmonkey ...........................................
   ...........................................127
  127
  gnArLWood
  gnArLWood ...........................................
   ...........................................127
  127
  goLem
  goLem .....................................................
   .....................................................128
  128
  Lesser FLesh goLem
  Lesser FLesh goLem ..............................
   ..............................128
  128
  goLem, mithrAL
  goLem, mithrAL .....................................
   .....................................129
  129
  goLem, shedu
  goLem, shedu .......................................
   .......................................130
  130
  grAy nisp
  grAy nisp .............................................
   .............................................131
  131
  green brAin
  green brAin .........................................
   .........................................132
  132
  gribbon
  gribbon ................................................
   ................................................132
  132
  grimstALker
  grimstALker ..........................................
   ..........................................133
  133
  
  4 | Table of ConTenTs
  groAning spirit
  groAning spirit .....................................
   .....................................134
  134
  gronk
  gronk ..................................................
   ..................................................135
  135
  guArdiAn shAde
  guArdiAn shAde.....................................
  .....................................136
  136
  h
  hA-nAgA
  hA-nAgA ...............................................
   ...............................................137
  137
  hALF-ogre enForCer
  hALF-ogre enForCer .............................
   .............................138
  138
  hoAr spirit
  hoAr spirit ..........................................
   ..........................................139
  139
  horror From beLoW
  horror From beLoW ...............................
   ...............................140
  140
  hyAenodon, undeAd
  hyAenodon, undeAd ...............................
   ...............................141
  141
  i
  immortAL mAster
  immortAL mAster ...................................
   ...................................142
  142
  inphidiAn
  inphidiAn ..............................................
   ..............................................143
  143
  j
  stunjeLLy
  stunjeLLy .............................................
   .............................................144
  144
  jeLLy, Whip
  jeLLy, Whip ...........................................
   ...........................................145
  145
  jokAo
  jokAo ...................................................
   ...................................................146
  146
  jupiter bLoodsuCker
  jupiter bLoodsuCker ..............................
   ..............................147
  147
  k
  kAiju
  kAiju ......................................................
   ......................................................148
  148
  kAiju, dAguros
  kAiju, dAguros ......................................
   ......................................149
  149
  kAiju, gALAzon
  kAiju, gALAzon ......................................
   ......................................150
  150
  kAiju, xArAkhAn
  kAiju, xArAkhAn.....................................
  .....................................151
  151
  L
  LACedon
  LACedon ...............................................
   ...............................................152
  152
  giAnt seA LeeCh
  giAnt seA LeeCh ....................................
   ....................................153
  153
  LeeChFoLk
  LeeChFoLk .............................................
   .............................................153
  153
  Livestone
  Livestone..............................................
  ..............................................154
  154
  Living LAke
  Living LAke ...........................................
   ...........................................155
  155
  m
  mAndrAgorA
  mAndrAgorA ..........................................
   ..........................................156
  156
  mAsked spirit
  mAsked spirit .......................................
   .......................................157
  157
  mi-go
  mi-go ..................................................
   ..................................................158
  158
  mogWAi
  mogWAi ...................................................
   ...................................................159
  159
  iCe WrAith
  iCe WrAith ............................................
   ............................................159
  159
  siLent AssAssin
  siLent AssAssin .....................................
   .....................................160
  160
  monster oF set
  monster oF set .....................................
   .....................................161
  161
  mummy, Lightning-quiCk
  mummy, Lightning-quiCk .........................
   .........................162
  162
  murder born
  murder born ........................................
   ........................................163
  163
  murder CroW
  murder CroW .......................................
   .......................................163
  163
  mus
  mus .....................................................
   .....................................................164
  164
  mus sorCerer
  mus sorCerer .......................................
   .......................................164
  164
  mus sWAshbuCkLer
  mus sWAshbuCkLer ................................
   ................................164
  164
  musk ox
  musk ox ...............................................
   ...............................................165
  165
  n
  n’gAthAu
  n’gAthAu .................................................
   .................................................166
  166
  AAgAsh the broken
  AAgAsh the broken ................................
   ................................167
  167
  AsAgin the AssAssin
  AsAgin the AssAssin ...............................
   ...............................168
  168
  grexiAs the destroyer
  grexiAs the destroyer ...........................
   ...........................169
  169
  modAr the huntress
  modAr the huntress ..............................
   ..............................170
  170
  veenes the bLAdemistress
  veenes the bLAdemistress ......................
   ......................172
  172
  veruArd the CreAtor,  
  veruArd the CreAtor,  
  the rAzor oF AbAddon
  the rAzor oF AbAddon ............................
   ............................173
  173
  n’gAthAu WArrior
  n’gAthAu WArrior .................................
   .................................174
  174
  souL hAmmer
  souL hAmmer ........................................
   ........................................175
  175
  nAzALor
  nAzALor ...............................................
   ...............................................176
  176
  niutomi
  niutomi ................................................
   ................................................177
  177
  nixie
  nixie ....................................................
   ....................................................178
  178
  bog nixie
  bog nixie .............................................
   .............................................179
  179
  o
  oLithAgoriAn
  oLithAgoriAn .........................................
   .........................................180
  180
  oLithAgoriAn thrALL
  oLithAgoriAn thrALL ..............................
   ..............................181
  181
  CrystAL ooze
  CrystAL ooze ........................................
   ........................................182
  182
  p
  peWter knight
  peWter knight ......................................
   ......................................183
  183
  pLAtybeLodon
  pLAtybeLodon ........................................
   ........................................183
  183
  pyroLisk
  pyroLisk ...............................................
   ...............................................184
  184
  q
  quiCkLing
  quiCkLing ..............................................
   ..............................................185
  185
  r
  rAt, shAdoW
  rAt, shAdoW .........................................
   .........................................186
  186
  spore rAt
  spore rAt ............................................
   ............................................186
  186
  tyrAnnosAurus rAttus
  tyrAnnosAurus rAttus ...........................
   ...........................187
  187
  red jester
  red jester ...........................................
   ...........................................188
  188
  rhACos
  rhACos .................................................
   .................................................189
  189
  s
  CAve sCorpion
  CAve sCorpion ......................................
   ......................................190
  190
  seA CoW
  seA CoW ...............................................
   ...............................................190
  190
  sepuLChrAL guArdiAn
  sepuLChrAL guArdiAn .............................
   .............................191
  191
  greAter shAdoW
  greAter shAdoW ...................................
   ...................................192
  192
  sheLL FoLk
  sheLL FoLk ...........................................
   ...........................................193
  193
  shining ChiLd
  shining ChiLd .......................................
   .......................................194
  194
  shroom
  shroom ................................................
   ................................................195
  195
  siLAAAL
  siLAAAL .................................................
   .................................................196
  196
  singA
  singA ...................................................
   ...................................................197
  197
  skeLzi
  skeLzi ..................................................
   ..................................................198
  198
  skeLzi, vAmpiriC
  skeLzi, vAmpiriC.....................................
  .....................................198
  198
  souL vAmpire
  souL vAmpire ........................................
   ........................................199
  199
  spiny horror
  spiny horror ........................................
   ........................................200
  200
  sporC
  sporC ..................................................
   ..................................................201
  201
  
  5
  Table of ConTenTs
  Table of ConTenTs
  spriggAn
  spriggAn ..............................................
   ..............................................201
  201
  stAnk hog
  stAnk hog ............................................
   ............................................202
  202
  stAnk pigLet
  stAnk pigLet .........................................
   .........................................202
  202
  stegoCentipede
  stegoCentipede .....................................
   .....................................203
  203
  stone mAiden
  stone mAiden ........................................
   ........................................204
  204
  stroke LAd
  stroke LAd ...........................................
   ...........................................204
  204
  surF Lurker
  surF Lurker .........................................
   .........................................205
  205
  sWArm oF AdAmAntine WAsps
  sWArm oF AdAmAntine WAsps ..................
   ..................206
  206
  sWArm oF bLAdeCoins
  sWArm oF bLAdeCoins .............................
   .............................207
  207
  sWArm oF CArnivorous Fish 
  sWArm oF CArnivorous Fish  ...................
   ...................207
  207
  sWArm oF eye spiders
  sWArm oF eye spiders ............................
   ............................208
  208
  sWArm oF FLying sCorpions
  sWArm oF FLying sCorpions ....................
   ....................208
  208
  sWArm oF hostiLe birds
  sWArm oF hostiLe birds .........................
   .........................209
  209
  sWArm oF miniAture mermAids
  sWArm oF miniAture mermAids .................
   .................209
  209
  sWArm oF stirges
  sWArm oF stirges ..................................
   ..................................210
  210
  sWArm oF undeAd bAts
  sWArm oF undeAd bAts ..........................
   ..........................210
  210
  sWArm oF undeAd hummingbirds
  sWArm oF undeAd hummingbirds ..............
   ..............211
  211
  sWArm oF undeAd rAts
  sWArm oF undeAd rAts ..........................
   ..........................211
  211
  t
  tAngAgumAk
  tAngAgumAk ..........................................
   ..........................................212
  212
  tAngAgumAk WArrior
  tAngAgumAk WArrior .............................
   .............................213
  213
  tAngAgumAk shAmAn
  tAngAgumAk shAmAn ...............................
   ...............................213
  213
  thunder terrier
  thunder terrier ...................................
   ...................................214
  214
  Fey giAnt toAd
  Fey giAnt toAd......................................
  ......................................214
  214
  bLACk troLL
  bLACk troLL..........................................
  ..........................................215
  215
  seA troLL
  seA troLL .............................................
   .............................................216
  216
  troLL pony
  troLL pony ...........................................
   ...........................................217
  217
  tusk Lord
  tusk Lord ............................................
   ............................................218
  218
  u
  unmAsked priest oF tsAthoggus
  unmAsked priest oF tsAthoggus ..............
   ..............219
  219
  v
  vArgouiLLe
  vArgouiLLe ............................................
   ............................................220
  220
  W
  WAkAndAgi
  WAkAndAgi ............................................
   ............................................220
  220
  bLood Weird
  bLood Weird .........................................
   .........................................221
  221
  Fungus Weird
  Fungus Weird .......................................
   .......................................222
  222
  WeredACtyL
  WeredACtyL ..........................................
   ..........................................223
  223
  WitCh tree
  WitCh tree ...........................................
   ...........................................224
  224
  shAdoW WoLF
  shAdoW WoLF ........................................
   ........................................225
  225
  WoodWose
  WoodWose ............................................
   ............................................226
  226
  xyz
  xyz
  Aqueous zombie
  Aqueous zombie .....................................
   .....................................227
  227
  brAmbLe zombie
  brAmbLe zombie .....................................
   .....................................227
  227
  CArChArodon zombie
  CArChArodon zombie ..............................
   ..............................228
  228
  gobLin zombie
  gobLin zombie .......................................
   .......................................229
  229
  gug zombie
  gug zombie ...........................................
   ...........................................230
  230
  juju zombie
  juju zombie...........................................
  ...........................................231
  231
  mummy zombie
  mummy zombie .......................................
   .......................................232
  232
  otyugh zombie
  otyugh zombie ......................................
   ......................................233
  233
  poisonous snAke zombie
  poisonous snAke zombie .........................
   .........................234
  234
  sphinx zombie
  sphinx zombie .......................................
   .......................................235
  235
  Appendix 1: AnimAted objeCts
  Appendix 1: AnimAted objeCts ...................
   ...................236
  236
  tiny AnimAted objeCt
  tiny AnimAted objeCt .............................
   .............................236
  236
  smALL AnimAted objeCt
  smALL AnimAted objeCt ..........................
   ..........................236
  236
  medium AnimAted objeCt
  medium AnimAted objeCt ........................
   ........................236
  236
  LArge AnimAted objeCt
  LArge AnimAted objeCt ..........................
   ..........................237
  237
  huge AnimAted objeCt
  huge AnimAted objeCt ...........................
   ...........................237
  237
  themes
  themes .................................................
   .................................................238
  238
  exAmpLes oF AnimAted objeCts
  exAmpLes oF AnimAted objeCts ................
   ................239
  239
  CArt
  CArt ....................................................
   ....................................................239
  239
  ChAin
  ChAin ...................................................
   ...................................................239
  239
  Appendix 2: hAzArds
  Appendix 2: hAzArds ................................
   ................................240
  240
  green sLime
  green sLime .........................................
   .........................................240
  240
  broWn moLd
  broWn moLd .........................................
   .........................................240
  240
  Appendix 3: 
  Appendix 3: monsters by ChALLenge rAting
  monsters by ChALLenge rAting . .241
  241
  Appendix 4: monsters by type
  Appendix 4: monsters by type ...................
   ...................243
  243
  
  6 | a
  AFAnC
  AFAnC
  The sea rose up on a clear day and slammed our ship, washing across the deck 
  and carrying Smithson away. The lookouts called down that they had spotted 
  something massive in the waters, and sure enough, a head breached the surface 
  and arced up. A massive body followed, its fins sharply serrated. The mouth took 
  in Smithson in one gulp, which was the last we saw of him. Jam, L’Croux, and Eve 
  as well before we drove the beast off. — Captain Elisa Bounapert of the Wastrel’s 
  Daughter
  Afancs are the sea monsters sailors talk about when spinning tales of the sea. 
  They are the creatures responsible for entire fleets and crews being lost or destroyed. 
  They are thought by many to be the “kings” of the sea as most other water-dwellers 
  pale in comparison in strength and size to the mighty afanc. An afanc is generally 
  about 100 feet long though specimens as large as 200 feet long are thought to exist. 
  Its whale-like body is gray or sometimes bluish-green, although its eyes are always 
  blue. Its tail is extremely long and ends in a truncated or flat, square edge. An afanc 
  has a bulbous, somewhat flattened head, not unlike that of a great catfish. Afancs 
  are omnivorous hunters of the deep sea that feed on a mixed diet of kelp, coral, 
  sea plants, sharks, whales, various other large fishes, and swimmers and sailors 
  unfortunate enough to cross their path.
  AFAnC
  AFAnC
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 525 (30d20 + 210)
  Speed 0 ft., swim 70 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  11 (+0)
  24 (+7)
  3 (–4)
  16 (+3)
  11 (+0)
  Saving Throws Str +17, Dex +7, Con +14
  Skills Perception +10
  Damage Resistances acid, cold, fire
  Damage Immunities poison; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities poisoned, prone
  Senses darkvision 120 ft., passive Perception 20
  Languages telepathy 120 ft.
  Challenge 23 (50,000 XP)
   
  Amphibious. The afanc can breathe air and water.
  Siege Monster. The afanc deals double damage to objects and 
  structures.
  Actions
  Multiattack. The afanc makes two Claw attacks and one Bite attack.
  Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 37 
  (6d8 + 10) piercing damage. If the target is a Large or smaller 
  creature, that creature is swallowed. While swallowed, the creature 
  is blinded and restrained, it has total cover against attacks and other 
  effects outside the afanc, and it takes 42 (12d6) acid damage at the 
  start of each of the afanc’s turns. 
  If the afanc takes 50 damage or more on a single turn from a creature 
  inside it, the afanc 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 afanc. 
  If the afanc dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse using 15 feet of movement, exiting 
  prone.
  Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 
  (4d6 + 10) slashing damage.
  Sea Swell (recharge 5–6). The afanc raises the front part of its 
  body out of the water and brings it crashing back down against 
  the surface. This generates massive waves up to 30 feet tall that may 
  capsize boats and ships within 100 feet of the afanc. Boats and ships 
  less than 20 feet long automatically capsize. A creature steering or 
  guiding a boat or ship over 20 feet long must succeed on a DC 20 
  Dexterity or Strength check or its boat capsizes. A creature proficient 
  in Vehicles (water) may add its proficiency bonus. A non-aquatic 
  creature in the water within 100 feet of the afanc must succeed on a 
  DC 20 Dexterity saving throw or take 21 (6d6) bludgeoning damage 
  and be stunned until the end of its next turn.
  LegendAry Actions
  The afanc can take three 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 afanc regains spent 
  legendary actions at the start of its turn.
  Claw Attack. The afanc makes one Claw attack.
  Move. The afanc moves up to half its speed.
  Roll (costs 2 actions). The afanc does a full body roll, sending up a 
  spray of obscuring water in a 60-foot radius around it. That area 
  is heavily obscured to creatures other than the afanc until the end 
  of the afanc’s next turn.
  
  7
  A
  ALgoid
  ALgoid
  At first we thought it was some kind of shambling mound or maybe a really ugly 
  green ogre. Then my sword passed right through it, and its body just flowed back 
  into the cut. We used fire; Harlvol had fought trolls before, and that helped. Then it 
  whistled, and the trees attacked. By all the gods, the trees attacked! — Sir Cedric 
  of Reme, knight errant
  Algoids often resemble green humanoids, though they can just as easily take the 
  appearance of a mound of green sludge or even spread out to blend into a scum-
  covered pool. The creature is not one being; it is an intelligent colony of algae 
  awakened through some means. Usually this is through a magical accident, though 
  some scholars believe an overuse of magic in fragile natural settings can cause an 
  algoid to form. Others say the algoid is a natural magical expression tied to marshes 
  and swamps, and the ability of the algoid to “awaken” trees to join in the defense of 
  its home lends some credence to this theory.
  The “skin” of an algoid is coarse and rough with a leafy texture. In its natural 
  surroundings, it is nearly invisible until it attacks. Algoids use this natural 
  camouflage when prey is nearby. The algoid lies in wait, submerged in water or a 
  bog, as it watches its prey. When a potential victim passes nearby, the algoid springs 
  to attack.
  ALgoid
  ALgoid
  Medium plant, neutral
  Armor Class 14
  Hit Points 52 (7d8 + 21)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  4 (–3)
  10 (+0)
  10 (+0)
  Saving Throws Con +5
  Skills Stealth +4
  Damage Resistance slashing and piercing damage from nonmagical 
  attacks
  Damage Immunities lightning, fire damage
  Condition Immunities prone
  Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 10
  Languages Common (understands but can’t speak)
  Challenge 3 (700 XP)
  Animate Trees. An algoid can innately cast the animate objects spell 
  at will, requiring no components. Each casting animates two trees, 
  which are all the algoid can control at a time. A newly animated 
  tree takes one full round to uproot itself. Once free, trees act on the 
  algoid’s turn.
  Vulnerability to Water Magic. Control water and create/destroy 
  water spells deal 3d6 piercing damage to an algoid
  Water Camouflage. An algoid has advantage on Dexterity (Stealth) 
  checks when it has any type of standing water to blend into.
  Actions
  Multiattack. The algoid makes two Slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 
  8 (1d8 + 4) bludgeoning damage. If an algoid scores a critical hit 
  with this attack, the target must make a successful DC 14 Con 
  saving throw or be stunned. The stunned creature can repeat the 
  saving throw at the end of each of its turns; the condition ends on a 
  successful save.
  Mind Blast. Each creature in a 60-foot cone must make a successful 
  DC 13 Intelligence saving throw or be stunned for 3d4 rounds.
  
  8 | a
  Ant Lion
  Ant Lion
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 93 (11d10 + 33)
  Saving Throws Con +5
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  17 (+3)
  2 (–4)
  10 (+0)
  4 (–3)
  Skills Athletics +2, Stealth +2
  Condition Immunities Charmed
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages None
  Challenge 4 (1,100 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 18 
  (3d10 + 2) piercing damage and the target is grappled (escape DC 12).
  Ant Lion
  Ant Lion
  The dwarf Paulus slip-slid on his butt right into the dirt funnel, just like water-
  scootin’ down the rapids! It looked like fun, but tweren’t no fun when that thing 
  reared out of the sand. It was three times the size of poor Paulus, a giant ant, 
  but with wicked barbs like branches sticking out right around its mouth. Paulus’ 
  leg came apart at the knee with a spray of red when the thing grabbed him. He 
  disappeared right under the ground; his screams stopped when the sand filled his 
  mouth. — Dannvel Strout, former halfling scout
  The vicious ant lion resembles a giant gray or brown ant with leathery skin 
  covered in coarse, black bristles. Its deep, inset eyes are black, and its mouth is 
  filled with rows of jagged teeth. Two large silver mandibles protrude just above 
  its mouth. Each mandible has a barb on the inside midway between the creature’s 
  mouth and the end point of the mandible. An ant lion is about nine feet long and 
  weighs nearly 700 pounds.
  Ant lions lurk at the bottom of deep, funnel-shaped pits and holes, where they 
  feed on unfortunates who fall in. An ant lion pit is about 60 feet across and about 20 
  feet deep. A creature that steps on the pit must make a DC 16 Dexterity saving throw 
  or slip and fall into the funnel. It is there where the ant lion waits, buried just under 
  the surface of the ground. When prey falls to the center of the funnel, the ant lion 
  surfaces and attacks, using its mandibles to grab and tear at its prey.
  
  9
  A
  Ape, dire
  Ape, dire
  The jungle underbrush shook and cracked as a powerfully built simian charged, 
  thumping its chest and howling with a fang-filled mouth. Naturally, the porters 
  scrambled for safety, dropping their packs. I, too, dropped back to prepare a spell 
  or two to calm the enraged beast, but my guards leapt into battle. We lost a valuable 
  telescope that day. Two guards as well, but we did acquire a prize specimen. — 
  Algrid Henswaithe, University of the Vast
  Dire apes are much larger than apes commonly found in jungles and savannas. 
  Shy but territorial, these mighty beasts are often found in the deepest part of the 
  wilderness. Due to their size, a troop of dire apes needs a large range in which to 
  forage, and the presence of even regular hunters urges them to move on. A troop 
  consists of an adult male and three to four adult females with two to six young (treat 
  as apes). When encountered, the young flee for the trees or other hiding places 
  while the adults attempt to frighten away intruders by making great displays of their 
  might. Small trees are torn up by the roots and flung about, threatening displays of 
  fangs and chest thumping are carried out, and in one reported case, a passing duiker 
  was torn in half and flung at the interlopers.
  dire Ape
  dire Ape
  Large beast, unaligned
  Armor Class 11
  Hit Points 90 (12d10 + 24)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  15 (+2)
  2 (–4)
  12 (+1)
  7 (–2)
  Skills Athletics +6, Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Keen Scent. The dire ape has advantage on Wisdom (Perception) 
  checks that rely on scent.
  Actions
  Multiattack. The dire ape makes two Fist attacks.
  Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 
  (2d10 + 4) bludgeoning damage.
  Throw Tree . Ranged Weapon Attack: +6 to hit, range 30/60 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  
  10 | a
  ArA
  ArA
  The trees around us came alive with the sounds of gurgles, trills, and squawks, 
  and a rustle like a flock of birds taking scared flight shook the leaves. A flurry of 
  red and blue feathers drifted lazily down upon our heads. Cherill went to collect 
  some in her many pouches, but four large, feathered forms stepped out around the 
  trees and gently dissuaded her. Birds they were, but as tall as a man, their feathers a 
  display of vivid colors against the jungle’s green foliage. Their spears were warning 
  enough not to invade their nest. — Tucabert Deerstrider, Druid of the High Forest
  The ara are a race of tropical bird-people that resemble large humanoid macaws. 
  They live in nest complexes built in the high branches of jungle trees, well above 
  the jungle floor. Ara society is based on extended family groups; most ara village 
  inhabitants are related, with the eldest female serving as matriarch and overseer 
  of the settlement’s spiritual needs. On occasion, several families band together 
  to form a single larger community for mutual benefit. Male and female ara trade 
  off responsibilities, such as caring for youngsters or venturing out to gather fruits 
  and succulents. Ara are a fairly insular people and generally avoid contact with 
  outsiders; however, they can sometimes be persuaded to trade, as they value metal 
  tools and weapons. Ara are peaceful, and if their home territory is threatened, they 
  are most likely to simply relocate to a less-dangerous location. As eggs and young 
  ara cannot easily be moved, the ara fight fiercely to defend themselves during the 
  breeding season and as the young grow to adulthood. A few ara leave their island 
  homes to venture into the outside world, but these are a rare and exotic sight.
  Two distinct breeds of ara exist: those with bright scarlet plumage and those 
  with bright iridescent blue. Though interfertile, the two breeds tend to mate with 
  those of similar plumage, keeping the groups separate. Ara communities tend to 
  be one or the other, but from time to time families join in a single community that 
  has both types. Some observers note that sapphire ara tend to be spellcasters who 
  favor clerical and druidic spells, while scarlet ara are more likely to take a role 
  as defenders of the community, but this appears to be more out of tradition than 
  anything else, and both groups are equally capable.
  ArA
  ArA
  Medium humanoid, chaotic good
  Armor Class 14 (natural armor)
  Hit Points 23 (4d8 + 4)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  12 (+1)
  11 (+0)
  Skills Athletics +2, Perception +5
  Senses passive Perception 15
  Languages Auran
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The ara makes one Bite attack and one Talon or one 
  Spear attack.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 
  (1d8) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  Talons. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) slashing damage.
  ArA CLeriC
  ArA CLeriC
  Medium humanoid, chaotic good
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  16 (+3)
  11 (+0)
  Skills Athletics +2, Perception +5
  Senses passive Perception 15
  Languages Auran
  Challenge 2 (450 XP)
  Spellcasting. The ara cleric is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The 
  ara cleric has the following cleric spells prepared:
  Cantrips (at will): guidance, light, resistance, sacred flame
  1st level (4 slots): bless, cure wounds, guiding bolt, shield of faith
  2nd level (3 slots): dispel magic, hold person, lesser restoration
  3rd level (2 slots): mass healing word, prayer of healing
  Actions
  Multiattack. The ara makes one Bite attack and one Talon or one 
  Spear attack.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 
  (1d8) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:3 
  (1d6) piercing damage.
  Talons. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) slashing damage.
  
  11
  A
  ArCAnopLAsm
  ArCAnopLAsm
  As I was examining one of the glass animals in the menagerie, that insipid 
  barbarian took a swing at the floating glass sphere roiling with the yellow and 
  gray sludge. Exploding shards of glass shredded his skin, and then the thing was 
  upon him. A pseudopod of pale protoplasm burned a hole straight through the dolt. 
  Grendes summoned a bolt of mystical energy, but the creature absorbed the missile. 
  It fired the same bolt right back, knocking Grendes to the ground! I ran as the blob 
  flowed over my dismayed friend. — Kimber Threeclover, last surviving member of 
  the Company of the Blue Riders
  Thought to be the result of a failed magical experiment, wizards and sorcerers 
  alike have tried for years to gather information on this alien creature, but thus far 
  such information has eluded even the most resourceful of researchers. Arcanoplasms 
  are found in areas where the residual energy of arcane magic lingers. Such areas 
  include abandoned wizard’s towers, keeps, dungeons, and so forth. Here they feed 
  and remain until disturbed. Because it lairs in ruins and similar places that attract 
  adventurers, it rarely has to wait long between meals. Arcanoplasms always target 
  arcane spellcasting creatures first. Thanks to its ability to replicate spells cast near 
  it, the arcanoplasm always tries to stay within 30 feet of a hostile arcane caster. 
  Mimicked spells are cast at the foe deemed most threatening.
  ArCAnopLAsm
  ArCAnopLAsm
  Large monstrosity, neutral
  Armor Class 12 (natural armor)
  Hit Points 103 (9d10 + 54)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  6 (–2)
  22 (+6)
  10 (+0)
  14 (+2)
  14 (+2)
  Saving Throws Con +8
  Skills Athletics +4, Stealth +0
  Damage Immunities poison
  Condition Immunities paralyzed, poisoned, prone, stunned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, draconic (understands but can’t speak)
  Challenge 4 (1,100 XP)
  Absorb Arcane Energy. Any arcane spell targeted at an arcanoplasm 
  is automatically absorbed into its body. This cures 1 point of damage 
  per 3 points of damage the spell would otherwise deal; nondamaging 
  spells cure 1 point of damage per spell slot used to cast the spell. 
  Spells that affect an area are not absorbed, but neither do they affect 
  the arcanoplasm. The arcanoplasm can’t absorb magic from spells 
  that it cast itself using arcane spell mimicry, and it can’t absorb 
  divine magic, which affects it normally.
  Amorphous. An arcanoplasm can move through gaps as small as one 
  square inch without penalty.
  Arcanesense. An arcanoplasm can automatically detect the location of 
  any arcane spellcaster within 100 feet. This ability is not blocked by 
  any material.
  Arcane Spell Mimicry. As an action, an arcanoplasm can mimic any 
  arcane spell of 4th level or lower cast within 30 feet of it on its next 
  turn. The spell takes effect as if cast by a 7th-level sorcerer (spell 
  save DC 13, +6 spell attack bonus) and requires no components. 
  Because of its innately magical nature, an arcanoplasm adds both 
  its Con and Cha modifiers to concentration checks when it takes 
  damage.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Actions
  Multiattack. The arcanoplasm make one Slam attack and one 
  Constriction attack.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the 
  target is grappled (escape DC 12).
  Constriction. One creature already grappled by the arcanoplasm 
  takes 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage.
  
  12 | b
  bAboonWere
  bAboonWere
  Beware! Travel together after dark! The Slaughter-Ape was spotted standing 
  over a cow, bathed in its blood. The beast screamed an animal howl and ran fast, 
  on all fours, and escaped the guards. But they tracked its bloody prints to where it 
  scrambled right over our walls to get inside. But where it now walked, the prints 
  changed and became human! The man (or beast!) escaped into the alleys among 
  us. Beware your neighbors! Beware! — Reported last words of town crier Rupert 
  Hibble in Hillport
  Baboonweres are evil baboons born with the ability to assume human or a hybrid 
  human form. Baboonweres are most often found among normal baboons, though 
  some prefer to maintain their human form and live among ordinary people in small 
  towns and villages. When the livestock and cattle begin turning up missing or slain 
  is when the baboonwere usually moves on, before the finger of suspicion is pointed 
  its way. In its hybrid form, a baboonwere stands just over five feet tall and weighs 
  roughly 130 pounds.
  bAboonWere
  bAboonWere
  Medium beast (shapechanger), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+ 2)
  13 (+1)
  10 (+ 0)
  12 (+1)
  12 (+ 1)
  Skills Athletics +3, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing attacks 
  from nonmagical attacks that aren’t silver
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 4 (1,100 XP)
  Displacement. The baboonwere projects an illusion that makes it 
  appear to be standing near its actual location, causing attack rolls 
  against it to have disadvantage. If the baboonwere is hit by an 
  attack, this trait is disrupted until the end of its next turn. This trait 
  is also disrupted if the baboonwere is incapacitated or reduced to a 
  speed of 0.
  Shapechanger. The baboonwere can use its action to polymorph into a 
  humanoid, a baboon-human hybrid, or a baboon. Its statistics, other 
  than its size, are the same in each form. Any equipment it is wearing 
  or carrying doesn’t transform. It reverts to its true form of a baboon-
  human hybrid if it dies.
  Keen Scent. The baboonwere has advantage on Wisdom (Perception) 
  checks that rely on scent.
  Voice mimicry. The baboonwere can mimic the voice of a creature 
  it hears. Listeners can determine that this is an imitation with a 
  successful DC 11 Wisdom (Insight) check.
  Actions
  Multiattack. The baboonwere makes two attacks, only one of which 
  can be a Bite attack.
  Bite (hybrid and baboon form only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Longsword (hybrid and humanoid form only). Melee Weapon 
  Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing 
  damage.
  
  13
  B
  bAke kujirA
  bAke kujirA
  Gargantuan monstrosity, neutral evil
  Armor Class 21 (natural armor)
  Hit Points 372 (24d20 + 120)
  Speed 0 ft., swim 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  20 (+5)
  6 (–2)
  10 (+0)
  7 (–2)
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks
  Senses passive Perception 10
  Languages —
  Challenge 20 (25,000 XP)
  Transparent. The bake kujira is transparent and only its skeleton 
  is visible, which makes it appear to be some undead monstrosity. 
  Attacks upon the bake kujira require successful DC 19 Wisdom 
  (Perception) checks or are made at disadvantage.
  Ghastly Swarms. The bake kujira is accompanied by 2d4 swarms of 
  hostile birds and 2d4 swarms of carnivorous fish (see monster 
  entries). These creatures accompany the larger monster to scavenge 
  from its feeding, but also appear to be attracted to the bake kujira’s 
  overwhelmingly evil lifeforce. These swarms attack anything that 
  attacks the bake kujira.
  Actions
  Breach. The bake kujira makes a full move, breaches into the air, then 
  crashes down upon its target. Any Huge or smaller creatures in the 
  bake kujira’s space must make a DC 19 Dexterity save or take 48 
  (4d8 + 30) bludgeoning damage and be forced into the nearest square 
  that is adjacent to the bake kujira.
  bAke kujirA
  bAke kujirA
  The birds, sir, the birds came first. Hundreds! Flying tight like they had a plan. 
  Corg in the nest vanished under their claws an’ beaks, but he threw himself over. 
  They chased him right to the brine! He screamed once when he splashed, but the 
  water boiled and something swimming below dragged him under. The sailors on 
  The Sultan’s Flame crowded the rail to watch, so none saw the beast rise out of the 
  water behind them. It was all bones, it was, the sun shinin’ right through! It hung 
  in the air for just a moment … huge, impossible … then crashed right down on 
  the Flame, breakin’ her back. The wave snapped our mizzen and the main, and we 
  limped away as the broken halves of The Sultan’s Flame sank beneath the waves. A 
  bony tail fluke swatted the screaming sailors still thrashing in the churning waters. 
  — Nate Fairweather, former cabin boy on The Golden Crest
  The bake kujira is a horrific monstrosity that outwardly appears to be the skeleton 
  of a gargantuan whale. In reality, its flesh and organs are transparent, giving the 
  impression that it is an entirely disembodied skeleton. Its common moniker, “ghost 
  whale,” refers to this, but the bake kujira is not actually undead. The bake kujira’s 
  origins are unknown, but some claim demons or evil gods created them to carry out 
  acts of mayhem and destruction on the sea in the name of their masters. Others think 
  they may have originated on another plane or are the creation of the mad sorcerers 
  who plagued the heroes in the era of the Thousand Kingdoms.
  Bake kujira are indeed living creatures despite their appearance, but they 
  are definitely not natural. Encounters with the bake kujira are invariably fearful 
  experiences. Those few who survive their meetings with the ghost whales are 
  plagued by nightmares and terrible visions for the rest of their lives. It is said that 
  only by destroying the bake kujira who committed the original attack can their 
  victims ever fully be free.
  Grim forces of evil and destruction, bake kujira seem to attract other hostile 
  creatures. Survivors of encounters with bake kujira report that the monsters are 
  accompanied by flocks of vicious birds and biting fish that appear to serve the 
  ghost whale’s will. Especially aggressive birds and fish may actually herald a bake 
  kujira’s appearance, and superstitious mariners strongly advise a quick return to the 
  safety of port should such creatures make themselves known.
  
  14 | b
  bAsALt WArhound
  bAsALt WArhound
  Badog went first into the darkness, his silvered axe in front of him as he stooped 
  under the standing arch of granite marking the ruins. His beefy shoulders nearly 
  touched the sides! When Badog stands up, people cower! Except this time. His 
  shrieks were filled with pain and fear and plain old terror. Badog came running fast 
  — no axe — in fact, no right arm that once held that axe! The hound that followed 
  was as dark as coal, and fire licked around its snout. It snarled around Badog’s 
  shredded arm still caught in its pointed teeth. I’ll never forget those yellow eyes 
  as it gave chase. Badog fled in terror. He just didn’t run fast enough. — Borolan 
  Ashenchisel, on the beast of the Beharrel Valleys
  A basalt warhound is a massive hound that looks as if it is formed of living brass 
  and basalt. It stands nearly as tall as a human, and its eyes burn with yellow flame. 
  Its tongue and teeth are pitch-black, and flames flicker and dance around its rocky 
  snout as it breathes. When killed, the massive beast erupts in an explosive ring of 
  fire. Some spellcasters claim basalt warhound packs can be summoned from the 
  edges of the various elemental planes bordering the Material Plane, but other say 
  the beast can smell out tunnels into the world so it can roam — and hunt — freely.
  bAsALt WArhound
  bAsALt WArhound
  Large elemental, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  6 (–2)
  14 (+2)
  10 (+0)
  Saving Throws Dex +6, Wis +5
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Vulnerabilities cold
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Ignan
  Challenge 5 (1,800 XP)
  Death Burst. When a basalt warhound dies, it explodes in a burst of 
  fire. Each creature within five feet of it must make a DC 15 Dexterity 
  saving throw, taking 13 (3d8) fire damage on a failed save, or half as 
  much damage on a successful one.
  Keen Smell. The basalt warhound has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The basalt warhound has advantage on an attack roll 
  against a creature if at least one of the warhound’s allies  
  is within five feet of the creature and the ally isn’t  
  incapacitated.
  Actions
  Multiattack. The basalt warhound makes two Bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d8 + 3) piercing damage and 9 (2d8) fire damage.
  
  15
  B
  greAter AbyssAL bAsiLisk
  greAter AbyssAL bAsiLisk
  Large monstrosity, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  18 (+4)
  5 (–3)
  12 (+1)
  6 (–2)
  Saving Throws Con +8
  Skills Perception +5
  Damage Resistances cold, fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 90 ft., passive Perception 15
  Languages —
  Challenge 10 (5,900 XP)
  Detect Good. The Abyssal basilisk can detect fey and celestial 
  creatures within 60 feet as an ongoing effect.
  Foul Breath. The Abyssal basilisk’s breath is so putrid that it creates 
  an area of foul gas in a five-foot radius around itself. Any creature 
  entering that area or starting its turn within that area must succeed 
  on a DC 13 Constitution save or become poisoned until the start of 
  its next turn.
  Magic Resistance. The Abyssal basilisk has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The Abyssal basilisk makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 
  (3d8 + 4) piercing damage plus 10 (3d6) poison damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) slashing damage.
  Petrifying Gaze. If a creature starts its turn within 30 feet of the 
  Abyssal basilisk and the two of them can see each other, the basilisk 
  can force the creature to make a DC 15 Constitution saving throw 
  if the basilisk isn’t incapacitated. On a failed save, the creature 
  magically begins to turn to stone and is restrained. It must repeat 
  the saving throw at the end of its next turn. On a success, the effect 
  ends. On a failure, the creature is petrified until freed by a greater 
  restoration spell or other magic.
  A creature that isn’t surprised can avert its eyes to avoid the saving 
  throw at the start of its turn. If it does so, it can’t see the Abyssal 
  basilisk until the start of its next turn, when it can avert its eyes 
  again. If it looks at the Abyssal basilisk in the meantime, it must 
  immediately make the save.
  If the Abyssal basilisk sees its own reflection within 30 feet of it in 
  bright light, it must succeed on a DC 10 Wisdom save or mistake 
  itself for a rival and target itself with its gaze. The Abyssal basilisk’s 
  magic resistance gives it advantage on any resultant Constitution 
  save versus its own gaze.
  bAsiLisk, AbyssAL, greAter
  bAsiLisk, AbyssAL, greAter
  True, true, I never liked the elf. Dobs had a stick up his … well, he was stuffy, you know what I mean? But I’m going back for him. No one deserves what 
  happened. That foul beast climbed out of the swamp and surprised us as we camped. I was looking for my blade — I don’t know how it had fallen — so I 
  didn’t look the thing in the eyes when it reared up. Dobs did. All I saw was the eight legs reflecting off my sword, scales dripping like ichor, and its jaws. 
  And Dobs, of course, true, true, as his pale flesh hardened into paler stone. Kind of like his personality. But I’m going back for him. I’ve heard tales of a 
  temple that pays good coin for statues. — Haric Spant of the Silver Crown Society thieves’ guild 
  Denizens of the Demonic Abyss, these large, eight-legged crocodilian horrors have been touched by the infecting influence of raw chaos. The stout, 
  armor-plated beasts literally drip ashen discord and death from their constantly molting scales and stinking slobbering jaws. Their scales range from blue-
  black to dark green-black and their eyes glow with an unnatural light that petrifies their victims.
  
  16 | b
  bAt, Fungus
  bAt, Fungus
  We smelled it first, that musty-sweet odor when fungi grow rampant. The 
  cave was rank with it. Dallitus thought it was a bat at first, but the thing was so 
  misshapen that it was hard to believe it could even fly. I’ve seen bats, and they avoid 
  you. This thing crashed straightaway into Dall with a fleshy whoomp! and bore him 
  to the ground. It was sinking its fangs into the knight’s neck when that plucky squire 
  Capers took its head off with one swing. — Sir Canevar of Farall Hold
  A fungus bat has a malformed central mass that appears to be composed of fleshy 
  mushrooms, with long, writhing tendrils trailing its form. They attack with their 
  debilitating bite, which paralyzes its prey.
  Fungus bAt
  Fungus bAt
  Medium plant (fungus), unaligned
  Armor Class 11 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  13 (+1)
  1 (–5)
  10 (+0)
  1 (–5)
  Damage Immunities psychic
  Condition Immunities frightened, prone, stunned, unconscious
  Senses blindsight 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 
  + 1) piercing damage and target must make a DC 13 Constitution 
  saving throw or be poisoned. If the target fails the saving throw, it 
  immediately suffers the effects of the fungus bat’s poison, losing the 
  use of its legs and falling prone for one minute (as if restrained and 
  knocked prone). The target can repeat the saving throw on each of its 
  turns, ending the effect on a success.
  beAr, CAve
  beAr, CAve
  The shaggy shape shambled out of the cave, its bulk filling the narrow opening 
  out of proportion to its ursine form. Towering above me, its limbs ready to 
  reach out with wicked claws that can tear and arms that can crush, something 
  instinctual urged flight as the musky stench of the irate cave bear washed over me. 
  It stood and roared, and we knew why the natives called this beast the slayer of 
  tribes. — Sir Cedric of Reme, knight errant
  Cave bears dwell in lands far beyond the civilized world in places long forgotten. 
  These prehistoric holdouts are larger than any bear has the right to be, and far more 
  fearsome. While they are primarily vegetarians, cave bears are not averse to the 
  occasional meat-based menu. Many cultures that dwell in proximity to cave bears 
  have learned to respect and even venerate these ill-tempered ursine beasts.
  CAve beAr
  CAve beAr
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 142 (15d12 + 45)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  16 (+3)
  2 (–4)
  12 (+1)
  7 (–2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 7 (2,900 XP)
  Bear Hug. If the cave bear hits a creature with two Claw attacks in 
  the same turn, the target is grappled. The cave bear has advantage 
  on Bite attacks against a creature it has grappled and may use 
  a bonus action to inflict 15 (2d8 + 6) bludgeoning damage on the 
  grappled creature.
  Bear Frenzy. A cave bear is not slain if reduced to 0 HP. Instead, it 
  enters bear frenzy. While in bear frenzy the cave bear may continue 
  to act normally. At the end of every turn that the cave bear is in bear 
  frenzy, it must succeed on a DC 12 Constitution saving throw or die.
  Keen Scent. The cave bear has advantage on Wisdom (Perception) 
  checks that rely on scent.
  Actions
  Multiattack. The cave bear makes two attacks, only one of which can 
  be a Bite attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 
  (2d8 + 6) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 
  (1d10 + 6) slashing damage.
  
  17
  B
  berberokA
  berberokA
  We thought the raft had caught on a rock. It stopped so 
  suddenly in the Gaelon’s swift flow that we nearly tumbled 
  headfirst into the water. The old fisherman guiding us made the 
  mistake of looking over the edge, and that’s when the greenish 
  hands erupted from the water and grabbed him by his long white 
  beard. He went overboard with a splash and vanished. What came 
  out of the water in his stead was as big as an ogre, but scaled and 
  green. Its hands and feet were webbed. If not for the fiery blast 
  Berthal conjured, we might not have made it off that raft alive. 
  — The Esteemed Scholar Yarl Enders of Endhome
  Berberoka are scaled ogres who lurk in rivers, lakes, and 
  other bodies of water where they seek their prey. Though 
  they can subsist on fish, berberoka far prefer the flesh of air-
  breathing creatures, especially humans, elves, and dwarves. 
  They are solitary creatures, though every few years they are 
  compelled to venture to other lairs and reproduce, giving birth to 
  small berberoka who seek out their own aquatic lairs. Most prefer 
  freshwater lakes and rivers, though reports of berberoka lurking in 
  coves, inlets, and other calm saltwater places exist.
  A berberoka secretes an oily substance that attracts fish to its 
  location. If especially hungry, a berberoka can subsist on the fish that 
  it attracts, but it normally uses these schools of fish to lure surface-
  dwelling fisherfolk, whom it then seizes and attempts to drag to 
  their doom. This substance can be extracted from a dead berberoka, 
  making it an extremely valuable commodity.
  berberokA
  berberokA
  Huge giant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  6 (–2)
  8 (–1)
  6 (–2)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 4 (1,100 XP)
  Amphibious. Berberoka can breathe air and water.
  Aquatic Stealth. Berberoka have advantage on stealth checks made 
  while in water.
  Fisherman’s Friend. Berberoka secrete a substance that attracts 
  fish and when in water draw all fish of Intelligence 1 within a 100-
  yard radius to their location. A slain berberoka yields 3d6 doses of 
  fisherman’s friend (as it is commonly called), and each dose sells for 
  100gp.
  Actions
  Multiattack. Berberoka make two Fist attacks.
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 
  (2d8 + 4) bludgeoning damage. Target is grappled (Escape DC 14). If 
  both fist attacks hit, target is also restrained.
  Drown. The berberoka can submerge along with any grappled or 
  restrained targets. It then engages in a Strength ability contest with 
  its grappled or restrained targets to force the air from their lungs. 
  If the berberoka succeeds, the target begins drowning (see rules for 
  suffocation). Contests against grappled opponents are normal, but 
  the berberoka has advantage on contests against targets that are 
  grappled and restrained.
  
  18 | b
  binguAi
  binguAi
  Huge undead, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (–1)
  21 (+5)
  7 (–2)
  10 (+0)
  6 (–2)
  Saving Throws Con +8, Wis +3, Cha +4
  Damage Immunities cold
  Senses passive Perception 10
  Languages Giant
  Challenge 8 (3,900 XP)
  Magic Resistance. The binguai has advantage on saving throws 
  against spells and other magical effects.
  Morale Boost. Frost giants within 120 feet of a binguai gain a +2 
  bonus to their attack and damage rolls.
  Actions
  Multiattack. The binguai makes two Icy Chains attacks.
  Icy Chains. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 25 (3d12 + 6) bludgeoning damage plus 
  10 (3d6) cold damage.
  Freezing Whirlwind (recharge 5–6). The binguai 
  summons a swirling storm of ice and snow that 
  affects a 20-foot radius. Each creature in the area 
  must make a DC 16 Constitution saving throw. On 
  a failure, a target takes 45 (10d8) Cold damage and 
  is imprisoned in a column of ice. Imprisoned targets 
  are restrained (escape DC 16) and must make DC 
  16 Constitution saving throws each round or take 
  3 (1d6) cold damage from the effects of ice and 
  suffocation. The restrained target can escape or be 
  freed by a companion. The ice is Armor Class 12 
  and has 15 hit points. Once the ice is destroyed, 
  the target can act normally.
  binguAi
  binguAi
  That arrogant blowhard Pren the Red led us right into that trap. The walls were 
  too close and forced us into a single-file march. You just knew it wasn’t safe. It was 
  already too late when an icy wind pushed the snow into a frenzy, freezing our bones. 
  That was when the first giant stuck its head over the wall and glared down at us. 
  It’s eyes were gone, replaced by a glacial light blazing like the sun. Pren swung at 
  the meaty arm as it reached for him, but his blade only chipped the giant’s skin. 
  The second one reared up right behind us, rising out of the snow. We’d walked 
  right over the thing! It was worse off than its partner, with a hole blown through 
  its chest to expose its broken ribs. I ducked out of its reach before it blocked the 
  ravine completely. — Janel Free, last surviving member of the Company of the 
  Blazing Shield
  The binguai, or frozen giants, can be found in the mountains that surround 
  the Xha’en Hegemony. They are the undead remains of shamans or 
  especially bloodthirsty warriors risen from the dead to visit 
  frozen doom upon their tribes’ enemies. The presence of 
  binguai in a group of warriors is considered an especially 
  auspicious omen for the frost giants, and they are known to 
  fight with greater ferocity when accompanied by one.
  In addition to their role in a frost giant tribe, 
  binguai may also rise from their graves to defend 
  the final resting places of other frost giants. In such 
  cases, binguai stand watch over tombs, cairns, or places 
  where other giants have fallen, and may sometimes 
  be mistaken for corpses themselves. Should intruders 
  approach too closely, however, the binguai shows 
  itself and attacks fiercely, unleashing its freezing 
  whirlwind before attacking.
  
  19
  B
  bLood kAktos
  bLood kAktos
  I was starving and mad with thirst, but I swear I’m not making it up. They 
  were real. Our caravan was about a day’s ride north of the Shield Basilica and 
  everything was well. The Kanderi is deadly, but we were prepared. Still, all that 
  sand and nothing for miles. The cactuses were so strange but so pretty. Until some 
  of them started to move! Something whistled by my ear, and I heard Smithson cry 
  out. Needles stuck out from his entire body. Aneleise was caught in the grip of 
  another one. Her face was sunken and pale, bloodless. I turned and ran. Better the 
  burning sands than to die like that. – Coral Gammew, upon her rescue by troops 
  from the Shield Basilica of Muir
  The blood kaktos is a mobile, sentient plant that inhabits any warm, sandy 
  environment. It is a relative of the common saguaro cactus and has leathery green 
  flesh covered with needle-like spines, with two jointed, branch-like arms sprouting 
  from a large trunk that grows to between five and seven feet tall upon maturity.
  Three eyes approximately two inches in diameter appear as a darker shade of 
  green. They are typically positioned in a scalene triangle formation and are the 
  only obvious sensory organs. The casual observer could easily perceive the eyes as 
  ordinary scars or imperfections found on a common cactus and may not be aware 
  they are looking at a deadly blood kaktos.
  bLood kAktos
  bLood kAktos
  Large plant, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
  9 (–1)
  7 (–2)
  Skills Stealth +4, Perception (+3 or +1)
  Damage Resistances fire
  Damage Vulnerabilities cold
  Condition Immunities deafened
  Senses darkvision 60 ft., passive Perception 13 (or 11)
  Languages Blood kaktos telepathy
  Challenge 2 (450 XP)
  Silent Slither. The blood kaktos has advantage on Dexterity (Stealth) 
  checks to move silently through sand when sneaking up on prey.
  Telepathic Communication. The blood kaktos cannot speak, but 
  it can communicate with others of its kind through telepathic 
  communication. The communication consists of the conveyance of 
  emotions and intent, allowing groups of blood kaktoses to loosely 
  coordinate attacks against prey.
  Actions
  Multiattack. The blood kaktos makes two Prickly Punch attacks.
  Prickly Punch. Melee attack: +5, range 5 ft. Hit: 6 (1d6 + 3) piercing 
  damage and 3 (1d6) poison damage. If both prickly punch attacks 
  are successful against the same target, the blood kaktos embraces 
  the victim, who is grappled and restrained until it breaks the 
  embrace. The blood kaktos extends its proboscis to penetrate any 
  exposed skin, writhing through armor joints if need be. This is an 
  automatic hit that causes its victim to lose 3 (1d4 + 1) hit points at 
  the beginning of the target’s turn as the blood kaktos gorges upon 
  the victim’s blood. If the victim breaks free from the embrace, the 
  blood kaktos immediately retracts its proboscis, fearing damage 
  to its delicate organ. The victim can use an action to attempt 
  a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check to 
  escape. A victim that escapes the embrace sustains an additional 
  3 (1d6) slashing damage as the needles rip the escapee’s flesh.
  Huff and Puff (recharge 4–6). The blood kaktos inhales air 
  into the space between its outer layer of skin and its inner 
  membranous tissue and then forces it out sharply, spraying 
  needles in all directions over a 10-foot radius. Any creature 
  within this area must make a DC 14 Dexterity saving throw. 
  Those that fail the saving throw take 9 (2d8) piercing damage 
  from the flying needles while those that succeed take half this 
  amount.
  
  20 | b
  bLood orChid
  bLood orChid
  You need to ask Audreie who killed the master’s family. I was tending the flowers. 
  The beautiful flowers. They talk to me sometimes, you understand? Perfection. 
  Audreie is the most beautiful. Her petals three are rosy and pale. Her voice in my 
  mind is sweet and makes me think of the distant flower fields of Old Burgandia. 
  Those flowers didn’t speak to me, though, understand? Audreie didn’t like the 
  master, you know? She’d look me in the eye and whisper what their fates should 
  be. I never listened, though. Never. Not even that one time. And definitely not the 
  next. She was so kind. I left her in the greenhouse. She’s still waiting there for me. 
  — From the rantings of the gardener Semore, after the tragedy at Shaw Manor
  This beast has three downward curving “petals” of flesh with dark, pebbly outer 
  hides and pallid whitish undersides. The petals converge at the blood orchid’s center 
  and end with split tips. On its underside at the center dangle a swarm of writhing 
  pallid tentacles: 16 manipulator arms and eight thinner tendrils with red eyes at the 
  ends. A sphincter-shaped mouth at the end of a flexible trunk one foot long and six 
  inches in diameter is at the center of these tentacles. Another cluster of eye tendrils 
  is at the apex of the creature.
  Blood orchids are territorial, xenophobic, and possessive. They rarely form 
  alliances with other creatures as their alien mindset keeps them from forming any 
  common ground. They regard other races as aberrant and not to be trusted, even 
  other lawful creatures.
  Communication by blood orchids is through a means of empathy/telepathy. 
  They have no sense of hearing, which renders them immune to sonic effects. The 
  blood orchid can close its outer petals downward and rest on the ground, where it 
  resembles a rocky nodule or fungus of some kind.
  Blood orchids occasionally develop sorcerous talents and transform into savants. 
  When their abilities reach a certain level, they evolve into a grand savant. Normally, 
  each colony of blood orchids is led by a single grand savant, and another cannot 
  evolve while one is present. Typically, a blood orchid savant ready to become a 
  grand savant leaves the colony with a few followers and sets out to establish a new 
  brood elsewhere.
  bLood orChid
  bLood orChid
  Large aberration, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 76 (9d10 + 27)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  16 (+3)
  11 (+0)
  12 (+1)
  13 (+1)
  Skills Stealth +4
  Damage Resistances acid, cold, lightning, fire
  Damage Immunities thunder
  Senses darkvision 60 ft., passive Perception 11
  Languages telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Hyper-Awareness. A blood orchid cannot be surprised.
  Telepathic Bond. Blood orchids have a telepathic link to other blood 
  orchids that are within 120 feet.
  Actions
  Multiattack. The blood orchid uses Blood Drain and makes up to 
  three Tentacle attacks.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  11 (2d8 + 2) bludgeoning damage and the target must succeed on a 
  DC 13 Constitution saving throw or be poisoned for one hour. The 
  target is also grappled (escape DC 11). While grappled this way, 
  the creature is restrained. Until the grapple ends, the blood orchid 
  can’t use this tentacle on another target. The blood orchid has three 
  tentacles with which it can attack.
  Blood Drain. The blood orchid feeds on a creature it is grappling. The 
  creature must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by 5 (1d10). This reduction lasts until 
  the creature finishes a long rest. The target dies if this effect reduces 
  its hit point maximum to 0.
  bLood orChid sAvAnt
  bLood orChid sAvAnt
  A blood orchid savant is a rarity among blood orchids that has learned to cast spells.
  bLood orChid sAvAnt
  bLood orChid sAvAnt
  Large aberration, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 97 (13d10 + 26)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  13 (+1)
  16 (+3)
  18 (+4)
  Skills Stealth +5
  Damage Resistances acid, cold, lightning, fire
  Damage Immunities thunder
  Senses darkvision 60 ft., passive Perception 13
  Languages telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Spellcasting. The blood orchid is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It can cast the following spells:
  Cantrips (at will): dancing lights, fire bolt, light, mage hand
  1st level (4 slots): burning hands, color spray, detect magic, magic 
  missile
  2nd level (3 slots): darkness, ray of enfeeblement, scorching ray
  Hyper-Awareness. A blood orchid cannot be surprised.
  Telepathic Bond. Blood orchids have an unbreakable telepathic link 
  to other blood orchids that are within 120 feet.
  Actions
  Multiattack. The blood orchid savant makes three attacks with its 
  Tentacles.
  Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  11 (2d8 + 2) bludgeoning damage and the target must succeed on a 
  DC 14 Constitution saving throw or be poisoned for one hour. The 
  target is also grappled (escape DC 14). While grappled this way, the 
  creature is restrained.
  Blood Drain. The blood orchid feeds on every creature it is grappling. 
  Each grappled creature must succeed on a DC 14 Constitution 
  saving throw or its hit point maximum is reduced by 5 (1d10), and 
  the blood orchid savant regains the same number of hit points. The 
  reduction lasts until the creature finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0.
  Charm. One creature within 30 feet must succeed on a DC 15 
  Wisdom saving throw or be charmed for 24 hours. The creature 
  is not under the blood orchid’s control but regards it as a 
  trusted friend, takes its requests as favorably as possible, and 
  won’t try to escape from the blood 
  orchid’s grapple. Each time the 
  blood orchid or its allies do 
  anything harmful to the 
  creature, it can repeat the 
  saving throw.
  
  21
  B
  bLoody bones
  bLoody bones
  Medium undead, neutral evil
  Armor Class 12
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  15 (+2)
  8 (–1)
  12 (+1)
  9 (–1)
  Saving Throws Wis +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages the languages it knew in life
  Challenge 4 (1,100 XP)
  Bloody Regeneration. When the bloody bones doesn’t have all of its 
  hit points, it seeps blood from its pores. At the start of its turn if it 
  is seeping blood from its pores, it regains 5 hit points. If the bloody 
  bones takes radiant damage, this trait doesn’t function at the start 
  of the bloody bones’s next turn. The bloody bones dies only if it starts 
  its turn with 0 hit points and doesn’t regenerate.
  Undead Nature. A bloody bones doesn’t require air, food, drink, or sleep.
  Actions
  Multiattack. The bloody bones makes two Bloody Fist attacks.
  Bloody Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) 
  poison damage.
  Blood Spray (recharge 5–6). If the bloody bones doesn’t 
  have all of its hit points, it sprays blood in a 30-foot cone. 
  Each creature in that area must make a DC 13 Dexterity 
  saving throw. On a failure, a creature takes 18 (4d8) poison 
  damage and is poisoned for one minute. On a success, a 
  creature takes half the damage and isn’t poisoned.
  bLoody bones
  bLoody bones
  We were not the first to delve into the forgotten temple. Signs were everywhere of 
  others along the entire path into the hidden sanctuary: thieves who tripped traps, 
  the remains of those slaughtered by some horrid monster we had yet to encounter, 
  and, in one case, a scorched mark on the floor and a pair of singed lockpicks stuck 
  in a door. It was in the hour of the rooster that we found the monster of the temple. 
  It was a skeleton, and we underestimated it. We should have known it was no normal 
  animated dead; the thing leaked blood and mucus and attacked with cunning and 
  surprise. Its tentacles whipped about and tore Asandrá limb from limb. — Tara the 
  Wise, adventurer
  Bloody bones are created when a person desecrates the temple of an evil god 
  and dies in the process. At least, that is what scholars hope, for that would make 
  this horror decidedly rare. Appearing like any other animated skeleton, the bloody 
  bones can be discerned as different by three factors: It still has a significant amount 
  of sinew and bits of flesh upon its bones; blood and mucus constantly leak from its 
  bones, making it a very slippery foe indeed; and finally, four intestine-like tentacles 
  emerge from its empty abdominal cavity to whip around, crush, and rend.
  
  22 | b
  bog Corpse
  bog Corpse
  The old man promised us a route from the Swamp Road east to Trader’s Way. 
  We should have seen through his lies. The Creeping Mire is unforgiving as it is, but 
  he led us into a region of old ruins, overhanging trees, and thick mosses. The bog 
  sucked at our steps as we moved. The old man laughed at our struggles. And kept 
  laughing. When we turned on him, his form melted into the bubbling muck. The 
  dead things clawed their ways out of the spot soon after, their stench bringing bile 
  into our throats. Fennick and I fled into the bog as our bodyguards held them off. 
  We finally found our passage. Never use it. — Domick Phelan, merchant trader out 
  of Saxentry
  Created by foul magics of long-dead gods, bog corpses are the remains of victims 
  sacrificed to these otherworldly entities in times long before history began to be 
  recorded. Cursed by the rituals that consigned them to a fetid tomb, bog corpses 
  protect the sacred places in which they died. Once their unholy sites are disturbed, 
  they rise to drive off the intruders and also to hound them to death. Those slain by 
  a bog corpse are not entirely dead, and the bog corpse attempts to carry its victims 
  back before the soul departs its body. Once interred in the rotting bog, the fresh 
  corpse transforms into a bog corpse.
  bog Corpse
  bog Corpse
  Medium undead, chaotic evil
  Armor Class 9
  Hit Points 26 (4d8 + 8)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (–1)
  14 (+2)
  8 (–1)
  12 (+1)
  4 (–3)
  Damage Vulnerabilities fire
  Damage Resistance piercing and bludgeoning damage from 
  nonmagical attacks
  Damage Immunities necrotic, poison, psychic
  Condition Immunities exhaustion, frightened, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Highly flammable. Bog corpse bodies are often preserved in peat or 
  tar deposits, and their very flesh is imbued with these substances. A 
  bog corpse that suffers fire damage is lit on fire and suffers 3 (1d6) 
  fire damage at the end of its turn. While on fire, a bog corpse inflicts 
  an additional 2 (1d4) fire damage to anyone it hits with its Fist 
  attack, and those who strike the flaming corpse with a melee attack 
  while within five feet suffer 1 fire damage.
  Watery Grave. A creature reduced to 0 hit points by a bog corpse 
  is not dead. Instead, it falls into a coma that lasts until the bog 
  corpse that reduced it to 0 hit points is slain, after which the victim 
  becomes stable as if it had passed three death saves. If a creature in 
  a coma caused by a bog corpse is placed in the sacred bog the corpse 
  guarded, that creature becomes a bog corpse in 1d6 days.
  Actions
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 
  (1d8 + 3) bludgeoning damage and the target is marked by the 
  bog corpse. The bog corpse or any other bog corpse from the same 
  sacred bog gains advantage on attack rolls against a marked target. 
  Furthermore, they can detect the presence of a marked creature 
  within 30 feet, and they know the approximate location of the 
  marked creature if it is farther away.
  
  23
  B
  bone CobbLer
  bone CobbLer
  The cave was full of sculptures, well-done sculptures mind you, but of grotesque 
  and bizarre forms. All were made from bones attached with leather and wire. There 
  were halflings with goat heads, orc and elf bones fused together in a mockery of 
  life, and this one weird thing that looked like a wind chime crossed with a swarm 
  of pixies. We were on edge by the time we met the sculptor, and then that undead 
  thing stripped our guide of his flesh in an instant. — Algrid Henswaithe, University 
  of the Vast
  Everyone needs a hobby, even the undead. Bone cobblers are desiccated looking 
  undead who are not much more than skin and bones. They are master sculptors 
  who love nothing more than making grotesqueries out of their victims’ remains. 
  That undead should have an artistic sensibility, no matter how grim and horrid it 
  might be, comes as a surprise. Almost as much of a surprise as the fact that the 
  bone cobbler can strip a body of all flesh in a matter of seconds, gobbling down the 
  gibbets as it plans its next masterpiece.
  bone CobbLer
  bone CobbLer
  Medium aberration, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  11 (+0)
  10 (+0)
  14 (+2)
  8 (–2)
  Senses darkvision 60 ft., passive Perception 12
  Languages Deep Speech, Undercommon
  Challenge 2 (450 XP)
  Bonestripping. A bone cobbler can strip the flesh from the corpse of 
  a Medium creature in three minutes using its claws and hammers. 
  For each size category larger or smaller than Medium a corpse is, 
  add or subtract one minute. Once stripped, the bone cobbler devours 
  the flesh and collects the victim’s bones to use in its sculptures. A 
  creature slain in this manner can be brought back to life only by a 
  wish or resurrection spell.
  Actions
  Multiattack. The bone cobbler makes two melee attacks.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 
  (1d4 + 2) slashing damage.
  Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage.
  Animate Bones (1/day). A bone cobbler animates up to five skeletal 
  statues within 30 feet of itself. These creatures use the stat block 
  of skeletons, though their forms and structures do not need to 
  resemble humanoids or anything remotely humanoid. The skeletal 
  statues remain animated until destroyed, until the bone cobbler wills 
  them back into statues, or for 24 hours.
  
  24 | b
  bone needLe
  bone needLe
  The floor of the cavern crunched with the brittle bones of past creatures that came 
  before us. Serella gathered a skull in her hands — it appeared to be the remains of 
  a large wolf — and peered closely at the bone. Her final words were, “This is far 
  from natural.” A clattering of bones heralded her death, as gobs of flesh on spider’s 
  legs rose up around her. One leaped and wrapped around her throat, choking off 
  her scream and kicking up a cloud of bone dust that obscured my vision. Fernald 
  waded in to rescue his bride, his fiery blade slashing a glowing arc through the veil. 
  I heard him scream once then go silent. — Danwalt the Sad, elven bard of Suilley
  Bone needles are eyeless, bone-white creatures that resemble a five-foot-diameter 
  blob of semi-translucent flesh with eight spindly, spidery legs colored black or gold. 
  These creatures feed on bone marrow, so their lairs are always scattered with the 
  cracked, deformed bones of their victims, both humanoid and animal. A greater 
  bone needle is a larger version of the lesser. They appear to be nothing more than 
  lesser bone needles that have survived long enough to grow larger than their nest 
  mates.
  A bone needle’s mandibles are glossy-black and hollow, both to inject poison and 
  to siphon out the dissolved flesh and bone from a victim’s corpse. While feeding, 
  the bone needle’s fleshy form pulsates and expands. After feeding, its form becomes 
  less translucent and takes on a greenish-yellow color.
  Bone needles make their lairs deep underground to avoid natural daylight, 
  though some brave the surface world by venturing from their lairs at night. Such 
  surface encounters are rare and are always with at least a pack of greater and lesser 
  bone needles. Bone needles flee natural daylight if at all possible.
  greAter bone needLe
  greAter bone needLe
  Medium beast, unaligned
  Armor Class 13
  Hit Points 31 (7d8)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  16 (+3)
  11 (+0)
  1 (–5)
  12 (+1)
  3 (–4)
  Damage Immunities Psychic
  Condition Immunities charmed, frightened
  Languages None
  Senses darkvision 60 ft., passive Perception 11
  Challenge 1 (200 XP)
  Aversion to Daylight. Bone needles shun light. While exposed to 
  natural (not magical) sunlight, they have disadvantage on all attack 
  rolls, saving throws, and skill checks.
  Bone Needle Poison. The bite of a bone needle injects a syrupy 
  neurotoxin that destroys flesh and weakens bone. A creature that 
  fails its saving throw against bone needle poison gains the poisoned 
  condition. While the creature is poisoned by bone needle poison, 
  it also takes an extra 2 damage whenever it takes bludgeoning, 
  piercing, or slashing damage. Cumulative bites do not increase the 
  extra damage. The poisoned creature can repeat the saving throw 
  after a long or short rest, ending the poisoned condition with a 
  successful save. A lesser restoration spell or comparable magic also 
  neutralizes the poison.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 
  (2d8 + 3) piercing damage and the target must make a successful 
  DC 12 Constitution saving throw or suffer the effect of bone needle 
  poison (see above).
  Lesser bone needLe
  Lesser bone needLe
  Small beast, unaligned
  Armor Class 12
  Hit Points 10 (3d6)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (–3)
  14 (+2)
  10 (+0)
  1 (–5)
  10 (+0)
  3 (–4)
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 10
  Languages None
  Challenge 1/4 (50 XP)
  Aversion to Daylight. Bone needles shun light. While exposed to 
  natural (not magical) sunlight, they have tactical disadvantage on all 
  attack rolls, saving throws, and skill checks.
  Bone needle Poison. The bite of a bone needle injects a syrupy 
  neurotoxin that destroys flesh and weakens bone. A creature 
  that fails its saving throw against bone needle poison gains the 
  poisoned condition. While the creature is poisoned by bone needle 
  poison, it also takes an extra 2 points of damage whenever it takes 
  bludgeoning, piercing, or slashing damage. Cumulative bites do not 
  increase the extra damage. The poisoned creature can repeat the 
  saving throw after a long or short rest, ending the poisoned condition 
  with a successful save. A lesser restoration spell will also neutralize 
  the poison.
  Crowd. Up to three bone needles can occupy the same five-foot space.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 
  (1d6 + 2) piercing damage and the target must make a successful 
  DC 12 Constitution saving throw or suffer the effect of bone needle 
  poison (see above).
  
  25
  B
  bone reAper
  bone reAper
  Clayvon’s spirit had just returned to his body, an ephemeral mist rushing out 
  of the void to settle on his pallid skin thanks to the temple priests’ ministrations. 
  The high priest stepped away, his brow beaded with sweat from the effort. Clayvon 
  had died violently and wresting him from death’s embrace had taken a toll. The 
  high priest smiled, “It is finished. You’re friend has returned.” Those were his last 
  words. A cloaked figure stepped out of the shadows and ripped the priest’s head 
  from his shoulders. Wicked claws still dripped with his holy blood as the figure 
  turned next toward Clayvon’s stirring form. Its voice was a horrible whisper as it 
  spoke, “Betrayer! Cheater of death!” — Queln Banistrate, Priestess of Muir
  The gods of the dead send a bone reaper when a mortal cheats death through a 
  raise dead spell or some other trick of fate. They seek out the offending person to 
  return them to death. They slay any who get in their path.
  Bone reapers are found in graveyards near shrines where the dead are raised. 
  They often linger in the vicinity after slaying an offending mortal. They are drawn 
  to battlefields and haunt dark city streets in cities that fail to give the gods of death 
  proper homage. During the daytime, they slink into crypts, lightless abandoned 
  buildings, and dark under-cities to hide from the light.
  bone reAper
  bone reAper
  Medium undead, neutral evil
  Armor Class 12
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  17 (+3)
  11 (+0)
  10 (+0)
  8 (–1)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 8 (3,900 XP)
  Death Sense. The bone reaper can sense the exact location of any 
  humanoid within 120 feet who has been rendered unconscious from 
  damage or who has died and been raised from the dead within the 
  past 30 days. The bone reaper prefers to attack such targets above 
  all others.
  Scared to Death. Any creature within 30 feet that sees a bone reaper 
  must make a DC 16 Constitution saving throw or be paralyzed with 
  fear for one minute. A creature that has been reduced to 0 hit points 
  within the past 30 days has disadvantage on the saving throw. The 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. Even if an opponent succeeds 
  at a saving throw from seeing a bone reaper, he or she must again 
  save upon a successful claw attack. A final save from this renders 
  immunity for the remainder of the encounter.
  Turn Back Death. A character able to channel divinity has an 
  advantage on all attacks and saving throws against bone reapers.
  Actions
  Multiattack. The bone reaper makes two Slam attacks.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) slashing damage, and the target is grappled and restrained 
  (escape DC 15), and the bone reaper can’t grapple another creature 
  or use its slam attack.
  
  26 | b
  bonesuCker
  bonesuCker
  Wood chips stuck out in Ol’ Orlg’s beard as he swung hard at them trees. That axe 
  must have chopped half a tree with each swing. He was mid-chop when somethin’ 
  caught our eye. It looked like it was half tree, and I would’a swung me own axe if 
  that had been all. But tentacles whipped and waved over its top, and these coal-
  black eyes looked right back at us. Orlg was the first to run, and I wasn’t but a 
  moment behind him. The thing clambered after us, makin’ quite a racket. We got out 
  a there, but I ain’t never goin’ back. — Woodsman Jensen O’Harn on the thing they 
  saw while working in the Elderwood
  A bonesucker resembles a fleshy, 10-foot-tall tree trunk. Atop its main body 
  protrudes a mass of writhing tentacles that constantly ooze and drip a brownish-
  yellow fluid. A ring of black, unblinking eyes is near the top of its body. This bizarre 
  creature stalks the darkness of wastelands and dank caves. The body is encased in a 
  thick, rubbery sheath of flesh and muscle that makes the bonesucker highly resistant 
  to injury. The bonesucker moves about using five thick tentacles at its base.
  Bonesuckers consume only the bones of an opponent by grabbing it and piercing 
  its flesh with its hollow tentacles. The tentacles inject digestive enzymes into the 
  bones, which break down and are sucked up as a pasty meal for the bonesucker. 
  Experienced adventurers always know when they are near the hunting grounds of 
  a bonesucker as the creature leaves boneless carcasses of past meals lying about.
  A bonesucker attacks with its tentacles. Initially, the tentacles appear to be 
  only a foot or two in length, but the bonesucker can extend them to a length of 
  approximately 10 feet. It can attack with up to four of its eight tentacles in a single 
  round. A bonesucker’s natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction.
  bonesuCker
  bonesuCker
  Large aberration, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  17 (+3)
  10 (+0)
  12 (+1)
  13 (+1)
  Skills Athletics +8, Perception +5, Stealth +3
  Senses darkvision 90 ft., passive Perception 15
  Languages Aklo
  Challenge 4 (1,100 XP)
  All Around Vision. A bonesucker sees in all directions at once. It 
  cannot be flanked.
  Liquify Bones. If a target is grappled by the bonesucker at the start of 
  the bonesucker’s turn, as a bonus action, the target’s Strength score 
  is reduced by 1d4. The target dies if this reduces its Strength score 
  to zero. Otherwise, the reduction lasts until the target finishes a long 
  rest or lesser restoration or better is used on the target.
  Magic Weapons. The bonesucker’s weapon attacks are magical.
  Actions
  Multiattack. The bonesucker makes four Tentacles attacks.
  Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 14 (4d4 + 4) bludgeoning damage. The target is grappled (escape 
  DC 14) if the bonesucker isn’t already grappling a creature, and the 
  target is restrained until the grapple ends.
  
  27
  B
  brAmbLe
  brAmbLe
  The red berries are the best. Try some. I’ve grown plenty. They grow so quickly. 
  I’ve been picking them and sending baskets of them into the manor house all week. 
  You have to watch out for the thorns, though. The vines don’t like people taking the 
  fruits of their labor. Heh. Fruits. I don’t feel so well. Maybe I ate too many. They 
  are just so good. So good. — Gardener Ernst Travisko of Harlow Manor near Albor 
  Broce
  A bramble is much like any other plant. It absorbs sunlight, draws 
  water and other nutrients from the soil, and wants only to live 
  and reproduce. However, somewhere in the course of its 
  magic-tainted evolution, the bramble became not just 
  an aggressively invasive species but a community-
  destroying monster. Left to spread, it would not 
  be impossible for the bramble to destroy and 
  consume all other plant-life in the world. In 
  communities where the bramble has already 
  won, all clothing and goods are made of 
  bramble leaves and fibers (though bramble 
  does not make an excellent textile or building 
  material), and even the wine is made from 
  bramble juice. Brambles become vital to 
  every profession in the region, because it is 
  all people have.
  Brambles instinctively avoid revealing 
  that they are more than mere plants, so a 
  threatened bramble leaves its own defense to 
  its loyal addicts and to its bramble zombies for 
  as long as it can before it begins to move. Once 
  moving, a bramble is fast and strong. If any of 
  those loyal to it switch sides once they see it move, 
  the bramble kills those enemies first so that they 
  (still addicted to the berries) can instead rise as bramble 
  zombies.
  A bramble is not particularly pretty, as plants go, though it 
  is in no way notably horrible. It has green leaves, cherry-sized, dark 
  red aggregate fruit, and pretty white flowers all year round, but this beauty is 
  overshadowed by tangles of woody vines and stems, and by the dead vegetation 
  and occasional garbage or abandoned dwellings visible in the depths of the ever-
  growing bramble — remains of all it has conquered. The bramble also sports inch-
  long, blood-red thorns. These thorns are a mere annoyance to those picking berries, 
  but should the bramble ever spring into motion, they can be deadly.
  brAmbLe
  brAmbLe
  Gargantuan plant, neutral evil
  Armor Class 15
  Hit Points 351 (18d20 + 162)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  21 (+5)
  28 (+9)
  6 (–2)
  16 (+3)
  9 (–1)
  Saving Throws Dex +11, Con +15
  Skills Perception +9
  Damage Immunities psychic
  Condition Immunities charm, frightened, prone, stunned, 
  unconscious
  Senses tremorsense 120 ft., passive Perception 19
  Languages —
  Challenge 17 (18,000 XP)
  Addictive Berries. Brambles produce delicious fruit year-round. 
  Every time a creature that would naturally eat berries eats a 
  bramble berry, it must make a DC 19 Wisdom saving throw or 
  irrationally crave another. Once a creature eats its Constitution 
  score in berries, it is addicted, and can be cured only by magic such 
  as remove curse, greater restoration, and the like. However, since the 
  berries are delicious and carry no obvious ill effects, many creatures 
  don’t even notice that they are addicted.
  Any creature that naturally eats berries can survive on bramble berries 
  exclusively, with no negative health effects. For Small or Medium 
  creatures, 20 bramble berries is as satisfying as one goodberry and 
  even heals a point of damage like a goodberry. Smaller or larger 
  creatures need fewer or more berries, but never very many. Once 
  an addicted creature has had enough to be satisfied, the irrational 
  cravings stop until the next day, but if the creature chooses to eat 
  more anyway (because the berries are tasty) there are no more ill 
  effects than might occur from eating too many mundane berries.
  Baked or otherwise cooked or preserved berries are one-quarter as 
  addictive, effective, and satisfying as fresh berries for the first week 
  after preparation (it takes four berries to require a saving throw, 
  rather than just one). After the first week of preservation, they lose 
  potency and become mundane berries, safe to consume and highly 
  nutritious.
  If forcibly deprived of bramble berries, within 1d4 hours of the first 
  denied craving, the addicted creature becomes incapacitated with 
  pain, only able to take actions that might lead to the acquisition of 
  a bramble berry. The cravings subside 1d4 days later, but resurface 
  immediately if exposed to the sight or scent of bramble berries. Only 
  restorative magics or the death of the bramble can permanently cure 
  the addiction.
  Those who succeed on a Wisdom save to avoid addiction or 
  those cured of addiction through magic are immune to 
  the addictive power of the berries for one hour. After 
  that, they must save again if they eat more berries. 
  Anything that does not eat food or that does 
  not naturally eat berries cannot be affected by 
  bramble berry addiction.
  Observed using detect magic, the berries are 
  magical, with an aura primarily from the 
  transmutation school. With a successful 
  DC 19 Wisdom (Perception) or Intelligence 
  (Arcana) check, a second, very faint 
  necromantic aura can be detected.
  Create Bramble Zombies. If a Medium 
  creature addicted to bramble berries dies (for 
  any reason), the target rises again within 1d4 
  rounds as a bramble zombie (see monster 
  entry). Larger and smaller creatures do not 
  rise but crumble to a soil-like dust instead. If 
  the bramble dies, any of its bramble zombies also 
  immediately die and crumble to dust.
  Improbable Growth. The bramble is always growing 
  and always producing berries. When casually 
  observed by sapient creatures, it seems to grow at a fast 
  but natural speed for an invasive berry bush, not easily 
  observed in action. However, though the movement is subtle, 
  the bramble’s vines and branches grow at an unnatural speed, 
  producing new berries, laying down new roots, and quietly taking 
  over surrounding vegetation. Once a bramble reaches Gargantuan 
  size, it never runs out of berries faster than its addicted creatures 
  can pick them, though the bramble may grow the berries in harder 
  and harder to reach areas to slow down picking.
  If two brambles encounter one another in the same area, they merge 
  into a single, larger bramble. Brambles do everything in their 
  power to take over all vegetation in an area, including crops and 
  trees. They also crawl over buildings, roads, and anything else they 
  encounter. Left to its own devices, a bramble expands outward in all 
  directions at a rate of two yards per day.
  Inspire Loyalty. After each month of addiction to bramble berries, a 
  creature must make a DC 19 Wisdom saving throw or become loyal 
  to the bramble. Like a lesser version of charm, loyal creatures do 
  not wish to see the bramble harmed and do not blame the bramble 
  for doing things like destroying habitats or fields of crops. So long 
  as the bramble continues to behave as a simple plant, they treat it 
  as a desired and beneficial plant. Addicted wild animals adapt their 
  habits to accommodate its takeover of the surrounding ecosystem. 
  Addicted farmers stop trying to cultivate anything but the bramble, 
  and instead turn their skills to bramble farming. Other addicted 
  sapients modestly prune the bramble to protect their homes and 
  roads, but otherwise welcome its presence all around them.
  Bramble loyalty does not extend to acting out of character, but anyone 
  who harms the bramble is seen by bramble-loyal creatures with deep 
  suspicion as a threat to home and livelihood. Bramble loyal creatures 
  can tell the difference between the modest pruning of a bramble-
  loyal creature and attacks intended to harm the bramble. Helpful or 
  harmless pruning is not viewed with suspicion.
  Bramble loyal creatures are never greedy with bramble berries. They 
  always have as many as they need and are always willing to share.
  Bramble zombies never attack bramble-loyal creatures. The first time 
  a bramble-loyal creature sees evidence that the bramble is able 
  to move, fight, and kill people, as well as the first time a bramble-
  loyal creature sees a bramble zombie, the affected creature may 
  make another Wisdom save to shake off the bramble’s Inspire 
  Loyalty ability. If this save fails, the bramble-loyal creature accepts 
  the plant’s movement as normal, and the zombies as natural and 
  harmless, to be ignored.
  Bramble loyalty can be removed with a remove curse spell.
  Magic Resistance. The bramble has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The bramble makes six attacks.
  Thorny Vine. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 
  (2d6 + 11) slashing damage, and the target must make a successful DC 19 Dexterity 
  saving throw or be grappled (escape DC 19)
  Crush. One target grappled by the bramble at the start of the bramble’s turn takes 
  4 (1d4 + 2) bludgeoning damage.
  
  28 | b
  burning dervish
  burning dervish
  If you plan to cross the burning sands, be prepared to pay the toll to the being that 
  calls itself Khalid al-Sin. Some claim the tattooed man is pleasant and welcoming 
  to those who pay his fee, even helpful to those who need it. But to those who oppose 
  him? Those who survive say Khalid grows to a massive size and bursts into flame. 
  — Notice to travelers posted in many cities bordering deserts
  Burning dervishes are a race of Janni separated from the elements of air, earth, 
  and water, having sworn themselves and their tribes in entirety to the power of the 
  Sultan of Brass. Burning dervishes serve as the priesthood and religious police of 
  the Cult of the Burning One and work forever to expand the empire of the Veiled 
  God who sits upon the Throne of Brass. In the City of Brass, they keep their 
  headquarters in the Great Ziggurat. On the terrestrial planes, they set up brazen 
  towers as bases from which they convert locals to militias of the Burning One and 
  proceed in conquering the lands through treachery and deceit. 
  These tall, comely beings have skin that glitters like burnished brass that 
  distinguishes them from the race of Janni from whom their race is derived. 
  Burning dervishes stand between six and seven feet tall. Their features are fine, 
  if not somewhat cruel, and a faint smell of burning oil permeates the air around 
  them. Burning dervishes are apt swordsmen but prefer to use their magical powers, 
  their wits, and their mortal servants to do their dirty work for them. When cornered, 
  they fight to the death for fear of having to face the Sultan of Brass with news of 
  their failures. 
  burning dervish
  burning dervish
  Medium fiend, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  14 (+2)
  13 (+1)
  15 (+2)
  15 (+2)
  Skills Perception +4, Stealth +5
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Ignan, Infernal
  Challenge 3 (700 XP)
  Elemental Endurance. Burning dervishes can survive on the Elemental 
  Planes of Air or Earth for up to 48 hours and on the Elemental Plane 
  of Water for up to 12 hours. Failure to return to the Elemental Plane 
  of Fire after that time deals 1 cold damage each hour to a burning 
  dervish until it dies or returns to the Elemental Plane of Fire.
  Innate Spellcasting. The burning dervish’s innate spellcasting ability is 
  Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: fire bolt, produce flame
  3/day: invisibility (self only)
  1/day each: enlarge/reduce, flaming sphere, plane shift (self only, Elemental, 
  Astral, or Material Planes only)
  Actions
  Multiattack. The burning dervish makes two Scimitar attacks or two 
  Fist attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 
  + 3) slashing damage.
  Fist (flame form only). Melee Spell Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) fire damage.
  Flame Form (3/day). The burning dervish magically polymorphs into a 
  Medium-sized column of fire for one minute, until the dervish ends 
  it as a bonus action, or until the dervish dies. Equipment worn or 
  carried by the dervish are absorbed into its form. While in this form, 
  it has resistance to bludgeoning, piercing, and slashing damage from 
  nonmagical attacks, it is immune to being grappled or restrained, 
  and it can move through a space as narrow as one-inch wide without 
  squeezing. A creature that touches the burning dervish in this form 
  or hits it with a melee attack while within five feet of it takes 4 (1d8) 
  fire damage. In addition, the burning dervish can enter a hostile 
  creature’s space and stop there. The first time it enters a creature’s 
  space on a turn, that creature takes 4 (1d8) fire damage and catches 
  fire; until someone takes an action to douse the fire, the creature 
  takes 4 (1d8) fire damage at the start of each of its turns.
  
  29
  B
  buxiu (immortAL guArd)
  buxiu (immortAL guArd)
  The land offered new miracles with each mile we traveled. Cherry blossoms 
  floated around our head as we marched, butterflies swarmed us, and odd fey 
  creatures danced in the grasses. Commander Layst spotted the legion advancing 
  toward us, and we assumed they were a welcoming force. How wrong we were. 
  These warriors — and warriors they were, with their enameled armor and curving 
  blades — viciously tore into our scouts. Layst pleaded for their mercy, but he soon 
  realized his error as they turned their faces toward him. They had nothing but skulls 
  looking out of their helms at us! There was no reasoning with them. — Archer Junis 
  Coll of Castorhage on the march into the Xha’en Hegemony
  The cruel Emperor Jin Xoku Ting treated his enemies with exceptional brutality, 
  rounding up rebellious nobles, dissatisfied peasants, unsuccessful officers, and 
  others, then subjected them to merciless torture and eventual execution by 
  beheading. The emperor’s tyrannical practices were bad enough on their own, but 
  soon were made far worse when it was discovered that he had transformed himself 
  into an evil lich and placed the heads of his victims into necromantically-powered 
  constructs to serve as his immortal guard.
  Though the emperor was finally defeated, some of his constructs may live on 
  in distant or forgotten areas, still carrying out their last orders. When encountered, 
  members of the immortal guard are often tall, elegant warriors dressed in elaborate 
  armor enameled in red and black and embellished with gold. Many bear a great 
  curved sword. The skulls of the lich’s victims stare back at their foes from their 
  helms, their eye sockets swimming with inky blackness.
  The methods by which the immortal guard were created are (perhaps mercifully) 
  forgotten, but it is known that the emperor placed a tiny portion of his undying 
  essence into each to create a tangible aura of death that surrounds each warrior. 
  When the immortal guard marched, grass wilted, flowers withered, and trees died. 
  Animals fled in fear, and those who faced the emperor’s dreaded constructs in battle 
  were subjected to fearsome necrotic damage as they did so.
  buxiu immortAL guArd
  buxiu immortAL guArd
  Medium construct, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  19 (+4)
  3 (–4)
  11 (+0)
  1 (–5)
  Damage Immunities necrotic, poison, psychic
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks, cold, fire
  Condition Immunities charmed, deafened, exhaustion, frightened, 
  paralyzed, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the language of its creator but can’t speak
  Challenge 6 (2,300 XP)
  Necrotic Aura. The immortal guard are infused with their creator’s 
  undead energy. Any living creature that enters or starts its 
  turn within five feet of an immortal guard must make a DC 12 
  Constitution saving throw or take 7 (2d6) necrotic damage.
  Turned as Undead. Although the immortal guard are technically 
  constructs, they are still somewhat vulnerable to the same things 
  as undead. Clerics using their Channel Divinity ability can turn 
  immortal guard as if they are undead.
  Actions
  Multiattack. The immortal guard makes two Sword attacks.
  Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 
  (2d10 + 4) slashing damage.
  
  30 | C
  CArApACe symbiont
  CArApACe symbiont
  It was odd at first, the way the goo slid over my form, but the colors swirling in 
  my vision as the armor hardened were incredible. I preferred the red armor; my 
  enemies swooned to see me walk among them. I thought we had an agreement, and 
  I made sure to pay her for protecting me. But she just left me! I blame that gods’-
  blasted mage casting his magic! I felt her fear before she just vanished. — One-Eye 
  Cobb, found naked on the battlefield
  A carapace symbiont resembles a glob of goo that shifts its colors as it moves, 
  shimmering through a variety of hues. An psychic race of evil overseers created 
  carapace symbionts to serve as a more comfortable suit of armor, and, in a 
  pinch, a psychic snack. Over the generations, however, the symbionts learned to 
  communicate silently with one another and eventually rebelled. As they fled, their 
  former masters cursed them, marring their previous near invulnerability such that 
  each of them has a fatal flaw.
  This seemed a slight enough price to pay for freedom, until the symbionts 
  realized they could not sustain one another psychically and still needed union with 
  other beings to remain conscious. Given what they had endured, this prospect did 
  not appeal to them, and to this day most have difficulty trusting in bonds formed 
  with other creatures. Honesty and friendship are difficult for them, and most 
  are liars. When in danger (such as standing between a “wearer” and an attack to 
  which they are not immune), they are likely to betray any agreements they have 
  made and save themselves, sometimes going so far as to plane-shift away, leaving 
  the “wearer” undefended in the middle of a battle.
  Though a swirling, marbled gray while in torpor, a goo-form carapace symbiont 
  shifts colors in beautiful whorls and shimmers constantly as it moves. When it takes 
  armor form, a carapace symbiont can choose which color to assume and whether to 
  adopt a metallic sheen, but it cannot shift colors again without reverting to goo form. 
  Carapace symbionts eat plant matter (regardless of its food value to humanoids) and 
  minerals (sometimes precious ones). They dislike meat and other animal products. 
  When forming an agreement with a symbiotic companion, many ask to be fed and/
  or paid for their time. If they are paid, they eat the money.
  CArApACe symbiont
  CArApACe symbiont
  Medium ooze, chaotic natural
  Armor Class 17 (natural)
  Hit Points 157 (15d8 + 90)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (–1)
  22 (+6)
  15 (+2)
  11 (+0)
  10 (+0)
  Saving Throws Dex +3, Con +10
  Skills Deception +4, Persuasion +4, Stealth +3
  Damage Vulnerabilities slashing damage from magical attacks 
  (varies: see text)
  Damage Immunities acid, cold, fire, force, lightning, poison, radiant; 
  piercing damage from nonmagical attacks
  Condition Immunities blindness, paralysis, poison, stunned 
  (varies: see text)
  Damage Resistances bludgeoning and piercing damage (varies: see 
  text)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Deep Speech, Undercommon, telepathy 
  (touch)
  Challenge 11 (7,200 XP)
  Defensive Symbiosis. A carapace symbiont 
  can enter into a symbiotic union with a Small, 
  Medium, or Large creature. The creature must 
  be sapient and language-capable. If the 
  symbiotic partner agrees, the carapace 
  symbiont surrounds the creature’s body 
  with its own and hardens there as a 
  suit of nigh-indestructible armor. This 
  armor requires no proficiencies but 
  otherwise counts as light armor. It 
  weighs 40 pounds (even for small or 
  large creatures). It offers an armor 
  class of 13 with no Dexterity 
  modifier maximum and no 
  Stealth disadvantage.
  In addition, many of the armor’s immunities offer resistances to the 
  target of the symbiotic union. The immunities that can be offered 
  as resistances to the “wearer” are: acid, cold, fire, force, lightning, 
  and radiant damage, as well as piercing and slashing damage from 
  nonmagical attacks. The carapace symbiont can offer resistances to 
  damage types only if it has immunity to those damage types.
  While in Defensive Symbiosis with a wearer, the carapace symbiont 
  always shares that wearer’s initiative.
  Fatal Flaw. Every carapace symbiont is cursed with a fatal flaw. One 
  of the damage types to which it should be immune is always instead 
  a vulnerability (some carapace symbionts might have more than one 
  fatal flaw if the curse hit them especially hard). Determine which 
  damage type is the fatal flaw by rolling 1d8 and comparing the result 
  to the list in the Defensive Symbiosis description above.
  If the result matches with acid, cold, fire, force, lightning, or radiant 
  damage, the symbiont is vulnerable to that type of damage instead 
  of immune. If the result is slashing or piercing damage, the symbiont 
  is vulnerable to that type of damage from magical weapons and not 
  resistant to that type of damage even from nonmagical attacks. The 
  carapace symbiont stats above reflect a symbiont whose fatal flaw is 
  slashing damage. A symbiont with a fire or acid fatal flaw would be 
  as resistant to slashing damage as this one is to piercing damage.
  Innate Spellcasting. The carapace symbiont’s spellcasting ability is 
  Intelligence (spell save DC 16, +8 spell attack bonus). The carapace 
  symbiont can innately cast the following spells, requiring no 
  components:
  At will: chill touch, detect magic, expeditious retreat, mage hand, 
  shocking grasp, thunderwave, unseen servant, vicious mockery
  3/day each: confusion, dispel magic, gaseous form, haste, heat metal, 
  hypnotic pattern, meld into stone, slow, spider climb, stinking cloud
  1/day each: plane shift, telekinesis
  Oozing Dodge. A carapace symbiont may use its reaction to yank 
  itself out of the way of an oncoming attack. After the attack is 
  rolled, but before damage is done, the symbiont may partially 
  adopt goo form in order to avoid taking damage along with the 
  symbiotic partner with a successful DC 16 Dexterity saving 
  throw; however, if it uses this ability (even if it fails to dodge the 
  attack), its “wearer” loses all its armor benefits for 1d2 rounds as it 
  rehardens itself properly.
  Symbiosis Dependence. A carapace symbiont must eat food like 
  any living thing, but it is, in addition, dependent upon a telepathic 
  link to a sapient, language-capable creature in order to maintain 
  consciousness and free will. A carapace symbiont that goes 
  more than one week without a symbiotic link loses one point of 
  Intelligence per week. This Intelligence can be recovered only 
  through symbiosis. If a carapace symbiont reaches 0 intelligence, 
  it curls into a small gray ball and hardens into torpor. It does not 
  require food (or anything else) while in torpor, but it cannot move, 
  think, speak, or take any action until it is touched again by a sapient 
  and language-capable creature.
  Varying Ability. A carapace symbiont cannot move or take attack 
  actions while hardened in symbiosis with another being. If a 
  carapace symbiont is in its armor state, it is capable only of the 
  following: using Oozing Dodge, reverting to its liquid state, and 
  communicating telepathically with its wearer.
  While in its formless, liquid state, the carapace symbiont can also 
  move in an oozing puddle, attack as described in the stat block, 
  cast spells, manipulate objects, eat, speak, and do anything 
  else of which a puddle of sapient, mobile goo is capable.
  Actions
  Form Shift. As an action, a carapace symbiont 
  may adopt its goo form at any time. Adopting 
  its armor form requires three rounds.
  Slap. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 18 (2d12 + 
  5) slashing damage.
  
  31
  C
  CAt, undeAd FerAL
  CAt, undeAd FerAL
  The abandoned lighthouse was said to be haunted, but we didn’t see anything 
  until we got to the galley. At first we were sad, an entire clowder of cats had died 
  inside the lighthouse, and fairly recently at that. Then they started to move. While 
  we stared in horror at the animating corpses hissing at us, a few crept up from 
  behind and attacked. Their claws were sharp, but still just cat claws. Then we found 
  out about the poison. — Tara the Wise, adventurer
  Undead feral cats. The name does not begin to describe the horror of these 
  walking feline corpses. They resemble recently slain cats, their corpses no more 
  than a few days old. The undead feral cats use this to their advantage, for they 
  are cunning predators who work in groups by playing dead and letting curious 
  or kindhearted folk approach. While the teeth and claws of these feline abominations 
  are not terribly dangerous, they secrete a paralyzing poison that can bring down an 
  ox. This poison is the true horror of these creatures, for they begin feeding while 
  their prey is alive but immobilized.
  CAt, undeAd FerAL
  CAt, undeAd FerAL
  Small undead, chaotic evil
  Armor Class 12
  Hit Points 3 (1d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3)
  15 (+2)
  11 (+0)
  3 (–4)
  12 (+1)
  6 (–2)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/8 (25 XP)
  Paralyzing Poison. Every time a creature is clawed by a feral undead 
  cat, the creature must make a DC 10 Constitution saving throw. On 
  the first failed save, the character becomes poisoned; on the second 
  failed save, the character becomes restrained; and on the third failed 
  save, the character becomes paralyzed. Each effect lasts for 1d6 x 10 
  minutes, and the lengths add together as the character’s condition 
  worsens.
  Actions
  Multiattack. The undead feral cat makes two Claw attacks.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. one creature. Hit: 
  1 slashing damage and the target must make a successful DC 10 
  Constitution saving throw or suffer the effect of paralyzing poison 
  (see above).
  CAterWAuL
  CAterWAuL
  It leapt out of the underbrush with a shrieking howl that caused blood to leak 
  from our ears and deafen us. It was fast, too fast, and although it looked like a 
  great blue panther, it moved with astounding speed. Its claws licked out and slashed 
  through steel plate, and then it turned and twisted and evaded even the most well-
  trained sword arm. In the end, we managed to wound it, track it back to its lair, and 
  dispose of it. Shame the villagers were so stingy with their rewards. Hated to have 
  to burn that place down. — Ultär, son of Ultär, adventurer
  Caterwauls are bipedal felinoids that possess a degree of intelligence. They are 
  not tool users and prefer to hunt with their sharp claws and even sharper-pitched 
  howls. Their fur is midnight blue, much like the panthers they resemble. Most 
  caterwauls prefer to lair in caves or thickets, but some are worshipped by local 
  cultures as manifestations of panther-gods and can be found reclining on silk 
  pillows in jungle-shrouded temples.
  CAterWAuL
  CAterWAuL
  Medium monstrosity, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 50 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  15 (+2)
  7 (–2)
  14 (+2)
  6 (–2)
  Skills Perception +4, Stealth +7
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 4 (1,100 XP)
  Evasion. If the caterwaul is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  caterwaul instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Keen Smell. The caterwaul has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pounce. If the caterwaul moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, the 
  target must succeed on a DC 14 Strength saving throw or be knocked 
  prone. If the target is prone, the caterwaul can make one Bite attack 
  against it as a bonus action.
  Actions
  Multiattack. The caterwaul makes one Bite attack and one Claw 
  attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 
  + 5) slashing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (1d8 + 5) slashing damage.
  
  32 | C
  CAve Fisher
  CAve Fisher
  We didn’t notice Kelvar was gone until we stopped at the next cave intersection 
  to argue again about which direction to go. The arguing had been nonstop since we 
  entered the caverns, and showed no signs of letting up. Ultär was the first to note 
  Kelvar’s absence. We doubled back to see if he had fallen in the water, and once we 
  found ourselves at the other end of the flooded tunnel. This time, Ultär was gone. 
  Luckily, we spotted the long web filament hanging down on the third pass. — Tara 
  the Wise, adventurer
  Cave fishers are cavern-dwelling crustaceans similar in appearance to a large 
  crayfish with a long proboscis. They have a grayish coloration that allows them to 
  better to blend into their natural habitat and a flat body that allows them to crawl 
  through narrow openings or to press tightly against overhangs and ledges. They 
  hunt by dangling web-like filaments to capture prey but are not averse to shooting 
  these filaments for a more active hunting style. Once reeled in, they go to work with 
  their sharp pincer-like claws, tearing off pieces of flesh or even entire limbs.
  CAve Fisher
  CAve Fisher
  Large monstrosity, unaligned
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  17 (+3)
  1 (‒5)
  10 (+0)
  4 (–3)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Actions
  Multiattack. The cave fisher makes two Claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage.
  Filament. Ranged Weapon Attack: +3 to hit, range 60 ft., one 
  target. Hit: the target is restrained by the filament and must succeed 
  on a DC 13 Strength saving throw or be pulled up to 25 feet toward 
  the cave fisher. As an action, the restrained target can make a DC 
  13 Strength check, breaking free of the filament on a success. The 
  filament can also be attacked and destroyed (Armor Class 12; 5 hit 
  points; immunity to bludgeoning, piercing, and psychic damage).
  
  33
  C
  CeLestiAL pArAgon
  CeLestiAL pArAgon
  I had blasted the paladin out of the bell tower and was looking forward to the 
  satisfying crunch! when he hit the ground but it never came. The armored knight 
  floated 10 feet above the ground and settled gently on his feet. I looked up, and there 
  it was, a blasted angel rising above the burning ruins, the sun shining at its back. 
  Its robes rippled with the beat of its wings. I let loose another spell from the wand, 
  but the fire whipped and snaked back around me, circling me with its deadly heat. I 
  woke up here, but don’t expect to keep me. I’ll get out and then that angel will pay. 
  — Ismel Taern, wanted member of the Dogs of Orcus
  The angelic creatures known as celestial paragons originate on the higher planes 
  of law and good, and are dispatched by the gods to aid their chosen servants in 
  times of great need. They resemble statuesque humans with harsh and unyielding 
  gazes but are nonetheless kind and merciful to those of good alignment. They are 
  merciless foes of evil, especially evil arcanists, and use their special magic-draining 
  abilities to rob these foes of their spells.
  Celestial paragons are twice the height of a human. Wings rising from their 
  backs flicker and shift with arcane energy. They bear great glimmering swords and 
  normally are clad in shining silver and gold robes Their expressions are stern but 
  benevolent.
  Celestial guardians command significant magical power, which they can lend 
  to their mortal allies, passing on expended arcane energy to replenish friendly 
  spellcasters. Their arcane nature also allows them to rob enemies of their 
  spellcasting ability, draining their prepared spells though the power of their great 
  gleaming celestially-forged swords. These weapons are useless in mortal hands, 
  however, as they are intended only to serve the direct will of the gods.
  CeLestiAL pArAgon
  CeLestiAL pArAgon
  Large celestial, lawful good
  Armor Class 18 (natural armor)
  Hit Points 221 (26d10 + 78)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  13 (+1)
  16 (+3)
  20 (+5)
  Saving Throws Con +7, Wis +8, Cha +9
  Skills Insight +11, Perception +11, Persuasion +13
  Damage Resistances radiant, bludgeoning, piercing and slashing 
  damage from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., passive Perception 21
  Languages Celestial, Common
  Challenge 12 (8,400 XP)
  Spellcasting. The celestial paragon is a 16th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 17, +9 to hit with 
  spell attacks). The celestial paragon has the following wizard spells 
  prepared:
  Cantrips (at will): mage hand, prestidigitation, ray of frost
  1st level (4 slots): detect magic, magic missile, shield, thunderwave
  2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror 
  image
  3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  4th level (3 slots): blight, dimension door
  5th level (2 slots): cloudkill, scrying
  6th level (1 slots): disintegrate
  7th level (1 slots): plane shift
  8th level (1 slots): sunburst
  Actions
  Multiattack. The celestial paragon makes two Sword attacks.
  Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 
  3) slashing damage plus 18 (4d8) radiant damage. Target must succeed on a DC 17 
  Wisdom saving throw or lose one spell slot of level 1d6. This spell slot is lost as if 
  it had been used to cast a spell.
  Lend Magic. As a bonus action, a celestial paragon can use one of its expended 
  spell slots to restore an expended spell slot of the same level to a lawful good wizard 
  or sorcerer within 60 feet. The paragon cannot use the slot again until it returns to 
  the Celestial Plane, and it cannot restore an expended slot to a caster who cannot 
  cast a spell of that level.
  
  34 | C
  CerebrAL stALker
  CerebrAL stALker
  We waded through the undead filling the chamber as if we were cutting wheat 
  but decided to rest a bit before we made our way back to the surface and the village 
  above. Sarin was nudging the rotting bodies, and Genir was prodding the monstrous 
  hanging skull with his staff. He should have left it alone. The jaw swung down with 
  an agonizing groan, and a downpour of blood and gore soaked the mage where he 
  stood. The thing that came out of the hollow skull next was all claws and teeth, a 
  hunched muscular form that landed squarely on poor Genir. The top of the mage’s 
  head vanished with one claw swipe as we formed up for another fight. Our resolve 
  wilted as Genir — poor, dead Genir — stood up again. — Costavoo the Beige, on 
  his ill-fated visit to the ruins of Silhaven
  A cerebral stalker is a carnivorous predator that lies in wait just below the surface 
  of the ground for an unsuspecting victim to pass over or near it. When it detects prey 
  with its tremorsense, the stalker bursts through the ground in a shower of rock and 
  earth, seizes and cocoons its victim, and disappears into the ground to devour the 
  victim’s brain at its leisure. Companions of the cerebral stalker’s intended victim 
  are held at bay with its fear-inducing gaze — but the real terror is reserved for those 
  the creature drags below ground, where they’re destined to have their skulls chewed 
  open and their brains devoured.
  The lair of a cerebral stalker is a large, hollow chamber underground, often 
  littered with skull fragments, bits of webbing, and chunks of desiccated brain 
  matter. A cerebral stalker has no use for or interest in treasure, but the belongings of 
  its victims — especially weapons and magical implements they were clutching in 
  their hands when the cerebral stalker grabbed them — sometimes fall loose.
  Cerebral stalkers are solitary creatures; they despise others of their kind. They do 
  not team up or hunt in concert, and they even attack others of their race if another 
  invades their territory. The typical stalker’s hunting ground covers an area of five 
  square miles, though an individual rarely journeys that far from its lair. The lifespan 
  and reproduction method of these creatures is completely unknown.
  CerebrAL stALker
  CerebrAL stALker
  Medium aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  19 (+4)
  11 (+0)
  15 (+2)
  16 (+3)
  Skills Perception +8
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18
  Languages believed to understand Common and possibly others, but 
  never speaks
  Challenge 5 (1,800 XP)
  Consume Brain. Once it has its victim underground, the cerebral 
  stalker begins gnawing on the victim’s head, rapidly chewing 
  through bone and tissue, dealing 13 (2d8 + 4) piercing damage 
  each round. When the victim dies, the cerebral stalker reaches 
  the victim’s brain, which it promptly devours. A victim slain in 
  this manner reanimates in 1d4 rounds as a zombie. Typically, the 
  cerebral stalker “tosses” them back up to the surface of the ground 
  so their traveling companions can witness the reanimation and deal 
  with their newly undead friend. Zombies created in this manner are 
  under no one’s control.
  Earth Glide. A cerebral stalker can glide through any sort of natural 
  earth or stone as easily as a fish swims through water. Its gliding 
  leaves no sign of its passage or hint of its presence to creatures 
  that don’t possess tremorsense. It can bring cocooned victims 
  along with it, but they have no special capacity for breathing while 
  underground. Getting into the ground, however, is not as easy for 
  the cerebral stalker as moving underground. It must spend four 
  moves on four rounds (no dashing) melding into the ground. On the 
  first round, the creature sinks to its knees; on the second round, to 
  its waist; on the third round, to its neck; and on the fourth round, 
  the stalker and any creature it has cocooned disappear completely 
  underground. Melding into the ground does not provoke an 
  opportunity attack. If the cerebral stalker is grappled while sinking 
  into the ground, it must win a Strength contest against its grapplers 
  to sink farther that round. Dispel magic or a similar spell cast on 
  a sinking cerebral stalker paralyzes it the same as a hold monster 
  spell. The spot where the cerebral stalker sank radiates magic for 
  one hour.
  Actions
  Multiattack. The cerebral stalker makes one Bite and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) slashing damage and the target is 
  grappled and restrained (escape DC 14).
  Cocoon (3/day). A cerebral stalker cocoons a grappled foe 
  with sticky webbing. The webs completely encase the victim, 
  excluding the top of the victim’s head, its eyes, and its nose. 
  The cocooned victim is restrained and anchored by the webs 
  to the cerebral stalker’s body. The cocooned creature can, as an 
  action, attempt to break free with a successful DC 20 Strength 
  (Athletics) check or Dexterity (Acrobatics) check. The webbing 
  can be cut open enough for a trapped character to escape with 8 
  slashing damage against Armor Class 10.
  Gaze. One creature that can see the cerebral stalker must 
  make a successful DC 14 Wisdom saving throw or become 
  frightened for 1d4 rounds.
  
  35
  C
  ChAos knight
  ChAos knight
  We thought it was just a suit of animated armor. How droll! As it clanked 
  forward, we learned our error, for the foul thing was no mindless chunk of metal 
  held together by magic. It had a fiendish presence that radiated from it in waves 
  of bone-cracking cold. The battle did not go well, but in the end I managed to 
  survive through quick application of alacrity-enhancing magics. Yes, I ran for it, 
  very quickly if I might say so myself. — Algrid Henswaithe, University of the Vast
  Ghostly forms encased in overly spiky armor, chaos knights are the foot soldiers 
  and agents of evil powers. They are somewhat ephemeral in nature, but instead of a 
  cool nothingness, they can become a cold nothingness that rides the border between 
  the world and other realms. This coldness radiates from their open helms as a pale 
  bluish glow.
  ChAos knight
  ChAos knight
  Medium fiend, chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  15 (+2)
  10 (+0)
  12 (+1)
  16 (+3)
  Skills Perception +4
  Damage Vulnerabilities Fire
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks
  Damage Immunities cold, psychic
  Condition Immunities frightened, stunned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 3 (700 XP)
  Icy Incorporeality. By using an action, a chaos knight can make 
  itself incorporeal until the start of its next turn. While incorporeal, 
  it can pass through solid objects such as a wall or other creatures as 
  if they were difficult terrain. It leaves behind an icy outline where it 
  passes.
  Innate Spellcasting. The chaos knight’s spellcasting ability is 
  Charisma (spell save DC 13, spell attack bonus +5). The chaos 
  knight can cast the following spells without material components:
  At will: chill touch, ray of frost
  3/day each: dimension door, protection from good
  2/day: ice storm
  1/day each: telekinesis, wall of ice
  Magic Weapon. The chaos knight’s attacks are magical.
  Personal Door. Any being other than the chaos knight that passes 
  through the portal suffers 10 cold damage.
  Actions
  Multiattack. The chaos knight makes two Greatsword attacks.
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit:11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.
  
  36 | C
  Churr
  Churr
  The creatures appear to have gained intelligence overnight. I have to attribute 
  their prodigious mental growth to the monolithic statue that appeared in their 
  small village while I slept. There can be no other answer. Don’t get me wrong, 
  the creatures are still as bestial as before — tall and lithe, with long arms and 
  savage claws — but now I have seen some of them using tools as if they have a 
  new understanding. I am lucky they have never discovered my strategic position 
  overlooking their gathering; I have seen them gut the wild boars of the Seething 
  Jungle with one swipe. I can only hope that this newfound knowledge does not lead 
  them to venture out into the wider jungle. The world is not ready for an army of 
  these savagely beautiful creatures. — Last entry in the journal of famed explorer 
  Monar Silvertree before her disappearance
  Churrs are savage, apelike creatures that dwell in warm, heavily forested areas. 
  They are reasonably intelligent; some churrs are known to use primitive clubs or 
  even to fashion spears with which to hunt. A typical adult churr stands eight feet tall 
  and has arms that are nearly as long as its body. In rare instances, stone-age tribes 
  have been known to adopt churrs as guardians. The creatures take to sign language 
  readily. Among themselves, they speak a debased, pidgin form of Giant. They can 
  learn to understand Common but they seem unable to speak more than the simplest 
  words, and even those come out with a thick, guttural accent that takes practice to 
  understand.
  Churr can interbreed with some humanoid and most ape species, making them 
  a “missing link” or bridge species. Mixed progeny are usually smaller but more 
  intelligent than a typical churr, and they have an easier time learning and speaking 
  Common and other languages. Evil bands of churr are known to kidnap humanoids 
  until such time as they inadvertently enrage the churr and are killed and eaten on 
  the spot.
  Churr
  Churr
  Large monstrosity, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 57 (6d10 + 24)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  18 (+4)
  6 (–2)
  12 (+1)
  10 (+0)
  Saving Throws Dex +4
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Giant
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. A churr makes one Bite attack and two Claw attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 
  (1d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 
  (1d8 + 4) slashing damage and the target is grappled and restrained.
  Howl. A churr unleashes a frightening howl. Creatures within 60 feet 
  of the churr must make a successful DC 10 Wisdom saving throw or 
  become frightened for 1d6 x 10 minutes. A successful saving throw 
  renders a character immune to the howling of churrs until after the 
  character’s next long rest.
  CobrA FLoWer
  CobrA FLoWer
  The patch of flowers just reared up and bit me. I had been investigating the 
  disappearances around the village of Rainsfell and had given up all hope of an easy 
  hunt of the usual suspects. No tracks of large predators, no signs of orcs or goblins, 
  not even a bandit camp in the woods. I was cutting back to the village when I passed 
  an odd patch of vegetation that hadn’t been there earlier in the day. As I bent to 
  investigate, the central stalk raised a hood like a cobra and struck, its acidic bile 
  burning into my bloodstream. — Päuk, apprentice mage
  Cobra flowers draw their name from the snake-like shape of their central stalks. 
  The plant looks like a patch of flowers and other vegetation and behaves in much 
  the same way, rooting in fertile soil and soaking up sunlight to feed itself. However, 
  the cobra flower likes a little meat every now and then, especially in the spring as it 
  blooms and in the fall as it prepares for the long winter. When it senses small game 
  or an unwary humanoid, the central stalk rears up and unfolds a cobra-like hood 
  to reveal a fanged maw. Its bite is fierce, but the bile it injects into a wound can 
  dissolve flesh and bone. It is this bile that allows the cobra flower to feed as its roots 
  soak up the dissolved prey.
  CobrA FLoWer
  CobrA FLoWer
  Large plant, unaligned
  Armor Class 11
  Hit Points 51 (6d10 + 18)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  13 (+1)
  16 (+3)
  1 (–5)
  13 (+1)
  9 (–1)
  Damage Vulnerabilities necrotic
  Damage Immunities psychic
  Condition Immunities frightened, exhaustion, stunned, unconscious
  Senses tremorsense 30 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 
  (1d10 + 3) piercing damage and 4 (1d8) acid damage.
  
  37
  C
  Corpsespinner
  Corpsespinner
  The webs were amazing, shimmering strands woven into impossible patterns, 
  so we knew there had to be a spider lurking about. Dannick readied our stores 
  of curative in case anyone was bitten, and Wagna readied her blade and spoke of 
  “fried spider legs.” The thing caught us all off guard. One moment, we’re laughing 
  at “another eight-legged critter” and the next, this massive bone-white spider is 
  right in the middle of our circle. It bore a skull marking I would never have thought 
  nature could produce. It rammed a bony leg straight through Dannick’s throat, 
  and bit Wagna with its dripping fangs, and then it was gone again. As it vanished, 
  the corpses in the webs stirred, advancing around us in a ring, so we turned to 
  face this new threat. The spider appeared again, right at our backs. — Constance 
  Greenbriar, on a web lair discovered in the caverns outside Reme
  A massive, bone-white tarantula is the only way to describe the corpsespinner. 
  Bands of gray and silver ring its abdomen and legs, and its body is covered in short, 
  bristly hairs of white and silver. A large skull-like marking appears on the creature’s 
  thorax. Its eight eyes are stark white.
  Corpsespinners are highly aggressive extraplanar spiders originating on the Astral 
  Plane. Only rarely do they enter the Material Plane to hunt all types of giant spiders 
  and humanoids. On the Astral Plane, corpsespinners spend their time constructing 
  elaborate webs. They enjoy using unusual anchor points for their constructions, such 
  as bizarre outcroppings of rare materials, the corpses of deceased astral travelers, 
  drifting astral ruins, and just about anything else the corpsespinner finds intriguing 
  or unique. When not constructing webs, the corpsespinner is usually hunting — and 
  this sometimes leads it to the Material Plane.
  If encountered on the Material Plane, there is a good chance the corpsespinner has 
  its most recent victims with it as corpsespun (see monster entry). Corpsespinners 
  seldom associate with others of their kind. Their ecology and reproduction cycles 
  are unknown by outsiders, though intrepid interplanar adventurers have talked of 
  seeing huge webbed lairs on the Astral Plane containing young corpsespinners. 
  When hunting on the Material Plane, a corpsespinner uses its ability to shift back 
  and forth between the planes to confuse and stymy its foes. If facing defeat, the 
  corpsespinner retreats to the Astral Plane and seeks the safety of its lair. When 
  accompanied by corpsespun, the corpsespinner focuses on trapping foes in webs 
  and then lets its minions soften up the trapped enemies. The corpsespinner wants 
  to ensure that their veins are filled with its poison when they die, to keep its supply 
  of corpsespun high.
  Corpsespinner
  Corpsespinner
  Huge monstrosity (extraplanar), unaligned
  Armor Class 17 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 40 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  17 (+3)
  17 (+3)
  7 (–2)
  15 (+2)
  10 (+0)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Deep Speech
  Challenge 5 (1,800 XP)
  Astral Jaunt. A corpsespinner can shift between the Astral and 
  Material Planes in either direction as a move. This does not trigger 
  an opportunity attack.
  Astralsense. A corpsespinner can automatically sense the presence 
  and location of anything within 200 feet of it on the Astral Plane.
  Create Corpsespun. Creatures that die while affected by a 
  corpsespinner’s poison that are not devoured by the corpsespinner 
  rise in one hour as a corpsespun.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 15 ft.; one creature. Hit: 
  16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage and the 
  target is poisoned. A poisoned creature makes a DC 14 Constitution 
  saving throw at the end of each of its turns; a successful save ends 
  the condition.
  Web (recharge 5–6). Ranged Weapon Attack: +6 to hit, range 80 ft.; 
  one creature. Hit: The target is restrained. A restrained creature 
  can use its action to attempt a DC 14 Strength (Athletics) check, 
  becoming free of the webs on a success. A character has disadvantage 
  on this check on the Astral Plane. These webs can be destroyed 
  with slashing damage (Armor Class 12, 10 hit points), but they are 
  immune to all other damage, including fire.
  
  38 | C
  Corpsespun
  Corpsespun
  Dannick survived the spider’s stabbing foreleg through the throat, though he 
  never spoke again. Wagna didn’t … she didn’t make it. The bite on her thigh rotted 
  quickly, and with Dannick severely injured, we had no way of healing her. We could 
  only comfort her as we watched her light fade. We thought that was the worst of 
  it, but no. I still have nightmares of her face contorting as she breathed her last. 
  Spiders boiled from her eyes, from her throat, from the wound on her thigh. They 
  clambered around her form like it was their home. We fell back, and then Wagna sat 
  up. The monstrous bone-white spider took that moment to return, appearing from 
  the air behind our dead friend. It seemed to enjoy watching as she crawled toward 
  us, spitting spiders at us as she advanced. — Constance Greenbriar, on her flight 
  from the web lair in the caverns beneath Reme
  Corpsespun resemble zombies that are infested with spiders. Spiders crawl 
  in and out of their bodies through their mouths, ears, nostrils, eye sockets, and 
  wounds, and the creatures can vomit out a stream of spiders as an attack. They tend 
  to be draped in webbing. Corpsespun follow the commands of the corpsespinner 
  that created them, which they receive telepathically. If a corpsespinner is killed, its 
  corpsespun minions continue carrying out their last instructions, and they fight to 
  protect their master’s body or its home web; otherwise, they have little purpose and 
  are not innately hostile without a corpsespinner telling them who to kill.
  Corpsespun
  Corpsespun
  Medium undead, neutral
  Armor Class 11 plus armor worn
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  3 (–4)
  10 (+0)
  6 (–2)
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages None
  Challenge 1 (200 XP)
  Spider-Infested. Spiders continually crawl out of corpsespun, swarm 
  over them, and fall to the ground around the undeads’ feet. All 
  creatures other than a corpsepinner or other corpsespun that are 
  within five feet of a corpsespun at the end of the corpsespun’s 
  turn take 2 (1d4) poison damage from spider bites. This damage is 
  cumulative from multiple adjacent corpsespun.
  AttAcks
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 
  (1d6 + 2) slashing damage plus 2 (1d4) poison damage and the target 
  is poisoned. A poisoned creature can make a DC 11 Constitution 
  saving throw at the end of each of its turns; a successful save ends 
  the condition.
  Spider Spray (recharge 5–6). All creatures in a 20-foot cone must 
  make a successful DC 11 Dexterity saving throw or take 3 (1d6) 
  piercing damage plus 7 (2d6) poison damage.
  
  39
  C
  CrAniForm
  CrAniForm
  The Dolphin’s Wake was holed just below the waterline and sinkin’ fast. Cap’n 
  Avery called on us to save her, but wasn’t nothin’ we coulda done. The Wake was 
  goin’ under, an’ goin’ fast. Not all of us was gonna make it. Just when all seemed 
  lost, Dodgers in the crow’s nest gave a shout. We rushed to port, and the thing was 
  there, standing on the water like it was solid ground. It was a crab-thing, tall with 
  big pincers. Its smaller arms waved an’ wove, and a greenish-blue wave rose up and 
  pushed The Wake upright from her list. Before our eyes, the boards of the broken 
  hull stretched an’ shuddered, regrowin’ right back to their normal shape. The wave 
  let us loose, and The Wake settled back like nothin’ had happened. The crab-thing 
  waved once and sank straight down into the water an’ was gone. — Colgrad Frew, 
  helmsman of The Dolphin’s Wake
  Craniforms are bipedal cancriform humanoids with a chitinous carapace, 
  eyestalks, antennae, and a pair of mandibles set to either side of a complementary 
  set of horizontally-aligned maxillae that constitute the creatures’ mouths. Extending 
  outward from the neck of each creature is a set of short but large chitinous arms, 
  each of which terminate in a seemingly oversized claw. Below these larger claws is 
  another set of arms. These extend from either side of the upper torso, not unlike how 
  arms extend from shoulders in more familiar humanoids. This second set of smaller 
  chitinous arms each end with a smaller pincer. The creatures’ torsos and legs are 
  covered by the same chitinous exoskeleton and extend to cover their clawed feet. 
  Females and males are hard to tell apart, but males are slightly smaller than females.
  Craniform inhabit tropical coastal waters where they usually create permanent 
  colonies. These timid and reclusive creatures are very rare and stay well away from 
  other humanoid settlements. Craniform typically live in coastal caves, but some 
  communities excavate more expansive subterranean underwater burrows beneath 
  the waterline and back up and under the shoreline. Craniform society is as complex 
  as most terrestrial societies.
  Craniform are led temporally and spiritually by a group of priestesses who 
  oversee most of their important functions, rituals, and endeavors. Craniform are 
  deeply reverential of their deity, the Sea Mother, goddess of all sea creatures, and 
  see themselves as the Sea Mother’s chosen stewards of the sea. While little is 
  known of the magics of the reclusive craniform and their priestesses, it is believed 
  that they can confer the ability to breathe underwater to surface dwellers through a 
  ritual venerating the Sea Mother called the Sea Mother’s Blessing.
  CrAniForm
  CrAniForm
  Medium humanoid (craniform), lawful good
  Armor Class 13 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  15 (+2)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Craniform, Aquan
  Challenge 2 (450 XP)
  Limited Amphibiousness. The craniform can breathe air and water 
  but begins to suffocate if not submerged at least once every four 
  hours.
  Actions
  Multiattack. The craniform makes two Pincer attacks or one Pincer 
  attack and one Spear attack.
  Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 
  (2d6 + 3) slashing damage. The target is grappled (escape DC 13) 
  if it is a Large or smaller creature and the craniform doesn’t have 
  another creature grappled already. The target is restrained until the 
  grapple ends.
  Spear. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 7 (1d8 +3) piercing damage.
  CrAniForm priestess
  CrAniForm priestess
  Blessed by the Sea Mother herself, the craniform priestess is called to the Sea 
  Mother’s service in a vision. This vision reveals the Sea Mother’s true form: a 
  massive sea turtle. Craniform priestesses are referred to as “gifted” among fellow 
  craniforms.
  Craniform priestesses serve an integral role in craniform communities. They are 
  the spiritual advisors, healers, and ritual officiants, and also the leaders of their 
  respective communities. The priestesses must first approve every major decision 
  that affects a craniform colony.
  CrAniForm priestess
  CrAniForm priestess
  Medium humanoid (craniform), lawful good
  Armor Class 13 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  15 (+2)
  10 (+0)
  14 (+2)
  10 (+0)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Craniform, Aquan
  Challenge 3 (700 XP)
  Limited Amphibiousness. The craniform priestess can breathe air 
  and water but begins to suffocate if not submerged at least once 
  every four hours.
  Spellcasting. The craniform priestess is a 6th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks). She has the following cleric spells prepared:
  Cantrips (at will): guidance, thaumaturgy
  1st level (4 slots): bless, detect magic, guiding bolt
  2nd level (3 slots): hold person, spiritual weapon (trident)
  3rd level (3 slots): mass healing word, tongues
  Actions
  Multiattack. The craniform priestess makes two Pincer attacks or one 
  Pincer attack and one Spear attack.
  Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 
  (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if 
  it is a Large or smaller creature and the craniform priestess doesn’t 
  have another creature grappled already. The target is restrained 
  until the grapple ends.
  Spear. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 7 (1d8 +3) piercing damage.
  
  40 | C
  CrAWLing hAnd
  CrAWLing hAnd
  The scrabbling sound came from down the corridor, like nails on stone, 
  scrapping, clawing, sliding, and tapping. The sound changed as the things, 
  disembodied hands, spotted us with eyeless wrists. With a hop, they were on all fives 
  and skittering forward, their broken yellowed nails seeking the warm saltiness of 
  flesh and blood. — Sir Cedric of Reme, knight errant
  Crawling hands are horrid necromantic creations that wander darkened areas, 
  often crypts, in search of living prey to choke the life out of them. Some are made 
  by foul magics that seek to create swarms of lesser minions to guard areas and 
  commit assassinations. Other crawling hands are the result of careless adventurers 
  who hack away at zombies with little regard to the lingering necromantic energies 
  that might reanimate severed parts.
  CrAWLing hAnd
  CrAWLing hAnd
  Tiny undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 7 (3d4)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  14 (+2)
  2 (–4)
  11 (+0)
  7 (–2)
  Skills Stealth +2
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, poisoned, stunned, 
  unconscious
  Senses blindsight 30 ft. (blind beyond this radius), passive Perception 
  10
  Languages understands the languages of its creator, but can’t speak
  Challenge 1/2 (100 XP)
  Leap. The crawling hand’s long jump is up to 10 feet and its high jump 
  is up to five feet, with or without a running start.
  Actions
  Grab. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 
  The crawling hand attaches to the target. At the beginning of the 
  crawling hand’s next turn, the target begins suffocating and cannot 
  cast spells that require verbal components. The target or another 
  creature can use an action to make a DC 13 Strength check to pull 
  the crawling hand off, removing it on a successful check.
  CrAWLing oFFspring
  CrAWLing oFFspring
  The flapping, squelching sound originated from a horde of small balls 
  of tumorous flesh, too many eyes, and whipping tentacles. The things, for they 
  cannot be called anything else but that, had no distinct form. A mass is all that can 
  be said about them, with each individual varying in color, limb, and texture. The 
  smell was something I will take to the grave. — Tara the Wise, adventurer
  Crawling offspring are mindless creatures with no single form or appearance. 
  Some are oval, while others are round or even boxy. Many have dangling 
  pseudopodia, while others sport whipping claw-tipped tentacles, flapping wings, 
  bulging eyes, warty flesh that leaks oily substances, or none or all of the above.
  CrAWLing oFFspring
  CrAWLing oFFspring
  Small aberration, unaligned
  Armor Class 13 (natural armor)
  Hit Points 16 (3d6 +6)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+ 0)
  14 (+ 2)
  3 (–4)
  10 (+ 0)
  11 (+ 0)
  Skills Perception +2
  Senses blindsight 60 ft., passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Mutation. Each crawling offspring is different in form and shape. These blobs of 
  horror have a special ability from the following list:
  1d6
  Ability
  1
  Acidic spit (recharge 5–6). As an action, the crawling offspring can spit 
  a cone of acid 15 feet long. Any creature caught in this cone must make 
  a DC 12 Dexterity saving throw, taking 9 (2d8) acid damage on a failure 
  or half as much damage on a success save.
  2
  Necrotic touch. The crawling offspring’s pseudopod attack inflicts an 
  additional 3 (1d6) necrotic damage.
  3
  Clawed tentacle. The crawling offspring gains a Clawed Tentacle attack 
  and may multiattack, making one Clawed Tentacle and one Pseudopod 
  attack. The Clawed Tentacle attack is +5 to hit, reach 10 ft., one target, 
  Hit: 6 (1d6 + 3) slashing damage.
  4
  Wings. The crawling offspring gains flight 30 ft.
  5
  Rubbery, oily skin. The crawling offspring gains resistance to 
  bludgeoning, piercing, and slashing attacks from nonmagical attacks, 
  and vulnerability to fire damage.
  6
  No mutation
  Regeneration. The crawling offspring regains 5 hit points as long as it starts its 
  turn with 1 hit point.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d2 
  + 3) bludgeoning damage.
  
  41
  C
  CrAyFish, monstrous
  CrAyFish, monstrous
  We scrambled down the mud chimney without really knowing what might have 
  built them. The mud was pliable and squished between our fingers, but provided 
  just enough grip to make it safely underground. The chimney rose 10 feet above the 
  ground, but the tunnel inside dropped another 20 into the damp soil of the Sin Mire. 
  My brother Clobi was eight feet from the bottom when he fell, dropping like a stone 
  onto his back into four feet of water filling the room below us. He shouted up to me, 
  “I’m all right.” A moment later he was thrashing in the water as a giant crayfish 
  grabbed him and rolled into the murk. I used to spear those things when I was little 
  along the Gaelon, but I never imagined they could grow so big. — Pobi Netmender, 
  on the halfling twin’s ill-fated trek into the Sin Mire Swamp
  A giant crayfish looks like a giant lobster with a sharp snout and eyes on movable, 
  flickering stalks. Two large claws extend from its thorax in front of four smaller 
  pairs of spindly walking legs. Its exoskeleton is dark brown.
  Monstrous crayfish are freshwater creatures that dwell on the bottoms of seas, 
  lakes, ponds, and other shallow water. They are predators and scavengers that exist 
  on a diet of decaying flesh from dead fish, algae, snails, worms, and other animals, 
  including swimmers who venture too close to the monstrous crayfish’s lair.
  These giant crayfish make their homes under rocks or in underwater tunnels that 
  they dig. Their flooded tunnels extend over long distances and always include a 
  “chimney” through which the monstrous crayfish can enter and exit its home via 
  dry ground. These exits have been found as far as 100 feet inland from the lake 
  shore or riverbank.
  monstrous CrAyFish
  monstrous CrAyFish
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  1 (–5)
  10 (+0)
  2 (–5)
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Water Dependency. A monstrous crayfish can survive out of water 
  for seven hours. After this limit, a monstrous crayfish begins 
  suffocating.
  Actions
  Multiattack. A monstrous crayfish makes two attacks.
  Pincer. Melee weapon attack: +5 to hit, reach 5 ft., one creature. Hit: 7 
  (1d8 + 3) slashing damage and the target is grappled (escape DC 15).
  Crush. The monstrous crayfish crushes one creature that it has 
  grappled. The target takes 7 (1d8 + 3) piercing damage.
  
  42 | D
  dArk Creeper
  dArk Creeper
  Small humanoid, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 22 (4d6 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  17 (+3)
  14 (+2)
  9 (‒1)
  10 (+0)
  8 (–1)
  Skills Perception +4, Stealth +7
  Senses passive Perception 14
  Languages Undercommon (dark folk dialect)
  Challenge 1 (200 XP)
  Innate Spellcasting. The dark creeper’s spellcasting ability is 
  Charisma (spell save DC 9). The dark creeper can innately cast the 
  following spells, requiring no material components:
  At will: deeper darkness, detect magic
  Death Throes. When a dark creeper dies, it combusts in a flash of 
  bright white light, and each creature within 10 feet of it must make 
  a DC 13 Constitution saving throw or be blinded for one minute. A 
  target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. Other dark creepers within 
  10 feet of the flash of light are automatically blinded until the end of 
  their next turn. A dark creeper’s gear and treasure are unaffected by 
  this explosion.
  Envenomed Attacks. The dark creeper coats its weapons with black 
  smear, a foul-smelling black paste distilled from fungi found deep 
  underground.
  Exceptional Dark Vision. Dark creepers can see perfectly in 
  darkness of any kind, including magical darkness.
  Light Sensitivity. While in bright light, the dark creeper has 
  disadvantage on attack rolls as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage, and the target must 
  make a DC 13 Constitution saving throw, taking 7 (2d6) poison 
  damage on a failed save, or half as much on a successful one.
  dArk Creeper
  dArk Creeper
  They struck from behind, in the dark, like the filthy cowards they were. There 
  were several of them, all the size of a dwarf but clad in foul-smelling black clothing. 
  Baggy clothing at that, as if they were hiding something underneath. Like cowards 
  do. They fought like demons though, slashing with short jagged knives and leaping 
  off ledges at us. Once Fizalire sent up a ball of pure light, the cowards ran for 
  the safety of their dark lairs, leaving behind the corpses of their fallen kin. Like 
  cowards do. — Sir Cedric of Reme, knight errant
  Dark creepers are diminutive dwellers found in the depths of the earth. The wear 
  layers of filthy rags to hide their pale, wan bodies. Unwilling to show their true 
  forms even to each other, they do not remove their clothing, and merely add a new 
  layer as the outermost grows too ragged or stained. Some say entire cities of these 
  folk exist in the dark depths, and that they raid the surface for loot, kidnapped 
  servants, and the love of mayhem.
  
  43
  D
  dArk stALker
  dArk stALker
  The stench was overwhelming. These diminutive underground dwellers, dark 
  creepers I heard someone call them, captured us and took us to their subterranean 
  settlement. They handled us roughly and pushed us to the ground in front of one 
  who at first appeared to be of a different race. Tall and slender where the others 
  were short and squat, this leader of the dark creepers showed more intelligence and 
  courage than its followers. Yet it was clad in the same filthy layers of rags that stank 
  to high heaven. — Cedric of Reme, knight errant
  While they are the leaders of dark creeper communities ranging from small 
  village outpost to the mighty cities of the dark folk said to exist deep within the 
  earth, the dark stalkers are a people apart. Although of the same race as the dark 
  creepers, dark stalkers are taller, more courageous, and possibly more intelligent. 
  They share many of the same cultural attitudes, an unwillingness to be nude, an 
  acceptance of murder and cannibalism, and general unhygienic ways of their 
  diminutive brethren. A group of dark creepers led by a dark stalker is a deadly force 
  of assassins, marauders, and raiders made bolder by the presence of their taller kin.
  dArk stALker
  dArk stALker
  Medium humanoid, chaotic neutral
  Armor Class 15
  Hit Points 52 (7d8 + 21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  9 (‒1)
  11 (+0)
  13 (+1)
  Saving Throws Dex +6, Cha +3
  Skills Perception +4, Stealth +8
  Senses darkvision 120 ft., passive Perception 14
  Languages Undercommon (dark folk dialect)
  Challenge 3 (700 XP)
  Innate Spellcasting. The dark stalker’s spellcasting ability is 
  Charisma (spell save DC 10). The dark stalker can innately cast the 
  following spells, requiring no material components:
  At will: deeper darkness, detect magic, fog cloud
  Death Throes. When a dark stalker dies, it combusts in a flash of 
  white-hot flame, and each creature within 20 feet of it must make 
  a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a 
  failed save, or half as much on a success. A dark stalker’s gear and 
  treasure are unaffected by this explosion.
  Envenomed Attacks. The dark stalker coats its weapons with black 
  smear, a foul-smelling black paste distilled from fungi that live deep 
  underground.
  Exceptional Dark Vision. Dark stalkers can see perfectly in 
  darkness of any kind, including magical darkness.
  Light Sensitivity. While in bright light, the dark stalker has 
  disadvantage on attack rolls as well as on Wisdom (Perception) 
  checks that rely on sight.
  Sneak Attack. Once per turn, the dark stalker 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 five feet 
  of an ally of the dark stalker that isn’t incapacitated, and the dark 
  stalker doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The dark stalker makes two Shortsword attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a 
  DC 14 Constitution saving throw, taking 14 (4d6) poison damage on 
  a failed save, or half as much on a successful one.
  
  44 | D
  deAth WeAver
  deAth WeAver
  Our nerves were on end due to the bizarre, discordant humming emanating from 
  around the corner. As the sound grew louder, a faint glow could be seen radiating 
  from a seething mass of hovering flesh. Eyeless, boneless, and possessing far too 
  many mouths to be a natural creature, this blob of flesh floated in for the kill, 
  humming that damnable tuneless sound the entire time. — Sir Cedric, knight errant
  Death weavers are orbs of evil from a place beyond, or perhaps between, places. 
  Maybe a time beyond, or perhaps between, times. Whichever, it is not from here 
  and now. It does hunt the here and now, however, paralyzing prey with its tuneless 
  humming before absorbing them body and soul into one of its many irregularly 
  shaped gaping mouths.
  deAth WeAver
  deAth WeAver
  Small aberration, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 21 (6d6)
  Speed fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  17 (+3)
  10 (+0)
  14 (+2)
  14 (+2)
  16 (+3)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 4 (1,100 XP)
  Feeding. If the death weaver successfully uses its tentacle attack to 
  devour a piece of a creature’s soul, it gains 10 temporary hit points 
  and gains the ability to innately cast the web spell three times. This 
  lasts for one hour.
  Magic Resistance. The death weaver has advantage on any saving 
  throws to resist spells and other magical effects.
  Radiance. The death weaver glows, shedding bright light for 20 feet 
  and dim light for 20 feet beyond that.
  Actions
  Paralyzing Song. The death weaver emits a bizarre humming that 
  effects all creatures within a 30-foot cube centered on itself. Affected 
  creatures must succeed at a DC 13 Wisdom saving throw or be 
  paralyzed for one hour. Creatures that successfully save against 
  a death weaver’s paralyzing song are immune to the effect for 24 
  hours.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 
  bludgeoning damage. If the death weaver hits a paralyzed creature 
  with its tentacle attack, it may attempt to devour that creature’s 
  lifeforce. The target must succeed on a DC 13 Constitution saving 
  throw or suffer 14 (4d6) necrotic damage. If a creature is reduced to 
  0 hit points by this attack, it dies and can be raised only by powerful 
  magic such as true resurrection or wish.
  deAth Worm
  deAth Worm
  We walked as the guides taught us, trying to keep a rhythm out of our strides, 
  but it was for naught. The sands shook and flowed downward as something massive 
  rose up beneath us. We ran, not caring if we ran with a pattern to our steps or 
  not. Not all of the expedition made it clear of the rapidly growing funnel of sand. 
  With barely a sound, the creature erupted from the sand, lifting its massive head 
  higher than I would have thought possible for such a creature. It arched its body 
  and descended, and in one massive gulp, it swallowed a half dozen camels and 
  four drovers. We reached the rocks, and our guide informed us we were lucky; the 
  worms with tentacles writhing in their mouths were worse. — Algrid Henswaithe, 
  University of the Vast
  Terrors of the open sands, death worms are dun-and-beige colored worms related 
  to purple worms. They lair deep beneath the ground where sand meets bedrock, 
  where they carve out a small hollow in which to lay their eggs. Those who regularly 
  travel the sandy wastes know the areas hunted by these lethal vermiforms and avoid 
  them. Some desert cultures hold that the death worms are lesser demons and send 
  their heroes out to slay the beasts — a good way to rid a tribe of excess heroes.
  deAth Worm
  deAth Worm
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 20 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  16 (+3)
  3 (–4)
  11 (+0)
  5 (–3)
  Saving Throws Wis +3
  Condition Immunities blindness, prone
  Senses tremorsense 60 ft., passive Perception 10
  Languages —
  Challenge 3 (700 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 
  + 4) piercing damage plus 4 (1d8) acid damage.
  Acid Spit (recharge 5–6). All creatures along a five-foot-wide, 30-foot-
  long line extending from the death worm must succeed on a DC 11 
  Dexterity saving throw or take 14 (4d6) acid damage.
  Lightning (recharge 6). All creatures along a five-foot-wide, 20-foot-long 
  line extending from the death worm must make a DC 11 Dexterity 
  saving throw, taking 18 (4d8) lightning damage on a failure, or half 
  as much on a success.
  
  45
  D
  deepmind
  deepmind
  The Blustering Bubble’s maiden descent into the depths of the Reaping Sea 
  proved successful, with the clear bubble shield offering a full view of the watery 
  depths of the underwater realms. I believe I have created my greatest achievement! 
  My crewmen pleaded with me to rise to the surface when their ears started to 
  bleed, but no success is possible without a little pain. And I’m glad we continued 
  downward. Never before have I seen such a creature as the one I discovered. It was 
  a massive jellyfish that floated in its own luminous blue aura. Its tentacles trailed 
  around it, waving in the currents. When it noticed us, it turned, and a pressure 
  wave slammed into the bubble protecting us. My crewmen screamed in agony, but 
  I felt very little. I must investigate why that is. — Field observations from halfling 
  inventor Ollie Nematoad
  The alien jellyfish creatures known as deepminds dwell in the depths of the sea, 
  often in ocean trenches, unaffected by the massive pressures there. Highly hostile 
  and dangerous, deepminds control all of the unintelligent sea life in surrounding 
  regions, using them for defense against intruders and other deepminds.
  The deepmind floats in the cold darkness of the ocean depths, illuminated by 
  a faint bluish glow. Several small tentacles hang from its central mass, while six 
  larger ones ring the body, gleaming with tiny eyespots. They reproduce asexually 
  by budding. Young deepminds have their full powers within a matter of days and 
  strike out instinctively, seeking out new territories to dominate.
  While they are solitary and extremely hostile creatures, deepminds are highly 
  intelligent and can communicate mentally and in the Aquan language. They are 
  driven by self-interest and the need to survive and accordingly are willing to make 
  deals with other intelligent sea creatures, especially those of evil alignment. Such 
  allies reward a deepmind by keeping outsiders away while using sea creatures 
  dominated by the deepmind for their own purposes.
  deepmind
  deepmind
  Huge monstrosity, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 266 (28d12 + 84)
  Speed 0 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  16 (+3)
  19 (+4)
  17 (+3)
  18 (+4)
  Saving Throws Int +11, Wis +8
  Skills Intimidation +14, Perception +13, Persuasion +14
  Senses blindsight 120 ft., passive Perception 23
  Languages Aquan, telepathy 120 feet
  Challenge 16 (15,000 XP)
  Oceanic Domination. A deepmind exercises psychic control over all 
  sea creatures that have an Intelligence score of 2 or less within a 
  one-mile radius. Creatures of Intelligence 3 or higher must make 
  DC 18 Intelligence saving throws or are also controlled. If actively 
  resisting control, creatures of Intelligence 3 or higher can make a 
  saving throw at the end of each of their turns to break the control. 
  A creature that succeeds on its saving throw is immune to that 
  deepmind’s control for 24 hours. Controlled creatures obey the 
  deepmind’s commands. The deepmind can also see and hear through 
  its controlled creatures, which allows it to make Wisdom (Perception) 
  checks through their senses. Controlled creatures also act to defend 
  the deepmind if so commanded. Creatures that are not native to the 
  ocean — such as humans, elves, or dwarves who are underwater 
  through magical means — are immune to the deepmind’s control.
  Actions
  Multiattack. The deepmind makes six Tentacle attacks.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 50 ft., one creature. 
  Hit: The target is grappled (escape DC 15). Until the grapple ends, 
  the target is restrained and has disadvantage on Strength checks 
  and Strength saving throws, and the deepmind can’t use the same 
  tentacle on another target. While grappled, the target takes 12 (3d6 
  + 2) bludgeoning damage at the beginning of the deepmind’s turn.
  Psychic Pulse (recharge 5–6). The deepmind unleashes a pulse of 
  pure psychic energy over a 50-foot radius centered on itself. Any 
  living creature in the area except those controlled by the deepmind 
  through its Oceanic Domination ability must make a DC 18 Wisdom 
  saving throw, taking 66 (12d10) psychic damage and being stunned 
  until the start of the deepmind’s next turn on a failed save, or half as 
  much damage and not being stunned on a successful saving throw.
  
  46 | D
  Bone Dust. Blinding bone dust swirls magically around the demi-lich 
  in a five-foot radius. That area is heavily obscured to creatures other 
  than the demi-lich until the end of the demi-lich’s next turn. This 
  effect moves with the demi-lich.
  Disrupt Life (costs 3 actions). Each living creature within 20 feet of 
  the demi-lich must make a DC 18 Constitution saving throw against 
  this magic, taking 21 (6d6) necrotic damage on a failed save, or half 
  as much damage on a successful one.
  Profane Curse (costs 2 actions). The demi-lich targets one creature 
  it can see within 30 feet of it. The target must succeed on a DC 19 
  Wisdom saving throw or be magically cursed. Until the curse ends, 
  the target has disadvantage on ability checks, attack rolls, and 
  saving throws. The target can repeat the saving throw at the end of 
  each of its turns, ending the curse on itself on a success.
  Dreadful Glare (costs 2 actions). The demi-lich targets one creature 
  it can see within 60 feet of it. If the target can see the demi-lich, it 
  must succeed on a DC 19 Wisdom saving throw or become frightened 
  until the end of the demi-lich’s next turn. If the target fails the 
  saving throw by 5 or more, it is also paralyzed for the same duration. 
  A target that succeeds on the saving throw is immune to the demi-
  lich’s Dreadful Glare effect for the next 24 hours.
  LAir Actions
  On initiative count 20 (losing initiative ties), the demi-lich can take a 
  lair action to cause one of the following effects. The demi-lich can’t 
  use the same effect two rounds in a row.
  Healing Suppression. All living creatures within 60 feet of the demi-
  lich must succeed on a DC 19 Wisdom saving throw or be unable to 
  regain hit points until initiative 20 of the next round.
  Malevolent Echo. A short-lived echo of the demi-lich’s former self 
  appears in the form of a wraith in an unoccupied space within 30 
  feet of the demi-lich and obeys the demi-lich’s telepathic commands 
  (no action required). It rolls initiative, acts on its own turn, and 
  disappears after one minute or when it drops to 0 hit points.
  Tap Phylactery. The demi-lich draws negative energy from its 
  phylactery, if it exists and is on the same plane as the demi-
  lich, 
  and regains 22 (4d10) hit points.
  demi-LiCh
  demi-LiCh
  Imagine our surprise when the barbarian OTATO! (who always shouts when 
  asked his name) walked into the Ale Giant’s House carrying a lead ball of nearly 
  300 pounds. He dropped it hard onto the peanut-covered floor and backed up like 
  a pleased cat bringing us a prize. He thumped the ball once with his hammer, and 
  the ringing tone that resounded nearly caused all of us in the tavern to fall to the 
  floor. I’m not sure what I expected to happen, but to see the ball split open along 
  an unseen seam and a skull come floating out was not it. I only realized our peril 
  when a beam of brilliant green cast from the skull withered the barkeep where 
  he stood. — Mara Gemkeeper, recounting the events before the Ale Giant’s House 
  burned to the ground 
  When the lifeforce of an ancient lich of incredible power finally diminishes 
  and its material body decays — a process that often takes centuries of undeath — 
  the undead being’s soul lingers in the area and possesses the only viable remains: 
  the skull. After this second death, the eye sockets and the teeth of the demi-lich-
  possessed skull oddly transform into clear gemstones (each worth 1,000 gp), with 
  a single gemstone growing in each eye socket to match the six gems that replace 
  the teeth.
  demi-LiCh
  demi-LiCh
  Tiny undead, neutral evil
  Armor Class 20
  Hit Points 110 (20d4 + 60)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3)
  19 (+4)
  17 (+3)
  20 (+5)
  18 (+4)
  17 (+3)
  Saving Throws Dex +10, Con +9, Int +11, Wis +10
  Skills Arcana +11, History +11, Perception +10, Religion +11
  Damage Resistances cold, damage from spells
  Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, deafened, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone, stunned
  Senses truesight 120 ft., passive Perception 20
  Languages telepathy 120 ft.
  Challenge 19 (22,000 XP) or 20 (25,000 XP) in lair
  Evasion. If the demi-lich is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the demi-
  lich instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Legendary Resistance (3/day). If the demi-lich fails a saving throw, 
  it can choose to succeed instead.
  Turn Resistance. The demi-lich has advantage on saving throws 
  against any effect that turns undead.
  Rejuvenation. If it has a phylactery, a destroyed demi-lich’s skull 
  reforms in 1d10 days, regaining all its hit points and becoming 
  active again. The skull reforms within five feet of the phylactery.
  Actions
  Drain Life. Deep violet beams lance out from the demi-lich’s 
  gemstone eyes and strike up to three creatures within 40 
  feet of it. Each target must succeed on a DC 19 Constitution 
  saving throw or take 17 (5d6) necrotic damage. The target’s 
  hit point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the demi-lich regains hit points 
  equal to that amount. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0.
  Soul Scream (recharge 5–6). The demi-lich unleashes a soul-
  shattering scream. All non-undead creatures within 30 feet of the 
  demi-lich who hear the scream must succeed on a DC 17 Wisdom 
  saving throw or drop to 0 hit points. On a successful save, the 
  creature takes 11 (2d10) psychic damage and is frightened until the 
  end of its next turn.
  LegendAry Actions
  The demi-lich can take three 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 demi-lich 
  regains spent legendary actions at the start of its turn.
  Flight. The demi-lich moves up to its speed without provoking 
  opportunity attacks.
  
  47
  D
  demi-LiCh, greAter
  demi-LiCh, greAter
  I was awake and aware, something that had not happened in … some time. 
  My memories were jumbled; they had been since my body finally crumbled to 
  dust and my mind was freed to travel the esoteric pathways and channels of pure 
  thought. Nearly pure thought, for I still had a physical presence in my skull, albeit 
  one I rarely bothered with. Now something disturbed me; no, not something, but 
  someone, yes, the flesh ones are not things but beings. Maybe. They intruded, and 
  I hoped they would leave quickly, for I had more lofty matters to concern the eons 
  with. But no, they tarried, they disturbed, they shall be punished. — Päuk, former 
  wizard, currently a very old demi-lich.
  A greater demi-lich is a demi-lich that has spent eons traveling the planes of 
  existence and exploring dark, arcane secrets. It has succeeded in recovering some 
  of its former spellcasting ability and developing other unholy powers beyond even 
  those it had as a lich. Some say such demi-liches deliberately abandoned their 
  bodies in order to more fully focus on their sinister studies. Although a greater 
  demi-lich can never regain its lost body, it has learned to capture the souls of the 
  creatures it encounters and store them in the gemstones embedded in its skull. It 
  then transfers the souls to once again power its phylactery.
  Greater demi-liches very similar to ordinary demi-liches, with a skull with clear 
  gemstone eyes and teeth sitting on top of, or floating over, a pile of bones and dust. 
  However, greater demi-liches seem much more purposeful than ordinary demi-
  liches, often employing lesser undead as guardians and servants. Although they still 
  almost always remain in their lairs, they actively seek paths to transcendence and 
  even loftier levels of power such as godhood.
  greAter demi-LiCh
  greAter demi-LiCh
  Tiny undead, neutral evil
  Armor Class 21
  Hit Points 180 (24d4 + 120)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3)
  21 (+5)
  20 (+5)
  22 (+6)
  20 (+5)
  20 (+5)
  Saving Throws Dex +13, Con +13, Int +14, Wis +13, Cha +13
  Skills Arcana +14, History +14, Perception +13, Religion +14
  Damage Resistances bludgeoning, piercing, and slashing from 
  magical weapons; damage from spells
  Damage Immunities cold, necrotic, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, deafened, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone, stunned
  Senses truesight 120 ft., passive Perception 23
  Languages telepathy 120 ft.
  Challenge 25 (75,000 XP) or 26 (90,000 XP) in lair
  Evasion. If the demi-lich is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the demi-
  lich instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Legendary Resistance (3/day). If the demi-lich fails a saving throw, 
  it can choose to succeed instead.
  Turn Immunity. The greater demi-lich is immune to effects that turn 
  undead.
  Rejuvenation. If it has a phylactery, a destroyed demi-lich’s skull 
  reforms in 1d4 days, regaining all its hit points and becoming active 
  again. The skull reforms within five feet of the phylactery.
  Innate Spellcasting. The demi-lich’s innate spellcasting ability is 
  Charisma (spell save DC 24, +16 to hit with spell attacks). The demi-
  lich can innately cast the following spells, requiring no material 
  components:
  At will: counterspell, detect thoughts, dimension door, greater 
  invisibility, mirror image, shield
  3/day each: animate dead, antilife shell, antimagic field, dispel 
  magic (as a 6th-level slot), fireball (as a 6th-level slot), globe of 
  invulnerability (as a 7th-level slot)
  1/day each: contingency, disintegrate, plane shift, time stop
  Actions
  Drain Life. Deep violet beams lance out from the demi-lich’s gemstone 
  eyes and strike up to three creatures within 40 feet of it. Each target 
  must succeed on a DC 21 Constitution saving throw or take 24 (7d6) 
  necrotic damage. The target’s hit point maximum is reduced by 
  an amount equal to the necrotic damage taken, and the demi-lich 
  regains hit points equal to that amount. This reduction lasts until 
  the target finishes a long rest. The target dies if this effect reduces 
  its hit point maximum to 0.
  Soul Scream (recharge 5–6). The demi-lich unleashes a soul-
  shattering scream. All non-undead creatures within 30 feet of the 
  demi-lich who can hear the scream must succeed on a DC 18 Wisdom 
  saving throw or drop to 0 hit points. On a successful save, the 
  creature takes 22 (4d10) psychic damage and is frightened until the 
  end of its next turn.
  Soul Steal (recharge 6). The demi-lich chooses a creature it can see 
  within 60 feet. That creature must make a DC 18 Charisma saving 
  throw. On a failed save, the creature’s soul is ripped out of its body 
  and stored in one of the demi-lich’s skull gems. The demi-lich can 
  never capture more than eight souls, one in each of its gems. Killing 
  a demi-lich and destroying one of its gems within 48 hours of the 
  soul being captured releases any soul trapped therein. The soul 
  automatically reoccupies the creature’s soulless body if it is still 
  intact, and the creature is immediately conscious. On a successful 
  save, the creature is stunned until the end of its next turn.
  LegendAry Actions
  The demi-lich can take three 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 demi-lich 
  regains spent legendary actions at the start of its turn.
  Flight. The demi-lich moves up to its speed without provoking 
  opportunity attacks.
  Bone Dust. Blinding bone dust swirls magically around the demi-lich 
  in a five-foot radius. That area is heavily obscured to creatures other 
  than the demi-lich until the end of the demi-lich’s next turn. This 
  effect moves with the demi-lich.
  Disrupt Life (costs 3 actions). Each living creature within 20 feet of 
  the demi-lich must make a DC 20 Constitution saving throw against 
  this magic, taking 35 (10d6) necrotic damage on a failed save, or half 
  as much damage on a successful one.
  Profane Curse (costs 2 actions). The demi-lich targets one creature 
  it can see within 30 feet of it. The target must succeed on a DC 21 
  Wisdom saving throw or be magically cursed. Until the curse ends, 
  the target has disadvantage on ability checks, attack rolls, and 
  saving throws. The target can repeat the saving throw at the end of 
  each of its turns, ending the curse on itself on a success.
  Dreadful Glare (costs 2 actions). The demi-lich targets one creature 
  it can see within 60 feet of it. If the target can see the demi-lich, it 
  must succeed on a DC 21 Wisdom saving throw or become frightened 
  until the end of the demi-lich’s next turn. If the target fails the 
  saving throw by 5 or more, it is also paralyzed for the same duration. 
  A target that succeeds on the saving throw is immune to the demi-
  lich’s Dreadful Glare effect for the next 24 hours.
  LAir Actions
  On initiative count 20 (losing initiative ties), the demi-lich can take a 
  lair action to cause one of the following effects. The demi-lich can’t 
  use the same effect two rounds in a row.
  Healing Suppression. All living creatures within 60 feet of the demi-
  lich must succeed on a DC 21 Wisdom saving throw or be unable to 
  regain hit points until initiative 20 of the next round.
  Malevolent Echoes. Two separate short-lived echoes of the demi-lich’s 
  former self appear in the form of wraiths in two unoccupied spaces 
  within 30 feet of the demi-lich and obey the demi-lich’s telepathic 
  commands (no action required). Each rolls initiative, acts on its 
  own turn, and disappears after one minute or when it drops to 0 hit 
  points.
  Tap Phylactery. The demi-lich draws negative energy from its 
  phylactery, if it exists and is on the same plane as the demi-lich, 
  and regains 33 (6d10) hit points.
  
  48 | Demons
  demons
  demons
  demon, AbrikAndiLu
  demon, AbrikAndiLu
  The mirrored hallway reflected and refracted our images, turning us first tall and 
  thin, then short and squat. The halfling Borin Breadtaker delighted in these images. 
  He was standing before one mirror that warped his image when the horrific howl 
  echoed behind one of the mirrors. A moment later, the mirror on our right exploded 
  outward, the shards slicing into our exposed skin, to reveal a hidden passageway. 
  A squat creature — ugly beyond all standards — rushed through and slammed 
  headfirst into of the mirrors on the opposite side of the hall. It raised its head, 
  revealing horns and monstrous tusks, saw another mirror and charged again. We 
  fled before it turned its attention to us. — Rial Moorth, offering a description of the 
  fiendish creature to clerics of Muir
  Abrikandilu, also called Wreckers, are fiendish foot soldiers from the Abyss 
  that delight in destroying things of beauty and intellect. Objects of art, illuminated 
  manuscripts, and beautiful creatures are the favored victims of their demonic wrath. 
  The only thing they despise more than objects of beauty is their own wretched 
  reflection. When faced with a mirror, they cease all other activities and turn their 
  attention to shattering their own visage so that they are no longer faced with the 
  horror that is their essence. Their horrific features entirely justify this extreme self-
  loathing. They are squat, dwarfish fiends standing roughly four feet tall and weighing 
  more than 200 pounds. Hooked horns sprout from their wispy-haired brow, and they 
  have a tusked lower jaw that protrudes from their thick neck and heavy jowls.
  AbrikAndiLu
  AbrikAndiLu
  Small fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 22 (4d6 + 8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  16 (+3)
  10 (+0)
  10 (+0)
  10 (+0)
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal
  Challenge 2 (450 XP)
   
  Goring Charge. If an abrikandilu demon moves at least 30 feet 
  straight toward a target and then hits with a gore attack on the 
  same turn, the target takes an extra 5 (2d4) piercing damage.
  Magic Resistance. The abrikandilu demon has advantage on saving 
  throws against spells and other magical effects.
  Self-Loathing. If an abrikandilu demon can see a mirror within 30 
  feet of itself, it attacks that mirror on its next turn.
  Actions
  Multiattack. The creature makes one Gore attack and one Bite attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 
  + 3) piercing damage.
  Gore. Melee Weapon Attack: +X to hit, reach 0 ft., one 
  target. Hit: 7 (1d8 +3) piercing damage.
  
  49
  Demons
  Demons
  demon, ALu
  demon, ALu
  We survived the storm, but the Sea Mother’s Grace was far off course. Captain 
  Tobias assured us we would reach port by the next dawn. On our third day lost 
  at sea, with faith in our captain waning, a truly horrific sight greeted our eyes. A 
  huge whale breached the waves, its form covered in runnels of flame that made the 
  crew shy away from the rail. The demonic whale blasted a steam cloud as it dove. 
  A stately three-masted whaler of bone and lacquered wood chased the whale, its 
  deck harpoons trained on the submerging beast. A woman dressed in black and 
  purple stood at the wheel of the Broken Vow, cursing the whale with phrases I 
  shan’t repeat. Even from our deck, we could see her unfurled wings and horns. 
  Decaying crewmen aboard her ship readied another harpoon as the ship gave 
  chase. She saluted us as she passed. We tacked in the opposite direction to put 
  distance between our ships. — Ship’s surgeon Polk Traggett
  Standing more than six feet tall, alu demons have dark flowing hair from which 
  tiny horns protrude. They have faintly snake-like skin that runs the gamut of human 
  flesh tones. They typically arm themselves and dress in the local attire of the mortals 
  upon whom they prey, favoring armor, swords, and flowing capes that hide their 
  small leathery wings. 
  Alu demons are the offspring of unions between succubi or incubi and mortals. 
  Born in the chaotic Abyss and raised as servants of the demon lords, these fiendish 
  creatures are not always as truly chaotic, nor evil, as their forebears, though most 
  are. Alu demons typically have dark brown or black hair and brown, dark green, 
  or black eyes. They have the comely, pouting expression of their demonic parent, 
  which allows them to pass freely among the lands of mortals. 
  ALu demon
  ALu demon
  Medium fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  15 (+2)
  15 (+2)
  15 (+2)
  16 (+3)
  Saving Throws Constitution +5
  Skills Deception + 6, Intimidation +6, Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Abyssal, telepathy 100 ft.
  Challenge 5 (1,800 XP)
   
  Magic Resistance. The alu demon has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. The alu demon’s innate spellcasting ability 
  is Charisma (spell save DC 14, +6 to hit with spell attacks). It can 
  cast the following spells, requiring no material components:
  3/day each: altar self, charm person, detect thoughts, suggestion
  1/day: dimension door
  Actions
  Multiattack. The alu demon makes one Longsword attack 
  and one Claw attack.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage. The alu demon gains temporary hit 
  points equal to the amount of damage inflicted with its claw attack. 
  These temporary hit points last one hour.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage.
  
  50 | Demons
  demon, CACodemon
  demon, CACodemon
  My apprentice came in early, which was unusual, for he was the most sluggish 
  apprentice I had ever had. He then went to work lighting the candles, laying out 
  the dinnerware, and otherwise completing his tasks. As a precaution, I launched 
  a lightning bolt at him; it did little damage but forced the intruder to assume its 
  normal form, that of a towering creature of darkest night, sleek and hairless, with 
  sharp claws and fiery red eyes. I defeated the creature in a fight that left my study 
  in shambles. After waking my apprentice and setting him to cleaning up the mess, 
  I pondered what I had done to have the assassin sent after me. — Al’phar of the 
  Order of the Jade Monarch
  Cacodemons stand about seven feet tall and weigh about 800 pounds. 
  Cacodemons are relentless combatants and never back down from a fight. They 
  often begin combat by changing forms and appearing as a race friendly to their 
  potential opponents. Once an opponent is lured close to the cacodemon, it changes 
  back to its natural form and attacks. Dreaded and feared, cacodemons are often 
  employed as soldiers and assassins. Cacodemons are completely loyal and never 
  question their position or authority; they do not take orders from other demons.
  CACodemon
  CACodemon
  Medium fiend (demon), neutral evil
  Armor Class 14 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  14 (+2)
  14 (+2)
  15 (+2)
  Skills Athletics +5, Deception +4, Intimidation +4, Perception +4, 
  Stealth +3
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Common, Demonic, Infernal, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The cacodemon’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can cast the following spells, 
  requiring no material components:
  3/day each: darkness, detect magic, detect thoughts, see invisibility
  1/day: hold person
  Magic Resistance. The cacodemon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The cacodemon’s weapon attacks are considered 
  magical for the purposes of damage resistances.
  Actions
  Multiattack. The cacodemon makes two Longsword and one Claw 
  attack, or two Claw attacks.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if 
  used with two hands to make a melee attack.
  Change Shape. The cacodemon magically polymorphs into a 
  humanoid whose Challenge rating is equal to or lower than its own, 
  or back into its true form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or borne by the 
  new form (the cacodemon’s choice). In a new form, the cacodemon 
  retains its game statistics and ability to speak, but its Armor 
  Class, movement modes, Strength, Dexterity, and special senses 
  are replaced by those of the new form, and it gains any statistics 
  and capabilities (except class features, legendary actions, and lair 
  actions) that the new form has but that it lacks.
  Summon (1/day). The cacodemon has a 35% chance to summon 1d3 
  derghodemons (see Tome of Horrors 5e) or a cacodemon. The 
  summoned demon appears in an unoccupied space within 60 feet 
  of the cacodemon, but can’t summon other demons. It remains for 
  one minute, until it or the first cacodemon is slain, or until the first 
  cacodemon takes an action to dismiss it.
  
  51
  Demons
  Demons
  demon, ChAronAdemon
  demon, ChAronAdemon
  We decided to go after our masters; it was not like they were coming back. We 
  prepared our spells, did our research, and Takil opened the portal. We knew we 
  had to find a ferryman to carry us across the River Styx, and we soon spotted a tall 
  cloaked skeleton by a boat. It didn’t want the traditional price we had been led to 
  believe, but instead demanded hundreds of gold pieces from each of us. We paid, 
  but halfway across, the boatman tossed Takil overboard. Rather than fight a being 
  of indiscernible age, we ponied up more gold and finished our voyage. How we are 
  getting home without Takil’s knowledge of the planes is something we will have to 
  figure out. — Päuk, apprentice mage
  Tall, gaunt, skeletal, clad in black robes, and bearing a staff, it is easy to confuse 
  a charonademon for their master, the boatman of the Lower Planes. While that being 
  is more likely to be trusted, a charonademon is not. They love to murder and rob 
  those seeking to cross the River Styx and even take passengers in their boats only 
  to kill them or dump them in the river. They can be bought off, but such a plan 
  needs to be ready and the money in full, and even then, it might not work. Their 
  standard fare is 50 gp per level of each creature being carried, double that if you 
  plan to bribe them to keep them from murdering you.
  ChAronAdemon
  ChAronAdemon
  Medium fiend (demon), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  15 (+2)
  14 (+2)
  18 (+4)
  Saving Throws Con +6, Wis +5
  Skills Arcana +6, Deception +8, Intimidation +8, Perception +6, 
  Stealth +7, Survival +6
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Common, Demonic, Infernal, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The charonademon’s innate spellcasting ability 
  is Charisma (spell save DC 16). It can cast the following spells, 
  requiring no material components:
  At will: detect magic, darkness, see invisibility
  1/day: plane shift (skiff and self only)
  Magic Resistance. The charonademon has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The charonademon’s weapon attacks are considered 
  magical for the purposes of damage resistances.
  Actions
  Multiattack. The charonademon makes two Quarterstaff attacks.
  Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning 
  damage if used with two hands to make a melee attack.
  Fear Gaze. Creatures within 30 feet of the charonademon who can 
  see it must make a DC 16 Wisdom saving throw. On a failed saving 
  throw, the creature takes 10 (3d6) psychic damage and is frightened 
  for one minute. On a successful saving throw, the creature takes half 
  damage and is not frightened.
  While frightened, the target must take the Dash action and move 
  away from the charonademon by the safest available route on each 
  of its turns, unless there is nowhere to move. The creature can 
  repeat the saving throw if it ends its turn out of line of sight with 
  the charonademon, ending the effect on a success. If the creature’s 
  saving throw succeeds, or the effect ends for it, the target is immune 
  to a charonademon’s fear gaze for 24 hours.
  Summon (1/day). The charonademon has a 35% chance to summon 
  1d4 hydrodemons or a charonademon. The summoned demon 
  appears in an unoccupied space within 60 feet of the charonademon 
  but can’t summon other demons. It remains for one minute, until it 
  or the first charonademon is slain, or until the first charonademon 
  takes an action to dismiss it.
  
  52 | Demons
  demon, dArAkA
  demon, dArAkA
  The pit was filled with scorpions. They skittered and crawled over one another 
  with an indescribable sound. Junip stepped right to the edge; she was never scared 
  of spiders, snakes, and other creepers. She should have been. Two hands rose out 
  of the crawling mass and grabbed her by the ankles, pulling her off balance and 
  right into the mass. She vanished into the pit, dragged down by something I didn’t 
  fully want to see. But it was too late, as a ram’s head rose into view, its bulky body 
  covered in the crawling creatures. — Rebrance Colbert, porter and only survivor to 
  stumble out of the Broken Tunnels of Canton
  This nine-foot-tall nightmare appears as a faun-legged humanoid with oily 
  writhing flesh, a cruel bestial head adorned with curling ram’s horns, and a mouth 
  full of jagged rotting teeth. A daraka’s skin is leathery and oily and from a distance 
  of 10 feet or more appears to be a mass of writhing flesh. Closer inspection reveals 
  thousands of tiny scorpions swarming its flesh, skittering in and out of its mouth, 
  ears, and nose, seemingly unnoticed by the demon. They act as guards to greater 
  demons or as shock troops in demonic armies. Quite intelligent, they are often used 
  as commanders or leaders, with each daraka having a battalion of minor demons at 
  its command.
  dArAkA
  dArAkA
  Large fiend (demon), chaotic evil
  Armor Class 14 (type)
  Hit Points 105 (10d10 + 50)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  20 (+5)
  18 (+4)
  18 (+4)
  20 (+5)
  Saving Throws Constitution +8
  Skills Deception +8, Intimidation +8, Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal
  Challenge 5 (1,800 XP)
   
  Scorpion Body. A creature that hits the daraka with a melee attack 
  suffers 3 (1d6) piercing damage and must succeed at a DC 16 
  Constitution saving throw or suffer an additional 9 (2d8) poison 
  damage and be poisoned for one hour from the scorpions that scurry 
  out of the wound to attack.
  Magic Resistance. The daraka demon has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The daraka’s innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: darkness, detect evil and good, invisibility (self only), spiritual 
  weapon, teleportation (self only)
  3/day: chill touch
  1/day each: feeblemind, shatter
  Actions
  Multiattack. The creature makes one Claw attack and one Scorpion 
  Throw attack, or two Claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage and the target is grappled by the 
  daraka (escape DC 15). A creature that is grappled by the daraka 
  at the start of its turn suffers the effects of the demon’s scorpion 
  body ability. The daraka has two claws and can grapple only two 
  creatures at a time.
  Scorpion Throw. Ranged Weapon Attack: +3 to hit, range 10/20 ft., 
  one target. Hit: 3 (1d6) piercing damage and the target must succeed 
  at a DC 16 Constitution saving throw or suffer an additional 9 (2d8) 
  poison damage and be poisoned for one hour.
  
  53
  Demons
  Demons
  demon, Fox
  demon, Fox
  We cornered the thief in the warehouse after a rooftop chase through the 
  market. How could we have known it was a trap? As we advanced, the young man 
  shimmered as if in a haze of heat, and his whole body transformed. What stood 
  before us now was a black fox standing on two legs. It snarled at us with its vicious 
  fangs, and its eyes glowed yellow as it marked where my men stood. Three of them 
  broke ranks and turned on their fellows under that withering gaze. He’d lured us 
  into his hunting ground. — Report from the city watch on the rumored “demon fox” 
  terrorizing the city of Albor Broce 
  Fox demons are a race of chaotic fiends that delight in mischief and confusion. 
  Like the creatures they resemble, these demons are sly and cunning, and capable of 
  quick escape should their schemes or identities be discovered. These shapeshifters 
  able to take unassuming forms of humans, but their fox forms are frightening and 
  demonic, with a snarling visage and burning yellow eyes.
  Fox demons often assume disguises to gain trust, then charm their victims to 
  go out and commit various acts of disruption, disobedience, and lawlessness. Fox 
  demons find outright violence such as assault and murder to be somewhat classless 
  and distasteful; they far prefer to put their victims in situations where they are 
  caught stealing, are discovered by a jealous lover, are arrested on false charges, etc. 
  A fox demon is not terribly concerned if these acts eventually lead to violence or 
  death, but they prefer it to be the result of their elaborate schemes of misdirection, 
  seduction, and scheming.
  Fox demon
  Fox demon
  Medium fiend, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 156 (24d8 + 48)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  20 (+5)
  14 (+2)
  13 (+1)
  16 (+3)
  18 (+4)
  Saving Throws Dex +9, Wis +7, Cha +8
  Skills Intimidation +12, Perception +11, Stealth +13
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks, cold, fire, lightning
  Senses darkvision 60 ft. passive Perception 13
  Languages Abyssal, Common, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Shapechanger. The fox demon can use its actions to polymorph into 
  a Small or Medium humanoid, or back into its true form. Other 
  than its size and speed, its statistics 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 fox demon’s spellcasting ability is Charisma 
  (spell save DC 16). The fox demon can innately cast the following 
  spells, requiring no material components:
  At will: minor illusion
  3/day each: confusion, dominate person, expeditious retreat
  1/day each: dominate monster
  Actions
  Charm. One humanoid that the fox demon can see within 30 feet must 
  succeed on a DC 15 Wisdom saving throw or be magically charmed 
  for one day. The charmed target obeys the fox demon’s verbal or 
  telepathic commands. If the target suffers any harm or receives a 
  suicidal command, it can repeat the saving throw, ending the effect 
  on a success. If the target successfully saves against the effect, or if 
  the effect on it ends, the target is immune to this fox demon’s Charm 
  for the next 24 hours. The fox demon can have up to four charmed 
  targets at a time. If it charms another, the effect on one previous 
  target ends.
  
  54 | Demons
  Actions
  Multiattack. The gallu makes two Claw attacks and one Bite attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) slashing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) slashing damage and the target is grappled (escape 
  DC 15). Until the grapple ends, the target is restrained and has 
  disadvantage on Strength checks and Strength saving throws, and 
  the gallu can’t grapple another target.
  Plane Shift (recharge 5–6). The gallu casts a plane shift spell 
  requiring only verbal components. If the gallu has a creature 
  grappled, that creature must succeed on a DC 15 Wisdom saving 
  throw or be transported along with the gallu.
  Teleport (recharge 5–6). The gallu magically teleports, along 
  with any equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see. If the gallu has a creature grappled, 
  that creature must succeed on a DC 15 Wisdom saving throw or be 
  transported along with the gallu.
  demon, gALLu
  demon, gALLu
  It was good to see the walls of Bard’s Gate before us again after a week on the 
  road. Mother Habbard was the same as always, welcoming us to her quiet inn, 
  offering us rooms, offering to mend anything that needed mending. Crispus came 
  by my room and asked if I wanted to go with him downstairs; Mother Habbard 
  claimed she wanted to speak with him on an urgent matter. I declined, and he went 
  away, but thinking of the roast we’d eaten earlier changed my mind. I sneaked 
  down the stairs and into the kitchen. I wish I hadn’t. I was just in time to see Mother 
  Habbard skewer Crispus on an iron spit. I screamed, and she turned and saw me. 
  She changed so quickly, growing three feet taller and losing her elderly features. 
  Her flesh melted into a shining blackness, broken only by her many, many teeth. 
  — Topas Banks, found screaming in the street and charged with the death of his 
  companion in Mother Habbard’s Boarding House
  A gallu demon is nine feet tall and weighs about 800 pounds. Its flesh is glossy 
  black and, other than a large mouth lined with teeth, it has no facial features. The 
  gallu demon excels at disguising itself as a normal humanoid to befriend a mortal, 
  whom it then whisks back to its Abyssal lair. Gallu demons have been known to 
  spend months on the Material Plane just to get close to and eventually abduct a 
  chosen target. Abducted victims are sometimes devoured by a gallu demon before it 
  completes its task, but more often than not, an abducted victim is given to the gallu 
  demon’s master, who enslaves the victim (or sometimes devours it himself).
  gALLu
  gALLu
  Large fiend (demon), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  11 (+0)
  16 (+3)
  12 (+1)
  14 (+2)
  15 (+2)
  Skills Deception +8, Perception +5, Stealth +6
  Damage Resistances acid, cold, fire; bludgening, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, telepathy 60 ft.
  Challenge 6 (2,300 XP)
   
  Shapechanger. The gallu can use its action to polymorph into a Small 
  or Medium humanoid, or back into its true form. Other than its size 
  and speed, its statistics 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.
  
  55
  Demons
  Demons
  huAngshe’yAo
  huAngshe’yAo
  We placed Commander Layst’s body into a hastily dug hole in the middle of 
  this very different land. I’ve heard it called Xha’en, but I don’t know if I am saying 
  it correctly. We were preparing to cover our beloved leader when a voice spoke 
  from the nearby ruins, “I can restore him, but I require a boon from all of you.” A 
  massive snake-like creature — bright yellow, like the sun — was wrapped around 
  the stones, watching us. It cocked its head and asked again, “Would you like him 
  back?” We answered as one, agreeing to the bargain. What harm could it bring? 
  Commander Layst was indeed restored to life that day, and I didn’t think on our 
  horrid deal for years. But now? After each member of our legion has died broken 
  after committing horrible atrocities? Yes, I think of it every day, especially as I’ve 
  started hearing that snake’s whispering voice around my home. Am I next? — Sub-
  commander Ulisk Wattle, three days before he attempted to assassinate Lord Ryven
  The huangshe’yao are generally benevolent beings; they are, however, extremely 
  subtle, and dealing with them can be a very risky proposition. Physically, they 
  resemble enormous constrictor snakes with yellow-gold scales and faces somewhat 
  like horned vipers, with orange eyes that reflect significant intelligence. They often 
  dwell outside the Material Planes, visiting from time to time for their own purposes.
  The huangshe’yao are wish-granters, but in return they require that a supplicant 
  agree to be subject to a geas. The geas might not be applied immediately, being 
  retained by the huangshe’yao for use at a later date, but usually humans will 
  encounter a huangshe’yao when it is already engaged in some specific purpose 
  and has decided to engage an ally (or minion). Despite the general tendency of 
  the huangshe’yao toward good alignments, evil individuals are possible, and such 
  corrupted ones are very evil indeed. Evil-aligned huangshe’yao are outcasts from 
  their kin, and never encountered in association with those of any other alignment.
  huAngshe’yAo
  huAngshe’yAo
  Large aberration, alignment varies
  Armor Class 20 (natural armor)
  Hit Points 231 (22d10 + 110)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  20 (+5)
  18 (+4)
  18 (+4)
  20 (+5)
  Saving Throws Str +9, Con +10, Wis +9, Cha +10
  Damage Immunities poison
  Damage Resistances fire, lightning, bludgeoning, piercing and 
  slashing damage from nonmagical attacks
  Condition Immunities poisoned
  Senses tremorsense 30 ft., passive Perception 14
  Languages Abyssal
  Challenge 15 (13,000 XP)
  Wish-Bargain. A huangshe’yao can grant a single wish (as per the 
  9th-level spell) to a mortal petitioner. The cost of this wish is high, 
  however, for the petitioner must, in exchange for the wish, allow 
  itself to be subject to a geas from the huangshe’yao. This geas is 
  treated as if it was cast with a 9th-level spell slot (meaning that it 
  is permanent until removed by remove curse, greater restoration, or 
  wish) and the target receives no saving throw. 
  Magic Resistance. The huangshe’yao has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. The huangshe’yao’s spellcasting ability is 
  Charisma (spell save DC 18). The huangshe’yao can innately cast the 
  following spells, requiring no material components:
  3/day each: charm person, enthrall, hold person, hypnotic pattern, 
  suggestion
  1/day each: dominate person, mass suggestion
  Actions
  Multiattack. The huangshe’yao makes one Bite and one Constriction 
  attack. It may not make a constriction attack if it already has one 
  target restrained.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:18 
  (4d6 + 4) damage.
  Constriction. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. 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, the target takes 15 (2d10 +4) 
  bludgeoning damage at the start of the huangshe’yao’s turn, and the 
  huangshe’yao can’t make constriction attacks against other targets.
  
  56 | Demons
  demon, hundred-eyed
  demon, hundred-eyed
  Pix led us into the dusty chambers, pushing us onward through the dust-coated 
  webs. We’d not found anything yet, just dust, dust, and more dust. It was in my 
  throat, my robes, my boots. Everywhere. “I don’t think anything lives here now,” 
  Pix said, stating the obvious as he is often wont to do. Too bad he was wrong again. 
  We heard the clicking first, then the swush-swush-swush! of uncoiling chitin as 
  the giant centipede uncurled itself. I knew it wasn’t something natural when I saw 
  the eyes. Hundreds of them spaced all along its long, sinuous body. — From the 
  memoirs of Gordun Brightwill, High Mage of the Tower of High Magics
  The hundred-eyed demon is a massive armored centipede with a thick carapace 
  studded with dozens of tiny black eyes. Its mandibles clack with deadly intent. 
  Sleepless, mindless, and infinitely patient, hundred-eyed demons lurk in silent 
  darkness awaiting intruders, then attack from the shadows. Their senses are 
  incredibly acute, allowing them to detect vibrations and movement from a great 
  distance and quickly pinpoint the source of the disturbance.
  hundred-eyed demon
  hundred-eyed demon
  Huge fiend, unaligned
  Armor Class 17 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 50 ft., burrow 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  21 (+5)
  3 (–4)
  18 (+4)
  5 (–3)
  Damage Immunities poison, psychic
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks, thunder
  Condition Immunities charmed, poisoned
  Skills Perception +8
  Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 18
  Languages —
  Challenge 12 (8,400 XP)
  Enhanced Perception. Hundred-eyed demons are highly sensitive 
  to motion and tremors. They have advantage on all Wisdom 
  (Perception) checks due to their multiple eyes and their other 
  enhanced senses.
  Sustenance-free. Hundred-eyed demons do not need to eat, sleep or 
  breathe.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 
  (6d8 + 5) piercing damage plus 13 (3d8) poison damage. The target 
  must succeed on a DC 17 Constitution saving throw or be poisoned 
  for one minute. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success. In 
  addition, the creature is grappled (escape DC 17). The hundred-eyed 
  demon cannot make bite attacks when it has a grappled target, but 
  it can continue to inflict 13 (3d8) poison damage on its turn upon its 
  grappled target.
  
  57
  Demons
  Demons
  demon, mezzALorn
  demon, mezzALorn
  We found 12 hollow logs standing upright in the middle of the Sin Mire Swamp, 
  driven deep into the ground, definitely not natural. Each log was about 10 feet in 
  diameter, and a buzzing rose out of them, like a chorus of thousands of wasps. Jon of 
  the Glen climbed right up one of the logs and stuck his head over the end. He never 
  listened to good advice. “Nothin’ here but a bunch of wasps, my friends! Hundreds 
  of them!” His shout carried in the silent swamp, and that’s all it took. A wasp like 
  none I’ve ever seen before or since shot out of that log and grabbed the poor thief. 
  The thing had a man’s face and arms, and a wasp’s body. It climbed into the sky 
  with a horrible buzz, a trail of normal wasps fluttering along in its wake. It stopped 
  and hovered, and that’s when it started stinging Jon over and over with its horrible, 
  footlong stinger. — Astryd Bumbleroot, druid of the Kajani Forest
  Mezzalorns (or wasp demons as they are sometimes called) are flying horrors 
  from the rifts of the Abyss with the lower half of a nightmarish wasp. Where the 
  wasp’s head would be sprouts a head and arms that appear to be born of the cross 
  between a howling monkey and an unholy insect. Its clawed arms are covered in 
  spines and its wide-set insectoid eyes frame a flat-nosed face and mouth filled with 
  razor sharp fangs. A mezzalorn stands as tall as a human and is about 10 feet long. 
  Its body is dark with red bands and ends in a golden stinger. Its legs resemble those 
  of a giant wasp and are covered in fine hairs and bristles. Its human-like visage is 
  copper and sports matted dark hair.
  These flying demons spend most of their time high above the Abyssal planes 
  scouring the lands for food or patrolling a demon lord’s domain. When serving 
  under a demon lord or one of his generals, mezzalorns are often used as shock 
  troops or first-assault troops in war. Mezzalorns are thoroughly evil and despise all 
  non-demons, attacking them on sight. Slain creatures are carried back to their lair 
  and distributed among the inhabitants of the nest. A nest is composed of just about 
  anything a mezzalorn can find and carry: bones, debris, refuse, weapons, and so on.
  mezzALorn demon
  mezzALorn demon
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4)
  13 (+1)
  16 (+3)
  16 (+3)
  Skills Deception +6, Intimidation +6, Perception +6, Stealth +7
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Common, telepathy 100 ft.
  Challenge 5 (1,800 XP)
   
  Magic Resistance. The mezzalorn demon has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The mezzalorn demon’s innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  can cast the following spells, requiring no material components:
  At will: spiritual weapon, teleport (self only)
  3/day each: bane, blight
  1/day: hypnotic pattern
  Pheromones. When reduced to half or less of its maximum hit points, 
  the mezzalorn releases a cloud of pheromones that excite the natural 
  aggression of its kind, granting advantage on all attack rolls to any 
  mezzalorn within 50 feet.
  Actions
  Multiattack. The mezzalorn makes one Sting attack and one Claw 
  attack.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 
  (1d6 + 4) slashing damage.
  Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (1d8 + 5) piercing damage and the target must succeed at a DC 15 
  Constitution saving throw or suffer an additional 9 (2d8) poison 
  damage and be poisoned for one hour.
  
  58 | Demons
  demon, hydrodemon
  demon, hydrodemon
  Thanks to the notes my master left behind, I was prepared to resist the effects of 
  the River Styx. By the time I bobbed back up, the boat had passed into the mists. 
  I floated downstream for a time until I came to a rock jutting out of the river and 
  clambered up. To my surprise, the rock was already inhabited by a massive frog 
  creature. It leapt from a great distance, gliding along on flaps of skin stretched from 
  its forelimbs to it legs, and landed with a loud croak. I hit it with a cloud of flying 
  daggers and went on my way. — Takil, apprentice mage
  Hydrodemons are natives of the River Styx and are the only creatures known to 
  possess a natural resistance to the river’s deleterious effects. They are truly massive, 
  standing 10 feet tall at the shoulder, and weigh 4,000 pounds or more. Their green, 
  warty skin serves as an excellent protection, and their sickly yellow eyes take in the 
  world with a baleful malevolence. On the attack, they prefer to glide at their foes 
  and then spit at them. Their spittle causes drowsiness and sleep.
  hydrodemon
  hydrodemon
  Large fiend (demon), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 30 ft., fly 40 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  8 (–1)
  11 (+0)
  14 (+2)
  Saving Throws Dex +5, Con +7
  Skills Perception +6
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal
  Challenge 5 (1,800 XP)
  Amphibious. The hydrodemon can breathe air and water.
  Magic Resistance. The hydrodemon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The hydrodemon’s weapon attacks are magical.
  Innate Spellcasting. The hydrodemon’s 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: darkness, detect magic, water walk
  2/day each: dimension door, teleport
  1/day: hallow
  Actions
  Multiattack. The hydrodemon makes one Bite attack and two Claws 
  attacks. The demon can use its Sleep Spittle instead of using its Bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) piercing damage, and the target is grappled (escape DC 14). 
  Until this grapple ends, the target is restrained and the demon can’t 
  bite another target.
  Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 
  (2d6 + 4) slashing damage.
  Sleep Spittle. One target within 60 feet must succeed on a DC 15 
  Wisdom saving throw or fall unconscious for one minute. The 
  sleeping target can be awakened if someone uses an action to shake 
  or slap the sleeper awake, and the target wakes if it takes damage.
  Summon (1/day). The demon chooses what to summon and attempts 
  a magical summoning. A hydrodemon has a 30% chance of 
  summoning a hydrodemon. A summoned demon appears in an 
  unoccupied space within 60 feet of its summoner, acts as an ally 
  of its summoner, and can’t summon other demons. It remains for 
  one minute, until it or its summoner dies, or until its summoner 
  dismisses it as an action.
  
  59
  Demons
  Demons
  nAbAsu
  nAbAsu
  Medium fiend (demon), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 157 (15d8 + 90)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  13 (+1)
  22 (+6)
  14 (+2)
  16 (+3)
  15 (+2)
  Saving Throws Constitution +9
  Skills Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Abyssal, Common, telepathy 100 ft.
  Challenge 10 (5,900 XP)
   
  Death Gaze. When a creature that can see the nabasu’s eyes starts its 
  turn within 30 feet of the nabasu, the nabasu can force it to make a 
  DC 15 Wisdom saving throw if the nabasu isn’t incapacitated and 
  can see the creature. On a failure, the creature loses a hit die. A 
  creature that has lost its last hit die to the nabasu’s death gaze has 
  disadvantage on all death saves for the next 24 hours, and if it dies 
  within that time, it rises as a ghoul in 1d4 rounds under the nabasu’s 
  control. Ghouls created in this way become free willed if the nabasu 
  that created them dies. 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 can’t see the nabasu until the start of its next turn, when 
  it can avert its eyes again. If the creature looks at the nabasu in the 
  meantime, it must immediately attempt the save. While averting its 
  eyes, any attacks on the nabasu are done at disadvantage.
  Magic Resistance. The nabasu demon has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The nabasu’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: darkness, teleport (self only)
  3/day each: silence, plane shift, ray of enfeeblement, vampiric touch
  1/day: regenerate
  Paralysis Aura (1/day). As a bonus action, the nabasu releases a 
  cloud of magical energy that can paralyze its foes. This cloud fills 
  a 10-foot cube, and all creatures within that cube must succeed at 
  a DC 17 Constitution saving throw or become paralyzed for one 
  minute. A paralyzed creature may repeat the saving throw at the 
  end of each of its turns, ending the effect on a success.
  Actions
  Multiattack. The nabasu makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 
  (2d8 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 
  (2d6 + 6) slashing damage.
  demon, nAbAsu (deAth steALer demon)
  demon, nAbAsu (deAth steALer demon)
  The dead oak was right by the crossroads, its branches like gnarled fingers 
  ripping at the canopy of the living trees around it. Lightning struck it at some point, 
  splitting the trunk into leaning halves. Our horses instinctively shied away from 
  it, and I must admit I felt a touch of dread fill my soul when I looked at it. I was 
  so caught up in the way it made me feel that I didn’t realize for a moment that 
  something in the tree was looking back at us with yellow eyes. It was a demonic little 
  thing, with bat wings unfurled against the trunk. Its claws rapped against the bark 
  as if it was sizing us up. I think it was young and still hesitant to leave its home. We 
  gave it a wide berth, and it left us alone. I fear for the next traveler when it gets its 
  courage up. — Bahno Lop, tea merchant out of Reme
  The horned head of the nabasu has a cruel and vaguely humanoid face that 
  appears trapped in a constant state of rage and pain. Its ever-pervasive, glowing 
  golden stare is known to strike its foes dead at its mere gaze. Their bodies are tall 
  and wire thin, with gray reptilian skin and large leathery wings and spindly arms 
  that end in hooked razor-sharp talons.
  The majority of nabasu encountered outside of the Abyss are nabasu demonlings. 
  These proud creations of the demon lords are sent to the Material Plane to feast on 
  the souls of the innocent until they reach maturity and can re-enter the Abyss on 
  their own. Once there, they devour the physical hearts and mortal souls of their prey, 
  growing stronger and deadlier with each third victim they destroy. Nabasu derive 
  great pleasure from torturing and killing other creatures.
  
  60 | Demons
  demon, nerizo (bLoodhound demon)
  demon, nerizo (bLoodhound demon)
  We heard them scrambling through the trees before we saw them. Even when 
  we knew they were there, their blue-black forms blended with the shadows under 
  the trees. Elisitra lit the trees with an orb of brilliant white, and we finally saw our 
  enemy. Four of them, each as big as a man, but running on all fours. They had tails 
  and teeth and claws. All nasty things, but our little band of hunters was far nastier. 
  Those things didn’t stand a chance. — Lister Claw of the Scarlet Ruffians
  The vaguely humanoid man-sized nerizo demon has skin of deep navy blue. 
  It has a scorpion-like tail, the hindquarters of a goat, and the head of a slathering 
  hound whose jaws drip caustic acid. Its arms end in sharpened claws, and its feet are 
  splayed hooves. Nerizos stand six feet tall and weigh about 160 pounds.
  The bestial nerizo can be found on almost all layers of the Abyss. More 
  animalistic than not, the nerizo are sometimes used as “hunting dogs” by the greater 
  demons and demon lords. The nerizo themselves realize that they may not be the 
  smartest or strongest of the demons, but they resent being relegated to common 
  hunting dogs for the greater demons. Nerizos often roam in deadly packs looking 
  for lost and escaped spirits to torment among the rifts of the Abyss.
  nerizo demon
  nerizo demon
  Medium fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  12 (+1)
  14 (+2)
  16 (+3)
  Skills Athletics +7, Perception +5, Stealth +6
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal
  Challenge 5 (1,800 XP)
   
  Magic Resistance. The nerizo demon has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. The nerizo’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: darkness, detect evil and good, teleport  
  (self only)
  1/day: confusion
  Actions
  Multiattack. The nerizo makes one Sting attack and two Claw 
  attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) slashing damage.
  Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) piercing damage and the target must succeed at a DC 15 
  Constitution saving throw or suffer an additional 9 (2d8) poison 
  damage and be poisoned for one hour.
  Spit Acid (recharge 5–6). The nerizo spits a 15-foot line of poison. All 
  creatures caught in the line must make a DC 14 Dexterity saving 
  throw, taking 18 (4d8) acid damage on a failure or half as much 
  damage on a successful save.
  
  61
  Demons
  Demons
  demon, nysroCk (CobrA demon)
  demon, nysroCk (CobrA demon)
  The throne room was empty when we finally pushed through the tables turned 
  on their side to slow us down. King Goltrick Stonetumbler the Usurper sat on his 
  marble throne and watched as we burned his dwarven mummy guards to ashes. The 
  old dwarf never moved, never uttered a sound. Bolt Ashenchisel stepped up to end 
  the unwanted ruler’s life, and that’s when the snake-thing rose up behind the throne. 
  The snake’s hood flared in warning as it turned its human head toward us. It was all 
  a distraction, however, as the thing’s tail flicked out so quickly that we never saw 
  the stinger until it punched a hole through Bolt’s chest. — Report from the Dwarven 
  Stone Guardians on their failure to remove the usurper
  Nysrock demons are horrid, 14-foot-long cobras with vaguely humanoid faces 
  that protrude from a broad hood. Golden scales run down the length of its snake 
  body to end in a scorpion’s stinger that oozes unholy venom. They weigh between 
  350 and 450 pounds.
  Believed to be the offspring of a marilith and a naga, the nysrock is a sinister 
  denizen of the Abyss that is often found in the courts of various demon lords where 
  they serve as advisors and counselors. Their cunning intellects are used to full effect 
  by their masters in weaving battle plans and plots and intrigues against rival lords 
  and enemies.
  Rumors abound (supposedly from an eyewitness who lived to tell the tale) of 
  an abyssal plane ruled by a massive nysrock at least 40 feet long. Its palace is 
  a network of underground tunnels populated with all manner of snakes, fiendish 
  serpents, and intelligent and cunning reptiles of all shapes and sizes.
  nysroCk
  nysroCk
  Large fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 105 (10d10 + 50)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  20 (+5)
  16 (+3)
  19 (+4)
  18 (+4)
  Saving Throws Constitution +9
  Skills Deception +8, Intimidation +8, Perception +8, Stealth +6
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 100 ft., passive Perception 18
  Languages Abyssal, Celestial,- Common, Draconic, Infernal, telepathy 
  100 ft.
  Challenge 10 (5,900 XP)
   
  Magic Resistance. The nysrock demon has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The nysrock’s innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: blight, dispel magic, teleport (self only)
  3/day each: bane, spiritual weapon
  Actions
  Multiattack. The nysrock demon makes one Sting attack and one 
  other attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) piercing damage and the target must succeed at a DC 17 
  Constitution saving throw or suffer an additional 18 (4d8) and be 
  poisoned for one hour. A creature already suffering the poisoned 
  condition caused by a nysrock is also stunned until the end of its 
  next turn.
  Spit Poison. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one 
  target. Hit: 11 (2d8 + 2) poison damage and the target must succeed 
  at a DC 17 Constitution saving throw or be blinded until the end of 
  its next turn.
  Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 
  (4d4 + 5) piercing damage and the target must succeed at a DC 17 
  Constitution saving throw or suffer an additional 18 (4d8) poison 
  damage and be poisoned for one hour. A creature already suffering 
  the poisoned condition caused by a nysrock is also stunned until the 
  end of its next turn.
  
  62 | Demons
  pisCodemon
  pisCodemon
  Medium fiend (demon), neutral evil
  Armor Class 20 (natural armor)
  Hit Points 127 (15d8 + 60)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  18 (+4)
  14 (+2)
  14 (+2)
  17 (+3)
  Saving Throws Str +10, Con +8, Wis +6, Cha +7
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 60 ft, passive Perception 12
  Languages Abyssal, Demonic, Infernal; telepathy 100 ft.
  Challenge 10 (5,900 XP)
  Amphibious. The piscodemon can breathe air and water.
  Magic Resistance. The piscodemon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The piscodemon’s weapon attacks are magical.
  Improved Critical. The piscodemon’s weapon attacks score a critical 
  hit on a roll of 19 or 20.
  Innate Spellcasting. The piscodemon’s innate spellcasting ability is 
  Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: dispel magic
  3/day each: fly, stinking cloud
  Actions
  Multiattack. The piscodemon makes one Claw attack and one 
  Tentacle attack or two Claw attacks.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 
  (2d6 + 6) piercing damage and the target is grappled (escape DC 18). 
  The piscodemon has two claws, each of which can grapple only one 
  target.
  Teleport. The piscodemon magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an unoccupied 
  space it can see.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  11 (1d10 + 6) bludgeoning damage plus 5 (1d10) poison damage and 
  the target must succeed on a DC 16 Constitution saving throw or be 
  poisoned for one hour.
  demon, pisCodemon
  demon, pisCodemon
  We stopped on the ridge to watch a great battle in the distance between two 
  armies of lobster demons. The two forces clashed on the plains below, thousands 
  dying with no regard for mercy or quarter. The leaders watched from their 
  palanquins, unconcerned with the carnage below. — Päuk, apprentice mage
  The cannon fodder of the Lower Planes, piscodemons are by no means weak. 
  Their powerful armored bodies resemble a lobster standing on two legs, with a 
  short fish-like tail, and a centipedal head fringed with writhing tentacles. Their 
  numbers are great, which is the only reason they remain in existence, for their lords 
  and masters throw them away in battle like so many empty seed pods and abuse 
  them in any manner their whims devise.
  
  63
  Demons
  Demons
  shrroth
  shrroth
  Huge fiend, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 189 (14d12 + 98)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  24 (+7)
  14 (+2)
  16 (+3)
  18 (+4)
  Saving Throws Constitution +11
  Skills Deception +8, Intimidation +8, Perception +7, Persuasion +8
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 100 ft., passive Perception 17
  Languages Abyssal, Common, telepathy 100 ft.
  Challenge 12 (8,400 XP)
  Amphibious. The shrroth can breathe air and water.
   Magic Resistance. The shrroth demon has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The shrroth’s innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: dispel magic, mirror image, spiritual weapon, teleport (self 
  only), water breathing (others only)
  2/day: feeblemind
  1/day: blindness/deafness (blindness only)
  Jet Burst (recharge 4–6). As a bonus action, the shrroth moves up 
  to 80 feet through a body of water. This movement does not provoke 
  opportunity attacks.
  Actions
  Multiattack. The shrroth makes one Trident attack and up to four 
  Tentacle attacks.
  Trident. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 
  18 (2d10 + 7) piercing damage.
  Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 13 (1d12 +7) bludgeoning damage and the target is grappled 
  (escape DC 19) by the shrroth. The shrroth has six tentacles and can 
  only grapple up to six creatures at a time. A creature that starts its 
  turn grappled by the shrroth suffers 9 (2d8) bludgeoning damage. 
  Each tentacle has an AC of 20, 15 hit points, and immunity to poison 
  and psychic damage. Severing or destroying a tentacle deals no 
  damage to the shrroth and severed tentacles regrow at a rate of one 
  per day.
  Sickening Cloud (recharge 5–6). The shrroth emits a cloud of 
  grayish liquid into a body of water that fills a 40-foot cube and 
  remains for 2d4 rounds. Any creature that begins its turn within 
  the cloud must succeed at a DC 19 Constitution saving throw or be 
  poisoned for one minute.
  demon, shrroth (squid demon)
  demon, shrroth (squid demon)
  I know a place under the sea where the ships go to drown. They pile up and are 
  forgotten. Some might sink far away, but they always seem to end up in the region 
  we called the Shipsgrave. I’ve told ye of that damned lighthouse found there, but 
  let me tell ye also of the witch of the sea, the woman-squid known as Ursallah. 
  She’s a mean one; sailors call her the Entwiner for her many tentacles that squeeze 
  the life from those who cross her. — The Old Mariner Calbert Mall, who enjoys 
  telling his sea tales to any who will listen in Bargarsport
  Swimming through the fetid backwaters of the River Styx as it flows through the 
  bottomless sea rifts of the Abyss comes a tentacled horror known in the nightmares 
  of marines and sailors. Shrroth sometimes pass through the thin barriers between 
  the mortal realm and the underworld. They quickly set up shop along sea lanes 
  where they harry sailors, sink ships for sport, and take prisoners whom they 
  torment and torture mercilessly before devouring them body and soul.
  Shrroths are 15-foot-tall demons with the lower torso of an octopus and the 
  upper torso of a copper-skinned humanoid. Its arms end in six-fingered talons, 
  and it wields a wicked trident. A mass of long black hair hangs from its head. Two 
  forward-curving, blackish horns protrude under this tangle of hair. Its lower torso 
  sports a mass of writing tentacles reaching lengths of 10 feet. Six larger tentacles 
  stretching 20 feet surround the smaller tentacles. The creature’s mouth is a jagged 
  wreck of sharks teeth.
  
  64 | Demons
  demon, skitterdArk
  demon, skitterdArk
  A discordant bell chimed, and a dozen tiny demons popped into existence 
  with the smell of sulfur and a wave of hellish heat. These foot-tall, bat-winged 
  demons had red, warty skin, hunched bodies covered in warty flesh, and humanoid 
  faces that mocked the very concept with their yellowed eyes and snout-like faces. 
  They chortled and cackled in glee as they swarmed us and attempted to tear, rend, 
  and bite our softest bits. — Algrid Henswaithe, University of the Vast
  Skitterdarks are minor demons in the grand scheme of demons, but demons 
  nonetheless. Like their larger ilk, they delight in bloodshed and sowing chaos. Most 
  often, they are summoned to the world by wizards to carry out minor assassinations, 
  protect items, and harass foes. Easily bored, skitterdarks can be distracted by shiny 
  things, fresh prey, and logical thought.
  skitterdArk
  skitterdArk
  Tiny fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 55 (10d4 + 30)
  Speed 20 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  17 (+3)
  16 (+3)
  11 (+0)
  12 (+1)
  12 (+1)
  Saving Throws Str +2, Con +5, Wis +2, Cha +3
  Damage Resistances acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft, passive Perception 11
  Languages Abyssal, Common
  Challenge 3 (700 XP)
  Magic Resistance. The skitterdark has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The skitterdark’s weapon attacks are magical.
  Innate Spellcasting. The skitterdark’s innate spellcasting ability is 
  Charisma (spell save DC 11, +3 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: detect evil and good, detect magic
  1/day each: hold person, fear
  Actions
  Multiattack. The skitterdark makes one Claw attack and one Bite 
  attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 
  + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 
  (1d3 + 3) slashing damage plus 2 (1d4) necrotic damage.
  
  65
  Demons
  Demons
  demon, stirge
  demon, stirge
  Thankfully, the buzzing alerted us as we were making camp and before the 
  warrior types had taken off their armor. Three demons with bodies like common 
  stirges but with heads and forearms that were twisted parodies of humanoid bodies 
  flew out of the canyon. Most of us had expended much magical might that day, but 
  I managed to wing one, literally, with some well-placed arcane projectiles. The rest 
  came on, and one plunged its long nose into Caltax’s chest, draining the doughty 
  fighter of his life’s blood. In the end, we slew the demons, but our losses were too 
  great. — Päuk, apprentice mage
  An all too common sight on the Lower Planes, demon stirges are pest and 
  predator, attacking and sucking the blood from weaker demons while avoiding 
  the wrath of those more powerful. Their bodies are long, over 10 feet, and far too 
  heavy to sustain flight on their withered leathery wings. They attack in numbers 
  if possible, but these swarms are not allies; they are rivals intent on feeding and 
  fleeing at the first chance any individual gets.
  stirge demon
  stirge demon
  Large fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 136 (13d10 + 65)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  17 (+3)
  20 (+5)
  14 (+2)
  14 (+2)
  15 (+2)
  Saving Throws Str +10, Con +9, Wis +6, Cha +6
  Damage Resistances acid, cold, fire
  Damage Immunities lightning, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft, passive Perception 12
  Languages Abyssal, Common
  Challenge 10 (5,900 XP)
  Blood Drain. At the start of its turn, the stirge demon causes a 
  creature it has grappled with its bite to lose 7 (2d6) hit points.
  Magic Resistance. The stirge demon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The stirge demon’s weapon attacks are magical.
  Innate Spellcasting. The stirge demon’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: darkness, dispel magic, see invisibility, telekinesis
  Actions
  Multiattack. The stirge demon makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 
  (3d8 + 6) piercing damage and the target is grappled (escape DC 18). 
  The stirge demon can only grapple one creature.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 
  (2d6 + 6) slashing damage.
  Teleport. The stirge demon magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an unoccupied 
  space it can see.
  
  66 | Demon Lords
  demon Lords
  demon Lords
  demon Lord, beLuiri (the temptress)
  demon Lord, beLuiri (the temptress)
  Lord Ryven must be cursed! First, that soldier tried to kill him with his crossbow, 
  and now, Lady Celestyne herself has turned against him. I saw her consorting with 
  Lord Rafferty during the Winter Carnival, frolicking like a schoolgirl with the older 
  man. And right in front of Lord Ryven! He canceled the entire festival and retreated 
  into his manor house. Lady Celestyne followed along as if nothing was wrong, 
  but … it’s hard to describe, all right? I swear she turned and smiled at me as she 
  passed, and for a moment, it looked as if she had horns growing down around her 
  face. Her eyes were a bright blue, like a clear pond in the noon sun. I would have 
  done anything for her. — Ambassador Frakes, on the growing animosity between 
  old adventuring companions Lord Ryven and Lord Rafferty
  Beluiri is known throughout the Abyss as the Temptress, for in her many 
  disguises she has seduced countless princes, lords, and generals of the Abyss. In 
  the end, she most often betrays those that fall victim to her wiles. She is hated for 
  this by more than one noble or lord of the Abyss. She sometimes journeys to the 
  Material Plane (in one of her many guises) to tempt and seduce mortals, for she 
  knows that all mortals, in their hearts, always give in to 
  their true desires — be it power, greed, lust, or one of 
  many countless other sins.
  Beluiri rarely wears clothing, but when she 
  does, she enjoys gowns and robes of gold, white, 
  and red. Beluiri prefers subterfuge rather than 
  directly assaulting an opponent. She usually 
  alters her appearance to appear as an attractive 
  member of a potential victim’s race; once the 
  victim is lured in, she assumes her true form 
  and attacks. If combat goes against her, she 
  flees, but only after summoning lesser 
  demons to cover her escape and kill her 
  opponents.
  Beluiri appears as a bronze-skinned 
  female standing about six feet tall. 
  Her head is hairless and features four 
  downward-curving horns jutting just 
  above her forehead. The two lower 
  horns are smaller than the topmost 
  horns. A ridge of small spines runs from 
  Beluiri’s brow down the center of her 
  head and tapers off just below her 
  shoulder blades. Her hands end 
  in razor-sharp talons, and her 
  eyes are sapphire blue.
  beLuiri
  beLuiri
  Medium fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 190 (20d8 + 100)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  20 (+6)
  20 (+5)
  18 (+4)
  16 (+3)
  21 (+5)
  Saving Throws Str +11, Con +11, Cha +11
  Skills Deception +17, Intimidation +11, Perception +9, Persuasion +11
  Damage Resistances acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Abyssal, telepathy 120 ft.
  Challenge 17 (18,000 XP)
   
  Magic Resistance. Beluiri has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Beluiri’s weapon attacks are magical.
  Shapechanger. Beluiri can use its action to polymorph into a Small or 
  Medium humanoid, or back into her true form. Other than her size 
  and speed, her statistics are the same in each form. Any equipment 
  she is wearing or carrying isn’t transformed. She reverts to her true 
  form if she dies.
  Innate Spellcasting. Beluiri’s innate spellcasting ability is Charisma 
  (spell save DC 20, +12 to hit with spell attacks). She can cast the 
  following spells, requiring no material components:
  At will: darkness, detect magic, fear, tongues
  3/day each: dispel magic (as a 6th-level slot), hold monster (as a 6th-
  level slot), mass suggestion, wall of fire
  1/day each: incendiary cloud, true polymorph
  Actions
  Multiattack. Beluiri uses Charm and makes two Claw attacks and 
  one Horns attack.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 
  (3d6 + 5) slashing damage plus 11 (2d10) poison damage. The target 
  must succeed on a DC 19 Constitution saving throw or be poisoned 
  for one minute. The creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 
  (2d12 + 5) bludgeoning damage.
  Teleport. Beluiri magically teleports, along with any equipment she is 
  wearing or carrying, up to 120 feet to an unoccupied space she can 
  see.
  Charm. One humanoid Beluiri can see within 30 feet of her must 
  succeed on a DC 19 Wisdom saving throw or be magically charmed 
  for one day. The charmed target obeys Beluiri’s verbal or telepathic 
  commands. If the target suffers any harm or receives a suicidal 
  command, it can repeat the saving throw, ending the effect on a 
  success. If the target successfully saves against the effect, or if the 
  effect on it ends, the target is immune to Beluiri’s Charm for the 
  next 24 hours.
  Beluiri can have only one target charmed at a time. If it charms 
  another, the effect on the previous target ends.
  Conjure Hezrou (recharge 4–6). Beluiri summons two hezrou who 
  appear in unoccupied spaces within 60 feet of her and obey her 
  telepathic commands (no action required). They roll initiative and 
  act on their own turn.
  LegendAry Actions
  Beluiri can take three 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. Beluiri regains spent legendary 
  actions at the start of her turn.
  Cast a Spell (costs 3 actions). Beluiri casts a spell from its 
  innate spellcasting list.
  Claw Attack. Beluiri makes a Claw attack.
  Teleport (costs 2 actions). Beluiri magically teleports, along with 
  any equipment she is wearing or carrying, up to 120 feet to an 
  unoccupied space she can see.
  
  67
  Demon LorDs
  Demon LorDs
  demon Lord, terAtAshiA  
  demon Lord, terAtAshiA  
  (demon prinCess oF dimensions)
  (demon prinCess oF dimensions)
  A cold fire of white light blazed around the sealed portal we had discovered in 
  the Tomb of Broken Walls. How the door was a door is beyond my ken, for it was 
  anchored on one wall but somehow extended around a corner onto another wall. 
  Each wall seemed to lead to a different place. A scourge of roaches flooded from 
  one door-wall to inundate us in their hissing masses. Their “princess” came next, 
  a giant cockroach with a female head. About her neck was a necklace of skulls 
  that made me shiver. The roaches around us whispered her name, “Teratashia.” — 
  Maligress the Bold, arch-mage of the Arcanum Collegium
  The Demon Princess Teratashia is a huge, female-headed cockroach with a feral 
  visage wearing a necklace of human skulls. The necklace is a powerful magic 
  item, but it functions at full effect only for Teratashia. The demon princess’s dark 
  palace in the depths of the Abyss is a nexus of countless gaps between dimensions, 
  a warren of tunnels that worm their way deep into a multitude of other realities. 
  She is known in some circles as the Mistress of Dimensions. From the center of 
  this network of connections, Teratashia sends her minions creeping and slithering 
  through the planes of existence to do her bidding.
  Teratashia seldom involves herself in the quarrels of the other great demons. She 
  is far more interested in controlling the nooks and crannies between dimensions 
  than with her political status in the Abyss. She is inclined to leave the other demon 
  princes alone to the same degree that they also extend that courtesy to her.
  terAtAshiA, demon prinCess oF dimensions
  terAtAshiA, demon prinCess oF dimensions
  Large fiend, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 161 (19d10 + 76)
  Speed 35 ft., fly 50 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  17 (+3)
  19 (+4)
  18 (+4)
  19 (+4)
  15 (+2)
  18 (+4)
  Saving Throws Dex +9, Con +9, Int +9, Cha +9
  Skills Perception +7
  Damage Resistances acid, cold, psychic
  Damage Immunities lightning, poison; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks
  Condition Immunities charmed, frightened, poisoned
  Senses truesight 120 ft., passive Perception 17
  Languages Abyssal
  Challenge 15 (13,000 XP)
  Regeneration. Teratashia heals 10 hit points at the start of her turn 
  if she is in darkness. She heals 5 hit points if she is in dim light, and 
  no hit points if she is in bright light.
  Light Avoidance. Teratashia’s speed increases to 50 feet and her 
  flying speed increases to 70 feet if she is in bright light at the start 
  of her turn. Her speed returns to normal when she starts her turn in 
  dim light or darkness.
  Innate Spellcasting. Teratashia spellcasting ability is Charisma 
  (spell save DC 17, spell attack bonus +9). She can cast the following 
  spells without material components:
  At will: clairvoyance, darkness, detect thoughts, dimension door, dispel 
  magic, fear, suggestion
  3/day each: charm person, insect plague, telekinesis, wall of stone
  Teratashia’s Necklace of Skulls. Teratashia’s necklace is a powerful 
  magic item. It is made from 13 skulls, and each skull has gems set 
  into the eye sockets. Each gem stores one magic spell; the wearer 
  of the necklace can use an action (or reaction for counterspell) to 
  cast one of the spells. Spells are cast at their lowest level, using the 
  caster’s attack bonus and saving throw DC. The necklace recovers 
  one expended charge per hour when worn by Teratashia; it doesn’t 
  recover charges when worn by anyone else. It has the following spells 
  stored:
  2x each: arcane lock, bestow curse, cloudkill, counterspell, fireball, 
  hypnotic pattern, knock (x2), mirror image, witch bolt
  4x each: cone of cold, cure wounds
  Actions
  Multiattack. Teratashia make four Claw attacks, or two Claw attacks 
  and either uses her innate spellcasting or one charge from her 
  necklace.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 
  (3d8 + 4) slashing damage plus 7 (2d6) lightning damage.
  
  68 | Demon Lords
  demon Lord, vepAr
  demon Lord, vepAr
  Gather round and I’ll tell ye a tale o’ the Reapin’ Sea, where the sea smashes 
  ships to shards when the gale blows strong. ’Tis a lighthouse old out by the wrecks, 
  at a place aptly called Shipsgrave. Sail not there when the storms are brewin’, for 
  the lighthouse won’t shine when the weather’s bad, and many a sailor has gone 
  under on the rocks and reefs. Worse yet, ye might meet the Beggar in Irons, a ship 
  o’ the dead. I seen her driving through the water, even floatin’ over the waters, but 
  it weren’t no cap’n on her deck. No, it was her figurehead givin’ orders. He was a 
  monster merman fused right to the ship’s prow, but the dead aboard were listenin’ 
  to his every word. One old salt whispered the name “Vepar” but I ain’t sure of what 
  he spoke. — The Old Mariner Calbert Mall, who enjoys telling his sea tales to any 
  who will listen in Bargarsport
  Vepar is an Abyssal duke in the service of Dagon, Prince of the Sea. He is a 
  12-foot-tall demonic merman. His upper torso is coppery brown, while his lower 
  torso and fins are silver and scaled. Vepar’s hair is long and black, and he usually 
  wears it tied back or braided. His eyes, usually blue in color, burn with a silvery fire 
  when he is angry or excited. Under his hair, two small copper horns can be seen just 
  above his eyes. Vepar’s hands end in wicked claws with silvery nails.
  A brooding and malevolent demon, Vepar relishes in the torture and death of 
  others, particularly mortals (whose very existence he disdains). He leads 29 
  battalions of shrroths in service to his master, but his loyalty to Dagon is questionable 
  at best. Behind the scenes, Vepar is quietly amassing an army of demons to one day 
  lead against his current lord. But for now, he waits and serves.
  Vepar’s citadel, Leviathan’s Reach, is built into an underwater mountain range 
  that sits several miles below the surface of his watery Abyssal home. The citadel is 
  guarded by scores of aquatic demons, fiendish merfolk, and fiendish tritons, as well 
  as several hundred sahuagin.
  vepAr
  vepAr
  Large fiend (demon), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 300 (24d10 + 168)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  22 (+6)
  24 (+7)
  20 (+5)
  20 (+5)
  22 (+6)
  Saving Throws Str +14, Dex +13, Con +14
  Skills Intimidation +13, Perception +12, Stealth +13
  Damage Resistances acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities frightened, poisoned
  Senses truesight 120 ft., passive Perception 22
  Languages Abyssal, telepathy 120 ft.
  Challenge 21 (33,000 XP)
   
  Magic Resistance. Vepar has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Vepar’s weapon attacks are magical.
  Innate Spellcasting. Vepar’s innate spellcasting ability is Charisma 
  (spell save DC 21, +13 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: control water, detect magic, ice storm
  3/day each: dispel magic (as a 6th-level slot), wall of ice
  1/day each: control weather, true polymorph
  Actions
  Multiattack. Vepar makes two Trident attacks or two Claw attacks.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 
  (3d6 + 7) slashing damage plus 11 (2d10) cold damage. The target 
  must succeed on a DC 20 Constitution saving throw or gain a level of 
  cold-based exhaustion.
  Trident. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or 
  range 30/90 ft., one target. Hit: 22 (3d8 + 9) piercing damage, or 25 
  (3d10 + 9) piercing damage if used with two hands to make a melee 
  attack. This weapon is a magical +2 trident.
  Conjure Shrroths (recharge 4–6). Vepar summons 2 shrroths (see 
  monster entry) that appear in unoccupied spaces within 60 feet of 
  him and obey his telepathic commands (no action required). They 
  roll initiative and act on their own turn.
  LegendAry Actions
  Vepar can take three 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. Vepar regains spent 
  legendary actions at the start of his turn.
  Cast a Spell (costs 3 actions). Vepar casts a spell from his 
  innate spellcasting list.
  Trident Missiles (costs 2 actions). Vepar uses his magical 
  trident to cast a magic missile spell (as a 6th-level slot).
  Teleport (costs 2 actions). Vepar magically teleports, along 
  with any equipment he is wearing or carrying, up to 120 feet 
  to an unoccupied space he can see.
  Claw Attack. Vepar makes a Claw attack.
  
  69
  Demon LorDs
  Demon LorDs
  denizen oF ong
  denizen oF ong
  The strange humanoid approached us, its body almost floating above the ground. 
  I could tell little about what hid under its voluminous robes. A pair of strange 
  bulging eyes peered at us from above a thick veil, and I noticed they did not blink. 
  As its gaze bore into me, the robes rumbled and parted to reveal three long slender 
  tentacles. — Algrid Henswaithe, University of the Vast
  Ong lies far away in distant mountains shrouded in endless mists. Its natives, 
  be they a separate race or humanoids twisted by worship of strange gods from the 
  space between spaces, travel the world on bizarre errands. Sometimes they come 
  to trade; other times to kidnap or murder. It is not unusual for one of these strange 
  beings to offer succor or information to the same people they recently tried to kill. 
  Then again, with their propensity for form and face-concealing clothing, who can 
  say which denizen of Ong is which?
  denizen oF ong
  denizen oF ong
  Medium aberration, neutral evil
  Armor Class 13
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  13 (+1)
  15 (+2)
  16 (+3)
  15 (+2)
  Senses darkvision 60 ft., passive Perception 13
  Languages Telepathy 100 ft.
  Challenge 2 (450 XP)
  Charming gaze. When a creature begins its turn within 30 feet of the 
  denizen of Ong and can see the denizen of Ong, the denizen of Ong 
  can force it to make a DC 13 Wisdom save. If the creature fails its 
  save, the creature is charmed by the denizen of Ong for one hour or 
  until the denizen of Ong is slain.
  Unless surprised, a creature can avert its eyes to avoid the saving 
  throw at the start of its turn. If it does so it cannot see the denizen 
  of Ong until the start of its next turn when it can choose to avert 
  its eyes again. If the creature looks at the denizen of Ong in the 
  meantime, it must immediately make the saving throw.
  Innate Spellcasting. The denizen of Ong uses Wisdom (spell save DC 
  13, spell attack +5) to innately cast the following spells, requiring no 
  material components:
  At-will: mage hand
  1/day: hypnotic pattern, ray of enfeeblement
  Regeneration. If the denizen of Ong has at least 1 hit point, it 
  recovers 5 hit points at the start of its turn.
  Actions
  Multiattack. The denizen of Ong makes two Tentacle attacks or one 
  Tentacle attack and one Sickle attack.
  Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 +3) slashing damage.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 
  5 (1d4 +3) bludgeoning damage and the target must succeed at a DC 
  11 Constitution saving throw or become paralyzed for 1d6 minutes.
  
  70 | Devils
  AmAimon
  AmAimon
  Large fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 66 (7d10 + 28)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4)
  14 (+2)
  14 (+2)
  12 (+1)
  Skills Deception +4, Intimidation +4, Insight +5, Perception +5
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Draconic, Infernal, telepathy 100 ft.
  Challenge 6 (2,300 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Magic Resistance. The amaimon devil has advantage on saving 
  throws against spells and other magical effects.
  Where’s My Money. The amaimon devil has the ability to instill 
  crippling greed in its opponents, forcing them to make a successful 
  DC 15 Wisdom Saving throw or stop whatever they are doing to 
  count each individual coin and gem in their possession. Creatures 
  within a 30-foot radius who fail their save count out six coins per 
  round until all the coins are counted. Suffering damage or serious 
  attempts to distract them affords the victim an additional saving 
  throw.
  Innate Spellcasting. The amaimon devil’s innate spellcasting ability 
  is Charisma (spell save DC 12, +4 to hit with spell attacks). It can 
  cast the following spells, requiring no material components:
  At will: major image, protection from evil and good, teleport (self only), 
  wall of fire
  Actions
  Multiattack. The amaimon devil makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 
  (2d4 + 4) slashing damage.
  Sulfur Breath (recharge 4–6). The amaimon devil spits out a 40-foot 
  cone of sulfuric ash and hot coals. Each creature in the area must 
  make a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage 
  on a failure or half as much on a success.
  deviL, AmAimon
  deviL, AmAimon
  Wylf pulled open the trapdoor, and we looked into Hell. Or as close to it as I want 
  to come. A round pit was filled with molten lava that rolled and sloshed like waves. 
  Metal cages hung from the ceiling on soot-blackened chains. Skeletons and charred 
  corpses filled many of the cages. This fat blob had its back to us, but something must 
  have given us away, because it stopped what it was doing and turned to look up at 
  us with this face that was way too tiny for its pudgy body. And we saw what it had 
  been working at: hammering a still-wriggling body onto an iron spike. — Jewels 
  Longridge, on escaping the devil of the Vault of Silver Flames
  Amaimons are grossly fat, 10-foot-tall, reddish orange giants weighing 700 
  pounds. They have miniature faces set with sapphire blue eyes fixed inside a 
  massive head adorned with miniature horns that protrude from its brow. Spines run 
  the length of its back to the tip of its forked tail. Stinking of corpulent sweat, sulfur 
  and smelting iron, the creatures have powerful but stubby clawed arms and legs that 
  are scarred and blistered from their work in forges of Hell.
  Amaimons are most commonly encountered in the smelting pits of Mammon 
  (see monster entry) where they forge soul ingots from the most worthless of the 
  damned and pour molten metal down the throats of mealy-mouthed souls to forge 
  weapons for the Great Miser’s army. They are themselves intensely greedy creatures 
  and try to pinch any last bit of worth from their victims.
  
  71
  Devils
  Devils
  deviL, FLAyer
  deviL, FLAyer
  Berga scaled quickly down the bone wall, using the femurs and skulls as 
  handholds. I wasn’t taking any chances and tied off a rope and dropped it over 
  the edge. Hadin was stepping over the edge of the drop when a horrible cloud of 
  ash and burning brimstone exploded upward. He lost his grip and fell backward, 
  vanishing into the cloud. Lashert created a gust of wind to clear the room, but I wish 
  he hadn’t. A ghastly giant with large curling horns and deadly claws was holding 
  Berga down as it pulled strips of flesh from her body. It chewed each strip with gusto 
  in its many sharp teeth. Hadin was lying among the bones on the floor, a splintered 
  stake of bone driven through his leg. The thing was obviously saving him for later. 
  — Holhath the Cryptic, describing the Chamber of Bones beneath Bargarsport
  Flayer devils are musclebound brutes with thick crimson skin that stinks of soot 
  and brimstone. Their beastly horned head features a wide mouth filled with broken, 
  rotting yellow fangs, and their eyes glow like molten metal. Their long arms end 
  in horned fists and serrated hook-like claws. Flayers stand 13 feet tall and weigh 
  more than 800 pounds.
  When the barons and dukes of Hell need a brute to do a brute’s job, they often 
  call upon the legions of marzachs. These deadly giants of Hell use their horned fists 
  and ripping claws to tear the flesh of their enemies to ribbons. Born from a choir of 
  angelic warriors who were turned by the infernal lords, they have the power to emit 
  an unholy burst of brimstone that sickens those around them.
  FLAyer
  FLAyer
  Large fiend (devil), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 150 (12d10 + 84)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  15 (+2)
  24 (+7)
  15 (+2)
  15 (+2)
  15 (+2)
  Saving Throws Strength +11
  Skills Athletics +11, Deception +6, Intimidation +6, Perception +6
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silvered
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 100 ft., passive Perception 16
  Languages Abyssal, Common, Ignan, Infernal, telepathy 100 ft.
  Challenge 9 (5,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the flayer’s darkvision.
  Magic Resistance. The flayer devil has advantage on saving throws 
  against spells and other magical effects.
  Flensing. On a natural 20, the horned and serrated claws and fists of 
  the flayer tears flesh from bone, dealing (5d8) necrotic damage to its 
  opponent in addition to critical damage from its claw attack.
  Regeneration. The flayer regains 10 hit points at the start of its turn. 
  If the flayer takes damage from a silvered weapon, this trait doesn’t 
  function at the start of the flayer’s next turn. The flayer is destroyed 
  only if it starts its turn with 0 hit points and doesn’t regenerate.
  Innate Spellcasting. The flayer’s innate spellcasting ability 
  is Charisma (spell save DC 14, +6 to hit with spell attacks). It can 
  cast the following spells, requiring no material components:
  At will: detect evil and good, teleport (self only), scorching ray
  1/day each: wall of fire, protection from evil and good
  Actions
  Multiattack. The flayer makes one Bite attack and two Claw attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 16 (2d8 + 7) piercing damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 
  (1d8 + 7) slashing damage and 7 (2d6) necrotic damage.
  Unholy Burst (recharge 5–6). A 30-foot cube of hellish brimstone 
  bursts forth from the skin of the flayer, causing those within the 
  wave to succeed DC 19 Constitution save or gain the poisoned 
  condition for one hour.
  
  72 | Devils
  deviL, ghAddAr
  deviL, ghAddAr
  We slipped through a hole burned in the air and found ourselves on a hot, dusty 
  plane. The air seared our lungs, leaving us gasping. The sky was fire and ash. A 
  braying from below drew our eyes. Four massive creatures with heads like donkeys 
  were charging up the slope toward us, braying as they came. Rambralt stepped up 
  before us, his sword raised to greet them. He didn’t even get to swing it. The first 
  donkey devil grabbed him in its claws and raised him to its mouth. It devoured him 
  with two bites. I turned and ran back for the cinder-burned rip that led back to my 
  own world. — Yanse the Deft, thief of Eastwych 
  The terrible and mighty ghaddars are massive creatures standing almost three 
  times as tall as a human but with the head of a donkey. It shuffles with a hunched 
  gait as it moves. Large downward-curving horns protrude from its head. Its body 
  is covered with blackish hair. Its feet are splayed, and its eyes are stark white with 
  hollow black pupils.
  Ghaddars roam the planes of Hell devouring the unfortunate souls of those they 
  encounter. They also consume the essence and being of any outcast devils and dukes 
  who cross their path. A typical ghaddar stands 15 feet tall and weighs 6,000 pounds. 
  A ghaddar assails its foes with a barrage of claw attacks. A grabbed opponent is 
  bitten and, if slain, devoured. Ghaddar are not strategists, and unless directed by a 
  commander or captain, they attack with little organization and finesse. The ferocity 
  of the ghaddar is unparalleled in combat.
  ghAddAr
  ghAddAr
  Huge fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  18 (+4)
  17 (+3)
  20 (+5)
  Saving Throws Str +11, Con +10, Cha +10
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  damage from nonmagical attacks that are not silver. 
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Common, Infernal, telepathy 120 ft. 
  Challenge 16 (15,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the ghaddar’s 
  darkvision.
  Magic Resistance. The ghaddar devil has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The ghaddar’s weapon attacks are magical.
  Innate Spellcasting. The ghaddar’s innate spellcasting ability 
  is Charisma (spell save DC 18, +10 to hit with spell attacks). It can 
  cast the following spells, requiring no material components:
  At will: detect magic, wall of fire
  3/day: fireball, lightning bolt
  Actions
  Multiattack. The ghaddar makes two Claw attacks and one Bite attack.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 
  (4d6 + 6) piercing damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 
  (2d8 + 6) slashing damage.
  Feed. The ghaddar feeds on the corpse of a slain foe and regains 23 
  (2d12 + 10) hit points.
  
  73
  Devils
  Devils
  deviL, heLLstoker
  deviL, heLLstoker
  Five of them popped into existence with a flash of flame and a roiling cloud 
  of sulfur. Loose, rubbery-skinned, coated in oil, these fiends lit themselves on fire 
  and launched into their attack. Although surprised, we fought back, my own squire 
  thrusting a dagger into the eye of the fiend trying to carry her off. It was a hard fight, 
  and we lost two good horses, but thankfully none of our party was slain, although a 
  few were badly burned. — Sir Cedric of Reme, knight errant
  Hellstoker demons are rarely found away from the furnaces they tend in the 
  lower pits of Hell where they maintain the reserves of oil made from the rendered 
  flesh of mortals. When their supply runs low and there are no lesser devils or 
  demons to feed the rendering vats, hellstokers go on hunting raids into the world. 
  They capture as many mortals as possible before returning to the Lower Planes to 
  make their precious oil — after a little light torture of course.
  heLLstoker deviL
  heLLstoker deviL
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  15 (+2)
  6 (–3)
  10 (+0)
  10 (+0)
  Saving Throws Str +5, Con +5, Wis +3, Cha +3
  Skills Athletics +5, Perception +3
  Damage Resistances acid, cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Infernal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Devil’s Sight. Magical darkness doesn’t impede the hellstoker’s 
  darkvision.
  Innate Spellcasting. The hellstoker’s innate spellcasting ability is 
  Charisma (spell save DC 11). It can cast the following spells, 
  requiring no material components:
  At will: protection from evil and good
  1/day: plane shift (self only)
  Magic Resistance. The hellstoker has advantage on saving throws 
  against spells and other magical effects.
  Oily Hide. A hellstoker has advantage on ability checks and saving 
  throws to resist being grappled or restrained. In addition, if a 
  hellstoker takes fire damage, it bursts into flame for one minute. 
  During this time, a creature who enters the area or begins their turn 
  in the area must make a DC 13 Dexterity saving throw, taking 4 
  (1d8) fire damage on a failed saving throw, or half as much damage 
  on a successful saving throw.
  Actions
  Multiattack. The hellstoker makes two Spear attacks.
  Spear. Melee Weapon Attack: +5 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.
  Bellows. The hellstoker releases a blast of fire from its bellows in a 15-
  foot cone. Creatures in the area must make a DC 13 Dexterity saving 
  throw, taking 14 (4d6) fire damage on a failed saving throw, or half 
  as much damage on a successful saving throw.
  Summon (1/day). The hellstoker has a 35% chance to summon 2d8 
  lemures or a hellstoker. The summoned demon appears in an 
  unoccupied space within 60 feet of the hellstoker, but can’t summon 
  other demons. It remains for one minute, until it or the first 
  hellstoker is slain, or until the first hellstoker takes an action to 
  dismiss it.
  
  74 | Devils
  nupperibo deviL
  nupperibo deviL
  Medium fiend (devil), lawful evil
  Armor Class 11 (natural armor)
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  4 (–3)
  10 (+0)
  4 (–3)
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison, psychic
  Condition Immunities charmed, frightened, stunned, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Infernal (cannot speak)
  Challenge 0 (10 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the nupperibo’s 
  darkvision.
  Magic Resistance. The nupperibo devil has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 
  (1d4) slashing damage.
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  deviL, nupperibo
  deviL, nupperibo
  We took the Onyx Minotaur with no trouble. The pirates aboard the ship moved 
  in a daze, stumbling about as if drunk, not even seeming to care when we boarded. 
  We took them without a fight. We found out why when Boson Sharn opened the hold. 
  We’d been told it contained women and children kidnapped from Kaf Village. That 
  was a lie. What boiled out of that hold were hordes of clawing devils with gray flesh. 
  We’d walked right into a trap. — Malila Cuthbert, priestess of Muir  
  Nupperibo are shambling, ambulatory meat sacks — vaguely humanoid blobs 
  of pus and flesh with a putrid yellow-green pallor — with the horrified faces of 
  the accursed damned. Damned souls raised from the Styx to do the bidding of 
  the princes of Hell, nuperribo are largely mindless and attack in mobs with found 
  weapons or slashes from their rotted claws. They stand five feet tall and weigh about 
  100 pounds.
  Devils constantly punish these tortured spirits, which they consider even lowlier 
  than lemures and manes. Nupperibos are used as fodder in their never-ending 
  wars, with a typical nupperibo army consisting of thousands of these creatures. 
  Nupperibos unerringly follow the orders of their commander. They are relentless 
  in their pursuit and attack, and continue to assault anything in their path until 
  ordered to stop by their commander. A nupperibo killed in battle is 99% likely to 
  be reformed (by a duke or arch devil) into another nupperibo; the remaining 1% are 
  “promoted” to lemure status, having proved their worth in combat.
  
  75
  Devils
  Devils
  tormentor deviL
  tormentor deviL
  Medium fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4)
  14 (+2)
  14 (+2)
  15 (+2)
  Skills Deception +5, Intimidation +5, Insight +5, Perception +5, 
  Persuasion +5
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Infernal, telepathy 100 ft.
  Challenge 6 (2,300 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the tormentor’s 
  darkvision.
  Magic Resistance. The tormentor has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. The tormentor regains 5 hit points at the start of its 
  turn. If the tormentor takes damage from a silvered weapon, this 
  trait doesn’t function at the start of the tormentor’s next turn. The 
  tormentor is destroyed only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Soul Tracking. The tormentor can track any soul that enters the 
  planes of Hell and knows the approximate direction and distance to 
  the soul in question.
  Innate Spellcasting. The tormentor’s innate spellcasting ability is 
  Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: detect thoughts, dimension door, scorching ray, teleport (self only)
  1/day: suggestion
  Magic Weapons. The tormentor’s weapon attacks are magical.
  Actions
  Multiattack. The tormentor makes one Battleaxe attack and two Claw 
  attacks.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) slashing damage. The tormentor’s battleaxe attack affects 
  incorporeal creatures.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) slashing damage. The tormentor’s claw attack affects 
  incorporeal creatures.
  Soulcatcher Net. Ranged Weapon Attack: +7 to hit, range 10/20 
  ft., one target. Hit: the target is restrained (Escape DC 14). The 
  tormentor’s soulcatcher net can expand to hold creatures of any size 
  and can affect incorporeal creatures. A creature that begins its turn 
  restrained by the soulcatcher net suffers 3 (1d6) necrotic damage. 
  The net has AC 14 and 20 hit points.
  deviL, tormentor
  deviL, tormentor
  We thought the hounds were the worst, with their flaming breath and their savage 
  bites. We’d dealt with those things before, and instinct took over as we formed a 
  protective ring around Prince Callyndr and waited for them to advance. We readied 
  our shields to block their flames if they tried to burn us. But they didn’t behave as 
  we expected. Instead, they formed a ring around the clearing, staying well outside 
  the reach of our blades, but surrounding us. And then they parted and let their 
  master into the ring. He was taller than all of us, with clawed hands and jutting 
  fangs. He lifted a barbed net and seemed to smile as he closed in. — Sir Farnaught 
  of Highreach 
  Tormentors of Souls, known as tormentor devils, make their way across the 
  uppermost plane of Hell as they search for souls who have entered the realms of 
  evil. Various arch devils and dukes employ tormentor devils to capture and return 
  souls to them for their devilish uses. Tormentors often employ hell hounds when 
  pursuing renegade or runaway souls.
  They stand seven feet tall and are covered in reddish-gray scales that glow like 
  flakes of cooling iron. Broad shouldered with a reptilian bifurcated tail, they have 
  hairless goat-like hindquarters covered in thorny spikes that support their broad 
  upper body and barrel chest. Their cruel beast-like face is flanked by spikes rising 
  from their shoulders and curved black horns that sprout from their skull. They wield 
  cruel axes and jagged edged weapons designed to inflict maximum pain.
  Tormentor devils are common in the Rings of Hell, where the princes employ 
  them to torture the lemures, nupperibos, undead, and newly arrived souls deposited 
  here for their eternal damnation. Their purpose is to beat the weakest of the fiends 
  into more powerful forms. Those who are unworthy of being raised to higher power 
  by the princes of Hell are reduced to ooze that is poured back into the Styx to be 
  forgotten forever.
  
  76 | Devils
  deviLs, mAnes
  deviLs, mAnes
  Manes are lesser devils who evolved from larvae or formless blobs of tortured flesh into the ravenous spirits of the underworld. 
  Depending on the species, manes may have horns or scales that run down their back with coloration that denotes their species. Manes 
  travel in packs that may be as small as a half dozen or as large as a hundred or even the thousands when under the direct command of 
  greater demons or devils.
  mAne, bLood
  mAne, bLood
  The wedding chest was delivered late, wheeled into the raucous reception on 
  a squeaky cart. The bride squealed in delight at a new gift to open, likely another 
  jeweled bauble or golden trinket from her new husband’s family. She pulled the 
  latch and flung the chest open, which caused a fiery flash to erupt outward to set 
  the groom’s hair on fire. A cloud of ash rose into the air from the chest, hovered for 
  a moment, then dropped to the floor. Six blood-soaked devils that stank of copper 
  ran out of the cloud to tear into the guests with their teeth and claws. — Julinie 
  Fairhost, survivor of the bloody wedding day massacre at the Giltmaven Estate
  Blood manes have a huge vaguely humanoid head on a blood-soaked body that 
  resembles a cross between a fish and some sort of amphibious hound. Sizzling flesh 
  and the coppery stench of coagulating blood assails the nostrils in the presence of 
  this creature of the Styx.
  Blood manes are some of the most ferocious in the legions of manes dwelling 
  in the underworld as they are brought up from the souls of war criminals cut down 
  on the battlefield. Blood manes can be found in the Abyss where they participate in 
  cannibalistic acts that leave only the strongest and meanest of their kind to survive.
  bLood mAne
  bLood mAne
  Medium fiend, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 40 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  8 (–1)
  12 (+1)
  8 (–1)
  Skills Perception +3, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Infernal
  Challenge 4 (1,100 XP)
   
  Amphibious. The mane can breathe air and water.
  Drain Blood. As a bonus action, the blood mane may drain blood from 
  a grappled foe. The foe suffers 6 (3d6) necrotic damage, and the blood 
  mane gains a number of temporary hit points equal to the amount of 
  damage the blood drain causes.
  Pack Tactics. The mane has advantage on an attack roll against a 
  target if at least one of the mane’s allies is within five feet of the 
  mane and the ally isn’t incapacitated.
  Sizzle. A creature that touches the blood mane or hits it with a melee 
  attack while within five feet of it takes 3 (1d6) fire damage.
  Actions
  Multiattack. The mane makes one Bite attack and one Claw attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 
  + 4) piercing damage and 9 (2d8) fire damage. The target is grappled 
  by the blood mane (Escape DC 14). The blood mane can grapple only 
  one creature at time.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) slashing damage
  mAne, iCe
  mAne, iCe
  We ran through the field of towering ice spikes, doing our best to jump over the 
  jagged opening in the frozen lake. Behind us, we could hear the creatures running 
  fast, hunting us. They ran in a pack, swinging and climbing the frozen towers, icy 
  devils out for our warm blood. Gowen was in front of me, running faster than any 
  of us thanks to those nifty boots of his. He jumped over a crack in the ice, but he 
  wasn’t fast enough, even with his magic. A host of them shot upward out of the water 
  and grabbed him in midair. They pulled him right down into the water. — Nixos 
  Panreave, Northlands explorer and tale teller
  Ice manes are a cross between a primate and an albino reptile with piercing blue 
  eyes. Their huge heads are surrounded with icy spikes, and their mouths are filled 
  with rows of frozen fangs that shred opponents like crushed glass. They are most 
  frequently found in the ring of Cainus where icy waters of Cocytus pour into the 
  frozen Ring of Hell. Ice manes hunt in wild packs across Cainus and Cocytus where 
  they are raised from frozen souls trapped in the icy tributary of Styx. Voracious 
  hunters, ice manes are too stupid to retreat, and too numb to feel pain. They 
  sometimes find their way into the Mortal Realms when summoned by spellcasters 
  or though unattended planar gates near areas of ice floes and frigid waters.
  iCe mAne
  iCe mAne
  Medium fiend, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 40 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  8 (–1)
  12 (+1)
  8 (–1)
  Skills Perception +3, Stealth +5
  Damage Resistances poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities cold
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Infernal
  Challenge 3 (700 XP)
   
  Amphibious. The mane can breathe air and water.
  Ice Walk. The ice mane 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 movement.
  Pack Tactics. The mane has advantage on an attack roll against a 
  target if at least one of the mane’s allies is within five feet of the 
  mane and the ally isn’t incapacitated.
  Actions
  Multiattack. The mane makes one Bite attack and one Ice Spine 
  attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage and 2 (1d4) cold damage, and the target 
  must succeed on a DC 13 Constitution saving throw or gain a level of 
  exhaustion.
  Ice Spine. Ranged Weapon Attack: +5 to hit, range 10/40 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage and 2 (1d4) cold damage.
  
  77
  Devils
  Devils
  mAne, stygiAn
  mAne, stygiAn
  The black dragon’s corpse was barely cold where it floated in the foul runoff of 
  the Sin Mire Swamp. As we watched, a dozen reptilian creatures raised their spiny 
  heads above the murk. They clambered up the dragon’s scales and perched on its 
  body, watching us. Venom dripped from their fangs. Our guide whispered, “What 
  are they?” There wasn’t time to answer. The devils leaped at us and attacked. Saray 
  made the mistake of running at them — and vanished into a hole hidden under 
  the swamp. We later learned it was a portal that led to unimaginable horrors. — 
  Iris Windbreath, found wandering in the Sin Mire Swamp by the dwarves of Anvil 
  Plunge 
  Stygian manes have a vaguely reptilian or fish-like appearance, with a slick 
  rubbery hide and yellowish spines that begin at their brow and protrude all the way 
  down their back. The fangs of a stygian mane drip with horrid venom.
  Stygian manes are most often found in the Stygian Swamps of the Abyss, 
  where demon lords recruit them as guards and chattel minions. Although seldom 
  encountered outside of Styx, the Abyss, and the Rings of Hell, they can be 
  encountered in the mortal realms as summoned minions or in thin spots between 
  the planes.
  stygiAn mAne
  stygiAn mAne
  Medium fiend, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 40 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  8 (–1)
  12 (+1)
  8 (–1)
  Skills Perception +3, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Infernal
  Challenge 2 (450 XP)
   
  Amphibious. The mane can breathe air and water.
  Pack Tactics. The mane has advantage on an attack roll against a 
  target if at least one of the mane’s allies is within five feet of the 
  mane and the ally isn’t incapacitated.
  Slimy Skin. The stygian mane has advantage to escape from the 
  grappled or restrained condition.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage and the target must succeed at a DC 13 
  Constitution saving throw or become paralyzed for one minute.
  mAne, styx
  mAne, styx
  The dimwitted fighter Fangoe thought it was some kind of dog hiding in the 
  darkness under the low porch. He put his hand out to pet the thing — and lost three 
  fingers for his trouble. Fangoe fell onto his backside, and the creature charged out 
  at him on all fours, its slobbering mouth gnashing and biting for more flesh. Dooley 
  caught it mid-leap with a blast from his wand, knocking the creature sideways and 
  saving the warrior. — “Gourd” Deeproot, describing the devil that escaped into 
  the Haunted Wood
  Styx manes are the size of a large terrestrial warhound. Most Styx manes have 
  short hind legs and a bifurcated tail. They are capable of bipedal movement over 
  short distances but prefer to move about on all fours. Their long powerfully built 
  forearms end in clawed paw like hands. They have powerful shoulders that flank 
  a thick neck and lumpy, vaguely humanoid face featuring a huge slathering mouth 
  filled with row after row of razor-sharp teeth.
  The manes of the Styx serve as chattel for various powers of the underworld. 
  Their intellect is such that they are capable of following basic orders and can 
  establish simple battle formations that are unseen in the infinite ranks of the Abyssal 
  hordes they most frequently face.
  styx mAne
  styx mAne
  Medium fiend, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 40 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  8 (–1)
  12 (+1)
  8 (–1)
  Skills Perception +3, Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Infernal
  Challenge 2 (450 XP)
   
  Amphibious. The mane can breathe air and water.
  Pack Tactics. The mane has advantage on an attack roll against a 
  target if at least one of the mane’s allies is within five feet of the 
  mane and the ally isn’t incapacitated.
  Actions
  Multiattack. The mane makes one Bite and one Claw attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 
  + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage.
  
  78 | Devils
  deviLs, unique
  deviLs, unique
  deviL, ALAstor (exeCutioner oF heLL)
  deviL, ALAstor (exeCutioner oF heLL)
  We stood guard on the Wizard’s Wall, ready for anything that might come through 
  the Crynnomar Gap. Trouble was brewing on the plains, but surely no sane army 
  would attempt to breach the wall. But still they came, an army of devilish design, 
  bearing pikes and blades of onyx hue. At their forefront was a devil twice the size 
  of a man, his body encased in hellish flames. He pointed an iron battleaxe at our 
  ranks, and the monsters charged. — Sir Ian Murren, knight of the Grand Duchy
  The Arch Devil Alastor, the Executioner of Hell, is the mightiest of the pit fiends, 
  standing 16 feet tall. This horror has a body cloaked entirely in hellish yellow 
  flames, and huge bat-like wings spread from his scaly body, which glows faintly 
  like cooling steel. Long, ape-like arms end in clawed hands that wield the wickedly 
  curved infernal iron battleaxe Grimfang. The beast’s coal-black eyes are lit with 
  glinting red pupils, and his mouth is filled with row upon row of shark-like fangs.
  Alastor’s Keep is found on the great battle planes of Gehenna where the princes 
  of darkness contest against one another for dominion over the throne of Hell. 
  Alastor is an impartial observer in these contests between the demon lords. He 
  seeks only to quench Grimfang’s insatiable thirst in the blood of his brethren and 
  any demons or angels Alastor can get his mighty paws on. Alastor takes great pride 
  in his job, and his axe never falters. When tasked with the execution of a traitor or 
  prisoner, Alastor does the job, neat and clean every time.
  ALAstor the exeCutioner, ArCh deviL
  ALAstor the exeCutioner, ArCh deviL
  Huge fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 362 (25d12 + 200)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  16 (+3)
  26 (+8)
  24 (+7)
  18 (+4)
  26 (+8)
  Saving Throws Constitution +15, Wisdom +11, Charisma +15
  Skills Arcana +14, Acrobatics +10, Deception +15, Insight +11, 
  Intimidation +15, Perception +11, Persuasion +15, Stealth +10
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Celestial, Draconic, Giant, Ignan, 
  Infernal, Terran, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Fear Aura. Any hostile target that starts its turn within 20 feet of 
  the Executioner must make a DC 23 Wisdom saving throw, unless 
  the Executioner is incapacitated. On a failed save, the target is 
  frightened until the start of its next turn. If the target’s saving throw 
  is successful, the target is immune to the Executioner’s fear aura for 
  the next 24 hours.
  Innate Spellcasting. The Executioner’s innate spellcasting ability is 
  Charisma (spell save DC 23, +15 to hit with spell attacks). He can 
  cast the following spells, requiring no material components:
  At will: animate dead, bane, detect evil and good, detect thoughts, dispel 
  magic, hold monster, invisibility, magic circle, major image, teleport 
  (self only), true seeing, power word stun, wall of fire
  3/day: confusion
  1/day each: meteor swarm, power word kill
  1/week: wish
  Legendary Resistance (3/day). If the Executioner fails a saving 
  throw, he can choose to succeed instead.
  Magic Resistance. The Executioner has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The Executioner’s weapon attacks are magical.
  Regeneration. The Executioner regains 10 hit points at the start of its 
  turn. If the Executioner takes damage from a silvered weapon, this 
  trait doesn’t function at the start of the Executioner’s next turn. The 
  Executioner is destroyed only if he starts its turn with 0 hit points 
  and doesn’t regenerate.
  Actions
  Multiattack. The Executioner makes one Grimfang attack, one Bite 
  attack, and two Claw attacks, or one Grimfang attack, one Tail 
  Swipe and two Claw attacks. He may substitute one Hellfire attack 
  for his Claw attacks.
  Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 
  (5d6 + 9) piercing damage and the target must succeed at a DC 24 
  Constitution saving throw or suffer an additional 44 (8d10) poison 
  damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 
  (3d6 + 9) slashing damage.
  Grimfang. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 22 (2d12 + 9) slashing damage and the target must succeed at 
  a DC 24 Constitution saving throw or die. A creature that is killed 
  by Grimfang cannot be brought back to life by any means short of a 
  wish.
  Hellfire. Ranged Weapon Attack: +10 to hit, range 60/120 ft., two 
  targets. Hit: 21 (4d8 + 3) fire and necrotic damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 
  (2d8 + 9) bludgeoning damage and the target is grappled (escape 
  DC 25). A creature that starts its turn grappled by the Executioner 
  suffers 11 (2d10) bludgeoning damage. The Executioner has only one 
  tail and can grapple only one creature with it at a time.
  LegendAry Actions
  The Executioner can take three 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 Executioner regains 
  spent legendary actions at the start of his turn.
  Strafe. The Executioner moves up to 60 feet, and this movement does 
  not provoke opportunity attacks. At any point during this movement, 
  he may make one Hellfire attack.
  Execution. The Executioner 
  makes a Grimfang attack.
  Wing Buffet (costs 2 actions). 
  The Executioner buffets the 
  air with his wings to create 
  a 20-foot cone of powerful 
  wind. All creatures caught 
  in this area must succeed 
  at a DC 25 Strength check 
  or be knocked prone and 
  pushed 15 feet away 
  from the Executioner.
  Fiendish Recovery (costs 2 
  actions). The Executioner 
  recovers 50 hit points 
  and ends one condition 
  effecting it.
  
  79
  Devils
  Devils
  deviL, Ammon (duke oF mALboLge, keeper 
  deviL, Ammon (duke oF mALboLge, keeper 
  oF the kenneLs, Lord oF the ditChes)
  oF the kenneLs, Lord oF the ditChes)
  Culper had just taken the gem from the idol’s hand when we heard the baying 
  of wolves. Desert sand stirred through the shrine at the same time, and we all felt 
  the change in the air, a heaviness that weighed on our souls. The gem flared with 
  a burst of flame, and Culper dropped it, screaming in pain as his hands charred to 
  the bone. The blast of light burned the outline of our shadows onto the walls … as 
  well as another larger shape. From this shadow stepped a nine-foot wolf clad in 
  armor and carrying a writhing whip. — Jasper Stel, on the failed raid of the temple 
  of Ammon in the Kanderi Desert
  Ammon is a 15-foot-tall fiendish humanoid with clawed hands and feet and 
  the black-furred, lice-infested head of a wolf set with slavering jaws and glowing 
  yellow eyes. An armor-plated left hand wields a cruel whip that coils of its own 
  accord like a living serpent.
  Ammon’s iron fortress Harrowcourt hangs from a precipice overlooking 
  the Ditches of the Damned that surround the Ring of Hell known as the Pit of 
  Malbolge. Ammon is attended by a host of werewolves, barbed devils, ghaddar, 
  and his lieutenant Eaxalac, a pit fiend. The 10 ditches are greatly feared by worldly 
  thieves and politicians who know they may very well end up plying eternity among 
  the charlatans, confidence men, seducers, fraudsters, counterfeiters, and betrayers 
  trapped there.
  To keep the accursed dead in their ditches, Ammon oversees a kennel of 666 
  wolf-headed hell hounds he sired himself, as well as three legions of bone devils. 
  The ditches are filled with nupperibos, lemurs, and even lesser souls who have 
  found their just deserts in Malbolge.
  Ammon, duke oF mALboLge, keeper oF the 
  Ammon, duke oF mALboLge, keeper oF the 
  kenneLs, Lord oF the ditChes, ArCh deviL
  kenneLs, Lord oF the ditChes, ArCh deviL
  Large fiend (devil), lawful evil
  Armor Class 17 (natural armor)
  Hit Points 270 (20d10 + 160)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  18 (+4)
  26 (+8)
  24 (+7)
  20 (+5)
  26 (+8)
  Saving Throws Constitution +15, Wisdom +12, Charisma +15
  Skills Arcana +14, Deception +15, Insight +12, Intimidation +15, 
  Perception +12, Persuasion +15, Stealth +11
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that are not 
  silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 22
  Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, 
  Infernal, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede Ammon’s darkvision.
  Fear gaze. When a creature that can see Ammon’s eyes starts its turn 
  within 30 feet of him, Ammon can force it to make a DC 20 Wisdom 
  saving throw if Ammon isn’t incapacitated and can see the creature. 
  On a failure, the creature is frightened for one minute. 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 can’t see Ammon 
  until the start of its next turn, when it can avert its eyes again. If 
  the creature looks at Ammon in the meantime, it must immediately 
  attempt the save. While averting its eyes, any attacks on Ammon are 
  done at disadvantage.
  Innate Spellcasting. Ammon’s innate spellcasting ability is 
  Charisma (spell save DC 23, +15 to hit with spell attacks). It can 
  cast the following spells, requiring no material components:
  At will: animate dead, bane, charm monster, detect evil and good, 
  detect thoughts, fireball, fly, geas, magic circle, polymorph, 
  suggestion, symbol, teleport, tongues, wall of ice
  Legendary Resistance (3/day). If Ammon fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Ammon has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Ammon’s weapon attacks are magical.
  Regeneration. Ammon regains 15 hit points at the start of his 
  turn. If Ammon takes damage from a silvered weapon, this trait 
  doesn’t function at the start of Ammon’s next turn. Ammon is 
  destroyed only if he starts his turn with 0 hit points and doesn’t 
  regenerate.
  Actions
  Multiattack. Ammon makes one Bite attack and two Mace attacks.
  Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 
  (2d8 + 9) piercing damage.
  Mace. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 
  22 (2d12 + 9) bludgeoning damage plus 22 (5d8) thunder damage, 
  and the target must make a DC 23 Constitution saving throw, being 
  stunned until the end of its next turn and deafened for one hour on a 
  failure, or just stunned on a successful save.
  LegendAry Actions
  Ammon can take three 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. Ammon regains spent legendary 
  actions at the start of his turn.
  Swing Around. Ammon makes a Mace attack.
  Thundersmash. Ammon strikes the ground with his mace. All creatures 
  within a 20-foot cube centered on Ammon must make a DC 24 
  Strength saving throw, taking 27 (6d8) thunder damage and being 
  pushed to the edge of the area of effect on a failure, or taking half as 
  much damage and not being pushed on a success.
  Call the Hounds (costs 2 actions). Ammon summons 2d4 hell hounds to his 
  side to fight as his allies.
  Fiendish Recovery (costs 2 actions). Ammon recovers 50 hit points and 
  ends one condition effecting him.
  
  80 | Devils
  deviL, bAALzebAL  
  deviL, bAALzebAL  
  (prinCe oF stygiA, Lord oF FLies)
  (prinCe oF stygiA, Lord oF FLies)
  The carnival was a sad, gaudy affair, with fanciful tents and oddities I found 
  commonplace. Yet children were going missing in the villages through which this 
  caravan passed, and we were not going to let that go unchallenged. One dapper 
  carnival barker promised grand excitement beyond our reckoning, and Rohpor 
  paid the gold to enter the striped tent. We followed into the darkness, but my mind 
  was already screaming that something wasn’t right. As my eyes adjusted, I heard 
  the buzzing and saw the thousands of black flies clinging to the tent’s fabric. The 
  barker followed us in, his silk robes flaring to release clear wings as his eyes bulged 
  outward in his changing features. He was now twice our size, his head rising into 
  the mass of swarming flies. — Sir Reddick Stenhill, knight of the vale 
  Baalzebal may take any form but is commonly encountered as a thin, 12-foot-
  tall figure with four insect-like arms that end in long hairy fingers. He is mostly 
  bipedal, with translucent fly wings that fold down the back of rich silk robes that 
  hide his bloated abdomen. His crowned and horned head resembles a cross between 
  a human and fly with a thin cruel face punctuated by huge bulbous fly eyes, each of 
  which can see in 333 degrees.
  Baalzebal is one of the original fallen. Known as the Lord of the Flies, Baalzebal 
  dwells in a fetid palace in the swamps of Stygia where his forces face the dual 
  threats of incursions by the minions of Tsathogga whose own realm feeds the river 
  Styx, and by the covetous intent of the other rulers of the Rings of Hell who seek 
  to overthrow him.
  bAALzebAL, prinCe oF stygiA, ArCh deviL
  bAALzebAL, prinCe oF stygiA, ArCh deviL
  Large fiend (devil), lawful evil
  Armor Class 21 (natural armor)
  Hit Points 250 (20d10 + 140)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  28 (+9)
  24 (+7)
  28 (+9)
  18 (+4)
  26 (+8)
  Saving Throws Constitution +14, Wisdom +11, Charisma +15
  Skills Arcana +16, Deception +15, History +16, Insight +11, 
  Intimidation +15, Nature +16, Perception +16, Persuasion +15, 
  Religion +16, Stealth +16
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft, passive Perception 26
  Languages Abyssal, Common, Celestial, Draconic, Giant, 
  Infernal, Terran, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Gianter Insect. When Baalzebal casts giant insect, the 
  resulting insects are twice the size and have maximum hit 
  points.
  Innate Spellcasting. Baalzebal’s innate spellcasting 
  ability is Charisma (spell save DC 23, +15 to hit with 
  spell attacks). He can cast the following spells, 
  requiring no material components:
  At will: animate dead, bane, detect evil and good, 
  detect thoughts, dispel magic, giant insect, 
  hold monster, insect plague, invisibility, magic 
  circle, major image, teleport (self only), true 
  seeing, power word stun
  1/day: power word kill
  1/week: wish
  Legendary Resistance (3/day). If Baalzebal fails 
  a saving throw, he can choose to succeed instead.
  Magic Resistance. Baalzebal has advantage on 
  saving throws against spells and other magical 
  effects.
  Regeneration. Baalzebal regains 15 hit points at the start of his 
  turn. If Baalzebal takes damage from a silvered weapon, this 
  trait doesn’t function at the start of Baalzebal’s next turn. 
  Baalzebal is destroyed only if he starts his turn with 0 hit 
  points and doesn’t regenerate.
  The Lord of Lies. The buzzing of Baalzebal sows discontent and 
  confusion to those who hear his voice. Baalzebal may cause any 
  creature within 30 feet who hears his voice to make a DC 19 Wisdom 
  saving throw, suffering one of the following effects on a failure:
  Suggestion. Baalzebal makes suggestions that go against the better 
  judgment or best self-interest of the listener as per the spell 
  suggestion.
  Confusion. Victims of his words become disoriented and confused as per 
  the spell confusion.
  Murmuring Mirage. Baalzebal’s voice can change people’s perception 
  and cause them to see terrain and their location as something 
  different from what it actually is as per the spell hallucinatory 
  terrain.
  Actions
  Multiattack. Baalzebal makes one Rotting Touch attack and two 
  Vomit attacks.
  Rotting Touch. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 29 (4d10 + 7) necrotic damage and the creature must 
  succeed at a DC 22 Constitution saving throw or be cursed with fly 
  rot. While cursed with fly rot, the creature can’t regain hit points and 
  its hit point maximum decreases by 10 (3d6) for every 24 hours that 
  elapse. If the creature is reduced to 0 hit points by the fly rot, it dies 
  and its body turns to a swarm of flies. The curse lasts until removed 
  by the remove curse spell or other magic.
  Vomit. Ranged Weapon Attack: +16 to hit, range 30/100 ft., one target. 
  Hit: 22 (2d12 + 9) acid damage.
  Spew Flies (recharge 5–6). Baalzebal spews forth a cloud of biting 
  insects that fill a 60-foot cube. Each creature in the area 
  must make a DC 22 Constitution saving throw, 
  taking 28 (8d6) poison damage on a failure and 
  being blinded for one minute on a failure, or 
  half as much on a success and not being 
  blinded.
  LegendAry Actions
  Baalzebal can take three 
  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. Baalzebal 
  regains spent legendary 
  actions at the start of his 
  turn.
  Projectile Vomit. Baalzebal makes 
  a vomit attack.
  Fly Vomit. Baalzebal attempts 
  to recharge and use his 
  spew flies breath weapon.
  Swarms of Insects (costs 2 actions). 
  Baalzebal summons 1d4 
  insect swarms to appear within 
  60 feet of it.
  Fiendish Recovery (costs 2 actions). 
  Baalzebal recovers 50 hit points 
  and ends one condition effecting it.
  
  81
  Devils
  Devils
  deviL, bAApheL  
  deviL, bAApheL  
  (grAnd duke oF Covetous regent oF beLiAL)
  (grAnd duke oF Covetous regent oF beLiAL)
  Saxentry’s Spring Festival was just getting under way when the old man led his 
  beaten-down horse and cart into the middle of the festivities. The drab wagon was 
  at odds with the festive colors and costumes, and was covered in a gray cloth even 
  shabbier than the horse that pulled the whole affair. The old man stopped in the 
  middle of the crowd and pulled the blanket away with a dramatic flourish. I don’t 
  know what I expected to be inside, but a blackened brazier was far from it. The 
  brazier immediately became the center of attention as it exploded into a tower of 
  flames. From those flames, a dog-headed creature stepped forth. The old man stood 
  straight and addressed the crowd, “Behold, mortals! Baaphel graces you with his 
  presence!” People fled in all directions, the party forgotten. — Boyd Sammers, 
  survivor of the Spring Festival attack on Saxentry
  Grand Duke Baaphel, the Lustful Hound, is a 10-foot-tall humanoid with the 
  head of a horned hell hound, a humanoid torso, hooved feet, and the wings of a bat. 
  He bears a wicked war scythe and is wreathed in hellfire. A forked crimson tails 
  snakes out behind the arch devil. Once a beautiful member of the choirs of angels, 
  Baaphel’s visage now reflects the bestial nature of his corruption.
  Baaphel is a grand duke in the service of Belial and leads two legions of bearded 
  devils in battle for his lord. Baaphel is constantly scheming against the other dukes 
  in Belial’s service and takes every opportunity to discredit them in the eyes of their 
  lord. Baaphel yearns to rule an entire plane and is waiting anxiously until the time 
  comes that he can overthrow his lord. He makes his home in a storm-swept castle of 
  basalt and iron known as Evermore.
  bAApheL, grAnd duke oF Covetous regent oF 
  bAApheL, grAnd duke oF Covetous regent oF 
  beLiAL, ArCh deviL
  beLiAL, ArCh deviL
  Medium fiend (devil), lawful evil
  Armor Class 17 (chainmail +1)
  Hit Points 312 (25d8 + 200)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  16 (+3)
  26 (+8)
  24 (+7)
  18 (+4)
  26 (+8)
  Saving Throws Constitution +15, Wisdom +11, Charisma +15
  Skills Arcana +14, Acrobatics +10, Deception +15, Insight +11, 
  Intimidation +15, Perception +11, Persuasion +15, Stealth +10
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Celestial, Draconic, Giant, Infernal, 
  Terran, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Innate Spellcasting. Baaphel’s innate spellcasting ability is 
  Charisma (spell save DC 23, +15 to hit with spell attacks). He can 
  cast the following spells, requiring no material components:
  At will: bane, charm monster, detect evil and good, dispel magic, fire 
  shield, invisibility, magic circle, suggestion, teleport (self only), 
  tongues
  1/day each: flesh to stone, symbol
  Legendary Resistance (3/day). If Baaphel fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Baaphel has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Baaphel’s weapon attacks are magical.
  Regeneration. Baaphel regains 10 hit points at the 
  start of his turn. If Baaphel takes damage from 
  a 
  silvered weapon, this trait doesn’t function at the start of 
  Baaphel’s next turn. Baaphel is destroyed only if he starts his 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Baaphel makes one Hell Reaper attack and two Fear 
  Touch attacks.
  Hell Reaper. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 31 (4d10 + 9) slashing damage. Baaphel scores a critical hit with 
  Hell Reaper when he rolls a 19 or 20.
  Fear Touch. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. 
  Hit: 23 (4d6 + 9) psychic damage and the target must succeed on 
  a DC 19 Wisdom saving throw or be frightened of Baaphel for one 
  hour. A creature who saves against this effect is immune to it for 24 
  hours.
  LegendAry Actions
  Baaphel can take three 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. Baaphel regains spent legendary 
  actions at the start of his turn.
  Devil Touched. Baaphel makes a Fear Touch attack.
  Reap the Souls. Baaphel makes two Hell Reaper attacks, scoring a 
  critical hit on an 18, 19, or 20.
  Wing Buffet (costs 2 actions). Baaphel buffets the air with his wings to 
  create a 20-foot cone of powerful wind. All creatures caught in this 
  area must succeed at a DC 25 Strength check or be knocked prone 
  and pushed 15 feet away from Baaphel.
  Fiendish Recovery (costs 2 actions). Baaphel recovers 50 hit points and 
  ends one condition affecting him.
  
  82 | Devils
  deviL, beLiAL  
  deviL, beLiAL  
  (prinCe oF Covetous,  
  (prinCe oF Covetous,  
  Lord oF Lusts)
  Lord oF Lusts)
  The villagers shambled about in a dreamlike trance, their eyes unfocused, their 
  movements painstakingly slow. The only sign of activity was a small perfume 
  stand in the middle of town where a charismatic young man was selling his wares. 
  Residents who walked mindlessly up to him earned a private word as well as a 
  spritz of perfume. They stumbled away with a smile on their faces. Thorium stepped 
  in front of the next old woman in line, and got a face full of lilac perfume for his 
  trouble. The dwarf’s anger boiled over instantly, like a kettle exploding, and he 
  swung his mighty silver axe into the cart, toppling it in the street. The ruddy-skinned 
  salesman turned at the commotion, fiery horns growing out of his head as blackened 
  wings extended from his back. That’s when Thorium knew he was in trouble. — 
  Tempker “Battlefist” Ashenchisel of the dwarven legion investigating rumors of 
  villagers vanishing
  Belial is a 10-foot-tall handsome humanoid with chalky skin and reddish-
  brown hair and beard. Rams horns curling from his wide brow flicker with hellfire. 
  Charred wings sprout from the fiend’s back, revealing the last vestiges of his once 
  angelic form.
  Belial is the most capricious and chaotic of the princes of darkness, leaving many 
  among the courts of Hell to wonder if he has not been fully corrupted by demonic 
  influences. Belial, more than others has made pacts with demons, and dark gods of 
  the Underworld. He is always on the hunt for portals that allow him greater time 
  and access to the mortal realms.
  Belial’s lair of Pallus Lagnea is found in the storm-thundered Hell Ring of 
  Covetous where the lightning-wracked skies flock with harpies, night hags, 
  succubi, and erinyes. Belial’s legions throng with his many progeny, themselves 
  brutal combatants who use complex asymmetrical tactics to finish off foes who 
  often greatly outnumber them.
  beLiAL, prinCe oF Covetous, Lord oF Lusts,  
  beLiAL, prinCe oF Covetous, Lord oF Lusts,  
  ArCh deviL
  ArCh deviL
  Medium fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 276 (24d8 + 168)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  22 (+6)
  24 (+7)
  24 (+7)
  18 (+4)
  28 (+9)
  Saving Throws Constitution +14, Wisdom +11, Charisma +16
  Skills Arcana +14, Acrobatics +13, Deception +16, Insight +11, 
  Intimidation +16, Perception +11, Persuasion +16, Stealth +13
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Celestial, Elven, Dwarven, Draconic, 
  Halfling, Giant, Gnome, Goblin, Infernal, Orc, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Charming Devil. Belial has a way with words, which he infuses with 
  his own Hellish pheromones. At the start of his turn, Belial chooses 
  one of the following effects:
  Indecent Proposal. All who can hear Belial and are within 30 feet must 
  succeed on a DC 25 Wisdom saving throw or suffer the effects of the 
  spell suggestion.
  Maleficent Mesmerism. Belial suggestive charms and animal 
  magnetism leave his listeners enrapt in his words so that they are 
  unable to move save to gape at his animal magnetism. All who can 
  see Belial and are within 30 feet must succeed on a DC 25 Wisdom 
  saving throw or become incapacitated until the end of their next 
  turn.
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Legendary Resistance (3/day). If Belial fails a saving throw, he can 
  choose to succeed instead.
  Magic Resistance. Belial has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Belial’s weapon attacks are magical.
  Regeneration. Belial regains 10 hit points at the start of his turn. 
  If Belial takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Belial’s next turn. Belial is destroyed only if 
  he starts his turn with 0 hit points and doesn’t regenerate.
  Innate Spellcasting. Belial’s innate spellcasting ability is Charisma 
  (spell save DC 24, +16 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: bane, dispel magic, detect evil and good, detect magic, detect 
  thoughts, dominate beast, dominate monster, enthrall, hold monster, 
  hold person, magic circle, modify memory, suggestion, teleport (self 
  only)
  1/day: antipathy/sympathy, mass suggestion
  1/week wish
  Actions
  Multiattack. Belial makes one Fork of Suffering attack and two 
  Corrupting Touch attacks.
  Fork of Suffering. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 25 (4d8 + 7) piercing damage and the target must 
  succeed on a DC 21 Constitution saving throw or suffer an additional 
  7 (2d6) necrotic damage at the start of each of its turns. The target 
  creature may attempt the save after suffering the additional 
  damage, ending the effect with a successful save. The effect ends if 
  the target creature is the recipient of healing magic.
  Corrupting Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 20 (3d8 + 7) psychic damage and the target must succeed 
  on a DC 24 Wisdom saving throw or become charmed by Belial for 
  one minute.
  LegendAry Actions
  Belial can take three 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. Belial regains spent legendary 
  actions at the start of his turn.
  Spear Thrust. Belial makes a Fork of Suffering attack.
  Hordes of Admirers. Belial summons 2d6 commoners he has corrupted 
  on the mortal planes and brings them to his palace for his own 
  amusement, causing them to appear within 30 feet of Belial. They 
  are useless in battle but provide a convenient distraction and slow 
  attackers.
  Wing Buffet (costs 2 actions). Belial buffets the air with his wings to 
  create a 20-foot cone of powerful wind. All creatures caught in this 
  area must succeed at a DC 25 Strength check or be knocked prone 
  and pushed 15 feet away from Belial.
  Fiendish Recovery (costs 2 actions). Belial recovers 50 hit points and ends 
  one condition affecting him.
  
  83
  Devils
  Devils
  deviL, CAAsimoLAr  
  deviL, CAAsimoLAr  
  (Former president oF heLL)
  (Former president oF heLL)
  A small hut sat among the dead trees, a thin line of gray smoke rising from 
  its stone chimney. Windchimes carved from animal bones clattered and creaked 
  in the weak breeze as two starving goats grazed on the sparse grasses. An elderly 
  man with a long gray beard sat on a porch swing and watched us approach. His 
  wrinkled scalp was burned by the sun. “Look here, lads! Visitors! What could they 
  want?” He addressed the goats when he spoke. Gase Crabtree didn’t listen. He 
  stormed the porch and walked right into the man’s home, but came out a moment 
  later. “Where’s the blasted ale?” The old man made a tsk, tsk sound and swung his 
  walking stick right into Gase’s ribs. The arrogant warrior was knocked backward 
  into the dwelling and never came out again. We had other things to worry about, 
  though, as the “goats” transformed into ravenous demons. — Tienna Moonmoth, 
  elf enchantress of the Green Realm
  Caasimolar appears as a bald, wizened old man with a reddish-gray beard and 
  the blackened wings of one of the original fallen. Dressed in robes of gold and 
  scarlet, he bears a ruby-tipped iron rod covered in wicked thorns that is known as 
  “The Rule of Law.” Caasimolar serves as chief councilor, advisor, and regent to his 
  lord, the Lightbringer.
  Caasimolar was once second-in-command of all of the legions of Hell, 
  answering directly to the Lightbringer during his volatile reign as ruler of the 
  nine Rings of Hell. In his role as president, Caasimolar oversaw the congress 
  of devils and used his guile to negotiate terms between the factions of the 
  fallen until the Second Schism that resulted in the current state of civil war 
  between the rival princes.
  CAAsimoLAr,  
  CAAsimoLAr,  
  Former president oF heLL,  
  Former president oF heLL,  
  ArCh deviL
  ArCh deviL
  Medium fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 337 (25d8 + 225)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  28 (+9)
  28 (+9)
  30 (+10)
  30 (+10)
  30 (+10)
  Saving Throws Constitution +16, Wisdom +17, Intelligence +17, 
  Charisma +17
  Skills Arcana +17, Deception +17, Insight +17, Intimidation +17, 
  History +17, Religion +17, Perception +17, Persuasion +17
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 27
  Languages Abyssal, Common, Celestial, Demonic, 
  Draconic, Infernal, telepathy 100 ft.
  Challenge 24 (62,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Innate Spellcasting. Caasimolar’s innate spellcasting ability is 
  Charisma (spell save DC 25, +17 to hit with spell attacks). He can 
  cast the following spells, requiring no material components:
  At will: animate dead, cone of cold, detect evil and good, detect 
  magic, detect thoughts, dispel magic, invisibility, magic circle, 
  polymorph, teleport (self only), tongues, true seeing
  3/day: wall of ice
  1/day each: lightning bolt, power word kill
  Legendary Resistance (3/day). If Caasimolar fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Cassimolar has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Caasimolar’s weapon attacks are magical.
  Regeneration. Caasimolar regains 10 hit points at the start of his 
  turn. If Caasimolar takes damage from a silvered weapon, this trait 
  doesn’t function at the start of Caasimolar’s next turn. Caasimolar 
  is destroyed only if he starts his turn with 0 hit points and doesn’t 
  regenerate.
  Actions
  Multiattack. Caasimolar makes three Iron Rule of Law attacks.
  Iron Rule of Law. Melee Weapon Attack: +16 to hit, reach 10 ft., one 
  target. Hit: 35 (4d12 + 9) bludgeoning damage and the target must 
  make a DC 26 Constitution save. The target dies on a failure while 
  on a success it takes 27 (5d10) psychic damage.
  Contractual Obligations. Caasimolar carries a copy of the Doctrines 
  of Hell, a legal tome that he may use to write contracts. The 
  contracts allow him to cast geas or symbol once per day.
  LegendAry Actions
  Caasimolar can take three 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. Caasimolar regains spent 
  legendary actions at the start of his turn.
  Hammer of the Law. Caasimolar makes an Iron Rule of Law attack.
  Halt in the Name of the Law. Caasimolar targets one creature who must 
  succeed at a DC 27 Wisdom saving throw or become incapacitated 
  until the end of its next turn.
  Signed in Blood (costs 2 actions). All creatures within 30 feet of 
  Caasimolar must make a DC 27 Wisdom saving throw. On a 
  failure, the creature is subject to Caasimolar’s will as per the spell 
  suggestion on a failure, while on a success the creature takes 17 
  (5d6) psychic damage.
  Fiendish Recovery (costs 2 actions). Caasimolar recovers 50 hit points and 
  ends one condition affecting him.
  
  84 | Devils
  deviL, gorson  
  deviL, gorson  
  (bLood duke oF ApListiA)
  (bLood duke oF ApListiA)
  The rock wall collapsed on Aylmer, burying the paladin under tons of heavy 
  boulders. Voyce scrambled over the stones, determined to pull the warrior from 
  the rubble, but he barely made it to the top of the pile before dozens of spears 
  launched from hidden holes in the walls. Three spears impaled the thief, and he 
  collapsed atop the rock pile. At that moment, a glowing portal opened on the wall 
  and a large cat leaped forth. Only it had a muscular upper body like a centaur with 
  a head like a lion. The thing sliced Voyce apart with one swipe of its battleaxe. — 
  Lodwicke Greene, seeking magical protection to hide him from something known 
  as “Gorson” 
  Gorson is a centaur with the muscular body of a great cat and the head of a goat-
  horned lion. It has the torso of a beast man and a bifurcated devil’s tail sprouts from 
  his rump. Gorson is a vicious combatant who favors disemboweling his foes. The 
  beastly Gorson serves as a bodyguard to the greedy Mammon and is never far from 
  the Miser’s side. Despite his ferocity, Gorson has a keen intellect and is a clever 
  military strategist who often places traps for his foes to injure them before he moves 
  in for the kill.
  gorson, bLood duke oF ApListiA, ArCh deviL
  gorson, bLood duke oF ApListiA, ArCh deviL
  Large fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 391 (27d10 + 243)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  28 (+9)
  28 (+9)
  20 (+5)
  20 (+5)
  20 (+5)
  Saving Throws Constitution +16, Wisdom +12, Charisma +12
  Skills Deception +12, Insight +12, Intimidation +12, Perception +12, 
  Persuasion +12, Stealth +16
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 22
  Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, 
  Infernal, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Innate Spellcasting. Gorson’s innate spellcasting ability is Charisma 
  (spell save DC 20, +12 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: animate dead, bane, charm monster, detect evil and good, detect 
  magic, detect thoughts, dispel magic, lightning bolt, magic circle, see 
  invisibility, suggestion, teleport (self), tongues, wall of fire
  1/day: symbol
  Legendary Resistance (3/day). If Gorson fails a saving throw, he can 
  choose to succeed instead.
  Magic Resistance. Gorson has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Gorson’s weapon attacks are magical.
  Regeneration. Gorson regains 10 hit points at the start of his turn. 
  If Gorson takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Gorson’s next turn. Gorson is destroyed only 
  if he starts his turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Gorson makes one Battleaxe attack and two Claw 
  attacks.
  Battleaxe. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 
  23 (2d12 + 10) slashing damage plus 17 (5d6) necrotic damage.
  Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 
  (2d8 + 10) slashing damage.
  LegendAry Actions
  Gorson can take three 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. Gorson regains spent legendary 
  actions at the start of his turn.
  No Pity. Gorson makes a Battleaxe attack.
  Pounce and Rake. Gorson moves up to 50 feet and makes two Claw 
  attacks with advantage.
  Roar (costs 2 actions). Gorson lets loose a massive leonine roar. All 
  creatures within a 30-foot cone originating from Gorson must make 
  a DC 25 Constitution saving throw, taking 36 (8d8) thunder damage 
  on a failure, or half as much on a success.
  Fiendish Recovery (costs 2 actions). Gorson recovers 50 hit points and ends 
  one condition affecting him.
  
  85
  Devils
  Devils
  deviL, the Lightbringer  
  deviL, the Lightbringer  
  (prinCe oF dArkness, prinCe oF inFernus)
  (prinCe oF dArkness, prinCe oF inFernus)
  A fiery globe encased our ship as we sailed the Reaping Sea, a ball of flame so 
  massive it encompassed our sails and masts with room to spare. Some of the sailors 
  flung themselves over the Emerald Siren’s rail, only to shriek as they were boiled 
  alive in the steaming water trapped in the globe beneath us. They were the lucky 
  ones. With a flash, the globe shrank, and while we felt the heat, it didn’t burn us. 
  Would that it had! When our eyes cleared, we found an impossible spiraling road 
  lined with fiery shrines and temples rising above the ship. The Emerald Siren sat in 
  the middle of this road, her hull shattered. She’d never sail again. A massive being 
  on a massive malachite throne regarded us with a burning stare. His voice boomed 
  when he spoke, “Greetings, mortals. I’ve grown bored. Your way home lies above. 
  Let the game begin.” — Raylon Cuthberry, ship’s mage and one of six members of 
  the Emerald Siren’s crew to return home after going missing for three years 
  The Lightbringer is always the tallest and most perfect thing in the room. He 
  most often reveals himself as a beautiful angelic form with golden hair, pale skin, 
  and a handsome face. All of this is belied by 
  the curving horns that sprout from his broad 
  brow. Wooly goat legs and hooved feet hide 
  beneath crisp white robes whose hems are 
  stained in blood. Charred-black, lice-infested 
  wings sprout from the Lightbringer’s back. 
  He sometimes assumes a different form, 
  one that is still handsome, but with reddish 
  skin and a gaze of raw hellfire and hatred, all 
  encased in spiked black armor.
  If any of the Rings of Hell resemble a 
  mortal’s ideal of Hell, it is the Pit of Infernus 
  where the Lightbringer bides his time and 
  makes his plots. Infernus, his Ring of Hell, 
  is a dark reflection of his most painful 
  memories of the High Heavens and is dotted 
  with temples, basilicas, and shrines that are 
  all dedicated to his own worship. They are 
  places of fire, blood, and torment where 
  the damned are tortured. These burning 
  structures line a great spiral road that 
  descends into the great pit where his palace 
  Malefacta stands. The Lightbringer often 
  broods upon his throne and plots revenge 
  against the rulers of the other Rings of Hell 
  for past betrayals.
  The Lightbringer frequently bears the 
  burning sword Phosphorus and can call it 
  to his fist from any dimension at will. In his 
  other hand, he bears the ever-bleeding Fork 
  of Infernus which has slain devils, demons, 
  and angels alike.
  the Lightbringer, prinCe 
  the Lightbringer, prinCe 
  oF dArkness,  
  oF dArkness,  
  prinCe oF inFernus, ArCh deviL
  prinCe oF inFernus, ArCh deviL
  Large fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 405 (30d10 + 240)
  Speed 40 ft., 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  28 (+9)
  28 (+9)
  30 (+10)
  28 (+9)
  30 (+10)
  Saving Throws Strength +17, Dexterity +17, Constitution +17, 
  Intelligence +18, Wisdom +17, Charisma +18
  Skills Arcana +18, Deception +18, History +18, Insight +17, 
  Intimidation +18, Nature +18, Perception +17, Persuasion +18, 
  Religion +18, Stealth +17
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 27
  Languages Abyssal, Celestial, Common, Dwarvish, Elven, Halfling, 
  Giant, Gnomish, Goblin, Ignan, Infernal, Terran, telepathy 100 ft.
  Challenge 28 (120,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Innate Spellcasting. The Lightbringer’s innate spellcasting ability 
  is Charisma (spell save DC 25, +17 to hit with spell attacks). He can 
  cast the following spells, requiring no material components:
  At will: altar self, animate dead, bane, detect evil and good, detect 
  magic, detect thoughts, fireball, invisibility, magic circle, teleport (self 
  only), tongues, true seeing, wall of fire, witch bolt, zone of truth
  3/day each: dispel evil and good, raise dead, power word kill
  1/day: wish
  Legendary Resistance (3/day). If the Lightbringer fails a saving 
  throw, he can choose to succeed instead.
  Magic Resistance. The Lightbringer has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The Lightbringer’s weapon attacks are magical.
  Regeneration. The Lightbringer regains 10 hit points at the start of 
  its turn. If the Lightbringer takes damage from a silvered weapon, 
  this trait doesn’t function at the start of the Lightbringer’s next turn. 
  The Lightbringer is destroyed only if he starts his turn with 0 hit 
  points and doesn’t regenerate.
  Actions
  Multiattack. The Lightbringer makes 
  one Fork of Infernus attack and two 
  Phosphorous attacks.
  Fork of Infernus. Melee or Ranged Weapon 
  Attack: +17 to hit, reach 10 ft. or range 
  100/400 ft., one target. Hit: 24 (3d10 + 8) 
  piercing damage plus 36 (8d8) necrotic 
  damage. If the target is a celestial, 
  elemental, or fiend it must succeed on a 
  DC 27 Constitution saving throw or be 
  paralyzed. If the Fork of Infernus is thrown, 
  it returns to the Lightbringer’s hand at the 
  end of his turn.
  Phosphorous. Melee Weapon Attack: +17 to 
  hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) 
  slashing damage plus 36 (8d8) fire damage 
  and the target is set on fire. A creature set 
  on fire by Phosphorous suffers 18 (4d8) fire 
  damage at the start of its turn and may 
  use its action to put the fire out. A creature 
  reduced to 0 hit points by Phosphorous is 
  slain and its soul consumed by the fire.
  LegendAry Actions
  The Lightbringer can take three 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 Lightbringer regains 
  spent legendary actions at the start of his 
  turn.
  Impale. The Lightbringer makes a Fork of Infernus attack.
  Devilish Growth. The Lightbringer grows one size category, gaining 32 
  hit points and increasing the damage of his melee attacks by +10.
  Wing Buffet (costs 2 actions). The Lightbringer buffets the air with his 
  wings to create a 20-foot cone of powerful wind. All creatures caught 
  in this area must succeed at a DC 25 Strength check or be knocked 
  prone and pushed 15 feet away from the Lightbringer.
  Fiendish Recovery (costs 2 actions). The Lightbringer recovers 50 hit 
  points and ends one condition affecting it.
  LAir Actions
  On initiative count 20 (losing initiative ties), the Lightbringer takes a 
  lair action from one of the following effects; the Lightbringer can’t 
  use the same effects two rounds in a row:
  • All creatures within sight of the Lightbringer must succeed at a DC 
  25 Wisdom saving throw or fall under the sway of the Lightbringer as 
  if they are under the effect of a dominate beast, dominate monster, or 
  dominate person spell, as appropriate.
  • The Lightbringer tempts his prey with conditional wishes. All creatures 
  within sight of the Lightbringer must succeed at a DC 25 Wisdom saving 
  throw or accept one of these conditional wishes. These wishes must be 
  spoken completely perfectly to take effect. Failure to do so may result 
  in instantaneous and utter damnation and loss of soul of the wish taker. 
  Regardless, the soul of anyone accepting wishes from the Lightbringer 
  is forfeit upon their natural (or unnatural) terrestrial demise.
  • The Lightbringer summons 1d4 pit fiends to his side or summons one of 
  his lieutenants such as Xaphan or Caasimolar.
  
  86 | Devils
  deviL, LiLLith  
  deviL, LiLLith  
  (Former queen oF heLL)
  (Former queen oF heLL)
  We found the basalt tower in the peaks of the Blackrock Mountains west of 
  Malan. It appeared to have settled there, as it didn’t match the rest of the mountains 
  around it. The cultists we’d been following led us right to the only massive iron 
  door into the structure. They still had the kids they’d taken from Malan with them. 
  Looking up the rock pinnacle, sharp-eyed Gurd spotted the woman lounging on 
  red cushions and looking down at all of us with an air of unconcern. She gave a 
  flippant wave of her hand and ghostly spirits flew out toward us. — Aomos Jenns, 
  Foerdewaith hero of Malan
  Lilith is an insanely comely female standing just under six feet tall and weighing 
  roughly 130 pounds. Her skin is cinnamon colored, and her hair is waist length and 
  blood red. Her eyes are a sparkling emerald green. Her hands end in claws, and 
  underneath her thick hair she hides two tiny dark black horns. She has a small pair 
  of leathery black bat-like wings that she can fold against her back and hide under 
  her robes at a moment’s notice should the need for such deception arise.
  Lillith was one of the original fallen and was once a powerful archangel who 
  took great interest in the doings of mortals, especially primeval mortal males. 
  Lillith allied with the Lightbringer during his revolution when she discovered that 
  the gods were gathering the Watchers and imprisoning them in the Pits of Tartarus 
  as punishment for their interactions with mortals.
  She was also one of the original conspirators that cast the Lightbringer from 
  the Throne of Hell which she took up briefly. She in turn was quickly overthrown 
  in a second coup. Unfortunately for Lillith, her many betrayals mean that none 
  of the other fallen trust her any longer. In spite of this, none can deny her great 
  power. She keeps a heart-shaped fortress in the battle plains of Gehenna, which 
  is guarded by six legions of horned devils, each of which is commanded by a pit 
  fiend. She spends the majority of her time crossing into the mortal planes to tempt 
  paladins and holy priests to damnation. She drags their souls back to her fortress 
  for eternal punishment or presses them into service as fodder for her legions. She 
  has a personal contingent of death knights, each of whom was once a lover that she 
  seduced from the path of righteousness and good by her charms and machinations.
  LiLith, Former queen oF heLL, ArCh deviL
  LiLith, Former queen oF heLL, ArCh deviL
  Medium fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 297 (22d8 + 198)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  28 (+9)
  28 (+9)
  30 (+10)
  30 (+10)
  30 (+10)
  Saving Throws Constitution +16, Wisdom +17, Intelligence +17, 
  Charisma +17
  Skills Arcana +17, Deception +17, Insight +17, Intimidation +17, 
  History +17, Religion +17, Perception +17, Persuasion +17
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 27
  Languages Abyssal, Common, Celestial, Infernal, Terran, telepathy 
  100 ft.
  Challenge 24 (62,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Innate Spellcasting. Lillith’s innate spellcasting ability is Charisma 
  (spell save DC 25, +17 to hit with spell attacks). She can cast the 
  following spells, requiring no material components:
  At will: alter self, animate dead, bane, detect evil and good, detect 
  magic, detect thoughts, dispel magic, dominate monster, fireball, hold 
  person, invisibility, magic circle, see invisibly, suggestion, true seeing, 
  teleport (self only)
  3/day: lightning bolt, wall of fire
  1/day: power word kill
  1/week: wish
  Legendary Resistance (3/day). If Lilith fails a saving throw, she can 
  choose to succeed instead.
  Magic Resistance. Lilith has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Lilith’s weapon attacks are magical.
  Regeneration. Lillith regains 10 hit points at the start of her turn. 
  If Lillith takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Lillith’s next turn. Lillith is destroyed only if 
  she starts her turn with 0 hit points and doesn’t regenerate.
  Simple Art of Seduction. Like others of the Infernal Court, Lillith 
  uses her intellect and her charms to trick victims into succumbing to 
  her wiles. At the start of her turn, Lillith chooses one of the following 
  effects:
  Indecent Proposal. Any creature who can hear Lillith and is within 30 
  feet must succeed on a DC 25 Wisdom saving throw or suffer the 
  effects of a suggestion spell.
  Maleficent Mesmerism. Lillith’s suggestive charms and animal 
  magnetism leave her listeners enrapt in her words so that they are 
  unable to move save to gape at her animal magnetism. All who can 
  see Lillith and are within 30 feet must succeed on a DC 25 Wisdom 
  saving throw or become incapacitated until the end of their next 
  turn.
  Actions
  Multiattack. The creature makes one Lillith’s Kiss attack and two 
  Amaheuris attacks.
  Amaheuris. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. 
  Hit: 18 (2d8 + 9) slashing damage and the target must make a DC 24 
  Constitution saving throw, suffering 18 (4d8) necrotic damage on a 
  failure, or half as much on a success.
  Lillith’s Kiss. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. 
  Hit: 41 (5d12 + 9) necrotic damage and the target must make a DC 
  25 Wisdom saving throw or become charmed by Lillith until the end 
  of their next turn.
  LegendAry Actions
  Lillith can take three 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. Lillith regains spent legendary 
  actions at the start of her turn.
  Kiss and Spell. Lillith makes a Lillith’s Kiss attack and casts a spell.
  Lure (costs 2 actions). One creature that Lillith can see and that can see her must 
  succeed on a DC 25 Wisdom saving throw or use its reaction to move its full 
  speed in a direction Lillith desires.
  Wing Buffet (costs 2 actions). Lillith buffets the air with her wings to 
  create a 20-foot cone of powerful wind. All creatures caught in this 
  area must succeed at a DC 25 Strength check or be knocked prone 
  and pushed 15 feet away from Lillith.
  Fiendish Recovery (costs 2 actions). Lillith recovers 50 hit points and ends 
  one condition affecting her.
  
  87
  Devils
  Devils
  deviL, mAmmon  
  deviL, mAmmon  
  (the miser, prinCe oF ApListiA)
  (the miser, prinCe oF ApListiA)
  I can’t get rid of them, ye understand? I’ve tried. I give them away, I throw them 
  in the wells. Merchants throw me out when I offer them. But the coins always come 
  back. I’ve been miserable since I took the bag from that old beggar. He didn’t need 
  them, ye understand? He was dressed in rags and looked so poor. I had to have 
  them! He even smiled when I snatched them up and ran! He knew, I’m telling ye. 
  Look at my hands! See the silver under my skin? I bleed that silver now. It’s makin’ 
  me sick. So sick. It’s the coins. They always come back and I always get sicker. I 
  wish I could find that old man. He’d take them back. — Colson Foxe, confessing 
  his crimes the day before he vanished from a locked room, leaving behind a bag of 
  coins with his screaming likeness minted on them
  Standing over 15 feet tall, Mammon is a thin, twisted fiend with the visage of 
  a mad beggar who is dressed in filthy, stinking rags that were once the finery of 
  a merchant lord or king. His filthy feet are stuffed into broken sandals or boots 
  whose tops are worn so that gnarled toes show through. Charred wings billow with 
  sulfurous ash as they flutter and twitch nervously upon the creature’s back. The 
  Miser’s horns have been forcibly cut from his brow so that only smoldering stumps 
  remain. Despite his otherwise impoverished appearance, the fiend’s neck drips with 
  gaudy jewelry of thick gold and platinum chains. Rings that are set with obviously 
  flawed yet shiny gemstones flash upon filthy, clawed fingers that clutch a bag of 
  red-hot coins to his breast.
  Mammon rules the ring of Aplistia where he resides within a massive fortress-
  like bank made of bronze and antimony. He spends his time counting soul ingots 
  and developing schemes for tempting mortals to greed so that he may collect more 
  souls than his adversaries in the other eight Rings of Hell. Since tempting mortals 
  to greed is quite easy, Mammon has become quite lazy in his workings. Despite this, 
  he is still a horrifying figure and powerful ruler who hoards vast collections of souls 
  within his basalt vaults.
  The forges of his palace ring constantly with the work of his amiamons who 
  pound worthless souls of the greedy into the coins of Hell, just as the worshippers of 
  the Sultan of Brass do in the City of Brass. The Ring of Aplistia is exceedingly hot. 
  It is made up of mountains of searing-hot bronze, lakes and rivers of molten copper, 
  and vast sulfuric deserts. It is a blasted landscape littered with the ghostly remains 
  of destroyed mortal cities plundered for their wealth.
  mAmmon, the miser, prinCe oF ApListiA,  
  mAmmon, the miser, prinCe oF ApListiA,  
  ArCh deviL
  ArCh deviL
  Huge fiend (devil), lawful evil
  Armor Class 18 (natural armor)
  Hit Points 364 (27d12 + 189)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  22 (+6)
  24 (+7)
  24 (+7)
  18 (+4)
  28 (+9)
  Saving Throws Constitution +14, Wisdom +11, Charisma +16
  Skills Arcana +14, Acrobatics +13, Deception +16, Insight +11, 
  Intimidation +16, Perception +11, Persuasion +16, Stealth +13
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Celestial, Common, Dwarvish, Elven, Halfling, 
  Giant, Gnomish, Goblin, Ignan, Infernal, Terran, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Innate Spellcasting. Mammon’s innate spellcasting ability is 
  Charisma (spell save DC 24, +16 to hit with spell attacks). He can 
  cast the following spells, requiring no material components:
  At will: animate dead, cone of cold, detect evil and good, detect magic, 
  detect thoughts, dispel magic, invisibility, magic circle, polymorph, 
  teleport (self only), tongues, true seeing
  3/day: wall of fire
  1/day each: fire ball, power word kill
  Legendary Resistance (3/day). If Mammon fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Mammon has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Mammon’s weapon attacks are magical.
  Regeneration. Mammon regains 10 hit points at the start of his turn. 
  If Mammon takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Mammon’s next turn. Mammon is destroyed 
  only if he starts his turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Mammon makes one Withering Touch attack and two 
  Red-Hot Coin attacks.
  Withering Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 20 (2d12 + 7) slashing damage and the target must 
  make a DC 22 Constitution saving throw. The target takes 36 (8d8) 
  necrotic damage and has a random limb rendered useless for 24 
  hours on a failure, or half as much damage and no withered body 
  part on a successful save.
  rAndom Withered Limb pArt
  rAndom Withered Limb pArt
  1d4
  Body Part
  Effect
  1
  Left Leg
  Halve speed
  2
  Right Leg
  Halve speed
  3
  Right Arm
  Drops anything in that arm, and arm is useless
  4
  Left Arm
  Drops anything in that arm, and arm is useless 
   
  Red-Hot Coin. Ranged Weapon Attack: +13 to hit, range 50/200 ft., one 
  target. Hit: 13 (2d6 + 6) fire damage and the target must succeed on 
  a DC 24 Wisdom saving throw or spend its next turn digging the coin 
  out of its flesh. The creature is stunned until the end of its next turn, 
  unable to do much else but chase down the burning coin. Digging the 
  coin out causes 14 (4d6) slashing damage.
  Avalanche of Greed (recharge 5–6). Mammon spills a wave of red-
  hot coins from his bag in a 30-foot cone. All creatures caught in the 
  area must make a DC 21 Dexterity saving throw, suffering 45 (10d8) 
  bludgeoning damage and 14 (4d6) fire damage on a failure, or half as 
  much on a success.
  LegendAry Actions
  Mammon can take three 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. Mammon regains 
  spent legendary actions at the start of 
  his turn.
  One for You and Three for Me. Mammon 
  makes a Red-Hot Coin attack.
  You Get Damned Coins, and You Get 
  Damned Coins. Mammon recharges 
  his Avalanche of Greed and uses 
  it.
  Insatiable Greed (costs 2 actions). 
  Mammon can instill his own 
  wretched greed upon others by tossing 
  a handful of his hellish coins into the 
  midst of his enemies. Anyone within a 30-
  foot cube centered on Mammon must make 
  a successful DC 24 Charisma saving throw 
  or be overwhelmed with desire to possess 
  his hellish coins, stopping at nothing to 
  possess them, including slaying friend and 
  family alike for their ownership.
  Fiendish Recovery (costs 2 actions). Mammon 
  recovers 50 hit points and ends one 
  condition affecting him.
  
  88 | Devils
  deviL, moLoCh
  deviL, moLoCh
  Our horses were already tired when we spotted the contraption rolling across the 
  plains of Reme. It was as big as a building and bounced along on two great rollers 
  that flattened anything before it. The sides were covered in spikes that held the 
  still-writhing bodies of the last Rheman village it had rolled over. Riding on a seat 
  at the front was a devilish being more than twice my height. I saw blue eyes turn in 
  our direction, and it raised a metal whip in salute. Then the vehicle turned in our 
  direction. We pushed our horses harder. There was no turning back. — Achak Alo 
  of the Thunder Riders Loreclan  
  Moloch is a 15-foot-tall, thick-necked brute with curving black horns protruding 
  from a squat, wide-mouthed head with glowing ice blue eyes and needle-like teeth. 
  The beast has reddish-brown flesh wreathed in gold and red robes made of silk and 
  satin. The fiend bears a six-flanged metal scourge that crackles with raw electricity.
  Moloch leads a secret insurrection in the heart of Stygia against his master 
  Baalzebul. As far as Baalzebal knows, Moloch is a loyal lieutenant and seneschal 
  of his courts who bravely fights to defend Stygia against incursions. But Moloch is 
  ever alert for opportunities to lower Baalzebul’s status among the various rulers of 
  the Rings of Hell.
  Moloch is known to grant favors to warlocks, assassins, clerics, and wizards who 
  venerate a secret cult known as the Knights of Moloch. The Knights of Moloch 
  are known to spread disinformation and commit murders designed to destabilize 
  governments and topple religious institutions.
  moLoCh, ArCh deviL
  moLoCh, ArCh deviL
  Large fiend (devil), lawful evil
  Armor Class 24 (natural armor)
  Hit Points 319 (22d10 + 192)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  28 (+9)
  28 (+9)
  20 (+5)
  20 (+5)
  20 (+5)
  Saving Throws Constitution +16, Wisdom +12, Charisma +12
  Skills Deception +12, Insight +12, Intimidation +12, Perception +12, 
  Persuasion +12, Stealth +16
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 22
  Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, 
  Infernal, Undercommon, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma 
  (spell save DC 20, +12 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: animate dead, bane, detect evil and good, detect magic, detect 
  thoughts, dispel magic, hold person, invisibility, magic circle, see 
  invisibly, suggestion, true seeing, teleport (self only)
  3/day each: lightning bolt, wall of fire
  1/day: flame strike, symbol
  Legendary Resistance (3/day). If Moloch fails a saving throw, he can 
  choose to succeed instead.
  Magic Resistance. The devil has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Moloch’s weapon attacks are magical.
  Regeneration. Moloch regains 10 hit points at the start of its turn. 
  If Moloch takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Moloch’s next turn. Moloch is destroyed only 
  if he starts his turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Moloch makes one Kraken’s Bite attack and two Claw 
  attacks.
  Kraken’s Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., two 
  targets. Hit: 26 (3d10 + 10) slashing damage and the targets are 
  restrained (escape DC 26). Kraken’s Bite is a whip with six tails and 
  can restrain only six creatures.
  Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 
  36 (4d12 + 10) slashing damage.
  Cone of Cold and Fear (recharge 4–6). Moloch breathes a 30-foot 
  cone of frigid air filled with the shrieking voices of the damned. Each 
  creature in the area must make a DC 24 Constitution saving throw, 
  taking 45 (10d8) cold damage and being frightened until the end of 
  their next turn on a failure, or half as much damage and not being 
  frightened on a success.
  LegendAry Actions
  Moloch can take three 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. Moloch regains spent legendary 
  actions at the start of his turn.
  Release the … Moloch makes a Kraken’s Bite attack.
  Deep Breath. Moloch recharges and uses its Cone of Cold and Fear 
  attack.
  Spread Betrayal (costs 2 actions). All creatures within 30 feet of Moloch 
  must succeed on a DC 20 Wisdom saving throw or use their reaction 
  to attack the nearest of their allies.
  Fiendish Recovery (costs 2 actions). Moloch recovers 50 hit points and ends 
  one condition affecting him.
  
  89
  Devils
  Devils
  deviL, titiviLus (duke oF dis)
  deviL, titiviLus (duke oF dis)
  I swear, the gold key was right there on the floor when you tossed me and 
  Peridis in here. You were rough, too. We weren’t griftin’ the crowd, I swear. One of 
  you musta dropped it. Peridis grabbed it and put it in the lock and that cell door 
  creaked right open. I told him it hadda be a trap, but he wouldn’t listen. Rushed 
  right through. And that’s when everythin’ changed. He ran right through a glowin’ 
  portal and beyond it was this large goat-man with bat wings. And I could see other 
  prison cells around him. Much worse’n this one. — Ezra Mark, describing how his 
  partner in crime vanished from a locked cell 
  Titivilus, the Duke of Dis, is a large satyr with the lower half of a goat and 
  the upper body of a powerfully built bald man. Black leather wings sprout from 
  his back, and his coal-black eyes show no whites. A known manipulator of facts, 
  Titivilus spends most of his hours in his black iron tower in the Prison City of 
  Tormenture scheming up ways to gain control over one of the Rings of Hell for 
  himself. His black basalt tower is guarded by a personal legion of erinyes and 
  bearded devils. Titivilus wields a magical silver rapier in battle.
  ArCh deviL, titiviLus, duke oF dis
  ArCh deviL, titiviLus, duke oF dis
  Medium fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 312 (25d8 + 200)
  Speed 50 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  18 (+4)
  26 (+8)
  24 (+7)
  18 (+4)
  28 (+9)
  Saving Throws Constitution +14, Wisdom +11, Charisma +16
  Skills Arcana +14, Acrobatics +11, Deception +16, Insight +11, 
  Intimidation +16, Perception +11, Persuasion +16, Stealth +11
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Celestial, Demonic, Draconic, Giant, 
  Ignan, Infernal, Terran, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Magic Resistance. Titivilus has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Titivilus’ weapon attacks are magical.
  Regeneration. Titivilus regains 10 hit points at the start of his turn. 
  If Titivilus takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Titivilus’ next turn. Titivilus is destroyed only 
  if he starts his turn with 0 hit points and doesn’t regenerate.
  Innate Spellcasting. Titivilus’ innate spellcasting ability is Charisma 
  (spell save DC 24, +16 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: animate dead, bane, charm person, confusion, detect evil and 
  good, detect thoughts, dispel magic, fear, hold monster, hypnotic 
  pattern, invisibility, magic circle, message, polymorph, suggestion, 
  teleport (self only), tongues, true seeing
  1/day each: feeblemind, symbol
  1/week: wish
  Actions
  Multiattack. Titivilus makes one Silver Rapier attack and two Fear 
  Touch attacks.
  Silver Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) piercing damage plus 18 (4d8) necrotic damage. The 
  target must make a DC 23 Constitution saving throw, suffering an 
  additional 18 (4d8) necrotic damage at the beginning of each of their 
  turns on a failure. The target may repeat the saving throw after 
  suffering this damage, ending the effect on a success.
  Fear Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) psychic damage and the target must succeed on 
  a DC 24 Wisdom saving throw or be frightened of Titivilus for one 
  minute.
  LegendAry Actions
  Titivilus can take three 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. Titivilus regains spent legendary 
  actions at the start of his turn.
  Quick Lunge. Titivilus makes a Silver Rapier attack.
  Lingering Nightmares. Titivilus inflicts an additional 18 (4d8) psychic 
  damage on the next target he hits with his Fear Touch attack.
  Wing Buffet (costs 2 actions). Titivilus buffets the air with his wings to 
  create a 20-foot cone of powerful wind. All creatures caught in this 
  area must succeed at a DC 25 Strength check or be knocked prone 
  and pushed 30 feet away from Titivilus.
  Fiendish Recovery (costs 2 actions). Titivilus recovers 50 hit points and 
  ends one condition affecting him.
  
  90 | Devils
  deviL, xAphAn (the burning duke, duke oF inFernus)
  deviL, xAphAn (the burning duke, duke oF inFernus)
  We thought it was an angel sent from Muir. Pity us, for we did. It soared out of the clouds with the majesty of the divine. How wrong we were. 
  It slammed into High Priest Paynos, gutting the man and igniting him with the flames covering its body. As our leader fell, the rest of us grabbed 
  our weapons, hoping to stop this evil thing that was half goat and half man. Underpriest Frill went next, felled by some unseen magic. Something 
  hit me hard, and I dropped, losing all sense. I woke in darkness, pinned by the bodies of my fellow priests. — Priestess Fransine Tung, only 
  survivor of the massacre in the temple of Muir in Corvusrook  
  Xaphan, the Burning Duke, retained some semblance of his angelic looks after the fall of the angels. He still has a handsome face and a long 
  braid that runs down his back. His small burnished horns glow like molten bronze. Xaphan stands 13 feet tall and is satyr-like, and has the lower 
  half of a goat and the upper body of a powerful humanoid. Large leathery wings sprout from his back, and he is frequently coated in a sheen of 
  hell fire.
  Xaphan was cast down along with The Lightbringer and the other angels for their sacrilege, and it is said he helped The Lightbringer construct 
  Hell itself. It is known among scholars that Xaphan was the one who stoked Hell’s furnaces in The Lightbringer’s great basalt palace, powering 
  the furnaces with unholy fire fed by tortured souls. Where Caasimolar serves as regent of the Lightbringer’s holdings, Xaphan, an advanced pit 
  fiend in the order of Alastor, serves as general of The Lightbringer’s armies.
  The Burning Duke leads 15 companies of pit fiends in The Lightbringer’s service. He is completely loyal to the Prince of Darkness and was 
  with The Lightbringer during the Unholy Schism. It was Xaphan who attempted to set the heavens on fire during the Unholy Schism to consume 
  each and every angel and celestial in a blazing inferno.
  
  91
  Devils
  Devils
  Innate Spellcasting. Xaphan’s innate spellcasting ability is Charisma 
  (spell save DC 22, +14 to hit with spell attacks). he can cast the 
  following spells, requiring no material components:
  At will: animate dead, bane, call lightning, detect evil and good, detect 
  thoughts, dispel magic, hold monster, invisibility, lightning bolt, 
  magic circle, polymorph, scorching ray, teleport (self only), tongues, 
  true seeing, wall of fire
  3/day each: control weather, fireball
  Legendary Resistance (3/day). If Xaphan fails a saving throw, he can 
  choose to succeed instead.
  Magic Resistance. Xaphan has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapons. Xaphan’s weapon attacks are magical.
  Regeneration. Xaphan regains 10 hit points at the start of its turn. 
  If Xaphan takes damage from a silvered weapon, this trait doesn’t 
  function at the start of Xaphan’s next turn. Xaphan is destroyed only 
  if he starts his turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. Xaphan makes one Hellstorm Sword attack and two 
  Claw attacks.
  Hellstorm Sword. Melee Weapon Attack: +16 to hit, reach 5 ft., one 
  target. Hit: 18 (2d8 + 9) slashing damage plus 18 (4d8) fire damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 16 
  (2d6 + 9) slashing damage.
  LegendAry Actions
  Xaphan can take three 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. Xaphan regains spent legendary 
  actions at the start of his turn.
  Quick Swipe. Xaphan makes a Hellstorm Sword attack.
  Hellstorm Burst. Xaphan’s next Hellstorm Sword attack explodes on the target. 
  The target and all creatures within 30 feet of it must make a DC 19 Dexterity 
  saving throw, suffering 9 (2d8) fire and 9 (2d8) thunder damage on a failure, or 
  half as much on a success.
  Wing Buffet (costs 2 actions). Xaphan buffets the air with its wings to 
  create a 20-foot cone of powerful wind. All creatures caught in this 
  area must succeed at a DC 25 Strength check or be knocked prone 
  and pushed 30 feet away from Xaphan.
  Fiendish Recovery (costs 2 actions). Xaphan recovers 50 hit points and 
  ends one condition affecting him.
  xAphAn, the burning duke, duke oF inFernus, 
  xAphAn, the burning duke, duke oF inFernus, 
  ArCh deviL
  ArCh deviL
  Large fiend (devil), lawful evil
  Armor Class 22 (natural armor)
  Hit Points 362 (25d10 + 225)
  Speed 50 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  18 (+4)
  28 (+9)
  24 (+7)
  18 (+4)
  24 (+7)
  Saving Throws Constitution +16, Wisdom +11, Charisma +14
  Skills Arcana +14, Acrobatics +11, Deception +14, Insight +11, 
  Intimidation +14, Perception +11, Persuasion +14, Stealth +11
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks that are not silver
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 21
  Languages Abyssal, Common, Celestial, Demonic, Draconic, Giant, 
  Ignan, Infernal, Terran, telepathy 100 ft.
  Challenge 22 (41,000 XP)
   
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Fiery Aura. Any creature that begins its turn within 10 feet of Xaphan 
  suffers 7 (2d6) fire damage.
  Fiery Gaze. When a target starts its turn within 30 feet of Xaphan and 
  is able to see Xaphan’s eyes, Xaphan can magically force it to make 
  a DC 19 Wisdom saving throw, unless Xaphan is incapacitated. On 
  a failed saving throw the target suffers 18 (4d8) fire damage. Unless 
  surprised, a target can avert its eyes to avoid the saving throw at the 
  start of its turn. If the target does so, it can’t see Xaphan until the 
  start if its next turn, when it can avert its eyes again. If the target 
  looks at Xaphan in the meantime, it must immediately make the 
  save.
  
  92 | Dinosaurs
  dinosAurs
  dinosAurs
  dinosAur, ALLosAurus
  dinosAur, ALLosAurus
  We ascended the plateau on the third day of Oeros. The lower slopes of the 
  central mountain were covered with a broad savannah upon which a plentitude of 
  large reptiles grazed. During our second night on the plateau, we heard the bleating 
  of the mules followed by the screams of the guards. Turning out of my tent with 
  sword in hand, I rushed to the scene of carnage, arriving in time to see a massive 
  tiger-striped tail covered in scales and feathers held aloft as a balance as the beast 
  plunged back into the darkness. Of two mules, only a few scraps of hide and limbs 
  remained. Of our night guards, Piotr and Rastalivic, no trace remained save a 
  broken helm and a snapped spear. — Algrid Henswaithe, University of the Vast
  While smaller than the more famous Tyrannosaurus rex, the allosaurus is a 
  fearsome predator. It is far stealthier than its larger kin and more likely to strike in 
  ambush from behind large trees. Allosauruses tend to travel in pairs, either mated 
  pairs or a pair of siblings of the same sex. Territorial, allosauruses are known to track 
  foes for miles before making their presence known in a snarling, roaring attack.
  ALLosAurus
  ALLosAurus
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  17 (+3)
  2 (–4)
  12 (+1)
  5 (–3)
  Skills Perception +5
  Senses passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Pounce. If the allosaurus moves at least 30 feet straight toward a 
  creature and then hits it with a claw attack on the same turn, that 
  target must succeed on a DC 13 Strength saving throw or be knocked 
  prone. If the target is prone, the allosaurus can make one bite attack 
  against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 
  (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) slashing damage.
  dinosAur, AnkyLosAurus
  dinosAur, AnkyLosAurus
  I silently raised my hand to call a halt to our hunting party. There, just barely 
  discernable through the trees lining the stream, was a large reptile. It was squat, 
  moving its massive bulk on four stout legs, with a back covered in armored ridges 
  and spikes. As we watched, it grazed upon low-hanging foliage, its long tail 
  swinging back and forth a few feet off the ground. The tail was tipped with a massive 
  bulbous growth of bone, something like a mace. As our artist Haldric began quickly 
  applying charcoal to parchment, the beast raised its head as if sensing our presence. 
  We began to slowly fall back, but were too late. It charged, using its wicked tail to 
  full effect. — Algrid Henswaithe, University of the Vast
  Ankylosauruses are four-legged herbivores that graze on low-lying vegetation 
  along the jungle’s margins, be they the edge of the jungle, glades, or the banks of 
  streams. Their bodies are encased in thick, scaly armor that features many points 
  along the edges and down the back. Their tails are long and held aloft behind them. 
  These tails are often tipped with a bony head although some have fluted spikes, but 
  they are always strong and flexible. Ankylosauruses are irritable and nearsighted; 
  they prefer to feel out strange creatures with a few tail whacks, just to be careful.
  dinosAur, AnkyLosAurus
  dinosAur, AnkyLosAurus
  Huge beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 95 (10d12 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  11 (+0)
  16 (+3)
  2 (–4)
  10 (+0)
  6 (–2)
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Actions
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8 
  + 5) bludgeoning damage and Large or smaller targets must succeed 
  on a DC 16 Strength check or be knocked prone and stunned until 
  the end of their next turn.
  
  93
  Dinosaurs
  Dinosaurs
  dinosAur, hAdrosAur
  dinosAur, hAdrosAur
  Our supplies of salted beef and hardtack were supplemented by hunting the 
  local fauna. Our favorite by far was the horse-sized grazer with the large, rounded 
  head. Fairly docile, they were easy prey unless one startled the herd. A dozen of the 
  charging beasts were worse than a stampede of cattle, and faster as well. Mostly 
  they traveled on all fours, but if enraged, they could rise up on their powerful hind 
  legs and with great strides strike at foes who thought they were at a safe distance. 
  — Algrid Henswaithe, University of the Vast
  A generally placid and peaceful grazer of grass and ferns, the Hadrosaur is a 
  danger only in large numbers. Shy, these creatures prefer to avoid trouble. However, 
  each herd keeps several of its number on lookout. When danger threatens, the herd 
  bunches together, placing young and pregnant females in the center. If the threat 
  attacks, the herd attempts to move away en masse, but this direction is always away 
  from the first threat and might lead to them trampling other hunters or running into 
  a more dangerous situation.
  dinosAur, hAdrosAur
  dinosAur, hAdrosAur
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  11 (+0)
  17 (+3)
  2 (–4)
  10 (+0)
  6 (–2)
  Senses passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  Trampling Charge. If the Hadrosaur moves at least 20 feet straight 
  toward a creature and hits that creature with a Ram attack on the 
  same turn, that target must succeed on a DC 13 Strength check or 
  be knocked prone. If the target is knocked prone, the Hadrosaur may 
  make one Stomp attack against it as a bonus action.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) bludgeoning damage.
  Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. 
  Hit: 17 (3d8 + 4) bludgeoning damage.
  dinosAur, dipLodoCus
  dinosAur, dipLodoCus
  A large lake filled a depression at the base of the central mountains. As we 
  penetrated the lowlands south of the basin, we discovered a large swampy area of 
  ferns and cycads. Some of the bodies of water were far deeper than they seemed, 
  which led us to misidentify the creature. At first we saw a long neck rising out of the 
  murky water, a massive lily pad slowly being munched in its small jaws. The neck 
  craned around to look at us, and it did not like what it saw. I did not fear, for there 
  was little doubt in my mind we were looking at some sort of herbivorous snake. I 
  must admit I was wrong, for the massive body that thundered out of the deep pool 
  was larger than an elephant and much more powerful. We lost three good porters 
  that day. — Algrid Henswaithe, University of the Vast
  Grazers of lakes, bogs, and in some cases, the shallow seas, the stately Diplodocus 
  is generally not a threat. Slow moving, confident in their bulk, they rarely do more 
  than watch passing creatures. These massive beasts move in small family groups 
  and gather during the mating season in great herds to lay their eggs in dry nests. It 
  is during this migration and mating period that they are the most dangerous, for the 
  normally placid creatures become ill-tempered until their young hatch and become 
  large enough to accompany their parents back to the lakes and swamps.
  dinosAur, dipLodoCus
  dinosAur, dipLodoCus
  Gargantuan beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 198 (12d20 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  23 (+6)
  2 (–4)
  14 (+2)
  5 (–3)
  Skills Athletics +9
  Damage Resistances bludgeoning
  Senses passive Perception 12
  Languages —
  Challenge 10 (5,900 XP)
  Trampling Charge. If the Diplodocus moves at least 20 feet straight 
  toward a creature and then hits it with a tail attack on the same 
  turn, that target must succeed on a DC 17 Strength saving throw or 
  be knocked prone. If the target is prone, the Diplodocus can make 
  one stomp attack against it as a bonus action.
  Unstoppable. The Diplodocus has advantage on ability checks and 
  saving throws against effects that would restrain it or knock it 
  prone.
  Actions
  Multiattack. The Diplodocus makes two Tail Whip attacks.
  Tail Whip. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. 
  Hit: 18 (3d8 + 5) slashing damage. If the target is a Large or smaller 
  creature, it must succeed on a DC 17 Strength check or be knocked 
  prone.
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. 
  Hit: 21 (3d10 + 5) bludgeoning damage.
  LegendAry Actions
  The Diplodocus can take three 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 Diplodocus regains 
  spent legendary actions at the start of its turn.
  Move. The Diplodocus moves up to half its speed.
  Stomp (costs 2 actions). The Diplodocus makes one stomp attack.
  Whip Crack (costs 3 actions). The Diplodocus whips its tail in the 
  air to create a thunderous crack. Each creature within 20 feet of 
  it must succeed on a DC 17 Wisdom saving throw or take 14 (4d6) 
  thunder damage and become frightened until the end of its next 
  turn.
  
  94 | Dinosaurs
  dinosAur, iguAnodon
  dinosAur, iguAnodon
  We fled the jungle with the terrifying sounds of trees shaking and falling behind 
  us. Our headlong flight drove us straight into more danger, however, as the porters 
  cleared the trees and ended up in the middle of a herd of giant herbivores. We 
  startled them, obviously, which led to the savage biting, kicking, and stomping that 
  followed as they tried to protect their young. A couple of porters ended up on the 
  wrong end of a spike. — Algrid Henswaithe, University of the Vast
  Known primarily as herbivores, Iguanodons can be found in many regions of the 
  world. While they do not seek prey to feed on, the Iguanodon is aggressive if they 
  or their offspring are preyed on. Fighting with a formidable bite and thumb spike, 
  this creature is not one to be taken lightly.
  iguAnodon
  iguAnodon
  Huge beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 96 (11d12 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  2 (–4)
  12 (+1)
  6 (–2)
  Senses passive Perception 11
  Languages —
  Challenge 6 (2300 XP)
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  20 (3d10 + 4) piercing damage.
  Thumb Spike. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (3d8 + 4) piercing damage and the target 
  must succeed on a DC 12 Constitution saving throw or lose 
  4 (1d8) hit points at the start of each of its turns until 
  healed with magic.
  dinosAur, pterAnodon
  dinosAur, pterAnodon
  The great flying reptiles swooped down from the 
  sky and attacked. In their first pass they carried off 
  five of our bearers, halflings all, and winged over 
  toward the slopes of the central mountains. The 
  second wave went after the other small creatures 
  of our party, snapping up monkeys, halflings, and 
  gnomes, but failed to carry off our dwarven smith. 
  That last attempt cost the flock three of its number. 
  — Algrid Henswaithe, University of the Vast
  Largest of the flying reptiles, Pteranodons normally hunt large fish. They fly over 
  shallow seas, dive into the water, and come up with a beak full of flapping fish. 
  However, some species adapted to life in unusual conditions such as mountains 
  towering over large jungles or open grasslands. These populations hunt small game. 
  Some Pteranodons grow to be truly large, with wingspans of 20 feet or more. Such 
  specimens are capable of snatching up prey as large as a halfling and carrying it 
  away to tear it apart with its sharp-toothed beak.
  dinosAur, pterAnodon
  dinosAur, pterAnodon
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  17 (+3)
  12 (+1)
  2 (–4)
  8 (–1)
  7 (–2)
  Skills Perception +1
  Senses passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Dive. If the Pteranodon dives at least 30 feet straight toward a target 
  and then hits it with a Bite attack on the same turn, the target takes 
  an additional 7 (2d6) piercing damage.
  Flyby. The Pteranodon doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 
  + 3) piercing damage.
  dinosAur, pterodACtyL
  dinosAur, pterodACtyL
  We had already encountered the great flying 
  reptiles and were leery when we heard from the 
  natives that other flying creatures could be 
  found in the cliffs surrounding a nearby lake. 
  Undaunted, we journeyed to investigate 
  and were surprised at what we saw. These 
  were in appearance much like their deadly brethren but were 
  merely a few feet in wingspan. Friendly, these creatures flapped up and 
  investigated us as we investigated them. Magas Sathrick kept one as a 
  pet and eventually made it into her familiar. — Algrid Henswaithe, University of 
  the Vast
  Pterodactyls are small flying reptiles with wingspans of around two to three feet, 
  beaks filled with small sharp teeth, and feet tipped with sharp claws. They tend to 
  lair along seaside cliffs, but some species have colonized jungles and forests. While 
  not much of a threat themselves, they become dangerous in large numbers. Any 
  disturbance of a nesting cliff, such as collecting eggs or simply trying to scale the 
  cliff, can stir up dozens of these small reptiles in a shrieking cloud.
  pterodACtyL
  pterodACtyL
  Tiny beast, unaligned
  Armor Class 12
  Hit Points 1 (1d4 – 1)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  14 (+2)
  8 (–1)
  2 (–1)
  12 (+1)
  10 (+0)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 
  piercing damage.
  
  95
  Dinosaurs
  Dinosaurs
  dinosAur, rAptor
  dinosAur, rAptor
  Our scouting party was hours late, so against our better judgment I led a small 
  group to find them. The sun was getting low on the horizon when we found the site 
  of the ambush. Blood was everywhere; whatever creatures had done this were not 
  tidy. They were also powerful and stealthy to have ambushed such a large and well-
  armed party. Tracks were studied, bite marks analyzed, and we pondered what sort 
  of creatures could have caused such carnage as we trekked back to camp. As night 
  fell we found out, and only through the judicious use of certain spells was I alone 
  able to survive. — Algrid Henswaithe, University of the Vast
  These man-sized, feathered bipedal dinosaurs are pack hunters with a mean 
  streak. They are ambush predators that prefer to strike from multiple directions at 
  once to confuse and confound their prey. Social creatures, the pack is the center of 
  raptor life, and any injury to a pack member brings about a wrathful reckoning. This 
  revenge is not necessarily immediate; raptors are clever and patient and will stalk a 
  foe for days to strike when the moment is to their advantage.
  dinosAur, rAptor
  dinosAur, rAptor
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  12 (+1)
  6 (–2)
  14 (+2)
  10 (+0)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages —–
  Challenge 3 (700 XP)
  Sharp Senses. Raptors have advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The raptor makes one Bite attack and one Claw attack 
  or two Claw attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 
  + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage. If the raptor hits the same target with 
  two Claw attacks on the same turn, it inflicts an additional 4 (1d8) 
  slashing damage.
  dinosAur, rAptors, mutAnt
  dinosAur, rAptors, mutAnt
  The thing that crawled out of a vat in the forbidden temple was skinless and 
  dripping a clear whitish fluid. It tread toward us on cautiously, its eyes far too 
  bright with intelligence and menace for the simple creature from which it was made. 
  Then it opened its mouth, not to shriek, but to spew forth a torrent of magical 
  energy. The bearers ran. Have no doubt, so did I. — Algrid Henswaithe, University 
  of the Vast
  Created by foul sorcery, mad alchemy, or some other 
  perversion of the natural order, mutant raptors are savage, 
  intelligent creatures capable of great magical power. 
  Larger than their natural cousins, the mutant raptors 
  combine the speed and strength of their bodies with 
  cruel and cunning minds. Each 
  mutant is slightly different than 
  their brethren, and while some 
  innately cast spells, others breathe 
  out jets of flame or lightning, or 
  sometimes even more exotic 
  magical energies.
  dinosAur, rAptors, mutAnt
  dinosAur, rAptors, mutAnt
  Large magical beast, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  12 (+1)
  6 (–2)
  14 (+2)
  10 (+0)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages —–
  Challenge 4 (1,100 XP)
  Magical Mutation. A mutant raptor can innately cast one of the 
  following spells using Wisdom as its spellcasting ability score 
  (spell save DC 12, +4 to hit with magical attacks): enlarge/reduce, 
  invisibility, misty step, or scorching ray
  Sharp Senses. Raptors have advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Multiattack. The mutant raptor makes one Bite attack and one Claw 
  attack or two Claw attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 
  + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage. If the raptor hits the same target with 
  two claw attacks on their turn, they inflict an additional 4 (1d8) 
  slashing damage.
  
  96 | Dinosaurs
  dinosAur king, triCerAtops
  dinosAur king, triCerAtops
  The local reptile folk told us this tale. Long ago before the plateau rose from the 
  lowlands, there dwelled in the jungles two great beast spirits. One lived upon the 
  north point, the other the south. The northern one desired to take a form and chose 
  the shape of one of the great Three-Horns that roamed the grasslands, only larger. 
  They said it still roams the savannah today, always in the form of the largest of the 
  Three-Horns, a protector of the herd and defender of the land from the depredations 
  of mortals. — Algrid Henswaithe, University of the Vast
  Dinosaur kings look like a normal member of the species they bond with, albeit 
  larger and far more intelligent. They are not truly made of flesh and blood, but of 
  ephemeral spirit stuff that behaves much the same way. The Triceratops dinosaur 
  kings are closer to their bonded species than others and often mate with their 
  bonded species to produce hybrid flesh and spirit being that are nearly as powerful 
  as their royal forebearers.
  triCerAtops king
  triCerAtops king
  Gargantuan monstrosity, neutral good
  Armor Class 15 (natural armor)
  Hit Points 294 (19d20 + 95)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  20 (+5)
  15 (+2)
  17 (+3)
  16 (+3)
  Saving Throws Str +11, Con +9, Wis +7
  Skills Insight +7, Perception +7
  Damage Immunities bludgeoning, piercing, and slashing damage 
  from nonmagical attacks
  Senses darkvision 60 ft, passive Perception 17
  Languages Sylvan
  Challenge 12 (8,400 XP)
  Herd Master. The Triceratops king may cast spells with the range of 
  touch on allies if within 30 feet.
  Innate Spellcasting. The Triceratops king’s innate spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It 
  can cast the following spells, requiring no material components:
  At will: cure wounds, speak with animals, speak with plants
  3/day each: hold person, moonbeam, spike growth
  1/day each: dispel magic, conjure animals
  Magic Resistance. The Triceratops king has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The Triceratops king’s weapon attacks are magical.
  Actions
  Multiattack. The Triceratops king makes two Gore attacks.
  Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 
  (4d10 + 7) piercing damage.
  Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone target. 
  Hit: 26 (3d12 + 7) type damage.
  LegendAry Actions
  The Triceratops king can take three 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 Triceratops king 
  regains spent legendary actions at the start of its turn.
  Rampage. The Triceratops king makes a Gore and a Stomp attack.
  Bolster Herd (costs 2 actions). The Triceratops king’s allies within 
  30 feet may immediately attempt a saving throw against an ongoing 
  effect.
  Herd Charge (costs 2 actions). All allies within 30 feet or the 
  Triceratops king take a move and an action.
  
  97
  Dinosaurs
  Dinosaurs
  dinosAur king, tyrAnnosAurus
  dinosAur king, tyrAnnosAurus
  To the south, so the local legends say, another great beast spirit was caught in 
  the upwelling of the plateau. This one was a hungry spirit, a spirit of the hunt, of 
  feasting, and of rage. Jealous that its brethren had taken the form of one of the 
  powerful but gentle Three-Horns of the plains, it too chose a form. Today, so the 
  legends say, the southern jungles are hunted by a Great Jawed Monster that is 
  larger, smarter, and more bellicose than the rest. Like its plains-dwelling cousin, 
  this dinosaur king has its loyal followers, a pack of snarling raptors that is always 
  growing and shrinking as the dinosaur king’s hunger grows. — Algrid Henswaithe, 
  University of the Vast
  Dinosaur kings look like a normal member of the species with which they have 
  bonded, albeit larger and far more intelligent. They are not truly made of flesh and 
  blood, but ephemeral spirit stuff that behaves much the same way. Solitary like 
  the creature’s whose form they have stolen, Tyrannosaurus dinosaur kings do not 
  mate with their physical brethren nor do they associate with others of their kind. 
  Instead, they draw to themselves a cadre of loyal raptors and other smaller predators 
  who serve as a sort of court. While this court shows great loyalty to its king, the 
  Tyrannosaurus king does not share that feeling and happily eats a follower if it 
  pleases them.
  tyrAnnosAurs king
  tyrAnnosAurs king
  Gargantuan monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 313 (19d20 + 114)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  22 (+6)
  14 (+2)
  14 (+2)
  9 (–1)
  Saving Throws Str +12, Con +10, Wis +6
  Skills Perception +6
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  damage from nonmagical attacks
  Condition Immunities poisoned
  Senses darkvision 60 ft, passive Perception 16
  Languages Sylvan
  Challenge 12 (8,400 XP)
  Cloud of Carrion. The Tyrannosaurus king is surrounded by a 
  cloud of buzzing insects and the ripe stench of rotting carcasses. All 
  creatures that begin their turn within 15 feet of the Tyrannosaurus 
  king must succeed at a DC 15 Constitution saving throw or gain the 
  poisoned condition until they begin their turn more than 15 feet from 
  the Tyrannosaurus king. A creature that saves against this effect is 
  immune to it for 24 hours.
  Innate Spellcasting. The Tyrannosaurus king’s innate spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It 
  can cast the following spells, requiring no material components:
  At will: darkness, dispel magic, ray of enfeeblement
  3/day: animate dead
  1/day: circle of death
  Magic Resistance. The Triceratops king has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The Triceratops king’s weapon attacks are magical.
  Actions
  Multiattack. The Tyrannosaurus king makes one Bite attack and 
  one Tail attack. The Tyrannosaurus king may substitute a swallow 
  attack for its bite attack. It can’t make both attacks against the same 
  target.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 47 
  (6d12 + 8) piercing damage.
  Swallow. The Tyrannosaurus king makes a Bite attack, and if it 
  hits, the creature must succeed at a DC 18 Dexterity saving throw 
  or be swallowed if the creature is Large sized or smaller. While 
  swallowed, the creature is blind and restrained, it has total cover 
  against attacks and other effects that originate from outside the 
  Tyrannosaurus king and it takes 39 (6d12) acid damage at the start 
  of the Tyrannosaurus king’s turn. The Tyrannosaurus king can have 
  only two Large-sized creatures, four Medium-sized creatures, or six 
  Small-sized creatures swallowed at one time.
  If the Tyrannosaurus king takes 50 damage or more on a single turn 
  from a creature inside it, the Tyrannosaurus king must succeed 
  on a DC 18 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 Tyrannosaurus king. If the Tyrannosaurus king 
  dies, all swallowed creatures are no longer restrained by it and can 
  escape from the corpse using 15 feet of movement, exiting prone.
  Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 
  (3d10 + 8) bludgeoning damage.
  LegendAry Actions
  The Tyrannosaurus king can take three 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 
  Tyrannosaurus king regains spent legendary actions at the start of 
  its turn.
  Rampage. The Tyrannosaurus king makes a Bite and a Tail attack.
  Gobble (costs 2 actions). The Tyrannosaurus king makes two 
  swallow actions.
  Spit (costs 2 actions). The Tyrannosaurus king spits up to two 
  creatures it has swallowed at up to two targets. This is a ranged 
  weapon attack made at + 4 to hit, with a range of 20/40 feet, and 
  inflicts 27 (5d10) bludgeoning damage on the creature hit and the 
  creature spit out. Both the creature hit and the one spit out must 
  succeed at a DC 20 Strength saving throw or become prone.
  
  98 | D
  dire Corby
  dire Corby
  Medium monstrosity, neutral evil
  Armor Class 11
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  13 (+1)
  6 (–2)
  10 (+0)
  8 (–1)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Deep Speech, Undercommon
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. A dire corby makes two Claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.; one creature. Hit: 6 
  (1d6 + 3) slashing damage.
  dire Corby
  dire Corby
  The underground stairs led upward into the massive open beak of a giant bird’s 
  head carved from the rock. We heard what sounded like an aerie of birds cawing 
  beyond the carving, but even our druid Stellen couldn’t imagine what types of birds 
  might live so far underground. We advanced slowly and quietly to avoid trouble. 
  The cavern beyond was riddled with caves that climbed upward along the walls. 
  Nests perched on each ledge before these openings. We had arrived as a ceremony 
  was occurring, with tall figures wearing black, feathered outfits and bird-like beak 
  masks. We watched for a while, and then I understood: These weren’t men wearing 
  masks, they were actually birds. The cavern was alive with the birdmen, hundreds of 
  them, although none had wings. Instead, they’d grown muscular arms and wicked 
  claws. We withdrew before they noticed us. — Gully Cederlund, ranger of the vale
  Dire corbies are humanoid, bipedal birdmen that dwell deep beneath the surface 
  world. They make their homes in large, open caverns where they hollow out 
  individual shelters in the walls. These creatures do not now have wings, but they 
  almost certainly did in the remote past. Why their wings disappeared and were 
  replaced by muscular arms with claws is unknown.
  Dire corbies hunt in flocks, finding great pleasure in chasing down prey. While 
  they are omnivores, they prefer a diet of fresh meat. They hunt and enjoy the flesh 
  of subterranean rodents, animals, and even other races. They are particularly fond 
  of the leathery flesh of bats. A typical hunt ends with the prey cornered and trapped, 
  then cruelly tormented and tortured for many minutes before the dire corbies finally 
  tear it to shreds with their claws.
  
  99
  D
  dokkAebi
  dokkAebi
  The Lucky Beggar in Bard’s Gate is the oddest tavern and inn I’ve ever visited. 
  The food was delicious, the drink flowed, and the guests had wonderful stories of 
  the road to share. I tried the lamb and a side of red potatoes, with a stout ale to 
  wash it all down. The only negative was the table of barbarians beside us. They 
  were harassing the servers and making a nuisance of themselves. When I asked 
  why they weren’t thrown out, one server smiled and said, “Watch what happens.” 
  Soon after, all of their chairs collapsed at once, throwing them to the floor. A 
  moment later, a drunken guest tripped and spilled a pitcher of goat’s milk over 
  them. Finally, the fireplace spat a hot coal straight into one of their loin cloths, 
  sending the unfortunate man scampering for the door. It was incredibly bad luck, 
  but I have no idea how it happened. — From the published pamphlets of renowned 
  tavern reviewer Jonah Gold
  Dokkaebi are mischievous but ultimately friendly household spirits. They are 
  diminutive creatures with overlong limbs and a large head with a mischievous grin 
  and bright, intelligent eyes. Chaotic and capricious, they are nonetheless capable 
  of great acts of generosity and kindness, often bringing wealth and good fortune 
  to those who treat them well. Many tales are told of ungrateful, wealthy folk who 
  shun the presence of dokkaebi and fall on misfortune, while poor peasants welcome 
  the luck goblins and offer them a share of their meager possessions, receiving great 
  wealth and blessings in return.
  When they first appear, dokkaebi may test a house’s inhabitants with minor 
  pranks: hiding objects, making noises in the night, or animating furniture or 
  utensils to do strange but harmless things such as dance or float about the room. 
  The dokkaebi may turn hostile should the homeowner try to expel them, or they 
  may simply leave. If they are treated well — food left out or small sacrifices made 
  in the form of minor trinkets or knickknacks intended simply to demonstrate the 
  homeowner’s good intentions — they may begin to help the household and even 
  (if the stories are to be believed) bring gold and riches to the poorest of the poor.
  Dokkaebi do not have a native physical form, being spirits, but usually appear 
  as described above.
  dokkAebi
  dokkAebi
  Small fey, chaotic good
  Armor Class 15 (natural armor)
  Hit Points 63 (14d6 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  12 (+1)
  12 (+1)
  15 (+2)
  15 (+2)
  Skills Perception +6, Stealth +6
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks
  Condition Immunities charmed
  Senses passive Perception 16
  Languages Common, fey
  Challenge 3 (700 XP)
  Luck Bringer. A dokkaebi that inhabits a house and is well-treated 
  may, at its own discretion, gift the homeowner with the Luck 
  feat. This feat exists only for so long as the dokkaebi inhabits the 
  household or until the dokkaebi itself revokes it.
  Innate Spellcasting. The dokkaebi’s spellcasting ability is Charisma 
  (spell save DC 12). The dokkaebi can innately cast the following 
  spells, requiring no material components:
  At will: detect good and evil, detect magic, detect thoughts, invisibility
  3/day each: animate objects, create food and water, cure wounds, lesser 
  restoration
  1/day each: blink, greater restoration, scrying, stinking cloud
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 4 (1d8) 
  piercing damage. The target must succeed on a DC 13 Constitution 
  saving throw or become unconscious for one minute. The target can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  
  100 | Dragons
  Elemental Breath (recharge 5–6). The azure dragon exhales a burst 
  of elemental force. The dragon can select the type of damage from 
  the following list. Each creature in the area of effect must make the 
  specified saving throw or take the listed damage, or half as much 
  damage on a success:
  Cold: 90-foot cone, DC 20 Constitution saving throw, 72 (16d8) cold 
  damage.
  Fire: 90-foot cone, DC 20 Dexterity saving throw, 91 (26d6) fire 
  damage.
  Lightning: 120-foot line, 10 feet wide, DC 20 Dexterity saving throw, 
  88 (16d10) lightning damage.
  Thunder: 90-foot cone, DC 20 Constitution saving throw, 88 (16d10) 
  thunder damage.
  Wind: 120-foot cone, DC 20 Dexterity saving throw, 36 (8d8) force 
  damage. On a failed saving throw, in addition to damage, the target 
  is thrown backwards 30 feet and knocked prone.
  Frightful Presence. Each creature of the azure dragon’s choice that 
  is within 120 feet of the creature and aware of it must succeed on a 
  DC 20 Wisdom saving throw or become frightened for one 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 
  azure dragon’s Frightful Presence for the next 24 hours.
  LegendAry Actions
  An azure dragon can take three 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 azure dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The azure dragon makes a Wisdom (Perception) check.
  Tail Attack. The azure dragon makes a tail attack.
  Windstorm (costs 2 actions). The dragon conjures a punishing 
  cyclone of wind. Each creature within 15 feet of the dragon must 
  succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) 
  bludgeoning damage and be knocked prone.
  drAgons
  drAgons
  drAgon, Azure
  drAgon, Azure
  Ollie was leaping nimbly around the basket, pulling levers, pushing buttons, and 
  cranking dials. I found I couldn’t stand up for fear of looking over the edge of the 
  basket again. I didn’t think we would get so high when I agreed to document this 
  folly. But Ollie seemed unperturbed, even when the lightning strikes crackled so 
  near the thin fabric of the balloon suspended above us. Suddenly, a dark shadow 
  circled us, and I had to look. A serpentine dragon glided around the basket, its 
  scales the color of a bright, sunlit day. It had no wings, but somehow flew along with 
  ease. It hovered alongside and turned its head toward us. I was prepared to jump 
  when it spoke in a deep, resonating voice, “Hello again, Ollie.” — Egan Thumble, 
  documenting halfling inventor Ollie Nematoad’s balloon flight over the Star Sea
  The azure dragons are said to have been created by the gods to keep order in 
  the realms of the sky. They are wise and (usually) gentle creatures who can appear 
  at times of great mayhem and chaos involving the aerial realm — storms, magical 
  disturbances, or in the presence of large unnatural flying creatures such as demons 
  or mechanical flying contraptions. Their task is not to attack or destroy, but to 
  investigate, and if the disturbance proves of a dangerously chaotic nature (whether 
  good or evil) to eliminate the threat quickly and efficiently, with as little disturbance 
  to the realms of the sky as possible.
  Azure dragons are serpentine, coiling creature of enormous size that glide 
  through the air, their scales mimicking the colors of a bright sunlit day. They fly 
  effortlessly and without wings. The gods occasionally send azure dragons to deliver 
  important messages and to impart wisdom to their clerics, monks, paladins and 
  other special followers. The appearance of an azure dragon is considered extremely 
  auspicious, usually heralding or resulting from momentous events.
  Azure drAgon
  Azure drAgon
  Gargantuan dragon, lawful neutral
  Armor Class 22 (natural armor)
  Hit Points 481 (26d20 + 208)
  Speed 40 ft., fly 80 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  10 (+0)
  27 (+8)
  20 (+5)
  20 (+5)
  21 (+5)
  Saving Throws Dex +7, Con +15, Wis +12, Cha +12
  Skills History +19, Intimidation +19, Nature +19, Perception +19, 
  Persuasion +19, Religion +19
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29
  Languages Common, Draconic
  Challenge 23 (50,000 XP)
  Legendary Resistance (3/day). If the creature fails a 
  saving throw, it can choose to succeed instead.
  Skyborn. The azure dragon’s scales flicker with the 
  colors of the daylight sky. While in flight in a 
  natural sky during the day (including stormy 
  skies), attacks against an azure dragon are at 
  disadvantage.
  Actions
  Multiattack. The azure dragon uses its 
  Frightful Presence and make one Bite 
  attack and two Claw attacks.
  Bite. Melee Weapon Attack: +16 to hit, 
  reach 15 ft., one target. Hit: 20 (2d10 
  + 9) piercing damage plus 11 (2d10) 
  lightning damage.
  Claw. Melee Weapon Attack: +16 to hit, 
  reach 10 ft., one target. Hit: 16 (2d6 + 9) 
  slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, 
  reach 20 ft., one target. Hit: 18 (2d8 + 9) 
  bludgeoning damage.
  
  101
  Dragons
  Dragons
  drAke, Fire
  drAke, Fire
  The villagers said they had a dragon problem. Hey, piece of cake. Nine times out 
  of ten it’s just a larger-than-normal lizard, maybe a reptilian predator of some kind. 
  Half the time, they don’t even have wings. Well, not this time. It wasn’t a full-on 
  dragon, thank the gods, but a drake. Those lesser members of dragon kind — some 
  folks call them dragonettes — are nothing to laugh at. Cooked my horse right out 
  from under me. — Big Joanne, mercenary
  Fire drakes are sometimes confused as small or young red dragons. Their bodies 
  are only around four feet long with five or more feet of tail. They run the range from 
  orange to deep red and often have smoky black markings. Heat and smoke seems 
  to radiate from their bodies. Their wings are large enough to take them aloft, and 
  their fiery breath is nothing to laugh at. Many would-be dragon slayers work their 
  way up by fighting the fiercely territorial fire drakes, and those that survive are apt 
  to choose a new line of work.
  Fire drAke bLood
  Fire drAke bLood
  Fire drake blood can be quickly saved for later with a DC 
  15 Dexterity saving throw. Up to one ounce of the blood 
  can be saved per saving throw. The body of a single fire 
  drake provides 1d10 + 2 doses of its blood. Fire drake blood 
  can be used as an explosive, with a glass vial hurled at a 
  target bursting to inflict 9 (2d8) fire damage. As an action, 
  it can be applied to a weapon, granting that weapon +2 
  (1d4) fire damage on each attack for the next five rounds, 
  after which it is destroyed by the fiery blood, unless the 
  weapon is magical.
  drAke, Fire
  drAke, Fire
  Small dragon, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  13 (+1)
  4 (–3)
  11 (+0)
  10 (+0)
  Skills Perception +4, Stealth +3
  Damage Immunities fire
  Condition Immunities paralyzed
  Senses darkvision 60 ft., passive Perception 14
  Languages Draconic
  Challenge 1 (200 XP)
  Pyrophoric Blood. A creature that hits the fire drake with a weapon 
  attack from within five feet of the fire drake must make a DC 11 
  Dexterity saving throw or take 3 (1d6) fire damage.
  Actions
  Multiattack. The fire drake makes one Bite attack and one attack 
  with its Claws.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 
  + 1) piercing damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 
  (2d6 + 1) slashing damage.
  Fire Breath (recharge 6). The fire drake exhales fire in a 15–foot 
  cone. Creatures in the area must make a DC 11 Dexterity saving 
  throw, taking 10 (3d6) fire damage on a failed saving throw, or half 
  as much damage on a successful saving throw.
  
  102 | Dragons
  drAke, iCe
  drAke, iCe
  It tracked us from the air, waiting and watching as we made our way through the 
  vast ice caverns at the top of the world. I wondered why it didn’t attack, but I was 
  too busy just trying not to fall into a bottomless crevasse or fall prey to the ice trolls 
  that dwelled there. After seven days pushing through that frozen hell, we came out 
  onto the top of a great glacier. We barely got 50 feet from the cavern’s mouth before 
  winged death came at us from the frozen sky. — Big Joanne, mercenary
  Ice drakes are small, dragon-like creatures that resemble small white dragons. 
  Their hides are icy white and blue, with jagged blue-black markings. Their eyes are 
  sapphire. While they could be confused with juvenile white dragons, drakes lack 
  much of the intelligence of even that least intelligent of true dragonkind. They hunt 
  the frozen parts of the world, the icy poles and frigid mountain passes where their 
  natural coloring and immunities make them a top predator.
  iCe drAke bLood
  iCe drAke bLood
  Ice drake blood can be quickly saved for later with a DC 
  15 Dexterity saving throw. Up to one ounce of the blood 
  can be saved per saving throw. The body of a single ice 
  drake provides 1d10+2 doses of its blood. Ice drake blood 
  can be used as an explosive, with a glass vial hurled at a 
  target bursting to inflict 9 (2d8) cold damage. As an action, 
  it can be applied to a weapon, granting that weapon +2 
  (1d4) cold damage on each attack for the next five rounds, 
  after which the weapon is destroyed by the super-chilled 
  blood, unless it is magical.
  drAke, iCe
  drAke, iCe
  Small dragon, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  13 (+1)
  7 (–2)
  8 (–1)
  10 (+0)
  Skills Perception +1
  Damage Vulnerabilities fire
  Damage Immunities cold
  Condition Immunities paralyzed
  Senses darkvision 60 ft, passive Perception 11
  Languages Draconic
  Challenge 3 (700 XP)
  Change Shape. The ice drake magically polymorphs into a Large 
  white dragon or back into its true form. Its statistics are the same in 
  each form. Any equipment being worn or carried by the ice drake do 
  not change. The ice drake reverts to its true form when it dies.
  Actions
  Multiattack. The ice drake makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 
  + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) slashing damage.
  Breath Weapon (recharge 4–6). The ice drake exhales an icy blast 
  in a 20-foot cone. Each creature in the area must make a DC 11 
  Dexterity saving throw, taking 9 (2d8) cold damage on a failure or 
  half as much on a success.
  
  103
  D
  drAug
  drAug
  The lookout yelled down that a ship was running before the oncoming storm. The 
  vessel ran before the storm all right, faster than the waves and wind allowed, until it 
  was right alongside, forcing us to trade shot for shot in a long chase as that hellish 
  gale bore down on our necks. When the mystery ship came even and threw grapples, 
  we saw the truth: It was barely a ship, little more than a rotten hulk whose decaying 
  sails and broken spars matched the dead crew that screamed for our blood. — 
  Captain Elisa Bounapert of the Wastrel’s Daughter
  When a ship and her crew die at sea in horrific fashion, they sometimes reanimate 
  as draug. These undead sailors are completely obedient to their captain, and without 
  these directions, often find themselves lacking motivation. In these cases, the draug 
  might wander off in different directions or stay and lurk in their sunken hulks.
  drAug
  drAug
  Medium undead, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  13 (+1)
  8 (–1)
  10 (+0)
  13 (+1)
  Damage Resistances fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 
  (1d12 + 3) slashing damage.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 
  (2d10 + 3) bludgeoning damage.
  drAug CAptAin
  drAug CAptAin
  The undead sailors swarmed over the gunwales and plowed into our own massed 
  numbers. The fight was vicious; the draug gave no quarter but suffered grievous 
  wounds without slowing down. In the end, I faced off against their captain, a far 
  more powerful undead creature who once piloted a living ship in the light of the sun 
  but had rotted to nothing more than a mussel-encrusted skeleton draped in ragged 
  finery. He was fast and strong, but in the end, I took his skull off and punted it into 
  the sea. This took much of the fight out of his crew, and we drove them back into the 
  sea. — Captain Elisa Bounapert of the Wastrel’s Daughter
  The draug are linked to their ship, and the captain is the ship’s mind and soul. It is 
  by this being’s power that the ship is raised from the slimy sea floor and set upon the 
  waves to take vengeance upon the living. Most often, the captain of a crew of draug 
  was the captain of the ship in life, but if the ship went down as part of a mutiny, it 
  could be anyone: the cook, the boatswain, a really clever cabin boy, whoever the 
  spirits of the dead sailors looked to as their leader.
  drAug CAptAin
  drAug CAptAin
  Medium undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  15 (+2)
  8 (–1)
  10 (+0)
  13 (+1)
  Saving Throws Str +7, Con +4
  Damage Resistances fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Innate Spellcasting. A draug captain’s spellcasting ability is 
  Charisma (spell save DC 14). The draug can innately cast fog cloud 
  three times per day, requiring only verbal components.
  Sneak Attack (1/turn). The draug captain 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 
  five feet of an ally of the 
  draug captain that isn’t 
  incapacitated and the 
  draug captain doesn’t 
  have disadvantage on 
  the attack roll.
  Actions
  Greataxe. Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) slashing 
  damage.
  Slam. Melee Weapon 
  Attack: +7 to hit, 
  reach 5 ft., one 
  target. Hit: 16 (2d10 
  + 5) bludgeoning 
  damage.
  
  104 | D
  drider-gobLin
  drider-gobLin
  We saw the goblin spying on us from behind a ridge above our camp in the deep 
  tunnels below the Hollow Spires. He was trying his best to hide, but our eagle-eyed 
  ranger Cynewyl spotted him right away. Tanissa ducked into the darkness and was 
  barely a shadow herself as she crept up the rock wall toward him. She sprang out 
  in front of the little goblin, more intent on scaring it off than killing it. The goblin 
  instead reared up over the rocks, revealing a massive spider body connected at its 
  midsection. The little goblin was laughing wildly as it chased our thief down the 
  rock wall. None of us found it funny when the creature began firing magical bolts of 
  energy at us. — From the adventuring journals of explorer Jenyfer Gilt  
  The mind recoils at the thought of the upper body of a beady-eyed goblin affixed 
  at the midsection to a horrific, hairy spider. But the unnatural drider-goblins are 
  indeed nightmares brought to life, although how they are created is a mystery. They 
  live in the dark crevices and subterranean spaces of the world, where they can be 
  found serving true driders or leading tribes of normal goblins. 
  One in a dozen drider-goblins is imbued with dark powers of the arcane and 
  is capable of wielding magical spells. More intelligent and cunning than their 
  common drider-goblin kin, they are seen as leaders among other drider-goblins and 
  are sometimes revered as holy or divine among common goblin tribes.
  drider-gobLin
  drider-gobLin
  Medium monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  16 (+3)
  12 (+1)
  13 (+1)
  12 (+1)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Goblin, Undercommon
  Challenge 4 (1,100 XP)
  Nimble Escape. The drider-goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Spider Climb. The drider-goblin can climb difficult surfaces, including 
  hanging upside-down on ceilings, without needing to make an ability 
  check.
  Sunlight Sensitivity. While in sunlight, the drider-goblin has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Web Walker. The drider-goblin ignores movement restrictions caused 
  by webbing.
  Actions
  Multiattack. The drider-goblin makes one Bite attack and one Mace 
  attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage, plus 9 (2d8) poison damage.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 
  30/120 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.
  drider-gobLin speLLCAster
  drider-gobLin speLLCAster
  Medium monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  16 (+3)
  12 (+1)
  13 (+1)
  17 (+3)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Goblin, Undercommon
  Challenge 5 (1,800 XP)
  Nimble Escape. The drider-goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Spellcasting. The drider-goblin spellcaster is a 4th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). It has the following sorcerer spells prepared:
  Cantrips (at will): acid splash, chill touch, mending, prestidigitation, 
  shocking grasp
  1st level (4 slots): detect magic, false life, magic missile
  2nd level (3 slots): blindness/deafness, web
  3rd level (2 slots): dispel magic
  Spider Climb. The drider-goblin can climb difficult surfaces, including 
  hanging upside-down on ceilings, without needing to make an ability 
  check.
  Sunlight Sensitivity. While in sunlight, the drider-goblin has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Web Walker. The drider-goblin ignores movement restrictions caused 
  by webbing.
  Actions
  Multiattack. The drider-goblin makes one Bite attack and one Mace 
  attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage, plus 9 (2d8) poison damage.
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hi, reach 5 ft. or range 
  30/120 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.
  
  105
  D
  duppy
  duppy
  A cold rain was blowing through the trees when the dogs started barking. They 
  came from all around us, circling our camp. Dankirk motioned us to be silent as he 
  stalked slowly to the edge of the campfire’s light. He swung his blade at something 
  we couldn’t see, but a hand caught his wrist and held his strike. Dankirk fell 
  backward toward us, followed by a pirate in tattered rags. His eyes burned with 
  anger as he looked upon us. Where his legs should have been, swirling clouds of 
  mist coalesced into more baying hounds of hell. — Thrazir “The Razor” Conch, on 
  the rumored Dead Pirate of the Kriegh Forest
  When the cruelest sailors die ashore, out of reach of their ship and crew and a 
  proper burial at sea, they sometimes rise again as hate-filled duppies. The floating, 
  ghostly humanoid’s face is a blend of human and beast, and canine shapes appear 
  to twine around the creature’s legs. These evil undead seek to exact their vengeance 
  on the living, often targeting other sailors and pirates who remind them of their 
  past lives. The arrival of a duppy is often preceded by the baying of a pack of 
  hounds. The duppy can summon these ravenous hounds to do its bidding, which 
  often involves tracking down his prey.
  duppy
  duppy
  Medium undead, chaotic evil
  Armor Class 15
  Hit Points 78 (12d8 + 24)
  Speed fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  18 (+4)
  15 (+2)
  13 (+1)
  15 (+2)
  18 (+4)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages any languages it knew in life
  Challenge 6 (2,300 XP)
  Incorporeal Movement. The duppy 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 duppy has disadvantage 
  on attack rolls.
  Actions
  Incorporeal Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (3d8 + 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.
  A humanoid slain by this attack rises 24 hours later as a zombie under 
  the duppy’s control, unless the humanoid is restored to life or its 
  body is destroyed. The duppy can have no more than six zombies 
  under its control at one time.
  Ravenous Hounds (1/day). The duppy summons forth 1d4 incorporeal 
  hounds (use the wolf stat block with the Incorporeal Movement 
  trait). The called creatures arrive in 1d4 rounds, acting as allies of 
  the duppy and obeying its spoken commands. The hounds remain for 
  one hour, until the duppy dies, or until the duppy dismisses them as 
  a bonus action.
  
  106 | e
  egui
  egui
  Jenson walked carefully up to the bars of the cells that ran the length of the 
  old keep. I was shocked to see figures trapped inside since the place had fallen 
  into ruin so long ago. Jenson, too, but the priest was the voice of calm when he 
  spoke, promising to free them. He fell back when they raised their heads. Their 
  eyes were sunken, and their mouths were little more than small gashes cut into the 
  sagging folds of their dead faces. Many had skin that drooped in thick wattles of 
  flesh. They rose in a rush, charging the bars that trapped them. And then they flowed 
  right through the metal and were upon Jenson. — Calli Breehart, upon visiting the 
  dungeons below the dead wizard Taosiir’s castle in Ravenscar   
  Egui are an especially fearful type of undead. Variously described as the ghosts 
  of those who died of hunger or of those who were especially gluttonous in life, egui 
  wander the night in search of food in order to sate their terrible, gnawing hunger. 
  Egui are cursed, however, for their mouths are too small to actually consume 
  anything but rotted, spoiled food. Their very presence causes fresh food to decay, 
  after which they hungrily consume the disgusting meal and then attack those who 
  failed to help them.
  In some tales, it is said that hostile egui can be appeased, or at least distracted, 
  with offers of food. Food left in an egui’s path, or offered directly, is all but 
  irresistible, for the egui’s aura automatically rots the food, transforming it into a 
  repugnant meal that the hungry ghost immediately consumes. While eating, the 
  ghost can do nothing else, which allows its foes to attack it or escape. It is widely 
  believed, however, that consuming rotting food actually heals damage the egui has 
  taken, so this tactic should be used warily.
  egui
  egui
  Medium undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 54 (12d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  13 (+1)
  10 (+0)
  10 (+0)
  16 (+3)
  4 (–3)
  Damage Immunities cold, necrotic, poison
  Damage Resistances acid, fire, lightning, thunder
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 13
  Languages any languages it knew in life
  Challenge 3 (700 XP)
  Aura of Decay. Any foodstuffs within 10 feet of an egui instantly 
  rot and are destroyed. Any food destroyed in this fashion can be 
  consumed by the ghost’s Consume action.
  Incorporeal Movement. The egui 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.
  Actions
  Ceaseless Hunger. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 14 (3d8 + 1) damage. The target must succeed on a DC 
  12 Constitution saving throw or it takes a level of exhaustion due to 
  the crippling effects of hunger.
  Consume. Egui are driven by their insatiable hunger, but their tiny 
  mouths prevent them from consuming any food that is not spoiled 
  or rotting. If rotting or spoiled food (such as that produced by an 
  egui’s Aura of Decay ability) is within 10 feet of an egui, it must 
  immediately move toward that food and consume it, taking an action 
  to do so. While this means that the egui cannot attack while using its 
  Consume action, it also heals the egui of 1d4 points of damage.
  
  107
  E
  ekimmu
  ekimmu
  Our mounts reared up as the stranger approached. Its jerking movements hinted 
  at some disease, but its red eyes gave me pause. The stranger opened its mouth 
  unnaturally wide, and a sound like a million infants crying out in the buzzes of 
  hornets assailed us. Before we could react, the stranger collapsed to the dust, only 
  for our trusted torchbearer’s eyes to go blank and then reddish. Then she opened 
  her mouth, and the same horrid sound assailed us again. — Sir Cedric of Reme, 
  knight errant
  Ekimuu are the spirits of the dead who have not been given proper funerary 
  rites. They may be murder victims cast into a defile, lonely hermits who died far 
  away from others, or travelers too far from home for anyone to claim their corpses. 
  Denied entry into the afterlife, they roam the world looking to vent their wrath upon 
  mortals. They often do this by possessing a person and committing violent crimes, 
  abandoning their victim when suspicions are aroused. Some legends say that an 
  ekimmu can be quieted or even laid to rest if invited to a funerary feast and offered 
  the appropriate libations.
  ekimmu
  ekimmu
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 45 (10d8)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  16 (+3)
  10 (+0)
  14 (+2)
  14 (+2)
  15 (+ 2)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages any languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The ekimmu can move through creatures 
  and objects as if they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn within a creature or object.
  Unnatural Aura. Beasts within a 60-foot radius centered on 
  the ekimmu are disturbed by its presence. All Wisdom (Animal 
  Handling) checks within this zone suffer disadvantage and beasts 
  must succeed at a DC 12 Wisdom saving throw or become frightened 
  of the ekimmu for one minute.
  Actions
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 16 (4d6 + 2) necrotic damage.
  Paralyzing Howl (recharge 5–6). The ekimmu lets loose a horrible 
  howling noise that grips people’s souls. All creatures within a 60-
  foot cube centered on the ekimmu must succeed at a DC 12 Wisdom 
  saving throw or become paralyzed for 1d4 + 1 rounds. Creatures 
  that succeed on their saving throw are immune to that ekimmu’s 
  paralyzing howl for 24 hours.
  Possession (recharge 6). One creature that the ekimmu can see 
  within five feet must succeed at a DC 12 Wisdom saving throw or 
  become possessed by the ekimmu; the ekimmu then disappears 
  and the target is incapacitated and no longer controls the body. 
  The ekimmu now controls the body but doesn’t deprive the target 
  of awareness. The ekimmu can’t be targeted by any attack, spell, 
  or other effect, except ones that turn undead, and it retains its own 
  alignment, Intelligence, Wisdom, and Charisma, and immunity 
  to being charmed or frightened. It otherwise uses the possessed 
  creature’s statistics, but doesn’t have access to the target’s 
  knowledge, class features, or proficiencies.
  The ekimmu can leave a possessed body at any time. A creature 
  possessed by an ekimmu can be determined by the reddish tint of 
  its eyes. The ekimmu has advantage on any saving throws needed 
  to resist turning while possessed or spells that end its possession 
  attack.
  
  108 | e
  eLementAL, smoke
  eLementAL, smoke
  We ran through the lava field, dodging the exploding rocks hurled into the 
  sky from the erupting thermal vents. A blast of superheated steam caught Rifkin, 
  scalding half his body, but he continued running. Despite his obvious pain, he also 
  managed to hang onto the opal we’d stolen from the fire temple. Konway shouted, 
  “This way,” and led us toward a rock plateau. As we neared it, a wall of smoke rose 
  out of jagged crevices and hung in the air before us. Konway jumped through the 
  smoke … and the smoke caught him in flowing tendrils and hurled him to the side 
  into an open lava pit. — Cyane Bere, found severely burned but alive in the Hollow 
  Spire Mountains
  These deadly elementals are composed of noxious clouds of brimstone and 
  choking smoke. The roiling clouds are found most often on the edges of the Planes 
  of Fire and Air, where the environment is oppressive and inimical to most creatures, 
  but they frequently find openings into the Prime Material Plane through volcanic 
  vents. Smoke elementals flow around their prey as blinding clouds, but they can 
  also solidify their wisps to strike creatures.   
  smoke eLementAL
  smoke eLementAL
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  15 (+2)
  6 (–2)
  10 (+0)
  6 (–2)
  Skills Stealth +8
  Damage Resistances thunder; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Ignan
  Challenge 5 (1,800 XP)
  Smoke Form. The elemental can enter a hostile creature’s space and 
  stop there. It can move through a space as narrow as one inch wide 
  without squeezing. A creature that touches the elemental or hits it 
  with a melee attack while within five feet of it must succeed on a DC 
  15 Constitution saving throw or be blinded until the end of its next 
  turn. If a creature starts its turn in the elemental’s space or enters 
  it on its turn, that creature must succeed on a DC 15 Constitution 
  saving throw or be blinded until the end of its next turn.
  Actions
  Multiattack. The smoke elemental makes two Slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 
  (2d8 + 5) bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw or be blinded until the 
  end of its next turn.
  Stoke. Each creature in the elemental’s space must succeed on a DC 15 
  Constitution saving throw or be incapacitated until it is no longer in 
  the elemental’s space.
  
  109
  E
  eLF, steeL (FAndir)
  eLF, steeL (FAndir)
  They looked like elves, but their silver skin and hair gave them an exotic look that 
  I had never before encountered. I sketched them quickly as they led us to the great 
  silver ship that floated on the sea of flames. I wish I could have saved my drawings 
  of that wondrous trip, but the parchments didn’t survive in that fiery environment. 
  — Glaslot Gacce, painter of the planes 
  Steel elves, also sometimes called fandirs, are an offshoot of the elven race that 
  dwell on the Plane of Molten Skies and rarely venture forth from their home in the 
  Steel Garden (a jungle composed of living metal plants). Steel elves average five 
  feet tall and typically weigh just over 100 pounds. Their skin is glossy silver and 
  their hair ranges from silver to bronze to brass to gold. Eye color varies, though 
  most tend to be a shade of bronze or brass.
  steeL eLF
  steeL eLF
  Medium humanoid (elf), any alignment
  Armor Class 13 (studded leather)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  12 (+1)
  10 (+0)
  14 (+2)
  10 (+0)
   
  Skills Perception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Elvish
  Challenge 1/2 (100 XP)
   
  Fey Ancestry. The steel elf has advantage on saving throws against 
  being charmed and magic can’t put them to sleep.
  Actions
  Multiattack. The elf makes two Longsword attacks or two Longbow 
  attacks.
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage or 6 (1d10 + 1) slashing 
  damage if used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  
  110 | f
  FACeLess
  FACeLess
  It was Ol’ Mason, I’m sure of it. But maybe it wasn’t? I mean, that old scoundrel 
  has a belly on him from that rotgut he drinks. I saw his face, but he was slender, and 
  taller, and I’ve never seen him wearin’ a hat. But I’d know that old face anywhere. 
  He stole mah chickens last summer. Why would he want to kill the tax collector 
  though? — Farmer Cleeves, a witness in the death of Donovan Knox, the king’s 
  tax collector  
  No one is entirely sure where the fiendish race known as the faceless comes from, 
  only that they are evil beings that appear to revel in — and possibly draw sustenance 
  from — acts of murder and violence. Possessed of a natural ability to conceal their 
  identity, the faceless leave behind a trail of chaos, fear, and suspicion. Witnesses to 
  crimes committed by a faceless — and those few who survive their deadly attacks 
  — invariably recall the perpetrator differently, usually as the individual they think 
  most likely to have committed the offense.
  Dark rites and sacrifice can summon the faceless and task them with assassinations 
  and acts of terror. They are especially well-suited to such rituals, as they rarely 
  ask for much in the way of payment, save the ability to commit their bloody and 
  repellent crimes. Calling on the faceless is not entirely without risk, however, as 
  some stories tell of a faceless turning on its summoner once its killings and other 
  mayhem is complete.
  FACeLess
  FACeLess
  Medium fiend, chaotic evil
  Armor Class 18
  Hit Points 132 (24d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  12 (+1)
  16 (+3)
  18 (+4)
  14 (+2)
  Saving Throws Dex +8, Wis +8
  Skills Athletics +8, Acrobatics +12, Sleight of Hand +12, Stealth 
  +12, Investigation +11, Insight +12, Perception +12, Survival +12, 
  Deception +10, Intimidation +10, Persuasion +10
  Senses darkvision 60 ft., passive Perception 22
  Languages Abyssal, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Anonymous. Any eyewitness to an attack committed by a faceless 
  must make a DC 22 Wisdom saving throw when recalling the crime. 
  On a failure, the witness falsely remembers that the crime was 
  committed by either a random stranger or by an individual that the 
  witness believes most likely to have committed the crime.
  Assassinate. During its first turn, the faceless 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.
  Blur. The outline of the faceless shifts and shimmers as if under 
  a blur spell. Attacks against the faceless are at disadvantage. 
  Attackers that do not rely on sight or that can see through illusions 
  are immune to this effect.
  Evasion. If the faceless 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.
  Sneak Attack (1/turn). The faceless deals an extra 16 (5d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within five 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 faceless makes two Dagger attacks.
  Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 
  18 Constitution saving throw, taking 28 (8d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  
  111
  F
  FeAr guArd
  FeAr guArd
  The clawed hand brushed across my face, leaving a trail of blood and coldness. 
  I turned to face my attacker, only to see a face of madness. Colors and features 
  swirled beneath the translucent hood, calm one moment, terrified the next, and then 
  gripped in primal rage. I fought back, but my blade passed through its armored 
  torso as if it were empty air. Dropping that useless steel, I drew the ancient bronze 
  dagger forged years ago and struck at the terror, each blow bringing up a shower 
  of cold ichor. — Tara the Wise, adventurer
  Fear guards are undead summoned from the depths of the vilest planes to 
  serve as guardians of tombs, crypts, and other burial places. They are lurkers, not 
  wardens, and prefer to wait until an intruder passes by before they strike from the 
  shadows. Terrible foes, fear guards radiate an aura of dread that can frighten even 
  the staunchest foe of undeath.
  FeAr guArd
  FeAr guArd
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 58 (9d8 + 18)
  Speed fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  15 (+2)
  15 (+2)
  10 (+0)
  12 (+1)
  18 (+4)
  Saving Throws Con +2, Wis +3
  Skills Acrobatics +6, Insight +5, Perception +5, Stealth +6
  Damage Vulnerabilities radiant
  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 15
  Languages understands all languages it knew in life but can’t speak
  Challenge 4 (1,100 XP)
  Create Spawn. Any living creature reduced to Wisdom 0 by a fear 
  guard is slain and becomes a fear guard under the control of its killer 
  in 1d6 rounds.
  Sunlight Sensitivity. A fear guard exposed to natural sunlight suffers 
  7 (2d6) radiant damage per round of exposure and moves at half its 
  normal speed.
  Innate Spellcasting. The fear guard’s spellcasting ability is Charisma 
  (spell save DC 14). The fear guard can innately cast the following 
  spells, requiring only verbal components:
  At will: darkness, ray of enfeeblement
  Actions
  Incorporeal Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage and the target loses two 
  points of Wisdom until after it completes a long rest. A creature 
  brought to 0 Wisdom by this attack dies.
  
  112 | f
  Fei shei
  Fei shei
  I’d never seen such a menagerie of animals gathered in one spot. There were 
  monkeys, lizards, colorful birds, a strange little burrowing rodent I wanted to 
  examine closer, and a bizarre rabbit that just stared at us. We pushed through a thick 
  hedge and found ourselves under a low canopy of palm fronds. As I ducked low, a 
  green serpent dropped out of the foliage and hovered before me on membranous 
  wings. It bared its fangs, and a colorful throat fan sparkled and flashed with a 
  coruscating rainbow of colors that stole my vision. Gorfun carried me to safety. 
  — Ambrose Deraven, reporting on the odd zoo discovered hidden in the Harwood 
  Forest 
  Fei shei are greenish tree snakes that live in warm temperate and tropical regions 
  in and around the Xha’en Hegemony. They normally feed on small rodents, birds, 
  eggs, and other snakes. They are also highly territorial. If approached, a fei shi 
  drops from its perch, unfurls a pair of bat-like wings, and attacks intruders with 
  poisonous fangs.
  Fei shei possess expanding throat fans that emit a burst of bright, disorienting 
  colors at threatening enemies. This dazzling display can incapacitate most predators 
  and can also endanger humans who inadvertently blunder into a nest of the serpents.
  Fei shei
  Fei shei
  Small beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 82 (15d6 + 30)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  18 (+4)
  15 (+2)
  2 (–4)
  12 (+1)
  4 (–3)
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 
  + 4) poison damage. The target must make a DC 10 Constitution 
  saving throw or be poisoned until the beginning of the fei shei’s next 
  turn.
  Dazzle (recharges 5–6). The fei shei opens a brightly-hued neck fan 
  and subjects targets to a burst of disorienting colors. All targets 
  within a 15-foot cone are affected as if by a color spray spell; roll 
  6d10 to determine how many hit points are affected and targets are 
  blinded until the start of the fei shei’s next turn in order of their hit 
  points, as per the spell.
  
  113
  F
  Fen WitCh
  Fen WitCh
  We’d spent long, miserable days in the Sin Mire before we came across the 
  cottage. An old woman was sitting on the wraparound porch as if waiting for us to 
  arrive. The stinging insects didn’t seem to bother her, although they swarmed madly 
  around us. When she spoke, her voice was like two stones grinding together, as if 
  she regularly inhaled the smoke issuing from the chimney of her abode. She said 
  her name was Meg-o-the-Green, and she asked a lot of questions of her own. She 
  wasn’t what she seemed. We found this out when she spoke Canissa’s name and the 
  sorcerer dropped dead on the porch. — Mellie Winds, who was found wandering 
  delirious and alone in the swamp 
  A fen witch is a female humanoid with one nostril, webbed feet and hands, and 
  fiery red eyes. Her body is cloaked in tattered robes of gray or brown. Her hands 
  have razor-sharp claws and her hair is long and unkempt.
  The fen witch is a creature of legend that is found only in the most remote of 
  places. It is almost always a solitary creature — they despise others of their own 
  kind almost as much as they hate strangers in their swamps —but they sometimes 
  band together in larger groups for mysterious, evil rituals. Occasionally, spellcasting 
  fen witches are encountered. These tend to be the leaders of their small covens by 
  virtue of their greater ability to inflict suffering on their cohorts.
  A fen witch is thoroughly evil and malign, speaking to those she encounters only 
  to learn the “secret vibrations” of their true names in order to use that secret against 
  them. It is not uncommon for a fen witch to train or charm swamp creatures such as 
  giant crocodiles to come to her aid when needed.
  Fen WitCh
  Fen WitCh
  Medium monstrosity, chaotic evil
  Armor Class 12 (padded armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  13 (+1)
  14 (+2)
  14 (+2)
  15 (+2)
  Saving Throws Con +3
  Skills Deception +4, Insight +4, Perception +4, Stealth +3
  Languages Common, Deep Speech, Sylvan, telepathy 100 ft.
  Senses darkvision 60 ft., passive Perception 14
  Challenge 2 (450 XP)
  Horrific Appearance. The sight of a fen witch is so revolting that 
  anyone who sets eyes on one within 60 feet must make a successful 
  DC 11 Constitution saving throw or be sickened, with effects 
  identical to the poisoned condition, for one minute. Characters 
  fighting a fen witch can avert their eyes at the start of their turn and 
  take disadvantage on attack rolls. Anyone surprised by a fen witch 
  must attempt this saving throw immediately at the beginning of 
  combat unless they can’t see her for some other reason. This saving 
  throw never needs to be attempted more than once per 24 hours. Fen 
  witches and hags of all kinds are immune to this effect.
  Swamp Stride. A fen witch can move through any sort of natural 
  difficult terrain at its normal speed while within a swamp. Magically 
  altered terrain affects a fen witch normally.
  Actions
  Multiattack. A fen witch makes two Claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.; one creature. Hit: 5 
  (1d6 + 2) slashing damage.
  Death Speak. A fen witch who knows the secret vibrations of 
  an individual’s name can speak that name as an attack. If the 
  individual hears the fen witch speak its name, that creature must 
  make a successful DC 12 Wisdom saving throw or immediately drop 
  to 0 hit points. If the save succeeds, that creature can’t be affected 
  again by the same fen witch’s death speak for 24 hours. Note 
  that the fen witch does not need to speak a language the creature 
  understands in order to affect it; she only needs to speak its name 
  with its secret vibrations. Other fen witches who hear the name 
  spoken this way can’t use it for their own death speak attacks (if 
  the target’s saving throw succeeds, other fen witches assume the 
  name was vibrated incorrectly and won’t copy it). Each fen witch 
  must learn the vibrations independently by using her mind probe 
  successfully on the target.
  Mind Probe. A fen witch peers into the mind of a living creature 
  within 60 feet in an attempt to extract the secret vibrations of the 
  creature’s name. The target resists the mental trespassing (and 
  becomes immune to further mind probes by the same fen witch until 
  after a long rest) with a successful DC 12 Wisdom saving throw. If 
  the saving throw fails, the fen witch finds the information she sought 
  and can use her Death Speak ability on a later turn. Creatures with 
  an Intelligence score of 2 or less are immune to this ability, as are 
  creatures that are immune to psychic damage.
  
  114 | f
  Wind Fey
  Wind Fey
  Medium fey, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 72 (16d8)
  Speed 20 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  10 (+0)
  10 (+0)
  12 (+1)
  15 (+2)
  Skills Perception +5, Stealth +6
  Senses passive Perception 15
  Languages Sylvan
  Challenge 3 (700 XP)
  Actions
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:7 
  (2d4 + 2) piercing damage.
  Whirlwind (recharge 5–6). Each creature in the wind fey’s space 
  must make a DC 13 Strength saving throw. On a failure, a target 
  takes 15 (3d8 + 2) bludgeoning damage and is flung up to 20 feet 
  away from the wind fey in a random direction and is knocked prone. 
  If a thrown target strikes an object, such as a wall or floor, 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 13 Dexterity saving throw or take the same damage and be 
  knocked prone.
  If the saving throw is successful, the target takes half the bludgeoning 
  damage and isn’t flung away or knocked prone.
  Feng xiAnji (Wind Fey)
  Feng xiAnji (Wind Fey)
  Although we were warned against it, we pushed into the Green Warden Forest, 
  following game trails toward Hollow Mountain. Although I never saw anyone, I felt 
  eyes watching as we marched. Once, I thought I saw a tiny figure waving a spear 
  as it stood in the crook of a tree. But when I looked again, it was gone. When we 
  came to the clearing, nature itself rebelled against us, with whirlwinds blasting us 
  into the tree trunks with such force that many of the porters never stood again. I 
  thought I saw those same little figures cheering as we ran back the way we came. — 
  Commander Viemens of the Duchy of Westmarch 
  The race of fey called feng xianji by the people of Xha’en inhabit grasslands, 
  meadows, and the lower slopes of mountains. They can pass for human, but an 
  astute observer may notice that their appearance is slightly “off” from normal 
  people. All feng xianji are beautiful regardless of these subtle differences, and the 
  majority of them are female. Wind fey act as defenders of the regions where they 
  dwell. Normally shy and retiring, these beings make their presence known if their 
  territories are violated, if trees are felled, if animals are hunted, or if settlers attempt 
  to cultivate or build homes. While they are hostile to such intrusions, they are not 
  evil and desist if the offenders leave. Some adventurers have told stories of making 
  peace with the wind fey, who may allow hunting or limited forestry in their regions 
  in exchange for protection from more destructive foes such as orcs or gnolls.
  The feng xianji nonetheless have access to significant elemental powers and can 
  create whirlwinds similar to those of air elementals, summoning the forces of nature 
  to batter and drive off enemies. In most cases, the wind fey try to avoid direct 
  conflict with invaders, preferring instead to plague them with winds and cyclones 
  to damage or destroy structures and discomfit or injure outsiders. They prefer to do 
  this without actually revealing themselves at all, leading some to suspect evil spirits 
  or malign magic for the attacks.
  
  115
  F
  FLoWershroud
  FLoWershroud
  It was the lamest and weakest of creatures we had encountered, a barely mobile 
  carnivorous plant. We just walked past it and went on our way. But barely mobile 
  does not mean immobile, as we later learned. The mass of tendrils and flowers 
  crept up on us that night, moving one bundle of root-tendrils at a time, and went 
  unnoticed by Stafrar. It attacked while he was on watch; we found him spasming 
  and shaking on the ground afterward, his body pierced by hundreds of poison-
  tipped thorns. — Päuk, apprentice mage
  Flowershrouds are plants that crave to sink their roots into warm flesh and 
  drink the nutrients held within. They are slow moving but camouflage themselves 
  as masses of wildflowers. Thus hidden, they wait beside streams, in glades, or 
  along paths for the unwary. The plant attacks lone prey with several long, thorn-
  covered tendrils that tear and choke while injecting poison. Larger parties or more 
  dangerous-looking prey are stalked, slowly but patiently, and attacked while they 
  sleep.
  FLoWershroud
  FLoWershroud
  Large plant, unaligned
  Armor Class 11 (natural armor)
  Hit Points 24 (4d10 + 3)
  Speed 5 ft., climb 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  12 (+1)
  12 (+1)
  1 (–5)
  10 (+0)
  6 (–2)
  Damage Resistances bludgeoning and piercing from nonmagical 
  attacks
  Damage Immunities psychic damage
  Condition Immunities charmed, deafened, frightened, prone, 
  stunned, unconscious
  Senses tremorsense 60 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  False Appearance. A patch of flowershroud looks completely natural 
  to the untrained eye. It always has advantage on Stealth checks, 
  and attempts to detect the flowershroud rely on a character’s Nature 
  skill, not Perception.
  Shroudblossom Poison. The flowershroud releases a virulent poison 
  each time it lashes out with its thorn strands. Any creature struck 
  by the flowershroud must succeed on a DC 11 Constitution saving 
  throw or be poisoned, falling prone and going into convulsions for one 
  minute. During this time, the creature is incapacitated and cannot 
  take any actions or reactions. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on a success.
  Actions
  Multiattack. The flowershroud makes three Thorn Strand attacks.
  Thorn Strand. Melee Weapon Attack: +3 to hit, reach 15 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage and the target must make 
  a successful DC 11 Constitution saving throw or be affected by 
  shroudblossom poison.
  FiLth FAiry
  FiLth FAiry
  Filth fairies! They might look like us, but we claim no kinship. They are slovenly 
  bores with the manners of the hags they serve. They tried to invade our queen’s 
  circle once. Once. They ooze filth and would kill anything of beauty. Don’t travel 
  the swamps where they congregate, for they spew disease and lies. — Excerpt from 
  Conversations with a Sprite by the High Druid Rosalee Greenbriar
  These small fey creatures superficially look like sprites, save for the ooze and 
  filth that covers their body and the slightly ravenous look on their small faces. Acid 
  sizzles as it drips from their tiny pointed teeth and sharp claws.
  These small fey are often at home in the deepest, darkest swamps, where they 
  revel in the muck and filth of the marsh. They delight in the pollution of clean 
  waters and actively try to expand their contaminated realms. These fey also ally 
  themselves with creatures who enjoy the same environments and even sometimes 
  cultivate swamp oozes and other denizens of the bog. Filth fairies are sometimes 
  found serving a green hag, or, rarely, a coven of green hags, with whom they work 
  to control their swampy paradise.
  FiLth FAiry
  FiLth FAiry
  Small fey, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 45 (7d6 + 21)
  Speed 30 ft., fly 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  14 (+2)
  16 (+3)
  6 (–2)
  11 (+0)
  9 (–1)
  Skills Perception +2, Stealth +4, Survival +2
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Amphibious. The filth fairy can breathe air and water.
  Innate Spellcasting. The filth fairy’s innate spellcasting ability 
  is Constitution (spell save DC 13, +5 to hit with spell attacks). It 
  can cast the following spells innately, without requiring material 
  components:
  At will: acid splash
  3/day: acid arrow
  1/day: stinking cloud
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) slashing damage plus 3 (1d6) acid damage.
  Slime Breath (recharge 5–6). The filth fairy spews slimy acid in 
  a 15-foot-long cone. Creatures in the area must make a DC 13 
  Dexterity saving throw, taking 17 (5d6) acid damage on a failed 
  saving throw, or half as much damage on a successful saving throw.
  
  116 | f
  FLutterCAt
  FLutterCAt
  I’ve dealt with them big cats before, when they come down outta the mountains 
  to seize a sheep or two. Most scare easy, and they don’t come back ’less they are 
  starvin’. And that’s only when the mountain goats go scarce. But this? This? I don’t 
  know nothin’ ’bout dealin’ with flyin’ cats as big as those mountain lions. Fur and 
  feathers? What kind of madness is this? — Farmer Olga Mattis, after several flying 
  felines attacked farms around Tanner’s Green
  Cloud giants magically bred fluttercats to be pets and to keep down bird 
  populations. While this worked out splendidly for the cloud giants, prides of 
  feral fluttercats, with no fear of humanoids, have learned that cows and sheep are 
  tasty meals. Cloud giant communities have yet to acknowledge any responsibility 
  in this matter, and fluttercats are a terrible problem in ranching and herding 
  communities wherever fluttercat prides claim territory.
  Fluttercats are natural pack hunters and adroit in their flight. They prefer easy 
  fights with slow prey whenever possible, but a well-fed fluttercat pride sometimes 
  chases and toys with a meal for some time before digging in. They prefer sheep 
  over all other food, and eat humanoids only if starving. They defend themselves if 
  threatened.
  Fluttercats are beautiful creatures, as sleek and graceful as one might expect of 
  large, winged cats. The size of a cheetah or puma, their fur and feathers have been 
  bred to come in a range of blues and grays, with lynx-like fur patterns and hawk-
  like feather patterns. Each pride varies a bit in colors and markings, and captive-
  bred fluttercats show more variety still. Domesticated fluttercats turn wild easily, 
  and even a lazy, fat, house fluttercat, raised among giants, can sometimes become a 
  deadly predator around smaller creatures.
  FLutterCAt
  FLutterCAt
  Medium beast, unaligned
  Armor Class 17 (natural)
  Hit Points 162 (25d8 + 50)
  Speed 40 ft., fly 50 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  20 (+5)
  15 (+2)
  2 (–4)
  16 (+3)
  6 (–2)
  Skills Perception +6, Stealth +8
  Senses darkvision 120 ft., passive Perception 16
  Languages —
  Challenge 7 (2,900 XP)
  Soothing Purr. A calm and happy fluttercat can purr almost like 
  a housecat, and like its roar, a fluttercat’s purr is suffused with 
  magic. Those who spend at least an hour in close proximity to a 
  purring fluttercat (including the fluttercat itself) are affected as if by 
  a long rest and lesser restoration. A creature other than the fluttercat 
  can receive this benefit no more than once per day.
  Actions
  Multiattack. The fluttercat makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 
  (2d8 + 6) piercing damage.
  Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 11 
  (1d6 + 8) slashing damage, plus if the fluttercat hits one target with 
  both Claw attacks on one turn, the target takes an additional 23 (5d6 
  + 6) slashing damage.
  Aerial Pounce. Fluttercats are adept at using aerial dives to knock 
  prey to the ground. If a fluttercat is both in the air and at least 10 
  feet above an opponent, the fluttercat may move up to twice its 
  speed in a dive, ending with two Claw attacks. If both attacks hit, 
  then in addition to extra damage the target must succeed on a DC 
  12 Dexterity saving throw or be knocked prone.
  Frightful Roar (recharge 6). When a fluttercat roars, the sound is 
  magically projected and amplified, causing all creatures that can 
  hear it and that are within 60 feet of it to make a successful DC 12 
  Constitution saving throw or be stunned for 1d3 rounds.
  
  117
  F
  Forest ChiLd
  Forest ChiLd
  Mother Harcourt claimed to have seen a child living in the Black Forest, so 
  we decided to investigate. Imagine our surprise to find the rumor to be true. We 
  stumbled upon the young man as he sat on a log deep among the trees. He had his 
  back to us. He spoke without turning, his voice light and sweet. “Have you come to 
  feed me? I’m so hungry.” Only when he turned did we realize the “child” was not 
  human and had yellow flowers sprouting from its flesh. It held the remains of a fox 
  in its hands, and its mouth was smeared with the creature’s blood. The boy launched 
  itself at us. — City Warder Quarin Macally from the town of Oxibbul
  Forest children are born as amalgams of the restless spirits of children who were 
  murdered or who died of prolonged suffering. When such innocent, outraged souls 
  go unavenged or are unable to pass on, they sometimes drift toward the heart of the 
  nearest forest and merge into a forest child’s unquenchable malice. Only in cases of 
  nearby mass child tragedy do two or more forest children appear together, but when 
  they do, they appear and behave as close siblings.
  Forest children are not intelligent, and their hunger cannot be sated. They do 
  speak, but only to repeat phrases such as “I’m so hungry” and “Please give me 
  some food.” Ignoring all offers of actual food, a forest child seeks to eat any 
  beings it encounters and does not distinguish between good or evil, kind or cruel. 
  Forest children charm anyone they can and then eat their victims alive, all the 
  while behaving as if they are sweet, innocent children. The only way to release the 
  tormented souls is to destroy them, and until a forest child is destroyed, it never 
  stops attempting to feed. That said, if a forest child is attacked, it retaliates savagely 
  until either it or its attacker is slain.
  Forest ChiLd
  Forest ChiLd
  Small undead, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 209 (22d6 + 132)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  20 (+5)
  23 (+6)
  7 (–2)
  16 (+3)
  18 (+4)
  Saving Throws Dex +10, Con +11
  Damage Immunities poison
  Condition Immunities exhaustion, fright, poisoned, unconscious.
  Resistances Bludgeoning, piercing and slashing damage from 
  nonmagical attacks; necrotic damage.
  Senses darkvision 60 ft., passive Perception 13
  Languages None, though it repeats a few phrases in any languages 
  common to the region (see below).
  Challenge 14 (11,500 XP)
  Boundless Hunger. The forest child can eat the flesh of sapient beings 
  very quickly, without ever growing full. When eating, its mouth 
  stretches impossibly wide to reveal a limitless void within. Whenever 
  a forest child successfully deals damage with a bite, the target must 
  make a DC 19 Constitution saving throw or take terrible harm to an 
  appendage. Roll 1d4 to determine which limb is being eaten. It takes 
  four bites to the same limb to consume it completely, though only 
  two bites are required to fully disable the limb. Disabled limbs heal 
  normally, but lost limbs can be restored only with regeneration.
  Charm. Any sapient creature who hears the forest child’s voice must 
  succeed on a DC 19 Wisdom saving throw or be charmed by the 
  forest child. The charmed target regards the forest child as a real 
  child to be cared for and protected. Although the target isn’t under 
  the forest child’s control, it interprets the forest child’s requests or 
  actions in irrationally favorable ways.
  The effect lasts 24 hours or until the forest child is destroyed, or is 
  on a different plane of existence than the target, or if the ability is 
  countered by a bard’s countercharm or similar magical effects.
  If a creature’s saving throw is successful or the effect ends for it (for 
  any reason other than the 24-hour duration), the creature is immune 
  to the forest child’s Charm for the next 24 hours.
  Forest Lullaby. Anyone who falls victim to a forest child’s Charm 
  ability must, in the next round, succeed on a DC 19 Intelligence 
  saving throw or be caught in a kind of dreamy daze. An affected 
  character hears lovely, tinkling music from nowhere, and feels 
  comfortable and safe. The target can take no action and can no 
  longer feel pain or register damage or danger while in this state. 
  In any round in which the target takes damage, a new saving 
  throw may be made to shake off the effects and act normally 
  until the Forest Lullaby reasserts itself. Effective recharge 6, 
  but rolled individually on each charmed creature’s initiative. The 
  overall Forest Lullaby continues until either the forest child 
  is destroyed or a remove curse or dispel magic is cast upon the 
  target. Creatures immune to the forest child’s Charm, for any 
  reason, are also immune to the Forest Lullaby.
  Legendary Resistance (3/day). If the forest child fails a saving 
  throw, it can choose to succeed instead.
  Magic Resistance. The forest child has advantage on saving throws 
  against spells and other magical effects, unless they specifically 
  target undead.
  Regeneration. The forest child heals 3 hit points at the start of its 
  turn. This ability doesn’t function if it took damage from any magical 
  ability that specifically targets undead since its previous turn.
  Rise Again. After a forest child is defeated, the region in which it 
  spawned remains vulnerable to the spawning of a new forest child 
  within 1d6 moon cycles. This effect can be ended only by casting 
  hallow on the spot where the forest child was destroyed.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 
  (2d12 +5) slashing damage, plus boundless hunger.
  LegendAry Actions
  The forest child can take three 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 forest child 
  regains spent legendary actions at the start of its turn.
  Skittering Advance. The forest child moves up to twice its movement, 
  only to close distance with a single chosen target. This provokes 
  opportunity attacks as normal.
  Unsettling Touch. Smiling sweetly, the forest child touches one 
  opponent, like a child’s fond caress. The target must make a DC 
  19 Wisdom save or be frightened for one round. This ability works 
  only once per opponent, and not at all on opponents who make their 
  saves.
  Chomp (costs 2 actions). The forest child makes a bite attack on 
  one target in range. If successful, it also uses its Boundless Hunger 
  ability.
  Disappear (costs 2 actions). The forest child magically teleports 
  up to 60 feet to a suitable hiding place, if any is in range, and 
  immediately makes a Dexterity check to hide.
  
  118 | f
  Forest stALker
  Forest stALker
  Large beast, unaligned
  Armor Class 19 (natural armor)
  Hit Points 121 (22d10)
  Speed 50 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  15 (+2)
  3 (–4)
  12 (+1)
  8 (–1)
  Skills Perception +7, Stealth +10
  Senses passive Perception 17
  Languages —
  Challenge 5 (1,800 XP)
  Natural Camouflage. The forest stalker’s coat can transform to 
  resemble whatever surface it is resting on. While it does not move, 
  it is indistinguishable from its environment and can’t be detected 
  unless a creature actually blunders into it.
  Stealthy. A forest stalker has advantage on all Dexterity (Stealth) 
  checks.
  Actions
  Multiattack. The forest stalker makes two Claw attacks and one Bite 
  attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 
  (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) slashing damage.
  Forest stALker 
  Forest stALker 
  Something moved in the branches, but even our ranger DuVallo couldn’t find 
  the source of the noise. We trudged on, making our own path through the dense 
  underbrush, when Galton bringing up the rear gave a shriek and was gone. They 
  took advantage of our shock and came at us from all sides. I saw one a moment 
  before it leaped from the trees. It blended so well with the trunk and the leaves, but 
  the moment it came for me, it was all tiger. Am I dead? — Explorer Rabiy Grouse, 
  via a speak with the dead spell once his remains were found in the Westwood
  The forest stalker is a tiger-sized feline that dwells in temperate woods. Fierce and 
  merciless, the forest stalker is made deadlier by its coat, which has the chameleon-
  like ability to transform to resemble any surface. Most often, the forest stalker hides 
  in trees, its coat making it indistinguishable from the surrounding boughs and tree 
  trunks. Prey that walks beneath the stalker’s hiding place are attacked with sudden 
  fury and absolute surprise.
  Normally solitary, forest stalkers can be encountered in pairs during the spring 
  mating season. If captured young enough, forest stalkers can be tamed and kept as 
  guard beasts or even (for certain slightly mad druids and rangers) as pets and animal 
  companions. Those who seek to capture a forest stalker kitten should be aware that 
  these creatures defend their young with extreme ferocity.
  
  119
  F
  FungAL Creeper
  FungAL Creeper
  We decided to bed down in a patch of soft moss on the edge of the Elderwood. 
  We’d been traveling for days, and the rest was sorely needed. At least the sky 
  was clear and the ground was soft. Julien kept first watch. I woke sometime after 
  midnight, with a chill blowing through the trees. I looked for Julien, but he wasn’t 
  on the rock where he’d been sitting. I found him collapsed on the ground, a thick 
  fungus wrapped around him. His body spasmed as the fungus fed. — Warby Hale, 
  halfling adventurer  
  The fungal creeper is a patch of fungus growing upon a boulder or wall, which 
  often appears weathered and strangely corroded. The name comes from its ability 
  to creep along the wall, moving about to follow living creatures. Fungal creepers 
  draw sustenance from minerals found in rock and stone, but supplement their diets 
  with fresh blood.
  A fungal creeper may be distracted by fresh meat, whether in the form of rations 
  no more than one day old or the body of an unconscious combatant. They are 
  scavengers and move to feed off carrion as soon as it is detected.
  FungAL Creeper
  FungAL Creeper
  Small plant, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (4d6 + 8)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (–2)
  14 (+2)
  1 (–5)
  6 (–2)
  1 (–5)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned, unconscious
  Senses Blindsense 60 ft. (blind beyond this radius), passive Perception 
  8
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The fungal creeper can move through an opening as small 
  as one inch without squeezing and can occupy another creature’s 
  square.
  Actions
  Mycelial Bite. Melee Weapon Attack: +3 to hit against one target in 
  its square. Hit: 4 (1d6 + 1) piercing damage. If the fungal creeper 
  rolls a 19 or 20 to hit, it attaches to its target. The target loses 1d4 
  hit points at the beginning of each of its turns. A creature may use 
  an action to attempt a DC 13 Strength check to remove the fungal 
  creeper from its target.
  Fyr
  Fyr
  An odd-looking man-goat was sitting cross-legged 
  on a blanket at the edge of the city. The creature had 
  large horns wrapped in spiraling bands of silver and 
  platinum, and it was deftly threading a silver necklace. 
  Various trinkets were spread on the cloth before it. He 
  stopped and look up as we approached, “Welcome, 
  travelers. I’m Anghus. Feel free to browse my wares.” If only we’d known the curse 
  that Anghus was forced to pass on. Now, we’re gearing up to find the hag that 
  cursed him to clear our own souls. — Tavis Sunvale, before leaving for the Sin Mire 
  to seek a hag named Egrella Grul 
  Fyrs are satyr-like creatures that make their homes in the mountainous wilds 
  and dense forests, locating their lairs in secluded caves or caverns or under a dense 
  covering of tangled branches and leaves. They are a nomadic race that rarely stays 
  in one place for longer than a few months before moving on. If they have neighbors, 
  fyrs never give notice before leaving; one morning, they are simply gone. Despite 
  being on the move so often, fyrs acclimate themselves to their surroundings very 
  quickly. Fyr are master jewelers whose trinkets and baubles are highly sought by 
  civilized races that appreciate fine jewelry.
  Fyrs are great lovers of animals, and most animals instinctively return their 
  affection. Fyrs are seldom encountered without animals in their company. Typically, 
  for every two fyrs in a group, there will be one to three animals such as badgers, 
  black bears, boars, brown bears, elks, giant badgers, giant weasels, goats, hawks, 
  panthers, or wolves.
  Fyr
  Fyr
  Small fey, neutral
  Armor Class 11
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  12 (+1)
  12 (+1)
  13 (+1)
  13 (+1)
  Skills Animal Handling +3, Arcana +3, Deception +5, Insight +3, 
  Nature +3, Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks.
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 1/4 (50 XP)
  Resilient. A fyr has advantage on all saving throws.
  Innate Spellcasting. A fyr can cast the following spells without 
  material components using Charisma as its casting ability (spell 
  save DC 11, spell attack bonus +3).
  At will: animal friendship, speak with animals
  3/day each: faerie fire, pass without trace, beast sense, conjure animals
  1/day each: dominate beast, invisibility
  Weapon Attunement. Fyrs have an ability to attune themselves with 
  any wood-handled weapon so that they get a +1 bonus to attack rolls 
  with such a weapon once they’ve handled for at least 10 minutes. 
  This bonus is already included in the Battleaxe attack below.
  Actions
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d8 + 1) slashing damage. Headbutt. Melee Weapon Attack: 
  +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning 
  damage and the target must make a successful DC 11 Dexterity 
  saving throw or be knocked prone. If the target is knocked prone, the 
  fyr can make an immediate Battleaxe attack against it as a bonus 
  action.
  
  120 | G
  genie, sequAnA
  genie, sequAnA
  Dolequin said to be cautious, for the genie-folk can be capricious and ill-
  tempered. But the sights we beheld within the palace that appeared from nowhere 
  upon the desert sands were amazing and put us off our guard. We marveled at 
  the sword-wielding guards who looked as if they were carved from granite, the 
  twirling dancers in diaphanous silks, and the food trays of fruits and bread and 
  cheese readied for us beside luxuriant cushions. Our host came into our midst with 
  a joyous laugh as he rode a silver palanquin carried by nothing we could see. 
  It truly was an amazing night before it all went wrong. We should have listened 
  to Dolequin, may he rest in blessed peace. — Emrith Yeydl the Cursed, forever 
  shunned in the cities of the land
  Denizens of the Palace of Prisms (the seat of rulership for the Great Durbar of the 
  Sequana and dominant power on the Elemental Plane of Water), sequana are among 
  the most wondrous of genie-kind. Large and piscine, sequana are an amazing sight 
  to behold, particularly when clad in the finely stitched vests and colorful pantaloons 
  they favor. As sequana care not for the affairs of terrestrials, land dwellers rarely 
  encounter them.
  sequAnA genie
  sequAnA genie
  Large elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points 229 (17d10 + 136)
  Speed 30 ft., fly 60 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  18 (+4)
  17 (+3)
  18 (+4)
  Saving Throws Dex +5, Wis +7, Cha +8
  Damage Resistances acid, cold, lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  Languages Aquan
  Challenge 11 (7,200 XP)
  Amphibious. The sequana genie can breathe air and water.
  Innate Spellcasting. The sequana genie’s innate spellcasting ability 
  is Charisma (spell save DC 16, +8 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material components:
  At will: create or destroy water, detect evil and good, detect magic, fog 
  cloud, purify food and drink
  3/day each: tongues, water breathing, water walk
  1/day each: conjure elemental (water elemental only), control water, 
  gaseous form, invisibility, plane shift
  Actions
  Multiattack. The sequana genie makes two Trident attacks.
  Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 
  (2d8 + 6) piercing damage if used with two hands to make a melee 
  attack.
  Water Jet. The sequana genie magically shoots water in a 60-foot 
  line that is five feet wide. Each creature in that line must make a 
  DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) 
  bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 
  feet away from the sequana genie and knocked prone. On a success, 
  a target takes half the bludgeoning damage, but is neither pushed 
  nor knocked prone.
  
  121
  G
  ghoLLe
  ghoLLe
  The howling across the desert was unlike that of any beast I had heard before. We 
  saw them beneath the pale moon’s light, loping along in a tight pack, their hunched 
  figures moving as men but oddly also like that of wild animals. They darted back 
  and forth, investigating the ground with their snouts more than with their hands 
  and eyes. Soon we saw their quarry, a pair of local farmers running for their lives. 
  I ordered our guards to intercept the hunters, who turned out to be tall undead 
  hyena, or maybe gorillas, bipeds with a stench like a thousand graves. — Algrid 
  Henswaithe, University of the Vast
  Gholles are undead humanoids with the features of hyenas, gorillas, and humans. 
  They often travel in mixed packs of ghouls and ghoul-like creatures and are the 
  leaders of such packs if the gholle is the largest or strongest. Their hunched bodies 
  are 12 feet tall, with gorilla-like faces and long hyena snouts. While most of their 
  body is that of a rotting human corpse, their hands and feet are clearly bestial in 
  nature, with sharp claws and tufts of hair.
  ghoLLe
  ghoLLe
  Large undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 153 (18d10 + 54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  15 (+2)
  16 (+3)
  13 (+1)
  13 (+1)
  17 (+3)
  Skills Perception +4, Stealth +5
  Damage Resistances bludgeoning, piercing, and slashing damage 
  made with nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Common
  Challenge 8 (3,900 XP)
  Carrion Stench. Any target other than the gholle that starts its turn 
  within five feet of the gholle must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of the target’s next turn. 
  On a successful saving throw, the gholle is immune to the Stench of 
  all gholles for one hour.
  Create Spawn. Any humanoid creature slain by the gholle rises 
  as a ghoul within 1d6 hours. They are not under the command of 
  the gholle that created them, nor do they retain any abilities or 
  memories they did in life.
  Magic Resistance. The gholle has advantage on saving throws against 
  spells and other magical effects.
  Paralyzing Gaze. When a creature that can see the gholle’s eyes 
  starts its turn within 30 feet of the gholle, the gholle can force it to 
  make a DC 14 Wisdom saving throw if the gholle isn’t incapacitated 
  and can see the creature. On a failure, the creature is paralyzed for 
  one minute. 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 
  can’t see the gholle until the start of its next turn, when it can avert 
  its eyes again. If the creature looks at the gholle in the meantime, 
  it must immediately attempt the save. While averting its eyes, any 
  attacks on the gholle are done at disadvantage.
  Regeneration. The gholle regains 5 hit points at the start of its turn. 
  The gholle is destroyed only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Turn Resistance. The gholle has advantage on saving throws against 
  any effect that turns undead.
  Actions
  Multiattack. The gholle makes one Bite attack and two Claw attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 
  (1d6 + 5) slashing damage.
  
  122 | G
  ghouL oF khemit
  ghouL oF khemit
  We came upon a village that showed all signs of having been abandoned for 
  some time. Their well was dry, and the tracks of their sand-filled irrigation channels 
  were obvious. Too far from the river to water their fields directly, the village had 
  no doubt faced starvation and the people had fled. I was wrong, however, for 
  figures soon shambled out of the ruined doorways, figures with flesh desiccated to a 
  sinewy leather and faces elongated into muzzles. The smell of the grave proceeded 
  them, and we were forced to cleanse the village with flame. — Algrid Henswaithe, 
  University of the Vast
  Those in the desert lands who commit the foul crime of cannibalism are 
  transformed into undead horrors known as ghouls of Khemit. Some are driven by 
  desperation or madness to feast upon their fellow man while others do so out of 
  a twisted preference for the sweetest of meats. In either case, the end result is a 
  hunched figure with sinewy muscle and leathery skin, something more akin to beast 
  than man, with elongated muzzles and fiercely red eyes. The stench of death hangs 
  about them as they hunt their next meal.
  ghouL oF khemit
  ghouL oF khemit
  Medium undead, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  14 (+2)
  13 (+1)
  14 (+2)
  16 (+3)
  Damage Resistances bludgeoning, piercing, and slashing damage 
  made with nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common
  Challenge 3 (700 XP)
  Carrion Stench. Any target other than the ghoul of Khemit that 
  starts its turn within five feet of the ghoul of Khemit must succeed 
  on a DC 14 Constitution saving throw or be poisoned until the start 
  of the target’s next turn. On a successful saving throw, the ghoul of 
  Khemit is immune to the Stench of all ghouls of Khemit for one hour.
  Dreadful Gaze. When a creature that can see the ghoul of Khemit’s 
  eyes starts its turn within 30 feet of it, the ghoul of Khemit can force 
  it to make a DC 12 Wisdom saving throw if the ghoul of Khemit isn’t 
  incapacitated and can see the creature. On a failure, the creature is 
  frightened of the ghoul of Khemit for one minute. 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 can’t see the ghoul of Khemit 
  until the start of its next turn, when it can avert its eyes again. If 
  the creature looks at the ghoul of Khemit in the meantime, it must 
  immediately attempt the save. While averting its eyes, any attacks 
  on the ghoul of Khemit are done at disadvantage.
  Actions
  Multiattack. The ghoul of Khemit makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 
  + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) slashing damage and the creature must succeed at a DC 12 
  Constitution saving throw or suffer from flesh rot. The creature can’t 
  regain hit points and loses 5 (1d10) hit points at every moonrise until 
  they recover. Creatures suffering from flesh rot have disadvantage 
  on any Charisma-based checks. A creature may attempt a DC 12 
  Constitution saving throw following each moonrise to recover from 
  flesh rot, and if they succeed they are no longer affected.
  
  123
  G
  ghuL
  ghuL
  Sallivan led us into the tent, which proved a welcome respite from the blistering 
  desert sands. The interior of the dwelling was as odd as it was finding it abandoned 
  in the dunes of the Kanderi. Plush purple pillows were piled in each corner and a 
  brass lanterns floated eight feet above the floor. A finely stitched carpet floated in 
  the center of the tent, hovering a couple of feet in the air. Akalli leaped onto the 
  carpet and immediately sank into it up to her waist as if it were quicksand. Sallivan 
  grabbed her hands to keep her from sinking farther, and that’s when the undead 
  thing reached out from the underside of the carpet to gut the fighter. — Acacia Flax, 
  describing the festive tent where her companions perished in the Kanderi Desert 
  Ghuls are the undead form of genies returned to life by some ancient and now-
  forgotten magic. Ghuls are ragged-looking creatures standing eight feet tall and 
  wearing tattered remains of beautiful and expensive clothing. Its skin is dry and 
  cracked and seems to break away from its body as it moves. Its eyes are hollow 
  sockets and show no signs of life. Ghuls are completely and thoroughly evil and 
  hate all living creatures.
  ghuL
  ghuL
  Large undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  15 (+2)
  16 (+3)
  18 (+4)
  Skills Perception +6, Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks that are not silver
  Damage Immunities acid, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Elemental Demise. If the ghul dies, its body disintegrates into a 
  warm, putrid breeze, leaving behind only the equipment the ghul 
  was wearing or carrying.
  Genie-kin. Ghuls are undead djinn and are considered genies even 
  though their type is undead.
  Magic Weapons. The ghul’s weapon attacks are magical.
  Undead Nature. A ghul doesn’t require air, food, drink, or sleep.
  Actions
  Multiattack. The ghul makes one Bite attack and one Claws attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 
  (3d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 
  (3d6 + 4) slashing damage. If the target is a creature other than an 
  undead, it must succeed on a DC 14 Constitution saving throw or be 
  paralyzed for one minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success.
  
  124 | G
  giAnt
  giAnt
  giAnt, AberrAnt
  giAnt, AberrAnt
  String-of-Ears tracked the raiders back to an abandoned mine deep in the 
  mountains. We didn’t know what kind of giants we were dealing with; their tracks 
  were either indistinct or misshapen. When we approached, they came roaring out, 
  mutated and hunched, with gross hair sticking out here and there and their hides 
  covered in oozing blisters. Some had three eyes, others extra limbs, and the one I 
  slew (singlehanded, not bragging, just stating a fact) had a fang-tipped tail. — Big 
  Joanne, mercenary
  The foulest of giant kind, aberrant giants are hated by, and in turn hate, all other 
  giants. Their bodies sprout a broad range of deformities, misshapen limbs, strange 
  organs, and other mutations. Their lairs are in caves, abandoned mines, and other 
  underground locales far from civilization. Aberrant giants are known to raid other 
  people, even other giants, for food.
  AberrAnt giAnt
  AberrAnt giAnt
  Large giant, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  8 (–1)
  17 (+3)
  7 (–2)
  14 (+2)
  6 (–2)
  Skills Intimidation +4, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Giant
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The aberrant giant makes two Greatclub attacks or 
  makes one Greatclub attack and uses Eye of Balor once.
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 23 (5d6 + 6) slashing damage.
  Eye of Balor. The aberrant giant magically forces a creature it can 
  see within 60 feet to make a DC 13 Wisdom saving throw or be 
  magically cursed for one hour. Until the curse ends, the target has 
  disadvantage on attack rolls against the aberrant giant.
  
  125
  G
  giAnt, seA
  giAnt, seA
  We were limping into Rashad, the Crest barely holding itself together after the 
  rough seas and the rougher creatures we had encountered. We had one mast left, 
  and no one thought it would last the journey. We were nearing Karpathos when a 
  wave rose up in front of us, halting our progress. The wind died, leaving us drifting. 
  The ocean exploded in a geyser to port, and when the water crashed back to the 
  sea, a giant was standing alongside the ship. His voice boomed as he held out his 
  hand, “Pay the toll, and you may pass.” We willingly threw our treasures large and 
  small into the swells. — Nate Fairweather, former cabin boy on The Golden Crest
  Sea giants have bluish-green skin and eyes that reflect light like two silvery 
  moons. Rippling with muscle, they rise from the depths with a crash of waves on 
  rocks. Sea giants are the reclusive cousins of storm giants. They are most often 
  found in the deepest depths of the seas where they make their dwelling in the cones 
  of long-dead undersea volcanoes. Sea giants have a druid-like power over the forces 
  of the seas and are a living embodiment of its bounty and destructive wrath.
  Sea giants seldom come into contact with surface-dwellers but have been known 
  on rare occasions to exact bounties from coastal cities to ensure the safety of their 
  navies and merchant vessels. Sea giants are most commonly encountered within a 
  few hundred miles of their lair, tending to their domain and battling incursions of 
  sahuagin, aboleth, krakens, and other such destructive forces of the undersea.
  An adult male sea giant stands 10 feet tall and weighs about 6,000 pounds. 
  Females are slightly shorter and lighter. Both have sea-green skin, dark-green or 
  black hair, and silver eyes. Sea giants adorn themselves in loose flowing robes of 
  white, blue, or green. Many wear wreaths of coral in their hair.
  seA giAnt
  seA giAnt
  Large giant, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  14 (+2)
  20 (+5)
  17 (+3)
  18 (+4)
  19 (+4)
  Saving Throws Con +9
  Skills Acrobatics +6, Athletics +13, Intimidation +8, Perception +8, 
  Stealth +6
  Senses darkvision 120 ft., passive Perception 18
  Languages Aquan, Common, Giant
  Challenge 9 (5,000 XP)
  Amphibious. Sea giants can breathe air and water.
  Innate Spellcasting. The sea giant’s innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material components:
  At will: create or destroy water, detect magic
  5/day: control water
  3/day: control weather
  Actions
  Multiattack. The sea giant makes two Slam attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 
  (2d8 + 9) bludgeoning damage.
  Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. 
  Hit: 27 (4d8 + 9) bludgeoning damage.
  Crushing Pressure (recharge 5–6). The sea giant chooses an area 
  of water no larger than a 50-foot cube within 30 feet of it. The water 
  pressure within the space magically increases, and creatures within 
  the area treat it as difficult terrain. In addition, any creature who 
  enters or begins its turn within the area must make a DC 18 
  Constitution saving throw, taking 18 (4d8) bludgeoning damage 
  on a failed saving throw, or half as much damage on a successful 
  one. The area remains affected by this magic for one minute, 
  until the sea giant dismisses it as an action, or until the sea 
  giant dies.
  
  126 | G
  giAnt, voLCAno
  giAnt, voLCAno
  We had climbed high up the rocky slopes of the volcano Phrygia when we came 
  across the giants. They stood three times our size, and I admit I would have run if 
  our guide had not led us here. He claimed they were peaceful, but that we should 
  follow one rule: Always keep the sun at our backs when dealing with them. He said 
  that to walk on their shadows was to tread on their very souls. Negotiations were 
  going well, when the giant’s leader suddenly thrust his spear through our guide. 
  Shocked, I looked up to find that our barbarian friend OTATO! had snuck behind the 
  giants. He had a flagon of ale and was dancing wildly. Right on their shadows. — 
  Balthazane Shalice, on the failed negotiations between the village of Crombleholme 
  and the denizens of the volcano   
  The 18-foot-tall, barrel-chested volcano giant has leathery, reddish-brown skin 
  and haunting amber eyes. The creature is tough and wiry, with the strength and 
  texture of copper. Volcano giants make their homes in the many twisting caves 
  and subterranean rooms of volcanic cones, which they enlarge and reinforce for 
  their comfort and convenience. Although volcano giants can be described as good-
  natured and peaceful people, their demeanor can change quickly. At a real or 
  imagined affront, a volcano giant can erupt with a passion that is rivaled only by the 
  fire and fury of the volcano in which it lives. Volcano giants feel that their shadow 
  is actually their soul, and they do not tolerate any creature that dares to trod upon 
  it. They are fierce and brave warriors who don’t back down from any adversary.
  Clothing for a volcano giant usually consists of little more than a simple wrap of 
  fire lizard skin. Volcano giants wears ornaments made of bone, shell, and obsidian, 
  and their general culture and society is similar to that of humanoid civilizations 
  on tropical islands. Such island societies often get along well with local tribes 
  of volcano giants, engaging in trade and peacefully coexisting. Should a tribe of 
  volcano giants form an allegiance with a human tribe, the giants warn the humans 
  of possible eruptions of their volcano to allow them time to escape the destruction.
  voLCAno giAnt
  voLCAno giAnt
  Huge giant, chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 187 (15d12 + 90)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  15 (+2)
  22 (+6)
  16 (+3)
  18 (+4)
  18 (+4)
  Saving Throws Con +11
  Skills Acrobatics +7, Intimidation +9, Nature +8, Perception +9
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses passive Perception 19
  Languages Giant, Ignan
  Challenge 13 (10,000 XP)
  Heated Body. The volcano giant’s attacks deal an additional 7 (2d6) 
  fire damage (included in the attacks below).
  Actions
  Multiattack. The volcano giant makes one one-handed Spear attack 
  and one Slam attack, or two Slam attacks.
  Spear. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or 
  range 40/120 ft., one target. Hit: 23 (4d6 + 9) piercing damage plus 
  7 (2d6) fire damage, or 27 (4d8 + 9) piercing damage plus 7 (2d6) fire 
  damage if used with two hands to make a melee attack.
  Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 
  (3d6 + 9) bludgeoning damage plus 7 (2d6) fire damage.
  Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 
  Hit: 27 (4d8 + 9) bludgeoning damage plus 7 (2d6) fire damage.
  Sulfuric Breath (recharge 5–6). The volcano giant exhales a cloud 
  of warm sulfuric gas in a 30-foot cone. All creatures in the area must 
  succeed on a DC 19 Constitution saving throw or take 35 (10d6) acid 
  damage and be poisoned for one minute.
  
  127
  G
  giLLmonkey
  giLLmonkey
  We put into the cove and dropped anchor. Hidden from the open sea by the 
  twisting passage through the coastal highlands, we were happy to take time to make 
  repairs and await our contact. Three days of light work and then a small fortune 
  in untaxed whiskey would arrive from Endhome. Two hours later, we were fighting 
  for our lives. The cove was a gillmonkey nest. Dozens of the little beasties swarmed 
  up the anchor chain and launched an attack across our decks. No idea why they 
  attacked, but the fight was short and sharp. We lost 10 good hands and had to 
  shovel gillmonkey corpses off the deck until sunset. — Captain Elisa Bounapert of 
  the Wastrel’s Daughter
  Gillmonkeys are small semi-primates that dwell in shallow coastal waters, 
  reefs, and sometimes even up salty estuaries. Their bodies are pinkish brown with 
  light scales over their heads, shoulders, and torsos. Long tentacles grow from their 
  heads, but these are used to bring food into their mouth. While individually not 
  dangerous, gillmonkeys prefer to gather in the dozens. As their numbers grow, their 
  aggressiveness increases to homicidal levels.
  giLLmonkey
  giLLmonkey
  Small monstrosity, chaotic evil
  Armor Class 14
  Hit Points 11 (2d6 + 4)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  12 (+1)
  8 (–1)
  11 (+0)
  Skills Perception +1, Stealth +6
  Senses blindsense 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Amphibious. The gill monkey can breathe in air or water.
  Actions
  Multiattack. The gillmonkey makes one Bite attack and either two 
  Claw attacks or one melee Spear attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) slashing damage.
  Spear. Melee 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.
  gnArLWood
  gnArLWood
  It was a damned tree. No, really, a damned tree. The thing looked like a tree with 
  four massive branches holding up bundles of green-black leaves fringed with white 
  patterns. The thing, the tree, had a face! A twisted skull-like mockery of a face that 
  leered and snarled at us. With one wave of a woody limb, it called up the skeletons 
  of those it had slain to join the fight. The creature tore apart Ol’ Jaskin with two 
  branches and then went to work on the rest of us, throwing spells and tearing away 
  at us with claws made of wood and rage. — Tara the Wise, adventurer
  Rare things, gnarlwoods are created when a treant seed is planted in cursed 
  ground. This should be an impossibly rare occurrence, save that certain evil cults 
  intentionally create gnarlwoods as guardians of hidden forest temples. Their 
  normally benign forms and thoughts twisted by the soil from which they spring, 
  gnarlwoods love nothing better than to hurt and slay. They gain no sustenance from 
  their victims and commit their atrocities purely out of a rage-filled bloodlust.
  gnArLWood
  gnArLWood
  Huge plant, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 132 (11d12 + 55)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (–1)
  20 (+5)
  13 (+1)
  13 (+1)
  8 (–1)
  Skills Perception +4, Stealth +5
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Senses darkvision 60 ft., passive 
  Perception 14
  Languages Common
  Challenge 8 (3,900 XP)
  Innate Spellcasting. The 
  gnarlwood can cast the 
  following, using Wisdom 
  as its spellcasting ability 
  (spell save DC 12, spell 
  attack bonus +4). The 
  gnarlwood doesn’t need 
  material components to use 
  these abilities:
  At will: ray of sickness
  3/day each: animate dead, 
  blight, inflict wounds
  1/day each: circle of power, dispel 
  evil and good
  1/week: circle of death
  Protected from Good. Good-aligned 
  creatures have disadvantage when attacking 
  a gnarlwood, and it can’t be charmed, 
  frightened, or possessed by a good-aligned 
  creature.
  Unhallowed Aura. When an undead 
  creature within 30 feet of a gnarlwood 
  makes an attack roll or a saving throw, it 
  can add 1d4 to the result.
  AttAcks
  Multiattack. A gnarlwood makes four Clawed 
  Branch attacks.
  Clawed Branch. Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one creature. Hit: 15 (2d8 
  + 6) slashing damage. If a single target is 
  hit by two of the gnarlwood’s Clawed Branch 
  attacks in a single turn, that target automatically 
  takes an additional 15 (2d8 + 6) slashing damage and 
  is grappled.
  
  128 | Golem
  goLem
  goLem
  goLem, Lesser FLesh
  goLem, Lesser FLesh
  It came staggering out of the arcane laboratory, its body barely clothed in a 
  sheet draped over broad shoulders. The patchwork nature of its origins were writ 
  large in the multiple skin tones enclosed by jagged stitching scars, disproportionate 
  arms, and masses of muscle grafted onto less robust bones. One eye clouded in 
  white stared out; the other leered red and angry from a gray patch of skin. — Myrtle 
  Night, Evening Guard on the streets of Castorhage
  Lesser flesh golems are sometimes thought of as a steppingstones for golem 
  crafters, a cheaper product for lesser wizards to learn their craft. While this may 
  be true, several valid reasons exist to create a lesser flesh golem than simple lack 
  of resources or inadequate skill. For the same expenditure in time and treasure, 
  one can create two lesser flesh golems as opposed to a single flesh golem of more 
  robust nature. This makes the prospects of a squad or even a small army of these 
  abominations all the more real.
  Lesser FLesh goLem
  Lesser FLesh goLem
  Medium construct, neutral
  Armor Class 9
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  9 (–1)
  16 (+3)
  4 (–3)
  10 (+0)
  5 (–3)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t adamantine
  Damage Immunities lightning, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 3 (700 XP)
  Berserk. When a lesser flesh golem starts its turn with 26 or fewer 
  hit points, roll 1d6. If the result is a 1, the golem goes berserk and 
  attacks the nearest living creature it can reach. The construct’s 
  creator can regain control over the golem if the creator is within 60 
  feet by using an action and making a successful DC 15 Charisma 
  (Persuasion) check. If the check succeeds, the golem ceases being 
  berserk. If it takes damage while still at 26 hit points or fewer, the 
  golem might go berserk again.
  Fear of Fire. If the golem takes fire damage, it has disadvantage on 
  attack rolls and ability checks until the end of its next turn.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Lightning Absorption. Whenever the golem is subjected to lightning 
  damage, it takes no damage and instead regains a number of hit 
  points equal to half the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws against 
  spells and other magical effects.
  Actions
  Multiattack. The lesser flesh golem makes two Slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 
  (2d6 + 3) bludgeoning damage.
  
  Golem
  Golem
  129
  goLem, mithrAL
  goLem, mithrAL
  Large construct, unaligned
  Armor Class 22 (natural armor)
  Hit Points 315 (30d10 + 150)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  9 (–1)
  20 (+5)
  3 (–4)
  10 (+0)
  1 (–5)
  Damage Resistances fire, lightning, radiant
  Damage Immunities force, poison, psychic, bludgeoning, piercing, 
  and slashing damage from nonmagical attacks that are not 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the language of its creator but can’t speak
  Challenge 22 (41,000 XP)
  Force Absorption. When the mithral golem is subjected to force 
  damage, it takes no damage but instead regains a number of hit 
  points equal to the force damage dealt.
  Immutable Form. The mithral golem is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The mithral golem has advantage on saving 
  throws to resist spells or magical effects.
  Magic Weapons. The mithral golem’s weapon attacks are 
  magical.
  Reflection. When the mithral golem suffers fire, lightning, or 
  radiant damage, half of the damage it receives is reflected 
  back at the source of the damage. If the source of the damage 
  succeeds at a DC 19 Dexterity save, it may halve the damage 
  reflected back at it.
  Furthermore, when the mithral golem suffers fire, lightning, or 
  radiant damage, it immediately recharges its Breath of Light 
  and Pain. It may then use its reaction to use it.
  Gaze attacks that target the mithral golem, or that the mithral 
  golem might be subject to, react as if the gaze attack was 
  made at a mirror.
  Actions
  Multiattack. The mithral golem makes two Fist attacks.
  Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 
  24 (3d10 + 8) bludgeoning damage.
  Breath of Light and Pain (recharge 5–6). The mithral golem 
  breathes a cone of energy 25 feet long that originates from its 
  head. This energy may be fire, lightning, or radiant. All creatures 
  caught within the cone must make a DC 19 Dexterity save, 
  taking 44 (8d10) damage of that type, or half as much with a 
  successful save.
  goLem, mithrAL
  goLem, mithrAL
  To be honest, we barely saw it. It wasn’t invisible; quite the opposite. Light just 
  bounced off it, leaving behind a scattering of rainbow images, a reflection amplified 
  to the point that it stung our eyes. Drakithir was the first to go; she threw a fireball, 
  her normal opening move, and saw the energy just reflect off the golem back at her. 
  Shame she had cast it at her highest level. — Päuk, apprentice mage
  Mithral golems are exceedingly rare. Few worlds have enough mithral in their 
  crusts to make a single mithral golem, much less two. The wizards who create these 
  mindless automatons tend to be planes jumpers of the highest order. Usually, they 
  are commanded to serve as bodyguards or as one-golem armies; rarely are they 
  left to their own devices. When a mithral golem is found, only the foolish see that 
  towering figure as an empire’s ransom worth of mithril. Good luck cashing in on 
  that jackpot.
  
  130 | Golem
  goLem, shedu
  goLem, shedu
  The statue turned its head and snorted, though it certainly did not breathe. Some 
  form of programmed affectation, no doubt. Its chiseled body moved as stone should 
  never move. The muscles did not shift under the skin as it would in a real bull; it 
  simply moved as if being molded by the unseen hands of the gods. To all wonder 
  and terror, the great man-faced bull took off, a hundred tons of animated stone 
  soaring through the air, looping around, coming back. That’s when we began to 
  run. — Lenweyne the Insolent
  Shedu golems are crafted by master stonemasons from single massive blocks 
  of stone. Carved in lifelike detail, these man-faced bulls sport painstakingly-
  chiseled feathered wings. Most often they are created to guard temples and palaces, 
  animating only when their arcane senses detect the presence of pure evil such 
  as devils and demons, although undead have been known to trigger some shedu 
  golems. Once roused, their fury is unmatched, for how does one fight hundreds of 
  tons of walking, nay flaying, stone that can see through any disguise and projects 
  beams of radiant energy from their eyes?
  goLem, shedu
  goLem, shedu
  Huge construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 230 (20d12 +100)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (–1)
  20 (+5)
  3 (–4)
  10 (+0)
  1 (–5)
  Damage Immunities poison, psychic, bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that are not adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned, prone
  Senses darkvision 60 ft., truesight 120 ft., passive Perception 10
  Languages understands the language of its creator but can’t speak
  Challenge 12 (8,400 XP)
  Fear Aura. Any creature that beings its turn within 30 feet of the 
  shedu golem must succeed at a DC 16 Wisdom saving throw or 
  become frightened of the shedu golem until it ends its turn more 
  than 30 feet away from the golem. If a creature succeeds on this 
  saving throw, it is immune to the shedu golem’s fear aura for 24 
  hours.
  Immutable Form. The shedu golem is immune to any spell of effect 
  that would alter its form.
  Magic Resistance. The shedu golem has advantage on saving throws 
  to resist spells or magical effects.
  Magic Weapons. The shedu golem’s weapon attacks are magical.
  Actions
  Multiattack. The shedu golem makes two Stomp attacks or one Stomp 
  attack and Trampling Charge.
  Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 
  (3d8 + 6) bludgeoning damage.
  Smite (recharge 5–6). The shedu golem unleashes a 30-foot cone of 
  radiant energy from its chest. Any creature caught in this cone must 
  make a DC 16 Dexterity saving throw, taking 22 (4d10) radiant 
  damage on a failure or half as much damage with a successful save.
  Trampling Charge. The shedu golem moves up to its full speed 
  toward a creature, ignoring attacks of opportunity along the way. 
  Any creature that the golem passes through or over must make 
  a DC 16 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning 
  damage and being knocked prone on a failure, or taking half damage 
  and not being knocked prone on a success. The shedu golem then 
  immediately makes a Stomp attack on the targeted creature.
  
  131
  G
  grAy nisp
  grAy nisp
  They say the deep bog in the middle of the swamp is home to a fey creature of 
  great physical power but also great cruelty. Many locals tell tales of travelers in 
  the swamp, fisherfolk, and gator hunters who have run afoul of this creature. These 
  tales speak of a creature that attacks from hiding, but does not do so in a fury. This 
  is a creature that is more curious than aggressive, but its curiosity is of a morbid 
  form. In one instance, the creature tore a limb off one person in a boat, merely 
  sniffed at the next person, and then licked the chum bucket for several minutes. It 
  then sat on a log and investigated the severed arm while its former owner writhed in 
  agony and died not five feet away. — Sir Cedric of Reme, knight errant
  Gray nisps are tall, gaunt fey that dwell in isolated waterways, be they lakes, 
  streams, swamps, or even parts of the open ocean. They are solitary and territorial, 
  especially toward other fey. While not malicious, the gray nisp has no feelings 
  of love or hatred, nor do they understand the pain of others. Ever curious, they 
  approach strangers from hiding and attempt to understand them, often through 
  violent means. If left alone, they tend to keep to themselves, but a gray nisp living 
  nearby is an invitation to a sudden visit by a creature looking to experiment and 
  uncaring of others’ pain.
  grAy nisp
  grAy nisp
  Large fey, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 85 (9d10 + 36)
  Speed 10 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  19 (+4)
  5 (–3)
  12 (+1)
  7 (–2)
  Senses darkvision 60 ft., tremorsense 180 ft., passive Perception 11
  Languages Gray Nisp
  Challenge 6 (2,300 XP)
  Keen Scent. A gray nisp can taste blood in the surrounding water 
  from a distance of up to one mile.
  Innate Spellcasting. A gray nisp can use the following spell-like 
  abilities, using Wisdom as its casting ability (spell save DC 12, 
  +4 to hit with spell attacks). The gray nisp doesn’t need material 
  components to use these abilities:
  At will: confusion, detect thoughts, minor illusion (auditory only), 
  hold monster, slow
  Water Dependent. A gray nisp can survive out of water only for 10 
  minutes. After that, it begins to suffocate.
  Actions
  Multiattack. A gray nisp makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 
  (1d12 + 3) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 
  8 (1d10 + 3) slashing damage. If both claws hit the same target, it 
  takes an additional 8 (1d10 + 3) slashing damage.
  
  132 | G
  gribbon
  gribbon
  With one last hack of her blade, Karys cut our path clear to the temple clearing. 
  A 20-foot-tall stone money wrapped in vines greeted us, but my eyes were dazzled 
  by the diamonds serving as its eyes. They sparkled in the light, casting rays of 
  brilliance that strobed across the ground. I was so blinded by the wondrous sight 
  that I didn’t see the apes lining the walls of the temple behind the statue. Each one 
  brandished a gleaming dagger. When they launched off the wall at us — and flew 
  forward on bat-like wings — I knew we were in trouble. — Dawson Southers, on 
  discovering the Temple-Caves of the Catarrhini
  At first glance, gribbons resemble large monkeys with bat wings. Closer 
  examination, however, reveals facial features of a more human than simian nature. 
  Their bodies are covered with a coarse, brown fur, and their hands end in powerful, 
  sharp claws. These creatures are fiercely territorial and prefer to swoop down from 
  the treetops to assault trespassers without warning. Though they greatly prefer 
  forests, gribbons have been known to reside in caves and caverns, especially those 
  higher up with outcroppings where they can perch and survey their territory.
  gribbon
  gribbon
  Small monstrosity, neutral evil
  Armor Class 12
  Hit Points 13 (3d6 + 3)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  13 (+1)
  10 (+0)
  10 (+0)
  11 (+0)
  Skills Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1/2 (100 XP)
  Pack Tactics. The gribbon has advantage on an attack roll against a 
  creature if at least one of the gribbon’s allies is within five feet of the 
  creature and the ally isn’t incapacitated.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) slashing 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.
  Dart. Ranged Weapon Attack: +4 to hit, range 26/60 ft., one target. Hit: 
  4 (1d4 + 2) piercing damage.
  green brAin
  green brAin
  The mushroom folk controlled their servants through ingenious means. The 
  lesser-minded species, even mindless creatures such as oozes, were dominated and 
  organized by fleshy green brains grown like plants. We defeated the servants with 
  ease, even considering the degree to which they were coordinated, but once we 
  fought through these hordes, we faced the brain behind it all. Waves of pain and 
  ecstasy rolled off it as we neared, only to be replaced by bolts of pure psychic energy 
  as the first of our number engaged in a fight to the death. — Sir Cedric of Reme, 
  knight errant
  Myconids and other creatures skilled at shaping plants grow green brains. 
  These fleshy green brains are hidden behind the leaves of a large cauliflower-like 
  plant. These small plant monstrosities lack ambitions or much personality, making 
  them ideal systems to control the lesser-minded and weaker-willed servants of 
  their creators. When threatened, the green brain uses its servants to defend itself, 
  supplementing their attacks with its own powerful psychic powers.
  green brAin
  green brAin
  Small plant (fungus), lawful evil
  Armor Class 12
  Hit Points 31 (9d6)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  13 (+2)
  10 (+0)
  7 (–2)
  12 (+1)
  16 (+3)
  Damage Immunities psychic damage
  Condition Immunities frightened, stunned, unconscious
  Senses telepathy 60 ft., truesight 60 ft., passive Perception 11
  Languages Common, Undercommon, Sylvan, telepathy
  Challenge 2 (450 XP)
  Actions
  Psychic Bolt. Ranged Spell Attack: +3 to hit, range 60 ft., one target. 
  Hit: 21 (4d8 + 3) psychic damage.
  Psychic Waves (recharges after a short or long rest). The green 
  brain emits a pulse of psychic energy at potential foes. The pulse 
  affects all creatures with an Intelligence of 3 or higher that are 
  within 30 feet of the green brain. Each creature that starts its 
  turn within 30 feet of the green brain must succeed on a DC 13 
  Intelligence saving throw. On a failure, the creature can’t take 
  reactions until the start of its next turn and rolls a d8 to determine 
  what it does during its turn. On a 1 to 4, the creature does nothing. 
  On a 5 or 6, the creature takes no action or bonus action and uses all 
  its movement to move in a randomly determined direction. On a 7 or 
  8, the creature makes a melee attack against a randomly determined 
  creature within its reach or does nothing if it can’t make such an 
  attack.
  
  133
  G
  grimstALker
  grimstALker
  We sailed down the King Prudus, passing through a stand of old trees that leaned 
  close over the river. Xervit motioned for us to keep our heads low, for he had heard 
  tales of strange beings that protected this stretch of the waterway. We did as he 
  said, but I had to sneak a peek over the side. Standing among the trees, their skin 
  resembling the bark of the trees they protected, were tall elves with long arms 
  and sharp claws. Their piercing eyes watched us as we drifted along. — Hauk the 
  Weasel, on the search for the burial vault of King Maxton 
  The grimstalkers, or banaan (as they prefer to call themselves), are fey creatures 
  that do not share the beauty and goodness of their kin. Whereas other fey creatures 
  have come to represent the beautiful or mischievous side of nature, the grimstalker 
  most certainly reflects nature at its worst. They are dark creatures, their hearts 
  tainted with the foulest of evil. Unfortunate souls who wander into a forest 
  guarded by grimstalkers are never seen again — except for their skulls, which the 
  grimstalkers hang from the trees as a warning to those who would dare trespass into 
  their domain.
  grimstALker
  grimstALker
  Medium fey, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 40 ft., climbing 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  19 (+4)
  17 (+3)
  14 (+2)
  13 (+1)
  17 (+3)
  Saving Throws Dexterity +7
  Skills Acrobatics +7, , Intimidate +6, Perception +4, Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks that are not silver
  Senses darkvision, passive Perception 14
  Languages Elvish, Sylvan
  Challenge 5 (1,800 XP)
   
  Innate Spellcasting. The grimstalker’s innate spellcasting ability 
  is Charisma (spell save DC 14, +6 to hit with spell attacks). It can 
  cast the following spells, requiring no material components:
  3/day: entangle
  1/day: pass without trace
  Actions
  Multiattack. The grimstalker makes three attacks with 
  either its Longbow or Spiked Staff. It can replace one 
  of those attacks with a Claw attack.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 4) slashing damage plus 5 (2d4) 
  poison damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 9 (1d8 + 4) piercing 
  damage plus 2 (1d4) poison damage, and the target 
  must succeed on a DC 14 Constitution saving throw or 
  be poisoned for one hour.
  Spiked Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage plus 2 (1d4) 
  poison damage, or 9 (1d8 + 4) piercing damage plus 2 (1d4) 
  poison damage if used with two hands.
  
  134 | G
  groAning spirit
  groAning spirit
  We broke right through the wall of the DuVaine manor house, running from the 
  vengeful spirit that had chased us upstairs. We found ourselves in a lady’s changing 
  room, empty except for a full-length mirror in a brass stand in the center of the 
  room. Arb stepped up to it and whispered, “I don’t like this.” I had to agree. Nothing 
  in this decaying house was what it seemed. That was when we noticed the elven 
  woman in the mirror watching us. She screamed, and the mirror exploded outward, 
  slashing Arb’s face into bloody ribbons. The once-beautiful elf stepped out of the 
  empty frame, her eyes burning crimson and her hair a tangled mess. — Castorix 
  Penn, recounting her escape from DuVaine manor in The Covet, just before her 
  disappearance 
  The groaning spirit is the malevolent spirit of a female elf often found haunting 
  swamps, fens, moors, and other desolate places. Groaning spirits hate the living 
  and seek to destroy whomever they meet. A groaning spirit appears as a translucent 
  image of her former self, with a visage horrifying to behold. Far worse is their 
  deadly touch and the groan they can unleash to kill those who hear the mournful 
  sound.
  groAning spirit
  groAning spirit
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 58 (13d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5)
  14 (+2)
  10 (+0)
  12 (+1)
  11 (+0)
  17 (+3)
  Saving Throws Wis +2, Cha +5
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Elvish
  Challenge 4 (1,100 XP)
  Detect Life. The groaning spirit can magically sense the presence of 
  creatures up to five miles away that are not undead or constructs. It 
  knows the general direction they are in but not their exact locations.
  Incorporeal Movement. The groaning 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.
  Actions
  Deadly Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 12 (3d6 + 2) necrotic damage.
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  groaning spirit that can see it must succeed on a DC 13 Wisdom 
  saving throw or be frightened for one minute. A frightened target 
  can repeat the saving throw at the end of each of its turns, with 
  disadvantage if the groaning spirit is within line of sight, ending the 
  frightened condition on itself on a success. If a target’s saving throw 
  is successful or the effect ends for it, the target is immune to this 
  groaning spirit’s Horrifying Visage for the next 24 hours.
  Groan. If the groaning spirit is not in sunlight, it unleashes a 
  mournful groan. A creature that is not an undead or construct that 
  is within 30 feet of it that hears the groan must make a DC 13 
  Constitution saving throw. On a failure, the creature drops to 0 hit 
  points. On a success, it takes 10 (3d6) psychic damage.
  
  135
  G
  gronk
  gronk
  We slid on our bellies through the frozen tundra, clad in white furs to hide our 
  presence. Tung the Withered pointed the creatures out with his misshapen hand. 
  They were gray-skinned things, with shaggy hair. Each one had a single horn 
  growing from its forehead. The creatures were digging holes in the tundra, working 
  tirelessly to chop through the frozen ground. I counted at least 20 such diggings. I 
  also counted five polar bears with leather collars wandering amid the diggers. I’m 
  still curious what they were doing, but Tung didn’t want to get too close. — Neta 
  Lee, wizard of the North
  Gronks are fiercely territorial creatures with mottled gray skin and shaggy brown 
  hair. They have massive arms and legs that are attached to their barrel-like torso. 
  Their faces are almost lost amid the long hair hanging over their heads, but there’s 
  no missing the long rhinoceros-like horn that grows between their eyes.
  Primarily hunter-gatherers, gronks live in small family bands or nomadic packs 
  that wander the cold plains they call home. Gronk packs never remain in one place 
  for more than a month before moving on to greener pastures and better hunting 
  grounds. They have been known to engage in barter with traders who cross their 
  territories. Of particular interest to gronks are frost giants, with whom they have 
  some sort of kinship or bond (though the extent of such a bond is unknown).
  gronk
  gronk
  Large monstrosity, chaotic neutral
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  8 (–1)
  11 (+1)
  9 (–1)
  Skills Intimidation +2, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Prehistoric Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The gronk has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Actions
  Multiattack. The gronk makes one Gore attack and one Greatclub 
  attack.
  Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage.
  Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  
  136 | G
  guArdiAn shAde 
  guArdiAn shAde 
  The temple was the perfect target. Their god was dead, slain in some demonic 
  struggle, so who would avenge the few remaining priests? All of them were old men 
  and women anyway, so the temple would likely be around only a few more years as 
  they died off naturally. We went in at night, after the priests and priestesses shuffled 
  off to bed. We were stripping the gold from the sanctuary when those old codgers 
  shambled in to stop us. We laughed at them and continued our thieving. Until these 
  shimmering forms sidestepped out of their frail bodies. These brawny warriors 
  rushed us, forcing us to flee without a single bag of gold. — Rafael Bottoms, 
  confessing to attempted burglary
  A guardian shade is the ghost of a warrior whose life was dedicated to protecting 
  sacred places or holy individuals. Upon death, these warriors are given the option 
  by the gods, spirits, or the shamans of their nation to continue serving as protectors. 
  A guardian shade created in this fashion dwells alongside another’s spirit inside 
  their body and emerges to aid its host when danger threatens.
  While guardian shades are usually devoted to the defense of the helpless and 
  the sacred, some evil shamans capture the spirits of wicked warriors and bind them 
  to their own unholy folk — ancient priests, evil chiefs whose bodies have wasted 
  away, weak-bodied sorcerers, and the like. These evil guardian shades are rare and 
  might abandon their hosts if facing destruction.
  guArdiAn shAde
  guArdiAn shAde
  Medium undead, lawful good
  Armor Class 20 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  16 (+3)
  18 (+4)
  10 (+0)
  14 (+2)
  16 (+3)
  Saving Throws Dex +6, Con +7
  Skills Insight +10, Intimidation +11, Perception +10
  Damage Immunities cold, necrotic, poison
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks; fire, lightning, thunder
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 20
  Languages All languages spoken by host
  Challenge 10 (5,900 XP)
  Emerge from Host. A guardian shade normally dwells inside its 
  host, but it can emerge as a move. Once it emerges, it can act 
  independently. It can merge with its host as a move.
  Incorporeal Movement. The guardian shade 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.
  Actions
  Icy Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) cold damage.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) necrotic damage. The target must succeed 
  on a DC 13 Constitution saving throw or its hit point maximum is 
  reduced by an equal amount 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.
  
  137
  H
  hA-nAgA
  hA-nAgA
  The temple was the strangest construction I’d ever discovered. It had miles of 
  stone walls that formed a dizzying maze, high marble arches carved with unknown 
  symbols, overhanging tree canopies, and underground tunnels. Ten-foot-diameter 
  openings carved into the rock accessed these underground areas, although we never 
  had the chance to explore them. We had barely entered when a gigantic serpent 
  rushed headlong through the maze toward us, forcing us to flee before it. The thing 
  had a monstrous humanoid head that murmured spells as it moved. We fled back 
  into the Ambicuaria Jungle. — Penelope Winderskip, explorer and seeker of the 
  mysteries of life
  The ha-naga is a monstrous snake with the head of a gigantic humanoid. They 
  can reach lengths of 70 feet or more. Some believe the ha-naga is immortal, and 
  stories written on the walls of ancient temples speak of them returning from the 
  dead. Others claim the creature can blend into the jungles to hide until they slide 
  forth to attack.
  hA-nAgA
  hA-nAgA
  Gargantuan aberration, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 350 (20d20 + 140)
  Speed 60 ft., fly 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  22 (+6)
  25 (+7)
  25 (+7)
  21 (+5)
  27 (+8)
  Saving Throws Dex +13, Con +14, Int +14, Wis +12, Cha +15
  Skills Arcana +14, Deception +15, History +14, Insight +12, Perception 
  +12, Religion +14, Stealth +13
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 22
  Languages Abyssal, Common
  Challenge 22 (41,000 XP)
  Rejuvenation. If it dies, the ha-naga returns to life in 1d6 days and 
  regains all its hit points. Only a wish spell can prevent this trait 
  from functioning.
  Legendary Resistance (3/day). If the ha-naga fails a saving throw, it 
  can choose to succeed instead.
  Chameleon Skin. The ha-naga has advantage on Dexterity (Stealth) 
  checks made to hide.
  Innate Spellcasting. The ha-naga’s innate spellcasting ability is 
  Charisma (spell save DC 23). It can innately cast the following 
  spells, and it needs only verbal components to cast its spells:
  At will: charm person, detect thoughts, suggestion
  3/day each: dominate person, mass suggestion
  Spellcasting. The ha-naga is a 20th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 23, +15 to hit with spell attacks), 
  and it needs only verbal components to cast its spells. It has the 
  following sorcerer spells prepared:
  Cantrips (at will): acid splash, fire bolt, mage hand, minor illusion, 
  prestidigitation, ray of frost
  1st level (4 slots): detect magic, fog cloud, magic missile
  2nd level (3 slots): darkness, hold person
  3rd level (3 slots): lightning bolt, stinking cloud
  4th level (3 slots): confusion, polymorph
  5th level (3 slots): cloudkill, telekinesis
  6th level (2 slots): circle of death
  7th level (2 slots): teleport
  8th level (1 slot): power word stun
  9th level (1 slot): meteor swarm
  Actions
  Multiattack. The ha-naga makes one Constrict attack and one Sting 
  attack.
  Constrict. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 22 (4d6 + 8) bludgeoning damage and the target is grappled 
  (escape DC 23). Until this grapple ends, the creature is restrained, 
  and the ha-naga can’t constrict another target.
  Sting. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 
  21 (3d8 + 8) piercing damage, and the target must make a DC 23 
  Constitution saving throw, taking 55 (10d10) poison damage on a 
  failed save, or half as much damage on a successful one.
  LegendAry Actions
  The ha-naga can take three 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 ha-naga regains spent 
  legendary actions at the start of its turn.
  Constrict. The ha-naga makes one Constrict attack.
  Sting. The ha-naga makes one Sting attack.
  Move. The ha-naga moves up to its speed without provoking attacks of 
  opportunity.
  
  138 | H
  hALF-ogre enForCer
  hALF-ogre enForCer
  Large giant (half-ogre), neutral evil
  Armor Class 17 (chain mail armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  13 (+1)
  16 (+3)
  8 (–1)
  10 (+0)
  10 (+0)
  Saving Throws Str +6, Con +6
  Skills Intimidation +3, Perception +3, Survival +2
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Giant
  Challenge 6 (2,300 XP)
  Action Surge (recharges after a short or long rest). The half-ogre 
  enforcer may make one additional action on its turn on top of its 
  normal action (and possible bonus action).
  Defense. The half-ogre enforcer gains +1 to its Armor Class while 
  wearing armor (included above)
  Great Weapon Fighting. When the half-ogre enforcer rolls a 1 or a 2 
  on a damage die for an attack it makes with a melee weapon that it 
  is wielding with two hands, it may reroll the die and must use the 
  new roll.
  Improved Critical. The half-ogre enforcer’s weapon attacks score a 
  critical hit on a roll of 19 or 20.
  Actions
  Multiattack. The half-ogre enforcer makes two melee or two ranged 
  weapon attacks.
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (3d6 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 
  30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  Bonus Actions
  Second Wind (recharges after a short or long rest). The half-ogre 
  enforcer may regain 1d10 + 8 hit points.
  hALF-ogre enForCer
  hALF-ogre enForCer
  Miggle Luckstar promised to get an audience with the prince and his entourage 
  of big spenders. We needed only a moment alone with him to get him behind our 
  expedition from Sunport up the River of Fortune. The map I had discovered promised 
  untold riches waiting at the mouth of the waterway. Unfortunately, the prince also 
  brought his bodyguards, and this one loathsome beast made it all too clear he’d 
  crush our skulls in his palms if we tried to enter. — Sir Percivius Mottlebrow the 
  Third, eaten by a killer plant during failed expedition on the River of Fortune 
  A half-ogre enforcer resembles a somewhat ugly human with matted dark hair. It 
  wears tattered skins over a suit of hide armor. The half-ogre understands the power 
  of intimidation and uses its massive form to the best advantage to win any fight.
  
  139
  H
  hoAr spirit
  hoAr spirit
  A bone-chilling wind blew a blinding snow over the edge of the Wailing Glacier, 
  creating a shrill cacophony of shrieks that resounded across the valley. We bundled 
  up against the cold, but there was little we could do to keep the piercing sound 
  from our ears. Maybe that’s why we didn’t hear them. We were studying the ice 
  wall looking for an easy way up, when gaunt beings rose from the snowdrifts. Their 
  emaciated bodies were barely dressed for the cold, but it was obvious from the 
  frozen orbs of their eyes that the weather wasn’t going to bother them ever again. — 
  Catesby Snow, explorer scouting the Hollow Spire Mountains
  Believed to be the spirits of humanoids that freeze to death either because of 
  their own mistakes or because of some ritualistic exile into the icy wastes by their 
  culture, hoar spirits haunt the icy wastelands of the world seeking warmblooded 
  living creatures in which to share their icy hell. A hoar spirit is a gaunt humanoid 
  dressed in tattered rags. Its skin is pale gray, and ice crystals form on various parts 
  of its body. Its hands end in claws, each with translucent icy blue nails. Its eyes are 
  frozen solid and show no signs of life.
  hoAr spirit
  hoAr spirit
  Medium undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  13 (+1)
  10 (+0)
  15 (+2)
  15 (+2)
  Skills Perception +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 2 (450 XP)
  Glaciate. A creature that touches the hoar spirit or hits it with a 
  melee attack while within five feet of it must succeed on a DC 12 
  Constitution saving throw or take 10 (3d6) cold damage and be 
  paralyzed by bone-numbing cold for one 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 the target’s saving throw is a success, 
  it is immune to the paralyzing effect of the hoar spirit’s Glaciate for 
  24 hours.
  Heat Sense. The hoar spirit can detect heat (such as that generated by 
  living creatures) within 60 feet, regardless of whether the hoar spirit 
  can see the heat source or not.
  Innate Spellcasting. The hoar spirit’s spellcasting ability is Charisma 
  (spell save DC 12). The hoar spirit can innately cast the following 
  spells, requiring no material components:
  3/day: ray of frost
  1/day: cone of cold
  Actions
  Multiattack. The hoar spirit makes two Claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 
  (2d4 + 3) slashing damage and 10 (3d6) cold damage.
  
  140 | H
  horror From beLoW
  horror From beLoW
  We chipped our way into the Under Realm, hopin’ to find the monsters slidin’ 
  through the rock into Ankhura. We moved silently — or as silently as only 20 
  dwarven guards could — through the twistin’ tunnels beneath our home. The goin’ 
  was easy at first, but we soon discovered that the creatures were expectin’ us. We 
  lost six guards when a shapeless mass dropped from an arched tunnel and pinned 
  them under its bulk. — Hoggin “Gravelbreaker” Ashenchisel, dwarven hero of the 
  lower caverns
  The amorphous things collectively called horrors from below are the advance 
  guard of greater powers that lurk in the twisted realms beneath the ancient dwarven 
  realm of Ankhura. They are usually an initial assault force, attacking by surprise 
  and burrowing through solid rock to attack defenders from all directions at once. 
  Though they possess a native intelligence, horrors from below are nevertheless 
  utterly incomprehensible and cannot be communicated with through any known 
  means, mundane or arcane. They attack ferociously and without quarter, never 
  withdrawing until destroyed.
  horror From beLoW
  horror From beLoW
  Large aberration, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 209 (22d10 + 88)
  Speed 30 ft., burrow 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  18 (+4)
  9 (–1)
  12 (+1)
  4 (–3)
  Damage Immunities acid, cold, fire, poison, psychic
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, prone
  Senses blindsight 60 ft., passive Perception 11
  Languages Horrors from below communicate in a form of high-pitched 
  piping, clicking, and chirping that is incomprehensible to all other 
  creatures.
  Challenge 12 (8,400 XP)
  Dimensional Instability. Anchored to a different reality, a horror 
  shifts and wavers as if affected by a blur spell. Attacks against the 
  horror are at disadvantage. Attacks are immune to this effect if they 
  do not rely on sight, as with blindsight, or can see through illusion 
  such as truesight. When slain, a horror dissolves into noxious, foul-
  smelling slime, and the slime itself vanishes utterly within an hour.
  Spider Climb. The horror can climb difficult surfaces, including 
  upside-down on ceilings, without needing to make an ability check.
  Tunnel. The horror can move through solid rock at its burrow speed, 
  leaving a cylindrical tunnel behind.
  Actions
  Multiattack. The horror from below makes four Pseudopod attacks. It 
  cannot attack with pseudopods that are grappling targets, but each 
  pseudopod with a grappled target Drain its target.
  Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 18 (4d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. 
  If the target is a creature, it is grappled (escape DC 16). Until the 
  grapple ends, the target is restrained and the horror cannot make 
  another attack with that pseudopod.
  Bloat. If the horror drains 100 hit points or more from its targets, it 
  bloats to Huge size. When huge, its Armor Class is reduced to 12 and 
  its Speed to 20. It cannot burrow, and while it can continue to inflict 
  damage with its drain attacks, it cannot add any more temporary hit 
  points.
  Drain. The horror can drain blood and vital fluids from any living 
  creature grappled by one of its pseudopods. The target must make 
  a DC 16 Constitution saving throw or take 17 (2d6 + 4) points of 
  necrotic damage and have its maximum hit points reduced by the 
  same amount. On a successful save, the target takes half damage 
  and its maximum hit points is not reduced. The reduction lasts until 
  the target takes a long rest. The target is reduced to a mummified 
  husk and dies if its maximum hit points is reduced to 0. The horror 
  adds half of any hit points drained as temporary hit points. This 
  can exceed its normal maximum hit points but cannot exceed 100 
  temporary hit points drained (see Bloat ability).
  
  141
  H
  hyAenodon, undeAd
  hyAenodon, undeAd
  I’d fought gnolls before, plenty of times in fact, so I expected them to be crafty 
  and tricky. We crept up the back side of the canyon to get to their camp, making sure 
  to douse our scents so their hyenas wouldn’t smell us. First, I planned to go after the 
  priests of their foul god, for those bastards presented the greatest threat. The priest 
  was not alone, however. Instead, he was guarded by a snarling thing, a great hyena 
  that was neither dead nor alive and whose very breath exhaled fetid poison. Faced 
  with such a terror, I had to rely on help — although not much — from two warriors 
  who joined in the fight so I could continue after the priest. — Big Joanne, mercenary
  The most favored priests of the gnoll gods are gifted with an undead hyaenodon 
  servant. These reanimated hyenas from a bygone era are the size of a horse, with 
  huge jaws that make up most of their rotting heads. Cruelly intelligent, they serve 
  their masters, and only the most foolish priests think those masters are mortal and 
  not gnoll gods.
  hyAenodon, undeAd
  hyAenodon, undeAd
  Large undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  14 (+2)
  7 (–2)
  10 (+0)
  4 (–3)
  Skills Perception +2, Stealth +3
  Damage Resistances bludgeoning, piercing, and slashing damage 
  made with nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, but cannot speak
  Challenge 3 (700 XP)
  Carrion Stench. Any creature other than an undead hyaenodon that 
  starts its turn within five feet of the undead hyaenodon must succeed 
  on a DC 14 Constitution saving throw or be poisoned until the start 
  of the creature’s next turn. On a successful saving throw, the target 
  is immune to the Stench of all undead hyaenodons for one hour.
  Actions
  Multiattack. The undead hyaenodon makes one Bite attack and one 
  Claw attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 
  (2d10 + 4) piercing damage and the creature must succeed on a DC 
  14 Strength saving throw or become grappled by the hyaenodon 
  (escape DC 14). The undead hyaenodon can grapple only one 
  creature at a time.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) slashing damage.
  Shake. The undead hyaenodon shakes a grappled target, inflicting 16 
  (3d10) slashing damage.
  
  142 | I
  immortAL mAster
  immortAL mAster
  Our battalion marched west across the plains to the edge of the Impossible 
  Peaks. Our plan was to find a passage through those horrible mountains to the 
  unbelievable land beyond. However, an unexpected pair was waiting for us at the 
  base of the mountain. One was a shaggy wild man dressed in a simple robe. The 
  other was a willowy being whose movements flowed like water. They lounged lazily 
  on a bed of moss between two oak trees. They obviously saw us, but neither seemed 
  concerned. After some discussion, we decided to just leave them be. That was our 
  mistake. In the next moment, they were in the middle of our ranks, and 20 men were 
  unconscious from their lightning-fast strikes. — Rivone Cort, who told his story 
  after awakening back in Tanner’s Green
  Immortal masters are the paragons of their specialized fighting styles, which 
  mirror the natural movements and fighting styles of five animals: the tiger, crane, 
  serpent, wolf, and dragon. Real expertise in these styles takes a lifetime, but true 
  mastery takes even longer. Legend holds that the continued practice of a style to the 
  exclusion of all other worldly activities can extend one’s lifetime and enhance all 
  aspects of spiritual, mental and physical health. Those who reach the pinnacle of 
  development are known as immortal masters, and only one can exist for each of the 
  five styles. These individuals are believed to be perfect, deathless entities who have 
  moved beyond most human needs, including the need to eat and drink.
  In addition to transcending human needs and emotions, immortal masters have 
  so fully embraced the ways of their chosen style that their movements, mannerisms 
  and appearance emulate their tradition’s animals: the wolf master is rough and wild-
  looking; the crane master is slender and elegant; the tiger master is powerfully built 
  and fierce; the snake master is graceful and sinuous; and the dragon master is aloof, 
  with a preternatural confidence and barely restrained elemental energy. Immortal 
  masters find it very difficult to relate to others, even members of their own martial 
  arts traditions. They generally live apart from the rest of the world, training only a 
  handful of specially selected students, meeting with outsiders for consultation and 
  guidance only rarely and shunning most aspects of ordinary existence.
  immortAL mAster
  immortAL mAster
  Medium humanoid, neutral
  Armor Class 24 (natural armor)
  Hit Points 306 (36d8 + 144)
  Speed 60 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  20 (+5)
  18 (+4)
  12 (+1)
  16 (+3)
  18 (+4)
  Saving Throws Str +10, Dex +11, Con +10, Wis +9, Cha +10
  Skills Athletics +16, Deception +16, Insight +15, Intimidation +16, 
  Medicine +15, Nature +13, Perception +15, Persuasion +16, Stealth 
  +17, Survival +15
  Damage Immunities cold, fire, lightning, poison, thunder
  Damage Resistances bludgeoning, piercing and slashing damage 
  from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, intoxicated, 
  paralyzed, petrified
  Senses blindsight 60 ft., passive Perception 25
  Languages Understands and speaks all languages
  Challenge 20 (25000 XP)
  Flawless Climb. An immortal master can move up, down, and across 
  vertical surfaces and upside-down along ceilings while leaving its 
  hands free.
  Flawless Leap. As a move action, the immortal master can effortlessly 
  leap a 30-foot distance, passing over any obstacles of foes that are 
  under 20 feet tall. This move does not trigger attacks of opportunity. 
  The master can land facing in any direction it chooses.
  Immortality. Immortal masters cannot die of natural causes. They 
  do not need to eat or drink. If an immortal master is killed, it 
  immediately reincarnates, its abilities manifesting in the most 
  accomplished practitioner of its given martial arts style that has 
  achieved monk level 20. If no such individual exists, the master does 
  not reincarnate until a practitioner of its style reaches level 20.
  Style Vulnerability. An immortal master takes normal damage from 
  attacks by practitioners of its own martial arts style.
  Masters of the Five Schools. Each master stands at the pinnacle of 
  one of the five martial arts styles. Each of these styles grants the 
  master a different ability, as described below. Other styles exist, and 
  it is believed that many of these have their own immortal masters as 
  well.
  Tiger: If the immortal tiger master hits a foe with one or more of 
  its Immortal Blows in a round, it may impose one of the following 
  conditions:
  • The foe must succeed on a DC 19 Dexterity saving throw or be 
  knocked prone.
  • It must take an additional 9 (2d8) points of slashing damage 
  for each hit.
  • It loses 1d6 hit points at the start of each of its turns from 
  bleeding until a creature uses an action to make a DC 10 
  Wisdom (Healing) check to bandage it or healing magic is 
  applied. This bleeding damage can’t be imposed on a target 
  that is already bleeding.
  
  143
  I
  Snake: The immortal snake master’s Immortal Blows inflict poison 
  damage in addition to the other types, and any creature struck 
  by it must make a DC 19 Constitution saving throw or be poisoned 
  for one minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Crane: The immortal crane master maintains its martial arts stance 
  at all times, gaining a +2 bonus to Armor Class, armed and unarmed 
  attacks, and a +4 bonus to saving throws and damage.
  Wolf: If the immortal wolf master hits a foe with one or more of its 
  Immortal Blow attacks in a round, it can impose one of the following 
  conditions:
  • The foe must succeed on a DC 19 Dexterity saving throw or be 
  knocked prone.
  • It must take an additional 9 (2d8) points of piercing damage 
  for each hit.
  • It must succeed on a DC 19 Wisdom saving throw or be 
  frightened for one 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 this effect for the 
  next 24 hours.
  Dragon: The immortal dragon master’s Immortal Blow attacks cause 
  21 (3d10 + 5) force damage plus 16 (3d10) cold, fire, thunder or 
  lightning, its flawless leap distance is 60 feet at a height of 30 feet, 
  and saving throws against its Immortal Aura are at DC 21.
  Actions
  Multiattack. The immortal master can use its Immortal Aura and 
  make three Immortal Blow attacks.
  Immortal Blow. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) force damage plus 11 (2d10) cold, fire, 
  thunder or lightning damage.
  Immortal Aura. Each creature of the immortal master’s choice that is 
  within 60 feet of the immortal master and aware of it must succeed 
  on a DC 19 Wisdom saving throw or become stunned for one minute. 
  A stunned 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 immortal master’s aura for the next 24 hours.
  LegendAry Actions
  The immortal master can take three 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 immortal master 
  regains spent legendary actions at the start of its turn.
  Attack. The immortal master makes an Immortal Blow attack.
  Intimidate. The immortal master can make a Charisma (Intimidation) 
  check.
  Leap. The immortal master can make a Flawless Leap.
  Shockwave (costs 2 actions). The immortal master strikes the 
  ground with its fist, requiring each creature within 20 feet to succeed 
  on a DC 19 Dexterity saving throw or take 11 (2d6 + 5) bludgeoning 
  damage and be knocked prone.
  inphidiAn
  inphidiAn
  How we got there was hazy. Our journey into the Seething Jungle started at 
  Sunport, but things shifted somewhere along the way. We saw the sun rise and fall 
  within hours of each other, and an enveloping fog flowed around us, causing us to 
  lose all sense of direction. When the fog cleared, we found ourselves on a low ridge 
  overlooking a city with high stone walls that encircled the metropolis. We got close 
  enough to the gate — two huge interlocking serpent heads — to see that it was 
  manned by creatures with serpent heads. Hundreds of them. We fled into the jungle, 
  but getting home was a story I never want to tell. — Bella Ryne, missing for two 
  years in the Seething Jungle
  An inphidian is a six-foot-tall humanoid serpent covered with scales. These 
  scales are often blue-green but could be any color. Its head and features are snake-
  like in appearance, and it has no hair on its head or body. Its hands are the snapping 
  heads of fanged vipers, but this doesn’t seem to stop them from holding and using 
  tools and weapons. The inphidians are part of an entire culture of reclusive snake 
  creatures that some believe control an entire serpent city known as Uroborus, 
  although no one has yet stumbled across this lost city.
  Most sages subscribe to one of two theories about the rise of the serpent-men. 
  The first states the creatures are the failed results of horrific experiments performed 
  by the dark and nameless sorcerers of an ancient snake-cult. The second theory 
  contends the inphidians were once a cult of snake-worshippers cursed by an ancient 
  snake-god for some transgression against the ethos.
  inphidiAn
  inphidiAn
  Medium humanoid (inphidian), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  15 (+2)
  12 (+1)
  13 (+1)
  12 (+1)
  Saving Throws Dex +5, Con +4, Wis +3
  Skills Acrobatics +5, Insight +3, Perception +3, Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Inphidian
  Challenge 3 (700 XP)
  Actions
  Multiattack. An inphidian makes two Snake-hand Bite attacks.
  Snake-hand Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
  Spit Poison (recharge 5–6). The inphidian spits poison at one target 
  within 20 feet of it. A target creature must succeed on a DC 13 
  Constitution saving throw or be blinded for one minute. A creature 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  
  144 | J
  jeLLy, stun-
  jeLLy, stun-
  The passage ended at a weird, slimy-looking wall, with no hint of what might 
  lie beyond. We could almost see through the wall. We poked around a bit before 
  checking that far wall, mainly because it was too obvious a place to put a secret 
  door, otherwise it would have been our first place to look. Well, that was when 
  the wall sprouted a couple of pseudopodia and attacked. Silverfeathers went down 
  screaming and then just lay still on the floor. The rest of us went at the thing with 
  blade and fire until the false wall shriveled and died. That smell, though, at first of 
  vinegar and then burning vinegar as we fought. It just stays with you. — Tara the 
  Wise, adventurer
  Stunjellies hide within larger subterranean complexes, where they often disguise 
  themselves by flattening themselves against walls to rely on their translucent gray 
  color to blend in with the background. Mindless things, the stunjelly waits until a 
  living creature comes close before reaching out and attacking with its pseudopodia. 
  They secrete a weak acid that carries a virulent venom that causes paralysis. Wise 
  delvers know to back up when they smell vinegar, a byproduct of the paralyzing 
  acid reacting with air.
  stunjeLLy
  stunjeLLy
  Large ooze, unaligned
  Armor Class 9
  Hit Points 57 (6d10 + 24)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  9 (–1)
  18 (+4)
  1 (–5)
  6 (–2)
  1 (–5)
  Damage Resistances piercing
  Damage Immunities acid, cold, lightning, poison
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  8
  Languages —
  Challenge 3 (700 XP)
  Amorphous. The stunjelly can move through a space as narrow as one 
  inch wide without squeezing.
  Corrosive Form. A creature that touches the stunjelly or hits it with 
  a melee attack while within five feet of it takes 7 (2d6) acid damage. 
  Any nonmagical weapon made of wood or other organic material 
  that hits the stunjelly partly dissolves. After hitting the stunjelly, 
  the weapon takes a permanent and cumulative –1 to damage rolls. 
  If its penalty drops to –5, the weapon is destroyed. Nonmagical 
  ammunition made of wood (or other organic material) that hits the 
  stunjelly is destroyed after dealing damage.
  Engulfing. When the stunjelly hits a creature with a Slam attack, it 
  may make one Engulf attack against that creature as a bonus action.
  Spider Climb. The stunjelly can climb difficult surfaces, including 
  hanging upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. If the target 
  is a creature, it must make a DC 14 Constitution saving throw. On 
  a failed save, the creature is paralyzed for one minute. The creature 
  may repeat this saving throw at the end of each of its turns, ending 
  the paralysis on itself on a success.
  If the creature is wearing armor made of leather or other organic 
  material when hit by the stunjelly, that armor is partly dissolved 
  and takes a permanent and cumulative –1 to the Armor Class it 
  offers. The armor is destroyed if the penalty reduces its Armor Class 
  to 10.
  Engulf. The stunjelly attempts to engulf one creature of size Large 
  or smaller within five feet of it. The creature must make a DC 15 
  Dexterity saving throw. On a failed save, the stunjelly enters the 
  creature’s space, and the creature takes 7 (2d6) acid damage and 
  is engulfed. The engulfed creature can’t breathe, is restrained, and 
  must succeed on a DC 14 Constitution saving throw or be paralyzed 
  for one minute. The creature may repeat this Constitution saving 
  throw at the end of each of its turns, ending the paralysis on itself on 
  a success.
  At the start of each of the stunjelly’s turns, the engulfed creature 
  takes 14 (4d6) acid damage, and any equipment it is carrying made 
  of leather or other organic material is partly dissolved (see Slam 
  above). When the stunjelly moves, the engulfed creature moves with 
  it. An engulfed creature can try to escape by taking an action to 
  make a DC 14 Strength check. On a success, the creature escapes 
  and enters a space of its choice within five feet of the stunjelly.
  The stunjelly may only engulf one Large, two Medium, or four Small or 
  smaller creatures at one time.
  
  145
  J
  jeLLy, Whip
  jeLLy, Whip
  You know, it’s not the pain that gets me, it’s the indignity. Injuries can be healed 
  quickly — we have a pretty good cleric, you know? — and if you minded a little 
  pain you wouldn’t be in this business. Those whip jellies, though, they really hit you 
  where it hurts, right in the dignity. So yeah, that’s why I don’t have any pants on; the 
  acid from the whip jelly melted my leathers right off my butt. Are you going to keep 
  me out here all day or let me in the gates? — Big Joanne, mercenary
  Whip jellies are oozes that hunt the depths of subterranean caves, buried ruins, 
  and anywhere away from the light of the sun. They are bluish-gray in color, 
  translucent, and constantly quivering. When they sense prey, they extrude up to 
  four long, whip-thin tendrils. These tendrils carry acid to their prey, and when the 
  prey dies, they drag the carcass back to the mass to be reduced to syrup and sucked 
  up. Whip jelly acid readily dissolves nonmetallic substances and can eat through 
  nearly any organic matter.
  jeLLy, Whip
  jeLLy, Whip
  Medium ooze, unaligned
  Armor Class 10
  Hit Points 21 (3d8 + 9)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  10 (+0)
  17 (+3)
  1 (–5)
  2 (–4)
  2 (–4)
  Damage Immunities acid, cold
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this point), passive Perception 6
  Languages —
  Challenge 2 (450 XP)
  Amorphous. The whip jelly can move through a space as narrow as 
  one inch wide without squeezing.
  Corrosive Form. A target that touches the whip jelly or hits it with a 
  melee attack while within five feet of it takes 7 (2d6) acid damage. 
  Any nonmagical weapon made of metal or wood that hits the whip 
  jelly corrodes. After dealing damage, the weapon takes a permanent 
  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 whip jelly is destroyed after dealing damage. The 
  whip jelly can eat through two inches of nonmagical wood or metal in 
  one round.
  Spider Climb. The whip jelly can climb difficult surfaces, including 
  hanging upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Pseudopod. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage plus 7 (2d6) acid damage.
  
  146 | J
  jokAo
  jokAo
  Flankcleaver pushed through the narrow rock opening by turning his body 
  sideways and shuffling along for 20 feet. He stepped out on the other side … and 
  vanished. Gupper scuttled through low; he was quick and nimble and covered the 
  distance in no time. He screamed on the other end, and I saw a large hand reach 
  down and grab him by the head. The priest and I made it through just in time to see 
  Gupper ripped in half by a monstrous giant on the other side. I unleashed a bolt 
  of lightning, but it barely chipped the hide of the creature. — Jerico Green, nomad 
  wizard of the Haunted Steppes
  Jokao, or stonecoats as they are also known, are a race of carnivorous giants who 
  especially savor the flesh of humanoids. Legend holds that they are descended from 
  a band of humans or giants who were isolated during an especially harsh winter and 
  were forced to resort to cannibalism to survive. They survive to this day, it is said, 
  as demented, vicious flesh-eaters who hunt smaller beings for sport.
  Another part of the legend claims that the jokao grew heavy stone skins in 
  order to protect themselves against the cold. Their rocky flesh is indeed proof 
  against most forms of damage, but they fear thunder attacks, for these can shatter 
  the jokao’s protective covering and leave them vulnerable to ordinary damage.
  jokAo
  jokAo
  Huge giant, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 115 (10d12 + 50)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  20 (+5)
  10 (+0)
  9 (–1)
  9 (–1)
  Saving Throws Str +9, Con +8, Wis +2
  Skills Athletics +12, Perception +5
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks, fire, cold, lightning
  Senses passive Perception 15
  Languages Giant
  Challenge 6 (2,300 XP)
  Stonecoat. While they are highly resistant to physical 
  damage, jokao are vulnerable to thunder damage. If a jokao takes 
  thunder damage, it must make a DC 20 Constitution save. On a 
  failed save, its Armor Class is reduced by 1d6; even on a success, 
  the jokao’s Armor Class is still reduced by 1, down to a minimum of 
  10. Once a jakao’s Armor Class is reduced to 10, all other damage 
  resistance is lost. Any Armor Class lost in this fashion regenerates at 
  a rate of 1 Armor Class per day.
  Actions
  Multiattack. The jokao makes two Fist attacks.
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 
  (2d8 + 6) bludgeoning damage.
  
  147
  J
  jupiter bLoodsuCker
  jupiter bLoodsuCker
  We have to go back for them, sirs. My family. I had to leave them, you see. The 
  plants … the plants got them. I saw them drinking their blood. I tried to pull them 
  free, but I was too frail from my illness. My stepmother keeps me locked up, she 
  tells me, so I don’t hurt myself. She took me in after father died, you see. I found 
  their daggers on the ground, but I couldn’t even cut through the leaves. The vines 
  were tangled in their dark robes. Why was mother wearing that weird skull mask? I 
  used to dream of mother bringing those plants into my room to feed on me. It was a 
  horrible nightmare. I’m so glad it wasn’t real. Mother always told me it wasn’t real. 
  But why was she wearing that mask? And why was my name written in blood in that 
  book she always carries? — Dibby Silvercrest, who was kidnapped as a child and 
  recently found wandering near Reme
  The Jupiter bloodsucker, also known as the vampire plant, is a seemingly 
  ordinary plant. A creature looking closely at the roots may notice that the stems are 
  transparent and that blood seems to course through them. The vines are lined with 
  leaves, and on the underside of each leaf are many small but very sharp, hollow 
  thorns. The plant stabs these thorns into a victim to siphon off the creature’s blood. 
  The Jupiter bloodsucker attacks with its vines, trying to grapple a foe with the ropy 
  vine and then gulp down its blood through the leaves. At the same time, leaves 
  cover the victim’s face to smother it to prevent it from escaping the plant’s weak 
  grip.
  jupiter bLoodsuCker
  jupiter bLoodsuCker
  Medium plant, unaligned
  Armor Class 8 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  5 (–3)
  14 (+2)
  1 (–5)
  10 (+0)
  10 (+0)
  Saving Throws Con +4
  Skills Athletics +3
  Damage Vulnerabilities fire
  Damage Immunities psychic
  Condition Immunities charmed, frightened, stunned, unconscious
  Senses tremorsense 60 ft., passive Perception 10
  Languages None
  Challenge 1 (200 XP)
  Actions
  Multiattack. A Jupiter bloodsucker makes five melee attacks.
  Vine. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 
  (1d8 + 1) piercing damage and the target is grappled (escape DC 12). 
  A Jupiter bloodsucker can have no more than five creatures grappled 
  at one time.
  Smother. One creature grappled by the Jupiter bloodsucker must 
  make a successful DC 11 Constitution saving throw or begin 
  suffocating. Suffocation continues for as long as the creature is 
  grappled by the Jupiter bloodsucker.
  
  148 | KaIJu
  kAiju
  kAiju
  The beast rose from the sea, its bulk hundreds of times our size. We were mere 
  gnats to this great creature. It looked like the tiny lizards that fled before our 
  footsteps, only the tables now had turned. Someone screamed “Dragon!” but I 
  knew this was false. Dragons held not a candle to this great being. The old man 
  on his palanquin waved us quiet. Unafraid, he spoke, the first time I’d heard his 
  frail voice during our travels. “Where Daguros walks, Xarakhan has tread.” 
  At this, I saw the truth. The giant lizard was following another of its kind. As I 
  fully realized our peril, the monstrous slime covered in eyes rose behind the hill, 
  its whipping tentacles felling trees and carving canyons in the ground. And we 
  stood between these two terrible enemies. — From the collected scrolls of Grand 
  Teacher Feiyan Qi, during the time of terror in the Qalen Delta
  Legends hold that countless ages ago, when the Old Ones and other dread 
  beings engaged in the Primordial Wars, terrifying monsters of enormous size, 
  strength, and power also contended. These creatures were not slain or banished 
  at the end of the wars, but only returned to their slumber under the seas, beneath 
  mountains, or buried in the earth itself. On occasion, these kaiju, awakened 
  by natural disasters, disturbed by greedy or unfortunate humans, or driven by 
  unknowable instincts, stir once more and emerge to wreak havoc and destroy.
  kAiju, dAguros
  kAiju, dAguros
  This is truly a gargantuan beast from an ancient and forgotten time. Almost 
  100 feet in height, the creature resembles an upright reptilian with two great, 
  thick legs, a muscular tail, and skin armored with thick, bony plates. Its arms are 
  large and end in fearsome claws, and its face is like that of an ancient dragon, 
  its eyes dancing with terrible flames. The very earth trembles as it strides along, 
  eating up hundreds of paces with each step. Suddenly its great draconic head 
  turns, sensing some danger of distraction, its maw yawns wide, revealing rows of 
  teeth as terrible as swords, and a burst of unnatural flame belches forth, searing 
  the land and setting buildings ablaze. The creature’s terrible shriek echoes 
  across the land, a portent of doom. — From the collected scrolls of Grand 
  Teacher Feiyan Qi, during the time of terror in the Qalen Delta
  Many legends surround Daguros, and he (though no one is certain, it is 
  usually assumed that Daguros is male) is one of the kaiju that is not considered 
  purely a threat to humanity. Though Daguros is said to have engaged in mindless 
  destruction on several occasions in the distant past, several stories exist of his 
  appearance to battle and drive off other kaiju causing widespread death and 
  devastation. Most recently, Daguros was summoned to deal with the ravages 
  of its fellow kaiju Xarakhan in the Xha’en Hegemony. The two beasts fought 
  furiously and eventually fell into the sea, with neither emerging victorious. The 
  local folk remember Daguros with some gratitude, for though he was a terrible 
  monster, Xarakhan was far worse.
  
  Kaiju
  Kaiju
  149
  kAiju, dAguros
  kAiju, dAguros
  Gargantuan monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 100 ft., swim 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  12 (+1)
  30 (+10)
  3 (–4)
  12 (+1)
  10 (+0)
  Saving Throws Con +18, Int +4, Wis +9
  Damage Immunities acid, fire, lightning; bludgeoning, piercing and 
  slashing damage from nonmagical attacks
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  poisoned
  Senses blindsight 120 ft., passive Perception 11
  Languages —
  Challenge 26 (90,000 XP)
  Friend to All Children. Daguros will never knowingly attack children 
  (i.e. those under 12 human years of age or its equivalent). This 
  restriction is absolute — even if Daguros is somehow charmed or 
  magically controlled, any direct order to harm children automatically 
  ends the charm or control, and Daguros attacks the individual who 
  gave the order. In addition, if a child directly addresses Daguros, the 
  kaiju needs to make a Wisdom save against a DC equal to the child’s 
  Charisma. On a failure, Daguros follows one command from the 
  child that does not involve engaging in offensive actions, for example 
  “Please go home now,” or “Please save my friend who is dangling 
  over a precipice.” Once this command is fulfilled, Daguros returns 
  to its normal activities and is immune to appeals from that child for 
  another 24 hours.
  Legendary Resistance (3/day). If Daguros fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Daguros has advantage on saving throws against 
  spells and other magical effects.
  Siege Monster. Daguros deals double damage to objects and 
  structures.
  Actions
  Multiattack. Daguros uses its Frightful Presence and make one Bite, 
  one Tail and two Claw attacks.
  Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 36 
  (4d12 + 10) piercing damage. If the target is a creature, it is grappled 
  (escape DC 19). Until the grapple ends, the target is restrained, and 
  Daguros can’t bite another target.
  Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 
  (4d8 + 10) slashing damage.
  Tail. Melee Weapon Attack: +19 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 21 Strength saving throw or be knocked prone.
  Fire Breath (recharge 5–6). Daguros exhales fire in a 90-foot cone. 
  Each creature in that area must make a DC 24 Dexterity saving 
  throw, taking 91 (26d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Frightful Presence. Each creature of Daguros’ choice within 120 
  feet of it and aware of it must succeed on a DC 21 Wisdom saving 
  throw or become frightened for one minute. A creature can repeat 
  the saving throw at the end of each of its turns, with disadvantage 
  if Daguros 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 Daguros’ Frightful Presence for the 
  next 24 hours.
  Stomp (recharge 5–6). Daguros makes a massive stomp with its 
  enormous feet. It moves into a 20-foot-by-20-foot space immediately 
  to its front, and any targets within this area must make a DC 24 
  Dexterity saving throw, taking 120 (20d10 + 10) bludgeoning damage 
  on a failure or half as much damage on a successful save. Targets 
  who fail their save are also knocked prone. In addition, all creatures 
  within 1,000 feet of Daguros must succeed on DC 21 Dexterity saving 
  throws or be knocked prone.
  LegendAry Actions
  Daguros can take three 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. Daguros regains spent legendary 
  actions at the start of its turn.
  Attack. Daguros makes one claw attack or tail attack.
  Move. Daguros moves up to half its speed.
  Devastate (costs 2 actions). Daguros makes one Fire Breath or one 
  Stomp attack, provided that the attack has successfully recharged.
  
  150 | KaIJu
  kAiju, gALAzon
  kAiju, gALAzon
  The wind rises and a terrible shadow falls across the sun. In the sky above is what 
  can only be described as a gigantic bat covered in tough bony plates, seemingly 
  the size of a mountain. Its wings are like the sails of a titanic ship and with each 
  ponderous beat they produce wind like a hurricane. Worse still, when the creature 
  opens its fanged maw, a shrieking torrent of sound emerges, demolishing everything 
  in its path. — From the collected scrolls of Grand Teacher Feiyan Qi, during the 
  time of terror in the Qalen Delta
  Though it is an entirely unnatural creature, Galazon most closely resembles a 
  titanic bat. As with other kaiju, there are many stories told of this creature. Among 
  these is its creation story, which claims that Galazon was created by ancient gods of 
  destruction and that it once served as a mount for the titan Huimai’zhi who fought 
  in many wars during the Age of the Gods. Huimai’zhi and Galazon fought together, 
  and for many different factions, for it is said that they fought simply for the sheer 
  joy of destruction. After Huimai’zhi fell in battle and was destroyed or banished, 
  Galazon fell into slumber beneath the earth, only to emerge in times of catastrophe, 
  war, and mayhem.
  kAiju, gALAzon
  kAiju, gALAzon
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 555 (30d20 + 240)
  Speed 60 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  20 (+5)
  26 (+8)
  3 (–4)
  12 (+1)
  10 (+0)
  Saving Throws Dex +12, Con +15, Wis +8
  Damage Immunities acid, bludgeoning, piercing and slashing 
  damage from nonmagical attacks, fire, thunder
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  poisoned
  Senses blindsight 120 ft. passive Perception 11
  Languages —
  Challenge 24 (62,000 XP)
  Legendary Resistance (3/day). If Galazon fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Galazon has advantage on saving throws against 
  spells and other magical effects.
  Siege Monster. Galazon deals double damage to objects and 
  structures.
  Actions
  Multiattack. Galazon uses its Frightful Presence and make one Bite 
  and two Claw attacks.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 
  (4d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 
  (4d6 + 8) slashing damage.
  Frightful Presence. Each creature of Galazon’s choosing within 120 
  feet of it and aware of it must succeed on a DC 16 Wisdom saving 
  throw or become frightened for one minute. A creature can repeat 
  the saving throw at the end of each of its turns, with disadvantage 
  if Galazon 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 Galazon’s Frightful Presence for the 
  next 24 hours.
  Hover. Galazon can remain stationary in the air at an altitude of up to 
  100 feet. Any creatures directly underneath Galazon in a 20-foot-by-
  20-foot area must make DC 20 Dexterity saves or be knocked prone.
  Sonic Attack (recharge 5–6). Galazon unleashes focused sound 
  waves in a 120-foot line that is 10 feet wide. Each creature in that 
  line must make a DC 23 Constitution saving throw, taking 88 
  (16d10) thunder damage on a failed save, or half as much damage on 
  a successful one.
  Windstorm (recharge 6). If Galazon is not using its hover action, it 
  can direct a massive rush of wind with its titanic wings. This attack 
  takes the form of a 120-foot cone. All creatures within this space 
  must make a DC 22 Dexterity save or be thrown backward 10d10 
  feet and take 1d6 bludgeoning damage for each 10 feet traveled and 
  be knocked prone. If the thrown creature hits a building, cliff, or 
  other solid object, it stops its movement, but takes an additional 14 
  (4d6) points of bludgeoning damage. If the save is successful, the 
  creature is still thrown and knocked prone, but takes half damage.
  LegendAry Actions
  Galazon can take three 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. Galazon regains spent legendary 
  actions at the start of its turn.
  Attack. Galazon makes one Claw attack or Bite attack.
  Move. Galazon moves up to its full speed.
  Multiattack (costs 3 actions). Galazon can make one Bite and two 
  Claw attacks.
  
  Kaiju
  Kaiju
  151
  kAiju, xArAkhAn
  kAiju, xArAkhAn
  A great mass of water erupts from the sea, sending drenching torrents across 
  the land as the horror emerges. It appears to be a great bell-shaped mass of jelly 
  and slime, propelled along on countless coiling tentacles as it moves onto the 
  land. Across its surface are numerous eye-like organs. It lashes out with its slime-
  coated tendrils and unleashes a torrent of jellied slime from its leech-like mouth. 
  As we watched in horror, the thing suddenly changed shape, transforming into 
  a gargantuan saucer-shaped form that rose into the air, still spewing its noxious 
  slime. — From the collected scrolls of Grand Teacher Feiyan Qi, during the time of 
  terror in the Qalen Delta
  en dangerous as it slumbers in the Abyss, for its very presence draws hostile 
  creatures to its vicinity. These include natural creatures such as sharks, giant squid, 
  and carnivorous fish of all types, but the kaiju’s proximity can also attract stranger 
  and more dangerous creatures, including sea serpents, aquatic demons, and even 
  intelligent sea-dwellers such as sahuagin and merrow. All such creatures are highly 
  aggressive and hostile, driven to near-madness by the nearness of this terrifying 
  force of destruction.
  kAiju, xArAkhAn
  kAiju, xArAkhAn
  Gargantuan monstrosity, unaligned
  Armor Class 21 (natural armor)
  Hit Points 717 (35d20 + 350)
  Speed 100 ft., fly 60 ft., swim 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  12 (+1)
  30 (+10)
  4 (–3)
  16 (+3)
  8 (–1)
  Saving Throws Str +18, Dex +9, Int +5
  Damage Immunities acid, bludgeoning, piercing and slashing 
  damage from nonmagical attacks, cold, lightning, poison
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  poisoned
  Damage Resistances necrotic, psychic
  Senses passive Perception 13, truesight 120 ft.
  Languages —
  Challenge 28 (120,000 XP)
  Legendary Resistance (3/day). If Xarakhan fails a saving throw, it 
  can choose to succeed instead.
  Magic Resistance. Xarakhan has advantage on saving throws against 
  spells and other magical effects.
  Siege Monster. Xarakhan deals double damage to objects and 
  structures.
  Actions
  Multiattack. Xarakhan uses its Frightful Presence and make one Bite 
  attack and two Tentacle attacks. It can use its Absorb instead of its 
  Bite.
  Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 36 
  (4d12 + 10) piercing damage.
  Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 
  Hit: 28 (4d8 + 10) slashing damage plus 11 (2d10) acid damage. 
  If the target is a creature, it is grappled (escape DC 20). Until the 
  grapple ends, the target is restrained, and Xarakhan can’t use that 
  tentacle attack against another target.
  Absorb. Xarakhan makes one Bite attack against a Large or smaller 
  target it is grappling. If the attack hits, the target takes the Bite’s 
  damage, the target is absorbed, and the grapple ends. While 
  absorbed, the creature is blinded and restrained, it has total cover 
  against attacks and other effects outside Xarakhan, and it takes 56 
  (16d6) acid damage at the start of each of Xarakhan’s turns.
  If Xarakhan takes 50 damage or more on a single turn from a creature 
  inside it, Xarakhan 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 Xarakhan. If Xarakhan 
  dies, a swallowed creature is no longer restrained by it and can 
  escape from the corpse by using 30 feet of movement, exiting prone.
  Change Shape. Xarakhan can change its shape with a standard 
  action, transforming from a walking jellyfish-like creature with a 
  speed of 100 ft./swim 100 ft. into a roughly saucer-shaped flying 
  creature with a speed of 0 ft./fly 60 ft. While flying, Xarakhan cannot 
  use its bite or tentacle attacks, except against grappled targets.
  Corrosive Slime (recharge 5–6). Xarakhan exhales a burst of 
  corrosive slime in a 90-foot line that is 10 feet wide. Each creature 
  in that line must make a DC 22 Dexterity saving throw, taking 67 
  (15d8) acid damage on a failed save, or half as much damage on a 
  successful one. Creatures who failed their save are also drenched in 
  slime that continues to inflict damage –– 36 (8d8) acid damage at the 
  end of the target’s next turn and 18 (4d4) acid damage on the next. 
  Creatures who take ongoing damage may make DC 20 Constitution 
  saving throws at the end of each turn they take damage, with a 
  success reducing damage by half and ending any ongoing damage.
  Frightful Presence. Each creature of Xarakhan’s choosing within 120 
  feet of it and aware of it must succeed on a DC 17 Wisdom saving 
  throw or become frightened for one minute. A creature can repeat 
  the saving throw at the end of each of its turns, with disadvantage 
  if Xarakhan 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 Xarakhan’s Frightful Presence for 
  the next 24 hours.
  LegendAry Actions
  Xarakhan can take three 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. Xarakhan regains spent 
  legendary actions at the start of its turn.
  Attack. Xarakhan makes one Bite, Absorb, or Tentacle attack.
  Move. Xarakhan moves up to half its speed.
  Frightful Assault (costs 2 actions). Xarakhan makes one Frightful 
  Presence action and one Bite or Tentacle attack.
  
  152 | l
  LACedon
  LACedon
  This funny little halflin’ named Ollie hired The Sea Sprite’s Dream to carry this 
  insane bubble — he called it his undersea divin’ contraption — far out inta the 
  Reapin’ Sea. I tell ya I din’t know what ta expect, but he climbed right through that 
  bubble wall, and we pushed him inta the water. And down he went. We waited and 
  waited, bakin’ in the sun. An’ he came back … but he weren’t alone. These fish-folk 
  came risin’ behind him, chasin’ him right up onta the deck. He climb’t the rope 
  ladder fast, and the things were right behind him. Jenkins got claw swiped, and he 
  fell down frozen. But we push’t ’em back inta the water. Only later we learn’t they 
  took the cap’n. — First mate Balders Bindersting recounting tales of the swimming 
  dead
  Lacedons are an aquatic type of ghoul. Similar to ghouls in all other respects, 
  they are distinguished by their natural ability to swim as well as they can walk. They 
  are found only in water, usually prowling near unseen reefs and other dangerous 
  locations where boats and ships are at risk of sinking.
  LACedon
  LACedon
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  10 (+0)
  7 (−2)
  10 (+0)
  6 (−2)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Limited Amphibiousness. The lacedon can breathe air and water but 
  begins to suffocate if not submerged in the sea at least once a day for 
  one minute.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 
  (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 
  (2d4 + 2) slashing damage. If the target is a creature other than an 
  elf or undead, it must succeed on a DC 10 Constitution saving throw 
  or be paralyzed for one minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on a 
  success.
  
  153
  L
  LeeCh, giAnt seA
  LeeCh, giAnt seA
  A squall lifted waterspouts around our ship, giant columns of swirling water 
  rising into the roiling storm clouds. My weather spells did nothing; it was as if 
  the storm was alive — and wanted us dead on the bottom of Mother Oceanus. The 
  rain spattered the deck as the waves tossed us at their whim. Something heavy 
  splatted! down beside me, a thick body that squirmed in the open air. A sailor named 
  Gareth stumbled by me, one of the things pinned to his back. His face was sunken, 
  and his eyes rolled into his head. He fell face down in front of me, and the thing 
  detached from his neck with a shllorrrpp! I heard someone shout, “Leeches!” The 
  waterspouts must have pulled them from their underwater home. I had no more time 
  to ponder, as another of the things fell from the sky toward me. — Farryn Wilebuck, 
  sea sorceress of the Silver Fury
  More dangerous than its freshwater cousins, the giant sea leech is about three 
  feet long. Along with blood, this leech sucks out the very essence of life.
  giAnt seA LeeCh
  giAnt seA LeeCh
  Small monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 16 (3d6 + 6)
  Speed 10 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  6 (–2)
  14 (+2)
  1 (–5)
  8 (–1)
  1 (–5)
  Damage Immunities poison
  Condition Immunities Exhaustion, Poisoned
  Senses blindsense 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 1/2 (100 XP)
  Amphibious. The giant sea leech can breathe in air or water.
  Numbing Bite. The giant sea leech secretes a powerful numbing agent 
  when it bites underwater. Its victim must make a successful DC 14 
  Wisdom saving throw to notice that it has a leech attached unless it 
  is being actively sought.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 
  (2d6 + 2) piercing damage and the leech is attached to its target.
  Life Suck. While the leech is attached to a creature and alive, instead 
  of making a Bite attack, it sucks the life essence from its victim. The 
  target loses 1d6 hit points and gains a level of Exhaustion. The leech 
  gains hit points equal to half the loss to the target, increasing its hit 
  point maximum if necessary. A creature can use an action to attempt 
  a DC 13 Strength check to remove the leech. A successful removal 
  causes 3 (1d6) slashing damage to the target, even if the leech is 
  dead. Alternatively, a dead leech can be removed without causing 
  damage with a successful DC 17 Wisdom (Medicine) check.
  LeeChFoLk
  LeeChFoLk
  A bubble fart of swamp gas rose in a stinking cloud around us, like old eggs 
  left in the sun to spoil. Lixiss wrinkled her nose at the odor; she’s more used to 
  the city’s delights, not the Sin Mire’s gurgling muck. She opened her mouth to say 
  something delightful I’m sure about the swamp, but something rose up between us. 
  It looked human, but it had ridged skin and a round toothy mouth. Like a leech. It 
  struck Lixiss with a clublike arm, knocking her backward where two more of the 
  things grabbed her and pulled her under. — From the recovered diary of the druid 
  Belladonna Stillwater
  Legends speak of a race of monstrous creatures that dwell deep in the swamps. 
  More leech than human, these creatures feed by draining the blood from animals 
  or, if any are available, sentient prey. They live in crude villages of thatch huts or in 
  caves near or below the surface of rivers, ponds, and scummy lakes. Though they 
  are not evil, leechfolk are driven by hunger and consider all creatures with blood 
  to be fair game.
  Though they cooperate with each other and appear to have a hierarchy of sorts, 
  no one knows for certain how they actually communicate. No one has yet been 
  able to communicate with the leechfolk, and they continue to make little distinction 
  between intelligent and unintelligent victims.
  LeeChFoLk
  LeeChFoLk
  Medium monstrosity, true neutral
  Armor Class 14 (natural armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  13 (+1)
  16 (+3)
  9 (–1)
  10 (+0)
  10 (+0)
  Skills perception +4, stealth +5
  Senses passive Perception 10, darkvision 60 ft.
  Languages —
  Challenge 1/2 (100 XP)
  Amphibious. Leechfolk can breathe both air and water.
  Camouflage. Leechfolk have advantage on all Dexterity (Stealth) rolls 
  while in swamps.
  Actions
  Multiattack. The leechfolk makes two Slam attacks.
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) bludgeoning damage. If both of a leechfolk’s slam attacks 
  hit the same target, the target is grappled (escape DC 13). At the 
  start of each subsequent turn, the leechfolk drains 5 (1d4 + 3) hit 
  points from a grappled victim.
  
  154 | l
  Livestone
  Livestone
  There were these stones outside the village I grew up in. Everyone knew not to go 
  near them, but no one would tell us why. At some point, the leaders put up a fence, 
  a low thing that mostly kept stray animals out, but not so high that the occasional 
  deer wouldn’t bound over. But those deer, they never came back. And sometimes, 
  just sometimes, those stones would be in different places on the hillside. You would 
  peek over the fence, and the stones had moved. Sometimes they were closer. We used 
  to dare each other to go over. Petey Carter did; we never heard from him again. The 
  elders finally raised the fence after that. — Ilnar, peasant farmer in Turpin
  Looking all the world like a boulder or chunk of rock, livestone is an ooze from 
  deep in the earth that has, sadly, been brought to the surface. It can solidify itself and 
  mimic the color and texture of nearby stone, granting it a near-perfect camouflage. 
  In this state, it can hibernate for years between meals. Once roused, it moves to roll 
  over prey and engulf them, slowly digesting the struggling victims even as they 
  suffocate inside the ooze.
  Livestone
  Livestone
  Large ooze (fungus), unaligned
  Armor Class 10
  Hit Points 168 (16d10 + 80)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  2 (–4)
  1 (–5)
  1 (–5)
  Damage Immunities acid, cold, fire, poison
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  5
  Languages —
  Challenge 5 (1,800 XP)
  False Appearance. While the livestone is solidified and remains 
  motionless, it is indistinguishable from a typical stone.
  Stone Camouflage. The livestone has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Multiattack. The livestone makes two Slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 
  15).
  Engulf. The livestone engulfs a Medium or smaller creature grappled 
  by it. The engulfed target is blinded, restrained, and unable to 
  breathe, and it must succeed on a DC 15 Constitution saving throw 
  at the start of each of the livestone’s turns or take 14 (2d8 + 5) 
  bludgeoning damage. If the livestone moves, the engulfed target 
  moves with it. The livestone can have only one creature engulfed at 
  a time.
  reActions
  Solidify. As a reaction, the livestone can solidify all or part of itself 
  into material with the same consistency of solid rock. The livestone 
  adds 4 to its Armor Class against one melee attack that would hit 
  it. The livestone does not have to see the attack to use this ability. 
  A livestone cannot take attack or move actions if its entire form is 
  solidified.
  
  155
  L
  Living LAke
  Living LAke
  I sent the torchbearer down to the lake to get a bucket of water and he didn’t 
  come back. Expecting another case of sleeping on the job, I went down in a huff 
  to find out what was going on. The bucket was floating on the lake, but there was 
  no sign of that lazy good-for-nothing kobold. Then I looked closer. There were no 
  animals. Not even a dragonfly buzzing in the reeds. Hell, no reeds either, just an 
  expanse of clear water without fish. Just the slowly dissolving remains of one good-
  for-nothing, lazy kobold. — Ultär, son of Ultär, adventurer
  That’s a lot of ooze. Living lakes are pools of a single ooze large enough to be 
  thought of as a lake. They are translucent, and their bodies, if the mass of this ooze 
  can be thought of as a body, are far more fluid-like than that of other oozes. They fill 
  depressions, sometimes on the surface, and feed on thirsty creatures that come by. 
  While their main attack is to form a wave in their body and engulf prey, living lakes 
  are also intelligent and can cast a wide range of spells to lure prey, fend of attackers, 
  and disguise their true nature.
  Living LAke
  Living LAke
  Gargantuan ooze, neutral (50%), neutral good (25%), or neutral evil (25%)
  Armor Class 14 (natural armor)
  Hit Points 495 (30d20 + 180)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  10 (+0)
  23 (+6)
  18 (+4)
  12 (+1)
  14 (+2)
  Saving Throws Con +13, Int +10, Wis +8
  Skills History +10, Insight +8, Religion +10
  Damage Immunities acid, cold, lightning
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 120 ft. (blind beyond this radius), passive Perception 
  11
  Languages Aquan, Common, Sylvan
  Challenge 22 (41,000 XP)
  False Appearance. While the living lake remains motionless, it is 
  indistinguishable from an ordinary lake or other large body of water.
  Legendary Resistance (3/day). If the living lake fails a saving throw, 
  it can choose to succeed instead.
  Ooze Nature. The living lake doesn’t require sleep.
  Spellcasting. The living lake is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 19, +11 to hit 
  with spell attacks). The living lake has the following druid spells 
  prepared:
  Cantrips (at will): druidcraft, guidance, mending, thorn whip
  1st level (4 slots): create or destroy water, cure wounds, entangle, fog 
  cloud, speak with animals
  2nd level (3 slots): animal messenger, beast sense, gust of wind, 
  spike growth
  3rd level (3 slots): call lightning, sleet storm, water breathing
  4th level (3 slots): blight, control water, dominate beast
  5th level (3 slots): conjure elemental, insect plague, scrying
  6th level (1 slot): wall of thorns
  7th level (1 slot): fire storm
  8th level (1 slot): control weather
  9th level (1 slot): storm of vengeance
  Actions
  Multiattack. The living lake makes two Pseudopod attacks and 
  one Grasping Tendrils attack. It can use its Engulf in place of the 
  Grasping Tendrils attack.
  Pseudopod. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. 
  Hit: 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) acid damage.
  Grasping Tendrils. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  Huge or smaller creature. Hit: 21 (6d6) acid damage, and the target 
  is grappled (escape DC 15). Until this grapple ends, the target is 
  restrained.
  Engulf. The living lake makes one Grasping Tendrils attack against 
  one Large or smaller target it is grappling. If the attack hits, the 
  target is also engulfed, and the grapple ends. The engulfed target is 
  blinded, restrained, and unable to breathe, and it must succeed on 
  a DC 21 Constitution saving throw at the start of each of the living 
  lake’s turns or take 28 (8d6) acid damage. If the living lake moves, 
  the engulfed target moves with it. The living lake can have only four 
  creatures engulfed at a time.
  An engulfed creature can try to escape by taking an action to make a 
  DC 23 Strength check. On a success, the creature escapes and enters 
  a space of its choice within five feet of the living lake. A creature 
  within five feet of the living lake can take an action to pull a creature 
  or object out of the living lake. Doing so requires a successful DC 23 
  Strength check, and the creature making the attempt takes 14 (4d6) 
  acid damage.
  LegendAry Actions
  The living lake can take three 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 living lake regains 
  spent legendary actions at the start of its turn.
  Cantrip. The living lake casts a cantrip.
  Pseudopod. The living lake makes a Pseudopod attack.
  Protoplasm Splash (costs 2 actions). The living lake splashes bits 
  of its protoplasm onto nearby creatures. If the living lake is good, 
  each creature within 20 feet of it regains 14 (4d6) hit points. If the 
  living lake is evil, each creature within 20 feet of it must make a DC 
  21 Dexterity saving throw, taking 21 (6d6) acid damage on a failed 
  save, or half as much damage on a successful one. If the living lake is 
  neutral, it chooses each day whether its Protoplasm Splash heals or 
  harms nearby creatures.
  Cast a Spell (costs 3 actions). The living lake casts a spell from its 
  list of prepared spells, using a spell slot as normal.
  
  156 | m
  mAndrAgorA
  mAndrAgorA
  Astrid crawled through the plant tunnel first, leading us deeper into the Fungus 
  Druid’s lair. The leaves were slick with fresh blood, a frightening reminder of Angus 
  Sallow’s never-ending thirst to feed his plants. Astrid was 10 feet in front of me when 
  the leaves collapsed, dumping her into a pit of carrion. She landed hard, but alive, 
  on a pile of bones that surely would have speared her had they not bent beneath 
  her. We had no time to contemplate this new horror, however, as four strange plants 
  rose up around her. Each had arms and legs but they were misshapen, as if someone 
  tried growing a plant into a person. I’m going to burn every farm I see from now on. 
  — Calystto Myrt, on escaping the Fungus Druid’s underground greenhouse known 
  as the Mushroom Grotto  
  The mandragora is a small, vaguely humanoid fungus that prefers to hunt and 
  kill its own carrion rather than scavenging for creatures that are already dead. If 
  the mandragora goes more than three days without fresh meat, it burrows into the 
  ground and attaches to local tree roots, from which it draws sustenance until living 
  prey wanders nearby.
  The mandragora stands about four feet tall. Most of the plants have two “arms” 
  and two “legs,” but that isn’t universal. The plant’s chief attack is by strangulation. 
  Once it wraps its arm-roots around a foe’s throat, it hangs on until the prey is dead or 
  the mandragora itself is killed. They tend to strip off all of a slain creature’s clothing 
  and belongings to lighten the body before dragging it away to a quiet spot where it 
  is covered in a thick layer of slime and dissolved at the mandragora’s leisure. The 
  digestive process leaves behind a pile of softened, rubbery bones that are the tell-
  tale spoor of mandragoras.
  mAndrAgorA
  mAndrAgorA
  Small plant (fungus), neutral evil
  Armor Class 11
  Hit Points 4 (1d6 + 1)
  Speed 30 ft., burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1)
  13 (+1)
  8 (–1)
  10 (+0)
  9 (–1)
  Damage Resistances fire
  Damage Immunities psychic
  Condition Immunities charmed, frightened, stunned, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages None
  Challenge 1/8 (25 XP)
  Actions
  Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) bludgeoning damage and the target must make a 
  successful DC 11 Dexterity saving throw or be grappled (escape DC 11).
  Strangulation. One creature already grappled by the mandragora 
  at the start of the mandragora’s turn takes 4 (1d6 + 1) bludgeoning 
  damage.
  
  157
  M
  mAsked spirit
  mAsked spirit
  The old monk Tabbot rang the monastery’s iron bell to summon the spirits of the 
  Void to answer our questions. We brought the offerings as required, a brass coffer 
  of diamond dust and a sprig of golden sage from the Darikeer Peaks. The bell rang 
  three times, and a greenish mist formed around the clapper. What stepped out was 
  not a benevolent being, however. The undead thing wore tattered robes that formed 
  from the verdant mist, and its face was a battered skull that shimmered and shifted, 
  bringing first rage to our hearts, then compassion, and finally fear as it advanced. 
  — Andrinna Mollets, seeker of the wisdom of the Void 
  Masked spirits are undead entities said to originate directly from the plane 
  of death. They do not appear to be the spiritual remains of living creatures, but 
  rather the product of extreme emotions, momentous events, or great violence. 
  The distillation of many different passions, they are drawn to the living, hoping to 
  elicit similar emotions from their victims. The masked spirit is a fearsome, green-
  shimmering spirit clad in tattered, glowing robes. Its face is a terrifying skull-like 
  face.
  Masked spirits can change their faces on a whim, creating faces that can elicit 
  love or fear, or allow the spirit to drain their victims’ essence, or attack with 
  unfettered ferocity, mimicking the emotions and events that gave rise to them. The 
  visages described below are typical; others may exist with even stranger effects.
  mAsked spirit
  mAsked spirit
  Medium undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 99 (22d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  10 (+0)
  10 (+0)
  14 (+2)
  15 (+2)
  Damage Immunities cold, necrotic, poison
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical attacks, fire, lightning, thunder
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 6 (2,300 XP)
  Etherealness. The masked spirit enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect or 
  be affected by anything on the other plane.
  Incorporeal Movement. The masked 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.
  Actions
  Cold Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 16 (4d6 + 2) cold damage.
  Masks. As a bonus action, a masked spirit can change its visage. Each 
  visage has different traits, as described below.
  Mask of Terror. All creatures within a 20-foot radius that can see the 
  spirit must make DC 15 Wisdom saving throws or be frightened for 
  one minute. Frightened creatures can repeat the saving throw at the 
  end of each of its turns, ending the frightened condition on itself on 
  a success. If the effect ends or expires, the target is immune to the 
  spirit’s Mask of Terror for 24 hours.
  Mask of the Demon. While wearing this visage, the spirit loses its 
  Cold Touch attack but grows demonic jaws and talons and gains the 
  following actions:
  Multiattack. The masked spirit makes one Bite attack and one Talons 
  attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 
  + 2) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 
  (2d10 + 2) slashing damage.
  Mask of the Wraith. While wearing this visage, the spirit loses its 
  Cold Touch attack but gains the following:
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 20 (4d8 + 2) necrotic damage. The target must succeed 
  on a DC 14 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.
  Mask of Beguilement. The masked spirit appears as a loved one or 
  other trustworthy individual to all who can see it. Any attackers 
  who can see the spirit must make a DC 15 Wisdom saving throw or 
  be stunned for one minute. Stunned creatures can repeat the saving 
  throw at the end of each of its turns, ending the stunned condition on 
  itself on a success. If the effect ends or expires, the target is immune 
  to the spirit’s mask of beguilement for 24 hours.
  Mask of Fury. The masked spirit gains the following actions.
  Multiattack. The Masked Spirit makes three Cold Touch attacks.
  Cold Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 19 (5d6 + 2) cold damage.
  
  158 | m
  mi-go
  mi-go
  The chamber in the deep mines was too perfect, with each silver wall fitting 
  together so perfectly you could barely find a seam. Our distorted reflections bounced 
  off each perfectly angle. Diandalees tapped a wall with her staff, and the impact 
  caused a hiss of steam to blast outward around a circular panel. The cylindrical 
  drawer extended from the wall, its glass sides frosted with ice. Peering inside, we 
  found pulsing gray and pink brains sitting in a slurry of frost. We were so caught up 
  staring at them that we didn’t hear the lobster thing as it rushed into the chamber. 
  It shouted a buzzing screech that sounded like, “Away!” And then it was on us, 
  pincers slashing away at our flesh. — Alexil Secord, recounting descending into an 
  offshoot tunnel of the Mines of Honn     
  Mi-go are giant lobster-like creatures with dorsal fins, membranous wings, and 
  articulate limbs ending in pincers. Their strange heads are ellipsoids and sprout 
  numerous short, tentacle-like antennae. They are eight feet long and stand six feet 
  tall. While mi-gos primarily communicate by clicking their pincers, many of their 
  species have learned Common to better convey their intentions. When they speak, 
  their voices reverberate with a buzzing rasp many find annoying. Some believe 
  the mi-go are planar travelers sent to mine other worlds of their resources and to 
  test and examine the lifeforms they discover. Despite their monstrous appearance, 
  the creatures are extremely intelligent and often employ odd technologies that 
  confound adventurers.
  mi-go
  mi-go
  Medium plant, neutral evil
  Armor Class 17 (natural armor) 
  Hit Points 76 (8d8 + 40)
  Speed 30 ft., fly 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  19 (+4)
  21 (+5)
  25 (+7)
  15 (+2)
  13 (+1)
  Skills Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7 
  Damage Resistances cold, radiant 
  Senses blindsight 30 ft., darkvision 240 ft., passive Perception 15 
  Languages Common, Mi-Go, Void Speech 
  Challenge 9 (5,000 XP)
  Astral Travelers. Mi-go do not require air or heat to survive, only 
  sunlight (and very little of that). They can enter a sporulated 
  form capable of surviving travel through the void and return to 
  consciousness when conditions are right. 
  Disquieting Technology. The mi-go are a highly advanced race 
  and may carry items of powerful technology. Mi-go technology can be 
  represented using the same rules as magic items, but their functions 
  are very difficult to determine: identify is useless, but an hour of 
  study and a successful DC 19 Arcana check can reveal the purpose 
  and proper functioning of a mi-go item. 
  Sneak Attack (1/turn). The mi-go does an extra 7 (2d6) damage when 
  it hits with a Claw attack and has advantage on the attack roll, or 
  when the target is within five feet of an ally of the mi-go that isn’t 
  incapacitated and the mi-go doesn’t have disadvantage on the attack 
  roll. 
  Spellcasting. The mi-go is a 10th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 19, +11 to hit with spell 
  attacks). The mi-go has the following wizard spells prepared: 
  Cantrips (at will): acid splash, fire bolt, minor illusion, poison 
  spray, shocking grasp 
  1st level (4 slots): comprehend languages, detect magic, false life, shield 
  2nd level (3 slots): invisibility, magic mouth, suggestion 
  3rd level (3 slots): animate dead, major image, lightning bolt 
  4th level (3 slots): arcane eye, locate creature, stoneskin 
  5th level (2 slots): animate objects, dominate person
  Actions
  Multiattack. The mi-go makes two Claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 
  (3d6 + 4) slashing damage, and the target is grappled (escape DC 
  13). If both Claw attacks strike the same target in a single turn, the 
  target takes an additional 13 (2d12) psychic damage.
  
  159
  Mogwai
  Mogwai
  mogWAi
  mogWAi
  Mogwais are created by demons, using the spirits of the dead as raw 
  material. There are numerous different forms of mogwai, and in general they do not 
  have a sense of kinship with other types. The malevolence and purposes of some 
  varieties are known to be subject to tempering and manipulation. 
  don’gui (iCe WrAith)
  don’gui (iCe WrAith)
  We stumbled into a bizarre graveyard in the high peaks of the Hollow Spires, 
  where a party before us had tried — and failed — to scale the ridges. Their bodies 
  were covered in ice and deep snow, frozen to the ground. I counted at least 12 
  corpses. I was searching for any messages they might have left for their loved ones 
  when the wind whipped into a frenzy and a ghostly shape formed in the air before 
  us. It exhaled a chilled blast colder than I’ve ever felt. Dewyn caught the brunt of it, 
  and I realized why so many corpses existed on this barren mountainside. We weren’t 
  able to bring his body down with us. There are 13 corpses lost on that mountain 
  now. — Morgat Firecourt, while being treated for frostbite
  Ice wraiths haunt desolate mountain passes and ravines where many have 
  perished in the wind, snow, sleet, and ice. It is believed that they are created from 
  the death throes of those who died alone and without comfort, and now remain near 
  where they died, consumed by the naturalistic fury of the storms and their rage at 
  those who remain living. Several wraiths may haunt the same area, making travel 
  hazardous, while treacherous weather may even add to the number of wraiths in a 
  given region.
  Undead creatures possessed of a boundless rage and violence, ice wraiths often 
  leave numerous frozen corpses in their wake. As their only goal is to extinguish the 
  hateful spark of life, ice wraiths have no interest in what happens to them after they 
  perished. Accordingly, regions inhabited by ice wraiths may contain a wealth of 
  treasure, frozen goods, and even entire caravans that were wiped out and left by the 
  wraiths, preserved by ice and cold.
  iCe WrAith
  iCe WrAith
  Medium undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 90 (20d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  16 (+3)
  10 (+0)
  9 (–1)
  12 (+1)
  15 (+2)
  Damage Vulnerabilities fire
  Damage Immunities cold, necrotic, poison
  Damage Resistances acid, fire, lightning, thunder
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages any language it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The ice wraith can move through other 
  creatures and objects as if they were difficult terrain. If takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Actions
  Icy Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  17 (4d6 + 3) cold damage.
  Cold Breath (recharge 5–6). The ice wraith exhales cold in a 30-
  foot cone. Each creature in that area must make a DC 15 Dexterity 
  saving throw, taking 36 (8d8) cold damage on a failed save, or half as 
  much damage on a successful one.
  Icy Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  17 (4d6 + 3) cold damage.
  
  160 | moGwaI
  siLent AssAssin
  siLent AssAssin
  Lorin slashed through the thick curtains, opening a path into the hallway 
  beyond. The air was still beyond, but there was no mistaking the servants’ bodies 
  sprawled on the stone floor. Prince Hallifet’s eyes widened in fear, and his skin 
  turned ashen. He would have passed out had Alvaraxe not put a steadying hand 
  on his shoulder and spoke calmly, “Eyes forward, boy, and no harm shall come to 
  ye.” That’s when the dark figured emerged from the shadows. It was tall and thin, 
  its features concealed in a long robe. It raised a wickedly curved and barbed dagger 
  and pointed it right at the young prince. — Tamilla the Fourth, recounting the Night 
  of Sorrow and the rescue of Prince Hallifet  
  These creatures are fiends summoned only to kill. As their name implies, 
  silent assassins do not speak, but understand any commands that they are given. 
  When summoned, a silent assassin must be given a single target, which it pursues 
  relentlessly until it or the silent assassin is slain. If destroyed, a silent assassin 
  vanishes, drawn back to its home plane, leaving only its dagger behind. Legend 
  holds that slain silent assassins are forced to endure millennia as lesser demons 
  before their original forms are restored. A dagger left behind by a destroyed assassin 
  cannot be used to inflict harm, but remains magical, with a +2 to hit and doing 3d4 
  + 2 piercing damage.
  siLent AssAssin
  siLent AssAssin
  Medium fiend, neutral evil
  Armor Class 19 (natural armor)
  Hit Points 110 (20d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  12 (+1)
  10 (+0)
  18 (+4)
  9 (–1)
  Saving Throws Dex +7, Wis +7
  Skills Athletics +8, Acrobatics +10, Sleight of Hand +10, Stealth +10, 
  Perception +10
  Senses darkvision 60 ft., passive Perception 20
  Languages Understands Common but does not speak
  Challenge 6 (2,300 XP)
  Ambusher. A silent assassin has advantage on attack rolls against any 
  creature it surprises.
  Stealthy. A silent assassin has advantage on all Dexterity (Stealth) 
  checks.
  Actions
  Deadly Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 11 (3d4 + 4) piercing damage. Target must make a DC 
  15 Constitution save or be subject to a harm spell (see below).
  Harm (recharge 5–6). On a successful deadly dagger hit, the target 
  must make a DC 15 Constitution saving throw. On a failure, the 
  target is affected as if by a harm spell. On a success the target 
  takes half damage as described under harm. In either case, the 
  silent assassin cannot cause the harm effect again until the ability 
  recharges.
  
  161
  M
  monster oF set
  monster oF set
  My foolish assistant touched the cartouche without reading it and a strange beast 
  appeared out of thin air in the tomb. It had the head of a warthog, the forelimbs of a 
  lion, a scorpion’s body, but the hindquarters of a donkey. A pair of horns composed 
  of flame jutted from its horrid head. As I looked on in horror, its tail, a great snake, 
  arched over its back and struck my assistant. Good assistants are hard to find. 
  Fortunately, he was not one of those. — Algrid Henswaithe, University of the Vast
  Created by the Cult of Set, the monster of Set is used as a guardian of tombs, 
  treasuries, and other sites important to the cult. As foul tempered as its appearance 
  is bizarre, the monster of Set is usually linked to a summoning device that brings 
  the creature from whatever plane where it normally dwells. A fearsome foe, the 
  monster of Set is loyal only to its master, which notably is the god Set and not the 
  hierarchy of Set’s cult.
  monster oF set
  monster oF set
  Huge monstrosity, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (+0)
  20 (+5)
  10 (+0)
  16 (+3)
  10 (+0)
  Saving Throws Str +11, Con +10
  Skills Perception +13
  Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Senses darkvision 60 ft., passive Perception 23
  Languages understands Draconic but can’t speak
  Challenge 16 (15,000 XP)
   
  Innate Spellcasting. The monster of Set’s innate spellcasting ability 
  is Wisdom (spell save DC 16). It can innately cast the following 
  spells, requiring no material components:
  3/day each: blur, cure wounds (as 4th-level slot), darkness, protection 
  from evil and good, true polymorph (self only)
  1/day each: blight, desecrate (see sidebar), dispel evil and 
  good, divine word
  Actions
  Multiattack. The monster of Set uses its Frightful Presence 
  and make one Bite attack, one Horns attack, and one Claws attack. 
  When its Fire Breath is available, it can use the breath in place of 
  its Bite or Horns.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 
  (3d6 + 6) piercing damage.
  Horns. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) bludgeoning damage.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 
  (3d6 + 6) slashing damage.
  Fire Breath (recharge 5–6). The dragon head exhales fire in a 30-
  foot cone. Each creature in that area must make a DC 18 Dexterity 
  saving throw, taking 54 (12d8) fire damage on a failed save, or half 
  as much damage on a successful one.
  Frightful Presence. Each creature of the monster of Set’s 
  choosing that is within 120 feet of the monster of Set and aware 
  of it must succeed on a DC 17 Wisdom saving throw or become 
  frightened for one 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 monster of Set’s Frightful Presence for the 
  next 24 hours.
  LegendAry Actions
  The monster of Set can take three 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 monster of Set 
  regains spent legendary actions at the start of its turn.
  Claw Attack. The monster of Set makes a Claw attack.
  Detect. The monster of Set makes a Wisdom (Perception) check.
  Wing Attack (costs 2 actions). The monster of Set beats its wings. 
  Each creature within 10 feet of the monster of Set must succeed on 
  a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning 
  damage and be knocked prone. The monster of Set can then fly up 
  to half its flying speed.
  deseCrAte
  deseCrAte
  2nd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (25 gp of silver dust)
  Duration: 8 hours
  Any undead creature within a 20-foot sphere centered 
  on a point you choose within range gains several benefits 
  due to an influx of negative energy into the area. 
  Each undead’s maximum hit points and current hit points 
  increase by 5. Whenever an undead target makes an attack 
  roll, damage roll, or a saving throw, the undead adds 1d4 to it. 
  Finally, the DC of any saving throw required by a Life Drain 
  ability of an undead is increased by 2. All of these benefits 
  cease for a target when the duration ends or when that target 
  leaves the area of effect. It regains the benefits if it re-enters 
  the area of effect.
  
  162 | m
  LegendAry Actions
  The lightning-quick mummy can take three 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 lightning-
  quick mummy regains spent legendary actions at the start of its 
  turn.
  Faster than the Eye Can See. The lightning-quick mummy makes an 
  Electrical Bolt and a Flail attack.
  Spin and Strike. The lightning-quick mummy moves up to its full 
  movement, ignoring difficult terrain and not provoking attacks of 
  opportunity, and makes a Crook attack.
  Spit Beetle. The lightning-quick mummy spits a beetle from the list 
  below. This is a ranged weapon attack (+10 to hit, range 10/20 ft., 
  one target, Hit: target suffers the effects based on the color of beetle)
  Hook and Shock (costs 2 actions). The lightning-quick mummy 
  attacks a creature it has grappled with its hook using Electric Bolt, 
  all three bolts targeting the grappled creature with disadvantage.
  Lightning-quiCk mummy sCArAbs
  Lightning-quiCk mummy sCArAbs
  1d6
  Beetle Type
  Effect
  1
  White
  Target is blinded until the end of its next turn.
  2
  Purple
  The next spell the target casts within one hour fails and 
  the target takes 1d6 force damage per level of the spell.
  3
  Blue
  Target is unable to cast any spells until the end of its 
  next turn.
  4
  Black
  Target is paralyzed until the end of its next turn
  5
  Green
  Target must succeed at a DC 18 Constitution saving 
  throw or suffer 17 (5d6) piercing damage as the scarab 
  burrows into its flesh.
  6
  Red
  Target must target its next attack against an ally within 
  five feet. If no ally is within range at that time, target is 
  stunned until the end of its next turn.
  mummy, Lightning-quiCk
  mummy, Lightning-quiCk
  It rose out of the sarcophagus but we were prepared. Mummies were old hat 
  to us; as a group we had laid more than a dozen to rest. This one though, it was 
  different. The funeral mask it wore bore a twisted, mocking smile that leered at us 
  the entire time. It did not shamble forth from its tomb, but instead sprinted along so 
  fast it ran up the sides of walls to strike at us. With a wicked flail and a crook that 
  spat lightning, it moved among us so quickly that we had trouble landing a solid 
  blow upon it. All the time, that laughing golden face mocked and spat out scarab 
  beetles that skittered to join the fray. — Algrid Henswaithe, University of the Vast
  Lightning-quick mummies are created by foul sorceries to lure and trap those 
  wishing to disturb the rest of the unliving. They wear ornate funeral masks that 
  depict their creators, but with horrid grins that mock and laugh. Armed with a flail 
  and crook, magical lightning, and filled with dangerous scarabs, the lightning-quick 
  mummies are fearsome foes who know no mercy. In fact, their mocking faces belie 
  that they have any emotions whatsoever.
  mummy, Lightning-quiCk
  mummy, Lightning-quiCk
  Medium undead, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 112 (15d8 + 45)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  20 (+5)
  16 (+3)
  8 (–1)
  14 (+2)
  15 (+2)
  Saving Throws Dex +10, Con +7, Wis +4, Cha +5
  Damage Vulnerabilities fire
  Damage Immunities necrotic, poison; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages the languages it knew in life
  Challenge 16 (15,000 XP)
  Accelerated Movement. The lightning-quick mummy 
  has advantage on initiative checks.
  Gaze of Despair. When a creature that can see the 
  lightning-quick mummy’s eyes starts its turn within 
  30 feet of the lightning-quick mummy, the mummy can 
  force it to make a DC 15 Wisdom saving throw if the 
  mummy isn’t incapacitated and can see the creature. On 
  a failure, the creature suffers disadvantage on all attack 
  rolls, ability checks, and saving throws for one minute. 
  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 can’t 
  see the sepia snake until the start of its next turn, when it can 
  avert its eyes again. If the creature looks at the sepia snake in the 
  meantime, it must immediately attempt the save. While averting 
  its eyes, any attacks on the lightning-quick mummy are done at 
  disadvantage.
  Mask of Rahotep. The lightning-quick mummy wears an enchanted 
  mask of Rahotep. If this mask is removed, the lightning-quick 
  mummy loses its accelerated movement ability and all legendary 
  actions.
  Actions
  Multiattack. The creature makes one Crook attack and two Flail 
  attacks, or one Electric Bolt and two Flail attacks.
  Crook. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 
  (1d10 + 5) bludgeoning damage and the creature must succeed at a 
  DC 18 Strength saving throw or be grappled by the lightning-quick 
  mummy (escape DC 18). The lightning-quick mummy can grapple 
  only one creature with its hook.
  Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  16 (2d10 + 5) bludgeoning damage creature must succeed at a DC 
  18 Constitution saving throw or be cursed with mummy rot. The 
  creature can’t regain hit points and its hit point maximum decreases 
  by 10 (3d6) for every 24 hours that elapse. If the creature is reduced 
  to 0 hit points by the mummy rot, they die and their body turns 
  to dust. The curse lasts until removed by the remove curse spell or 
  other magic.
  Electric Bolt. Ranged Weapon Attack: +10 to hit, range 20/40 ft., up to 
  three targets. Hit: 15 (3d6 + 5) lightning damage.
  
  163
  M
  murder born
  murder born
  The shattered keep was waist deep in restless spirits, so we went to work with 
  rattles and salt to cleanse the place. Most of the restless spirits were of the common 
  kind, nothing the four of us had not seen before. Dan, kindhearted Dan, heard the 
  sound of a wailing infant and ran off to the rescue, with Ernie right after him. They 
  found a wailing infant of translucent spirit matter, its delicate features hinting at 
  cherubic innocence. This innocence was belied by its rage-filled eyes red with evil 
  intent. The wailing intensified, and all four of us, even clinical, cynical Harold, were 
  overcome with waves of despair. That’s when the ghostly infant moved in. — Sir 
  Cedric of Reme, knight errant
  Murder of the foulest kind creates the ghastly undead known. When a pregnant 
  mother and her unborn child are slain and their bodies not given a proper burial, 
  then the spirit of the unborn rises as a murder born. Translucent and shimmering, 
  these foul fetuses want nothing more than to sow death and despair in the world 
  they never saw. They are rapacious in their hunger for murder, as if only through 
  that singular act can they understand the world.
  murder born
  murder born
  Tiny undead, chaotic evil
  Armor Class 13
  Hit Points 90 (20d4 + 40)
  Speed fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  15 (+3)
  14 (+2)
  14 (+2)
  14 (+2)
  16 (+3)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks.
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages —
  Challenge 5 (1,800 XP)
  Ethereal Sight. The murder born can see 60 feet into the Ethereal 
  Plane when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The murder born can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 force 
  damage if it ends its turn inside an object.
  Actions
  Ghostly Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 20 (5d6 + 3) necrotic damage.
  Despondent Wail. The murder born screams a high-pitched wail of 
  despair and confused sorrow. All creatures within 30 feet of the 
  murder born that can hear it must succeed on a DC 14 Wisdom 
  saving throw or suffer disadvantage on all attack rolls, ability 
  checks, and saving throws for one minute. A creature who succeeds 
  on a save against a murder born’s despondent wail is immune to the 
  effects for one hour.
  Etherealness. The murder born enters the Ethereal Plane from the 
  Material Plan, or vice versa. It is invisible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect, 
  or be affected by, anything on the other plane.
  murder CroW
  murder CroW
  Its caw was like a knell of doom. We hoped at first that the grew crow was a sign 
  from Atlarik’s god that our cause was just, but that did not come to pass. The crow 
  that swooped down upon us was mangy, its feathers so disheveled that, if it were a 
  messenger from a god, I would fear to touch it. Likewise, it stank of death and the 
  dead, no clean bird this one. It came right at my eyes and sought to gouge them 
  out, all the time cawing as if the dead were about to wake. One good swing from 
  Atlarik’s warclub and the thing exploded into a swam of smaller crows, their flesh 
  rotting as they strove to finish the job of blinding me. — Tara the Wise, adventurer
  Murder crows are not of this world, or so the sages say. Other texts speak of 
  natural birds cursed by foul wizardry to become these monstrosities. No matter how 
  they were created, they exist to feast upon the eyes of the living. While not rotten 
  themselves, their feathers are unclean and their eyes stare out not with hunger or 
  rage, but blank emotion. Once slain, they do not end their attack, for the murder 
  crow explodes into a cloud of angry crow corpses.
  murder CroW
  murder CroW
  Medium undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 71 (13d8 + 13)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  13 (+1)
  2 (–4)
  14 (+2)
  12 (+1)
  Skills Perception +4, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 5 (1,800 XP)
  Death Throes. When the murder crow dies, it explodes into a murder 
  of crows. These smaller swarms continue to relentlessly attack all 
  living creatures within sight. Use the statistics for a swarm of 
  ravens for the murder of crows.
  Actions
  Multiattack. The murder crow 
  makes two Claw attacks and one 
  Bite attack.
  Bite. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 8 (2d6 + 
  1) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 10 (2d8 + 1) slashing 
  damage. If the murder crow hits a target 
  with both Claw attacks in the same turn, 
  the creature must succeed on a DC 15 
  Dexterity saving throw or be blinded 
  as the murder crow scratches and tears 
  at the target’s eyes. The blindness can 
  be removed if a character spends their 
  action to attend to the blinded target 
  and makes a successful DC 15 Wisdom 
  (Medicine) check or by a lesser restoration 
  spell.
  
  164 | m
  mus sWAshbuCkLer
  mus sWAshbuCkLer
  Tiny humanoid, neutral good
  Armor Class 16 (natural armor)
  Hit Points 5 (2d4)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  16 (+3)
  10 (+0)
  12 (+1)
  16 (+3)
  16 (+3)
  Saving Throws Dex +5, Wis +5, Cha +5
  Skills Deception +7, Perception +7, Stealth +7
  Senses darkvision 30 ft., passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Distraction. As a bonus action, the mus swashbuckler makes a 
  contested Charisma (Deception) check against its opponent’s Wisdom 
  (Insight). On a success, the opponent is distracted and the mus 
  swashbuckler has advantage on its melee attacks against that target 
  for one round.
  Silent as a Mouse. A mus swashbuckler has advantage on Dexterity 
  (Stealth) checks.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 
  piercing damage.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 
  (1d4 + 3) piercing damage. 
  mus sorCerer
  mus sorCerer
  Tiny humanoid, neutral good
  Armor Class 16 (natural armor)
  Hit Points 5 (2d4)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  16 (+3)
  10 (+0)
  12 (+1)
  16 (+3)
  16 (+3)
  Saving Throws Dex +5, Wis +5, Cha +5
  Skills Perception +7, Stealth +7
  Senses darkvision 30 ft., passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Silent as a Mouse. A mus sorcerer has advantage on Dexterity 
  (Stealth) checks.
  Spellcasting. The mus sorcerer is an 8th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). The mus sorcerer has the following sorcerer spells 
  prepared:
  Cantrips (at will): blade ward, dancing lights, friends, minor illusion, 
  prestidigitation
  1st level (4 slots): charm person, expeditious retreat, shield, witch bolt
  2nd level (3 slots): invisibility, shatter
  3rd level (3 slots): blink, slow
  4th level (2 slots): confusion
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 1 piercing damage.
  Staff. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage and the target must succeed on a DC 
  13 Constitution saving throw or be 
  stunned until the start of the mus 
  sorcerer’s next turn.
  mus
  mus
  A ragged opening was cut through the stone, barely a foot tall. The stone statue 
  clomped down the passage behind us, closing in. “Only one way out,” Sabbox said, 
  handing out the stoppered vials. The mixture smelled like spoiled milk mashed into 
  fish guts, but we downed the foul brew. The room instantly expanded as we shrank 
  to a fraction of our normal heights. We charged through the hole just as the statue 
  slammed a solid fist into the floor behind us. We pushed onward, thankful for our 
  escape, when a defiant voice spoke, “Be you friend of foe?” A mouse — not tiny 
  anymore because of our diminutive size — brandished a rapier as it stood before 
  us. It was dressed in a silken tunic and breeches. As I watched, rows upon rows of 
  similarly dressed rodents carrying weapons stepped into view on the ledges above 
  us. — Sir Carpathian Grey, senior knight protector of the Wizard’s Wall
  The mus are a race of diminutive rodents that resemble bipedal mice. They live 
  in regions normally unvisited by larger humanoids such as forests, isolated valleys, 
  and forgotten ruins, but they are also known to inhabit large cities, where their tiny 
  empires grow powerful beyond the notice of the city’s conventional inhabitants. 
  Mus communities are ruled by hereditary sultans, and they create elaborate 
  dwellings, decorated in the fashion of the most luxurious cities.
  The mus also dress well, favoring lavish but tasteful garb from silken trousers, 
  curly-toed slippers, turbans, embroidered vests, fezzes, and low-crowned tasseled 
  chapeaux. Mus also love lavish jewelry — rings, necklaces, bracelets, and broaches 
  of tiny size but superb workmanship. Though of good alignment, they tend to avoid 
  contact with the outside world, preferring to keep their hidden empires a secret from 
  others. Mus sorcerers command many defensive spells and can make encounters 
  with the little creatures challenging even for experienced adventurers. If aided or 
  shown friendship, the mousefolk may become companions or allies, but always ask 
  that their friends keep their secrets.
  mus
  mus
  Tiny humanoid, neutral good
  Armor Class 16 (natural armor)
  Hit Points 2 (1d4)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  16 (+3)
  10 (+0)
  12 (+1)
  16 (+3)
  10 (+0)
  Saving Throws Dex +5, Wis +5
  Skills Perception +7, Stealth +7
  Senses darkvision 30 ft., passive Perception 13
  Languages Common
  Challenge 1/8 (25 XP)
  Silent as a Mouse. A mus has advantage on Dexterity (Stealth) checks.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 1 piercing damage.
  Sword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) 
  slashing damage.
  
  165
  M
  musk ox
  musk ox
  The guide called them “bearded-ones” but we just thought of them as hairy 
  cattle. They were heavily bodied, with short dense horns similar to that of the cattle 
  of the tropical lands. Our guide advised that they were more difficult to hunt than 
  they looked, but we scoffed at this idea. After all, we had arrows tipped in bronze 
  and sharp spears of the same, not the bone and stone implements of his folk. We 
  were wrong, for no amount of metal could match knowledge and skill. We lacked 
  both and had to return to our guide emptyhanded and empty-bellied. At least he 
  shared his seal blubber with us. That was nice. — Tara the Wise, adventurer
  Natives of the colder climes, musk oxen are four- to five-foot-tall bovines with 
  shaggy coats and short horns that grow from thick pads atop their heads. During 
  warm months, they live in small groups that forage on the blooming grasses, small 
  trees, and wetland forbs. In the winter, the herds gather in larger numbers that 
  clump together. During the summer rut and throughout the winter as the females 
  become gravid with calves, musk oxen become more aggressive. If threatened, a 
  herd clumps up, horns out, with the most vulnerable among them in the middle. 
  Those on the outside charge threats, falling back into the herd as another comes out 
  to make its own charge.
  musk ox
  musk ox
  Medium beast, unaligned
  Armor Class 10
  Hit Points 25 (2d8 + 16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  16 (+3)
  2 (–4)
  10 (+0)
  6 (–3)
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 1/2 (100 XP)
  Herd Tactics. The musk ox has advantage on an attack roll against a 
  target if at least one of the musk ox’s allies is within five feet of the 
  musk ox and the ally isn’t incapacitated.
  Actions
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage.
  
  166 | n'GaTHu
  n’gAthAu
  n’gAthAu
  The portal promised a mountain of gold and jewels beyond its red boundary, the 
  wealth of a lifetime. But when we stepped through, we found none of it. Just a room 
  with silver walls in a high tower with a single exit. From that spire, we looked out on 
  a nightmare landscape of devices belching olive smoke amid a chorus of screams. 
  The sky was alive with shards of metal swirling through the air like flocks of angry 
  birds. Commack leaned from the window to look for another way out … and was 
  shredded by the metal slivers. We knew then we were in Hell. — From the collected 
  nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  The n’gathau are sadistic and cruel beings that reside in the Hell Ring of Abaddon. 
  Not truly devils, nor demons, these twisted and malign beings exist only to torture 
  and maim the other creatures of the universe in the unholy name of their long dead 
  god. During the War of the Fallen, the n’gathau partnered with the fallen against 
  the angels of the Heavens and the demons of the Abyss for control of creation. 
  Defeated, their dark god and his minions were cast into the Rings of Hell with 
  others such as The Lightbringer, Moloch, and Baalzebal. 
  These twisted fiends now live an almost monk-like existence in Abaddon where 
  they dwell in a hell crafted from the flesh of their own sacrificed god. Here they 
  prize only raw physical pain. The n’gathau differ from other fiends of Hell in that 
  they do not trade in souls per se but in fact prefer the living flesh of those whose 
  living actions have led them on the path of damnation. They act as intermediaries 
  who coax the damned from the land of the living to their final destination. Once 
  one of the damned is ensnared in their traps, they are whisked away to the various 
  torture temples of the Twelve who rule and the Quorum who speaks for all. 
  the pAin trAde
  the pAin trAde
  The n’gathau engage in a bizarre trade with other entities of the underworld. In 
  exchange for living creatures, the n’gathau craft reliquaries such as the talismans 
  and amulets prized by greater demons and devils and the receptacles sought by 
  liches who would extend their existence beyond life itself. Lesser items are used in 
  the creation of fiendish constructs and as raw material spell components.
  When a living creature is tortured and mutilated, its screams and suffering are 
  captured by great alien machines and fabricated into talismans of suffering sought 
  by their clientele. It is believed that some open incursions into the land of the living 
  by various demon lords and princes of Hell are in fact triggered by a need to capture 
  thousands of living beings at a time to transfer them whole into n’gathau torture 
  machines.
  the tWeLve
  the tWeLve
  The 12 rulers of the Plane of Agony represent 12 of the 15 high priests of the 
  n’gathau god. Very little is known about them outside of Abaddon save their names 
  and appearance, as their history and true origins are locked away in the minds of the 
  12 themselves or hidden in the vaults lining the crypts and catacombs of the Plane 
  of Agony. Though reclusive and secretive, it is known that the Twelve, as mighty 
  as they are, serve an oracle-like entity known as the Quorum that dwells in a great 
  temple built atop the skull of the dead god.
  It was the will of the dead god that the n’gathau forever multiply their forces, so 
  that capture, torture, and reconfiguration are the methods of conquest to overrun the 
  Underworld and the land of the living, and tear down the walls of the High Heavens 
  themselves. To this end, Veruard’s machines are constantly working. The devils of 
  the other Hells have no idea that their lusts for unholy talismans are in fact fueling 
  their own destruction.
  
  N'gathu
  N'gathu
  167
  n’gAthAu, AAgAsh the broken
  n’gAthAu, AAgAsh the broken
  This hideous figure was roughly six feet tall and appeared to have been split 
  through the torso, with its spine exposed and its screaming head thrust through the 
  outburst hole to protrude from its chest. Steel rods affixed to the hips held the broad 
  head in place. Plates of spiked armor were bolted to its pale, deathly flesh, and its 
  hands ended in fingertips affixed with razor sharp blades. — From the collected 
  nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  Aagash once greatly displeased the Quorum and was bent, broken, and 
  reconfigured in ways that reflected his failures. Where he was weak, now he is 
  strong, and where his heart once led him, now his head is in its place. He currently 
  serves as a bodyguard and messenger of the Quorum, often appearing personally to 
  Cultists of Pain to relay the wishes of the unholy trinity.
  AAgAsh the broken
  AAgAsh the broken
  Medium fiend (n’gathau), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution +14, Wisdom +11
  Skills Athletics +12, Intimidation +7, Medicine +11, Religion +11, 
  Perception +11, Stealth +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  Brutal Bullying. Aagash has advantage on Charisma (Intimidation) 
  checks.
  Cruelty’s Bliss. When Aagash scores a critical hit, he gains advantage 
  on his next attack roll.
  Delicious Agony. Following a successful melee attack, Aagash can use 
  a bonus action to gain 5 temporary hit points.
  Horrifying Appearance. When a creature that can see Aagash’s eyes 
  starts its turn within 30 feet of Aagash, he can force it to make a 
  DC 19 Wisdom saving throw if Aagash isn’t incapacitated and can 
  see the creature. On a failure, the creature is frightened for one 
  minute. 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 can’t 
  see Aagash until the start of its next turn, when it can avert its 
  eyes again. If the creature looks at Aagash in the meantime, it must 
  immediately attempt the save. While averting its eyes, any attacks 
  on Aagash are done at disadvantage.
  Reshape the Flesh. Once per day, Aagash has the power to transform 
  the flesh of 1d4 + 2 of his foes to shapes that are more appealing 
  to his eyes (see table below). The targets must be restrained or 
  unconscious in order to be reshaped. Reshaped creatures are under 
  the control of Aagash as if they were dominated by a dominate 
  monster spell and remain under his control until the effects are 
  dispelled via a dispel magic, greater restoration, heal, or wish spell 
  cast to counter the effects.
  FLesh trAnsFormAtions
  FLesh trAnsFormAtions
  Roll 1d4 to determine the transformation.
  1d4
  Result
  Effect
  1
  Snake body
  The victim’s body is transformed into a snake, though vestigial legs 
  remain. Its head and arms are fully functional. Fangs sprout from its 
  mouth, and it gains a 10-foot spit attack and a poisonous bite attack. 
  The creature uses its Dexterity modifier to make the attacks and is 
  considered proficient. It can use an action to make one of each of 
  these two attacks. On a hit from the spit attack, the target takes 9 
  (2d8) poison damage and must succeed on a Constitution saving 
  throw or be blinded. On a hit from the bite attack, the target takes 
  9 (2d8) poison damage and must succeed on a Constitution saving 
  throw or be poisoned. The DC of the save against this venom is 8 + 
  the victim’s Charisma modifier + the victim’s proficiency bonus.
  2
  Humanoid 
  Centipede
  The victim’s body is transformed into a giant centipede, with 
  venomous mandibles that sprout from either side of the jaw and 
  chitinous plates that cover the body (granting a +4 bonus to armor 
  class). The victim retains its normal arms but loses its form from the 
  mid-torso down. The victim gains the Spider Climb ability and can 
  see in 360 degrees. The creature gains a bite attack that deals 7 (2d6) 
  piercing damage plus 7 (2d6) poison damage and the target must 
  succeed on a Constitution saving throw or be poisoned. The DC of 
  the save against this venom is 8 + the victim’s Charisma modifier 
  + the victim’s proficiency bonus. The attack uses the creature’s 
  Strength modifier and the creature is considered proficient.
  3
  Amoeboid 
  Flesh Form
  The victim gains the shape and attributes of a gibbering mouther 
  save the gibbering ability.
  4
  Beast Body
  The creature sprouts hair all over its body, grows bear-like claws 
  on its hands, and gains elongated jaws. It can use an action to make 
  two Claw attacks and one Bite attack. The attacks use the creature’s 
  Strength modifier and the creature is considered proficient. On a hit, 
  the Claw attacks do 1d6 slashing damage and the Bite attack does 
  1d8 piercing damage.
  Spine Bender. A creature that beings its turn grappled by Aagash 
  must succeed at a DC 20 Strength Saving throw or be paralyzed.
  Innate Spellcasting. Aagash’s innate spellcasting ability is Wisdom 
  (spell save DC 19, +11 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: detect evil and good, detect magic, detect thoughts, dimension 
  door, hold person
  3/day each: misty step, plane shift, polymorph
  Spellcasting. Aagash is a 9th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 11, +11 to hit with spell attacks). He has 
  the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  Actions
  Multiattack. Aagash makes one Suffering Touch attack and two Claw 
  attacks.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 
  (2d6 + 6) slashing damage and the target is grappled (escape DC 20).
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  its next turn.
  
  168 | n'GaTHu
  n’gAthAu, AsAgin the AssAssin
  n’gAthAu, AsAgin the AssAssin
  This fiend had membranous bat-like wings nailed to his back. 
  Hooked blades stabbed through his hands, and nails and blades 
  were pounded into his skull and torso, each affixed with chains 
  that ran from his face to his collarbones. This caused excruciating 
  pain that wracked the creature’s body with its every move. Its 
  largest wound appeared to be an “X” carved across its face and 
  stitched together with fishhooks that exposed its jagged teeth and 
  tortured lips. The being was nearly nine feet tall and dressed in a 
  kilt of chain mail with spiked vambraces and greaves encasing its 
  forearms and legs. Skulls and the peeled faces of his foes adorn his 
  girdled waist. — From the collected nightmare texts of Bevil Carrek, 
  self-proclaimed explorer of Hell
  Asagin is the general of the armies of the Quorum and places them defensively 
  around the fortresses of Abaddon and is usually in the company of 2d6 n’gathau 
  warriors and 1d4 n’gathau soul hammers. It is suspected that he was once one of 
  the fallen himself and swore his allegiance to the dead god of the n’gathau during 
  the War of the Fallen. Asagin is a brilliant tactician who believes in ensnaring his 
  foes in traps, typically seeking to slice the head from the serpent in his vernacular. 
  Asagin waits to identify leaders in an opposing force, then moves to neutralize said 
  leader to send the underlings into disarray.
  Asagin sees that the devils, demons, and various things of Styx who press against 
  the borders of the Plane of Agony are well behaved in their visits. Those who are not 
  are quickly overwhelmed. Typically, his forces attempt to capture as many invaders 
  as they can for reconfiguration at the hands of Veruard.
  AsAgin the AssAssin
  AsAgin the AssAssin
  Medium fiend (n’gathau), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution +14, Wisdom +11
  Skills Athletics +12, Intimidation +7, Medicine + 11, Religion +11, 
  Perception + 11, Stealth +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  All Your Limbs Belong to Me. On a critical hit on a melee attack, 
  Asagin rips the arm or leg of an opponent, dealing 36 (8d8) necrotic 
  damage and rendering the limb useless until the target completes a 
  long rest. If the same limb is subject to this effect twice, it is severed 
  and the character dies.
  rAndom sLAshed Limb
  rAndom sLAshed Limb
  1d4
  Body Part
  Effect
  1
  Left Leg
  Halve speed
  2
  Right Leg
  Halve speed
  3
  Right Arm
  Drops anything in that arm, and arm is useless
  4
  Left Arm
  Drops anything in that arm, and arm is useless
  Brutal Bullying. Asagin has advantage on Charisma (Intimidation) 
  checks.
  Cruelty’s Bliss. When Asagin scores a critical hit, he gains advantage 
  on his next attack roll.
  Horrifying Appearance. When a creature that can see Asagin’s eyes 
  starts its turn within 30 feet of Asagin, he can force it to make a 
  DC 19 Wisdom saving throw if Asagin isn’t incapacitated and can 
  see the creature. On a failure, the creature is frightened for one 
  minute. 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 can’t 
  see Asagin until the start of its next turn, when it can avert its 
  eyes again. If the creature looks at Asagin in the meantime, it must 
  immediately attempt the save. While averting its eyes, any attacks 
  on Asagin are done at disadvantage.
  Innate Spellcasting. Asagin’s innate spellcasting ability is Wisdom 
  (spell save DC 19, +11 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: detect evil and good, detect magic, detect thoughts, dimension 
  door, dominate monster, hold person
  3/day each: misty step, plane shift
  Magic Weapons. Asagin’s weapon attacks are magical.
  Render of the Flesh. If Asagin hits with both bladed claws on its turn, 
  it inflicts an additional 18 (4d8) slashing damage.
  Spellcasting. Asagin is a 9th-level spellcaster. His spellcasting ability 
  is Wisdom (spell save DC 11, +11 to hit with spell attacks). He has 
  the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  Actions
  Multiattack. Asagin makes one Suffering Touch attack and two 
  Bladed Claws attacks.
  Bladed Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  its next turn.
  Delicious Agony. Following a successful melee attack, Asagin can use 
  a bonus action to gain 5 temporary hit points.
  
  N'gathu
  N'gathu
  169
  n’gAthAu, grexiAs the destroyer
  n’gAthAu, grexiAs the destroyer
  This muscular, seven-foot-tall fiend’s chest was split open and all its skin removed 
  to expose its ribs, muscles, and oozing ichor. Long, thin feeding tubes ran from a 
  rune-scarred face to its exposed abdomen. Its lower half was armored, as were 
  his wrists, which ended in huge, ham-like hands that were sewn shut and nailed 
  through with spikes, making them look like fleshy homemade mace heads. — From 
  the collected nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  Grexias’s purpose is to pound the prisoners of the Quorum into pulp while 
  inflicting the most torturous pain imaginable. His only thoughts are of torture and 
  punishment where he beats the prisoners of the Quorum with his “Everlasting 
  Fists.”
  Not simply a brute, Grexias’ head has been permanently carved with various 
  arcane symbols that are used against his foes to devastating effect. He is also able 
  to draw forth a stew of rotted brain chemicals and digestive fluids from his tubes to 
  vomit forth onto his foes.
  grexiAs the destroyer
  grexiAs the destroyer
  Medium fiend (n’gathau), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution +14, Wisdom +11
  Skills Athletics +12, Intimidation +7, Medicine +11, Religion +11, 
  Perception +11, Stealth +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  Brutal Bullying. Grexias has advantage on Charisma 
  (Intimidation) checks.
  Cruelty’s Bliss. When Grexias scores a critical hit, he 
  gains advantage on his next attack roll.
  Delicious Agony. Following a successful melee attack, 
  Grexias can use a bonus action to gain 5 temporary hit 
  points.
  Everlasting Fists. Creatures that start their turn 
  grappled by Grexias take 10 (3d6) necrotic damage as 
  Grexias’ feeding tubes attach to their veins and drain 
  their blood.
  Horrifying Appearance. When a creature that can see 
  Grexias’ eyes starts its turn within 30 feet of Grexias, he can 
  force it to make a DC 19 Wisdom saving throw if Grexias isn’t 
  incapacitated and can see the creature. On a failure, the creature is 
  frightened for one minute. 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 can’t see Grexias until the start of its next turn, when 
  it can avert its eyes again. If the creature looks at Grexias in the 
  meantime, it must immediately attempt the save. While averting its 
  eyes, any attacks on Grexias are done at disadvantage.
  Innate Spellcasting. Grexias’ innate spellcasting ability is Wisdom 
  (spell save DC 19, +11 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: detect evil and good, detect magic, detect thoughts, dimension 
  door, hold person
  1/day: symbol
  3/day: misty step, plane shift
  Spellcasting. Grexias is a 9th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 11, +11 to hit with spell attacks). 
  He has the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  Actions
  Multiattack. Grexias makes one Suffering Touch attack and two Fist 
  attacks.
  Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 
  (2d6 + 6) bludgeoning damage and the target is grappled (escape 
  DC 20). Grappled creatures are trapped in Grexias many tubes and 
  he can still use his fist attacks even with foes grappled. Grexias can 
  grapple up to three Medium or smaller creatures in this manner.
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  its next turn.
  Sludge of Sorrows (recharge 5–6). Grexias can vomit forth a brown 
  sludge of brain and digestive juices in a 30-foot cone. Each creature 
  in the area must make a DC 22 Constitution saving throw, taking 36 
  (8d8) acid damage on a failure or half as much on a success. Those 
  who fail their save suffer an additional 18 (4d8) acid damage at the 
  start of their next turn unless they use an action to wash the acid 
  free using water or other alkaline or neutral liquids.
  
  170 | n'GaTHu
  Actions
  Multiattack. Modar makes one Suffering Touch attack and two Claw 
  attacks.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 
  (2d6 + 6) slashing damage and the target must succeed on a DC 22 
  Constitution saving throw or suffer and additional 12 (3d6) necrotic 
  damage at the start of their next turn.
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  their next turn.
  n’gAthAu, modAr the huntress
  n’gAthAu, modAr the huntress
  The seven-foot-tall fiend was grotesquely mutilated, a chalky-skinned woman 
  whose mouth was wired shut with thick black cables. Her breasts had been 
  removed, and her abdomen was stitched in various patterns. Her lips were peeled 
  away to reveal almost pearl-white teeth. Her eyes had been yanked from their 
  sockets on stretched-out optic nerves and were held away from her face by metal 
  rods with small metal rings. Her disfigured hands ended in wicked claws. — From 
  the collected nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  Modar is usually in charge of major n’gathau excursions into the Material Plane. 
  Known as the Huntress, Modar’s eyes act as eyes of true seeing and allow her to 
  view things through every spectrum. Modar typically travels with a pack of 4–10 
  n’gathau warriors who assist in capturing her quarry.
  Modar is exceedingly cruel and is often sent to capture particularly evil and 
  cruel beings so Veruard may reconfigure them. Her temple palace in Zulmegazzar 
  is placed in the right hand of the dead god and features a wall of living eyes plucked 
  from the heads of her victims. Modar is particularly despised by greater devils, 
  whose eyes she prizes almost as much as those of terrified mortal villains.
  modAr the huntress
  modAr the huntress
  Medium fiend (n’gathau), neutral evil
  Armor Class 22 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  18 (+4)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution +14, Wisdom +11
  Skills Athletics +12, Acrobatics +11, Intimidation +7, Medicine +11, 
  Religion +11, Perception +11, Stealth +7, Survival +11
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  Brutal Bullying. Modar has advantage on Charisma (Intimidation) 
  checks.
  Cruelty’s Bliss. When Modar scores a critical hit, she gains advantage 
  on her next attack roll.
  Delicious Agony. Following a successful melee attack, Modar can use 
  a bonus action to gain 5 temporary hit points.
  Eye See You. Modar sees in every spectrum and has advantage on 
  attacks against normally difficult to see prey, such as those under 
  the effects of invisibility or hiding in darkness and shadows. This 
  allows it to track its quarry even into other dimensions.
  Horrifying Appearance. When a creature that can see Modar’s eyes 
  starts its turn within 30 feet of Modar, she can force it to make a DC 
  19 Wisdom saving throw if Modar isn’t incapacitated and can see 
  the creature. On a failure, the creature is frightened for one minute. 
  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 can’t see 
  Modar until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at Modar in the meantime, it must 
  immediately attempt the save. While averting its eyes, any 
  attacks on Modar are done at disadvantage.
  Innate Spellcasting. Modar’s innate spellcasting ability is 
  Wisdom (spell save DC 19, +11 to hit with spell attacks). 
  She can cast the following spells, requiring no material 
  components:
  At will: detect evil and good, detect magic, detect 
  thoughts, dimension door, hold person
  1/day: finger of death, prismatic spray
  3/day: misty step, plane shift
  Spellcasting. Modar is a 9th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 11, +11 to hit with spell attacks). 
  She has the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  
  N'gathu
  N'gathu
  171
  n’gAthAu, rAuukA the rAvAger
  n’gAthAu, rAuukA the rAvAger
  Standing about six feet tall, Raauka is a humanoid creature with a severely 
  mutilated head and face. Small metal hooks were embedded in his forehead and 
  attached to small links of chain that peeled away the flesh around his eyes. His 
  pupils and irises were dark. Sharpened fangs protruded from his mutilated mouth, 
  and several small, thin feeding tubes exited each of his forearms and entered his 
  neck. His fingers were amputated and replaced with long, hollow needles that 
  dripped a sapphire blue liquid. — From the collected nightmare texts of Bevil 
  Carrek, self-proclaimed explorer of Hell
  Rauuka is often sent to the mortal plane to retrieve powerful mortals for 
  transformation and service in the armies of the n’gathau. Rauuka injects his prey 
  with paralytic poisons that cause excruciating pain and makes his victims feel as if 
  their blood is on fire. It also gives them with horrible waking nightmares.
  His temple is built within the spine of the dead god in the center of Zulmegazzar, 
  near the place where the deity was decapitated by the Twelve and the Quorum. 
  Rauuka draws the tortured spinal fluids from the corpse of the master and filters 
  them through his own body to create the horrid serums he uses to torture and slay 
  his subjects.
  Rauuka the Ravager
  Medium fiend (n’gathau), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution + 14, Wisdom +11
  Skills Athletics + 12, Intimidation + 7, Medicine + 11, Religion +11, 
  Perception + 11, Stealth +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  Brutal Bullying. Rauuka has advantage on Charisma (Intimidation) 
  checks.
  Cruelty’s Bliss. When Rauuka scores a critical hit, he gains advantage 
  on his next attack roll.
  Delicious Agony. Following a successful melee attack, Rauuka can 
  use a bonus action to gain 5 temporary hit points.
  Horrifying Appearance. When a creature that can see Rauuka’s eyes 
  starts its turn within 30 feet of Rauuka, he can force it to make a 
  DC 19 Wisdom saving throw if Rauuka isn’t incapacitated and can 
  see the creature. On a failure, the creature is frightened for one 
  minute. 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 can’t 
  see Rauuka until the start of its next turn, when it can avert its 
  eyes again. If the creature looks at Rauuka in the meantime, it must 
  immediately attempt the save. While averting its eyes, any attacks 
  on Rauuka are done at disadvantage.
  Innate Spellcasting. Rauuka’s innate spellcasting ability is Wisdom 
  (spell save DC 19, +11 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: detect evil and good, detect magic, detect thoughts, dimension 
  door, hold person, misty step, plane shift
  Magic Weapons. Rauuka’s weapon attacks are magical.
  Spellcasting. Rauuka is a 9th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 11, +11 to hit with spell attacks). 
  He has the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  Actions
  Multiattack. Rauuka makes one Suffering Touch attack and two 
  Needle Claws attacks.
  Needle Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage and the target must succeed on 
  a DC 22 Constitution saving throw or suffer one of the following 
  effects:
  Undead Nightmare: Using this venom instantly kills the target. The 
  soul of the slain victim is trapped by Rauuka in a phylactery jar 
  and the body is instantly transformed into a plague zombie under 
  Rauuka’s command. If Rauuka uses this effect, he cannot use his 
  needle claws until the end of his next turn.
  Waking Nightmare: Rauuka’s needles inject his foes with a powerful 
  sleep serum. The creature falls into a waking slumber and is 
  paralyzed until the end of the target’s next turn. While sleeping, its 
  mind is filled with visions of its worst nightmares, such as rot grubs 
  crawling up the needle holes of their wounded flesh. The imagined 
  terror causes 22 (4d10) psychic damage.
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  its next turn.
  
  172 | n'GaTHu
  n’gAthAu, veenes the bLAdemistress
  n’gAthAu, veenes the bLAdemistress
  The second of the females making up the Twelve, Veenes stands nearly six feet 
  tall and has a very beautiful and shapely torso. Her head is hairless with the skin 
  removed, and the top of her skull is sawn off, exposing her brain. Several small tubes 
  pumping purplish liquid inserted into her brain run the length of her back and enter 
  her spine at her waist. Small, curved hooks protrude from her shoulders, forearms, 
  and upper back across her shoulders. Embedded in each forearm and gripped with 
  each hand is a razor-sharp scythe-like blade with a telescoping handle. — From the 
  collected nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  An agent of Veruard, the strangely seductive Veenes is often sent to capture 
  powerful mortals for transformation. Her particular fancy is to cause paladins to fall 
  from grace and then steal them out from under Lillith. The demon lord considers 
  Veenes a rival and would burn her to ash if it were not for the power of the Quorum 
  and the Twelve.
  Veenes’s temple is located in the Needle, a sharp spire rising from the center of 
  the city of Zulmegazzar where the body of the dead god was impaled during his 
  sacrifice. She is served by a cadre of n’gathau warriors configured from female 
  creatures such as alu-demons, succubi, and fallen paladins.
  veenes the bLAdemistress
  veenes the bLAdemistress
  Medium fiend (n’gathau), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution + 14, Wisdom +11
  Skills Athletics +12, Intimidation +7, Medicine +11, Religion +11, 
  Perception +11, Stealth +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  Brutal Bullying. Veenes has advantage on Charisma (Intimidation) 
  checks.
  Cruelty’s Bliss. When Veenes scores a critical hit, she gains advantage 
  on her next attack roll.
  Delicious Agony. Following a successful melee attack, Veenes can use 
  a bonus action to gain 5 temporary hit points.
  Horrifying Appearance. When a creature that can see Veenes’ eyes 
  starts its turn within 30 feet of Veenes, she can force it to make a 
  DC 19 Wisdom saving throw if Veenes isn’t incapacitated and can 
  see the creature. On a failure, the creature is frightened for one 
  minute. 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 can’t 
  see Veenes until the start of its next turn, when it can avert its 
  eyes again. If the creature looks at Veenes in the meantime, it must 
  immediately attempt the save. While averting its eyes, any attacks 
  on Veenes are done at disadvantage.
  Innate Spellcasting. Veenes’ innate spellcasting ability is Wisdom 
  (spell save DC 19, +11 to hit with spell attacks). She can cast the 
  following spells, requiring no material components:
  At will: detect evil and good, detect magic, detect thoughts, dimension 
  door, hold person
  3/day: misty step, plane shift
  Magic Weapons. Veenes’ weapon attacks are magical.
  Spellcasting. Veenes is a 9th-level spellcaster. Her spellcasting ability 
  is Wisdom (spell save DC 11, +11 to hit with spell attacks). She has 
  the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  Actions
  Multiattack. Veenes makes one Suffering Touch attack and two 
  Scythes of Sorrows attacks.
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  their next turn.
  Scythes of Sorrows. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage and the target must make 
  a DC 20 Constitution saving throw. The target’s head is cut off and it 
  dies on a failure, or it suffers 27 (6d8) slashing damage on a success. 
  Creatures immune to slashing damage are immune to this effect.
  Horror of the Broken Heart (recharge 5–6). Veenes exhales a 
  powerful pheromone perfume from the tubes running the length of 
  her spine and brain in a 30-foot cone. Each creature in the area must 
  make a DC 22 Constitution saving throw, taking 36 (8d8) psychic 
  damage on a failure or half as much on a success. Those who fail 
  their save are blinded and incapacitated until the end of their next 
  turn as they weep tears of blood.
  
  N'gathu
  N'gathu
  173
  n’gAthAu,  
  n’gAthAu,  
  veruArd the CreAtor, the rAzor oF AbAddon
  veruArd the CreAtor, the rAzor oF AbAddon
  Veruard was as a seven-foot-tall man with chalky skin with the pallor of death 
  about it. His thin form is painfully wrapped and twined in tight razor wire from 
  head to toe. He wears a kilt of chain mail similar to others of his ancient sect, with 
  long hooked chains that hang from his belt that seem to move of their own volition. 
  Veruard’s mouth is full of rotted teeth and his eyes are liquid black. A cleaver with 
  a thin blade more than a foot long seems always at his surgeon-like fingertips. — 
  From the collected nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  Veruard is the architect of pain and the chief servant of the Quorum. Veruard 
  is called the Creator, for it is he who, at the Quorum’s desire, reconfigures chosen 
  subjects into their n’gathau forms. From his workshop, he reworks, mutilates, 
  destroys, tears, and reshapes creatures brought to him into more “pleasing” forms.
  Veruard often leads others of the Twelve into the mortal planes to ensnare 
  particularly vicious and cruel mortals to reconfigure in his various machines and 
  on his operating tables. Veruard’s studio, the Oblivion, is located in the spine of the 
  dead god, but he keeps his quarters in the brain so he can ever be at the beck and 
  call of the Quorum should they command his presence.
  Veruard is a skilled tactician and the others of the Twelve look to him for 
  instruction, especially when it concerns matters of the will of the Quorum or in 
  defense of Abaddon against the lords of the Abyss or the princes of darkness who 
  dwell in the other Rings of Hell.
  veruArd the CreAtor, the rAzor oF AbAddon
  veruArd the CreAtor, the rAzor oF AbAddon
  Medium fiend (n’gathau), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 275 (22d8 + 176)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  26 (+8)
  20 (+5)
  20 (+5)
  12 (+1)
  Saving Throws Constitution +14, Wisdom +11
  Skills Athletics +12, Intimidation +7, Medicine +11, Religion +11, 
  Perception +11, Stealth +7
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 21
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 18 (20,000 XP)
   
  Brutal Bullying. Veruard has advantage on Charisma (Intimidation) 
  checks.
  Cruelty’s Bliss. When Veruard scores a critical hit, he gains 
  advantage on his next attack roll.
  Delicious Agony. Following a successful melee attack, Veruard can 
  use a bonus action to gain 5 temporary hit points.
  Exemplar of Pain. Veruard is the creator and configurator of all 
  n’gathau mutilations. As such, he fills the tortured souls of the 
  n’gathau with a zealous inspiration, granting any n’gathau within 30 
  feet of him advantage on attack rolls and saving throws in any round 
  that Veruard takes damage.
  Great Reconfigurator. Through a combination of its infernal 
  machinery and forbidden lore, Veruard has the power to shatter the 
  souls of its victims and recombine them as hideous n’gathau warriors 
  and soul hammers. Defeated victims destroyed in this matter cannot 
  be raised by normal means, and even a wish spell has only a 50% 
  chance of failure.
  Horrifying Appearance. When a creature that can see Veruard’s 
  eyes starts its turn within 30 feet of Veruard, he can force it to make 
  a DC 19 Wisdom saving throw if Veruard isn’t incapacitated and 
  can see the creature. On a failure, the creature is frightened for one 
  minute. 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 can’t 
  see Veruard until the start of its next turn, when it can avert its 
  eyes again. If the creature looks at Veruard in the meantime, it must 
  immediately attempt the save. While averting its eyes, any attacks 
  on the Veruard are done at disadvantage.
  Razor’s Kiss. On a critical hit on a melee attack, Veruard rips the 
  arm or leg of an opponent, dealing 36 (8d8) necrotic damage and 
  rendering a random limb useless for 24 hours. If the same limb is 
  subject to this effect twice, it is severed and the character dies.
  rAndom sLAshed Limb
  rAndom sLAshed Limb
  1d4
  Body Part
  Effect
  1
  Left Leg
  Halve speed
  2
  Right Leg
  Halve speed
  3
  Right Arm
  Drops anything in that arm and arm useless
  4
  Left Arm
  Drops anything in that arm and arm useless
  Innate Spellcasting. Veruard’s innate spellcasting ability is Wisdom 
  (spell save DC 19, +11 to hit with spell attacks). He can cast the 
  following spells, requiring no material components:
  At will: detect evil and good, detect magic, detect thoughts, dimension 
  door, hold person
  3/day each: misty step, plane shift
  Reactive Chains. Veruard uses a reaction to make a These Chains of 
  Love attack against a creature that comes within 10 feet of it.
  Spellcasting. Veruard is a 9th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 11, +11 to hit with spell attacks). 
  He has the following spells prepared:
  Cantrips (at will): guidance, mending, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, guiding bolt, inflict wounds, 
  protection from evil and good, shield of faith
  2nd level (3 slots): blindness/deafness, enhance ability, silence, 
  spiritual weapon, zone of truth
  3rd level (3 slots): bestow curse, dispel magic, magic circle, mending, 
  stone shape
  4th level (3 slots): banishment, divination, freedom of movement, locate 
  creature, stone shape
  5th level (1 slot): flame strike
  Actions
  Multiattack. Veruard makes one Suffering Touch attack and two 
  Razor attacks.
  Razor. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 
  (2d6 + 6) slashing damage and the target must succeed on a DC 22 
  Constitution saving throw or suffer an additional 12 (3d6) necrotic 
  damage at the start of its next turn.
  Suffering Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) psychic damage and the target must succeed 
  on a DC 19 Wisdom saving throw or be incapacitated until the end of 
  its next turn.
  These Chains of Love. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is 
  grappled (escape DC 20). Creatures that begin their turn grappled by 
  the chains suffer 9 (2d8) bludgeoning plus 9 (2d8) psychic damage.
  
  174 | n'GaTHu
  n’gAthAu WArrior
  n’gAthAu WArrior
  These horrific fiends differed greatly in appearance, with flayed skin, limbs torn 
  out and replaced with mechanical pieces, and eyes and jaws mutilated in forms 
  that mixed and matched machines and multiple pieces of other beasts, demons, or 
  devils. Mostly composed using a humanoid formula, they average six to seven feet 
  tall. They dressed in chain mail, but had piecemeal armor bolted to their flesh. They 
  bore arcane weapons of unusual nature. — From the collected nightmare texts of 
  Bevil Carrek, self-proclaimed explorer of Hell
  N’gathau warriors are the basic troops of Abaddon, with Veruard configuring 
  each of them in one of his infernal machines. These hellish warriors are tasked 
  with defending the borders of Abaddon from incursions of demons and other devils 
  from the Rings of Hell. They are also the forces sent to capture and kidnap beings 
  to be reconfigured to bolster their ranks. N’gathau warriors are armed with a multi-
  functioning weapon that serves as a blade hurler, net launcher, and serrated edged 
  axe-like weapon. N’gathau warriors swarm their foes, especially forces of greater 
  devils, as they have a lust for pain and are unfazed by the damage they take.
  n’gAthAu WArrior
  n’gAthAu WArrior
  Medium fiend (n’gathau), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  10 (+0)
  12 (+1)
  2 (–4)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 9 (5,000 XP)
   
  Cruelty’s Bliss. When a n’gathau warrior scores a critical hit, it gains 
  advantage on its next attack roll.
  Delicious Agony. Following a successful melee attack, the n’gathau 
  warrior can use a bonus action to gain 5 temporary hit points.
  Horrifying Appearance. When a creature that can see the n’gathau 
  warrior’s eyes starts its turn within 30 feet of the n’gathau warrior, 
  the n’gathau warrior can force it to make a DC 15 Wisdom saving 
  throw if the n’gathau warrior isn’t incapacitated and can see the 
  creature. On a failure, the creature is frightened for one minute. 
  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 can’t see the 
  n’gathau warrior until the start of its next turn, when it can avert 
  its eyes again. If the creature looks at the n’gathau warrior in the 
  meantime, it must immediately attempt the save. While averting its 
  eyes, any attacks on the n’gathau warrior are done at disadvantage.
  Pain Invigoration. N’gathau warriors who take damage have 
  advantage on all attack rolls until the end of their next turn.
  Actions
  Multiattack. The n’gathau warrior makes two multi-weapon attacks.
  Multi-weapon. The n’gathau warrior is equipped with an odd techno-
  magic multi-weapon that has the following uses:
  Blade Hurler. Ranged Weapon Attack: +7 to hit, range 100/200 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage and the target must 
  succeed on a DC 16 Constitution saving throw or fall asleep.
  Net Hurler. Ranged Weapon Attack: +7 to hit, range 20/80 ft., one 
  target. Hit: all creatures within a 10-foot cube centered on the target 
  are restrained by the net (escape DC 16). The net is AC 10 and has 
  30 hit points, is resistant to bludgeoning and piercing damage, and is 
  immune to poison and psychic damage. The net has sharp hooks, and 
  every attempt to escape it inflicts 4 (1d8) slashing damage.
  Bleeding Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage and the creature suffers 7 (2d6) 
  necrotic damage at the start of its next turn.
  
  N'gathu
  N'gathu
  175
  n’gAthAu, souL hAmmer
  n’gAthAu, souL hAmmer
  These hulking brutes were a terrifying array of flayed skin, exposed muscle, 
  fluid-filled tubes, and mechanical attachments. Most had hooved lower legs, piston-
  fired hammers, and a massive claw used to snatch their terrified prey. — From the 
  collected nightmare texts of Bevil Carrek, self-proclaimed explorer of Hell
  Massive brutes of the Ring of Abaddon, the soul hammers are made up of parts 
  of pit fiends, balors, beasts, giants, and other unrecognizable parts that Veruard 
  reconfigures. Soul hammers serve as bodyguards to the Twelve, gate guardsmen, 
  and shock troopers in the armies of the n’gathau.
  souL hAmmer
  souL hAmmer
  Large fiend (n’gathau), neutral evil
  Armor Class 12 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  6 (–2)
  6 (–2)
  6 (–2)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  attacks from nonmagical attacks that are not silver
  Damage Immunities acid, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Senses darkvision 120 ft., passive Perception 8
  Languages Abyssal, Common, Infernal, telepathy 120 ft.
  Challenge 9 (5,000 XP)
   
  Cruelty’s Bliss. When the soul hammer scores a 
  critical hit on a target, it gains advantage on 
  its next attack roll.
  Damage Enhanced. If reduced to half their 
  maximum hit points, the soul hammer 
  begins to revel in its pain and swings wildly, 
  gaining an extra soul hammer attack per 
  round.
  Delicious Agony. Following a successful melee 
  attack, the soul hammer can use a bonus action 
  to gain 5 temporary hit points.
  Horrifying Appearance. When a creature that can see 
  the soul hammer’s eyes starts its turn within 30 feet of 
  the soul hammer, the soul hammer can force it to make 
  a DC 10 Wisdom saving throw if the soul hammer isn’t 
  incapacitated and can see the creature. On a failure, the 
  creature is frightened for one minute. 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 can’t see the 
  soul hammer until the start of its next turn, when it can avert 
  its eyes again. If the creature looks at the soul hammer in the 
  meantime, it must immediately attempt the save. While averting its 
  eyes, any attacks on the soul hammer are done at disadvantage.
  Actions
  Multiattack. The soul hammer makes one Bite attack and two Pincer 
  attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 
  (1d8 + 5) piercing damage plus 5 (1d10) necrotic damage.
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage and the target is grappled (escaped DC 
  17). A creature that is grappled by the soul hammer at the start of 
  its turn is automatically hit by one of the soul hammer’s attacks.
  Soul Hammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage and the target must 
  succeed on a DC 17 Constitution saving throw or be stunned until 
  the end of its next turn.
  
  176 | n
  nAzALor
  nAzALor
  The village hired us to hunt a troll that had been poaching sheep. Well, it wasn’t 
  a troll. Worse than any troll, it was far more cunning and clever, and bigger to boot. 
  The damnable thing led us on a merry chase up into the hills, and once we were 
  ready to give up and head home, it sprang down from a cliff and ripped into us. The 
  snarling face and hyena-like gait reminded me of a gnoll, but no gnoll is ever that 
  big and mean.
  Nazalor are to gnolls as trolls are to humans, a larger, more feral, and deadlier 
  reflection. They are smart, at least for something so wild, and capable of turning 
  the tables on hunters. However, their nature is still bestial, and nazalors are fiercely 
  territorial and savage, even killing their own kind when encountered. Oddly, unlike 
  trolls, they do not practice cannibalism and a nazalor corpse found in the wilds is 
  most likely the result of a territorial dispute.
  nAzALor
  nAzALor
  Large giant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 126 (12d10 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  20 (+5)
  9 (–1)
  12 (+1)
  7 (–2)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 6 (2,300 XP)
   
  Rage (1/long rest). As a bonus action, the nazalor can whip itself 
  into a roaring frenzy. When it does so, it gains advantage on attack 
  rolls, inflicts +4 damage on melee attacks, and gains resistance to 
  bludgeoning, piercing, and slashing damage. This rage lasts for 
  one minute, after which it ends and the nazalor gains a level of 
  exhaustion.
  Regeneration. The nazalor regains 10 hit points at the start of its 
  turn if it has at least 0 hit points.
  Scent. The nazalor has advantage on Wisdom (Perception) checks that 
  involve scent and it can track by scent.
  Stunning Strike. If a creature is hit by the nazalor’s bite attack and 
  one of its claw attacks in the same round, the target must succeed on 
  a DC 16 Constitution saving throw or be stunned until the end of its 
  next turn.
  Actions
  Multiattack. The nazalor makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 
  (2d6 + 4) slashing damage.
  
  177
  N
  Actions
  Multiattack. The niutomi makes two melee attacks.
  Pitchfork. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) piercing damage plus 9 (2d8) radiant damage or 18 (4d8) 
  radiant damage against undead.
  Chain Undead. The niutomi may touch one incapacitated, paralyzed, 
  petrified, stunned, or unconscious undead. The target must then 
  make a DC 14 Constitution saving throw or be reduced to 0 hit 
  points. If the saving throw succeeds, the undead creature loses the 
  condition and may act normally on its next turn. Undead reduced to 
  0 hit points are chained on the niutomi’s next turn and returned to 
  their proper burial place or other destination. So long as they remain 
  chained, the undead remain at rest and at 0 hit points.
  Subdue Undead. The niutomi takes an action to force all undead 
  within 10 feet to make a DC 14 Wisdom saving throw or be 
  incapacitated for 1d6 rounds.
  niutomi
  niutomi
  Sielah was knocked down as soon as he walked through the low stone entry. 
  Willes rolled head over feet into the room next, easily dodging the grasping claw 
  reaching from above. The thing above the lintel dropped to the ground after our 
  thief, and Willes screamed in terror. It was a massive bull-headed minotaur, but its 
  eyes were dead white orbs. My body failed me when it looked at me, and it bared 
  long fangs in a deadly laugh. I was prepared to die, but instead, a three-tined blade 
  shrieked over me to slice deep into the minotaur. Another ox-headed being clad 
  in gleaming armor stepped up beside me, a godly radiance shining from its form. 
  When it spoke, its voice reverberated through the tomb. “Ruetul Ka’ Mhet, your 
  tomb has been unearthed, and your presence has finally been revealed to me.” — 
  Crucide Greenbelt, on discovering a forgotten tomb in the Kanderi Desert
  The ox-headed warriors (although some are also said to have the heads of horses) 
  are servants of the gods sent to enforce celestial decrees. They are sometimes sent to 
  subdue troublemakers or to punish those who offend the gods. Their missions rarely 
  involve the outright killing of living wrongdoers — in most cases their targets are 
  subdued and taken to face judgment by either mortal judges or in extreme situations 
  by the gods themselves. Though they are often tasked with capturing wrongdoers 
  and bringing them to justice, the niutomi’s next most important mission is the 
  subdual or outright destruction of the undead, whom the gods of law consider to be 
  abominations and an offense to the proper order of nature.
  niutomi
  niutomi
  Medium celestial, lawful neutral
  Armor Class 17 (natural armor)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  11 (+0)
  Saving Throws Con +8, Wis +4
  Skills Athletics +10, Perception +7, Religion +6
  Damage Resistances radiant
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., passive Perception 17
  Languages Celestial, Common
  Challenge 5 (1,800 XP)
  Celestial Weapons. The niutomi’s weapon attacks are magical. When 
  the niutomi hits with any weapon, the weapon deals an extra 2d8 
  radiant damage or 4d8 radiant damage against undead (included in 
  the attack).
  Magic Resistance. The niutomi has advantage on saving throws 
  against spells and other magical effects.
  
  178 | n
  nixie
  nixie
  Small fey, neutral
  Armor Class 13
  Hit Points 27 (6d6 + 6)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  16 (+3)
  12 (+1)
  12 (+1)
  16 (+3)
  19 (+4)
  Saving Throws Con +3, Cha +6
  Skills Deception +6, Insight +5, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Aquan, Common, Sylvan
  Challenge 1 (200 XP)
  Amphibious. A nixie can breathe air and water.
  Innate Spellcasting. The nixie’s spellcasting ability is Charisma 
  (spell save DC 14), and requires no material components for the 
  following spells:
  3/day each: charm person
  1/day: suggestion
  Shapechanger. A nixie can use her action to polymorph into a 
  Small or Medium aquatic creature, or back into her true form. 
  Her statistics, other than her size, are the same in each form. Any 
  equipment she is wearing or carrying isn’t transformed. She reverts 
  to her true form if she dies.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Lure. A nixie sings a magical melody. Every humanoid and giant 
  within 300 feet of her that can hear her song must make a DC 13 
  Wisdom saving throw or be charmed until the song ends. The nixie 
  must use a bonus action on her subsequent turns to continue singing. 
  She can stop at any time. The song ends if the nixie is incapacitated.
  While charmed by the nixie, a target is incapacitated and ignores the 
  songs of other nixies. If the charmed target is more than five feet 
  away from the nixie, the target must move on its turn toward her by 
  the most direct route, trying to get within five feet. It doesn’t avoid 
  opportunity attacks, but before moving into damaging terrain such 
  as lava or a pit, and whenever it takes damage from a source other 
  than the nixie, the target can repeat the saving throw. A charmed 
  target can also repeat the saving throw at the end of each of its 
  turns. If the saving throw is successful, the effect ends. A target that 
  successful saves is immune to the nixie’s song for the next 24 hours.
  nixie
  nixie
  Teich was friendly enough and willing to help. We came to him because Estefan’s 
  research had said that a sage spirit lived in a sacred lake north of the land of the 
  Alemanni tribes. We approached with caution and laid the proper sacrifices, two 
  live horses and a sword ritually “killed” at the edge of the lake. Soon, Teich, a 
  greenish-skinned humanoid, swam up and inspected us. He was uninterested in the 
  horses, which was fine, as we had not yet sacrificed them, and the sword seemed to 
  amuse him. He was overly interested by Estefan though, and soon Estefan seemed 
  overly interested in Teich. Our mage simply walked into the water, fighting us 
  off as we tried to stop him. All that was left was a hat floating on the water and 
  Teich’s parting words, “Be back in a year for the mage and an answer.” — Päuk, 
  apprentice mage.
  Nixies are capricious water spirits that dwell in lakes and other large bodies of 
  fresh water. They make their homes in the deeper waters, weaving together lilies 
  and other water plants to form simple yet elegant homes. They are green-skinned 
  with dark green hair and silver eyes, comely in form and feature, and have webbed 
  hands and feet. While not aggressive, they can entrance humanoids and lure them 
  into the water to become servants of the nixies for a year, after which the being is 
  released. During their time in captivity, the captives are given the ability to breath 
  underwater.
  
  179
  N
  nixie, bog
  nixie, bog
  A stone bridge crossed the turbulent rapids of the lower Wahr, a convenient 
  crossing built in the middle of nowhere. Danore crossed first, testing every step lest 
  it was a trap. He made it across fine and motioned for us to follow. The dwarf Thark 
  Axenchisel was halfway across when the singing began. A small, green-skinned 
  creature sat on a rock watching us, singing an enchanting melody. Too enchanting, 
  as it turned out. Thark launched a belly flop into the rapids and sank like a stone. 
  — Nelye Leafcutter, describing the events that led to the destruction of the Ponticus 
  Bridge near Bargarsport
  Bog nixies are the evil cousins of the nixies that guard ponds, rivers, and lakes. 
  They relish in tricking unsuspecting travelers or hunters into entering dangerous 
  waters where the bog nixie can torment their victim or watch them drown.
  bog nixie
  bog nixie
  Small fey, neutral evil
  Armor Class 13
  Hit Points 33 (9d6 + 9)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  16 (+3)
  12 (+1)
  12 (+1)
  16 (+3)
  19 (+4)
  Saving Throws Con +3, Cha +6
  Skills Deception +6, Perception +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Aquan, Common, Sylvan
  Challenge 1 (200 XP)
  Amphibious. A bog nixie can breathe air and water.
  Innate Spellcasting. The bog nixie’s spellcasting ability is Charisma 
  (spell save DC 14) and requires no material components for the 
  following spells:
  3/day each: charm person, speak with animals
  1/day: suggestion
  Shapechanger. A bog nixie can use her action to polymorph into 
  a Small or Medium aquatic creature, or back into her true form. 
  Her statistics, other than her size, are the same in each form. Any 
  equipment she is wearing or carrying isn’t transformed. She reverts 
  to her true form if she dies.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Lure. A bog nixie sings a magical melody. Every humanoid and giant 
  within 300 feet of her that can hear her song must make a DC 13 
  Wisdom saving throw or be charmed until the song ends. The bog 
  nixie must use a bonus action on subsequent turns to continue 
  singing. The bog nixie can stop singing at any time. The song ends if 
  the bog nixie is incapacitated.
  While charmed by the bog nixie, a target is incapacitated and ignores 
  the songs of other bog nixies. If the charmed target is more than 
  five feet away from the bog nixie, the target must move on its turn 
  toward her by the most direct route, trying to get within five feet. It 
  doesn’t avoid opportunity attacks, but before moving into damaging 
  terrain such as lava or a pit, and whenever it takes damage from 
  a source other than the bog nixie, the target can repeat the saving 
  throw. A charmed target can also repeat the saving throw at the end 
  of each of its turns. If the saving throw is successful, the effect ends 
  on it. A target that successful saves is immune to the bog nixie’s song 
  for the next 24 hours.
  
  180 | o
  oLithAgoriAn 
  oLithAgoriAn 
  It was obvious what we had to do. The stones were out of order on the ground 
  around the basalt platform. Arel figured out the pattern first, and she danced about 
  as she replaced them in the proper order. The runes pulsed as the platform lit with 
  an amaranthine glow. If only we’d known it was a gate to the Abyss. The thing 
  that crawled out was a misshapen bulk covered in rotting flesh and scarlet scars. 
  Ambrose struck before it was fully through the portal, but his blade only passed 
  through the thing’s flesh, dispersing what was a toxic vapor. — Pengolt Amberwine, 
  seeking aid to stop the unleashed Rune Stone Fiend
  Olithagorians are primordial fiends that drift through the lower planes spreading 
  pain and suffering. In their dominant physical form they appear vaguely humanoid, 
  consisting of corpse-like flesh stretched across a hulking yet distorted frame that 
  appears as if it was stretched and broken upon a rack. Thick keloid bands cover their 
  entire body and hideously scarred, featureless face.
  Olithagorians are driven by an insatiable hunger for pain and suffering. They 
  collect mortal thralls whom they first lobotomize, then sculpt their flesh and bone 
  until they are wholly unrecognizable. For this reason, some ancient texts refer to 
  these creatures as flesh sculptors. While most sages believe the olithagorians first 
  rose from the Abyss in response to mortal suffering, they cannot be classified as 
  demons and their true origin remains a mystery.
  oLithAgoriAn
  oLithAgoriAn
  Large fiend, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 83 (11d10 + 22)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  15 (+2)
  15 (+2)
  13 (+1)
  12 (+1)
  Saving Throws Dex +6, Con +5, Wis +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities cold
  Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11
  Languages telepathy 90 ft.
  Challenge 6 (2,600 XP)
  Horrifying Visage. While in its physical form, each mortal creature 
  within 60 feet of the olithagorian that can see it must succeed on 
  a DC 15 Wisdom saving throw or be Frightened for one minute. A 
  Frightened target can repeat the saving throw at the end of each of 
  its turns, ending the Frightened condition on itself on a success. If a 
  target’s saving throw is successful or the effect ends for it, the target 
  is immune to this olithagorian’s Horrifying Visage for the next 24 
  hours.
  Read Thoughts. The olithagorian magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can penetrate 
  barriers, but three feet of wood or dirt, two feet of stone, two inches 
  of metal, or a thin sheet of lead blocks it. While the target is in 
  range, the olithagorian can continue reading its thoughts for as long 
  as the olithagorian’s concentration isn’t broken (as if concentrating 
  on a spell). While reading the target’s mind, the olithagorian 
  has advantage on Wisdom (Insight) and Charisma (Deception, 
  Intimidation, and Persuasion) checks against the target.
  Toxic Vapor Form (1/day). The olithagorian can use its action to 
  shift from its physical form into a cloud of toxic vapor. While in vapor 
  form, the creature’s only method of movement is a flying speed of 
  20 feet. The cloud has an indefinite form, but it can spread up to a 
  maximum radius of 10 feet and can enter and occupy the space of 
  another creature. It can remain in its vapor form for 1d6 + 2 rounds, 
  after which it reverts to its physical form.
  
  181
  O
  Any creature that starts its turn in a space occupied by the vapor form 
  must make a DC 15 Constitution saving throw, taking 9 (2d8) poison 
  damage on a failed save, or half as much damage on a successful one. 
  If the poison damage reduces the target to 0 hit points, the target is 
  stable but poisoned for one hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way.
  The vapor form can pass through small holes, narrow openings, and 
  even mere cracks, though it treats liquids as though they were solid 
  surfaces. The vapor form can’t fall and remains hovering in the air 
  even when Stunned or otherwise incapacitated. As a vapor, the 
  creature cannot manipulate objects, and any objects it was carrying 
  or holding can’t be dropped, used, or otherwise interacted with. It 
  also cannot make physical attacks. It gains advantage on Strength, 
  Dexterity, and Constitution saving throws.
  Actions
  Multiattack. The olithagorian makes one Headbutt attack and two 
  Claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) slashing damage.
  Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  LegendAry Actions
  The olithagorian can take three 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 olithagorian regains 
  spent legendary actions at the start of its next turn.
  Call Thralls. Any thralls within the lair immediately rush to the 
  olithagorian and aggressively defend it against intruders.
  Extreme Headbutt. The olithagorian makes one Headbutt attack. If 
  the attack succeeds, in addition to taking damage, the creature must 
  succeed on a DC 15 Wisdom saving throw or be knocked senseless, 
  becoming Stunned until the end of the olithagorian’s next turn.
  Create Thrall. If the olithagorian is in vapor form, it can swiftly 
  enter the body of a dying creature. Each round thereafter, it 
  attempts to transform the creature into a thrall. It gives the creature 
  disadvantage on death saves. If the victim fails three death saves 
  with the olithagorian inside it, it doesn’t die but instead becomes the 
  olithagorian’s lobotomized thrall. Thereafter, the thrall is under the 
  control of the GM until it is killed or cured of its condition.
  oLithAgoriAn thrALL
  oLithAgoriAn thrALL
  The bruise-colored vapor flowed into Buni’s nose, ears, and mouth, choking her. 
  As she fell face down in the dirt, her body warped and split, with a ridge of flesh 
  and bone rising from her neck down her spine. She raised her head and looked at us 
  with eyes rolled upward to show just their whites. Her features sagged, her mouth 
  dropped open, and ropes of drool hung from her chin. Yet still she moved. And 
  screamed in agony. — Indol Visi, member of a rescue party sent from Malan to aid 
  Pengolt Amberwine to stop the Rune Stone Fiend
  Olithagorian thralls are the lobotomized victims left behind by the toxic cloud 
  form of an olithagorian invading their bodies. The mindless vessels are still alive, 
  but they suffer the pains of the creature sculpting their flesh into misshapen forms 
  to serve its bidding.
  oLithAgoriAn thrALL
  oLithAgoriAn thrALL
  Medium humanoid, neutral
  Armor Class 11
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  12 (+1)
  1 (–5)
  1 (–5)
  1 (–5)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities cold
  Senses blindsight 30ft. (blind beyond this radius), passive Perception 5
  Languages —
  Challenge 2 (450 XP)
  Horrifying Visage. Each mortal creature within 60 feet of the 
  olithagorian thrall that can see it must succeed on a DC 13 Wisdom 
  saving throw or be Frightened for one minute. A Frightened target 
  can repeat the saving throw at the end of each of its turns, ending 
  the Frightened condition on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, the target is immune to 
  this olithagorian thrall’s Horrifying Visage for the next 24 hours.
  Thrall Weaknesses. Casting a greater restoration spell upon an 
  olithagorian thrall frees the victim from its torturous condition. 
  A thrall targeted by the spell falls unconscious and slowly reverts 
  to its previous form. Again on the brink of death, the victim must 
  make death saves to avoid dying from the gruelingly painful 
  transformation.
  If the olithagorian that created  
  the thrall dies, the thrall slumps to the floor and flops around 
  spastically for 2d6 rounds before dying. Within this narrow 
  timespan, it’s still possible to cast greater restoration on the thrall to 
  return it to its former self.
  Actions
  Multiattack. The thrall makes one Headbutt attack and two Claw 
  attacks.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) slashing damage.
  Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  6 (1d4 + 4) bludgeoning damage.
  
  182 | o
  ooze, CrystAL
  ooze, CrystAL
  The halfling Fino Briarfield was sitting on the end of the dock, dipping his toes 
  in the water, when he suddenly began to scream and thrash. Thrinan pulled his 
  little buddy backward, and this clear gel came off the top of the water with him. The 
  blob landed on the wooden dock and ate right through it in a matter of moments. 
  It splashed down into the water and was gone. So were all of Fino’s toes. — Warde 
  Graylender, while visiting Lake Elb to solve the mystery of the Lake of Glass
  The crystal ooze is an aquatic variety of the gray ooze. It is semitransparent 
  and clear, almost impossible to see in the water, and looks like nothing more than 
  a puddle of water. The crystal ooze can grow to a length of up to eight feet and a 
  thickness of about six inches.
  CrystAL ooze
  CrystAL ooze
  Medium ooze, unaligned
  Armor Class 9
  Hit Points 30 (4d8 + 12)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (–1)
  16 (+3)
  3 (–4)
  6 (–2)
  5 (–3)
  Saving Throws Wis +0
  Damage Immunities acid, cold, fire
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  Languages —
  Challenge 1/2 (50 XP)
  Amorphous. The crystal ooze can move through a space as narrow as 
  one inch wide without squeezing.
  Corrode Metal. Any nonmagical weapon made of wood or other 
  organic material that hits the ooze 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 wood or other organic material that hits the 
  ooze is destroyed after dealing damage. The ooze can eat through 
  two-inch-thick, nonmagical wood, leather, or other organic material 
  in one round.
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from an oily pool or wet rock.
  Partially Amphibious. Crystal oozes can survive out of the water for 
  five hours.
  Actions
  Multiattack. The crystal ooze makes two Pseudopod attacks.
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if 
  the target is wearing nonmagical leather armor, its armor is partly 
  corroded and takes a permanent and cumulative –1 penalty to the 
  Armor Class it offers. The armor is destroyed if the penalty reduces 
  its Armor Class to 10. In addition, a creature hit by this attack must 
  succeed on a DC 14 Constitution saving throw or become paralyzed. 
  A paralyzed creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself with a success.
  
  183
  P
  peWter knight
  peWter knight
  I wanted to bring one back with me. They were statues 
  of knights — with helms, swords, and shields — all made 
  of solid pewter. Well, not solid, I thumped one, and it was 
  hollow. One had a “P” on its shield, while the other an 
  “S.” Both had holes in their heads from which to pour spices. 
  Such fun! Sadly, after being thumped, they animated, and we had to destroy 
  them. Just imagine, though, giant pewter knights outside of my cottage!  
  — Tara the Wise, adventurer
  These constructs are usually made by giants to serve as their spice shakers, and 
  as such, can contain hundreds of pounds of pepper, salt, and other spices. While 
  knights made of pewter are the most common forms, more imaginative shapes 
  are possible. When fighting a pewter knight, it is best to be wary of not just their 
  physical power but also their ability to spew forth the spices held within.
  peWter knight
  peWter knight
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  1 (–5)
  3 (–4)
  1 (–5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The construct is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the construct 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for one minute.
  False Appearance. While the construct remains motionless, it is 
  indistinguishable from a normal giant-sized spice shaker.
  Actions
  Multiattack. The pewter knight makes two 
  Slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 
  + 2) bludgeoning damage.
  Spice Cloud (recharge 5–6). 
  The construct exhales a cloud 
  of spices in a 15-foot cone. 
  Each creature in that area 
  must succeed on a DC 13 
  Constitution saving throw 
  or be incapacitated for one minute 
  as they inhale a large amount of salt, 
  pepper, sugar, or cinnamon (depending 
  on the contents housed within the pewter 
  knight). An incapacitated creature can 
  attempt the saving throw at the end of 
  its turn, ending the effect on itself on a 
  success. The area of the cone is lightly 
  obscured for one minute or until a strong 
  wind disperses it.
  pLAtybeLodon
  pLAtybeLodon
  We did not discover the lower plateau until our expedition was nearly at its end. 
  The life here was different; instead of great reptiles, we found massive mammals of 
  primitive mien, creatures that looked familiar but only through the lens of scholarly 
  wisdom. One among these stood out, for it was in size and shape much like a pygmy 
  forest elephant, though with a shorter trunk and a long lower jaw armed with sharp 
  teeth. We watched these creatures for some time and discovered that they used the 
  lower jaw to scrape the bark off trees or even to sever a low-hanging limb to be 
  masticated in the beast’s powerful jaws. This trick also worked on human limbs, as 
  two of our porters discovered when they tried their hands at hunting.
  One of the more common large mammals found in regions of the world where 
  creatures from past eons managed to survive, the platybelodon is similar to modern 
  elephants, but of smaller stature. It moves in small herds and feeds on bark and 
  small tree limbs, using their short trunks to grasp and their long shovel-like lower 
  jaws to cut and grind. These jaws jut out some distance from the creature’s face and 
  feature a pair of short, sharp tusks. While not territorial, they can be fearsome when 
  roused to anger.
  pLAtybeLodon
  pLAtybeLodon
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (3d10 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  2 (–4)
  10 (+0)
  6 (–3)
  Skills Perception + 2
  Senses passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Actions
  Multiattack. The platybelodon makes one Gore attack and one Trunk 
  attack.
  Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.
  Trunk. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) bludgeoning damage
  
  184 | P
  pyroLisk
  pyroLisk
  Gallo de Fuego they called it, and it haunted the rocky hills outside the pueblo. 
  Well, we knew what that hinted at and so headed off to claim the red tail feather 
  needed to end the Curse of Seven Ills. We traipsed for days along the ridges, up and 
  down arroyos, and across salt flats. Eventually we found it, an evil-looking cross 
  between a lizard and a rooster. With one glance it set Hiram on fire; with another, 
  it turned our small campfire into an explosion of flame and fury. — Tara the Wise, 
  adventurer
  Pyrolisks are relatives of the cockatrice and bear a resemblance to that foul 
  creature. However, their gaze does not petrify; instead, it sets foes on fire. When 
  facing the creature, assuming that suddenly sprouting flames across your body does 
  not tip you off, you can tell it from its better-known cousin by the reddish tint to 
  its wing feathers and the single flame-red tail feather. Like cockatrices, pyrolisks 
  are creatures of evil and can be found anywhere from temperate to tropical lands, 
  although they usually roam deserts or the ashen remains of burned-out forests.
  pyroLisk
  pyroLisk
  Small monstrosity, neutral evil
  Armor Class 12
  Hit Points 21 (6d6)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  15 (+2)
  11 (+0)
  3 (–4)
  13 (+1)
  9 (–1)
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP)
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 
  (1d4 + 2) piercing damage and the target must make a successful DC 
  12 Constitution saving throw or burst into flames, taking 3 (1d6) fire 
  damage immediately plus 3 (1d6) fire damage at the start of each of 
  the pyrolisk’s turns for as long as the flames burn. A creature can 
  extinguish flames on itself or on an adjacent creature by using an 
  action to make a successful DC 10 Dexterity check.
  Pyrotechnics (1/day). A pyrolisk causes an ordinary fire within 120 
  feet of it to flare into a burst of sparks and light. This burst is so 
  bright that all creatures able to see the fire and within 60 feet of it 
  must make a successful DC 10 Wisdom saving throw or be blinded 
  for 1d4 rounds. Pyrolisks are immune to this effect.
  
  185
  Q
  quiCkLing
  quiCkLing
  The darkness under the boughs of the Elderwood turned day to night. Barallen 
  pushed aside a massive fern (carefully, for he’d been swallowed by another giant 
  plant barely a month ago). Nothing this time. Nothing that we saw, at least. One 
  moment he was fine; the next, he was sliced and diced and bleeding from hundreds 
  of slashes across his body. Something zipped by me in the brush, and I swear it 
  was an elf, but no way should something move that fast. — Lampert Foxe, during a 
  search of the Elderwood for a rumored entrance to the Under Realms
  The quickling is an evil faerie creature that hates all other races (especially other 
  fey). How they came to be evil and malign is still a mystery, but legend speaks of 
  the first quicklings as being great sorcerers. Elven scholars believe these quickling 
  sorcerers unleashed some spark of the arcane that was never meant for mortal 
  creatures. Quicklings resemble small elves with large ears that rise to points above 
  their heads. Their skin is pale blue to blue-white, and their hair is either silver or 
  white. They prefer clothes of bright and boisterous colors; reds, yellows, silvers, 
  blacks, and blues are among their favorites. Quicklings never wear armor.
  quiCkLing
  quiCkLing
  Small fey, chaotic neutral
  Armor Class 14
  Hit Points 16 (3d6 + 6)
  Speed 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  18 (+4)
  14 (+2)
  11 (+0)
  18 (+4)
  12 (+1)
  Saving Throws Dex +6
  Skills Acrobatics +8, Sleight of Hand +8, Stealth +8
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 14
  Languages Aklo, Common, Infernal
  Challenge 1 (200 XP)
  Cunning Action. A quickling can take the Dash, Disengage, or Hide 
  action as a bonus action on each of its turns.
  Innate Spellcasting. A quickling’s innate spellcasting ability is 
  Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: dancing lights, fire bolt, minor illusion
  3/day: burning hands
  1/day each: levitate, shatter
  Magic Weapons. A quickling’s weapon attacks are considered magical 
  for the purposes of overcoming damage resistances and immunities.
  Supernatural Speed. A quickling’s supernatural speed means 
  that attacks have disadvantage against it as long as it is not 
  grappled or restrained. If a quickling does not move over 
  the course of its turn, it is invisible until the end of its next 
  turn, or until it moves or takes an action. In addition, 
  if a quickling fails its saving throw against the slow spell, it cannot 
  use the benefits above and is poisoned until the slow effect on it ends.
  Actions
  Multiattack. The quickling makes three attacks.
  Dagger. Melee Weapon Attack: +6 to hit, reach 15 ft., one 
  creature. Hit: 6 (1d4 + 4) piercing damage and target must succeed 
  on a DC 12 Constitution saving throw against kava leaf poison or 
  fall asleep for one hour or until lesser restoration, remove curse, or 
  similar is cast on the target.
  
  186 | R
  rAt, shAdoW
  rAt, shAdoW
  Squeak, squeak, squeak. It was rats, rats, rats. Lots of them. A writhing, 
  wallowing, wrestling mass of rodents. Too many to count. At least they hadn’t 
  noticed us. We slid along the high ledge, looking down into their pit home, trying 
  our best not to fall in and be devoured. And we were going to make it until that 
  blasted thief started wondering rather too loudly what might be hidden beneath 
  them. That’s when hundreds of red eyes turned in our direction. And we saw that 
  their fur was torn and bleeding, but it was worse that we could see through their 
  flesh to their rotting bones and knotted muscles. They scampered up the wall after 
  us, baring their chittering, chattering, chewing jaws. — Millas Brook, exploring the 
  Ossuary of the Wererat Scourge
  Shadow rats resemble rats with rotting flesh, torn and matted fur, and blazing red 
  eyes. Its semi-translucent skin shows discolored bones and muscles. The tiny rodent 
  terrors attack as a mass that clambers over enemies, biting with their sharp teeth.
  rAt, shAdoW
  rAt, shAdoW
  Tiny undead, unaligned
  Armor Class 12
  Hit Points 7 (2d4 + 2)
  Speed 30 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3)
  14 (+2)
  12 (+1)
  2 (–4)
  10 (+0)
  6 (–2)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Amorphous. The shadow rat can move through a space as narrow as 
  one inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow rat can 
  take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the shadow rat has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 
  (1d4 + 2) necrotic damage. If the target is not undead, its Strength 
  score is reduced by 1d4. The target dies if this reduces its Strength 
  score to 0. Otherwise, the reduction lasts until the target finishes a 
  short or long rest.
  rAt, spore
  rAt, spore
  We were chasing wererats through the sewers when we came upon another pack 
  of giant rats. More of an annoyance than a threat to experienced sewer runners 
  like us, but these were unlike any giant rats we had ever seen. Their fur was more 
  green than brown, and it had an odd texture. They came swarming toward us, and 
  we readied ourselves. As they neared, the rats spurted out clouds of choking spores 
  that filled the narrow sewer. It was close, and we learned not to underestimate rats 
  again. Ultär, son of Ultär, adventurer
  These dog-sized rats are covered in greenish-brown growths that mat to form a 
  fur-like covering. This mat is not fur; it is a colony of dozens of species of fungi and 
  mosses. These colonies give them a distinct advantage when attacking: Their bites 
  inject poison spores into their prey and if threatened, the spore rat can unleash a 
  cloud of choking spores. Spore rats behave much like other giant rats, living in large 
  packs, making nests in forgotten or out-of-the-way places, and opportunistically 
  feeding on anything they find.
  spore rAt
  spore rAt
  Small plant, neutral
  Armor Class 15 (natural armor)
  Hit Points 21 (6d6)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  16 (+3)
  11 (+0)
  2 (–4)
  12 (+1)
  4 (–3)
  Skills Athletics +0, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 1/4 (50 XP)
   
  Skilled Explorer. The spore rat ignores nonmagical difficult terrain 
  created by plants. The spore rat also has advantage on saving throws 
  against spells and magical effects involving plants.
  Actions
  Infectious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. The creature must make a 
  DC 10 Constitution saving throw or be poisoned until the end of its 
  next turn.
  Spore Cloud (2/day). The spore rat releases a cloud of toxic spores 
  within a five-foot radius. All creatures adjacent to the spore rat must 
  make a DC 10 Constitution saving throw or have its Strength score 
  reduced by 1d4. The creature dies if this reduces its Strength to 0. 
  Otherwise, the reduction lasts until the target finishes a short or 
  long rest. 
  
  187
  R
  rAt, tyrAnnosAurus rAttus
  rAt, tyrAnnosAurus rAttus
  Not another bar with a rat problem in the basement! Why don’t these barkeeps 
  raise cats in droves? They seem to have more rats in their root cellars than actual 
  kegs of ale. But fine, whatever. We were here for something much more dire, but why 
  not use our valuable time to traipse downstairs and serve as pest control? Renwalt 
  stepped off the bottom stair, and that’s when the furry fiends attacked. Can rats 
  get that big and nasty? — Maeve Wyne, last survivor of what she later called the 
  “basement of unimaginable terror”
  Often regarded as the “king of the rats,” Tyrannosaurus rattus is known for its 
  aggression and terror over any other creature in its territory. This monstrosity won’t 
  hesitate to attack most creatures. With fearsome bite and tail attacks, Tyrannosaurus 
  rattus is a creature not to be trifled with.
  tyrAnnosAurus rAttus
  tyrAnnosAurus rAttus
  Small beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 52 (8d6 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  2 (–4)
  12 (+1)
  9 (–1)
  Saving Throws Con +6
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Actions
  Multiattack. Tyrannosaurus rattus make one Bite attack and one Tail 
  attack. It cannot make both attacks against the same target.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 
  + 4) bludgeoning damage.
  
  188 | R
  red jester
  red jester
  “Tell us a joke, my not-so-pretties, and then explain to me who’s scaring away 
  the crows if you’re here.” The voice from the shadows was followed by hideous 
  gales of laughter. The offending jester stepped out next, bowed low, and rose to 
  reveal its sunken features, deathly grimace, and pus-filled boils. Its motley outfit 
  was stained and torn, and stained with blood, but it took no notice of its shabby 
  appearance. Instead, it hurled more insults our way, but always ended with those 
  same four words: “Tell us a joke.” — Will Cobble Dukenfield, prince of the House 
  of Dukenfield
  Red jesters are thought to be undead court jesters put to death for telling bad 
  jokes, making fun of the local ruler, or dying in an untimely manner (which could be 
  attributed to one or both of the first two). Another legend speaks of the red jesters as 
  being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material 
  Plane to “entertain” those the demon prince has chosen to pay special attention to.
  While they can be encountered anywhere from the coldest to the warmest regions 
  of the world and on any type of terrain, a red jester is generally encountered near 
  civilized areas. Though it is dead (or undead) now, it still delights in entertaining 
  living creatures through its humor and obviously cannot do that if it resides far away 
  in unsettled lands. Some red jesters, in an effort to disguise their undead nature, don 
  masks or wear makeup.
  red jester
  red jester
  Medium undead, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 67 (15d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  10 (+0)
  15 (+2)
  14 (+2)
  16 (+3)
  Saving Throws Dex +6
  Skills Acrobatics +6, Deception +6, Sleight of Hand +6
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 12
  Languages Common and any two others
  Challenge 5 (1,800 XP)
  Unassailable Mind. The mind of a red jester is a twisted and 
  dangerous place to peer into. If a living creature targets a red jester 
  with an attack that normally causes psychic damage or tries to use 
  telepathy on a red jester, that creature must make a successful DC 
  13 Intelligence saving throw or be cursed, with an effect identical to 
  a permanent confusion spell. The confusion effect can be ended only 
  by magic that lifts the curse.
  Actions
  Multiattack. A red jester makes two Fist attacks or two Mace attacks.
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 
  (1d12 + 3) bludgeoning damage.
  Jester’s Deck. Ranged Weapon Attack: +6 to hit, range 20 ft., one 
  creature. Hit: The target creature is affected as if it drew a random 
  card from the deck of many things. In the hands of anyone but a red 
  jester, the jester’s deck acts as a normal, nonmagical deck of playing 
  cards.
  +2 Mace of Merriment. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 14 (2d8 + 5) bludgeoning damage and the target 
  must make a successful DC 14 Wisdom saving throw or be paralyzed 
  with merriment for 1d3 rounds. In the hands of anyone but a red 
  jester, the weapon acts as a +1 mace.
  Fear Cackle (1/day). The red jester unleashes a fear-inducing 
  cackle. All creatures within 60 feet that hear the cackle must make 
  a successful DC 14 Wisdom saving throw or be frightened for 2d4 
  rounds. A frightened creature has a 50% chance of immediately 
  dropping everything it holds in its hands.
  
  189
  R
  rhACos
  rhACos
  Wanted: Intrepid woodsmen to collect the beautiful crown feathers of the 
  wondrous rhacos! Do you need gold right now? Make your mark in the Bent Wood 
  and come back with the feathered treasures I seek. Will pay the best prices in gold. 
  Not responsible for any injuries that might occur during the pursuit of your dreams. 
  — Notice posted in Unter Gall’s Fine Hats for All Occasions
  A rhacos is blue-gray in color with an elongated neck and long narrow legs. They 
  have a long, delicate feather (or, on rare occasion, multiple feathers) protruding 
  from the top of their heads. Their beaks are as large as a man’s head and their claws 
  can be nearly as long as daggers. An apex predator of the forests, grasslands, and 
  river valleys of the northern world, a single rhacos can easily devastate even a 
  large hunting party. Rhacos eggs are considered an epicurean treat and collected 
  whenever possible. A single undamaged rhacos feather can fetch hundreds of gold 
  pieces from the right buyer, especially haberdashers who cater to the wealthy.
  rhACos
  rhACos
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., fly 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  16 (+3)
  18 (+4)
  3 (–4)
  10 (+0)
  7 (–2)
  Skills Insight +3, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 6 (2,300 XP)
   
  Territorial Reflexes. The rhacos can make any number of opportunity 
  attacks in one round, but no more than one on any turn.
  Actions
  Multiattack. The rhacos makes one Bite attack and one Kick attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 
  (1d8 + 6) slashing damage.
  Kick. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 
  (1d12 + 6) bludgeoning damage.
  Slashing Beak (recharge 4–6). The rhacos wildly swings its neck 
  around with its beak wide open. The rhacos makes a Bite attack 
  against each creature within reach. A creature hit by one of these 
  attacks is bleeding and loses 1 hit point at the start of each of 
  its turns. A creature can use an action to make a DC 10 Wisdom 
  (Medicine) check to staunch the bleeding, ending the condition on a 
  success. Any magical healing ends this condition. 
  
  190 | s
  sCorpion, CAve
  sCorpion, CAve
  You want mah advice? Never trust a halfling! There’s this rotten rascal named 
  Ollie something or other. Ah din’t trust him, but he paid in good gold. Put this on, 
  he said. So ah did. Stand still, he said. So ah did. He din’t tell me ’bout no danged 
  scorpion. That giant thing came lumb’rin’ out and started stab, stab, stabbin’ me. 
  At least that armor suit kept it from gettin’ at me. But ah’ll never forget that halfling 
  shouting, “It worked this time! It worked!” — Test Subject J in Ollie Nematoad’s 
  scorpion suit field test
  The man-sized, bulky scorpion has thick, unyielding armor that makes it almost 
  seem to be made of stone. The scorpion attacks with its claws and holds prey so it 
  can sting with its tail.
  CAve sCorpion
  CAve sCorpion
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 40 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  13 (+1)
  2 (–4)
  10 (+0)
  2 (–4)
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  Languages —
  Challenge 2 (450 XP)
  Camouflage. The cave scorpion has advantage on Dexterity (Stealth) 
  checks it makes while in cavernous, rocky, or mountainous terrain.
  Actions
  Multiattack. The cave scorpion makes two Claw attacks and one Sting 
  attack.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 
  11). The scorpion has two claws, each of which can grapple only one 
  Medium or smaller target.
  Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 
  (2d4 + 1) piercing damage, and the target must make a DC 11 
  Constitution saving throw, taking 11 (2d10) poison damage on a 
  failed save, or half as much damage on a successful one.
  seA CoW
  seA CoW
  Be wary sailing round the southern spur near Luggbroch (and even warier 
  should you brave the Strait of Daan). The Crescent Maid was turning north when 
  we saw what looked like a herd of cows moving slow through the water. A couple of 
  the crew made to harpoon one of the stragglers, but the head of a fish-man broke 
  the waters and pointed a wicked trident at our boat. The tines gleamed with a silver 
  light, and the crew quickly rethought their plans. — Captain Geary Birdseye of the 
  Crescent Maid
  Sea cows are large, fully aquatic, mostly herbivorous marine mammals. They 
  have paddle-like flippers and are slow, peaceful plant-eaters similar to cows on 
  land. They often graze on water plants in tropical seas.
  seA CoW
  seA CoW
  Large beast, unaligned
  Armor Class 11
  Hit Points 52 (8d10 + 8)
  Speed 10 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  13 (+1)
  13 (+1)
  4 (–3)
  10 (+0)
  4 (–3)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1 (200 XP)
  Hold Breath. While out of water, the sea cow can hold its breath for 
  one hour.
  Water Breathing. The sea cow can breathe only underwater.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) bludgeoning damage.
  
  191
  S
  sepuLChrAL guArdiAn
  sepuLChrAL guArdiAn
  We followed Cashyn Moss through Harwood Forest south of Darkhollow. The 
  area smelled of cherries. The ranger finally stopped at a low stone wall hidden in 
  the weeds that marked the edges of the forgotten cemetery. A stone mausoleum was 
  the only structure remaining aboveground. As we advanced to investigate, an iron-
  clad guardian stepped from the marble doorway. Its movements were erratic, but 
  it raised an iron glaive with no trouble. Its eyes were dead and uncaring. — Fresia 
  Moonring, priestess of Muir, investigating rumors of undead roaming the forest 
  cemetery
  Sepulchral guardians are constructs created from the preserved corpses of dead 
  humanoids that have been encased in iron. They are created for one purpose only: 
  to guard the final resting place of a dead creature. Once activated, a sepulchral 
  guardian performs its task until it is destroyed. Even the death of its creator does 
  not disrupt a sepulchral guardian; many are created to guard the final resting places 
  of their creators.
  A sepulchral guardian is a humanoid standing just over six feet tall. Its entire 
  body except its face is encased in a suit of banded iron. Its face, while humanoid, 
  shows no sign of life, and its eyes are filled with the emptiness of an automaton. 
  These constructs are intelligent enough to pursue an intruder through nearby 
  corridors and chambers of a tomb, but they seldom leave the immediate structure 
  they’ve been set to guard, even to chase down a sthief who stole something.
  sepuLChrAL guArdiAn
  sepuLChrAL guArdiAn
  Medium construct, unaligned
  Armor Class 14 (scale mail)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  14 (+2)
  5 (–3)
  11 (+0)
  12 (+1)
  Damage Resistances acid, lightning; bludgeoning, piercing, and 
  slashing damage from attacks that are not adamantine
  Damage Immunities cold, fire, necrotic, poison, psychic
  Condition Immunities charmed, diseased, frightened, paralyzed, 
  petrified, poisoned, stunned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages None
  Challenge 3 (700 XP)
  Crypt Fatigue. A creature infected with crypt fatigue gains one level 
  of exhaustion immediately and gains another level every time it fails 
  the DC 12 Constitution saving throw after taking damage from a 
  sepulchral guardian. An infected creature must make a DC 12 saving 
  throw at the end of every long rest; with a successful save, it recovers 
  from one level of exhaustion, but with a failed save, it gains one level 
  of exhaustion. The disease is cured when the victim no longer has 
  any levels of exhaustion.
  Dread. Living creatures with line of sight to one or more sepulchral 
  guardians and within 50 feet of them must make a successful DC 11 
  Wisdom saving throw or be frightened for 2d4 rounds. A successful 
  save renders the target immune to any guardian’s dread for 24 
  hours.
  Actions
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 
  Hit: 8 (1d10 + 3) slashing damage and the target must make a DC 
  12 Constitution saving throw or be infected with crypt fatigue (see 
  above).
  
  192 | s
  shAdoW, greAter
  shAdoW, greAter
  We kept lighting our torches, but the tomb’s stale air snuffed them out within 
  minutes. Even Kaden’s magic did little but cast a dim radiance around our party. 
  Finally, after jumping over a pit of unfathomable depths that opened in the hallway, 
  we found ourselves up against a massive wall of inky darkness that seemed to 
  absorb our light. Kaden probed the wall with his staff and was yanked forward 
  into the darkness as the wall folded down over him. Only then did we realize it 
  was a monstrous shadow being greater than any we had ever seen. — Nazier Ash, 
  warrior-priest of Mithras
  According to ancient texts, an arcane creature known only as the Shadow Lord 
  created beings of living darkness to aid him and protect him. All shadow beings are 
  said to spring from this malevolent source. Of its creations, the greater shadows are 
  among the worst. These powerful undead appear much like normal shadows, but 
  are much more dangerous and harder to destroy. Like its brethren, it is a creature 
  of living darkness. Greater shadows hide in darkness and spring out to attack when 
  living opponents wander too close. These greater beings often lead hordes of other 
  shadow creatures.
  greAter shAdoW
  greAter shAdoW
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 84 (13d8 + 26)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  16 (+3)
  14 (+2)
  6 (–2)
  12 (+1)
  8 (–1)
  Skills Stealth +6 (+9 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 8 (3,900 XP)
  Amorphous. The greater shadow can move through a space as narrow 
  as one inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow can take 
  the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the shadow has disadvantage 
  on attack rolls, ability checks, and saving throws.
  Actions
  Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage, and the target’s Strength 
  score is reduced by 1d4. The target dies if this reduces its Strength 
  score to 0. Otherwise, the reduction lasts until the target finishes 
  a short or long rest. If a non-evil humanoid dies from this attack, a 
  shadow rises from the corpse 1d4 rounds later under the greater 
  shadow’s command.
  
  193
  S
  sheLL FoLk
  sheLL FoLk
  Medium humanoid, chaotic neutral
  Armor Class 10 (+1 to +6 depending upon shell size and durability; 
  see below)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  9 (–1)
  12 (+1)
  10 (+0)
  Saving Throws Str +5, Con +4
  Skills Athletics +5, Perception +3, Survival +3
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses tremorsense 60 ft., passive Perception 13
  Languages Shell Folk
  Challenge 4 (1,100 XP)
  Biological Mental Dissonance. Shell folk are crustaceans and do not 
  think or reason in the same way as other species. They are immune 
  to being charmed or frightened and to psychic damage. Additionally, 
  they have advantage on saving throws against spells from the school 
  of Enchantment.
  Armored Shell. As their name suggests, shell folk use large shells 
  or other objects as armor. A shell provides its wearer with a bonus 
  to Armor Class ranging from +1 to +6 depending upon its size and 
  durability. Most shells provide a +2 bonus, while larger and more 
  durable shells are worn by older, stronger, and more skilled shell 
  folk.
  Crustacean Language. The shell folk’s language is an 
  incomprehensible collection of clicks, clacks, and hisses. Any non-
  shell folk creature attempting to learn the language must succeed on 
  a DC 20 Intelligence check or be unable to learn the language. This 
  check can be made again after six additional months of study.
  Actions
  Multiattack. A shell folk makes one Spear and two Pincer attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) 
  piercing damage if used with two hands to make a melee attack.
  Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 
  (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 
  13). The shell folk has two pincers, each of which can grapple only 
  one target.
  sheLL FoLk
  sheLL FoLk
  Our ship sailed into the cove under cover of darkness. The pirates lost us in 
  a timely fog that rose off the Sinnar, and Captain Majert made the most of the 
  opportunity. The Jolly Pearl’s sails were furled quickly, and the captain decided 
  to put the passengers ashore in case the pirates found his hiding place. We 
  rowed frantically for safety and pulled the longboats up onto the sand. Imagine 
  our surprise when an enormous crab stepped from the darkness to assist us. The 
  peaceful creature led us inland to a sheltered spring with clear water and soft moss 
  beds. It pulled a spear off its shell and stood guard the rest of the night as we 
  collapsed in exhausted heaps. The Pearl was gone when we awoke, but we found the 
  captain and the bodies of his crew washed onto the sand. The shell folk helped bury 
  them. — Merchant Cylliann Marple, among the travelers rescued on a deserted 
  island in the Sinnar Ocean
  Shell folk are a peaceful race of crustaceans who make their living by hunting 
  and fishing in warm, shallow coastal waters. They live in small communities, 
  usually numbering a dozen or so, led by their oldest and most accomplished 
  hunters. Though their nature is closer to crabs and lobsters than to warm-blooded 
  species, the shell folk are indifferent to outsiders and can sometimes be persuaded 
  to trade, offering merchants fish and other harvested goods in exchange for metal 
  tools, weapons, and other durable goods. Shell folk also place little value on gems 
  and precious metals, and may also be willing to give up these outwardly “useless” 
  trinkets in trade.
  
  194 | s
  shining ChiLd
  shining ChiLd
  I’ve watched them in the enchanted mirror, beings of pure blinding light dancing 
  like children in the fire, bursts of energy radiating from their eyes. I had to turn 
  away from the sight, but the image remained burned into my vision. I saw them 
  even when I blinked. Now I just have to summon them into the rune circle to do my 
  bidding. — Final journal entry of Phidious Grask, whose cremated body was found 
  in his wizard tower by his apprentices
  Creatures of burning light and strange geometry, shining children are a terror 
  to behold. Beyond the flares of energy that constantly burst from their forms 
  (particularly in beam-like gouts from their eyes and mouths), the creatures are 
  vaguely humanoid, with strange hands that each bear four fingers. Occasionally 
  summoned by powerful wizards in search of rare arcane knowledge, the shining 
  children (who disdain individual names) communicate via telepathy, a psychic roar 
  like metal tearing that sometimes resolves into strained and raspy words. A shining 
  child stands just over 4-1/2 feet tall and weighs 85 pounds.
  shining ChiLd
  shining ChiLd
  Medium aberration, chaotic evil
  Armor Class 18
  Hit Points 144 (17d8 + 68)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  18 (+4)
  15 (+2)
  11 (+0)
  20 (+5)
  Skills Arcana +10, Nature +6, Religion +6, Perception +4
  Damage Resistances cold, thunder
  Damage Immunities fire, poison, radiant
  Condition Immunities blinded, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages all, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The shining child’s innate spellcasting ability is 
  Charisma (spell save DC 17). It can cast the following spells without 
  material components:
  At will: light, major image
  3/day each: daylight, dispel magic, mirage arcana
  1/day: plane shift (self only), sunbeam
  Radiant Armor. The Armor Class of the shining child includes its 
  Charisma bonus.
  Radiance. The shining child sheds bright light out to 10 feet, with dim 
  light for an additional 10 feet. Dexterity (Stealth) checks made in 
  this area automatically fail.
  Actions
  Multiattack. The shining child uses its Blinding Light ability and 
  makes one Burning Touch or Searing Ray attack.
  Blinding Light. The shining child shines with blinding light in 
  a 60-foot radius, with an additional 60 feet of dim light beyond. 
  Any creature who can see the shining child must make a DC 17 
  Constitution saving throw. On a failed save, the creature is blinded 
  for one minute. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on a success. If, after one 
  minute, an affected creature has not ended the blinded condition on 
  itself through either succeeding on the saving throw or using magic, 
  it is permanently blinded.
  A creature can use its reaction to shield its eyes by making a DC 17 
  Dexterity saving throw. If successful, they are blinded until the start 
  of their next turn but do not have to make the Constitution saving 
  throw to avoid blindness as above. On a failed Dexterity save, they 
  must immediately make the Constitution saving throw.
  Burning Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (4d6 + 5) radiant damage plus 19 (4d6 + 5) fire damage and 
  must make a DC 17 Constitution saving throw. On a failure, the 
  target begins to radiate, shedding bright light in a 60-foot radius 
  centered on it. A successful saving throw negates this effect.
  While under this effect, the target automatically fails Dexterity 
  (Stealth) checks. The target can repeat the saving throw at the end 
  of each of its turns, taking an additional 14 (4d6) fire damage on a 
  failure or ending the effect on itself on a success.
  The Burning Touch effect can be extinguished by magical darkness, a 
  greater restoration, or a heal spell.
  Searing Ray. Ranged Spell Attack: +9 to hit, range 120/300 ft., one 
  target. Hit: 42 (12d6) radiant damage or 63 (18d6) radiant damage if 
  the target is undead.
  
  195
  S
  shroom
  shroom
  Small plant (fungus), chaotic evil
  Armor Class 12
  Hit Points 49 (11d6 + 11)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  10 (+0)
  12 (+1)
  19 (+4)
  16 (+3)
  15 (+2)
  Skills Arcana +6, Nature +6, Medicine +5, Perception +5, Persuasion 
  +4
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, frightened, stunned, unconscious
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Deep Speech, Sylvan, Undercommon
  Challenge 4 (1,100 XP)
  Animate Plants (1/day). The shroom can use its action to magically 
  animate plants within 50 feet of itself. The effect is identical to the 
  animate objects spells, but only live plants can be animated. The 
  effect lasts for 24 hours.
  Awaken Plants (2/month). The shroom can magically awaken one 
  plant it touches. The effect is identical to the awaken spell, but 
  affects only live plants.
  Spellcasting. The shroom is a 5th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). 
  It has the following bard spells prepared:
  Cantrips (at will): acid splash, mage hand, poison spray, ray of frost
  1st level (4 slots): charm person, detect magic, magic missile, sleep
  2nd level (3 slots): invisibility, web
  3rd level (2 slots): blink, lightning bolt
  Toxic Flesh. Any creature that tastes the flesh of a shroom must 
  make a DC 13 Constitution saving throw or be overwhelmed by the 
  deliciousness of the shroom, proceeding to gorge on the shroom flesh 
  until it cannot keep any more down or until someone stops them. 
  An hour after consuming even the smallest morsel of shroom flesh, 
  the eater’s Intelligence and Charisma scores become 1. The creature 
  can’t cast spells, activate magic items, understand language, or 
  communicate in any intelligible way (as if affected by feeblemind). 
  The creature can, however, identify its friends, follow them, and 
  even protect them. A successful saving throw indicates the eater is 
  unaffected by the toxins in the shroom’s flesh.
  At the end of every 30 days, the creature can repeat its saving throw 
  against these effects. If it succeeds on its saving throw, the effects 
  end. The effects can also be ended by greater restoration, heal, or 
  wish.
  Actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6 – 1) bludgeoning damage.
  Psychic Thrashing. Ranged Spell Attack: +6 to hit, range 100 ft., 
  one target. Hit: 15 (2d10 + 4) psychic damage, and the target must 
  succeed on a DC 14 Intelligence saving throw or be stunned until the 
  end of its next turn.
  shroom
  shroom
  We lost Astrid in the rainwater trap; she was hobbled already from the plant 
  creatures that tore her leg to shreds and couldn’t climb free before the water closed 
  over her head. Charlock Tangleweed took the lead, but not for long. He made the 
  mistake of approaching the mushroom men as if they were lifelong friends. While 
  they were about the halfling’s size, they met his kind words with the points of their 
  spears. — Calystto Myrt, describing the Fungus Druid’s underground greenhouse 
  known as the Mushroom Grotto  
  Shrooms are evil toadstool creatures with genius intellects and considerable 
  magical power. They lurk in the deep places of the earth and in dank forests, plotting 
  ruin against surface dwellers and scheming to gain power for themselves by any 
  means possible. They are highly adept with magic that influences plants, and most 
  of them are knowledgeable in various forms of arcane study of other kinds, such 
  as alchemy. Many, too, surround themselves with strange minions that they have 
  created, grown, or bred.
  
  196 | s
  siLAAAL
  siLAAAL
  As we looked upward to the high minarets of the City of Brass, the metal 
  tops glowing hellishly in the surrounding fires, I spied a line of darkness issuing 
  forth from one of the great towers, some sort of genie unfamiliar to me in all my 
  researches. Drawing forth my spyglass, I trained it upon the creatures and a thrill of 
  horror ran through me. These were the Silaaal torturers, feared throughout the City 
  of Brass. The spyglass dropped from my nerveless fingers and I backed away from 
  my vantage point, seeking a way down to escape before I could myself be spotted... 
  —Shratzil the Courageous
  Silaaal torturers are crimson-clad creatures that were originally of genie stock. At 
  some point in their history they were captured by the n’gathau and taken to the Plane 
  of Agony, where they were changed into their current form before being released 
  back into the planes of existence. Standing 8ft tall, these beings are lithe and slender 
  under their voluminous robes. Their eyes glow an odd violet in the darkness and 
  their surgeon-like fingers end in long, sharp claws. Their faces are veiled under 
  black turbans, and they wear serrated blades at their belts. They are rarely seen 
  outside of the minarets of the City of Brass, but those who have encountered them 
  say that they have no mouth or ears under their veiled turbans and communicate via 
  telepathy; they know the thoughts of any with whom they make eye contact.
  siLAAAL
  siLAAAL
  Large aberration, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 112 (15d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  15 (+2)
  18 (+4)
  18 (+4)
  18 (+4)
  Skills Arcana +8, Deception +8, Insight +8, Intimidation +8, 
  Investigation +8, Medicine +8, Survival +8
  Damage Resistances cold, fire
  Damage Immunities acid
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Aklo, Common, but can’t speak; telepathy 
  120 ft.
  Challenge 10 (5,900 XP)
  Innate Spellcasting. The silaal’s innate spellcasting ability is 
  Charisma (spell save DC 16). It can cast the following spells, 
  requiring no material components:
  At will: cure wounds, detect thoughts, see invisibility
  3/day each: fear, wall of fire
  1/day each: blade barrier, dominate person, revivify
  Actions
  Multiattack. The silaal makes two Kukri attacks.
  Kukri. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target 
  is a creature that isn’t an undead or construct and it isn’t already 
  bleeding profusely, the target must make a DC 15 Constitution 
  saving throw. On a failed saving throw, the target begins bleeding 
  profusely. At the beginning of each of its turns, the target’s 
  maximum hit points are reduced by 18 (4d8). The target continues to 
  bleed profusely until the target’s maximum hit points reach 0 and it 
  dies. The target can repeat the saving throw at the end of each of its 
  turns, or the target or another creature can use its action to make a 
  DC 15 Wisdom (Medicine) check to staunch the bleeding, ending the 
  effect on a success. Lost hit points return when the target takes a 
  long rest.
  
  197
  S
  singA
  singA
  The old man was sitting alone in the middle of the empty dojo when we found 
  him. He was ancient, his skin so thin that we could see his lifeblood flowing in his 
  veins. The emperor decreed these houses forfeit for not paying their tributes, and 
  we had come to remove the families. The old man refused to leave, however, and sat 
  watching us as we helped ourselves to his meager belongings. Commander Fa took 
  the old man by the arm to lift him out to the wagon, but the air shimmered and a 
  creature appeared in a celestial light. It was the size and shape of a water buffalo, 
  but with thick scales and the head and tail of a crocodile. The old man probably is 
  still sitting there, protected by his guardian. — Acting Commander Hao Zhu, at his 
  trial for disobeying his emperor
  Some ancient families in the Xha’en Hegemony served the gods and higher 
  powers faithfully during the era of the Thousand Kingdoms. These families were 
  granted a form of divine protection in the form of the sacred singa — guardian 
  creatures who can be summoned to aid a family in times of need. Strong and 
  dedicated, singa also master many different healing and restorative spells. They can 
  even resurrect slain family members.
  The singa are bound to serve their families for all time, and loyally appear if 
  summoned if any member of the household is threatened. Pledged to the household 
  itself, singa are limited to aiding families only within dwellings that are actually 
  owned and controlled by that family. They cannot aid their households in other 
  locations and cannot leave their family’s dwellings under any circumstances. Singa 
  fight to the death, but this is not the end. Slain singa can return to defend the family 
  within 24 hours. They fully perish only when no living members of their assigned 
  household survive.
  singA
  singA
  Large celestial, lawful good
  Armor Class 16 (natural armor)
  Hit Points 187 (22d10 + 66)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  16 (+3)
  10 (+0)
  15 (+2)
  10 (+0)
  Saving Throws Str +7, Wis +6
  Skills Perception +10
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 20
  Languages Celestial
  Challenge 9 (5,000 XP)
  Guardian Spirit. A singa serves a single household. If threatened 
  in any one of their dwellings, a member of that household can call 
  upon the house singa, which arrives from its home plane within 
  1d4 rounds. It acts to defend its household, then returns to its home 
  plane after the threat has been eliminated.
  Always Returning. If a singa is slain, it returns to its home plane 
  where it reconstitutes over the next 24 hours. After this period, the 
  singa may be summoned once more.
  Innate Spellcasting. The singa’s spellcasting ability is Wisdom 
  (spell save DC 14). The singa can innately cast the following spells, 
  requiring no material components:
  At will: light, message, prestidigitation
  3/day each: cure wounds, healing word, thunderwave
  2/day each: greater restoration, hold monster, mass cure wounds
  1/day: raise dead
  Actions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:13 
  (2d8 + 3) piercing damage.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 
  (2d10 + 3) bludgeoning damage.
  
  198 | s
  skeLzi
  skeLzi
  They took Wynna when we entered the ruins of Temelpa. A pack of the bird-
  faced things sprang out of hiding and tore her to pieces before she could scream a 
  warning. We fled the sounds of them feeding. Chorg fell next, caught in a magical 
  web of glowing strands. They tore him limb from limb as they yanked him from the 
  webbing. I’m the last, and I have no idea how I’m going to escape them. They blend 
  in so well with the rocks that you don’t see them until it’s too late. — Page torn 
  from Elendel Hollen’s spellbook and found tied to the leg of her hawk familiar Pifin
  Skelzis originate from beyond the Material Plane. They have humanoid bodies 
  with leathery skin, but their human appearance is rendered alien by the long, sharp 
  beak that protrudes from the birdlike skelzi face. Moreover, a skelzi’s hide is 
  chameleonic and can change to blend with its surroundings. The creatures usually 
  travel robed and masked so that they are less alarming to other races and to conceal 
  their chameleonic power until the need for it arises. A typical skelzi stands six 
  feet tall and weighs 160 pounds. A number of vampiric skelzis exist, having been 
  transformed via ritual by Fuulagh (see the blood orchid entry) and through other 
  means. About half of them are also spellcasters (see sidebar).
  Skelzis are aggressively expansionistic, so countless colonies and more than 
  a few empires exist across the infinite planes of existence. Great skelzi empires 
  tend to be decadent, corrupt, torpid, and slow to respond to threats. When they do 
  respond, it is likely to be with overwhelming force.
  skeLzi
  skeLzi
  Medium humanoid, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Stealth +4
  Senses passive Perception 10
  Languages Common, Unique
  Challenge 1 (200 XP)
  Blood Whip. A skelzi’s vicious blood whip causes 
  wounds that bleed profusely. A creature must make 
  a DC 12 Constitution saving throw every time it 
  takes damage from a blood whip. If the saving 
  throw fails, the wound bleeds freely and the 
  creature takes 4 (1d4 + 2) necrotic damage at 
  the start of each of its turns. Bleeding continues 
  until it is ended with magical healing or if the 
  affected creature or another creature adjacent 
  to it binds the wound by spending an action and 
  making a successful DC 12 Wisdom (Medicine) 
  check. Every bleeding wound causes additional 
  damage and must be treated separately; a 
  character that was struck three times by blood 
  whips, for example, takes 3d4 + 6 damage 
  at the start of its next turn if none of those 
  wounds is treated before then. A blood whip 
  behaves as a normal whip when wielded by 
  anyone who is not a skelzi.
  Chameleonic Hide. If they shed their 
  garments, skelzis can hide when they are 
  lightly obscured, their Stealth bonus increases 
  to +6, and they have advantage on Stealth 
  checks and on initiative rolls.
  AttAcks
  Multiattack. A skelzi makes one Claw attack 
  and one Blood Whip attack.
  Blood Whip. Melee Weapon Attack: +4 to hit, 
  reach 10 ft., one creature. Hit: 4 (1d4 + 2) 
  slashing damage and the target must make 
  a successful DC 12 Constitution saving 
  throw or take continuing damage from 
  bleeding (see Blood Whip above).
  Claw. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 6 (1d8 + 2) 
  slashing damage.
  skeLzi, vAmpiriC
  skeLzi, vAmpiriC
  Medium humanoid, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Perception +2, Stealth +4
  Senses passive Perception 12
  Languages Common, Skelzi
  Challenge 1 (200 XP)
  Chameleonic Hide. If the skelzi sheds its garments, it can hide 
  when lightly obscured, its Stealth bonus increases to +6, and it has 
  advantage on Dexterity (Stealth) checks and on initiative rolls.
  Actions
  Multiattack. The skelzi makes one Claw attack and one Blood Whip 
  attack.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8 + 2) slashing damage.
  Blood Whip. Melee Weapon Attack: +4 to hit, reach 
  10 ft., one target. Hit: 4 (1d4 + 2) slashing damage 
  and the target must make a successful DC 12 
  Constitution saving throw or take a bleeding 
  wound. At the start of each of the wounded 
  creature’s turns, it takes 1d6 necrotic damage 
  for each time it has been wounded, and it can 
  then make a DC 15 Constitution saving throw, 
  ending the effect of all such wounds on itself on 
  a success. Alternatively, the wounded creature, 
  or a creature within five feet of it, can use an 
  action to make a DC 15 Wisdom (Medicine) 
  check, ending the effect of such wounds on it on 
  a success.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one willing creature or a creature that 
  is grappled by the skelzi, incapacitated, or 
  restrained. Hit: 4 (1d4 + 2) piercing damage plus 
  7 (2d6) necrotic damage. The target’s hit point 
  maximum is reduced by an amount equal to the 
  necrotic damage taken, and the skelzi regains hit 
  points equal to 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.
  Charm. One creature within 30 feet must succeed 
  on a DC 10 Wisdom saving throw or be charmed 
  for 24 hours. The creature is not under the 
  skelzi’s control but regards it as a trusted friend, 
  takes its requests as favorably as possible, and 
  is willing to be bitten. Each time the skelzi or its 
  allies do anything harmful to the creature, it can 
  repeat the saving throw.
  vAriAnt: skeLzi speLLCAsters
  vAriAnt: skeLzi speLLCAsters
  Some skelzi are also spellcasters. A spellcasting skelzi 
  has a Challenge of 2 (450 XP), Intelligence 15 (+2), and 
  the spellcasting trait:
  Spellcasting. The skelzi is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 to 
  hit with spell attacks). It can cast the following spells:
  Cantrips (at will): light, minor illusion, poison spray, 
  shocking grasp
  1st level (4 slots): grease, magic missile
  2nd level (3 slots): blindness/deafness, enlarge/reduce, 
  hold person
  3rd level (2 slots): lightning bolt, slow
  
  199
  S
  souL vAmpire
  souL vAmpire
  Small or medium monstrosity (shapechanger), chaotic evil
  Armor Class 16 (natural)
  Hit Points 182 (28d8 + 56)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  14 (+2)
  14 (+2)
  14 (+2)
  25 (+7)
  Saving Throws Dex +6, Wis +5
  Skills Deception +10, Intimidation +10, Perception +5, Performance 
  +10, Persuasion +10, Stealth +6
  Senses darkvision 120ft, passive Perception 15
  Languages any (see text)
  Challenge 8 (3,900 XP)
  Assume the Aspect. In the moment when a soul vampire consumes 
  the soul of a target, the soul vampire is transformed, bodily, to look 
  exactly like the deceased target. This ability is physical, not illusory, 
  and it is flawless. Only truesight can reveal that this is not the soul 
  vampire’s natural form. Soul vampires can become only Small or 
  Medium humanoids through this means, but no other limitations 
  apply.
  Infectious Charm. If a soul vampire spends one hour or more within 
  100 feet of a target humanoid, the soul vampire may charm it. The 
  target must succeed on a DC 20 Wisdom saving throw against this 
  magic or be charmed by the soul vampire. The charmed target 
  regards the soul vampire as a trusted friend to be heeded and 
  protected. Although the target isn’t under the soul vampire’s control, 
  it interprets the soul vampire’s requests or actions in the most 
  favorable way it can.
  Each time the soul vampire does anything harmful to the target, it 
  can repeat the saving throw, ending the effect on itself on a success. 
  Otherwise, the effect lasts until the soul vampire is killed, is on a 
  different plane of existence than the target, or takes an action to end 
  the effect.
  If a creature’s saving throw is successful or the effect ends for it, the 
  creature is immune to the soul vampire’s Infectious Charm for the 
  next 24 hours. If a creature spends one month or more under the 
  soul vampire’s Infectious Charm, that creature has a chance of 
  contracting the soul drain disease (see below).
  Innate Spellcasting. The soul vampire’s spellcasting ability is 
  Charisma (spell save DC 20). The soul vampire can innately cast the 
  following spells, requiring no material components:
  At will: charm person, dancing lights, disguise self, dissonant whispers, 
  friends, mage hand, minor illusion, prestidigitation, silent image, 
  sleep
  3/day each: calm emotions, clairvoyance, cloud of daggers, enthrall, 
  detect thoughts, hypnotic pattern, knock, magic missile, major image, 
  nondetection, phantasmal force, suggestion
  1/day: compulsion, dimension door
  Master Mimic. The soul vampire is able to perfectly mimic the voice, 
  mannerisms, and attitudes of anyone whose soul it has eaten. In 
  the process of consuming the soul, the soul vampire also gains all of 
  the slain target’s memories, including languages the target spoke 
  (though not including the target’s skill proficiencies — some of the 
  memories don’t make clear sense to the soul vampire). Only someone 
  close to the slain target has any chance of noting that this is not 
  who it seems, and even then only with a successful DC 20 Wisdom 
  (Insight) check.
  Soul Drain. Anyone who spends a month or more under the soul 
  vampire’s Infectious Charm ability must make a Wisdom save, 
  DC 20, or contract the soul drain disease. Those who succeed but 
  remain charmed by the soul vampire must save again each month, 
  with a cumulative +1 DC, until either they catch the disease or are 
  no longer affected by the soul vampire’s Infectious Charm. While 
  infected, the target has disadvantage on all Wisdom and Intelligence 
  ability checks in regard to its own health or to the soul vampire’s 
  influence on itself. The target also loses a cumulative 1 Constitution 
  and 1 Wisdom per week, and nothing can heal this drain until the 
  disease is cured. The target may make a new save every week to 
  shake off the effects, but additional exposures to the disease (through 
  the Infectious Charm) may re-infect the target normally. This 
  magical disease may also be cured by dispel magic, heal, or wish. 
  Creatures of a challenge that exceeds the soul vampire’s by 5 or more 
  are immune to the soul drain disease.
  If a target is reduced to 0 Wisdom or Constitution while infected with 
  the disease, the target’s soul is consumed by the soul vampire, and 
  the target dies and cannot be brought back to life by any ordinarily-
  available means (though in a high-magic world, anything might be 
  possible with the right reality-shaking quest). Only one humanoid 
  can be infected by any given soul vampire at a time. If a second 
  humanoid becomes infected by the same soul vampire, the soul 
  vampire chooses which will get well and which will remain infected.
  If the soul vampire dies, an infected target is immediately cured.
  Actions
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 6) piercing damage (varies, see text).
  Light crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., 
  one target. Hit: 7 (1d8 + 6) piercing damage (varies, see text).
  souL vAmpire
  souL vAmpire
  It was the little things that made us suspicious. Goladyl had never been the most 
  talkative member of our group, but suddenly he was curious about our plans, our 
  goals, our dreams. He wanted to know everything about us, as if he were meeting 
  us for the first time. Keepris stole the wizard’s special gem as he slept, and spoke 
  the words to activate its magic. What it revealed was a purplish elf-like creature 
  with smooth skin and large white eyes. Large white eyes that were open and staring 
  straight at us. — Cadence Blue in a warning to the constabulary of Reme to find a 
  being she believes killed her friend
  A soul vampire is not undead, but an evil shapeshifter distantly related to 
  doppelgangers. The soul vampire, however, feeds on humanoid souls, and requires 
  a long, loving connection with a target (such as a romantic or familial-like bond, or 
  a truly deep friendship) in order to consume and mimic it. Most soul vampires claim 
  it pains them to drain and feed upon the lives of those who love them, and that they 
  are devastated to have to live as they do, but this doesn’t stop them from continuing 
  the pattern, without ceasing.
  
  200 | s
  spiny horror
  spiny horror
  Inspector of the Watch Hogan Muncy caught up to us in Festival, that madhouse 
  of people, staggering buildings, and gaudy displays both obscene and unbelievable. 
  The inspector doffed his bowler to our guide Marya, then looked at the rest of us 
  as he spoke, “You’ll need to come with me. It’s of vital import.” We parted ways 
  with Marya and followed the inspector as he hurried through the twisting maze 
  of buildings. We realized our error when the iron gate slammed down in front of 
  us … with Muncy on the other side. A moment later, another gate dropped behind 
  us, trapping us in that low tunnel of wood and stone. Muncy’s skin shifted and 
  sloughed, and he laughed as he walked off, already looking like a different man. 
  That’s when holes opened alongside us and spiny spider things leaped out. The 
  furry creatures slammed into the wizard Turb and drove sharp spines into his frail 
  body. — Norbe Gyles, after sailing away from Castorhage
  Spiny horrors are dark-furred animals weighing approximately five pounds, 
  with a large number of long, jointed spines protruding from their bodies. They are 
  predators, jumping to the attack. They cluster like large bats. Because of the spines, 
  spiny horrors at first glance are often mistaken for large spiders. When attacking, a 
  spiny horror digs its spines into its prey and bites with its small, sharp teeth. Spiny 
  horrors are normally found in subterranean areas; however, packs occasionally find 
  their way into cities, where they can become a serious menace with their ability to 
  reproduce quickly.
  spiny horror
  spiny horror
  Tiny beast, unaligned
  Armor Class 12 (unarmored)
  Hit Points 3 (1d4 – 1)
  Speed 30 ft., climb 20 ft., swim 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  14 (+2)
  8 (–1)
  2 (–4)
  10 (+0)
  6 (–3)
  Skills Acrobatics +4, Athletics +1
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
   
  Latching Pounce. If the spiny horror moves at least 20 feet straight 
  toward a creature and then hits with a Spine attack on the same 
  turn, that target must succeed on a DC 12 Dexterity saving throw 
  or the spiny horror latches on. While latched onto a target, the spiny 
  horror can make one Bite attack against it as a bonus action. The 
  spiny horror moves with the target and cannot remove itself. The 
  target creature or an adjacent ally can make a successful DC 12 
  Strength check to remove the spiny horror.
  Actions
  Multiattack. The spiny horror makes one Bite attack and four Spine 
  attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Spine. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 – 1) piercing damage.
  
  201
  S
  spriggAn
  spriggAn
  The tavern was busy, but we’d gotten our usual table near the fireplace. The 
  hearth was warm and inviting, and it was drawing many in out of the cold rain. 
  Sandra was sipping delicately at her wine, while that big oaf OTATO! was already 
  into his third pitcher of cheap ale. A quartet of musicians launched into a jaunty 
  melody, and that was all the encouragement the barbarian needed. He danced 
  around the room with a pitcher in each hand, sloshing the brew over everyone 
  and everything. A band of ugly gnomes picked that unfortunate moment to wander 
  in out of the storm. The barbarian shouted “Dwarves!” and picked up one of the 
  newcomers. The angry, sputtering gnome wasn’t having it, and all four of them 
  instantly became giants whose heads touched the ceiling. — Benisi Harpstring, 
  elven bard recounting the barfight at the Broken Goblet
  Spriggans are ugly, stocky gnomes with a bulbous nose and reddish eyes. They 
  have shaggy dark mustaches and ratty beards, both unkempt and caked with dirt 
  and filth. Spriggans are among the ugliest and certainly the most foul tempered of 
  all gnomes. At one moment a normal-sized gnome, a spriggan can grow to giant-
  sized in an instant, gaining immense strength and taking unsuspecting opponents 
  by surprise.
  spriggAn
  spriggAn
  Small fey, chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 36 (8d6 + 8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  16 (+3)
  13 (+1)
  11 (+0)
  11 (+0)
  8 (–1)
  Skills Nature +2, Perception +2, Stealth +5, Survival +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Sylvan
  Challenge 3 (700 XP)
  Innate Spellcasting. The spriggan’s innate spellcasting ability is 
  Constitution (spell save DC 11). The spriggan can innately cast the 
  following spells, requiring no material components:
  At will: druidcraft
  1/day: shatter
  Magic Resistance. The spriggan has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The spriggan makes two Shortsword attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Enlarge (1/day). The spriggan’s size triples in all dimensions, and its 
  weight is multiplied by 10. This growth increases its size from Small 
  to Large. The spriggan remains changed for one hour, or until it 
  takes a bonus action to end the effect. The spriggan has advantage 
  on Strength checks and Strength saving throws, and the spriggan’s 
  weapons grow to match its new size. While these weapons are 
  enlarged, the spriggan’s attacks deal an additional die of damage on 
  a hit.
  sporC
  sporC
  The orcs charged out of the dark tunnel, swinging vicious clubs lined with the 
  teeth of their prey. Angre drew his sword and met them head-on. He decapitated one 
  with his first deadly swipe and drew the guts out of the second as the blade swung 
  back. Something roared from the darkness and the barbarian turned and motioned 
  the remaining orc to come on. It did, rushing out of the tunnel on four spider legs. 
  It held three clubs that it swung in a deadly dance, and its lower jaw stuck out and 
  dripped a sizzling venom. It stared down Angre with six unblinking eyes. — Entry 
  in the discovered journal of the wizard Prant Tro in the spider tunnels below the 
  Blackrock Mountains
  Sporcs have the furry lower half of a spider and the muscular torso of a 
  rampaging orc. They have four legs capable of climbing over any surface and four 
  arms capable of wielding a variety of hand weapons. Their facial features are a 
  mixture of spider and orc, with a hog-like snout accentuated by three pairs of eyes 
  that run up its brow. Their powerful lower jaw has a pair of spider mandibles that 
  drip toxic venom.
  sporC
  sporC
  Large monstrosity, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 209 (22d10 + 88)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  10 (+0)
  12 (+1)
  2 (+1)
  Skills Perception +5, Stealth +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 15
  Languages Abyssal, Orc
  Challenge 9 (5,000 XP)
   
  Fey Ancestry. The sporc has advantage on saving throws against being 
  charmed, and magic can’t put the sporc to sleep.
  Spider Climb. The sporc can climb difficult surfaces, including 
  hanging upside down on ceilings, without needing to make an ability 
  check.
  Sunlight Sensitivity. While in sunlight, the sporc has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  Web Walker. The sporc ignores movement restrictions caused by 
  webbing.
  Wild Swing. When reduced to half their hit points, sporcs begin 
  swinging wildly, fighting with no concern for their own safety. While 
  doing so, they have advantage on their attack rolls and all attacks 
  against them have advantage.
  Void Sight. Magical darkness doesn’t impede the sporc’s darkvision.
  Innate Spellcasting. The sporc’s innate spellcasting ability is Wisdom 
  (spell save DC 13, +5 to hit with spell attacks). It can cast the 
  following spells, requiring no material components:
  At will: dancing lights, web
  1/day each: darkness, faerie fire
  Actions
  Multiattack. The sporc makes one Bite attack, and two other attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 
  + 4) piercing damage plus 14 (4d6) poison damage.
  Great Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  Web. Ranged Weapon Attack: +7 to hit, range 100/400 ft. one target. 
  Hit: target is restrained (escaped DC 16).
  
  202 | s
  stAnk hog
  stAnk hog
  I’ve slept in a longhouse with Northmen who didn’t bathe for weeks … and that 
  smell was like a field of flowers compared to that damned hog. We stumbled into a 
  field in the Gundlock Hills and found a dozen wild hogs and their piglets grazing on 
  the grasses. They were ugly things, stout and hairless, with big tusks. One charged, 
  and Skalton pulled out his blade, ready to provide us with dinner. The hog was 
  faster, though, and caught him in the thigh with its tusks. But the blast from its 
  flanks as it charged away finished off the warrior. He vomited and collapsed to the 
  ground, rubbing furiously at his eyes. The hog took his head off when it charged 
  again. — Aldir Strugg, who was rescued from a tree by farmers who drove off 
  the angry herd of stank hogs
  The stank hog is somewhat larger than its cousin, the common wild swine, 
  reaching a shoulder height of 40 inches, a length of six feet, and weighing up 
  to 500 pounds. Protruding from an elongated muzzle, a single set of curved and 
  pointed tusks reaches a length of 10 to 12 inches upon maturity. Stank hogs are 
  nearly devoid of fur, with only sparse, bristly hairs poking upward from their 
  thick, dark-gray hides. Each of its feet has four toes that end in two larger frontal 
  hooves and two smaller rear hooves. Its short tail ends with a tuft of bristly hair and 
  twitches when the animal is agitated.
  stAnk hog
  stAnk hog
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  14 (+2)
  4 (–3)
  8(–1)
  3 (–4)
  Skills Perception +1
  Senses passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Stank’s Revenge. Any piercing attack from the flank or rear has a 
  10% chance of popping the inflated anal gland of the stank hog, 
  releasing the noxious flatulence and causing the full effect as 
  described under the mephitic gas action. Additionally, any piercing 
  or slashing critical hit from the flank or rear has a 50% chance of 
  popping the inflated anal gland and triggering the mephitic gas 
  action, the mighty blow cutting deep into the stank hog’s thick hide 
  and puncturing the gas-filled gland. If stank’s revenge is activated, 
  the hog can no longer use the mephitic gas attack until it is able to 
  heal for one week.
  Actions
  Bite. Melee weapon attack: +5 to hit. Hit: 10 (2d6 + 3) piercing damage.
  Cut and Run. Melee weapon attack: +5 to hit. Hit: 12 (2d8 + 3) 
  slashing damage. The stank hog charges its opponent, often 
  emerging from the cover of thick underbrush, and attempts to gore 
  with its tusks and keep running to the safety of more underbrush, 
  if present, or simply to put space between itself and the opponent. 
  Any opponent gored in such a manner must make a DC 12 Dexterity 
  saving throw or be knocked prone. The hog may or may not release 
  its mephitic gas attack during this charge.
  Mephitic Gas (recharge 3–6). While making an attack, the stank 
  hog lets forth a vile gust of air accumulated in its specialized 
  anal gland. Roll 1d20. On a result of less than 10, the anal gland 
  deflates and adheres to itself, rendering the mephitic gas for that 
  stank hog unusable until it completes a long or short rest. A result 
  of 10 or higher creates a 10-foot-diameter gas cloud; 15 or higher 
  creates a 20-foot-diameter gas cloud; and a roll of 20 creates a 
  30-foot-diameter gas cloud. The effect is immediate and profound, 
  affecting all creatures within the cloud. Any creature that starts its 
  turn within the gaseous cloud or enters the cloud on its turn must 
  make a successful Constitution saving throw, the save DC equaling 
  the stank hog’s roll, or become incapacitated. While incapacitated 
  from the mephitic gas, the creature lies upon the ground with eyes 
  stinging and vomit flowing. An incapacitated creature may make 
  another saving throw at the start of its turn, ending the effect 
  upon itself on a success. The mephitic gas lasts for 1d4 + 1 rounds, 
  lingering in the same area unless a strong wind disperses it. The 
  stank hog is immune to its own and other stank hogs’ mephitic gas.
  stAnk pigLet
  stAnk pigLet
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  10 (+0)
  4 (–3)
  8(–1)
  8 (–1)
  Skills Perception +1
  Senses passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Stank’s Revenge. Any piercing attack from the flank or rear has 
  a 10% chance of popping the inflated anal gland of the piglet, 
  releasing the noxious flatulence and causing the full effect as 
  described under the mephitic gas action. Additionally, any piercing 
  or slashing critical hit from the flank or rear has a 50% chance of 
  popping the inflated anal gland and triggering the mephitic gas 
  action, the mighty blow cutting deep into the piglet’s tender hide and 
  puncturing the gas-filled gland. If stank’s revenge is activated, the 
  piglet can no longer use the mephitic gas attack until able to heal for 
  one week.
  Actions
  Bite. Melee weapon attack: +2 to hit. Hit: 3 (1d4) piercing damage.
  Mephitic Gas (recharge 6). While making an attack, the stank hog 
  lets forth a vile gust of air accumulated in its specialized anal gland. 
  Roll 1d20. On a result of less than 10, the anal gland deflates and 
  adheres to itself, rendering the mephitic gas for that stank hog 
  unusable until it completes a long or short rest. A result of 10 or 
  higher creates a five-foot-diameter gas cloud; 15 or higher creates a 
  10-foot-diameter gas cloud. The effect is immediate and profound, 
  affecting all creatures within the cloud. Any creature that starts its 
  turn within the gaseous cloud or enters the cloud on its turn must 
  make a successful Constitution saving throw, the save DC equaling 
  the stank hog’s roll, or become incapacitated. While incapacitated 
  from the mephitic gas, the creature lies upon the ground with eyes 
  stinging and vomit flowing. An incapacitated creature may make 
  another saving throw at the start of its turn, ending the effect upon 
  itself on a success. The mephitic gas lasts 1d4 + 1 rounds, lingering 
  in the same area unless a strong wind disperses it. The stank hog is 
  immune to its own and other stank hogs’ mephitic 
  gas.
  
  203
  S
  stegoCentipede
  stegoCentipede
  The sound coming down the darkened hallway was like hundreds of creatures 
  running at once. A tap-tap-tap-tap! that went on forever. But I couldn’t place the 
  shush-shush-shush! sound accompanying those incessant taps. When I saw it, it all 
  made sense. It was about 20 feet long and sidewinding back and forth on hundreds 
  of legs. It raised nasty-looking spikes along its armored back when it saw us. A 
  dangerous stinger waved behind it, raised and ready to strike. I’ve seen insects — 
  and some big ones at that — but nothing quite as mean and built for inflicting pain 
  as this thing. — Kilmori Ract, displaying the severed head of the stegocentipede to 
  awed villagers in Doan
  Stegocentipedes are arthropods grown to stunning size. They are rumored among 
  sages to have come to the Material Plane from another plane or dimension, though 
  no proof has been found to support this theory. It is based chiefly on the fact that 
  nothing else like them exists. A typical stegocentipede is 18 feet long, but there is 
  much variety among the species. A stegocentipede raises its spines instinctively 
  when it enters combat, and it moves constantly in a back-and-forth, sawing motion 
  as it fights.
  stegoCentipede
  stegoCentipede
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 76 (9d12 + 18)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  14 (+2)
  1 (–5)
  10 (+0)
  6 (–2)
  Condition Immunities charmed, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Spines. A creature that makes a melee attack against a stegocentipede 
  while within five feet of the stegocentipede must make a successful 
  DC 12 Dexterity saving throw or take 6 (1d8 + 2) slashing damage 
  from spines on the stegocentipede’s carapace.
  Actions
  Multiattack. The stegocentipede makes one Bite attack and one Sting 
  attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 
  + 4) piercing damage.
  Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 
  (2d8 + 4) piercing damage and the target must make a successful 
  DC 12 Constitution saving throw or be poisoned. While poisoned, 
  the creature takes 7 (2d6) poison damage at the start of its turn. A 
  poisoned creature repeats the saving throw at the start of its turn, 
  ending the effect on itself with a success.
  
  204 | s
  stone mAiden
  stone mAiden
  The riddle on the scrolls led us 
  high into the Stonehearts near Mount 
  Daergyd. 
  They 
  spoke 
  of 
  ancient 
  guardians, but all we found were statues 
  of woman covered in vines and dust. The 
  round altar was surrounded by 20-foot-
  tall pillars with carved bull heads atop 
  them. Chains draped from pillar to 
  pillar. The Chisel of Zemlya sat in the 
  center of the altar. All we had to do was 
  find its companion mystical hammer then 
  destroy both together. If we succeeded, 
  no one would ever combine those tools 
  to carve the names of their enemies in 
  stone and end their life. “Rockbreaker” 
  Voons stepped between the statues, but 
  one reached out and grabbed his leg, 
  sending him sprawling forward. Each 
  of the stone women rose as one, and we 
  knew we had finally found the guardians. 
  — Lucelyn Abbestot, speaking to the 
  temple priests while being healed of her 
  injuries   
  A 
  stone 
  maiden 
  resembles 
  an 
  exquisitely carved statue of a woman. Loose-fitting robes clothe her form and a 
  veil hangs across her shoulders and wraps around her head, though her face is 
  not obscured. Stone maidens spend most of their time on the Elemental Plane of 
  Earth, rarely venturing into the Material Plane unless summoned. If summoned by 
  a spellcaster, a stone maiden performs the task asked of her and quickly returns to 
  her home plane.
  stone mAiden
  stone mAiden
  Medium elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  18 (+4)
  15 (+2)
  16 (+3)
  20 (+5)
  Saving Throws Str +7, Con +7, Cha +8
  Skills Perception +6, Persuasion +8
  Damage Resistances cold, fire; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Damage Vulnerabilities thunder
  Condition Immunities exhaustion, paralyzed, petrified, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Terran
  Challenge 8 (3,900 XP)
  Earth Magic Immunity. The stone maiden is immune to any spell or 
  magical effect that employs or manipulates earth or stone, including 
  her own spike growth spell.
  Earth Mastery. If the stone maiden and a creature are standing on 
  the ground, the creature suffers a –1 to its attack and damage rolls 
  against the stone maiden and has disadvantage on grappling checks 
  made against the stone maiden.
  Innate Spellcasting. The stone maiden’s innate spellcasting ability 
  is Charisma (spell save DC 16, +8 to hit with spell attacks). She 
  can innately cast the following spells, with no need for material 
  components or concentration:
  At will: meld into stone, spike growth, stone shape
  2/day: move earth, wall of stone
  Actions
  Multiattack. The stone maiden makes two Longsword attacks or two 
  Slam attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 13 (2d8 + 4) slashing damage.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 
  (2d6 + 4) bludgeoning damage.
  Animate Rocks (recharge 4–6). The stone maiden causes a pile of 
  rocks she can see within 100 feet of her to animate into a humanoid 
  shape. The rock form has statistics identical to the stone maiden, 
  except it may use only Slam attacks. The rocks act under the control 
  of the stone maiden, but do not require her concentration, and return 
  to their lifeless state when reduced to 0 hit points or when they are 
  more than 100 feet from the stone maiden.
  stroke LAd
  stroke LAd
  The plan was to approach the new “lord” of the manor and convince him to 
  give up his false claim to Lord Galifrin’s inheritance, on behalf of his lordship, 
  of course. The usurper’s servants, all willowy young women and handsome lads, 
  met us at the door and ushered us into the hall. What a hall! What once no doubt 
  was a refined hall of taste and decorum had been replaced by perverse artwork, 
  scandalous sculptures, and a profusion of gold leaf that hinted at ill breeding, if 
  not madness. The new “lord” of Whitsomber was no man but instead a fey creature 
  with the twisting horns of a goat and a wicked smile. We presented our case, and he 
  calmly stepped down from a gaudy throne, removed one long silk glove, and slapped 
  Sir Ector, withering the brave knight’s body to that of a crooked old man. — Sir 
  Cedric of Reme, knight errant
  Fey of the darkest kind, stroke lads are tall, slender, delicately featured beings 
  with the mien of a jaded aristocrat. Their heads feature a pair of goat’s horns that are 
  kept at a glossy sheen. They dress in fine silks, drape themselves with jewelry, and 
  wield scepters or other symbols of nobility and authority. While stroke lads prefer to 
  avoid combat, letting their servants take care of ruffians, their ability to wither limbs 
  and bodies with a touch make them fearsome foes.
  stroke LAd
  stroke LAd
  Medium fey, neutral evil
  Armor Class 14
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  15 (+2)
  12 (+1)
  16 (+3)
  Skills Deception + 6, Intimidation +6, Persuasion +6
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The stroke lad’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: charm, dancing lights, detect evil and good
  1/day each: confusion, detect thoughts, dispel magic
  Magic Resistance. The stroke lad has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The stroke lad’s weapon attacks are magical.
  Actions
  Multiattack. The stroke lad makes 
  two Withering Touch attacks.
  Withering Touch. Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8 + 4) necrotic 
  damage.
  
  205
  S
  surF Lurker
  surF Lurker
  Carvac decided he wasn’t going to wait for us. He pushed the old, vine-covered 
  boat off the beach and rowed out onto the blue depths of the Caerulean, headed for 
  the rock column to look for the next series of glyphs. He was shouting the symbols 
  to us, describing them as best he could in his thick Northlander accent. Suddenly, 
  two sinuous, scaled serpents with fish-like heads and wide, webbed wings launched 
  themselves out of the clear water. They slammed into Carvac and wrapped him in 
  their long tentacles. It was only a miracle that he stayed standing. The ever-jumpy 
  wizard Bolam fired off a ball of flame — I can’t recall how many times that has 
  happened — and hit the boat square. I’ve never seen something go up in a blaze so 
  quickly. I spotted Carvac’s body floating in the bay before a tentacle rose up and 
  sucked him under. — Bethelema LaCroix, describing the creatures that killed the 
  Northlander to his family
  Surf lurkers resemble medium-sized serpents with mottled blue-green scales that 
  aid in camouflage. Their thin, membranous wings are normally kept closely folded 
  against their bodies, but they unfurl them when they leap from hiding to surprise 
  their prey. Their heads resemble predatory fish more than snakes, and sport stabbing 
  fangs that secrete a toxic venom used to subdue smaller prey. While they normally 
  hunt smaller fish or surface creatures that venture near the ocean, lurkers have no 
  qualms about attacking larger victims such as sailors or unfortunate beachcombers.
  surF Lurker
  surF Lurker
  Medium monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft., fly 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  12 (+1)
  3 (–4)
  16 (+3)
  3 (–4)
  Skills Stealth +6
  Senses passive Perception 13
  Languages —
  Challenge 4 (1,100 XP)
  Camouflage. Surf lurkers gain advantage on all Dexterity (Stealth) 
  checks while in water.
  Actions
  Multiattack. The surf lurker makes six Tentacle attacks, uses Reel, 
  and makes one Bite attack.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 19 
  (4d8 + 1) damage plus 11 (2d10) poison damage. The lurker has 
  advantage on targets grappled by one or more of its tentacles.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 50 ft., one 
  creature. Hit: The target is grappled (escape DC 14). Until the 
  grapple ends, the target is restrained and has disadvantage on 
  Strength checks and Strength saving throws, and the creature can’t 
  use the same tendril on another target. The lurker can automatically 
  grapple a target with its remaining tentacles; each tentacle adds 1 
  to the target’s escape DC. The surf lurker has advantage on all bite 
  attacks against targets grappled by its tentacles.
  Drown. A lurker with a grappled target attempts to submerge and 
  drown its target (see Suffocation rules).
  Reel. The lurker pulls one grappled creature up to 25 feet closer to it.
  
  206 | s
  sWArm oF AdAmAntine WAsps
  sWArm oF AdAmAntine WAsps
  When the iron bells rang, a swarm of metallic insects buzzed out of the tower, 
  swarming down the steep spiraling stairs and catching us halfway up the flight. 
  Synder leaped over the rail and fell, trusting to his ring to let him float to the ground 
  so far below. That was his mistake, as the wasps simply chased him down and 
  swarmed his floating body. His frozen corpse broke into hundreds of icy chunks 
  when he finally hit the ground. — Edgren of Sunderland, on his first failed attempt 
  to conquer the Labyrinth Hive of the Apocrita Queen
  Adamantine wasps are flying constructs with a deadly sting. They are one-foot-
  long silver wasps that often fly in swarms to bring down larger prey. The wasps are 
  constructs created to guard or patrol areas. Their bodies are segmented like a normal 
  wasp with a head, thorax, and abdomen, with its metallic pieces seamlessly fitted 
  together. An adamantine stinger protrudes from the wasp’s abdomen. Its wings are 
  formed of paper-thin adamantine. Their poison freezes the blood of those they sting. 
  Adamantine wasps are non-intelligent and are programmed to carry out simple 
  tasks that might include phrases such as “guard this room” or “attack any who 
  enter.” The wasps fight until destroyed when performing their tasks.
  sWArm oF AdAmAntine WAsps
  sWArm oF AdAmAntine WAsps
  Large swarm of Tiny constructs, unaligned
  Armor Class 18 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 5 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  19 (+4)
  3 (–4)
  8 (–1)
  1 (–5)
  Saving Throws Dex +7, Con +8
  Skills Perception +3, Stealth +7
  Damage Resistances bludgeoning, fire, piercing, slashing
  Damage Immunities acid, cold, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 13
  Languages —
  Challenge 11 (7,200 XP)
   
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny adamantine wasp. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Multiattack. The swarm makes two Icy Stingers attacks.
  Icy Stingers. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature 
  in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
  The target must make a DC 17 Constitution saving throw, taking 
  18 (4d8) cold damage on a failed save, or half as much damage on a 
  successful one. In addition, on a failed save the target gains a level of 
  cold-based exhaustion.
  
  207
  S
  sWArm oF bLAdeCoins
  sWArm oF bLAdeCoins
  The greedy halfling Pirtson shouted in delight when he saw the gold and silver 
  coins gleaming in the stone fountain. I never really liked him that much, and I’m 
  sure he’s the reason some of my belongings — the compass, that gem I won from 
  that drunken gambler, a few of my coins — went missing. He dove headfirst into 
  that pile of coins. When he surfaced, it took him a moment to feel the pain of the 
  thousands of cuts slicing across his face and arms. When he did, he shrieked as his 
  wounds began to bleed. The coins themselves rose up in a tornado around the thief 
  then, slicing him to ribbons before we could do anything else. No one seemed to be 
  moving too fast to help the halfling. We’d all had items go missing since he joined 
  our circle. — Ellyn Trailfinder, after retreating from Rappan Athuk
  A bladecoin swarm appears to be nothing more than a pile of brass or copper 
  coins. However, when the swarm senses intruders entering the area it is tasked with 
  guarding, it swirls upward into a cyclonic tornado composed of hundreds of coins 
  with razor-sharp edges. The swarms are often placed to deter would-be thieves.
  sWArm oF bLAdeCoins
  sWArm oF bLAdeCoins
  Large swarm of Tiny constructs, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 75 (10d10 + 20)
  Speed 5 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  14 (+2)
  3 (–4)
  8 (–1)
  1 (–5)
  Skills Stealth +8
  Damage Resistances acid, bludgeoning, piercing, slashing
  Damage Immunities cold, poison, psychic
  Condition Immunities blinded, charmed, deafened, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 9
  Languages —
  Challenge 5 (1,800 XP)
   
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny bladecoin. The swarm can’t regain hit points or gain 
  temporary hit points.
  Distraction. A creature that starts its turn in the swarm’s space 
  must succeed on a DC 14 Dexterity saving throw or be blinded and 
  deafened until the start of its next turn.
  Actions
  Multiattack. The swarm makes two Slash attacks.
  Slashes. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in 
  the swarm’s space. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing 
  damage if the swarm has half its hit points or fewer, and 4 (1d8) 
  slashing damage at the end of its next turn.
  sWArm oF CArnivorous Fish
  sWArm oF CArnivorous Fish
  We thought the hole in the raft when we struck the river rock was going to be the 
  worst of it. Sure, we’d all get a little wet, but once we pulled the boat ashore and 
  repaired the damage, we’d be off again. We were treading water when something 
  tugged at my legs. And again. And again. Sahaen the silk merchant screamed and 
  tried to scramble back onto the raft. His legs were gone below the knees, and his 
  blood pooled in the water. We scattered then, thrashing our way to shore as the bites 
  and nips continued. Of the seven merchants sharing the raft, three of us made it to 
  shore. — Jewelry merchant Ingo Dievoet, on a trip up the Quell River through the 
  Seething Jungle
  A carnivorous fish swarm attacks prey as it crosses through the rivers they call 
  home. The swarm’s initial bites draw blood, which send the school into a frenzy that 
  can strip the meat from the bone in a matter of moments. Swarms of piranhas are 
  most commonly encountered.
  sWArm oF CArnivorous Fish 
  sWArm oF CArnivorous Fish 
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 36 (8d8)
  Speed 0 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  10 (+0)
  1 (–5)
  7 (–2)
  2 (–4)
  Damage Resistance bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 8
  Challenge 1 (200 XP)
  Blood Frenzy. The swarm has advantage on melee attack rolls against 
  any creature that doesn’t have all its hit points.
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny creature. The swarm can’t regain hit points or gain 
  temporary hit points.
  Water Breathing. The swarm can breathe only underwater.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the 
  swarm’s space. Hit: 14 (4d6) piercing damage or 7 (2d6) if the swarm 
  has fewer than half its starting hit points.
  
  208 | s
  sWArm oF eye spiders
  sWArm oF eye spiders
  “See? The eyes are moving.” Two-Fang Saracen stopped in front of one of the 
  portraits in the great hall. He peered close at the image of an ancient king wearing 
  a silver and ruby crown. He lifted his hammer above his shoulder, paused for a 
  second, and then slammed the heavy weapon into the painting. The blow easily 
  punched a hole through the canvas — and the wall behind it. The eyes were indeed 
  moving. They came boiling out of the wall in a swarm. — Freen “One-Eye” 
  D’Edgeros, on how he lost his eye  
  Eye spiders are tiny constructs formed from eyeballs discarded by the scholars 
  of the Great Repository in the City of Brass. They resemble spiders composed 
  completely of eyeballs with a larger eye (presumably taken from a larger creature) 
  serving as the monster’s central body. Small eyes that have been sewn, chained, or 
  stitched together function as the creatures’ legs.
  sWArm oF eye spiders
  sWArm oF eye spiders
  Medium swarm of Tiny constructs, unaligned
  Armor Class 13 (natural armor)
  Hit Points 45 (10d8)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  10 (+0)
  1 (–5)
  9 (–1)
  3 (–4)
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities lightning, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the language of its creator but can’t speak
  Challenge 3 (700 XP)
  Distraction. Any living creature that begins its turn with the swarm 
  in its space must succeed on a DC 14 Constitution save or be 
  frightened for one round.
  Swarm. The swarm can occupy one or more other creatures’ spaces 
  and vice versa, and the swarm can move through an opening large 
  enough for a Tiny eye spider. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in 
  the swarm’s space. Hit: 4 (1d8) bludgeoning damage or 2 (1d4) 
  bludgeoning damage if the swarm has half its starting hit points or 
  fewer.
  Bonus Actions
  Mind Ruin. The swarm 
  flashes and pulsates. Any 
  creature caught within its 
  space when it does so has 
  its mind suddenly filled 
  with thousands of tangled 
  visual images composed of 
  text, passages, and secrets 
  that the eyes of the swarm 
  have seen over the centuries. 
  The creature must succeed 
  on a DC 14 Wisdom saving 
  throw or be confused, as if 
  by a confusion spell. If the 
  target fails three consecutive 
  saving throws, the condition 
  is permanent until cured by 
  greater restoration or other 
  magic.
  sWArm oF FLying sCorpions
  sWArm oF FLying sCorpions
  From a distance we thought the cloud was just a swarm of locusts, but as it 
  neared the image resolved, and to our horror they were flying scorpions. Each had a 
  scorpion’s body, complete with deadly stinger, but also a pair of wings like a beetle. 
  Seeing the danger, we quickly set to finding shelter. Most of the members of the 
  expedition were able to throw up some tents or rig bedding into makeshift barriers. 
  The rest we buried beneath the shifting sands. — Algrid Henswaithe, University of 
  the Vast
  Flying scorpions swarms are clouds of hundreds, sometimes thousands, of the 
  small, predatory arachnids, each with beetle-like wings. The scorpions swarm 
  enemies, stinging them repeatedly with their poisonous tails. 
  sWArm oF FLying sCorpions
  sWArm oF FLying sCorpions
  Medium swarm of tiny beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  13 (+1)
  10 (+0)
  1 (–5)
  7 (–2)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the flying scorpion swarm can move 
  through any opening large enough for a Tiny creature. 
  The flying scorpion swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 16 (6d4 + 1) poison 
  damage, or 8 (3d4 + 1) poison damage if the swarm has 
  half or fewer hit points.
  
  209
  S
  sWArm oF hostiLe birds
  sWArm oF hostiLe birds
  A green and purple portal opened in the sky above Cailin Lee, a deep bruise 
  floating in the air and swirling at an impossible speed. Flocks of starlings took flight 
  from the trees and wheeled toward the circling bands, flying in great rings around 
  the widening gyre. With a flash, the portal’s glowing interior collapsed, leaving an 
  image burned on our vision. We realized trouble had come to the fortress when the 
  massive flocks of cawing birds began dropping fast into our courtyard, pecking 
  and slashing at everyone who had gathered to stare at the strange phenomenon. — 
  Report from Commander Megyn Friar on strange behavior of the birds in the area
  A swarm of hostile birds is a collection of feathered avians that fly in a twisting 
  mass. The birds swoop and dive to attack creatures, pecking with their beaks and 
  slashing with their talons. The flights are often composed of the same type of bird, 
  such as starlings or magpies, but some larger birds might be found mixed into their 
  number.
  sWArm oF hostiLe birds
  sWArm oF hostiLe birds
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 31 (7d8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (–2)
  14 (+2)
  10 (+0)
  3 (–4)
  12 (+1)
  6 (–2)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses passive Perception 11
  Challenge 1/4 (50 XP)
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny creature. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the 
  hostile bird swarm’s space. Hit: 7 (2d6) piercing damage or 3 (1d6) 
  piercing if the swarm has half its initial hit points or fewer.
  sWArm oF  
  sWArm oF  
  miniAture mermAids
  miniAture mermAids
  We found it! Gombrie pushed open the massive brass doors and led us into the 
  Aquarium Vault of Verthrimon. The first thing we found was a wall of glass that 
  held back an ocean of water. Colorful fish swam in lazy circles. There was even a 
  shark! I remember seeing something small swim toward the glass, then another, 
  and another. I was amazed. Mermaids! Tiny mermaids! I remember them singing 
  such a beautiful melody. — Holy warrior Jurgen DeFetterlind, found wandering the 
  Haunted Steppes while dragging the bodies of his four friends in a net 
  Miniature mermaid swarms consist of tiny mermaids that swim together like a 
  school of fish. They raise their voices together in a song that can charm anyone they 
  encounter. They swarm prey that enters their watery depths, drowning them.
  sWArm oF miniAture mermAids
  sWArm oF miniAture mermAids
  Large swarm of Small humanoids (merfolk), neutral
  Armor Class 13
  Hit Points 60 (11d10)
  Speed 10 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  10 (+0)
  8 (–1)
  14 (+2)
  17 (+3)
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses passive Perception 14
  Languages Aquan, Common
  Challenge 3 (700 XP)
  Amphibious. The swarm can breathe air and water.
  Smothering Embrace. While in water, a creature in the swarm’s 
  space is at risk of suffocating. It must succeed on a DC 13 
  Constitution saving throw to hold its breath or begin choking. 
  A choking creature can survive a number of rounds equal to its 
  Constitution modifier (minimum of one round) before dropping to 0 
  hit points and dying.
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Small mermaid. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the 
  swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing 
  damage if the swarm has half its initial hit points or fewer.
  Haunting Melody (recharge 6). The voices of the dozens of miniature 
  mermaids harmonize into a haunting melody. Each creature within 
  30 feet of the swarm that can hear it must succeed on a DC 13 
  Charisma saving throw or be charmed by the swarm for one 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 swarm’s Haunting Melody for the next 24 hours.
  
  210 | s
  sWArm oF stirges
  sWArm oF stirges
  I heard the scuttling and squeaking a moment before Ash pulled open the 
  trapdoor in the ceiling. I expected a horde of rats to drop down on the thief, but 
  it was much worse. Dozens of bat-like creatures poured out of the room above us. 
  They hooked onto Ash’s leather armor and stuck their long needle-like snouts into 
  his flesh, rooting out every opening they could find. I’d seen a stirge feed before, and 
  it was easy to knock the thing off and kill it. But a swarm? — Gwinneth the Stout, 
  Priestess of Muir
  Stirge swarms are flocks of the bloodsucking creatures. The individual stirges 
  look like a cross between a bat and a mosquito. It has sharp pincers on its legs that 
  allow it to grab hold of prey. They use their long proboscises to stab and suck their 
  victims dry.
  sWArm oF stirges
  sWArm oF stirges
  Medium swarm of Tiny beasts, unaligned
  Armor Class 15 (natural armor)
  Hit Points 58 (13d8)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  19 (+4)
  10 (+0)
  1 (‒5)
  12 (+1)
  6 (–2)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 5 (1,800 XP)
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny creature. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Blood Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 15 (6d4) piercing damage, and the stirges attach to the target. 
  While attached, the stirges don’t attack. Instead, at the start of each 
  of the swarm’s turns, the target loses 15 (6d4) hit points due to blood 
  loss.
  The swarm can detach itself by spending 5 feet of its movement. It does 
  so after it drains 30 hit points of blood from the target or the target 
  dies. A creature, including the target, can use its action to detach the 
  stirges.
  sWArm oF undeAd bAts
  sWArm oF undeAd bAts
  Broll and I found the goats dead outside the caves. He muttered something about 
  vampire bats, but neither of us worried. It was just past midday, and we had no 
  plans on hanging around after the sun went down. The fluttering of leathery wings 
  from the cave mouth surprised us. Bat don’t fly during the day, do they? These did. 
  Although how they flew at all with their broken, twisted bodies was horrifying to 
  behold. I ran. Broll did too, but he just wasn’t fast enough. I hate to think of him 
  lying amid all those dead goats, but I can’t go back there. Never. — Brack Parks, 
  telling the village elders where to find Goatherder Broll’s body
  Undead bat swarms are collections of dead bats that still fly as if they were 
  living, breathing creatures. The bats attack with hundreds of tiny bites as they 
  swarm their prey. 
  sWArm oF undeAd bAts
  sWArm oF undeAd bAts
  Medium swarm of Tiny undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (–3)
  15 (+2)
  10 (+0)
  2 (–4)
  12 (+1)
  4 (–3)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight while deafened.
  Keen Hearing. The swarm has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain temporary 
  hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the 
  swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing 
  damage if the swarm has half its hit points or fewer.
  
  211
  S
  sWArm oF undeAd hummingbirds
  sWArm oF undeAd hummingbirds
  We heard a thwip-thwip-thwip through the sunflowers and saw hundreds of tiny 
  flitting bodies moving quickly among the stalks. Paisley darted into the flowers, 
  singing a tune to draw the hummingbirds to her. She was always talking to the 
  animals. She came screaming out of the flowers a moment later, a swarming mass 
  of tiny birds darting close behind her. She was bleeding from hundreds of tiny 
  pinpricks on her skin. The birds were horrible to behold, with broken bodies, twisted 
  necks, and scabrous holes in their feathered skin. — Teely Ravenstot, former druid-
  in-training
  Undead hummingbird swarms are composed of hundreds to thousands of dead 
  hummingbirds. The tiny birds flit and dart about as they move, but seem to follow 
  a single, focused mind when pursuing prey. Their pecks deal little damage, but in 
  large numbers they can kill larger creatures by swarming over their bodies.
  sWArm oF undeAd hummingbirds
  sWArm oF undeAd hummingbirds
  Medium swarm of Tiny undead, chaotic evil
  Armor Class 16
  Hit Points 27 (6d8)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5)
  21 (+5)
  10 (+0)
  1 (–5)
  10 (+0)
  6 (–2)
  Skills Perception +4, Stealth +9
  Damage Vulnerabilities bludgeoning
  Damage Resistances piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny creature. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Pierce. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 
  1 piercing damage. If the target is a creature, the wound bleeds for 
  1 necrotic damage on each subsequent turn. The wound continues to 
  bleed until it is cured by magical healing.
  sWArm oF undeAd rAts
  sWArm oF undeAd rAts
  O’tez jumped over the pit and grabbed hold of the wall on the other side. The elf 
  was the most-nimble person I’d ever seen. Except … the wall beyond the pit wasn’t 
  solid. As soon as he put his weight against it, it tilted outward in a 12-foot section 
  that sent him backward into the pit. He rolled when he landed and came up without 
  a scratch. “It’s all right,” he shouted up from the hole. “The floor is soft.” Why was 
  it soft? He found out a moment later when the rats — hundreds of them — began to 
  squirm and writhe around him, biting and slashing. We looked on in horror, for the 
  rats themselves were dead things with broken bodies oozing disease. — Wulfe the 
  Brave, the first to run from the Whisper Vault
  An swarm of undead rats consists of hundreds of undead rodents that squirm 
  and writhe as if alive, until you stop to look at their broken bodies and lifeless eyes. 
  Their insides ooze through their fur, making them a disgusting mass to deal with.
  sWArm oF undeAd rAts
  sWArm oF undeAd rAts
  Medium swarm of Tiny undead, chaotic evil
  Armor Class 10
  Hit Points 24 (7d8 – 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  11 (+0)
  9 (–1)
  2 (–4)
  10 (+0)
  3 (–4)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The swarm has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Swarm. The undead rat swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any opening large 
  enough for a Tiny rat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one creature in the 
  swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing 
  damage if the swarm has half of its hit points or fewer.
  
  212 | T
  tAngAgumAk
  tAngAgumAk
  The snow blinded us, even as the cold crept through the thick layers of seal skin we 
  had traded for in Nieuburg. We were pushing northward through the Hyperborean 
  Way when the squalls turned into a deadly blizzard, halting our progress. Gunnter 
  dropped into the snow, his lips blue as he stammered incoherently. Sallo tried 
  casting a spell to conjure a blaze, but her brittle fingers barely moved as she 
  murmured her incantation. Finally, we all huddled together over Gunnter, hoping 
  our combined body heat would save us. I thought I was hallucinating when polar 
  bears wearing golden armor rose up out of the snow. The warmth of their fur as 
  they carried us back to their cave was like a pleasant dream. — Eaddard Dimouk, 
  thought lost in the Northlands until he reappeared four months later speaking of 
  spellcasting polar bears 
  The tangagumak are ursine humanoids native to cold northern climates that 
  resemble upright polar bears, save with grasping hands and the glint of intelligence 
  in their dark eyes. Though they are fierce hunters, the tangagumak are a peaceful 
  race and slow to anger unless their families are threatened, in which case they are 
  brave and merciless. Tangagumak society is tribal, usually led by elder female 
  chiefs, with senior hunters, priests, and warriors making up an advisory council. 
  Most communities make their living by hunting, fishing, and whaling. Skilled 
  swimmers, tangagumak do not use boats, preferring to face the fish, seals, and 
  whales of the frozen seas on their own, armed only with their teeth and claws. 
  Tangagumak are also superb artisans and crafters, creating fine weapons and armor, 
  as well as splendid carvings and other works of art.
  tAngAgumAk
  tAngAgumAk
  Large humanoid, lawful neutral
  Armor Class 13 (natural armor)
  Hit Points 28 (3d10 + 12)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  16 (+3)
  10 (+0)
  13 (+1)
  10 (+0)
  Skills Perception +3, Survival +3
  Senses passive Perception 13
  Languages Common, Tangagumak
  Challenge 2 (450 XP)
  Keen Smell. Tangagumak have advantage on Wisdom (Perception) 
  checks that rely on smell.
  Natural Swimmer. Tangagumak have advantage on Strength 
  (Athletics) checks related to swimming.
  Actions
  Multiattack. The tangagumak makes one Bite and one Claw attack, 
  or one Bite and one Spear attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 
  + 5) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 
  (1d6 + 5) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  
  213
  T
  tAngAgumAk WArrior
  tAngAgumAk WArrior
  Tangagumak warriors are ferocious, equally at home with sword and bow as with 
  their own natural weaponry. They engage in a number of spiritual practices intended 
  to enhance their martial prowess, including fasting, meditation, vision quests, and 
  living apart from other tangagumak, emerging only if called upon by their chief in 
  defense of the tribe.
  Warriors wear elaborate breastplates inscribed with tribal icons and protective 
  runes and bear finely crafted greatswords as symbols of rank. These greatswords are 
  works of art, often handed down for generations. Foreigners and non-tangagumak 
  are not allowed to wield these sacred weapons; a tangagumak warrior who sees one 
  in the possession of an outsider immediately attacks to retrieve it.
  tAngAgumAk WArrior
  tAngAgumAk WArrior
  Large humanoid, lawful neutral
  Armor Class 16 (breastplate)
  Hit Points 127 (15d10 + 45)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  16 (+3)
  10 (+0)
  13 (+1)
  10 (+0)
  Saving Throws Dex +4, Con +6
  Skills Athletics +8, Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, Tangagumak
  Challenge 5 (1,800 XP)
  Keen Smell. Tangagumak have advantage on Wisdom (Perception) 
  checks that rely on smell.
  Natural Swimmer. Tangagumak have advantage on Strength 
  (Athletics) checks related to swimming.
  Actions
  Multiattack. The tangagumak warrior makes one Bite and two Claw 
  attacks, or one Bite and two Greatsword attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 
  + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 
  (1d6 + 5) slashing damage.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Greatbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d10 + 1) thunder damage.
  tAngAgumAk shAmAn
  tAngAgumAk shAmAn
  The tangagumak worship a pantheon of nature gods, including those who 
  provide good hunting, control the weather, and send bounty from the sea. Different 
  communities worship the gods under different names, but their roles are almost 
  always similar. Tangagumak shamans act as intercessors between mortals and the 
  gods, performing ceremonies and leading others in worship. They also act as tribal 
  healers and storytellers, keeping the community’s historical lore and passing it to 
  their successors.
  tAngAgumAk shAmAn
  tAngAgumAk shAmAn
  Large humanoid, lawful neutral
  Armor Class 13
  Hit Points 90 (12d10 + 24)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  14 (+2)
  17 (+3)
  16 (+3)
  10 (+0)
  Saving Throws Str +2, Con +2
  Skills Athletics +9, History +6, Intimidation +4, Perception +5, 
  Survival +5, Athletics +9
  Senses passive Perception 15
  Languages Common, Tangagumak
  Challenge 4 (1,100 XP)
  Keen Smell. Tangagumak have advantage on Wisdom (Perception) 
  checks that rely on smell.
  Natural Swimmer. Tangagumak have advantage on Strength 
  (Athletics) checks related to swimming.
  Spellcasting. The tangagumak shaman is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). The shaman has the following cleric spells prepared:
  Cantrips (at will): guidance, light, mending, sacred flame
  1st level (4 slots): bless, cure wounds, protection from evil and good, 
  shield of faith
  2nd level (3 slots): aid, hold person, spiritual weapon
  3rd level (2 slots): mass healing word, spirit guardian
  Actions
  Multiattack. The tangagumak shaman makes one Bite and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 
  + 5) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 
  (1d6 + 5) slashing damage.
  
  214 | T
  thunder terrier
  thunder terrier
  Thunder rolled through the clear blue sky, but there was not the hint of a storm 
  or lightning. Dods saw the pup first, but it was unlike any dog I’ve seen before or 
  since. It was as big as a horse, running at us with its tongue lolling from the side of 
  its mouth, its spittle flying. Danila cast a quick spell and a grove of trees rose in its 
  path. The pup tore one of the saplings out of the ground and gave it a mighty shake 
  before casting it aside and running headlong at us once more. When it stopped, it 
  dropped into a crouch, its head between its paws, as if it was ready to play. “See? 
  It’s friendly,” Dods said, just before the dog barked and a peal of thunder knocked 
  us off our feet. — Explorer Whinney T. Perringson, writing in The Dog Titans of the 
  Blackrock Mountains
  Thunder terriers are extraordinarily rare, found most often in the company of 
  storm giants and cloud giants who raise them as pets. Though similar to Yorkshire, 
  Scottish, or West Highland terriers, the coloring of their fur ranges from sky blue to 
  an almost sparkling teal. Like the smaller breed for which they are named, thunder 
  terriers are natural ratters with a disposition to be excitable and gregarious. Thunder 
  terrier pups can be reared and trained like any other dog, though the cost for feeding 
  them is enormous and the likelihood of collateral damage is quite high.
  thunder terrier
  thunder terrier
  Large monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  14 (+2)
  7 (–2)
  12 (+1)
  8 (–1)
  Skills Perception +5, Stealth +3
  Damage Immunities thunder
  Senses passive Perception 15
  Languages —
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The thunder terrier has advantage 
  on Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage. If the target is a creature, it must succeed 
  on a DC 14 Strength saving throw or be knocked prone.
  Thundering Bark (recharge 5–6). The thunder terrier emits a 
  thundering bark in a 60-foot cone. Each creature in this area 
  must make a DC 12 Constitution saving throw. On a failed save, a 
  creature takes 9 (2d8) thunder damage, is pushed 10 feet away from 
  the terrier, and is deafened for one minute. On a successful save, the 
  creature takes half as much damage and isn’t pushed or deafened.
  In addition, unsecured objects completely within the area of effect are 
  automatically pushed 10 feet away from the terrier by the bark’s 
  effect, and the bark emits a thunderous boom audible out to 300 feet.
  toAd, Fey giAnt
  toAd, Fey giAnt
  Anke stepped onto the lily pad, testing its weight, as she followed the lights 
  dancing over the water. She was the smallest of us all and the most agile; no way 
  was she going into the lake, which would surely have happened if that brute Windles 
  had taken the step. Anke bounced once, and the lily pad miraculously held her. She 
  made the leap to the second, then the third, as if the lily pads were steppingstones 
  placed just for her across the water. She jumped onto the fourth just as it rose up 
  beneath her, throwing her off balance. She pinwheeled her arms for balance, but it 
  was too late. She fell forward, but she never hit the water. This giant purple and pink 
  frog beneath the lily pad snatched her into its mouth with its long tongue. The thing 
  sank beneath the waters and we never saw her cheery smile again. — Morgana 
  Adewale, found mourning beside a marshy offshoot of the Star Sea
  Little about this enormous toad is ordinary, from its graceful wings to its colorful 
  purple and pink skin to its bright, shining eyes. The amphibian has poisonous skin 
  that can kill anyone touching the creature. It attacks by biting its enemies, but far 
  worse is the chance that it swallows its prey whole, trapping them until they are 
  digested or drowned as it swims back into the waters where it often hides. But don’t 
  think you’re safe away from the water, for the frog can take to the air on its wings 
  to give chase.
  Fey giAnt toAd
  Fey giAnt toAd
  Large fey, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 30 ft., fly 50 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  16 (+3)
  3 (–4)
  10 (+0)
  12 (+1)
  Skills Perception +3
  Senses passive Perception 13
  Languages Sylvan
  Challenge 2 (450 XP)
  Innate Spellcasting. A demonic mist’s spellcasting ability is 
  Charisma (spell save DC 13), and requires no material components 
  for the following spells:
  3/day each: dancing lights
  1/day each: entangle, faerie fire
  Keen Smell. The fey giant toad has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Poison Hide. A creature that touches the fey giant toad or hits it with 
  an unarmed or natural weapon attack takes 3 (1d6) poison damage 
  from the toad’s poisonous hide.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage, 
  and the target is grappled (escape DC 13).
  Swallow. The fey giant toad makes one bite 
  attack against a Medium or smaller target 
  it is grappling. If the attack hits, the target 
  is swallowed, and the grapple ends. The 
  swallowed target is blinded and restrained, 
  it has total cover against attacks and other 
  effects outside the fey giant toad, and it 
  takes 3 (1d6) acid damage at the start of 
  each of the fey giant toad’s turns. The fey 
  giant toad can swallow only one target at 
  a time.
  If the fey giant toad dies, a swallowed 
  creature is no longer restrained by it 
  and can escape from 
  the corpse using 5 
  feet of movement, 
  exiting prone
  
  215
  T
  troLL, bLACk
  troLL, bLACk
  The troll hunt had been going well; three singed heads were in the sack already, 
  and we hoped to add two more before the day was done. Tall Grass spotted troll 
  spoor, three of them with one being much larger. Such great sport! We followed, 
  and the largest turned out to be a rare black troll! The horn was sounded, and the 
  hounds set upon the smaller ones. — Sir Cedric of Reme, knight errant
  Black trolls are larger and more fearsome cousins of the common troll. Some 
  sages postulate that black trolls were created through magical augmentation, but 
  who would be foolish enough to augment a troll? These trolls are if anything more 
  rapacious in their appetites than their more common kin, though it should be noted 
  that they will not eat other trolls. Black trolls mate with each other to produce more 
  black trolls, but they also mate with other types of trolls, although these unions do 
  not produce black trolls.
  bLACk troLL
  bLACk troLL
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  20 (+5)
  11 (+0)
  13 (+1)
  7 (–2)
  Skills Perception +4, Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Giant
  Challenge 8 (3,900 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Fire Absorption. When the black troll is subjected to fire damage, it 
  takes no damage and instead regains a number of hit points equal to 
  the fire damage dealt. In addition, until the end of its next turn, the 
  black troll deals an additional 3 (1d6) fire damage with each of its 
  attacks.
  Regeneration. The black troll regains 10 hit points at the start of its 
  turn. If the troll takes cold 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 black troll makes one Bite attack and two Claw 
  attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 
  (1d6 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 
  (2d6 + 5) slashing damage.
  
  216 | T
  troLL, seA
  troLL, seA
  The docks were aflame from a careless lantern thrown at the beasts that had 
  climbed up the pier’s pilings. Their forms stood out against the flames, and no 
  two were the same. I saw quills rising like an urchin on some, tentacles waving 
  on a few, and large pincers on others. They were taller than the sailors fleeing 
  the burning ships, whom they snatched up and tossed into the water where other 
  monsters swam. The dockworkers ran forward to stop them, but it was obvious that 
  the docks were a lost cause. At least Muir answered my prayer that the creatures 
  not find their way into town. — Pier Master Bastille Manten Granger, on the sea 
  troll attack on Jah Sezar
  Sea trolls live near the large bodies of water of the world. Due to mutations, sea 
  trolls have become viable hunters on land and in the water. Those that have mostly 
  piscine diets have even taken on some of the physical traits of their prey (see Piscine 
  Mutations under Actions). Due to their extended time spent in the water, sea trolls 
  have a heightened sense of hearing similar to echo location instead of smell. Their 
  bodies are more resistant to fire as well. However, they are vulnerable to thunder 
  damage, so much so that it arrests the regenerative properties of their flesh.
  seA troLL
  seA troLL
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  20 (+5)
  7 (–2)
  9 (–1)
  5 (–3)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 7 (2,900 XP)
  Keen Hearing. The sea troll has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Regeneration. The sea troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or thunder 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.
  Limited Amphibiousness. The sea troll can breathe air and water but 
  begins to suffocate if not submerged in the sea at least once a day for 
  one minute.
  Actions
  Multiattack. The troll makes one Piscine Mutation attack and two 
  Claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) slashing damage.
  Piscine Mutations. The sea troll has one or more of the following 
  attack options, provided it has the appropriate anatomy:
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) piercing damage.
  Poison Quills. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d8 + 4) poison damage, and the target must 
  succeed on a DC 12 Constitution saving throw or be poisoned for one 
  minute. The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape 
  DC 16) if it is a Medium or smaller creature.
  
  217
  T
  troLL pony
  troLL pony
  It was an odd thing that answered the sea druid’s underwater summons. The 
  four creatures — ponies, she called them — had scales and powerful tails. But they 
  were the ugliest things I’d ever seen. Like a boar and a moose mashed into one 
  face. Three of us drank potions for the underwater ride, and Goleenda cast a spell 
  she used frequently to dive beneath the ship to search for damage. But I have to 
  admit the creatures were fast in the water, getting us to the underwater shipwreck in 
  record time. — Delphira Enesi, on the successful search for The Steel Lady’s Tears.
  Troll ponies are not equines of any kind, but they do make tough and steady 
  beasts of burden, or even mounts, much like ponies. While trolls would be more 
  likely to eat a troll pony than domesticate it, the people of the coastal regions where 
  troll ponies are native see them as troll-like on three counts. First, they are semi-
  aquatic, much like the local sea trolls. Second, their hides are so tough it is joked 
  that a troll pony is as hard to hurt as a troll. Third, and perhaps most decisively, troll 
  ponies, like trolls, have faces that make camels look elegant and personable.
  troLL pony
  troLL pony
  Large beast, unaligned
  Armor Class 13 (natural)
  Hit Points 45 (6d10 + 12)
  Speed 60 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  15 (+2)
  2 (–4)
  12 (+1)
  5 (–3)
  Skills Perception +3
  Resistances slashing damage from nonmagical attacks
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Semi-aquatic. A troll pony suffers no penalties in underwater 
  movement or combat and can remain underwater for up to an hour 
  without needing to surface for breath.
  Actions
  Multiattack. The troll pony makes one Ram attack, one Tusks attack, 
  and two Claw attacks. Instead of the two Claw attacks, it can choose 
  to make a single Tail Slap.
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d4 + 4) bludgeoning damage.
  Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) slashing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) slashing damage.
  Tail Slap. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  trAining A troLL pony
  trAining A troLL pony
  A troll pony raised from birth by humanoids can serve as a pack 
  animal or, with proper training, bear a rider, even in combat, on 
  land or sea. Wild-born troll ponies are not typically trainable, 
  especially not for riding. Training a captive-bred troll pony as a 
  combat mount takes six weeks of work followed by a successful DC 
  20 Wisdom (Animal Handling) check.
  Troll ponies bond heavily to one rider at a time and behave 
  poorly when ridden by unfamiliar people. During the first month 
  with a new rider, all ride checks are made at disadvantage, and 
  the new rider must be sure to ride the troll pony every day to 
  establish a good relationship. Troll ponies also respond poorly to 
  rough handling or abuse, requiring a balance of firm boundaries 
  and gentle patience. Once a troll pony bonds to a new rider, 
  however, it becomes a courageous and loyal companion, often 
  compared to a large, ugly dog.
  Well-bred troll pony “pups” are worth 700 gp apiece on the 
  animal market, while a well-trained adult costs three times that 
  at a minimum. Professional trainers charge 1,000 gp to rear or 
  train a troll pony. Cheaper troll ponies may be available in small, 
  coastal towns where they are native, but these are likely to be 
  better suited for hauling than riding.
  
  218 | T
  tusk Lord
  tusk Lord
  We made our way to the intersection of the Charcoal and Obsidian bridges, 
  joining the throngs waiting to enter the City of Brass. A low chanting rumbled 
  around us, and we turned to find a massive elephant stomping slowly toward us. 
  It carried a host of visitors whose wealth allowed them to ride in style above the 
  rabble crowding the bridge. The elephant’s massive bronze tusks swung over our 
  heads as it passed. I swear the elephant looked wiser and more intelligent than 
  those it carried. — Menlo Top, describing the sights witnessed on his visit to the 
  legendary City of Brass
  Tusk lords are towering, intelligent elephants with charcoal skin and ruby red 
  eyes. They have oversized and upward-curving bronze-colored tusks. The tusk 
  lords are believed to hail from a world destroyed ages ago. Scholars say only a 
  dozen of these creatures are left in all the realms of existence, and it is believed that 
  all work on the Charcoal Bridge on the Plane of Molten Skies. Some claim they are 
  the last hierophants of a now-destroyed god.
  tusk Lord
  tusk Lord
  Gargantuan monstrosity, neutral
  Armor Class 20
  Hit Points 444 (24d20 + 192)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  13 (+1)
  27 (+8)
  17 (+3)
  22 (+6)
  16 (+3)
  Saving Throws Str +16, Con +14, Wis +12, Cha +9
  Skills Arcana +9, History +9, Nature +9, Perception +12, Religion +9
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities acid, cold, fire, lightning, poison, thunder
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 22
  Languages understands all but speaks only Tusk Lord
  Challenge 19 (22,000 XP)
  Immortal. The tusk lord does not need to breathe, eat, or sleep. It will not die of 
  old age but may still be killed.
  Improved Sense of Smell. The tusk lord has advantage on Perception checks 
  that rely on scent.
  Innate Spellcasting. The tusk lord’s innate spellcasting ability is Wisdom (spell 
  save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, 
  with no need for material components or concentration:
  2/day each: antimagic field, etherealness, globe of invulnerability
  Sealed Mind. The tusk lord is immune to mind-altering magic such as charm, 
  compulsion, fear, illusion, or sleep.
  Wish Granting. At its discretion, the tusk lord may grant the wish of a creature 
  (as the wish spell). The tusk lord does so only if presented with a pleasing whale 
  song. Magical reproductions of such a noise automatically qualify; otherwise, 
  a creature must succeed on a DC 20 Charisma (Performance) check to 
  create a reasonable facsimile by mundane means. The tusk lord may 
  grant only one wish per creature.
  Actions
  Multiattack. The tusk lord makes one Gore attack and 
  two Stomp attacks.
  Gore. Melee Weapon Attack: +16 to hit, reach 
  15 ft., one creature. Hit: 37 (6d8 + 10) piercing 
  damage.
  Stomp. Melee Weapon Attack: +16 to hit, 
  reach 15 ft., one creature. Hit: 32 (4d10 + 
  10) bludgeoning damage, and the target must 
  succeed on a DC 20 Strength saving throw or 
  be knocked prone.
  
  219
  W
  CAustiC burst
  CAustiC burst
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (an acid pitted ruby worth 5 gp)
  Duration: Instantaneous
  You launch a ball of viscous acid from your open hand which 
  lands at a point you choose within range and then splashes in a 
  10-foot radius. Each creature in the area centered on that point 
  must make a Dexterity saving throw. A target takes 6d4 acid 
  damage on a failed saving throw, or half as much damage on a 
  successful saving throw. If a target took acid damage, it takes an 
  additional 3d4 acid damage at the start of its next turn.
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d4 for each slot level 
  above 3rd.
  tongue oF the Frog god
  tongue oF the Frog god
  3rd-level transmutation
  Casting time: 1 action
  Range: 15 feet
  Duration: Concentration, up to 1 minute
  This spell conjures a long, swollen tongue that grows from 
  your mouth. This tongue can be used as a whip like appendage 
  to grab objects and has a strength score equivalent to your own. 
  The tongue may also be used to attack opponents. On a successful 
  hit, the tongue inflicts 4d8 bludgeoning damage and the target 
  is grappled. You may use a bonus action to increase the grapple 
  to restrained. You are tied, by the tongue, to the target as long 
  as it is grappled or restrained. If you have a target grappled or 
  retrained by your tongue you may not speak or cast 
  any spells that require a verbal component.
  While you have a target grappled or restrained 
  by your tongue, you may use a bonus action 
  to squeeze it for 4d8 bludgeoning damage. 
  The tongue has your AC and can be severed 
  if it suffers damage equal to 1/10th your 
  maximum hit points. Damage to the tongue 
  does not count against your own hit points. 
  If the tongue is destroyed, it dissolves into 
  nothing and your tongue returns to normal. 
  unhoLy mACe
  unhoLy mACe
  Weapon (mace), uncommon (requires attunement)
  This black-iron mace seems to glow with a very 
  dim, sickly green light, and its head is adorned 
  with curved, almost thorn-like spikes. You have 
  a +1 bonus to attack and damage rolls made with 
  the unholy mace. In addition, if you strike a good-
  aligned creature, you deal an additional 1d6 
  poison damage.
  unmAsked priest oF tsAthoggus
  unmAsked priest oF tsAthoggus
  The masked priests dragged us into the greenstone chamber, lifting the ropes 
  binding our hands over hooks attached to a long silver pole. They swung the pole 
  with us attached out over the 20-foot-wide pit, and we looked down into the frog-
  filled swamp so out of place in this temple. Only when we saw the unmasked priest 
  with his vaguely frog-like features did we understand the dreadful worshippers we 
  had stumbled upon. — “Thistle” Grafter, after escaping the Cult of the Frog God 
  near Tegel Manor  
  The unmasked priests of Tsathoggus openly revel in the deformities their 
  worship of the loathsome Frog God cause on their mortal flesh. Their skin is often 
  misshapen and deformed, vaguely frog-like, glazed over with an oozing film that 
  drips down their scarred cheeks. Some have bulging eyes like a toad.
  unmAsked priest oF tsAthoggus
  unmAsked priest oF tsAthoggus
  Medium humanoid (human), chaotic evil
  Armor Class 17 (+1 scale mail)
  Hit Points 127 (17d8 + 51)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  14 (+2)
  18 (+4)
  8 (–2)
  Saving Throws Wis +8, Cha +2
  Skills Medicine +8, Religion +6
  Damage Resistances necrotic, psychic
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Tsathar
  Challenge 10 (5,900 XP)
  Special Equipment. The unmasked priest of Tsathoggus wears a set 
  of green +1 scale mail and wields a black enameled unholy mace (see 
  sidebar).
  Amphibious. The unmasked priest can breathe air and water.
  Fetid Blessing. Whenever the unmasked priest deals acid or poison 
  damage, it ignores resistance to those damage types and deals an 
  additional 7 (2d6) damage of the same type.
  Spellcasting. The unmasked priest is a 12th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). It has the following cleric spells prepared:
  Cantrips (at will): acid splash, guidance, mending, poison spray, 
  thaumaturgy
  1st level (4 slots): bane, inflict wounds, protection 
  from evil and good, shield of faith
  2nd level (3 slots): acid arrow, hold 
  person, lesser restoration, spiritual 
  weapon
  3rd level (3 slots): caustic burst*, 
  create food and water, dispel 
  magic, tongue of the frog god*
  4th level (3 slots): blight, 
  control water
  5th level (2 slots): insect 
  plague
  6th level (1 slot): harm
  *see sidebar
  Actions
  Unholy Mace. Melee 
  Weapon Attack: +8 to 
  hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) 
  bludgeoning damage. 
  If the target is good-
  aligned, it takes an 
  additional 3 (1d6) poison 
  damage.
  
  220 | w
  vArgouiLLe
  vArgouiLLe
  The vault was filled with unnamable horrors. Eman fell against the wall, trying 
  to keep down the greasy mutton from that roadside inn. He didn’t succeed. Jurise 
  was made of sterner stuff and pushed past the vomiting thief, but even she made a 
  face at the heads sitting on the stone ledges around us. “What madness is this?” 
  she whispered, drawing her blade just to have it ready. It’s a good thing she did. 
  From among the rotting heads of hundreds of beings rose a flock of creatures with 
  the faces of demons. They flew on bat wings as they swept over us. — Excerpt from 
  the long-winded description Symmes the Loquacious gave of evil-winged fiends 
  released on the countryside 
  A vargouille is a hideous, disgusting, and vile creature that is little more than a 
  severed head with bat wings. The creature is slightly larger than a human head with 
  a foot-long wingspan. These creatures from the Abyss flap through the air in search 
  of prey to infect with potent diseases that perpetuate their abominable kind. They 
  delight in causing pain and live to bestow a demonic curse on their victims. Those 
  so cursed develop demonic features, and soon die as their head rips itself away from 
  their body and unfurls its own bat wings.
  vArgouiLLe
  vArgouiLLe
  Tiny fiend, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 13 (3d4 + 6)
  Speed 5 ft., 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (+0)
  14 (+2)
  14 (+2)
  4 (–3)
  7 (–2)
  2 (–4)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Abyssal and Infernal, and any languages it 
  new before becoming a fiend, but is unable to speak
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage plus 10 (3d6) poison damage.
  Demon’s Kiss. If an incapacitated target is within five feet of the 
  vargouille, the vargouille can kiss that creature, which must succeed 
  on a DC 12 Charisma saving throw or become cursed. The cursed 
  target loses 1 point of Charisma at the end of each hour, as its facial 
  features take on a fiendish aspect. The curse is held at bay by direct 
  sunlight or the daylight spell. Once the cursed target’s Charisma 
  drops to 2, it suffers an excruciating, violent death as its head 
  tears away from its body to become a new vargouille. The curse can 
  be ended only by a remove curse or greater restoration spell. The 
  physical changes are undone when the curse ends through these 
  means.
  Stunning Shriek. The vargouille unleashes a piercing shriek. 
  Creatures within 30 feet of the vargouille that hear the shriek must 
  succeed on a DC 12 Wisdom saving throw or be frightened and 
  stunned until the end of the vargouille’s next turn. While frightened 
  in this way, a target is stunned. If the creature’s saving throw is 
  successful, then it is immune to the vargouille’s shrieks for the next 
  hour.
  WAkAndAgi
  WAkAndAgi
  If ye plan on rowin’ across Lake Aur and pannin’ for gold, be wary when the 
  water parts and breaks. It inn’t the lake, but the things in the lake. They’ll smash yer 
  boat with their horns, then feast on yer bones when they drag you under. You might 
  see their heads, like stags they are, but that’s just to fool ye. They are serpents, and 
  mean ones at that. I don’t think they care ’bout the gold in the lake, but they know 
  it brings fools like ye lookin’ fer it. — Jorgan “Old Gab” Crostover, overseer of the 
  locks on the River of Gold 
  The fierce wakadangi resembles an eel or serpent but with the head and antlers of 
  a stag. Known for their fierce territoriality, they are held sacred by many wilderness-
  dwelling folk and are considered guardians of sacred spots. Travelers who defend 
  themselves against attacks by the wakandagi may find themselves in trouble with 
  local priests and their communities.
  Wakandagi dwell in streams and lakes and are known to aggressively defend 
  their territory, often tearing holes in the bottom of boats with their antlers, then 
  attacking as their victims splash helplessly in the water. The males become 
  particularly violent during rutting season in the spring.
  WAkAndAgi
  WAkAndAgi
  Large beast, unaligned
  Armor Class 16
  Hit Points 102 (12d10 + 36)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  1 (–5)
  13 (+1)
  4 (–3)
  Skills Perception +5
  Senses passive Perception 15
  Challenge 3 (700 XP)
  Amphibious. Wakandagi can breathe both air and water.
  Keen Smell. The wakandagi has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Magic Resistance. The wakandagi has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 
  (3d6 + 4) piercing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) piercing damage.
  
  221
  W
  Weird, bLood
  Weird, bLood
  The fountain looked entirely innocent, with angel-faced cherubs holding lotuses 
  as they stood among playful dolphins. How deceiving! Kirtsu flipped the stone 
  switch on the edge of the fountain, and the pipes hidden within gurgled and groaned 
  … and torrents of dark blood began to spurt from the idyllic imagery to rapidly fill 
  the bowl. Kirtsu stepped back, but it was too late. A serpent of blood rose from the 
  basin and grabbed the halfling around the waist. He was lifted up and vanished 
  into the pool with a splash. — Zuhari Glass, on the discovery of the Blood Cult of 
  Tsathar in Harwood Forest
  Blood weirds are virtually unknown and rarely encountered unless summoned 
  to the Material Plane. Before summoning the weird, casters often fill a large basin 
  or font with the blood of slain foes or captives. Blood weirds wait patiently in their 
  pool for potential prey. When a foe wanders too close, the weird lashes out and 
  wraps itself around the opponent.
  bLood Weird
  bLood Weird
  Large elemental, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 105 (14d10 + 28)
  Speed 0 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  15 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  Saving Throws Con +5
  Skills Perception +6, Stealth +9
  Damage Resistances bludgeoning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
  prone, restrained, unconscious
  Senses blindsight 30 ft., passive Perception 16
  Languages Abyssal, Common
  Challenge 8 (3,900 XP)
   
  Invisible in Blood. The blood weird is invisible while fully immersed 
  in blood.
  Blood Bound. The blood weird dies if it spends more than two 
  consecutive rounds outside a large body of blood.
  Extinguish. When the blood weird successfully hits a Medium 
  or smaller target holding a torch, exposed lantern, or other 
  nonmagical source of fire with its Constrict attack, that fire source is 
  extinguished.
  Regeneration. The blood weird regains 10 hit points at the start of its 
  turn if it has at least 1 hit point and is at least partially immersed in 
  blood. If the blood weird takes fire damage, this trait doesn’t function 
  at the start of the blood weird’s next turn. The blood weird dies only 
  if it starts its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The blood weird makes one Constrict attack and uses 
  Siphon Blood.
  Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  18 (4d6 + 4) bludgeoning damage. If the target is Medium or smaller, 
  it is grappled (escape DC 16) and pulled five feet toward the blood 
  weird. Until this grapple ends, the target is restrained, the blood 
  weird tries to drown it, and the blood weird can’t grapple another 
  target.
  Siphon Blood. A grappled creature must make a DC 16 Constitution 
  saving throw. On a failure, it takes 14 (4d6) necrotic damage, and 
  the blood weird regains hit points equal to half the amount of 
  necrotic damage dealt.
  
  222 | w
  Weird, Fungus
  Weird, Fungus
  Mama Alfose had let us stay at her cottage while we were traveling to the 
  Crescent City. Londru thought it would be a nice thing if we did a few chores around 
  the place before we headed out, and as usual he went overboard. While the rest of 
  us were chopping wood and cleaning out the hog pens, he went to clear out some 
  brush. Turned out that brush was alive, for a long snake thing made of fungi and 
  plants sprang out and attacked. We came running and jumped into the fight. It was 
  tough — you don’t wear your armor while mucking hogs, after all — but in the end 
  we put it down. Damn thing wasn’t dead dead, though, for it rose back up before 
  we left. Our wizard Rangi burned it out. I hope that did the trick. — Ultär son of 
  Ultär, adventurer
  Fungus weirds are masses of fungi, mosses, and plants from other planes. They 
  have a degree of sentience and can be communicated with, though their thought 
  process, wants, and needs are truly alien. At rest, the fungus weird looks like a 
  pile of brambles, downed limbs, fungi, and mosses. When roused, it can extend a 
  10-foot-long serpentine body or stalk and attack with surprising speed. Their spores 
  can induce sleep, leaving a victim to lie in slumber while the weird decides if it is 
  going to eat it or not.
  Fungus Weird
  Fungus Weird
  Large plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 60 (8d10 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  14 (+2)
  10 (+0)
  12 (+1)
  13 (+1)
  Skills Perception +5, Stealth +5
  Damage Resistances acid; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
  restrained, prone, unconscious
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 3 (700 XP)
  Ambusher. In the first round of combat, the fungus weird has 
  advantage on attack rolls against any creature it has surprised.
  Camouflage. The fungus weird has advantage on Dexterity (Stealth) 
  checks it makes while in its pool.
  Fungus Bound. A fungus weird’s “pool” is not a pool at all, but an 
  entanglement of leaves, branches, mosses, fungi, and plants. The 
  fungus weird dies if it leaves this area or if the area is destroyed.
  A creature that enters the fungus weird’s pool must succeed on a DC 13 
  Strength saving throw or be restrained by the entangling plants. A 
  creature restrained by the plants can use its action to make a DC 13 
  Strength check, freeing itself on a success.
  Rejuvenation. A destroyed fungus weird reforms in 24 hours if its pool 
  is still intact, regaining all its hit points and becoming active again.
  Surprise Attack. If the fungus weird surprises a creature and hits it 
  with an attack during the first round of combat, the target takes an 
  extra 14 (4d6) damage from the attack.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 
  (3d8 + 3) piercing damage, and the target is grappled (escape DC 
  13). Until this grapple ends, the target is restrained, and the fungus 
  weird can’t grapple another target.
  Sleep Spores. The fungus weird ejects spores at one creature it 
  can see within five feet of it. The target must succeed on a DC 
  13 Constitution saving throw or be poisoned for one minute. The 
  poisoned creature is incapacitated as it slumbers. The target can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  
  223
  W
  WeredACtyL
  WeredACtyL
  Lunscray led our horses into the narrow canyon, following the rocky path he 
  promised would get us through a gap in the Kulgera Ridge. We were making good 
  time when one of the scouts noticed the six obese men and women sitting on a 
  high ledge watching us. How they had climbed to that height was inconceivable. 
  They laughed among themselves and pointed down at our caravan. Someone 
  screamed when one of them leaped from the cliff, falling right at us. That fat blob of 
  a man sprouted wings as he fell and gave a shriek as he became an angry, birdlike 
  creature. The others matched the shriek as they too launched off the cliff. — Vizzin 
  Shaw, exploring the Seething Jungle for a route across the Kulgera Ridge 
  Weredactyls in their human form are fat, slouching humanoids with protruding 
  faces, low foreheads, and sagittal crests. Their were-form is a pterodactyl with long 
  human fingers at the wing-joint and human eyes. In hybrid form, their arms and legs 
  are more developed, and their wings and beaks are small, too small to enable flight 
  in the case of the wings. They are naturally stupid even in human form, which many 
  skelzis exploit to gain loyal (albeit dimwitted) servants.
  WeredACtyL
  WeredACtyL
  Medium humanoid (shapechanger), chaotic evil
  Armor Class 12
  Hit Points 44 (8d8 + 8)
  Speed 30 ft. (human or hybrid form); 10 ft., 50 ft. flying (pterodactyl 
  form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  12 (+1)
  7 (–2)
  10 (+0)
  8 (–1)
  Damage Immunity bludgeoning, piercing, and slashing damage from 
  nonmagical attacks that aren’t silver
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Skelzi
  Challenge 2 (450 XP)
  Shapechanger. The weredactyl can use its action to polymorph into 
  a pterodactyl-humanoid hybrid or into a pterodactyl, or back into 
  its true form, which is humanoid. Its statistics 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.
  Actions
  Multiattack. The weredactyl makes two melee attacks or two ranged 
  attacks.
  Peck (pterodactyl or hybrid form only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Claw (hybrid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. If two Claw attacks hit 
  the same target on the weredactyl’s turn, the target must make a 
  successful DC 12 Dexterity saving throw or be grappled (escape DC 
  11).
  Handaxe (human or hybrid form only). Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 
  + 3) slashing damage.
  
  224 | w
  WitCh tree
  WitCh tree
  We were still miles from town when the rain caught up to us, a 
  real gully washer that soaked us to our skin. We found a grove of 
  willow trees and happily ducked under their drooping branches. 
  The impromptu shelter was still wet, but it kept the worst of the rain 
  off us. Little did we know we’d walked willingly into the lion’s den. 
  We had just spread our blankets to rest when the tree reached down 
  grabbed Hanslon. I looked up from the ground to find a bark-skinned 
  woman formed from the tree trunk looking back at me. — Phineous G. 
  Babblebrook, halfling explorer  
  From a distance, a witch tree is almost indistinguishable from a normal 
  willow. Up close, however, a witch tree appears to be a tall, beautiful 
  woman formed from a willow tree. The trees fronds form the woman’s 
  hair and fingers, while the branches and trunk create her arms and torso. 
  The willow’s roots form the woman’s legs and feet. The witch tree’s skin 
  is thick and dark, resembling the bark of a tree. Witch trees gain nutrients 
  from the soil where they take root, but they have a particular fondness for 
  living flesh, particularly that of gnomes and orcs. As such, groves of these 
  creatures can be found near such settlements.
  WitCh tree
  WitCh tree
  Huge plant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 94 (9d12 + 36)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  19 (+4)
  7 (–2)
  12 (+1)
  16 (+3)
  Skills Perception +4
  Damage Vulnerabilities fire
  Damage Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities acid
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  Languages Abyssal, Common, Goblin, Sylvan
  Challenge 8 (3,900 XP)
  False Appearance. As long as the witch tree remains motionless, it is 
  indistinguishable from a normal willow tree.
  Innate Spellcasting. The witch tree’s innate spellcasting ability is 
  Constitution (spell save DC 14). It can cast the following spells, 
  requiring no material components:
  5/day: enthrall
  1/day: dominate monster
  Tendrils. The witch tree’s tendrils can be cut, have an Armor Class 
  of 15, 10 hit points, immunity to poison and psychic damage, and 
  the witch tree’s damage vulnerabilities, resistances, and other 
  immunities. Cutting a creature free of the tendrils deals no damage 
  to the witch tree. The tendrils can also be broken if a creature takes 
  an action and succeeds on a DC 17 Strength check.
  Actions
  Multiattack. The witch tree uses its Constrict ability and makes four 
  Tendril attacks.
  Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 
  15 (3d6 + 5) bludgeoning damage and the target is grappled (escape 
  DC 16). A grappled creature is restrained.
  Constrict. All grappled creatures must make a DC 16 
  Constitution saving throw, taking 15 (3d6 + 5) bludgeoning 
  damage, or half as much damage on a successful saving 
  throw.
  
  225
  W
  WoLF, shAdoW
  WoLF, shAdoW
  Longtooth led us into the box canyon, that old hound’s nose to the ground as he 
  tracked the scent of the deer. It was our dinner, but we should have just let it go. But 
  that old dog found that deer all right … or at least what was left of it. The animal 
  was torn to shreds on the ground, its blood still warm where it had fallen. Porthos 
  drew his blade, but at what? Nothing was in that canyon with us. That’s when a wolf 
  howled — the signal to attack — and shadowy shapes squeezed out of the narrowest 
  of gaps in the rocks around us. I still blame that dog for getting us into that mess. 
  — Crymm “One Arm” Gloomreaver, remembering the day he lost his sword arm 
  Shadow wolves are nocturnal hunters that hate all living creatures. Their eyes 
  flash with a crimson fire when prey is sighted. Shadow wolves prefer to attack from 
  ambush, using the shadows and darkness to their advantage. When prey wanders 
  nearby, a shadow wolf leaps to the attack. A shadow wolf pack leads its prey into an 
  ambush and then strikes when opponents are completely unaware.
  shAdoW WoLF
  shAdoW WoLF
  Medium undead, chaotic evil
  Armor Class 14
  Hit Points 32 (5d8 + 10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  18 (+4)
  14 (+2)
  6 (–2)
  10 (+0)
  8 (–1)
  Skills Stealth +6
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
   
  Amorphous. The shadow wolf can move through a space as narrow as 
  one inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow wolf 
  can take the Hide action as a bonus action. Its stealth bonus is also 
  improved to +8.
  Sunlight Weakness. While in sunlight, the shadow wolf has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Actions
  Strength Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d8 + 4) necrotic damage, and the target’s Strength 
  score is reduced by 1d4. The target dies if this reduces its Strength 
  to 0. Otherwise, the reduction lasts until the target finishes a short 
  or long rest. If the target is a creature, it must also succeed on a DC 
  12 Strength saving throw or be knocked prone.
  If a non-evil humanoid dies from this attack, a new shadow rises from 
  the corpse 1d4 hours later.
  Bay (recharge 5–6). The shadow wolf lets out a fearful howl. All 
  creatures within 40 feet who hear it must succeed on a DC 12 
  Wisdom saving throw or become frightened for one minute. A 
  frightened creature may repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  
  226 | w
  WoodWose
  WoodWose
  We ignored the dryad’s warnings and proceeded deeper into the forest, laughing 
  the whole time at the thought that we, the Five from Kyrgos, would fear some story 
  of a mighty tree man who haunts the shadowed depths. We learned our lesson soon 
  enough, for we came upon a crooked old man with skin like moss-covered bark, a 
  beard of leaves, and a wicked glint in the gnarled knots he called eyes. At first we 
  sought to parley; many creatures of the forest dark will talk if approached with 
  honor and respect. Not this one, for he let out a sound like wind whistling through 
  dead limbs and leapt to attack. Many Fists’ warclub just bounced off the man, and 
  our attacks were as useless as slicing at a tree bole. The wood man grew spines 
  along his arms and slashed at us, all the while calling upon the powers of the forest 
  to bring down thorny vines and call forth hungry bears. — Sir Cedric of Reme, 
  knight errant
  The woodwose, or green men, are wicked male counterparts of the dryad. 
  Guardians and protectors of forests and woodlands, woodwose have a cruel 
  streak, feeling it better to bury an intruder among the trees than to ever let them 
  leave their forested sanctuaries. Due to their malign nature, woodwoses do not 
  associate with dryads, most sprites, or other benign woodland creatures. They do 
  however sometimes form bonds and alliances with other evil fey creatures (such 
  as quicklings). The woodwose stands five feet tall and weighs about 150 pounds. 
  Its skin is dark brown and rough, and course to the touch. Its hair is dark greenish-
  brown. A woodwose’s eyes are deep chestnut brown.
  WoodWose
  WoodWose
  Medium fey, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  18 (+4)
  13 (+1)
  16 (+3)
  18 (+4)
  Saving Throws Con +8, Wis +7
  Skills Nature +7, Stealth +7
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing damage 
  from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 10 (5,900 XP)
  Innate Spellcasting. The woodwose’s innate spellcasting ability is 
  Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast 
  the following spells, requiring no material components:
  At will: entangle, pass without trace, shillelagh, speak with plants
  Plant Passivism. Plant creatures will not willingly attack the 
  woodwose. They can be forced to do so through magical or other 
  means. If the woodwose or its allies attack a plant creature, the 
  effect is broken until the woodwose completes a long rest.
  Plant Sense. The woodwose can sense any creature within 60 feet 
  that is in contact with vegetation.
  Spellcasting. The woodwose is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). It has the following spells prepared:
  Cantrips (at will): detect magic, guidance, resistance
  1st level (4 slots): cure wounds, faerie fire, longstrider, thunder 
  wave
  2nd level (3 slots): gust of wind, locate animals and plants, moonbeam
  3rd Level (3 slots): call lightning, dispel magic, plant growth
  4th Level (3 slots): dominate beast, giant insect, ice storm
  4th Level (1 slot): insect plague
  Wood Immunity. A woodwose is unaffected by weapons made of wood 
  or spells that have primarily a wooden component. Weapons that 
  have damaging parts that are primarily metal (such as arrows or 
  spears) affect the woodwose normally.
  Actions
  Multiattack. The creature makes one Club attack and one Punch 
  attack.
  Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 
  (4d8 + 3) bludgeoning damage.
  Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 
  (2d8 + 3) bludgeoning damage.
  
  227
  Z
  zombie, Aqueous
  zombie, Aqueous
  Caulfield cast the net over the first dead thing as it clambered onto the ship, 
  pinning it to the deck. Tree melted the next one with a well-placed bolt of flame to 
  the face. That left the last one to me, and it was a gruesome ordeal. My blade cut 
  through its guts with ease, releasing a gusher of saltwater and blood. I slipped in 
  the gore, and that was a good thing, as the zombie spewed a spray of salt from its 
  mouth that tore the wood off the main mast. — Pollax, traveling aboard the Ocean’s 
  Countess 
  Aqueous zombies are the remains of victims sacrificed to the sea and the gods 
  of the deep. The ritual to create them is quite gruesome and involves stuffing the 
  still-living sacrifice with dried sea salt and blood until their stomach bursts, at which 
  point they are drowned.
  Aqueous zombie
  Aqueous zombie
  Medium undead, neutral evil
  Armor Class 9
  Hit Points 30 (4d8 + 12)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (–1)
  16 (+3)
  3 (–4)
  6 (–2)
  5 (–3)
  Saving Throws Wis +0
  Damage Immunities 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 1/2 (100 XP)
  Undead Fortitude. If damage reduces the aqueous zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the aqueous zombie drops to 1 hit point instead.
  Actions
  Multiattack. The aqueous zombie makes two Slam attacks.
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 
  (1d6 + 1) slashing damage.
  Salt Spray (recharge 5–6). The aqueous zombie ejects a salt spray in 
  a 10-foot line that is five feet wide. Each creature in that line must 
  make a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning 
  damage, or half as much damage on a successful one.
  zombie, brAmbLe 
  zombie, brAmbLe 
  We found all the servants dead in the brambles out front of the manor house, a 
  wall of bodies tangled in the vines. Most were shriveled corpses wasting to nothing 
  in the blazing sun. The vines themselves whipped and thrashed as we tried to 
  retrieve the corpses. In the end, we set the mass on fire to end the horror. The blaze 
  drew the royal family from their home. Or what was left of them. Vines wrapped 
  tightly around their bodies, the thorns digging into their dead flesh. They raised 
  their red claws as they advanced. — Report delivered to Sir Rhonic Ort by the 
  knights of Albor Broce sent to investigate Harlow Manor outside the capital city
  A bramble zombie is what happens when a medium creature addicted to bramble 
  berries dies. Bramble zombies retain no personality, memory, or abilities from their 
  previous existence. They mindlessly defend the bramble (see monster entry) that 
  created them and have no other purposes or goals. Other than the possible red thorn-
  claws, bramble zombies look like dead bodies, usually 10–15 times as decomposed 
  as they should be compared to when they died. Bramble zombies never smell bad, 
  however, and their decomposition process is dry and dusty, as if they’re turning 
  directly into soil while skipping the stages in between. Since they spend so much 
  time sitting still near the quick-growing bramble, older bramble zombies often have 
  bramble vines growing all over or through themselves.
  brAmbLe zombie
  brAmbLe zombie
  Medium undead, neutral
  Armor Class 17 (natural armor)
  Hit Points 207 (18d8 + 126)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (–2)
  24 (+7)
  5 (–3)
  10 (+0)
  2 (–4)
  Saving Throws Str +10, Con +11
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, poisoned, stunned, 
  unconscious
  Senses tremorsense 120 ft., passive Perception 10
  Languages —
  Challenge 12 (8,400)
  Loyal to the Bramble. A bramble zombie is incapable of actions 
  contrary to the well-being of the bramble that created it. It will die 
  before causing harm or allowing harm to befall its bramble.
  Temporary. Bramble zombies decay much more quickly than ordinary 
  corpses. After a year of service, they crumble to a soil-like dust. If at 
  all possible, bramble zombies make sure to crumble near the roots of 
  their bramble, to nourish it with their remains. 
  Bramble zombies also die if their bramble dies.
  Actions
  Multiattack. The bramble zombie 
  makes one Bite attack and two 
  Claw attacks.
  Bite. Melee Weapon Attack: 
  +10 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8 + 6) 
  piercing damage + 3d6 
  poison damage.
  Claw. Melee Weapon Attack: 
  +10 to hit, reach 5 ft., one 
  target. Hit: 8 (1d4 + 6) 
  slashing damage plus 5 (2d4) 
  poison damage.
  
  228 | Z
  zombie, CArChArodon
  zombie, CArChArodon
  As we crossed the Sea of the Dead, we fought off the many horrors spawned by 
  that cursed place. Bloated zombies clambered aboard, undead gulls stripped the 
  flesh from the unwary, and even the weevils in our biscuits animated and attacked. 
  By far the worst were the undead sharks, a massive Carcharodon foremost among 
  them. It came from below, savaging our hull and shaking the ship like an ape going 
  after fruit. — Captain Elisa Bounapert of the Wastrel’s Daughter
  Zombie carcharodons are giant undead sharks that roam the seas, looking to sate 
  their never-ending hunger on the ships and sailors of the world. Schools of normal 
  sharks may be found swimming alongside their larger zombie brethren. They often 
  fall victim to the frenzied thrashing of the undead carcharodon when it tastes blood 
  in the water.
  CArChArodon zombie
  CArChArodon zombie
  Gargantuan undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 332 (19d20 + 133)
  Speed 0 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  6 (–2)
  24 (+7)
  1 (–5)
  3 (–4)
  5 (–3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses blindsight 60 ft., passive Perception 6
  Languages —
  Challenge 18 (20,000 XP)
  Blood Frenzy. The carcharodon zombie has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit points.
  Turn Resistance. The carcharodon zombie has advantage on saving 
  throws against any effect that turns undead.
  Undead Fortitude. If damage reduces the carcharodon zombie to 0 
  hit points, it must make a Constitution saving throw with a DC of 5 
  + the damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the carcharodon zombie drops to 1 hit points 
  instead.
  Actions
  Multiattack. The carcharodon zombie makes two Bite attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 22 
  (3d10 + 6) piercing damage.
  
  229
  Z
  zombie, gobLin
  zombie, gobLin
  I’ve seen cheap armies before. For instance, the Star Kings cut corners by 
  handing out pikes to peasants, while the overlord of Kaff used cut-rate mercs who 
  cut and run. But zombie goblins? This Everik “the Dark Lord” was scraping the 
  bottom of the barrel here. Even so, the little buggers kept coming and coming; our 
  arms grew tired from slaying and the reaper started to call its horn long before we 
  were through the last of them. — Big Joanne, mercenary
  Pound for pound, zombie goblins might be the least effective zombies, but 
  necromancers looking to cut costs or those who lack access to large numbers 
  of human zombies often choose this route. Goblin shamans who work with the 
  materials they have often have large numbers of zombie goblin servants. Either 
  way, they are weak individually but dangerous in greater numbers. Even a mediocre 
  wannabe dread lord can bring dozens of the things to battle.
  gobLin zombie
  gobLin zombie
  Small undead, neutral evil
  Armor Class 11 (leather armor)
  Hit Points 13 (3d6 + 3)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  12 (+1)
  3 (–4)
  6 (–2)
  5 (–3)
  Saves Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages can’t speak but understands the languages it knew in life
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie goblin 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 zombie goblin drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 
  + 1) piercing damage.
  
  230 | Z
  zombie, gug
  zombie, gug
  Can a gug even be zombified? That was the question we were throwing around 
  that evening as we sipped ales down at the Sudden Happenstance. Well, as it turned 
  out, Hille’s master had a fresh gug corpse and we were just drunk enough to think 
  of it as possible, but not so drunk as to not be able to do it. We did and regretted 
  it. True, it lacked most of the fearsome defenses that a gug has, but it still had four 
  arms and a gaping maw that could swallow a deer, or in this case, a Hille. — Päuk, 
  apprentice mage.
  While its flesh is not of this word, a gug is certainly flesh and blood enough to 
  die, and if it can die, it can be animated as undead. The zombie gug is even more 
  horrific than it was in life, with its flesh rotting in long strips that seem to decay into 
  nothingness as they break off from the body, its eyes slack and staring, its four limbs 
  moving with terrible slowness yet incredible strength. Zombie gugs are sometimes 
  created when gugs are summoned to this realm and then left to guard an area for so 
  long that even their alien bodies wither and die, yet they remain on guard for eons 
  to come.
  gug zombie
  gug zombie
  Large undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 190 (20d10 + 80)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  18 (+4)
  19 (+4)
  11 (+0)
  16 (+3)
  11 (+0)
  Saving Throws Wis +7
  Skills Athletics +11, Acrobatics +12, Perception +7, Stealth +8, 
  Survival +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages understands Undercommon but can’t speak
  Challenge 10 (5,900 XP)
  Compression. A gug can contort and distend its bodies in unnatural 
  ways, allowing them to fit through any space large enough for a 
  Small creature to fit without squeezing, and can move through any 
  space large enough for a Tiny creature, but moves at a speed of five 
  feet while doing so.
  Undead Fortitude. If damage reduces the zombie gug 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 zombie drops to 1 hit point instead.
  Actions
  Multiattack. The gug makes one Bite attack and two Claw attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 
  (2d10 + 3) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 24 
  (6d6 + 3) slashing damage.
  
  231
  Z
  zombie, juju
  zombie, juju
  Helmgat had a bodyguard, a cloaked figure who stood menacingly behind him 
  at all times and glared from the depths of a hood so deep we couldn’t make out 
  anything save for two red eyes. Nasty work, but when you’re desperate you take 
  the jobs you can find. In the end, Helmgat tried to stiff us. When we protested, his 
  bodyguard threw off its cloak to reveal a rotting corpse. No zombie moved like that, 
  smooth with the motions of a skilled warrior, or fought with such intelligence and 
  cunning. As we closed in, it knocked over a flagon of oil onto the charcoal fireplace 
  in the center of the table and hustled itself and its charge out the back. — Tara the 
  Wise, adventurer
  Juju zombies retain memories and talents they had in life, and some even retain 
  their names and personalities. They are most often created by dark rituals but can 
  also be accidently animated when a corpse is slain by powerful necromantic magic. 
  Self-willed, they make difficult undead servants, for their loyalty must be earned, 
  not simply commanded. However, their intelligence and unique skill sets make 
  them terrible foes, and thus excellent bodyguards and lieutenants.
  juju zombie
  juju zombie
  Medium undead, neutral evil
  Armor Class 16 (chain mail)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  15 (+2)
  4 (–3)
  10 (+0)
  14 (+2)
  Skills Acrobatics +7, Athletics +9
  Damage Resistances fire
  Damage Immunities cold, lightning, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages it knew in life but can’t speak
  Challenge 3 (700 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit points, it 
  must make a Constitution saving throw with a DC of 5 + the damage 
  taken, unless the damage is radiant or from a critical hit. On a 
  success, the zombie drops to 1 hit point instead.
  Magic Resistance. The zombie has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The juju zombie makes two Longsword attacks, or one 
  Longsword attack and one Slam attack.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 
  5) slashing damage if used with two hands.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 +5) bludgeoning damage.
  
  232 | Z
  zombie, mummy
  zombie, mummy
  We barely had time to mourn Shafa. Our brave fighter had blundered into one too 
  many traps and taken a swinging scythe to the head. As Sister Catherine pronounced 
  him too far gone, he stirred and sat up. His body had already begun to desiccate 
  and smell like the mummies we had fought, frankincense and myrrh wafting from 
  his moaning mouth. As he rose, he blamed us, especially Miroini our trapfinder, for 
  his death. We had to put him down before he used that greatsword of his to finish 
  off Miroini. Even with her healing powers, Sister Catherine says he may never walk 
  straight again. — Algrid Henswaithe, University of the Vast
  Certain cursed temples or those built to glorify dark gods in the lands of 
  Khemit animate all living creatures that die within them. These corpses rise as 
  mummy zombies, not nearly as powerful as true mummies and lacking the funeral 
  wrappings. Their flesh is desiccated and often infused with the substances used 
  to mummify the dead, which sometimes hides their walking corpse status under 
  wafts of perfumed air. These undead retain some semblance of the minds they had 
  in life, though twisted with hatred toward their companions who “Let them die,” 
  and can use many of the skills they had in life, though not anything as complex as 
  spellcasting.
  mummy zombie
  mummy zombie
  Medium undead, chaotic evil
  Armor Class 11
  Hit Points 17 (2d8 + 8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  13 (+1)
  2 (–4)
  2 (–4)
  2 (–4)
  Damage Vulnerabilities fire
  Damage Resistances cold
  Damage Immunities necrotic, poison; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 6
  Languages —
  Challenge 2 (450 XP)
  Actions
  Multiattack. The mummy zombie makes two Claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
  
  233
  Z
  zombie, otyugh
  zombie, otyugh
  What’s fouler than an otyugh? A zombie otyugh. No, this is not some kind of joke; 
  we fought one during the Darkhold campaign. Seems the Wight Kings had been 
  using live otyughs as disposals, just tossing bits and scraps down to them when the 
  unused corpse parts started to pile up. Tidy, for necromancers at least. When the 
  war turned against them, they zombified their waste eaters and sent them against 
  our lines. Line breakers they were, and it took an iron stomach to stand that smell 
  as hundreds of pounds of rotting flesh and worse came barreling at you. I saw many 
  a brave warrior felled as they retched their guts out. — Big Joanne, mercenary
  While they can be created through the normal means of creating zombies, must 
  zombie otyughs come into being through accident. While immune to mundane 
  diseases, these offal eaters from time to time consume too much necrotic flesh. 
  The result is a magical disease that eats the otyugh from the inside, turning it into a 
  perverse and even fouler version of its living self.
  otyugh zombie
  otyugh zombie
  Large undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  19 (+4)
  6 (–2)
  13 (+1)
  6 (–2)
  Saving Throws Con +7, Wis +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 5 (1,800 XP)
  Limited Telepathy. The otyugh zombie can magically transmit simple 
  messages and images to any creature within 120 feet of it that can 
  understand a language. This form of telepathy doesn’t allow for the 
  receiving creature to telepathically respond.
  Undead Fortitude. If damage reduces the otyugh zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the zombie drops to 1 hit point instead.
  Actions
  Multiattack. The otyugh zombie makes one Bite attack and two 
  Tentacle or Tentacle Slam attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 
  (2d8 + 3) piercing damage. If the target is a creature, it must succeed 
  on a DC 15 Constitution saving throw against disease or become 
  poisoned until the disease is cured. For every 24 hours that elapse, 
  the target must repeat the saving throw, reducing its hit point 
  maximum by 5 (1d10) on a failure. The disease is cured on a success. 
  The target dies if the disease reduces its hit point maximum to 0. 
  This reduction to the target’s hit point maximum lasts until the 
  disease is cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 
  7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If 
  the target is Medium or smaller, it is grappled (escape DC 13) and 
  restrained until the grapple ends. The otyugh has two tentacles, 
  each of which can grapple one target.
  Tentacle Slam. The otyugh zombie slams creatures grappled by it 
  into each other or a solid surface. Each creature must succeed on a 
  DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning 
  damage and be stunned until the end of the otyugh’s next turn. On 
  a successful save, the target takes half the bludgeoning damage and 
  isn’t stunned
  
  234 | Z
  zombie, poisonous snAke
  zombie, poisonous snAke
  Latina was digging her hands through the damp soil, trying to find the gems 
  supposedly buried beneath the sunflowers. She saw it as the perfect opportunity to 
  grab a little gold to make all of the deaths worth it. She ended up falling facedown 
  into the soil as the undead snakes wrapped around her arms and began biting 
  repeatedly with their deadly poison. — Calystto Myrt, describing the Fungus 
  Druid’s underground greenhouse known as the Mushroom Grotto   
  Poisonous zombie snakes are undead serpents that deliver a deadly bite. The tiny 
  asps are created using vipers. Their bodies often show the wounds that caused their 
  deaths. Necromancers and other evil sorcerers occasionally animate entire barrels 
  of the serpents to provide added defenses for their homes. 
  poisonous snAke zombie
  poisonous snAke zombie
  Tiny undead, neutral evil
  Armor Class 10 (natural armor)
  Hit Points 5 (1d4 + 3)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  10 (+0)
  16 (+3)
  1 (–5)
  6 (–2)
  3 (–4)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/8 (25 XP)
  Undead Fortitude. If damage reduces the zombie snake 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 zombie poisonous snake drops to 1 hit point 
  instead.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 
  piercing damage, and the victim must make a DC 13 Constitution 
  saving throw, taking 9 (2d8) points of poison damage on a failed 
  save, or half as much on a successful save. If the poison damage 
  reduces the target to 0 hit points, the target is stable but poisoned 
  for one hour, even after regaining hit points, and is paralyzed while 
  poisoned in this way.
  
  235
  Z
  zombie, sphinx
  zombie, sphinx
  Karmeiko’s Treasury of Desert Legend spoke of a sphinx guarding the pass 
  through the Broken Mountains. I came prepared, having memorized a dozen 
  carefully selected riddles that were sure to allow us passage. It was all for naught, 
  for as we crested the pass and came within sight of the sphinx, it turned its milky 
  white eyes on us with a vacant stare. I was saddened to see a once noble and learned 
  beast turned into this foul perversion of life. As it charged, I responded with flame 
  and lightning. — Algrid Henswaithe, University of the Vast
  Sphinx are often bound by magic to guard a place or secret lore. The magic that 
  keeps them in service sometimes survives the magic-user who bound them, leaving 
  the sphinx trapped. If lucky, enough food and water is provided to keep the sphinx 
  alive for centuries; if not, they eventually succumb, trapped by the bounds of magic. 
  These sphinxes, maddened by their callous treatment and needless deaths, animate 
  as zombies, but zombies far more intelligent than others of their ilk.
  sphinx zombie
  sphinx zombie
  Large undead, neutral evil
  Armor Class 11 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (–2)
  20 (+5)
  3 (–4)
  10 (+0)
  5 (–3)
  Saving Throws Wis +3
  Damage Immunities poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can’t speak
  Challenge 5 (1,800 XP)
  Magic Weapons. The zombie’s weapon attacks are magical.
  Undead Fortitude. If damage reduces the zombie to 0 hit points, it 
  must make a Constitution saving throw with a DC of 5 + the damage 
  taken, unless the damage is radiant or from a critical hit. On a 
  success, the zombie drops to 1 hit point instead.
  Actions
  Multiattack. The zombie makes two Claw attacks.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 
  (2d10 + 6) slashing damage.
  
  236 | aPPendIx 1
  tiny AnimAted objeCt
  tiny AnimAted objeCt
  Tiny construct, unaligned
  Armor Class 12
  Hit Points 28 (8d4 + 8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  13 (+1)
  1 (–5)
  5 (–3)
  1 (–5)
  Skills Perception –1
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 1/2 (100 XP)
  Antimagic Susceptibility. The animated object is incapacitated 
  while in the area of an antimagic field. If targeted by dispel magic, 
  the animated object must succeed on a Constitution saving throw 
  against the caster’s spell save DC or fall unconscious for one minute.
  Constructed Nature. An animated object doesn’t require air, food, 
  drink, or sleep.
  False Appearance. While the animated object remains motionless, it 
  is indistinguishable from a normal object of its type.
  Actions
  Multiattack. The animated object makes two Slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) bludgeoning damage.
  smALL AnimAted objeCt
  smALL AnimAted objeCt
  Small construct, unaligned
  Armor Class 12
  Hit Points 44 (8d6 + 16)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  15 (+2)
  1 (–5)
  5 (–3)
  1 (–5)
  Skills Perception –1
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The animated object is incapacitated 
  while in the area of an antimagic field. If targeted by dispel magic, 
  the animated object must succeed on a Constitution saving throw 
  against the caster’s spell save DC or fall unconscious for one minute.
  Constructed Nature. An animated object doesn’t require air, food, 
  drink, or sleep.
  False Appearance. While the animated object remains motionless, it 
  is indistinguishable from a normal object of its type.
  Actions
  Multiattack. The animated object makes two Slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) bludgeoning damage.
  medium AnimAted objeCt
  medium AnimAted objeCt
  Medium construct, unaligned
  Armor Class 12
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  17 (+3)
  1 (–5)
  5 (–3)
  1 (–5)
  Skills Perception –1
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 2 (450 XP)
  Antimagic Susceptibility. The animated object is incapacitated 
  while in the area of an antimagic field. If targeted by dispel magic, 
  the animated object must succeed on a Constitution saving throw 
  against the caster’s spell save DC or fall unconscious for one minute.
  Constructed Nature. An animated object doesn’t require air, food, 
  drink, or sleep.
  False Appearance. While the animated object remains motionless, it 
  is indistinguishable from a normal object of its type.
  Actions
  Multiattack. The animated object makes two Slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) bludgeoning damage.
  AnimAted objeCts
  AnimAted objeCts
  Various mundane and magical items take on a life of their own after long 
  exposure to latent magical energies or through purposeful experimentation by 
  powerful sorcerers. Rules for creating animated objects are listed below. Though 
  not a comprehensive list of every possible object that could become animate, 
  it should provide enough information to create unique objects to throw at your 
  unsuspecting players.
  CreAting An AnimAted objeCt
  CreAting An AnimAted objeCt
  When creating an animated object, you must first decide the size of the object. 
  The five creature statistics listed below provide the foundation for an animated 
  object of Tiny, Small, Medium, Large, or Huge size. Gargantuan objects, though 
  possible to animate, are not included.
  
  237
  Appendix 1
  Appendix 1
  LArge AnimAted objeCt
  LArge AnimAted objeCt
  Large construct, unaligned
  Armor Class 13
  Hit Points 76 (8d10 + 32)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  19 (+4)
  1 (–5)
  5 (–3)
  1 (–5)
  Skills Perception –1
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 3 (700 XP)
  Antimagic Susceptibility. The animated object is incapacitated 
  while in the area of an antimagic field. If targeted by dispel magic, 
  the animated object must succeed on a Constitution saving throw 
  against the caster’s spell save DC or fall unconscious for one minute.
  Constructed Nature. An animated object doesn’t require air, food, 
  drink, or sleep.
  False Appearance. While the animated object remains motionless, it 
  is indistinguishable from a normal object of its type.
  Actions
  Multiattack. The animated object makes two Slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) bludgeoning damage.
  huge AnimAted objeCt
  huge AnimAted objeCt
  Huge construct, unaligned
  Armor Class 13
  Hit Points 92 (8d12 + 40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  21 (+5)
  1 (–5)
  5 (–3)
  1 (–5)
  Skills Perception –1
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 4 (1,100 XP)
  Antimagic Susceptibility. The animated object is incapacitated 
  while in the area of an antimagic field. If targeted by dispel magic, 
  the animated object must succeed on a Constitution saving throw 
  against the caster’s spell save DC or fall unconscious for one minute.
  Constructed Nature. An animated object doesn’t require air, food, 
  drink, or sleep.
  False Appearance. While the animated object remains motionless, it 
  is indistinguishable from a normal object of its type.
  Actions
  Multiattack. The animated object makes two Slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (1d12 + 5) bludgeoning damage.
  
  238 | aPPendIx 1
  themes
  themes
  After you choose the animated object’s size, next choose a theme. Each theme 
  adds a variety of features to the base animated object, such as the ensnaring 
  theme that gives the animated object the Hard to Grasp trait, or adjusts features 
  of the object, such as the animalistic theme that modifies the creature’s method of 
  locomotion.
  Each animated object must have at least one theme, but it can have more. Increase 
  the animated object’s Challenge rating by 1 for each theme you add to it beyond 
  the first theme, rounding down for Tiny animated objects. For example, a Small 
  animalistic ensnaring animated object would have a Challenge rating of 2 while a 
  Tiny animalistic ensnaring animated object would have a Challenge rating of 1. If 
  you use two themes that replace or modify the same feature (such as animalistic and 
  paraphernalia, which both modify the Slam attack), pick one theme’s modification 
  and ignore the other theme’s modification; do not apply both modifications to the 
  same creature.
  An animated object uses its Constitution modifier when setting the saving throw 
  DC for its traits and actions (DC equal to 8 + the object’s proficiency bonus + its 
  Constitution modifier).
  AnimAListiC theme
  AnimAListiC theme
  This theme applies to animated objects that look like animals, such as figurines 
  of griffons or children’s toy animals. An animalistic animated object retains its 
  statistics except as noted below.
  Speed. The animated object’s method of locomotion changes. Choose one of the 
  following:
  Increased Movement. The animated object’s walking speed increases by 20 
  feet.
  Unique Movement. The animated object has a climbing, flying, or swimming 
  speed of 30 feet.
  New Action: Multiattack. The animated object’s Multiattack action changes to: 
  The animated object makes one Bite attack and two Claw attacks.
  New Action: Bite. The animated object’s Slam attack is replaced with a Bite 
  attack. This attack deals the same damage as the Slam, except it deals piercing 
  damage instead of bludgeoning damage.
  New Action: Claw. The animated object has a Claw attack. This attack deals 
  slashing damage, and its damage dice are half of the animated object’s Slam damage 
  dice (rounded down to the nearest damage die). Otherwise, this attack works like 
  the animated object’s Slam attack. For example, a Tiny object’s claw attack would 
  use a d2 (half of a d4) as its base damage die while Medium and Large objects 
  would use a d4 (half of a d8 and d10).
  ensnAring theme
  ensnAring theme
  This theme applies to animated objects that are used to tie or wrap objects, such 
  as chains, rope, drapes, and blankets. An ensnaring animated object retains its 
  statistics except as noted below.
  Hard to Grasp. The animated object has advantage on ability checks and saving 
  throws made to escape a grapple.
  Skill Proficiency: Athletics. The animated object is proficient in Strength 
  (Athletics) checks.
  New Action: Smother. The animated object has the Smother action, which allows 
  it to wrap itself around its target’s throat, chest, or face. This action works like the 
  animated object’s Slam attack, except it deals double the Slam attack’s damage dice 
  to the target and the target is grappled (escape DC equal to 8 + the animated object’s 
  Athletics). Until this grapple ends, the target is restrained, blinded, and at risk of 
  suffocating, and the animated object can’t smother another target. The animated 
  object can still use its Slam action while grappling a target. For example, a Tiny 
  object’s smother attack would have a base damage of 4d4 + 2 while a Large object 
  would do 4d10 + 4.
  FortiFied theme
  FortiFied theme
  This theme applies to animated objects made of a sturdy material, such as stone 
  statues or metal cauldrons. A fortified animated object retains its statistics except 
  as noted below.
  Armor Class. The animated object has Armor Class equal to 12 + its Dexterity 
  modifier.
  Damage Resistances. The animated object has resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical attacks.
  Blunting Form. Any nonmagical piercing or slashing weapon made of metal 
  that hits the animated object begins to dull. After dealing damage, the weapon takes 
  a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, 
  the weapon is too dull to deal damage and can’t be used to deal damage again until 
  a creature spends 10 minutes sharpening the weapon.
  humAnoid theme
  humAnoid theme
  This theme applies to animated objects that are humanoid in shape, such as toy 
  soldiers or dress mannequins. A humanoid animated object retains its statistics 
  except as noted below.
  Ability Score. The animated object’s Intelligence increases to 6.
  Skill Proficiency: Perception. The animated object’s proficiency bonus is 
  doubled for its Wisdom (Perception) checks.
  Languages. The animated object understands Common but speaks only through 
  the use of its Mimicry trait.
  Mimicry. The animated object can mimic humanoid voices. A creature that hears 
  the sounds can tell they are imitations with a successful Wisdom (Insight) check.
  New Action: Multiattack. The animated object’s Multiattack action changes to: 
  The animated object makes two Slam attacks or two attacks with its chosen weapon. 
  Alternatively, the animated object can make one Slam attack and one attack with 
  its chosen weapon.
  New Action: Weapon Attack. The animated object has one weapon suitable for a 
  creature of its size and shape. It is proficient with that weapon.
  monstrous theme
  monstrous theme
  This theme applies to animated objects that are often monstrous in appearance, 
  and they contain some substance that they unleash on their enemies, including 
  objects such as a horrifying amalgam of cobbled-together parts that emits bursts of 
  springs and gears, a barrel that spews ale on those nearby, or a wardrobe infested 
  with thousands of spiders. A monstrous animated object retains its statistics except 
  as noted below.
  Contents. The animated object is filled with a substance that it can eject on its 
  enemies. Choose one of the following damage types: acid, bludgeoning, cold, fire, 
  lightning, piercing, poison, slashing, or thunder. The animated object deals this type 
  of damage when a creature comes into contact with its contents.
  Pervasive Contents. A creature that touches the animated object or hits it with 
  a melee attack while within five feet of it takes half the animated object’s Slam 
  damage dice (rounded down to the nearest damage die) of the type related to its 
  contents. If the animated object uses its Spew Contents, this trait doesn’t function 
  until the end of the animated object’s next turn.
  New Action: Spew Contents (recharge 6). The animated object spews its 
  contents in a cone. Each creature in that area must make a Dexterity saving throw, 
  taking quadruple the animated object’s Slam damage dice of the type related to its 
  contents on a failed save, or half as much damage on a successful one. The cone is 
  15 feet for Tiny, Small, and Medium animated objects, and it is 30 feet for Large 
  and Huge animated objects.
  pArAphernALiA theme
  pArAphernALiA theme
  This theme applies to animated objects that are objects in the most mundane 
  sense, such as standard traveling equipment, kitchen cookware, or bedroom 
  furniture. These objects often defy specificity, and this theme serves as a catch-all 
  theme for animated objects that don’t fit into any of the other themes. Animated 
  objects with this theme usually don’t have other themes. A paraphernalia animated 
  object retains its statistics except as noted below.
  Speed. The animated object has a flying speed, and it can hover. Its flying speed 
  is 20 feet at Tiny and increases by 10 feet for each size above Tiny.
  Ability Score. The animated object’s Dexterity increases by 4.
  Saving Throw. The animated object has proficiency in Dexterity saving throws.
  Weaponized Form. The animated object’s Slam attack deals bludgeoning, 
  piercing, or slashing damage, your choice, each time it attacks as the object uses all 
  aspects of its form to damage its enemies.
  possessed theme
  possessed theme
  This theme applies to an animated object that has been possessed by some 
  otherworldly force, such as an angel, demon, or devil. A possessed animated object 
  can’t be possessed by more than one entity, and the entity possessing it must be 
  good or evil. A possessed animated object retains its statistics except as noted below.
  Alignment. The animated object’s alignment is the same as the entity possessing 
  it.
  Type. The animated object is a construct but it counts as a celestial (if good) or 
  a fiend (if evil) for spells and features, such as protection from evil and good and a 
  paladin’s Divine Sense.
  Damage Immunities. The animated object is immune to necrotic damage (if 
  evil) or radiant damage (if good).
  Senses. The animated object has truesight with a radius of 30 feet.
  Languages. The animated object knows the Abyssal, Celestial, and Infernal 
  languages, and it has telepathy with a radius of 60 feet.
  Magic Resistance. The animated object has advantage on saving throws against 
  spells and other magical effects.
  New Reaction: Otherworldly Presence. When a creature the animated object 
  can see targets it with an attack, the animated object shows a glimpse of the entity 
  possessing it. The attacker must succeed on a Wisdom saving throw or the attack 
  misses, and the attacker is frightened until the end of its next turn.
  
  239
  Appendix 1
  Appendix 1
  exAmpLes oF AnimAted objeCts
  exAmpLes oF AnimAted objeCts
  Below are examples of some animated objects:
  ChAin
  ChAin
  Medium construct, unaligned
  Armor Class 12
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  17 (+3)
  1 (–5)
  5 (–3)
  1 (–5)
  Skills Athletics +5, Perception –1
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  9
  Languages —
  Challenge 2 (450 XP)
  Animated Object Theme. The chain’s theme is ensnaring.
  Antimagic Susceptibility. The chain is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the chain 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for one minute.
  Constructed Nature. An animated object doesn’t require air, food, 
  drink, or sleep.
  False Appearance. While the chain remains motionless, it is 
  indistinguishable from a normal chain.
  Hard to Grasp. The chain has advantage on ability checks and saving 
  throws made to escape a grapple.
  Actions
  Multiattack. The chain makes two Slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) bludgeoning damage.
  Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape 
  DC 13). Until this grapple ends, the target is restrained, blinded, and 
  at risk of suffocating, and the chain can’t smother another target. 
  The chain can still use its Slam while grappling the target.
  CArt
  CArt
  Medium construct, unaligned
  Armor Class 13 (natural armor)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  1 (–5)
  3 (–4)
  1 (–5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 
  6
  Languages —
  Challenge 2 (450 XP)
  Antimagic Susceptibility. The animated car is incapacitated while 
  in the area of an antimagic field. If targeted by dispel magic, the cart 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for one minute.
  Charge. If the animated cart moves at least 20 feet straight toward 
  a target and then hits it with a slam attack on the same turn, the 
  target takes an extra 9 (2d8) bludgeoning damage. If the target is 
  a creature, it must succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 
  (2d10 + 2) bludgeoning damage.
  
  240 | aPPendIx 2
  broWn moLd
  broWn moLd
  Brown mold is an ectotherm that feeds on the warmth of the environment 
  surrounding it. When within 30 feet of brown mold, the temperature is noticeably 
  colder, often to the point of freezing depending on the size of the brown mold patch. 
  It is common for brown mold to cover a 10-foot square, but it isn’t unusual for 
  patches to be much larger.
  Creatures that come within 10 feet of brown mold or start their turn within 10 
  feet of the mold must succeed on a DC 12 Constitution saving throw. A failed save 
  results in 22 (4d10) cold damage, or half as much on a successful saving throw.
  Exposure to fire causes the brown mold to rapidly expand and grow in the 
  direction of the fire. Exposure to cold instantly destroys brown mold.
  hAzArds
  hAzArds
  The following hazards can prove deadly to unprepared adventurers:
  green sLime
  green sLime
  Green slime is corrosive, slick, and adhesive, sticking to anything it comes 
  into contact with. Metal, flesh, and organic material is especially vulnerable to the 
  corrosive properties of the slime. It is often found in warm, humid caverns and 
  ruins, and is noticeable as it clings to ceilings and walls, and covers floors, usually 
  in five-foot squares.
  Green slime can detect movement within 30 feet and drops on unsuspecting 
  victims when they are below it; it is unable to move so it must depend on unwitting 
  prey. If a creature is aware of the presence of the slime, it can attempt to avoid the 
  hazard by succeeding on a DC 10 Dexterity saving throw.
  The green slime secretes acid and does 5 (1d10) acid damage to any creature 
  it contacts. This damage continues on each of the creature’s turns until it uses an 
  action to remove or destroy the slime. Much like its more evolved ooze relatives, 
  the green slime is doubly caustic to nonmagical wood and metal, doing 11 (2d10) 
  acid damage against objects of these types.
  Green slime is vulnerable to and can be destroyed by fire, cold, radiant damage, 
  sunlight or any disease curing magic.
  
  241
  Appendix 2 & 3
  Appendix 2 & 3
  Cr 0 
  Cr 0 
  Pterodactyl
  Nupperibo Devil
  Cr 1/8
  Cr 1/8
  Mus
  Mandragora
  Cat, Undead Feral
  Poisonous Snake Zombie
  Cr 1/4
  Cr 1/4
  Lesser Bone needle
  Spiny Horror
  Swarm of Hostile Birds
  Fyr
  Spore Rat
  Goblin Zombie
  Rat, Shadow
  Swarm of Undead Bats
  Swarm of Undead Rats
  Cr 1/2
  Cr 1/2
  Fungus Bat
  Musk Ox
  Stank Piglet
  Tiny Animated Object
  Ara
  Steel Elf
  Dire Corby
  Giant Sea Leech
  Gillmonkey
  Gribbon
  Leechfolk
  Pyrolisk
  Crystal Ooze
  Fungal Creeper
  Aqueous Zombie
  Crawling Hand
  Cr 1
  Cr 1
  Crawling Offspring
  Dinosaur, Pteranodon
  Greater Bone needle
  Platybelodon
  Sea Cow
  Swarm of Carnivorous Fish 
  Swarm of Flying Scorpions
  Troll Pony
  Pewter Knight
  Small Animated Object
  Drake, Fire
  Bog Nixie
  Nixie
  Quickling
  Vargouille
  Dark Creeper
  Skelzi
  Skelzi, Vampiric
  Cave Fisher
  Flowershroud
  Jupiter Bloodsucker
  Bog Corpse
  Corpsespun
  Draug
  Lacedon
  Shadow Wolf
  Cr 2
  Cr 2
  Bone Cobbler
  Denizen of Ong
  Cave Scorpion
  Dinosaur, Allosaurus
  Dinosaur, Hadrosaur
  Fei Shei
  Monstrous Crayfish 
  Stank Hog
  Tyrannosaurus Rattus
  Cart
  Chain
  Medium Animated Object
  Fey Giant Toad
  Demon, Abrikandilu
  Olithagorian Thrall
  Stygian Mane
  Styx Mane
  Ara Cleric
  Craniform
  Tangagumak
  Weredactyl
  Fen Witch
  Jelly, Whip
  Blood Kaktos
  Cobra Flower
  Green Brain
  Hoar Spirit
  Mummy Zombie
  Swarm of Undead Hummingbirds
  Cr 3
  Cr 3
  Dinosaur, Raptor
  Dire Ape
  Wakandagi
  Large Animated Object
  Lesser Flesh Golem
  Sepulchral Guardian
  Swarm of Eye Spiders
  Drake, Ice
  Dokkaebi
  Filth Fairy
  Spriggan
  Wind Fey
  Burning Dervish
  Ice Mane
  Skitterdark
  Craniform Priestess
  Dark Stalker
  Inphidian
  Mus Sorcerer
  Mus Swashbuckler
  Swarm of Miniature Mermaids
  Death Worm
  Thunder Terrier
  Stunjelly
  Algoid
  Fungus Weird
  Ghoul of Khemit
  Hyaenodon, Undead
  Juju Zombie
  Cr 4
  Cr 4
  Bonesucker
  Death Weaver
  Ant Lion
  Baboonwere
  Dinosaur, Ankylosaurus
  Stegocentipede
  Huge Animated Object
  Blood Mane
  Demon, Cacodemon
  Aberrant Giant
  Berberoka
  Shell Folk
  Tangagumak Shaman
  Dinosaur, Raptors, Mutant
  Arcanoplasm
  Caterwaul
  Churr
  Drider-Goblin
  Surf Lurker
  Shroom
  Bloody Bones
  Draug Captain
  Fear Guard
  Groaning Spirit
  Cr 5
  Cr 5
  Blood Orchid
  Cerebral Stalker
  Forest Stalker
  Swarm of Stirges
  Niutomi
  Swarm of Bladecoins
  Basalt Warhound
  Smoke Elemental
  Grimstalker
  Alu Demon
  Chaos Knight
  Demon, Daraka
  Hellstoker Devil
  Hydrodemon
  Mezzalorn Demon
  Nerizo Demon
  Tangagumak Warrior
  Drider-Goblin Spellcaster
  Gronk
  Corpsespinner
  Livestone
  Egui
  Ekimmu
  Ghul
  Ice Wraith
  Murder Born
  Murder Crow
  Otyugh Zombie
  Red Jester
  Sphinx Zombie
  monsters by ChALLenge rAting
  monsters by ChALLenge rAting
  
  Cr 6 
  Cr 6 
  Dinosaur, Iguanodon
  Rhacos
  Buxiu Immortal Guard
  Gray Nisp
  Stroke Lad
  Demon, Amaimon
  Demon, Gallu
  Olithagorian
  Silent Assassin
  Tormentor Devil
  Half-Ogre Enforcer
  Jokao
  Nazalor
  Duppy
  Masked Spirit
  Cr 7
  Cr 7
  Blood Orchid Savant
  Cave Bear
  Fluttercat
  Charonademon
  Sea Troll
  Cr 8
  Cr 8
  Blood Weird
  Stone Maiden
  Black Troll
  Soul Vampire
  Gnarlwood
  Witch Tree
  Binguai
  Bone Reaper
  Gholle
  Greater Shadow
  Cr 9
  Cr 9
  Singa
  Devil, Flayer
  Fox Demon
  N’gathau Warrior
  Soul Hammer
  Sea Giant
  Sporc
  Mi-Go
  Cr 10 
  Cr 10 
  Silaaal
  Dinosaur, Diplodocus
  Woodwose
  Faceless
  Nabasu
  Nysrock
  Piscodemon
  Stirge Demon
  Unmasked Priest of Tsathoggus
  Greater Abyssal Basilisk
  Guardian Shade
  Gug Zombie
  Cr 11
  Cr 11
  Swarm of Adamantine Wasps
  Sequana Genie
  Carapace Symbiont
  Cr 12
  Cr 12
  Horror from Below
  Shining Child
  Dinosaur King, Triceratops
  Dinosaur King, Tyrannosaurus
  Celestial Paragon
  Golem, Shedu
  Hundred-eyed demon
  Shrroth
  Bramble Zombie
  Cr 13
  Cr 13
  Volcano Giant
  Cr 14 
  Cr 14 
  Forest Child
  Cr 15
  Cr 15
  Huangshe’yao
  Teratashia, Demon Princess of Dimensions
  Cr 16
  Cr 16
  Devil, Ghaddar
  Deepmind
  Monster of Set
  Mummy, Lightning-Quick
  Cr 17 
  Cr 17 
  Demon Lord, Beluiri The Temptress
  Bramble
  Cr 18
  Cr 18
   Grexias the Destroyer
  Modar the Huntress
  N’Gathau, Aagash the Broken
  N’Gathau, Asagin the Assassin
  Rauuka The Ravager
  Veenes the Blademistress
  Veruard the Creator, the Razor of Abaddon
  Carcharodon Zombie
  Cr 19
  Cr 19
  Tusk Lord
  Demi-Lich
  Cr 20
  Cr 20
  Immortal Master
  Bake Kujira
  21 
  21 
  Vepar
  Cr 22
  Cr 22
  Ha-Naga
  Golem, Mithral
  Ammon, Duke of Malbolge, 
   Keeper of the Kennels, 
  Lord of the Ditches, Arch Devil
  Devil, Alastor the Executioner, Arch Devil
  Devil, Arch Devil, Titivilus, Duke of Dis
  Devil, Baalzebal, Prince of Stygia, 
   Lord of Flies, Arch Devil
  Devil, Baaphel, Grand Duke of Covetous 
  Regent of Belial, Arch Devil
  Devil, Belial, Prince of Covetous, 
   Lord of Lusts, Arch Devil
  Gorson, Blood Duke of Aplistia, Arch Devil
  Mammon, The Miser, Prince of Aplistia, 
   Arch Devil
  Moloch, Arch Devil
  Xaphan, The Burning Duke, Duke of Infernus,
   Arch Devil
  Living Lake
  Cr 23
  Cr 23
  Azure Dragon
  Afanc
  Cr 24
  Cr 24
  Devil, Caasimolar, Former President of Hell,  
   
  Arch Devil
  Lilith, Former Queen of Hell, Arch Devil
  Kaiju, Galazon
  Cr 25
  Cr 25
  Greater Demi-Lich
  Cr 26
  Cr 26
  Kaiju, Daguros
  Cr 28
  Cr 28
  The Lightbringer, Prince of Darkness, 
  Prince of Infernus, Arch Devil
  Kaiju, Xarakhan
  242 | 
  
  243
  Appendix 4
  Appendix 4
  AberrAtion
  AberrAtion
  Blood Orchid
  Blood Orchid Savant
  Bone Cobbler
  Bonesucker
  Cerebral Stalker
  Crawling Offspring
  Death Weaver
  Denizen of Ong
  Ha-Naga
  Horror from Below
  Huangshe’yao
  Shining Child
  Silaaal
  beAst
  beAst
  Ant Lion
  Cave Bear
  Cave Scorpion
  Dinosaur King, Triceratops
  Dinosaur King, Tyrannosaurus
  Dinosaur, Allosaurus
  Dinosaur, Ankylosaurus
  Dinosaur, Diplodocus
  Dinosaur, Hadrosaur
  Dinosaur, Iguanodon
  Dinosaur, Pteranodon
  Dinosaur, Raptor
  Dire Ape
  Fei Shei
  Fluttercat
  Forest Stalker
  Fungus Bat
  Greater Bone needle
  Lesser Bone needle
  Monstrous Crayfish
  Musk Ox
  Platybelodon
  Pterodactyl
  Rhacos
  Sea Cow
  Spiny Horror
  Stank Hog
  Stank Piglet
  Stegocentipede
  Swarm of Carnivorous Fish
  Swarm of Flying Scorpions
  Swarm of Hostile Birds
  Swarm of Stirges
  Troll Pony
  Tyrannosaurus Rattus
  Wakandagi
  beAst (shApeChAnger)
  beAst (shApeChAnger)
  Baboonwere
  CeLestiAL
  CeLestiAL
  Celestial Paragon
  Niutomi
  Singa
  ConstruCt
  ConstruCt
  Buxiu Immortal Guard
  Cart
  Chain
  Golem, Mithral
  Golem, Shedu
  Huge Animated Object
  Large Animated Object
  Lesser Flesh Golem
  Medium Animated Object
  Pewter Knight
  Sepulchral Guardian
  Small Animated Object
  Swarm of Adamantine Wasps
  Swarm of Bladecoins
  Swarm of Eye Spiders
  Tiny Animated Object
  drAgon
  drAgon
  Azure Dragon
  Drake, Fire
  Drake, Ice
  eLementAL
  eLementAL
  Basalt Warhound
  Blood Weird
  Sequana Genie
  Smoke Elemental
  Stone Maiden
  Fey
  Fey
  Bog Nixie
  Dokkaebi
  Fey Giant Toad
  Filth Fairy
  Fyr
  Gray Nisp
  Grimstalker
  Nixie
  Quickling
  Spriggan
  Stroke Lad
  Wind Fey
  Woodwose
  Fiend
  Fiend
  Burning Dervish
  Chaos Knight
  Faceless
  Fiend (demon)
  Fiend (demon)
  Alu Demon
  Blood Mane
  Charonademon
  Demon Lord, Beluiri The Temptress
  Demon, Abrikandilu
  Demon, Cacodemon
  Demon, Daraka
  Demon, Gallu
  Fox Demon
  Hundred-eyed demon
  Hydrodemon
  Ice Mane
  Mezzalorn Demon
  Nabasu
  Nerizo Demon
  Nysrock
  Piscodemon
  Shrroth
  Silent Assassin
  Skitterdark
  Stirge Demon
  Stygian Mane
  Styx Mane
  Teratashia, Demon Princess of Dimensions
  Vargouille
  Vepar
  Fiend (deviL)
  Fiend (deviL)
  Ammon, Duke of Malbolge, Keeper of the Kennels, 
  -Lord of the Ditches, Arch Devil
  Demon, Amaimon
  Devil, Alastor the Executioner, Arch Devil
  Devil, Arch Devil, Titivilus, Duke of Dis
  Devil, Baalzebal, Prince of Stygia, Lord of Flies, 
  Arch Devil
  Devil, Baaphel, Grand Duke of Covetous Regent of 
  Belial, Arch Devil
  Devil, Belial, Prince of Covetous, Lord of Lusts, 
  Arch Devil
  Devil, Caasimolar, Former President of Hell, Arch 
  Devil
  Devil, Flayer
  Devil, Ghaddar
  Gorson, Blood Duke of Aplistia, Arch Devil
  Hellstoker Devil
  Lilith, Former Queen of Hell, Arch Devil
  Mammon, The Miser, Prince of Aplistia, Arch 
  Devil
  Moloch, Arch Devil
  Nupperibo Devil
  The Lightbringer, Prince of Darkness, Prince of 
  Infernus, Arch Devil
  Tormentor Devil
  Xaphan, The Burning Duke, Duke of Infernus, 
  Arch Devil
  Fiend (n’gAthAu)
  Fiend (n’gAthAu)
  Grexias the Destroyer
  Modar the Huntress
  N’gathau Warrior
  N’Gathau, Aagash the Broken
  N’Gathau, Asagin the Assassin
  Rauuka The Ravager
  Soul Hammer
  Veenes the Blademistress
  Veruard the Creator, the Razor of Abaddon
  Fiend (primordiAL)
  Fiend (primordiAL)
  Olithagorian
  Olithagorian Thrall
  giAnt
  giAnt
  Aberrant Giant
  Berberoka
  Black Troll
  Jokao
  Nazalor
  Sea Giant
  Sea Troll
  Volcano Giant
  monsters by type
  monsters by type
  
  giAnt (hALF-ogre)
  giAnt (hALF-ogre)
  Half-Ogre Enforcer
  hAzArd
  hAzArd
  Brown Mold
  Green Slime
  humAnoid
  humAnoid
  Ara
  Ara Cleric
  Dark Creeper
  Dark Stalker
  Immortal Master
  Mus
  Mus Sorcerer
  Mus Swashbuckler
  Shell Folk
  Skelzi
  Skelzi, Vampiric
  Tangagumak
  Tangagumak Shaman
  Tangagumak Warrior
  humAnoid (CrAniForm)
  humAnoid (CrAniForm)
  Craniform
  Craniform Priestess
  humAnoid (eLF)
  humAnoid (eLF)
  Steel Elf
  humAnoid (humAn)
  humAnoid (humAn)
  Unmasked Priest of Tsathoggus
  humAnoid (inphidiAn)
  humAnoid (inphidiAn)
  Inphidian
  humAnoid (merFoLk)
  humAnoid (merFoLk)
  Swarm of Miniature Mermaids
  humAnoid (shApeChAnger)
  humAnoid (shApeChAnger)
  Weredactyl
  monstrosity
  monstrosity
  Dinosaur, Raptors, Mutant
  Afanc
  Arcanoplasm
  Bake Kujira
  Caterwaul
  Cave Fisher
  Churr
  Death Worm
  Deepmind
  Dire Corby
  Drider-Goblin
  Drider-Goblin Spellcaster
  Fen Witch
  Giant Sea Leech
  Gillmonkey
  Greater Abyssal Basilisk
  Gribbon
  Gronk
  Kaiju, Daguros
  Kaiju, Galazon
  Kaiju, Xarakhan
  Leechfolk
  Monster of Set
  Pyrolisk
  Sporc
  Surf Lurker
  Thunder Terrier
  Tusk Lord
  monstrosity (extrApLAnAr)
  monstrosity (extrApLAnAr)
  Corpsespinner
  monstrosity (shApeChAnger)
  monstrosity (shApeChAnger)
  Soul Vampire
  ooze
  ooze
  Carapace Symbiont
  Crystal Ooze
  Jelly, Whip
  Living Lake
  Stunjelly
  ooze (Fungus)
  ooze (Fungus)
  Livestone
  pLAnt
  pLAnt
  Algoid
  Blood Kaktos
  Bramble
  Cobra Flower
  Flowershroud
  Fungal Creeper
  Fungus Weird
  Gnarlwood
  Jupiter Bloodsucker
  Mi-Go
  Spore Rat
  Witch Tree
  pLAnt (Fungus)
  pLAnt (Fungus)
  Green Brain
  Mandragora
  Shroom
  undeAd
  undeAd
  Aqueous Zombie
  Bloody Bones
  Bog Corpse
  Bone Reaper
  Bramble Zombie
  Corpsespun
  Crawling Hand
  Greater Shadow
  Ice Wraith
  Rat, Shadow
  Red Jester
  undeAd (beAst)
  undeAd (beAst)
  Cat, Undead Feral
  Hyaenodon, Undead
  Murder Crow
  Otyugh Zombie
  Poisonous Snake Zombie
  Shadow Wolf
  Swarm of Undead Bats
  Swarm of Undead Hummingbirds
  Swarm of Undead Rats
  undeAd (extrApLAnAr)
  undeAd (extrApLAnAr)
  Gug Zombie
  undeAd (genie)
  undeAd (genie)
  Ghul
  undeAd (ghouL)
  undeAd (ghouL)
  Lacedon
  undeAd (giAnt)
  undeAd (giAnt)
  Binguai
  undeAd (humAniod)
  undeAd (humAniod)
  Groaning Spirit
  Hoar Spirit
  Draug
  Draug Captain
  Duppy
  Egui
  Fear Guard
  Gholle
  Ghoul of Khemit
  Goblin Zombie
  Juju Zombie
  Mummy Zombie
  Mummy, Lightning-Quick
  Murder Born
  Sphinx Zombie
  undeAd (LiCh)
  undeAd (LiCh)
  Demi-Lich
  Greater Demi-Lich
  undeAd (spirit)
  undeAd (spirit)
  Ekimmu
  Forest Child
  Guardian Shade
  Masked Spirit
  undeAd (zombie, beAst)
  undeAd (zombie, beAst)
  Carcharodon Zombie
   
  244 | 
  
  245
  Appendix 4
  Appendix 4
  
  Product Identity: The following items are hereby identified as Necromancer Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product Identity. Previously released Open Game Content is excluded 
  from the above list. 
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game 
  License, below. Open Game Content may only be Used under and in terms of the Open Game License. 
  Designation of Open Game Content: Subject to the Product Identity Designation herein, the following 
  material is designated as Open Game Content. (1) all monster statistics, descriptions of special abilities, and 
  sentences including game mechanics such as die rolls, probabilities, and/or other material required to be open 
  game content as part of the game rules, or previously released as Open Game Content, (2) all portions of spell 
  descriptions that include rules-specific definitions of the effect of the spells, and all material previously released 
  as Open Game Content, (3) all other descriptions of game-rule effects specifying die rolls or other mechanic 
  features of the game, whether in traps, magic items, hazards, or anywhere else in the text, (4) all previously 
  released Open Game Content, material required to be Open Game Content under the terms of the Open Game 
  License, and public domain material anywhere in the text. 
  Use of Content from Tome of Horrors Complete: This product contains or references content from the 
  Tome of Horrors Complete and/or other monster Tomes by Necromancer Games. Such content is used by 
  permission and an abbreviated Section 15 entry has been approved. Citation to monsters from the Tome of 
  Horrors Complete or other monster Tomes must be done by citation to that original work. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is copyright 2000 Wizards of the Coast, 
  Inc. (“Wizards”). All Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed 
  Open  Game  Content;  (b)  “Derivative  Material”  means  copyrighted  material  including  derivative  works 
  and  translations  (including  into  other  computer  languages),  potation,  modification,  correction,  addition, 
  extension, upgrade, improvement, compilation, abridgement, or other form in which an existing work may 
  be recast, transformed, or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit, or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes, and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity; (e) “Product Identity” 
  means product and product line names, logos, and identifying marks including trade dress; artifacts; creatures 
  and characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes, and graphic, photographic, and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses, and special abilities; places, locations, environments, creatures, equipment, magic or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product Identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor; (g) “Use”, “Used”, or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate, and otherwise create Derivative Material of Open Game Content; (h) “You” or “Your” means 
  the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying, 
  or  distributing,  and  You  must  add  the  title,  the  copyright  date,  and  the  copyright  holder’s  name  to  the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element 
  of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest 
  in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content, You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License. You may use any authorized version of this License to 
  copy, modify, and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute. 
  11. Use of Contribute Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provisions of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  System  Reference  Document  5.0  ©  2016,  Wizards  of  the  Coast,  Inc.; Authors  Mike  Mearls,  Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
  Tome of Horrors 2020, © 2020, Necromancer Games
  
  From the gargantuan, aquatic 
  From the gargantuan, aquatic 
  aFanc, a hundred Feet in length, 
  aFanc, a hundred Feet in length, 
  to the eerie sphinx zombie bound 
  to the eerie sphinx zombie bound 
  by magic to guard Forbidden 
  by magic to guard Forbidden 
  lore, the tome oF horrors 
  lore, the tome oF horrors 
  2020 provides you with a 
  2020 provides you with a 
  wealth oF beasts and legends 
  wealth oF beasts and legends 
  to stock the Forests, dungeons, 
  to stock the Forests, dungeons, 
  skies, and oceans oF your world. 
  skies, and oceans oF your world. 
  creatures oF the underworld, 
  creatures oF the underworld, 
  denizens oF the elemental 
  denizens oF the elemental 
  planes oF existence — they’re 
  planes oF existence — they’re 
  all to be Found within the 
  all to be Found within the 
  covers oF this compendium!
  covers oF this compendium!
  necromancer games is proud 
  necromancer games is proud 
  to bring you this resource For 
  to bring you this resource For 
  the FiFth edition oF the world’s 
  the FiFth edition oF the world’s 
  most popular role-playing game!
  most popular role-playing game!
  NECROMANCER
     Games
  TM
  2020
  2020
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Games/Necromancer Games - Tome of Horrors 2020.pdf