TEXT: MORDENKAINEN’S FIENDISH 
  FOLIO VOLUME 1
  TM & ©2019 Wizards.
  m o n s t e r s  m a l e v o l e n t  a n d  b e n i g n
  A Supplement Supporting Extra Life
  Crawling from the darkest recesses of D&D’s history comes a ferocious menagerie of monsters 
  malevolent and benign! These creatures first appeared in the Fiend Folio for first edition AD&D. 
  Now, thanks to your support of Extra Life, they enter the world of fifth edition D&D.
  
  2
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO |  
  Credits
  Designers: Bill Benham, Bart Carroll, Mike Mearls
  Developer: Dan Dillon
  Editor: Scott Fitzgerald Gray
  Art Director: Richard Whitters
  Graphic Designer: Emi Tanji
  Cover Illustrator: Max Dunbar
  Interior Illustrators: Max Dunbar, Taylor Ingvarsson, Rebecca On, 
  Nick Southam, Emi Tanji, Richard Whitters
  Introduction
  Introduction
  It’s fitting that a gaming fundraiser is named Extra Life. In 
  our games, there’s always a raise dead spell, a secret pow-
  er-up that delivers a 1UP mushroom, or something else to 
  keep the action going. We might face a setback, but we’re 
  never completely out of the game. We can load from a save 
  point, restart from level 1, or kick off a new campaign.
   If you’ve ever had someone close to you receive a cancer 
  diagnosis or a similar health news, you probably appreci-
  ate that concept a little more than other people. Watching 
  someone you love waste away is a terrible thing. You want 
  a magic button to bring things back to the way they should 
  be, this person you love so much restored to who they 
  really are rather than what cancer is grinding them down 
  into. It’s easy to give in to despair, to let a disease break 
  your spirit as it tries to kill everyone it touches.
   Well, f*** that.
   We might not have the magic bullet that puts cancer 
  away for good, but we’re getting there. Your support for 
  Extra Life, whether through a product like this or direct 
  donations, slowly fills the XP bar that gets us to the next 
  breakthrough. That day is coming, if we just keep going.
   Thanks for your support. Every dollar is one step closer 
  to the next level. Game on!
  Mike Mearls
  November, 2019
  Other D&D Team Members: Cynda Callaway, Jeremy Crawford, 
  DC, Jefferson Dunlap, Trystan Falcone, David Gershman, 
  Pelham Greene, Lea Heleotis, Adam Lee, Ari Levitch, Chris 
  Lindsay, Shelly Mazzanoble, Mike Mearls, Shauna Narciso, 
  Christopher Perkins, Ben Petrisor, Rafael Raudry, Hilary Ross, 
  Wes Schneider, Liz Schuh, Nathan Stewart, Dan Tovar, Greg 
  Tito, Anna Vo, Matt Warren, Kate Welch, Trish Yochum
  Contents
  Contents
  Assassin Bug ..................................................4
  Blindheim ........................................................5
  Crab Folk .........................................................6
  Dire Corby .......................................................7
  Eye of Fear and Flame .................................8
  Forlarren .........................................................9
  Giant, Fog ..................................................... 10
  Jermlaine ...................................................... 11
  Khargra ......................................................... 12
  Killmoulis ..................................................... 13
  Mite .................................................................14
  Needlefolk .................................................... 15
  Needle Lord ................................................. 16
  Norker ............................................................17
  Norker War Leader .....................................17
  Screaming Devilkin ................................... 19
  Ygorl ...............................................................20
  Xill .................................................................. 21
  Monsters by  
  Challenge Rating
  Monster 
  CR
  Assassin Bug ..................................................3
  Blindheim ........................................................2
  Crab Folk .........................................................3
  Dire Corby ...................................................1/2
  Eye of Fear and Flame .................................9
  Forlarren .........................................................3
  Giant, Fog ..................................................... 11
  Jermlaine .....................................................1/8
  Khargra ........................................................1/8
  Killmoulis ........................................................0
  Mite ...............................................................1/4
  Needlefolk ...................................................1/2
  Needle Lord ....................................................3
  Norker ..........................................................1/2
  Norker War Leader .......................................3
  Screaming Devilkin ......................................1
  Ygorl ............................................................... 23
  Xill .....................................................................3
  
  3
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO |  
  On Fiends and Folios
  Since a treacherous, former servant 
  of mine thought it wise to release my 
  collected notes on the great conflicts 
  of the multiverse, I have been deluged 
  with requests to reveal more of my hard 
  earned, well-guarded secrets.
   Nonsense, I say. A secret shared is a 
  secret no more. My business is my own, 
  and when I deem you worthy of hearing 
  my insights you shall be the first to 
  know.
   Yet, I do see some wisdom in opening 
  part of my archive. The Balance is 
  forever in peril from the many forces 
  that insist on upsetting it. Some 
  among the Circle of Eight counsel 
  that sharing the lore collected in this 
  volume is the first step to setting the 
  Balance forever off its center. Others 
  among my colleagues tell me that 
  an informed multiverse is a safer 
  multiverse. After all, why should we 
  unhappy few endure the burden of 
  protecting the multiverse from itself?
   I am also told that this is for a 
  “good” cause, as if any purpose can 
  outshine my own in terms of its 
  importance and moral high ground. 
  Yet, I could not help but feel an ever so 
  slight stirring of charity when this 
  cause’s aims and achievements were 
  revealed to me.
   Thus moved, I offer a few bits from 
  my archive. Be warned. What you find 
  here represents what I consider to be 
  the least of my knowledge. It concerns 
  creatures that many folk consider 
  risible at best and dangerous only in 
  passing. Perhaps the truths contained 
  herein shall dispel such ignorant 
  notions. Any creature of power can 
  upset the Balance and is thus worthy 
  of cautious respect, if not fear.
   Read on and learn that perhaps the 
  derision leveled at these fiends reflects 
  only the fear and trepidation of those 
  who would mock them. And perhaps 
  if this volume proves successful, more 
  shall be in the offering.
   I remain,
  Mordenkainen the Mage
  Ready’reat, CY 576
  
  4
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Assassin Bug
  Assassin Bug
  Assassin bugs plague the frontier and the wilderness, 
  where they seek to hatch their voracious maggots within 
  incapacitated hosts. Resembling giant bluebottle flies, 
  these insectile terrors bear stunted humanoid limbs hint-
  ing at the bizarre ceremonies that created them.
   Dangerous Cultivation. While the exact origins of the 
  assassin bug are uncertain, rumors speak of an ancient 
  sect of druids (possibly in service to Malar or Talos) who 
  cultivated the first of these creatures. However, it remains 
  unknown whether their intent was to create a benign 
  means of breaking down monstrous corpses or a more 
  insidious means of ridding the wilderness of growing hu-
  manoid populations. Little information survives regarding 
  this sect, but the assassin bugs’ unsettling humanoid-like 
  limbs and limited language ability suggests that the 
  druids might have engaged in self-sacrifice to achieve 
  their creation.
  	 Horrific	Egg	Layers.	An assassin bug attacks with a 
  paralytic bite to first incapacitate its prey, making it easy to 
  infect that paralyzed victim with eggs. However, they are 
  able to infest any target as needed, and will do so to elim-
  inate threats. Given their need to lay eggs in a living host, 
  assassin bugs generally flee from constructs and undead.
   Once deposited within a living host, assassin bug eggs 
  immediately hatch into assassin bug maggots that bur-
  row toward their victim’s heart, consuming it and killing 
  the host unless they are quickly destroyed. After gorging 
  themselves on the host’s body over several days, the mag-
  gots emerge as juvenile assassin bugs, ready to continue 
  their horrid life cycle.
   An Unnatural Plague. Whole settlements along the 
  frontier have been wiped out by plagues of assassin bugs. 
  Without a quickly organized defense, even a single bug 
  can infest and overwhelm an unprepared population. Des-
  perate rulers discovering that settlements are at risk often 
  order entire neighborhoods or whole villages burned at 
  Assassin Bug
  Assassin Bug
  Medium monstrosity, neutral
  Armor Class 14 (natural armor)
  Hit Points 55 (10d8 + 10)
  Speed 10 ft., fly 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  13 (+1) 
  4 (−3) 
  12 (+1) 
  6 (−2)
  Skills Perception +3, Stealth +4
  Damage Resistances poison
  Condition Immunities paralyzed
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Druidic but can’t speak
  Challenge 3 (700 XP)
  Keen Smell. The assassin bug has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Actions
  Multiattack. The assassin bug makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d10 + 2) piercing damage, and the target must succeed 
  on a DC 11 Constitution saving throw or be poisoned for 1 
  minute. While poisoned this way, the target is paralyzed. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Ovipositor. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: The target is infested with 1d3 assassin bug eggs, 
  which immediately hatch into assassin bug maggots. At the 
  start of each of the target’s turns, the target takes 1d6 piercing 
  damage per maggot infesting it. Applying fire to the bite wound 
  before the end of the target’s next turn deals 1 fire damage to 
  the target and kills these assassin bug maggots. After this time, 
  the maggots are too far under the skin to be burned. 
   If a target infested by assassin bug maggots ends its turn 
  with 0 hit points, it dies as the maggots burrow into its heart 
  and kill it. Any effect that cures disease kills all assassin bug 
  maggots infesting the target. 
  the first sign of infestation. Within infested areas, guards 
  patrol with burning brands and flaming swords, ready to 
  set suspect dwellings ablaze. Fire is an effective destroyer 
  of assassin bug maggots, and wild creatures observed run-
  ning headfirst into wildfires often reveal an infestation of 
  assassin bugs, as they immolate themselves in an instinc-
  tive effort to rid themselves of this scourge.
  	 Monstrous	Interactions. Few creatures are able to 
  survive an assassin bug’s infestation without immediately 
  being treated with magic or fire. Incredibly hardy mon-
  sters such as catoblepas and gorgons have sometimes 
  been observed with deep pockmarks showing where juve-
  nile assassin bugs have emerged from their bodies. Vile 
  creatures such as hags sometimes cultivate assassin bugs 
  to use their maggots in horrid recipes. And trolls have 
  been known to intentionally allow assassin bugs to infest 
  their bodies, which heal against the wounds of a maggot 
  infestation and allow those maggots to be pulled out and 
  consumed. 
  REBECCA ON
  
  5
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Blindheim
  Blindheim
  Blindheim
  Medium humanoid (blindheim), chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  16 (+2) 
  15 (+2) 
  8 (−1) 
  10 (+0) 
  9 (−1)
  Skills Athletics +3, Perception +2
  Senses passive Perception 12
  Languages Undercommon
  Challenge 2 (450 XP)
  Radiant Eyes. While its eyes are open, a blindheim projects 
  bright light in a 60-foot cone and dim light for an additional 
  60 feet. It sets the orientation of this cone at the end of each 
  of its turns. All creatures that can see the blindheim have 
  disadvantage on attack rolls while in the area of bright light 
  and within 15 feet of the blindheim. Creatures with the Sunlight 
  Sensitivity trait that can see the blindheim have disadvantage 
  on attack rolls anywhere in the area of bright light.
  Actions
  Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage.
  Radiant Blast. Radiant energy erupts from the blindheim’s 
  eyes in a 15-foot cone. Each creature in that area must succeed 
  on a DC 12 Constitution saving throw or take 7 (2d6) radiant 
  damage and be blinded until the end of the blindheim’s 
  next turn. Creatures with the Sunlight Sensitivity trait have 
  disadvantage on this saving throw.
  Blindheim
  These frog-like humanoids have the ability to project 
  intense, blinding light from their eyes. Dwelling on the 
  fringes of the Underdark, blindheims are opportunistic 
  ambushers who can be swayed into service with payment 
  of fresh food and metal weapons. A blindheim’s radiant 
  eyes make these creatures a unique source of light in 
  the Underdark depths, and are bright enough to hinder 
  creatures that suffer in the presence of bright light—or to 
  destroy their foes.
  	 Searing	Eyes.	A blindheim projects searing light in a 
  cone from its leering, bulging eyes. The intensity of this 
  light is equivalent to natural sunlight, and can disturb or 
  disrupt many creatures acclimated to the lightless depths. 
  If a blindheim chooses to focus its gaze, this energy can 
  even char flesh and bone.
  	 Opportunistic	Mercenaries.	Blindheims have a fas-
  cination with tales and objects from the surface world, 
  particularly plants and other natural items. They gather 
  in the depths of the Underdark near routes used by mer-
  chants and other brave travelers. They typically make 
  a cautious approach to stronger creatures, speaking in 
  halting, croaking Undercommon to offer their services in 
  return for fresh food, metal weapons, and trinkets from 
  the surface world. But when they have superior numbers 
  or engage creatures that appear weak, blindheims will of-
  ten ambush to take what they want. 
  	 Strange	Outcasts.	The blindheims speak of an ancient 
  era when their folk dwelled upon the surface. According 
  to their tales, their ancestors stole a piece of the sun, then 
  fled to the Underdark before devouring it and gaining the 
  ability to project radiant energy from their eyes. 
   Blindheims fear that some day the sun will venture un-
  derground and have its revenge upon them. When dealing 
  with surface dwellers, they insist that visitors swear to 
  never tell the sun about them, and ask endless questions 
  about the sun’s actions, its anger, and its attitudes. But 
  surface folk who attempt to soothe the blindheims’ fears 
  often cause these creatures great offense. In the minds of 
  the blindheims, the sun could not possibly have forgotten 
  their great and heroic theft, and anything said to dispel the 
  belief that they remain infamous and feared by all folk of 
  the surface rouses their anger.
   Pitiable Slaves. Some Underdark creatures, particu-
  larly the drow and kuo-toa, raid blindheim settlements in 
  search of slaves. Although the light from these creatures’ 
  eyes is a formidable threat to these raiders, a captured 
  blindheim is a useful living weapon.
  When venturing into the 
  Underdark, I always 
  take care to pack a holy 
  symbol of Pelor in case I 
  come across these things. 
  They can be useful, if one 
  does not mind playing the 
  role of a vengeful cleric of 
  the sun god.
  MAX DUNBAR
  
  6
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Crab Folk
  Crab Folk
  The crab folk are the result of a magical ritual used long 
  ago by a mighty green hag to transform her ogre minions 
  into more useful servants. All crab folk that now exist are 
  descended from those original creations, with most living 
  in small, isolated clutches. Though they are content to lead 
  peaceful lives as hunters and gatherers, the magic that 
  created the crab folk sometimes compels them to lash out 
  in fearsome raids when the conditions are right.
  	 Aquatic	Vassals. Long ago, a green hag gathered a 
  small army of ogres to serve as her enforcers along the 
  desolate coast she had claimed. The hag found the ogres’ 
  simple minds and brutal strength useful, but too often, 
  their lack of cunning foiled her plans. Many tumbled into 
  the sea and drowned, too simpleminded and impatient 
  to learn how to swim. Others smashed caravans and 
  crushed their defenders most effectively, but looted cheap, 
  bulky trade goods while leaving valuable smaller trea-
  sures behind. 
   Frustrated by her servants, the hag wove a spell to adapt 
  them to the coastal terrain while planting in their minds a 
  few simple commands to help them with their tasks. She 
  gave them the tenacity and toughness of a crab to augment 
  their strength, grasping claws to help them claim the 
  treasures she loved, and a deeply embedded magical com-
  pulsion to obedience.
  	 Treasure	Hungry.	The hag had a particular love of 
  silver, and was loath to allow even the smallest bit of that 
  metal to slip through her grasp. Her spell gave the crab 
  folk an insatiable love for silver. When they see it, all crab 
  folk feel an irresistible urge to seize it and carry it back to 
  their lairs. If necessary, they resort to violence to claim 
  the metal.
   Brutal Raiders. Each year, when the warm summer 
  gives way to the chill of autumn, the crab folk look to the 
  sky for omens. In ancient days, the green hag kept close 
  watch on the fishing villages and towns near her domain. 
  If those settlements grew too strong, she sent her familiar, 
  a cruel seagull, to harangue the crab folk with its cries 
  and drive them to war. Today, by a stroke of bad luck a gull 
  might happen to land near a crab folk lair and utter the 
  right combination of cries to summon up this ancient com-
  pulsion. Driven to action, the crab folk rampage along the 
  coast, looting and smashing any settlements they know of 
  or encounter. After six days exactly, their rampage ends, 
  and they return to their humble lives.
   Deep-Seated Memories. When a coastal raid or a theft 
  of silver is done, crab folk gather the treasures they have 
  won and place them at the feet of a simple effigy of their 
  hag creator, made from driftwood and other scrap and 
  kept in their communal lair. The crab folk have little sense 
  of what drives them, but they understand that the effigy 
  represents a mother and creator who must be obeyed. 
   Legend holds that the green hag preferred to travel in 
  the guise of a regal hobgoblin queen. If the crab folk ever 
  encounter someone who bears a strong resemblance to 
  that form, their magical compulsion might force them to 
  worship that creature, obeying their every command.
  Crab Folk
  Crab Folk
  Large giant, neutral
  Armor Class 16 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  17 (+3) 
  7 (−2) 
  9 (−1) 
  9 (−1)
  Senses darkvision 30 ft.; passive Perception 9
  Languages Common, Giant
  Challenge 3 (700 XP)
  Limited Amphibiousness. The crab folk can breathe air and 
  water, but it needs to be submerged once every 24 hours to 
  avoid suffocating.
  Actions
  Multiattack. The crab folk makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled 
  (escape DC 14). Until this grapple ends, the crab folk can 
  automatically hit the target with its claw, and the crab folk can’t 
  make attacks with that claw against other targets. The crab folk 
  has two claws, each of which can grapple only one target.
  MAX DUNBAR
  
  7
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Dire Corby
  Dire Corby
  Dire Corby
  Medium humanoid (dire corby), neutral evil
  Armor Class 13 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  8 (−1) 
  7 (−2)
  Skills Acrobatics +4, Perception +3
  Damage Vulnerabilities thunder
  Condition Immunities frightened
  Senses darkvision 60 ft.; passive Perception 13
  Languages Undercommon
  Challenge 1/2 (100 XP)
  Dire Cacophony. Any creature other than a dire corby that 
  starts its turn within 60 feet of a dire corby and can hear it 
  must make a DC 11 Wisdom saving throw. On a failed save, the 
  creature is unable to use the Dash action, cannot climb, or cast 
  spells other than cantrips until the start of its next turn.
  Keen Hearing. The dire corby has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Actions
  Multiattack. The dire corby makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) slashing damage.
  Dire Corby
  Heralded by the ominous, deep rumbling of their strange 
  song, great packs of dire corbies range across the Un-
  derdark, stripping the tunnels and caverns they traverse 
  of all living things. Even the mightiest creatures of the Un-
  derdark hide within fortified lairs or step aside from a dire 
  corby flock, knowing of how these creatures’ bizarre song 
  disrupts, disorients, and ultimately overwhelms their prey.
  	 Flocks	of	Doom.	Dire corbies wander the Underdark 
  in vast flocks, following predictable patterns of movement 
  like migrating birds. They strip a region bare of the li-
  chens, fungus, and vermin that comprise their diet before 
  moving on to a fresh feeding ground. Underdark travelers 
  prize accurate charts illustrating the movements of these 
  flocks, since trailing a day behind them all but guarantees 
  that the dire corbies will have cleared out many monsters 
  and other threats.
   Horrid Songs. The denizens of the Underdark hear 
  an approaching flock of dire corbies long before it comes 
  into view. As these creatures travel, they hoot, chirp, and 
  howl in maddening cacophony. Their song has a strange 
  magical current to it, causing those who hear it to suffer 
  a stomach-churning vertigo that makes it impossible to 
  move at speed or climb cave walls. Spellcasters suffer as 
  their minds swim, leaving them unable to use anything but 
  their simplest magic. The dire corbies’ disorienting song 
  has left countless Underdark creatures and travelers un-
  able to flee as these monsters fall upon them.
  	 Strange	Escort.	Certain Underdark explorers—judged 
  inventive by some and lunatics by others—have learned to 
  travel among the dire corbies. After blocking their ears to 
  avoid the effect of a flock’s song, these travelers attempt 
  to mimic the strange hooting and chirping of a dire corby, 
  with these creatures’ simple minds making success sur-
  prisingly easy. Accepted as part of the flock, a traveler 
  can range across the Underdark escorted by hundreds of 
  humanoid creatures that the other predators of the depths 
  take pains to avoid.
  	 Unwitting	Explorers.	As old pathways become impass-
  able or a flock sustains heavy losses in a particular area, 
  dire corbies will sometimes chart a new migratory course. 
  Depending on their new route, a mob of these creatures 
  might emerge in a dungeon connecting the Underdark and 
  the surface world. Rampaging through such a dungeon, 
  the flock often forces its monstrous inhabitants to flee for 
  safer lairs. When they inevitably emerge on the surface, 
  the dire corbies’ voracious appetites cause them to quickly 
  strip their new environment—including any nearby settle-
  ments—of life.
  NICK SOUTHAM
  
  8
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Eye of Fear and Flame
  Eye of Fear and Flame
  An eye of fear and flame stalks the world of the living, 
  commanding individuals to perform evil deeds of the un-
  dead’s choosing or be destroyed. If its commands are not 
  obeyed, an eye of fear and flame throws back its hood to 
  reveal its skull—set with gems of red and black in each eye 
  socket—then attacks.
  	 Spectral	Visage. An eye of fear and flame resembles a 
  hooded, skeletal humanoid figure. The interior of its hood 
  cannot be seen except as an opaque black void. Ominous 
  tales speak of these creatures prowling city streets in the 
  darkest nights and during times of unease and unrest.
   It is said that eyes of fear and flame were created by 
  chaotic gods to foment the destruction of lawful creatures, 
  or by lawful gods for the testing of their followers. Rumors 
  state that only twenty of these creatures exist, but much of 
  the truth about them remains unknown.
   Cruel Puppet Masters. An eye of fear and flame often 
  chooses to appear during times of uncertainty, such as 
  after a group’s devastating defeat or when an individual 
  contemplates some momentous decision. The undead 
  seeks to corrupt vulnerable individuals, especially those 
  of lawful or good alignments, by setting tasks that test its 
  targets’ moral foundations. A paladin might be ordered to 
  murder an innocent, with the argument that not doing so 
  will result in some greater evil taking place. Ultimately, 
  the success or failure of the task is of less interest to 
  the eye of fear and flame than the instigation of the evil 
  act—and the general spread of chaos and misery that 
  comes with it.
  	 Mystic	Gemstones.	An eye of fear and flame casts its 
  magic powers through its gemstone eyes. In combat, it tar-
  gets not only its opponents but also innocent bystanders, 
  seeking to cause the greatest amount of confusion and de-
  struction. If the creature is destroyed, these gems can be 
  recovered, though they are treated as dangerous, cursed 
  trophies akin to a demilich’s soul gems. Still, they might 
  be sold to certain discerning—and brazen—collectors. 
  Eye of Fear and Flame
  Eye of Fear and Flame
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  18 (+4)
  Saving Throws Str +7, Con +8, Wis +7, Cha +8
  Skills Perception +7
  Damage Resistances necrotic, psychic
  Damage Immunities poison
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, paralyzed, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, all languages known by any creature 
  within 30 feet of it
  Challenge 9 (5,000 XP) 
  Turn Immunity. The eye of fear and flame is immune to effects 
  that turn undead.
  Innate Spellcasting. The eye of fear and flame’s innate 
  spellcasting ability is Intelligence (spell save DC 16). It can 
  innately cast the following spells, requiring no components:
  At will: detect evil and good, detect thoughts
  1/day each: etherealness, true seeing
  Actions
  Multiattack. The eye of fear and flame makes two claw attacks 
  and uses its Gemstone Eyes.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage.
  Gemstone Eyes. The eye of fear and flame shoots one of the 
  following magical eye rays, choosing one target it can see 
  within 90 feet of it.
  Eye of Fear. The target and up to four other creatures of the 
  eye of fear and flame’s choice within 10 feet of the target 
  must each succeed on a DC 16 Wisdom saving throw or be 
  frightened for 1 minute. An affected creature can repeat the 
  saving throw at the end of each of its turns, ending the effect 
  on itself on a success.
  Eye of Flame. The target must make a DC 16 Dexterity saving 
  throw. On a failed save, the target takes 44 (8d10) fire 
  damage, and if it is a creature or a flammable object, it 
  ignites. On a successful save, the target takes half as much 
  damage and does not ignite. A target that ignites takes 5 
  (1d10) fire damage at the start of each of its turns until a 
  creature takes an action to douse the fire.
  MAX DUNBAR
  
  9
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Forlarren
  Forlarren
  The descendants of satyrs corrupted by infernal power, 
  forlarren are miserable creatures—an unhappy union 
  between the rigid demands of the Nine Hells and the im-
  pulsive hedonism of the Feywild. Driven by dramatic and 
  unpredictable emotions, these feral creatures wreak havoc 
  wherever they go.
  	 Corrupted	Essence.	The devils of Avernus attempted 
  an expedition to the Feywild long ago, and the forlarren 
  are the bitter reminder of that doomed excursion. The 
  archdevil Fierna—co-ruler of Phlegethos, the fourth layer 
  of the Nine Hells—courted a mighty fey in hopes of luring 
  him into trading away his soul. The attempt failed, but 
  not before a troop of satyrs were corrupted by the dark 
  delights of Phlegethos. The satyrs were bound to their 
  fey lord and unable to bargain away their souls. So rather 
  than claim them, Fierna warped and twisted them before 
  returning them to the Feywild, content that the corrup-
  tion of the satyrs would be adequate compensation for 
  her failure. 
  	 Bifurcated	Souls. The divided nature of the forlarren 
  reflects their origin, marking each one as two entities 
  trapped in a single form. One forlarren might present itself 
  as a friendly, agreeable guide that helps travelers survive 
  the Nine Hells. Another is a howling beast that attempts to 
  destroy all in its path. One will show mercy and empathy 
  peppered with a parental attitude toward strangers. An-
  other is a mirthful sybarite with an unfettered love of food, 
  drink, and romance. When dealing with the forlarren, the 
  only constant is the malleable, chaotic, and temperamental 
  nature they all share.
   When its diabolical aspect shines through, a forlarren 
  is a cunning, calculating, and brutal enemy. It might use 
  its natural charm to worm its way into earning trust from 
  those it encounters, casting itself as a helpless creature 
  pleading for aid even as it looks for the opportunity to 
  betray and overpower. Or it might seek to dominate the 
  weak, set itself up as a petty lord, and rule over all those 
  who fall into its grasp.
  	 A	Sinister	Cycle. A forlarren in its fey aspect demon-
  strates self-destructive urges that reflect the inherent 
  tension in its nature. That aspect might drive it to drink 
  itself nearly to death, or to throw itself into caring for oth-
  ers with such relentless energy that it eventually collapses 
  from exhaustion. Unfortunately, when it reaches that 
  breaking point, its diabolical nature asserts itself, and it re-
  mains in this scheming, dominating mindset until its plans 
  are foiled and it faces defeat. Then, overwhelmed with fear 
  and shame, the forlarren’s diabolical nature fades and its 
  fey aspect emerges once again. 
   Several ballads of the Feywild recount the dramatic fall 
  of valiant forlarren. In all these tales, the hero achieves 
  some great deed only to see their sinister, diabolical side 
  surface. Deceiving their companions during their most 
  daunting trials, the forlarren then betrays those compan-
  ions at the worst moment possible.
  Forlarren
  Forlarren
  Medium fey, chaotic neutral
  Armor Class 16 (natural armor))
  Hit Points 45 (6d8 + 18)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  18 (+4)
  Skills Acrobatics +5, Deception +8, Stealth +5
  Senses darkvision 30 ft.; passive Perception 10
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Magic Resistance. The forlarren has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The forlarren’s innate spellcasting ability is 
  Charisma (spell save DC 14). It can innately cast the following 
  spells, requiring no material components:
  At will: expeditious retreat, false life, minor illusion, 
  prestidigitation
  3/day each: aid, misty step, Tasha’s hideous laughter
  1/day each: heal, heat metal, mirror image
  Actions
  Multiattack. The forlarren makes two claw attacks and one 
  gore attack, or it makes three chromatic ray attacks.
  Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Gore. Melee weapon attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Chromatic Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one 
  target. Hit: 3 (1d6) lightning damage plus 3 (1d6) fire damage 
  plus 3 (1d6) cold damage.
  RICHARD WHITTERS
  
  10
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Giant, Fog
  Giant, Fog
  The place of cloud giants in the ordning—the set of values 
  and expectations that determines their rank in giant so-
  ciety—is driven by wealth. Those cloud giants foolish or 
  unlucky enough to have their treasure plundered fall to 
  the bottom of the ordning, becoming outcasts known as 
  fog giants. Cut off from their proper place in society, they 
  become raiders and marauders who seek to reclaim their 
  treasure or start a new hoard—by any means possible.
   Beleaguered Moguls. Though they live as ruthless raid-
  ers, fog giants remain tasteful and refined in their desires. 
  They remember their former wealth and power with a 
  bitter mix of longing, regret, and shame, seeking always to 
  replace the grandest treasures they once possessed. Sim-
  ple coins, gems, or trade goods do nothing to satisfy the 
  giant’s desires. Instead, they seek out grand works of art, 
  wondrous jewelry, and beautiful sculptures.
  	 Reasonable	Offers.	Fog giants are powerful warriors, 
  but they prefer to use threats and intimidation to get their 
  way. A fog giant seeks out news and rumors of treasures 
  that appeal to its sense of refinement, then tracks down 
  and treats owners of those treasures to a show of force. 
  Kicking down the gate of a backwater duke’s castle, slay-
  ing a dozen or more guards, then calling for parley is a 
  typical fog giant strategy—followed by an offer to leave the 
  duke alive in return for a treasure or two.
   Bandit Kings. Forced to dwell in exile in the lands of 
  the small folk, many fog giants develop an interest in those 
  folk. Using a combination of threats and the promise of 
  vast reward once they return to their proper station, a 
  fog giant lures desperate criminals, cunning bandits, and 
  other raiders into their service in the dismal wilds they 
  inhabit. These giants prefer to work with ambitious hu-
  mans, renegade elves, and greedy dwarves—all folk they 
  see as properly civilized. They treat orcs, goblinoids, and 
  other “barbarian” types as pesky vermin, best killed or 
  driven away.
  	 Calculating	Masters.	When a fog giant accumulates 
  followers, it sets them to the task of rebuilding the giant’s 
  collection of wondrous, expensive treasures. Its favored 
  servants are civilized folk who can mingle among the 
  rich and refined. These agents take note of treasures that 
  might interest the fog giant, who then plots heists, raids, 
  and other stratagems to seize the chosen prize. A giant 
  might undertake a carefully planned robbery, making ex-
  tensive use of magic to cover their presence. Or it might 
  engage in a brute-force raid that involves tearing off the 
  roof of a merchant’s home, seizing what they seek, and 
  stalking away before the town watch can rally. 
  	 Intricate	Networks.	Clever, ambitious, and greedy, 
  many fog giants build up whole networks of bandits, raid-
  ers, spies, and criminals. In some cases, such a network 
  might grow large enough that minions in the lower ranks 
  are ignorant of their leader’s true nature. Fog giants who 
  amass such organizations think of themselves as exiled 
  nobles, and often take on such fanciful titles as Duke of 
  Robbery, Baron of Bandits, or Lord of Larceny.
  Fog Giant
  Fog Giant
  Huge giant, neutral evil
  Armor Class 16 (chain mail)
  Hit Points 200 (16d12 + 96)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   27 (+8) 
  10 (+0) 
  22 (+6) 
  12 (+1) 
  16 (+3) 
  16 (+3)
  Saving Throws Con +10, Wis +7, Cha +7
  Skills Insight +7, Perception +7, Persuasion +7
  Senses Passive Perception 17
  Languages Common, Giant
  Challenge 11 (7,200 XP)
  Denizen of the Mist. During its turn, the fog giant ignores the 
  effects of fog cloud spells cast by it or other allied fog giants.
  Keen Smell. The giant has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells, requiring no 
  material components:
  At will: detect magic, fog cloud, light
  3/day each: feather fall, misty step
  Actions
  Multiattack. The giant makes two greatsword attacks and 
  casts fog cloud.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 29 (6d6 + 8) slashing damage.
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Petty Tyrant (Recharge 6). The fog giant shouts bloodcurdling 
  threats at the creatures that serve it. Each medium or smaller 
  ally of the giant within 120 feet of it that can see or hear it can 
  use its reaction to make a melee attack.
  MAX DUNBAR
  
  11
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Jermlaine
  Jermlaine
  Jermlaine prove that terrible things can come in tiny 
  packages. Their tiny, foot-tall forms can barely contain the 
  cruelty and malevolence that courses through them. Deep 
  in the Underdark, the jermlaine lurk among the tunnels, 
  dungeons, and caverns inhabited by much larger, more 
  dangerous folk. The jermlaine huddle in their small tun-
  nels, avoiding contact with all other creatures unless they 
  can marshal overwhelming numbers. When the odds are 
  in their favor, they strike with a vicious determination that 
  can overwhelm even a heavily armed drow patrol or duer-
  gar war party.
  	 Hateful	Ambushers.	Jermlaine hate and resent all 
  larger creatures. They are acutely aware that their small 
  size and weakness in combat makes them prey for count-
  less Underdark creatures. This anger and resentment is 
  channeled into vengeful scheming against creatures that 
  enter their domain. The jermlaine keep careful watch, 
  waiting for just the right moment to fall upon their ene-
  mies. When they strike, they emerge from their tunnels 
  to attack in overwhelming waves. In the heat of battle, 
  individual jermlaine gladly throw themselves on their ene-
  mies’ weapons to clear the way for their allies’ attacks.
  	 Hidden	Threat.	The jermlaine’s skin is rough, leathery, 
  and textured like stone. Whether by the design of some 
  sympathetic god or through sheer luck, their hide makes 
  them appear invisible to darkvision. Part of the jerm-
  laine’s anger comes from attempts to hunt them down and 
  fashion cloaks and other material from their skin. Such 
  experiments have yet to yield a functional magic item, and 
  the jermlaine’s hatred of outsiders is driven in part by their 
  assumption that any who meet them seek to harvest them 
  for such experiments.
  	 Secret	Lairs.	Because they are hunted for food or for 
  their skin, jermlaine take care to hide their lairs away 
  from prying eyes. They dig tunnels barely large enough to 
  fit their 1-foot tall frames, making it almost impossible for 
  their enemies to pursue them. Jermlaine dig their tunnels 
  along dungeon hallways and Underdark passages, hiding 
  the entrances to keep intruders out and set up their am-
  bushes. The jermlaine create passages in the floor, along 
  the walls, and in the upper part of the ceiling. When  they 
  attack, they spill upon their enemies from every direction 
  in a bid to overwhelm them with sheer numbers.
   Allied Rodents. The jermlaine can decipher the chitters 
  and squeaks of rats, and in turn can communicate with 
  such rodents. Underdark explorers know to keep a careful 
  watch when encountering signs of a rat infestation. Those 
  rodents, as creatures of the surface world, are rare in the 
  deep Underdark. Their presence invariably signals the 
  presence of a jermlaine colony.
  Jermlaine
  Jermlaine
  Tiny humanoid (jermlaine), neutral evil
  Armor Class 11
  Hit Points 3 (1d4 + 1)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4 (−3) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  11 (+0) 
  7 (−2)
  Skills Stealth +5
  Senses Darkvision 30 ft., blindsense 60 ft.; passive 
  Perception 10
  Languages Undercommon
  Challenge 1/8 (25 XP)
  Lurkers in Shadow. Jermlaine are invisible to darkvision.
  Magic Resistance. The jermlaine has advantage on saving 
  throws against spells and other magical effects.
  Vermin Friend. The jermlaine can speak to and understand rats 
  and giant rats.
  Swarming Rush. A jermlaine adds 1d4 to its weapon damage 
  rolls while within 5 feet of another, conscious jermlaine.
  Actions
  Club. Melee weapon attack: −1 to hit, reach 5 ft., one target. 
  Hit: 1 (1d4 − 3) bludgeoning damage.
  Dart. Ranged weapon attack: +3 to hit, range 20/60 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  When venturing into the Underdark, I always ready a 
  spell that increases the size of a creature. Nothing angers 
  jermlaine more than the thought that one of their own has 
  joined the ranks of the larger folk. While the jermlaine 
  fight among themselves, make your escape.
  EMI TANJI
  
  12
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Khargra
  Khargra
  The bizarre khargra is a flying creature from the Elemen-
  tal Plane of Earth that devours any metals it encounters. 
  Though normally content to eat raw veins of ore, this crea-
  ture considers refined and crafted metals to be particularly 
  delectable.
  	 Vexing	Scavengers.	Khargras are native to the Elemen-
  tal Plane of Earth, where they are considered annoying 
  pests. They arrive in the Material Plane by accident, usu-
  ally by following an earth elemental or other creature that 
  has been summoned into the world.
   Khargras can eat and digest most metals, though they 
  prefer iron, copper, and tin above others. They find gold 
  bland and mushy, akin to a flavorless gruel. Though khar-
  gras digest metal with ease, organic matter and gems 
  are repugnant to them. If a khargra eats such morsels 
  for whatever reason, they remain lodged in its gullet for 
  a few days of indigestion before the offending material is 
  coughed up.
  	 Reluctant	Predators.	Khargras find living flesh disgust-
  ing, and they attack creatures only when driven by hunger 
  and a lack of safer options. After securing a meal of what-
  ever tasty, refined metal their victim carries, they quickly 
  flee—and will flee before that rather than risk death.
  	 Stealthy	Couriers.	A number of clans among the 
  dwarves, duergar, and azers have trained khargras as 
  couriers. Making use of these creatures’ odd digestive sys-
  tems, their masters sprinkle iron dust on a scroll or other 
  organic item that bears a message. The khargra devours 
  the missive, digesting the dust but leaving the message 
  lodged in its digestive tract. Trained over long years and 
  with plentiful treats to learn the direction to different un-
  derground strongholds and outposts, the khargra carries 
  its burden to its destination, then coughs up the message 
  on command.
  Khargra
  Khargra
  Small elemental, neutral
  Armor Class 20 (natural armor)
  Hit Points 11 (2d6 + 4)
  Speed 5 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  10 (+0) 
  14 (+1) 
  5 (−3) 
  11 (+0) 
  6 (−2)
  Skills Perception +2, Stealth +2
  Senses darkvision 60 ft., Passive Perception 12
  Languages Terran
  Challenge 1/8 (25 XP)
  Iron Scent. The khargra can scent the location of ferrous metal 
  within 30 feet of it.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage, and if the target is wearing 
  metal armor or carrying a metal shield, the khargra attaches 
  to that armor or shield. While attached, the khargra doesn’t 
  attack. Instead, at the start of each of the khargra’s turns, roll a 
  d20. On a 10 or higher, the armor or shield takes a permanent 
  and cumulative −1 penalty to the AC it offers. Armor reduced to 
  an AC of 10 or a shield that drops to a +0 bonus is destroyed.
  The khargra can detach itself by spending 5 feet of its 
  movement. A creature, including the target, can use its action 
  to detach the khargra.
  Earth Phasing. Until the end of its next turn, the khargra can fly 
  through nonmagical earth and stone. While doing so, it doesn’t 
  disturb the material it moves through. It can end its movement 
  within earth or stone, but if it remains within earth or stone 
  when this ability ends, it takes 14 (4d6) force damage and 
  immediately moves to the nearest unoccupied space.
  Reactions
  Opportunistic Hunger. When a creature the khargra can see 
  within 5 feet of it hits it with a metal weapon, the khargra can 
  make a bite attack against that creature.
  NICK SOUTHAM
  
  13
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Killmoulis
  Killmoulis
  A killmoulis can be either a bane or boon to an adven-
  turing party. When kept well fed with tasty treats, this 
  creature is a helpful assistant that mends armor, collects 
  herbs that make the blandest rations into a feast, and 
  turns a dull, uncomfortable campsite into a welcoming 
  refuge. But if a party abuses or neglects a killmoulis, the 
  creature’s mean-spirited thirst for revenge can turn even 
  the simplest expedition into a draining ordeal that leaves 
  adventurers tired, dispirited, and sullen.
  	 Traveling	Fey.	A killmoulis arises spontaneously in the 
  Feywild whenever someone commits an act of charity to 
  help a tired or lost traveler. Emerging from the shadows 
  near the site of the deed, the creature takes to the road, 
  wandering to seek out travelers who might have food it can 
  sneak away with in return for the benefits of its magic. 
   Shy and solitary by nature, a killmoulis enjoys watching 
  and listening to folk from distant places that it knows little 
  about. Whether fierce raiders, enterprising merchants, or 
  bold adventurers, all travelers have something interesting 
  to offer a killmoulis.
  	 Hungry	Helpers.	Despite their odd appearance and 
  origins, killmoulis crave the same creature comforts as 
  many folk of the world. They adore sweet candies, fresh 
  fruit, and other delicacies. When a killmoulis encounters 
  a party of travelers, it hides and keeps a careful watch on 
  them. At night, it sneaks into the travelers’ camp and looks 
  through their supplies for tasty treats, but will settle for 
  rations, nuts, and other snacks. If it finds them, it quickly 
  snuffles up a single day’s worth of food with its long nose. 
  In return, it then uses its magic to enhance the travelers’ 
  comfort as they rest.
  	 A	Bitter	Reproach.	A killmoulis will follow after any 
  party that has provided it with a tasty snack, slipping into 
  camp each night to gorge itself and pay for its feast with its 
  beneficial magic. But if the travelers attack, interfere with, 
  or try to trap the killmoulis, it places a minor curse on the 
  group and attempts to flee. For the rest of the characters’ 
  journey, their rations taste like ash and any camping spots 
  are infested with lice and biting insects. Each character in 
  the party wakes up sore and cramped, as rocks or sharp 
  sticks somehow end up under their bedrolls.
   Once a killmoulis is angered, it continues to tail a group 
  and visit its curse upon them. Only an offering of fine food 
  and an earnest apology can sooth an angry killmoulis. 
  Without that, these creatures hold a grudge against a 
  group’s rude behavior that can last for days.
  Killmoulis
  Killmoulis
  Tiny fey, neutral
  Armor Class 14
  Hit Points 7 (2d4 + 2)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4 (−3) 
  19 (+4) 
  13 (+1) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Skills History +3, Perception +4, Stealth +8
  Senses darkvision 30 ft.; passive Perception 14
  Languages Common, Sylvan, telepathy 60 ft.
  Challenge 0 (10 XP)
  Actions
  Slam. Melee weapon attack: −1 to hit, reach 5 ft., one target. 
  Hit: 1 bludgeoning damage.
  Blessing of Bountiful Generosity (1/day). The killmoulis targets 
  up to eight creatures within 100 feet of it that it can see. The 
  next time a target finishes a long rest, it regains all spent Hit 
  Dice and gains 10 temporary hit points.
  Curse of Poor Hospitality (1/day). The killmoulis targets up 
  to eight creatures within 100 feet of it that it can see. The 
  next time a target completes a long rest, it does not regain 
  spent Hit Dice.
  A killmoulis can indeed be a boon, but don’t 
  expect its benevolence to last one moment after 
  your tastiest morsels have been devoured.
  RICHARD WHITTERS
  
  14
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Mite
  Mite
  Mites are vexing fey creatures that delight in causing mi-
  nor havoc and playing irritating pranks, making even the 
  coolest, most experienced adventurers prone to outbursts 
  of destructive frustration. When mites are about, even the 
  simplest task can turn into a disaster, and a mild disagree-
  ment can quickly become a brawl.
  	 Heralds	of	Frustration.	Mites are natives of the Feywild 
  that arise when a creature becomes so irritated with a sit-
  uation or event that it lashes out in violence. That creature 
  experiences strange dreams the next time it sleeps, then 
  sleepwalks to the nearest tree or other large plant, digs 
  a small hole, screams into the depression, and refills the 
  hole. When it awakes the next morning, the creature feels 
  strangely refreshed. Then on the night of the next new 
  moon, the dug-up earth stirs and a pack of mites emerges. 
  Born of frustration and anger, these creatures exist only to 
  replicate in others the emotions that created them.
  	 Nettlesome	Pranksters.	Mites prefer to live under-
  ground, seeking out dungeons and cave warrens where 
  they dig a network of hidden burrows that wrap around 
  existing passages and chambers. They use these hiding 
  spots to watch the comings and goings of monsters and 
  adventurers, setting traps to vex and annoy whenever pos-
  sible. A trip wire might be set at the top of a flight of stairs 
  to send creatures crashing down. Locks might be jammed 
  with debris, gems replaced with fakes, and prized trea-
  sures stolen away. Mites aim to kill only if threatened with 
  direct violence, content to otherwise take joy in watching 
  mundane or simple tasks become frustrating, painful 
  experiences.
  	 Fey	Influence.	When mites are about, creatures become 
  irritable and easily frustrated to the point of violence. For 
  such creatures, every minor failure feels like gross incom-
  petence. Simple tasks become increasingly difficult. Those 
  who undertake those tasks become overwhelmed with a 
  sense of unresolved anger and frustration that demands 
  an outlet—usually violence and destruction. The mites’ 
  influence can thus turn even the most orderly group into 
  a mob of surly brawlers. Within even the most tight-knit 
  adventuring party, morale plummets, arguments boil over 
  into fights, and discipline becomes spotty at best.
  	 Chaotic	Battlegrounds.	Dungeons infested with 
  mites for a long period of time devolve into chaotic bat-
  tlegrounds. Even under the control of a strong leader, 
  any faction in such a dungeon can see its members turn 
  against each other as their frustration and antipathy build. 
  When adventurers enter the dungeon, the mites go to 
  work to exploit the added chaos. They use their magic to 
  drag visitors into their web of anger and frustration, luring 
  explorers deeper into the site and into situations and loca-
  tions that promise to yield up the most havoc.
  Mite
  Mite
  Small fey, lawful evil
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft., burrow 10 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  8 (−1) 
  13 (+1)
  Skills Deception +3, Stealth +6
  Senses darkvision 60 ft.; passive Perception 9
  Languages Sylvan, Undercommon
  Challenge 1/4 (50 XP)
  Vexing Presence. While within 30 feet of a mite that can see it, 
  a non-fey creature has disadvantage on Dexterity checks and 
  Dexterity saving throws.
  Actions
  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.
  Blood Boiling Hex (Recharge 6). The mite places a hex on a 
  creature it can see within 60 feet of it for 1 minute. If the mite 
  is hidden, using this ability does not reveal its location. While 
  the creature is affected by this hex, whenever it makes an 
  attack roll, an ability check, or a saving throw, it must roll a d6 
  and subtract the number rolled from the d20 roll. On any turn 
  in which it suffers the effect of the hex, the target can attack an 
  ally as a reaction, ignoring the effect of the hex when it does so. 
  It can then ignore the effect of the hex until the end of its turn. 
  TAYLOR INGVARSSON
  
  15
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Needle Spawn
  of thorny vines covered with long, cruel needles that 
  pierce flesh. 
   A needle lord fancies itself a conquering general, wan-
  dering in search of a forest to conquer and claim. When it 
  sets its sights on a forest, it first focuses on spreading the 
  seed pods that give rise to its needle spawn vassals. It then 
  prowls the wood in search of weak or defenseless human-
  oids to kill, converting their corpses into needle spawn to 
  begin growing its army. 
  	 Unnatural	Ally.	A needle lord is an implacable foe. 
  Driven only by a desire to conquer and rule, it wages end-
  less war with its army of mobile dead against all creatures 
  it views as a threat to its domination. It might even forge 
  treaties with hobgoblins, kobolds, and other creatures 
  willing to obey it, but it sees any alliance that casts it as a 
  lesser partner as only a temporary measure. The needle 
  lord betrays any allies at the first opportunity, as it believes 
  that only one creature can claim dominion over a forest.
  Needle Spawn
  A wise ranger knows that the sight of a needle spawn is 
  an ill omen, for it heralds the rise of a dreaded needle lord 
  and a war for the soul of a forest.
   Roving Corpses. Needle spawn are created by needle 
  lords—hulking plant creatures that hail from fey domains 
  wracked by wanton violence. When a needle lord enters a 
  worldly forest, it spreads seed pods wherever it roams. A 
  pod remains dormant until a humanoid dies near it or a 
  humanoid corpse is dragged close by, whereupon the pod 
  burrows into the corpse’s decaying flesh and sprouts ropey 
  vines covered in long, sharp needles. The vines wrap 
  around the corpse to animate it, causing it to rise and 
  lurch about like a zombie.
  	 Invasive	Species.	When a great battle is fought in a fey 
  woodland, the plants of the wood sometimes take on the 
  thirst for violence and conquest that propels the fey to war. 
  These plants become needle lords—ogre-shaped masses 
  MAX DUNBAR
  
  16
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Needle Spawn
  Needle Spawn
  Needle Spawn
  Medium plant, chaotic evil
  Armor Class 13
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  17 (+3) 
  12 (+1) 
  6 (−2) 
  13 (+1) 
  6 (−2)
  Skills Stealth +5
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 30 ft., passive Perception 11
  Languages Sylvan
  Challenge 1/2 (100 XP)
  Close Quarters Shooting. The needle spawn does not suffer 
  disadvantage on ranged attacks while within 5 feet of a hostile 
  creature that can see it and isn’t incapacitated, if the target of 
  the attack is also within 5 feet of the needle spawn.
  Actions
  Needle Volley. The needle spawn makes up to 1d6 needle 
  attacks, but it cannot attack the same target more than twice 
  during its turn.
  Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Needle. Ranged Weapon Attack: +5 to hit, range 60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Needle Lord
  Needle Lord
  Large plant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
  12 (+1))
  Skills Athletics +6, Perception +4, Stealth +2
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 30 ft., passive Perception 14
  Languages Sylvan
  Challenge 3 (700 XP)
  Needle Defense. Each time a creature makes a melee attack 
  against a needle lord, it takes 2 piercing damage. A creature 
  can choose to make an attack with disadvantage to avoid 
  this damage.
  Actions
  Multiattack. The nettle lord makes 2 raking vine attacks.
  Needle Volley. The needle lord makes up to 1d6 needle 
  attacks, but it cannot attack the same target more than twice 
  during its turn.
  Raking Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage, and the target is 
  grappled (escape DC 14). Until this grapple ends, the target 
  takes 11 piercing damage at the start of each of its turns. The 
  needle lord has two raking vines, each of which can grapple 
  only one target.
  Needle. Ranged Weapon Attack: +2 to hit, range 60 ft., one 
  target. Hit: 2 (1d4) piercing damage.
  Who are we to presuppose that 
  what is taken as common or 
  normal is indeed the natural 
  resting place of the multiverse? 
  One must understand that life as 
  we know it is simply one epoch of 
  existence. The needlefolk might be 
  the heralds of what is one day seen 
  as the proper order of existence. 
  If plants were to replace all 
  other living things, perhaps the 
  Balance would be made all the 
  stronger.
   I, of course, would merely find a 
  new material form to maintain my 
  watch. Such is the burden of the 
  sentinel, to never know rest or a 
  true respite.
  MAX DUNBAR
  
  17
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Norker
  Norker
  Cruel, vicious, and lazy even by the standards of gobli-
  noids, norkers are tough humanoids whose long, sharp 
  fangs and thick, bony exoskeletons make them well-suited 
  to the ranks of hobgoblin armies. Unfortunately for their 
  would-be masters, norkers are rebellious, truculent, and 
  prone to indolence unless watched with a keen eye and a 
  hand that is quick to snap a whip.
  	 Denizens	of	the	Deep	Earth.	In the ancient days, nor-
  kers were found deep within the earth. They were always 
  few in number, and their god was a cruel, merciless tyrant 
  who kept his children close and the outside world at a dis-
  tance. This long-lost god may have been Maglubiyet’s first 
  conquest and his followers the initial, unwilling recruits 
  into his crusade. Today, hobgoblins chafe at the suggestion 
  that creatures as lazy and untamed as norkers could claim 
  such an honor. For that reason alone, hobgoblin warlords 
  are loath to use these creatures, preferring to keep them 
  around as disposable labor in mines and quarries.
  	 Nasty,	Brutish,	and	Short.	Even goblins bully and 
  harass norkers, as hobgoblins place the norkers at the 
  bottom of the goblinoid ranks, yet the norkers’ ferocity, 
  tough hides, and sharp fangs allow them to rise up and 
  defeat goblinoids that underestimate the norkers’ strength 
  and ferocity.. For this reason, norkers are likely encoun-
  tered away from their brethren. Their natural armor and 
  weapons make them dangerous foes even when relegated 
  to menial labor. Only the dictates of Maglubiyet have 
  prevented the hobgoblins from hunting down and extermi-
  nating these creatures.
  	 A	Legacy	of	Hatred. Given their ancient defeat and 
  terrible treatment at the hands of other goblinoids, the 
  norkers have developed a peculiar sect of Maglubiyet wor-
  shipper. They call him the Great Scourge and believe that 
  mortal life is a cruel test. Those norkers whose skin can 
  withstand any blow and whose fangs sink deep into their 
  enemies will be shepherded to paradise. To the norkers, 
  all other creatures are enemies. Strong creatures can be 
  mollified with servitude and obsequious begging, while 
  weaker ones are victims for their fangs and clubs.
  Norker War Leader
  Norker War Leader
  Small humanoid (goblinoid), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1)
  Skills Athletics +5, Intimidation +3, Perception +2
  Senses Darkvision 60 ft.; passive Perception 12
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Actions
  Multiattack. The norker war leader makes one greataxe and 
  one bite attack, and also uses Fight On, You Slugs.
  Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Greataxe. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage.
  Fight On, You Slugs. The norker war leader picks up to three 
  allied goblinoids within 60 feet that can see it. The chosen 
  creatures can each use their reactions to make a single 
  melee attack.
  Reactions
  Defensive Rebuke. If a creature within 5 feet of the norker 
  makes a melee attack against it, the norker can use its reaction 
  to cause 6 piercing damage to it.
  Norker
  Norker
  Small humanoid (goblinoid), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  10 (+0) 
  13 (+1) 
  8 (−1) 
  8 (−1) 
  7 (−2)
  Skills Athletics +3
  Senses Darkvision 60 ft.; passive Perception 9
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The norker makes one mace and one bite attack.
  Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 
  4 (1d6 + 1) piercing damage.
  Mace. Melee weapon attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Reactions
  Defensive Rebuke. If a creature within 5 feet of the norker 
  makes a melee attack against it, the norker can use its reaction 
  to cause 4 piercing damage to it.
  EMI TANJI
  
  18
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Norker
  
  19
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Screaming Devilkin
  Screaming Devilkin
  The ferocious screaming devilkin are bizarre fey creatures 
  spawned by overwhelming moments of panic. Despite 
  their diabolic appearance and name, are denizens of the 
  Feywild. Sages believe that their appearance derives from 
  the primal fear inspired by fiendish creatures, while bards 
  assert that panic, being such a repulsive emotion, is em-
  bodied by an equally ugly creature.
  	 Screaming	Terrors.	A screaming devilkin sometimes 
  arises when a creature in the Feywild is overcome with 
  panic to the point that it screams, babbles, and otherwise 
  loses control of its faculties. When such an event occurs, 
  the creature’s scream echoes through the Feywild. If it 
  echoes at just the right angle between a rocky outcropping 
  in the dead of night, the scream gains intensity and volume 
  until it reaches a piercing crescendo. At that moment, 
  the stone of the outcropping shatters as a small flock 
  of screaming devilkins erupts from the earth and take 
  to the air.
  	 Wicked	Tormentors.	As befits creatures born from 
  a moment of panic, screaming devilkins love to spread 
  fear and confusion across the world. They gather in small 
  flocks, lurking along lonely forest roads and mountain 
  passes. When their victims approach, the devilkins swoop 
  down upon them to lash them with their long, barbed tails. 
  Their horrid shrieking overwhelms a creature’s senses, 
  inspiring a combination of panic, sensory overload, and 
  confusion that leaves creatures reeling. Despite their evil 
  nature, screaming devilkins rarely attack to kill. They 
  much prefer to leave their victims badly injured and shorn 
  of all hope. The devilkin steal treasures, weapons, and 
  supplies, dooming an expedition to a slow death. The dev-
  ilkin fly near their victims, taunting them with the items 
  they stole. Predators in the area learn that the devilkin’s 
  screeching is a sure sign that easy prey draws near.
  	 Opportunistic	Alliances.	A flock of screaming devilkins 
  can appreciate vicious cruelty in other creatures. If they 
  see signs of an evil presence in the land, such as a cruel 
  overlord or a vicious necromancer, they may offer an alli-
  ance if the villain offers plenty of opportunities for them 
  to engage in wanton destruction and torment. These crea-
  tures serve as horrid mascots of a sort, capering about 
  their new master and following orders to torment those 
  who displease their leader with glee.
  Screaming Devilkin
  Screaming Devilkin
  Small fey, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 18 (4d6 + 4)
  Speed 0 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4 (−3) 
  16 (+3) 
  13 (+1) 
  5 (−3) 
  8 (−1) 
  11 (+0)
  Senses Darkvision 30 ft.; passive Perception 9
  Languages Sylvan
  Challenge 1 (200 XP)
  Agile Flier. Opportunity attacks against the screaming devilkin 
  have disadvantage while it is flying.
  Ceaseless Screaming. Any creature other than a screaming 
  devilkin that starts its turn within 30 feet of one or more 
  screaming devilkins and can hear it must make a DC 10 
  Wisdom saving throw. On a failure the creature is incapacitated 
  until the start of its next turn. On a success, the creature 
  suffers no effect.
  Stunted Legs. The screaming devilkin has disadvantage on 
  attack rolls and all attack rolls made against it gain advantage 
  while the devilkin isn’t flying.
  Actions
  Barbed Tail. Melee weapon attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Beware a silent devilkin. These terrible 
  creatures can be lulled into silence in 
  two cases. They remain quiet when 
  they stalk their prey, unleashing their 
  shrieks only when they are about to 
  attack. They also still their cries in the 
  presence of a soul so twisted, foul, and 
  cruel that even the devilkin are brought 
  to an awed silence. 
  The screaming devilkin are drawn to 
  cruel evil as if it was a beacon. You might 
  find these creatures in the court of a 
  cruel noble or foul necromancer. Should 
  a minor bandit chief or low-ranking 
  acolyte of evil gain the service of these 
  creatures, take care. When the devilkin 
  take notice of such a villain, that soul 
  has been marked for dark deeds and an 
  evil destiny.
  TAYLOR INGVARSSON
  
  20
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Ygorl - Lord of Entropy
  Ygorl - Lord of Entropy
  The enigmatic being known as Ygorl was one of the first 
  slaadi created after Primus unleashed the Spawning 
  Stone upon Limbo. A powerful being suffused with en-
  tropic power, Ygorl delights in the act of unmaking and 
  bringing chaos to any ecosystem it visits. Lesser slaadi 
  follow close behind the lord of entropy, delighting and fur-
  thering the destruction it brings. 
   Cycles of Chaos. As a personification of entropy, Ygorl is 
  cursed to see things as they will become—broken and con-
  sumed by the march of eternity. It has no sense of empathy 
  or compassion, driven only to unmake so that the resulting 
  base elements of reality can fuel the multiverse’s endless 
  cycles of creation and destruction. 
   Speaking to Ygorl is a taxing endeavor, as the lord of en-
  tropy channels its thoughts as a stream of consciousness 
  that is both disturbing and difficult to follow. Mortal crea-
  tures that have attempted to parley with Ygorl are known 
  to have been driven to madness in the process.
   Death and Destruction. Ygorl’s most notable posses-
  sion is an adamantine scythe with the slaad word for 
  death inscribed across the blade, which can reduce living 
  creatures to ash. The lord of entropy also bears a set of ob-
  sidian tablets slung about its waist, upon which it inscribes 
  destructive runes. Living creatures wither and rot within 
  the entropic energy emanated by Ygorl’s magic.
  Ygorl, Lord of Entropy
  Ygorl, Lord of Entropy
  Large aberration, chaotic neutral
  Armor Class 20 (natural armor)
  Hit Points 325 (26d10 + 182)
  Speed 40 ft., climb 40 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  18 (+4) 
  24 (+7) 
  20 (+5) 
  16 (+3) 
  26 (+8)
  Saving Throws Str +14, Con +14, Cha +15
  Skills Arcana +12, Deception +15, Intimidation +15, 
  Persuasion +15
  Damage Immunities necrotic, poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Resistances acid, cold, fire, lightning, thunder
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages all, telepathy 120 ft.
  Challenge 23 (50,000 XP)
  Entropic Aura. Each creature that is not a construct or undead 
  that ends its turn within 15 feet of Ygorl takes 14 (4d6) 
  necrotic damage.
  Legendary Resistance (3/Day). If Ygorl fails a saving throw, it 
  can choose to succeed instead.
  Magic Resistance. Ygorl has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. Ygorl’s innate spellcasting ability is 
  Charisma (spell save DC 23, +15 to hit with spell attacks). 
  It can innately cast the following spells, requiring no 
  material components:
  At will: blight, blink, chaos bolt,* darkness, detect 
  magic, fly, shield
  3/day each: circle of death, enervation,* phantasmal killer, 
  symbol (discord only)
  2/day each: finger of death, harm, mental prison,* 
  power word pain*
  1/day each: power word kill, power word stun, symbol (death 
  only), weird
  * Spell from Xanathar’s Guide to Everything
  Actions
  Multiattack. Ygorl makes three attacks: two with its scythe, 
  and one with its Entropic Touch. 
  Scythe. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) 
  necrotic damage. Any creature reduced to 0 hit points by 
  this attack dies, with its body and everything it is wearing 
  and carrying, except magic items, exploding into a cloud of 
  ash. The creature can be restored to life only by means of 
  a wish spell.
  Entropic Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 16 (2d8 + 7) necrotic damage, and the target 
  must succeed on a DC 22 Constitution saving throw or gain 
  one level of exhaustion.
  Summon Slaadi (1/Day). Ygorl summons 1d4 + 1 death slaadi. 
  A summoned slaad appears in an unoccupied space within 60 
  feet of Ygorl, acts as an ally of Ygorl, and can’t summon other 
  slaadi. It remains for 1 minute, until it or Ygorl dies, or until 
  Ygorl dismisses it as an action.
  Teleport. Ygorl teleports, along with any equipment it 
  is wearing or carrying, up to 120 feet to an unoccupied 
  space it can see.
  Legendary Actions
  Ygorl can take 3 legendary actions, choosing from the options 
  below. It can take only one legendary action at a time and 
  only at the end of another creature’s turn. Ygorl regains spent 
  legendary actions at the start of its turn.
  Scythe. Ygorl makes one attack with its scythe.
  Teleport. Ygorl uses its Teleport action.
  Call the Void (Costs 3 Actions). Each creature that is not a 
  construct or undead within 30 feet of Ygorl must make a DC 
  22 Constitution saving throw against the lord of entropy’s 
  attempt to unmake life, taking 42 (12d6) necrotic damage on 
  a failed save, or half as much damage on a successful one. 
  Ygorl then regains a number of hit points equal to half the 
  total damage taken by all affected creatures.
  After the fifth artist dispatched 
  to record Ygorl’s appearane failed to 
  return, I let the matter rest.
  TAYLOR INGVARSSON
  
  21
  EXTRA LIFE 2019 | EXTRA FIEND FOLIO | Xill
  Xill
  Deep within the Ethereal Plane are the demiplanes, min-
  iatures worlds built by powerful archmages and other 
  mighty entities to serve as a private domain. Each demi-
  plane is a designed realm, built for a specific purpose. 
  Some are fortresses, designed to keep wanderers from 
  the material world away. Others are far more sinister, dark 
  realms where evil dreams take root and become ghastly 
  realities. Such is the realm that spawned the xill, horrific, 
  insectoid creatures created long ago to serve an ancient, 
  evil master.
  	 Gruesome	Collectors. Xills are horrid, four-armed 
  creatures that seem to be a cross between a lizard and 
  insect. They emerge from the Ethereal Plane to fall upon 
  their victims with their vicious claws, but their aim is no to 
  kill. Instead, a xill injects its victim with a paralytic poison. 
  When their the poison overwhelms their target, the xill 
  snatches the victim and returns to the Ethereal. The ulti-
  mate fate of unfortunates carried off in this manner is not 
  known, but plenty of speculation surrounds the xills’ true 
  nature and the demiplane that spawned them.
  	 An	Ancient	Remnant. A variety of theories attempt 
  to explain the xills and their origin. The one found most 
  plausible by scholars of the planes concerns the enigmatic 
  wizard Keraptis. Supposedly, Keraptis long ago crafted 
  a demiplane to serve as personal domain from which he 
  could dispatch his servitors to collect the powerful arti-
  facts he longed to stockpile. The xills were his creation, 
  servitors who could slip to and from the Ethereal plane 
  and steal any artifact or kidnap any person he wished 
  to collect.
  	 A	Mysterious	Task.	Little has been heard of Kerpatis. 
  Save for the recent theft of three mighty items in the World 
  of Greyhawk, he has remained primarily a figure of myth, 
  rumor, and legend. As an inveterate collector of magic 
  items, though, his demiplane is likely filled with powerful 
  artifacts long thought lost to the multiverse. If the story 
  is true, his demiplane is undoubtedly guarded by strange 
  traps and logic-defying puzzles, along with a legion of 
  brainwashed servitors and countless xills. As to the fate of 
  the individuals seized by the xills, they perhaps form the 
  bulk of Kerpatis’s followers. Brainwashed by his magic 
  and set to guard his many dungeons, these fanatics are 
  among his most dangerous followers. It is telling that the 
  xills rarely kidnap commoners. Instead, they target young 
  but promising adventurers, those whose natural talent and 
  aptitude point to a bright future but whose skills have not 
  yet grown sharp enough to repel a dedicated assault.
  Xill
  Xill
  Medium monstrosity, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  18 (+4) 
  13 (+1) 
  11 (+0) 
  14 (+2) 
  9 (−1)
  Skills Acrobatics +6, Athletics +4, Perception +4
  Senses Darkvision 60 ft.; passive Perception 14
  Languages Common
  Challenge 3 (700 XP)
  Ethereal Jaunt. As a bonus action, a xill can magically shift 
  from the Material Plane to the Ethereal Plane, or vice versa.
  Poison Stinger. The xill injects poison into one creature it hit 
  with its claws this turn. The chosen creature must make a DC 
  11 Constitution saving throw, with disadvantage if the xill hit it 
  more than once this turn, taking 14 (4d6) poison damage on a 
  failed save, or half as much on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned this way.
  Actions
  Multiattack. The xill makes four claw attacks.
  Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage.
  MAX DUNBAR
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/EXTRA/D&D EXTRALIFE Fiend Folio 01.pdf