TEXT: CR
  Mage Hand Press
  Dark Matter
  Arachno-Horse
  Large beast, unaligned
  1/2
  
  CR
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  13 (+1)
  INT
  2 (−4)
  WIS
  12 (+1)
  CHA
  7 (−2)
  Arachno-Horse
  Large beast, unaligned
  Damage Resistances poison
  Senses passive Perception 11
  Languages —
  Spider Climb. The arachno-horse can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Trampling Charge. If the arachno-horse moves at least 
  20 feet straight toward a target and then hits it with a 
  bite 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 arachno-horse can make another 
  attack with its bite against it as a bonus action.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) 
  poison damage.
  AC
  11 
  HP 19
  (3d10 + 3)
  SPEED 40 ft.,
  climb 40 ft.
  1/2
  
  CR
  Mage Hand Press
  Dark Matter
  Cephalo-Boar
  Medium beast, unaligned
  1/4
  
  CR
  STR
  11 (+1)
  DEX
  11 (+0)
  CON
  12 (+1)
  INT
  2 (−4)
  WIS
  9 (−1)
  CHA
  5 (−3)
  Cephalo-Boar
  Medium beast, unaligned
  Damage Resistances fire
  Senses passive Perception 9
  Languages —
  Charge. If the cephalo-boar moves at least 20 feet 
  straight toward a target and then hits it with a tentacle 
  attack on the same turn, the target takes an extra 3 (1d6) 
  bludgeoning damage.
  Relentless (Recharges after a Short or Long Rest). If 
  the cephalo-boar takes 7 damage or less and drops to 0 
  hit points, it is reduced to 1 hit point instead.
  ACTIONS
  Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  11) and restrained until the grapple ends.
  AC 11 
  (natural armor) 
  HP 11
  (2d8 + 2)
  SPEED 
  40 ft.
  1/4
  
  CR
  Mage Hand Press
  Dark Matter
  Crocadog
  Small beast, unaligned
  1/2
  
  CR
  STR
  13 (+1)
  DEX
  14 (+2)
  CON
  14 (+2)
  INT
  3 (−4)
  WIS
  12 (+1)
  CHA
  7 (−2)
  Crocadog
  Small beast, unaligned
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Keen Hearing and Smell. The crocadog has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell.
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. If the target is 
  a Small or smaller creature, it must succeed on a DC 11 
  Strength saving throw or be knocked prone.
  AC  
  12 
  HP 5
  (1d6 + 2)
  SPEED 
  40 ft.
  1/2
  
  CR
  Mage Hand Press
  Dark Matter
  Android
  Medium construct, neutral
  4
  
  CR
  STR
  22 (+6)
  DEX
  22 (+6)
  CON
  22 (+6)
  INT
  12 (+1)
  WIS
  12 (+1)
  CHA
  12 (+1)
  Android
  Medium construct, neutral
  Skills Deception +3, Investigation +3, Perception +3, 
  Technology +5
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses thermalsight 60 ft., passive Perception 11
  Languages any three languages (usually Common, Dwar-
  ven, and Elvish)
  Black Box, False Identity, Machine Empathy. See Dark 
  Matter
  Self-Repair. The android regains 4 hit points at the start 
  of its turn if it has at least one hit point. If the android 
  takes lightning damage, this trait doesn’t function at the 
  start of the android’s next turn.
  ACTIONS
  Multiattack. The android makes two attacks.
  Construct Surge (1/Day). The android makes four 
  attacks, instead of two, on its turn. It can’t attack on the 
  following turn.
  Repeater. Ranged Weapon Attack: +8 to hit, range 
  60/240 ft., one target. Hit: 7 (2d6) radiant damage.
  Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d4 + 6) bludgeoning damage.
  AC
  16
  HP 63
  (6d8 + 36)
  SPEED 
  30 ft.
  4
  
  CR
  Mage Hand Press
  Dark Matter
  Rogue AI
  Medium construct, any chaotic alignment
  5
  
  CR
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  19 (+4)
  WIS
  12 (+1)
  CHA
  10 (+0)
  Rogue AI
  Medium construct, any chaotic alignment
  Saving Throws Int +7, Wis +4
  Skills Arcana +7, Data +7, History +7, Investigation +7, 
  Nature +7, Religion +7, Technology +7
  Damage Resistances acid, cold, fire
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 11
  Languages all
  Incorporeal Movement. The AI can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  5 (1d10) force damage if it ends its turn inside an object.
  Innate Spellcasting (Spell save DC 15). At will: mage 
  hand (the hand is invisible), minor illusion, technomancy, 
  3/day each: autopilot, technical difficulties, 1/day each: 
  circuit breaker, lightning bolt, perception hack
  ACTIONS
  Multiattack. The AI makes two melee attacks or one 
  ranged attack.
  Static Discharge. Melee Spell Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) lightning damage.
  Hardlight Bolt. Ranged Spell Attack: +7 to hit, range 
  120 ft., one target. Hit: 17 (5d6) force damage.
  Inhabit Technology (Recharge 6). See Dark Matter
  AC
  12
  HP 90
  (20d8)
  SPEED 0 ft.,
  fly 40 ft. (hover)
  5
  
  CR
  Mage Hand Press
  Dark Matter
  Mechanical Spider
  Small construct, unaligned
  0
  
  CR
  STR
  6 (−2)
  DEX
  16 (+3)
  CON
  12 (+1)
  INT
  2 (−4)
  WIS
  5 (−3)
  CHA
  1 (−5)
  Mechanical Spider
  Small construct, unaligned
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 8
  Languages —
  Death Burst. When a mechanical spider dies, it explodes 
  in a burst of fire. Each creature within 5 feet of it must 
  make a DC 13 Dexterity saving throw, taking 7 (2d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Spider Climb. The mechanical spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  ACTIONS
  Carry. The spider can pick up and carry or drop a single 
  object weighing no more than 10 pounds.
  AC
  13
  HP 3
  (1d4 + 1)
  SPEED 20 ft.,
  climb 20 ft.
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Single Task Automaton
  Medium construct, lawful neutral
  1
  
  CR
  STR
  13 (+1)
  DEX
  9 (−1)
  CON
  15 (+2)
  INT
  5 (−3)
  WIS
  1 (−5)
  CHA
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 5
  Languages —
  Difficult Terrain Susceptibility. Each foot this automaton 
  travels in difficult terrain costs 3 feet.
  Mechanical Mind. The automaton can’t be compelled to 
  act in a manner contrary to its instructions.
  ACTIONS
  Multiattack. The automaton makes three melee attacks.
  Improvised Weapon. Melee Weapon Attack: +1 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
  AC 13
  (natural armor)
  HP 39
  (6d8 + 12)
  SPEED  
  30 ft.
  Single Task Automaton
  Medium construct, lawful neutral
  1
  
  CR
  Mage Hand Press
  Dark Matter
  Multi-Task Automaton
  Medium construct, lawful neutral
  3
  
  CR
  STR
  17 (+3)
  DEX
  11 (+0)
  CON
  19 (+4)
  INT
  7 (−2)
  WIS
  5 (−3)
  CHA
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 7
  Languages —
  Mechanical Mind. The automaton can’t be compelled to 
  act in a manner contrary to its instructions.
  ACTIONS
  Multiattack. The automaton makes three attacks: two 
  with its morningstar and one with its slam.
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) bludgeoning damage.
  AC 15
  (natural armor)
  HP 85
  (10d8 + 40)
  SPEED 
  30 ft.
  Multi-Task Automaton
  Medium construct, lawful neutral
  3
  
  CR
  Mage Hand Press
  Dark Matter
  Body Snatcher
  Medium aberration, neutral evil
  5
  
  CR
  STR
  16 (+3)
  DEX
  18 (+4)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  17 (+3)
  Skills Deception +9, Insight +5, Perception +5, Perfor-
  mance +6, Sleight of Hand +7, Stealth +7
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Deep Speech
  Sneak Attack (1/Turn). The body snatcher deals an extra 
  21 (6d6) damage when it meets the conditions of Sneak 
  Attack.
  Innate Spellcasting (Spell save DC 14). At will: 
  gentle repose, minor illusion, 3/day each: disguise self, 
  entangle, 1/day each: blur, expeditious retreat, haste, 
  invisibility, silent image
  ACTIONS
  Multiattack. The body snatcher makes two weapon 
  attacks or three claw attacks.
  Claw (Natural Form Only). Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage.
  Flay. A body snatcher touches a humanoid corpse, mag-
  ically hollowing it out to leave a wearable skin suit. The 
  skin suit is protected against decay for the next 10 days.
  Skinchange. The body snatcher dons or doffs a skin suit. 
  See Dark Matter
  AC  
  14
  HP 91
  (14d8 + 28)
  SPEED 
  30 ft.
  Body Snatcher
  Medium aberration, neutral evil
  5
  
  CR
  Mage Hand Press
  Dark Matter
  Brain in a Jar
  Tiny construct, chaotic evil
  2
  
  CR
  STR
  3 (−4)
  DEX
  15 (+2)
  CON
  11 (+0)
  INT
  15 (+2)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Damage Resistances psychic
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, prone
  Senses blindsight 60 ft., thermalsight 120 ft., passive 
  Perception 12
  Languages any one language (usually Common), telep-
  athy 120 ft.
  Insanity. If a creature would use a spell or magical effect 
  to sense the brain’s emotions or read its thoughts, the 
  creature takes 10 (3d6) psychic damage.
  ACTIONS
  Psionic Ray. Ranged Spell Attack: +4 to hit, range 60 ft., 
  one target. Hit: 21 (6d6) psychic damage.
  Psionic Burst. Each creature within 20 feet of the brain 
  must succeed on an DC 13 Wisdom saving throw, taking 
  12 (4d6) psychic damage on a failed save, or half as 
  much on a successful one.
  AC  
  12
  HP 30
  (12d4)
  SPEED 0 ft.,
  fly 30 ft. (hover)
  Brain in a Jar
  Tiny construct, chaotic evil
  2
  
  CR
  Mage Hand Press
  Dark Matter
  Collector Vat
  Large construct, neutral
  5
  
  CR
  STR
  16 (+3)
  DEX
  16 (+3)
  CON
  18 (+4)
  INT
  12 (+1)
  WIS
  10 (+0)
  CHA
  6 (−2)
  Damage Immunities psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified
  Senses blindsight 30 ft., thermalsight 120 ft., passive 
  Perception 10
  Languages —
  Magic Resistance. The collector vat has advantage on 
  saving throws against spells and other magical effects.
  Organic Scan. See Dark Matter
  ACTIONS
  Multiattack. The vat makes two melee weapon attacks.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 14 (2d10 + 3) bludgeoning damage, and 
  the target is grappled (escape DC 15). Until the grapple 
  ends, the target is restrained. The vat can grapple up to 5 
  creatures at once.
  Syringe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) piercing damage, and the tar-
  get must make a DC 14 Constitution saving throw or be 
  paralyzed for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Store Creature, Release Brains (1/Day). See Dark 
  Matter
  AC 15
  (natural armor)
  HP 133
  (14d10 + 56)
  SPEED 0 ft.,
  fly 30 ft. (hover)
  Collector Vat
  Large construct, neutral
  5
  
  CR
  Mage Hand Press
  Dark Matter
  Defense Drone
  Tiny construct, unaligned
  1/8
  
  CR
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  9 (−1)
  CHA
  3 (−4)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 9
  Languages —
  Follow Protocol. Unless commanded to do otherwise, 
  the drone follows its master, staying in the master’s 
  space, or as nearby as possible. The drone can move on 
  its master’s turn in order to follow in this way.
  ACTIONS
  Integrated Blaster. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (2d4) radiant damage.
  AC  
  12
  HP 5
  (2d4)
  SPEED 0 ft.,
  fly 40 ft. (hover)
  DEfense Drone
  Tiny construct, unaligned
  1/8
  
  CR
  Mage Hand Press
  Dark Matter
  Medical Drone
  Tiny construct, unaligned
  0
  
  CR
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  9 (−1)
  CHA
  3 (−4)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 9
  Languages —
  Follow Protocol. Unless commanded to do otherwise, 
  the drone follows its master, staying in the master’s 
  space, or as nearby as possible. The drone can move on 
  its master’s turn in order to follow in this way.
  ACTIONS
  Revival Protocol (3/Day). The drone casts the cantrip 
  spare the dying on a target it can reach, then restores 
  1d4 of the target’s hit points.
  AC  
  12
  HP 5
  (2d4)
  SPEED 0 ft.,
  fly 40 ft. (hover)
  Medical Drone
  Tiny construct, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Recon Drone
  Tiny construct, unaligned
  0
  
  CR
  STR
  7 (−2)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  9 (−1)
  CHA
  3 (−4)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 9
  Languages —
  Follow Protocol. Unless commanded to do otherwise, 
  the drone follows its master, staying in the master’s 
  space, or as nearby as possible. The drone can move on 
  its master’s turn in order to follow in this way.
  ACTIONS
  Surveillance Protocol. The drone creates a holographic 
  marker above one target it can see within 60 feet until 
  the beginning of the drone’s next turn. For that duration, 
  attacks against the target can’t have disadvantage (unless 
  the disadvantage is due to the Automatic property), and 
  the target has disadvantage on checks made to hide.
  AC  
  12
  HP 5
  (2d4)
  SPEED 0 ft.,
  fly 40 ft. (hover)
  Recon Drone
  Tiny construct, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Hardlight Etherolus
  Large construct, unaligned
  8
  
  CR
  STR
  13 (+1)
  DEX
  20 (+5)
  CON
  14 (+2)
  INT
  6 (−2)
  WIS
  10 (+0)
  CHA
  3 (−4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10
  Languages understands commands given in any lan-
  guage but can’t speak
  Ethereal Hardlight. Each time this construct takes dam-
  age, it reduces the damage taken to 1.
  Hardlight Evaporation. This construct sheds bright light 
  in a 20-foot radius and dim light for an additional 20 feet. 
  Every hour, the construct takes 1 damage.
  Incorporeal Movement. The construct can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 1 force damage if it ends its turn 
  inside an object.
  ACTIONS
  Multiattack. The construct makes two hardlight scythe 
  attacks.
  Hardlight Scythe. Melee Weapon Attack: +8 to hit, 
  reach 10 ft., one target. Hit: 12 (2d6 + 5) force damage.
  AC 
  15
  HP 15
  (2d10 + 4)
  SPEED 30 ft.,
  fly 40 ft. (hover)
  Hardlight Etherolus
  Large construct, unaligned
  8
  
  CR
  Mage Hand Press
  Dark Matter
  Hardlight Juggernautus
  Large construct, unaligned
  8
  
  CR
  STR
  20 (+5)
  DEX
  12 (+1)
  CON
  26 (+7)
  INT
  6 (−2)
  WIS
  10 (+0)
  CHA
  3 (−4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10
  Languages understands commands given in any lan-
  guage but can’t speak
  Hardlight Evaporation. This construct sheds bright light 
  in a 20-foot radius and dim light for an additional 20 feet. 
  Every hour, the construct takes 10 damage.
  Impervious Hardlight. This construct doesn’t take dam-
  age from any source that deals it less than 10 damage 
  at once.
  Magic Resistance. The construct has advantage on sav-
  ing throws against spells and other magical effects.
  ACTIONS
  Multiattack. The construct makes two hardlight mace 
  attacks.
  Hardlight Mace. Melee Weapon Attack: +8 to hit, reach 
  10 ft., one target. Hit: 12 (2d6 + 5) force damage.
  AC 18
  (natural armor)
  HP 150
  (12d10 + 84)
  SPEED
  30 ft.
  8
  Hardlight Juggernautus
  Large construct, unaligned
  
  CR
  Mage Hand Press
  Dark Matter
  Husk
  Medium undead, chaotic evil
  1/2
  
  CR
  STR
  15 (+2)
  DEX
  8 (−1)
  CON
  14 (+2)
  INT
  8 (−1)
  WIS
  8 (−1)
  CHA
  14 (+2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Blood Frenzy. The husk has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit 
  points.
  ACTIONS
  Multiattack. The husk makes two slam attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage and the 
  target must make a DC 12 Constitution saving throw. On 
  a failed save, the air is drawn out from the target’s lungs. 
  Until the end of the target’s next turn, it has disadvantage 
  on attack rolls, ability checks, and saving throws. This ef-
  fect is not impeded by magic such as zone of atmosphere 
  or technology such as life suits.
  AC 13
  (natural armor)
  HP 26
  (4d8 + 8)
  SPEED
  30 ft.
  Husk
  Medium undead, chaotic evil
  1/2
  
  CR
  Mage Hand Press
  Dark Matter
  Forlorn Husk
  Medium undead, chaotic evil
  4
  
  CR
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  14 (+2)
  INT
  9 (−1)
  WIS
  9 (−1)
  CHA
  18 (+4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Common
  Blood Frenzy. The husk has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit 
  points.
  Magic Resistance. The husk has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting (Spell save DC 14). 3/day each: 
  hellish rebuke, inflict wounds, ray of enfeeblement, 1/day 
  each: arcane anomaly, create vacuum, darkness
  ACTIONS
  Multiattack. The husk makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) bludgeoning damage and the 
  target must make a DC 14 Constitution saving throw. On 
  a failed save, the air is drawn out from the target’s lungs. 
  Until the end of the target’s next turn, it has disadvantage 
  on attack rolls, ability checks, and saving throws. This ef-
  fect is not impeded by magic such as zone of atmosphere 
  or technology such as life suits. 
  AC 15
  (natural armor)
  HP 91
  (14d8 + 28)
  SPEED 30 ft.,
  fly 20 ft. (hover)
  Forlorn Husk
  Medium undead, chaotic evil
  4
  
  CR
  Mage Hand Press
  Dark Matter
  Indoctrinated
  Medium humanoid (any race), chaotic evil
  1/2
  
  CR
  STR
  15 (+2)
  DEX
  14 (+2)
  CON
  13 (+1)
  INT
  9 (−1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 8
  Languages Abyssal, one language it knew before indoc-
  trination
  Cybernetic Enhancements. The indoctrinated is immune 
  to nonmagical diseases, and it doesn’t need to eat, 
  drink, or breathe. Additionally, it can’t be disarmed of its 
  weapons.
  ACTIONS
  Arm Cannon. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 60/240 ft., one creature. Hit: 9 
  (2d8) radiant damage.
  AC 14
  (natural armor)
  HP 22
  (4d8 + 4)
  SPEED 
  30 ft.
  Indoctrinated
  Medium humanoid (any race), chaotic evil
  1/2
  
  CR
  Mage Hand Press
  Dark Matter
  Mechademon
  Medium fiend (demon), chaotic evil
  2
  
  CR
  STR
  14 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Technology +3
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned, exhaustion
  Senses darkvision 120 ft., passive Perception 12
  Languages Abyssal, telepathy 120 ft.
  Cybernetic Enhancements. The mechademon is immune 
  to nonmagical diseases, and it doesn’t need to eat, drink, or 
  breathe. Additionally, it can’t be disarmed of its weapons.
  Hellish Translocator (Recharge 4–6). The mechademon 
  has an embedded translocation device within its chest. 
  As a bonus action, it can activate this device to teleport 
  up to 30 feet to an unoccupied space it can see. Each 
  creature within 5 feet of the mechademon’s destination 
  must succeed on a DC 13 Dexterity saving throw, taking 
  10 (3d6) fire damage on a failed save, or half as much on 
  a successful one.
  ACTIONS
  Multiattack. The mechademon makes two attacks.
  Abyssal Repeater. Ranged Weapon Attack: +5 to hit, 
  range 60/240 ft., one target. Hit: 9 (2d8) fire damage.
  Enervating Arm Blade. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing dam-
  age plus 3 (1d6) necrotic damage.
  AC 15
  (natural armor)
  HP 58
  (9d8 + 18)
  SPEED 35 ft.,
  climb 20 ft.
  Mechademon
  Medium fiend (demon), chaotic evil
  2
  
  CR
  Mage Hand Press
  Dark Matter
  Mechabyssal
  Large fiend (demon), chaotic evil
  6
  
  CR
  STR
  18 (+4)
  DEX
  16 (+3)
  CON
  17 (+3)
  INT
  12 (+1)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Athletics +7, Technology +4
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned, exhaustion
  Senses darkvision 120 ft., passive Perception 12
  Languages Abyssal, telepathy 120 ft.
  Cybernetic Enhancements, Siege Monster. See Dark 
  Matter
  Rocket Pack (Recharge 4–6). The mechabyssal has 
  rocket boosters embedded in its back. As a bonus action, 
  it can activate the boosters to fly up to 30 feet in any di-
  rection. If the mechabyssal ends this movement in the air, 
  it falls. If the mechabyssal makes this movement straight 
  toward a target and then hits it with a cyber claw attack 
  on the same turn, the target takes an extra 11 (2d10) 
  slashing damage.
  ACTIONS
  Multiattack. The mechabyssal makes two attacks.
  Cyber Claw. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 15 (2d10 + 4) slashing damage.
  Hellfire Rockets. Ranged Weapon Attack: +6 to hit, range 
  60/240 ft., one target. Hit: 16 (3d10) fire damage. Each 
  creature within 5 feet of the target must succeed on a DC 
  15 Dexterity saving throw or take 11 (2d10) fire damage.
  AC 16
  (natural armor)
  HP 170
  (20d10 + 60)
  SPEED 
  25 ft.
  Mechabyssal
  Large fiend (demon), chaotic evil
  6
  
  CR
  Mage Hand Press
  Dark Matter
  N-Vect
  Medium humanoid (vect), chaotic evil
  3
  
  CR
  STR
  14 (+2)
  DEX
  16 (+3)
  CON
  14 (+2)
  INT
  16 (+3)
  WIS
  10 (+0)
  CHA
  10 (+0)
  Skills Data +5, Deception +2, Technology +5
  Senses thermalsight 30 ft., passive Perception 10
  Languages Common
  Construct Anatomy. The N-vect is immune to nonmagi-
  cal diseases, and it doesn’t need to eat, drink, or breathe.
  Inflexible Mind. The N-vect has advantage on saving 
  throws against being charmed.
  Innate Spellcasting (Spell save DC 12). At will: tech-
  nomancy, 1/day each: circuit breaker, perception hack, 
  technical difficulties
  ACTIONS
  Multiattack. The vect makes two attacks with its arm 
  blade or two attacks with its repeater.
  Arm Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. If the target 
  is a construct or living construct, such as a vect, it must 
  make a DC 16 Constitution saving throw. On a failed 
  save, the target is infected with the N-Virus (see Dark 
  Matter, Appendix E).
  Repeater. Ranged Weapon Attack: +5 to hit, range 
  60/240 ft., one target. Hit: 7 (2d6) radiant damage.
  AC 16
  (composite plating)
  HP 78
  (12d8 + 24)
  SPEED 
  30 ft.
  N-Vect
  Medium humanoid (vect), chaotic evil
  3
  
  CR
  Mage Hand Press
  Dark Matter
  Nanite Swarm
  Large ooze, lawful neutral
  2
  
  CR
  STR
  3 (−4)
  DEX
  15 (+2)
  CON
  12 (+1)
  INT
  18 (+4)
  WIS
  9 (−1)
  CHA
  1 (−5)
  Skills Medicine +1
  Damage Immunities necrotic; bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses passive Perception 9
  Languages understands one language spoken by its 
  creator but can’t speak
  Resources. When the nanite swarm attacks a creature or 
  object, it gains a Resource Point (to a maximum of 6). 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a microscopic nanobot. The 
  swarm can’t gain temporary hit points.
  ACTIONS
  Recycle. Melee Weapon Attack: +4 to hit, reach 0 ft., 
  one target in the swarm’s space. Hit: 15 (6d4) necrotic 
  damage and the swarm gains 1 Resource Point. If the 
  swarm has half of its hit points or fewer, the attack deals 
  only 7 (3d4) damage.
  Reconstitute (Costs 1 Resource Point). A creature 
  or object in the swarm’s space (other than the swarm) 
  regains 11 (2d10) hit points.
  Self-Repair (Costs 1 Resource Point). The swarm 
  regains 7 (2d6) hit points.
  AC 
  12
  HP 44
  (8d8 + 8)
  SPEED 30 ft.,
  climb 30 ft.
  Nanite Swarm
  Large ooze, lawful neutral
  2
  
  CR
  Mage Hand Press
  Dark Matter
  Radioactive Goo
  Large ooze, unaligned
  3
  
  CR
  STR
  16 (+3)
  DEX
  6 (−2)
  CON
  16 (+3)
  INT
  1 (−5)
  WIS
  6 (−2)
  CHA
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 60 ft. (blind beyond this radius), pas-
  sive Perception 8
  Languages —
  Adaptive Mutation. After the goo takes damage, it 
  gains immunity to that type of damage until the end of its 
  next turn, or until it takes another type of damage.
  Amorphous. The goo can move through a space as 
  narrow as 1-inch wide without squeezing.
  Radiation Hazard. At the start of each of the goo’s turns, 
  each creature within 15 feet of it takes 10 (3d6) poison damage.
  ACTIONS
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 
  (2d6) radiant damage. In addition, the target must make a 
  DC 14 Constitution saving throw or be poisoned for 1 hour. 
  Irradiate. Ranged Weapon Attack: +5 to hit, range 60 ft., one 
  target. Hit: 7 (2d6) radiant damage and the target must make 
  a DC 14 Constitution saving throw. On a failure, the target has 
  disadvantage on ability checks using a randomly determined 
  ability score for 1 minute. It can repeat the saving throw at the 
  end of each of its turns, ending this effect on a success.
  AC 
  8
  HP 85
  (10d10 + 30)
  SPEED 
  10 ft.
  Radioactive Goo
  Large ooze, unaligned
  3
  
  CR
  Mage Hand Press
  Dark Matter
  Worm Walker
  Medium undead, neutral
  1/4
  
  CR
  STR
  14 (+2)
  DEX
  5 (−3)
  CON
  16 (+3)
  INT
  4 (−3)
  WIS
  7 (−2)
  CHA
  4 (−3)
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  ACTIONS
  Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. The target 
  is grappled (escape DC 12). Until this grapple ends, the 
  worm walker can’t use its grab on another target.
  Transfer Worm. The worm walker violently transfers the 
  worm within its body into a humanoid creature it is grap-
  pling. The target takes 14 (4d6) piercing damage as the 
  worm burrows into its body. The target is infested with a 
  psi-worm (see psi-worm stats) and the worm walker dies.
  AC 
  7
  HP 23
  (3d8 + 9)
  SPEED 
  20 ft.
  Worm Walker
  Medium undead, neutral
  1/4
  
  CR
  Mage Hand Press
  Dark Matter
  Psi-Worm
  Tiny monstrosity, unaligned
  0
  
  CR
  STR
  3 (−4)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  12 (+1)
  CHA
  3 (−4)
  Damage Resistances psychic
  Condition Immunities frightened, prone
  Senses truesight 120 ft., passive Perception 11
  Languages —
  Alien Movement. The psi-worm can writhe more quickly 
  over rough ground, moving 2 feet in difficult terrain for 
  every 1 foot of movement it expends.
  ACTIONS
  Infest. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. A creature that has 
  been hit by this attack must make a DC 13 Constitution 
  saving throw or be infested by the psi-worm, which crawls 
  within the creature’s body. While infesting a creature, 
  the psi-worm can’t be directly damaged or targeted by 
  effects. If the infected creature is willing, it or another 
  creature can use its action to deal 5 piercing or slashing 
  damage to the infected creature, surgically killing the 
  worm inside it. The worm can also be killed by lesser 
  restoration, or any other effect which cures disease. 
       An infested creature takes 2 (1d4) necrotic damage at 
  the start of each of its turns until it dies or the psi-worm is 
  killed. An infested humanoid that dies rises 1 round later 
  as a worm walker.
  AC 
  12
  HP 2
  (1d4)
  SPEED 
  10 ft.
  Psi-Worm
  Tiny monstrosity, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Lesser Psi-Worm Gestalt
  Medium swarm of Tiny monstrosities, neutral
  3
  
  CR
  STR
  9 (−1)
  DEX
  16 (+3)
  CON
  16 (+3)
  INT
  8 (−1)
  WIS
  17 (+3)
  CHA
  5 (−3)
  Saving Throws Wis +5
  Damage Resistances psychic; bludgeoning, piercing, 
  slashing
  Condition Immunities frightened, paralyzed, prone
  Senses truesight 120 ft., passive Perception 13
  Languages understands Deep Speech but can’t speak
  Alien Movement. The gestalt can writhe more quickly 
  over rough ground, moving 2 feet in difficult terrain for 
  every 1 foot of movement it expends.
  Psychic Defense. See Dark Matter
  Swarm. The gestalt can occupy another creature’s space 
  and vice versa, and the gestalt can move through any 
  opening large enough for a Tiny worm. The gestalt can’t 
  regain hit points or gain temporary hit points.
  Innate Spellcasting (Psionics — Spell save DC 13).  
  3/day each: command, fear, hold person
  ACTIONS
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the gestalt’s space. Hit: 15 (6d4) piercing 
  damage or 7 (3d4) if the gestalt has half of its hit points 
  or fewer. A creature that has been hit by this attack must 
  make a DC 13 Constitution saving throw or be infested 
  with 2 psi-worms (see psi-worm stats). A humanoid slain 
  by this attack rises 1 round later as a worm walker.
  AC 16
  (Psychic Defense)
  HP 60
  (8d8 + 24)
  SPEED 
  30 ft.
  3
  Lesser Psi-Worm Gestalt
  Medium swarm of Tiny monstrosities, neutral
  
  CR
  Mage Hand Press
  Dark Matter
  Scrap Golem
  Large construct, unaligned
  13
  
  CR
  STR
  23 (+6)
  DEX
  9 (−1)
  CON
  19 (+4)
  INT
  3 (−4)
  WIS
  11 (+0)
  CHA
  1 (−5)
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing damage from nonmagical weap-
  ons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses thermalsight 120 ft., blindsight 15 ft., passive 
  Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Berserk, Customized, Immutable Form, Magic Resistance, 
  Magic Weapon, Radiant Absorption. See Dark Matter
  ACTIONS
  Multiattack. The golem makes three melee or ranged 
  weapon attacks. 
  Rocket Hammer. Melee Weapon Attack: +11 to hit, reach 
  5 ft., one target. Hit: 14 (1d10+1d4+6) bludgeoning damage.
  Impactor Cannon. Ranged Weapon Attack: +4 to hit, 
  range 30/90 ft., one target. Hit: 11 (2d10) force damage 
  or 13 (2d12) force damage if the target is within 15 feet.
  Barrage Fire (Recharge 5–6). The golem fires a barrage 
  of shots in a 15-foot cone. Each creature in that area must 
  make a DC 17 Dexterity saving throw, taking 49 (9d10) 
  force damage on a failed save, or half as much damage 
  on a successful one.
  AC 18
  (natural armor)
  HP 190
  (20d10 + 80)
  SPEED 
  30 ft.
  Scrap Golem
  Large construct, unaligned
  13
  
  CR
  Mage Hand Press
  Dark Matter
  Bluescreen Swarm
  Medium swarm of Tiny monstrosities, unaligned 2
  
  CR
  STR
  8 (−1)
  DEX
  18 (+4)
  CON
  8 (−1)
  INT
  1 (−5)
  WIS
  12 (+1)
  CHA
  2 (−4)
  Damage Resistances bludgeoning, piercing, slashing 
  Damage Immunities radiant
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 11
  Languages —
  Incorporeal Movement. The swarm can move through 
  objects as if they were difficult terrain.
  Radiate. Any creature that starts its turn within 5 feet of 
  the swarm must succeed on a DC 11 Constitution saving 
  throw or take 5 (1d10) radiant damage.
  Siphoning Presence. When a bluescreen swarm occupies 
  the same space as a piece of magical technology, such 
  as an arcane terminal or a blaster, that isn’t being worn or 
  carried, that device ceases to function for the next minute.
  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 bug. The swarm can’t 
  regain hit points or gain temporary hit points.
  ACTIONS
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  target. Hit: 7 (2d6) lightning damage, or 3 (1d6) lightning 
  damage if the swarm has half of its hit points of fewer. If 
  the target is carrying a blaster, the blaster overheats.
  AC 
  14
  HP 42
  (12d8 − 12)
  SPEED 10 ft.,
  fly 30 ft.
  Bluescreen Swarm
  Medium swarm of Tiny monstrosities, unaligned 2
  
  CR
  Mage Hand Press
  Dark Matter
  Songfish
  Huge monstrosity, neutral
  8
  
  CR
  STR
  8 (−1)
  DEX
  13 (+1)
  CON
  13 (+1)
  INT
  16 (+3)
  WIS
  21 (+5)
  CHA
  14 (+2)
  Saving Throws Int +6, Wis +8, Cha +5
  Damage Resistances psychic
  Senses blindsight 120 ft., passive Perception 15
  Languages —
  Vacuum Breath. The songfish doesn’t require air.
  ACTIONS
  Multiattack. The songfish makes four attacks with its 
  tentacles.
  Tentacles. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one creature. Hit: 11 (2d10) bludgeoning damage. If the 
  target is Large or smaller, it is grappled (escape DC 14). 
  Until this grapple ends, the target is restrained and the 
  songfish can’t use its tentacles on another target.
  Amnesia Burst (1/Day). Each creature within 500 feet of 
  the songfish must make a DC 16 Wisdom saving throw. 
  On a failed save, a creature completely forgets the events 
  of the past 10 minutes. A creature that can’t hear the 
  songfish automatically succeeds this saving throw.
  Dimension Jump. The songfish teleports itself up to 
  1,000 feet.
  Erasure. See Dark Matter
  AC 
  11
  HP 180
  (24d12 + 24)
  SPEED 0 ft.,
  fly 25 ft. (hover)
  Songfish
  Huge monstrosity, neutral
  8
  
  CR
  Mage Hand Press
  Dark Matter
  Sporezerker
  Medium plant, chaotic evil
  1/2
  
  CR
  STR
  17 (+3)
  DEX
  10 (+0)
  CON
  16 (+3)
  INT
  5 (−3)
  WIS
  9 (−1)
  CHA
  8 (−1)
  Damage Vulnerabilities fire
  Condition Immunities blinded, deafened, exhaustion
  Senses passive Perception 9
  Languages Common
  Pack Tactics. The sporezerker has advantage on an 
  attack roll against a creature if at least one of the 
  sporezerker’s allies is within 5 feet of the creature and the 
  ally isn’t incapacitated.
  Spore Burst. When a sporezerker dies, it explodes in a 
  cloud of spores. Each creature within 5 feet of it must 
  make a DC 13 Constitution saving throw or be poisoned 
  for up to 1 minute. An affected creature can repeat this 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
       Additionally, if the sporezerker dies on natural terrain, 
  3 (1d6) sporezerkers sprout from the earth from where it 
  died 24 hours after its death.
       If the sporezerker drops to 0 hit points due to fire 
  damage, this trait has no effect.
  ACTIONS
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  AC 13
  (natural armor)
  HP 30
  (4d8 + 12)
  SPEED 
  30 ft.
  Sporezerker
  Medium plant, chaotic evil
  1/2
  
  CR
  Mage Hand Press
  Dark Matter
  Sporegantua
  Large plant, chaotic evil
  3
  
  CR
  STR
  18 (+4)
  DEX
  12 (+1)
  CON
  16 (+3)
  INT
  4 (−3)
  WIS
  10 (+0)
  CHA
  9 (−1)
  Damage Vulnerabilities fire
  Condition Immunities blinded, deafened, exhaustion
  Senses passive Perception 10
  Languages —
  Pack Tactics. The sporegantua has advantage on an at-
  tack roll against a creature if at least one of the sporegan-
  tua’s allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Siege Monster (Huge Size Only). The sporegantua 
  deals double damage to objects and structures.
  Spore Burst. See Dark Matter
  ACTIONS
  Multiattack. The sporegantua makes two melee attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 4 
  (1d8) bludgeoning damage if the sporegantua is Huge.
  Fungal Growth (1/Day). The sporegantua grows 1 size 
  category (from Large to Huge) for 10 minutes. For this 
  duration, the sporegantua deals an extra 4 (1d8) damage 
  to targets that it hits with a melee attack, it has advan-
  tage on Strength checks and Strength saving throws, and 
  its speed is reduced by 5 feet.
  AC 15
  (natural armor)
  HP 76
  (9d10 + 27)
  SPEED 
  30 ft.
  Sporegantua
  Large plant, chaotic evil
  3
  
  CR
  Mage Hand Press
  Dark Matter
  Thwirrel
  Tiny beast, unaligned
  0
  
  CR
  STR
  3 (−4)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  4 (−3)
  WIS
  14 (+2)
  CHA
  12 (+1)
  Skills Perception +4, Sleight of Hand +5, Stealth +5
  Senses passive Perception 14
  Languages —
  Energy Siphon. See Dark Matter
  Keen Hearing and Smell. The thwirrel has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Psychic Camouflage. The thwirrel can take the Hide 
  action even when it isn’t in a heavily obscured area. 
  Additionally, when a creature would normally see, hear, 
  touch, or smell a thwirrel, it must make a DC 12 Wisdom 
  saving throw. On a successful save, the creature can per-
  ceive all thwirrels as normal for the next 10 minutes. On a 
  failed save, the creature can’t see, hear, feel, or smell any 
  thwirrels for the same duration. In either case, the saving 
  throw must be repeated every 10 minutes, or until the 
  creature is no longer within visual range of any thwirrels. 
  Creatures with truesight are immune to this trait.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  AC 
  12
  HP 2
  (1d4)
  SPEED 
  35 ft.
  Thwirrel
  Tiny beast, unaligned
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Var’zuul Grub
  Small aberration, neutral evil
  1/2
  
  CR
  STR
  14 (+2)
  DEX
  16 (+3)
  CON
  11 (+0)
  INT
  3 (−4)
  WIS
  10 (+0)
  CHA
  5 (−3)
  Damage Resistances radiant
  Senses darkvision 120 ft., passive Perception 10
  Languages —
  Gravity Defiant. The grub is not influenced by gravity, 
  including spells and other effects which influence gravity, 
  such as the levitate spell.
  Vacuum Breath. The grub doesn’t require air.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  AC 
  13
  HP 35
  (10d6)
  SPEED 20 ft.,
  fly 40 ft. (hover)
  Var’zuul Grub
  Small aberration, neutral evil
  1/2
  
  CR
  Mage Hand Press
  Dark Matter
  Var’zuul Worm
  Large aberration, neutral evil
  4
  
  CR
  STR
  18 (+4)
  DEX
  16 (+3)
  CON
  15 (+2)
  INT
  3 (−4)
  WIS
  11 (+0)
  CHA
  6 (−2)
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing damage from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 10
  Languages —
  Blood Frenzy. The worm has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit 
  points.
  Gravity Defiant. The worm is not influenced by gravity, 
  including spells and other effects which influence gravity, 
  such as the levitate spell.
  Vacuum Breath. The worm doesn’t require air.
  ACTIONS
  Multiattack. The worm makes two attacks: one with its 
  bite and one with its tail.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10 + 3) slashing damage.
  AC 17
  (natural armor)
  HP 112
  (15d10 + 24)
  SPEED 20 ft.,
  fly 30 ft. (hover)
  Var’zuul Worm
  Large aberration, neutral evil
  4
  
  CR
  Mage Hand Press
  Dark Matter
  Vortirrackt Larva
  Small aberration, unaligned
  1/8
  
  CR
  STR
  8 (−1)
  DEX
  14 (+2)
  CON
  10 (+0)
  INT
  1 (−5)
  WIS
  9 (−1)
  CHA
  4 (−3)
  Skills Stealth +4
  Senses passive Perception 9
  Languages —
  Writhe. The larva moves 10 feet without provoking 
  opportunity attacks whenever it takes damage.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  AC  
  12
  HP 7
  (2d6)
  SPEED 35 ft.,
  climb 35 ft.
  Vortirrackt Larva
  Small aberration, unaligned
  1/8
  
  CR
  Mage Hand Press
  Dark Matter
  Vortirrackt
  Medium aberration, lawful evil
  6
  
  CR
  STR
  18 (+4)
  DEX
  19 (+4)
  CON
  17 (+3)
  INT
  21 (+5)
  WIS
  11 (+0)
  CHA
  16 (+3)
  Skills Deception +6, Insight +3, Perception +3, Persua-
  sion +6, Stealth +7
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Deep Speech, telepathy 500 ft.
  Ambusher. The vortirrackt has advantage on attack rolls 
  against any creature it has surprised.
  Magic Resistance. The vortirrackt has advantage on 
  saving throws against spells and other magical effects.
  ACTIONS
  Multiattack. The vortirrackt makes three attacks with its 
  claws.
  Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage, plus an ad-
  ditional 7 (2d6) slashing damage if the target has already 
  been hit with a claw attack this turn.
  AC  
  15
  HP 75
  (10d8 + 30)
  SPEED 30 ft.,
  climb 30 ft.
  Vortirrackt
  Medium aberration, lawful evil
  6
  
  CR
  Mage Hand Press
  Dark Matter
  Demi-Vortirrackt
  Large aberration, chaotic evil
  9
  
  CR
  STR
  21 (+5)
  DEX
  19 (+4)
  CON
  21 (+5)
  INT
  11 (+0)
  WIS
  13 (+1)
  CHA
  9 (−1)
  Saving Throws Str +9, Con +9
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech
  Acidic Blood. A creature that damages the demi-vortir-
  rackt while within 5 feet of it takes 4 (1d8) acid damage.
  Magic Resistance. The demi-vortirrackt has advantage 
  on saving throws against spells and other magical effects.
  ACTIONS
  Multiattack. The demi-vortirrackt makes three attacks 
  with its claws.
  Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) slashing damage, plus an 
  additional 11 (2d10) slashing damage if the target has 
  already been hit with a claw attack this turn.
  Acid Glob (Recharge 5–6). The demi-vortirrackt lobs 
  a glob of acid at a point it can see within 60 feet. Each 
  creature within a 5-foot radius of that point must make 
  a DC 18 Dexterity saving throw, taking 55 (10d10) acid 
  damage on a failed save, or half as much damage on a 
  successful one.
  AC 17
  (natural armor)
  HP 126
  (12d10 + 60)
  SPEED 40 ft.,
  climb 40 ft.
  Demi-Vortirrackt
  Large aberration, chaotic evil
  9
  
  CR
  Mage Hand Press
  Dark Matter
  Wizmo
  Tiny construct, chaotic neutral
  0
  
  CR
  STR
  7 (−2)
  DEX
  16 (+3)
  CON
  10 (+0)
  INT
  7 (−2)
  WIS
  9 (−1)
  CHA
  17 (+3)
  Skills Sleight of Hand +5
  Damage Immunities poison
  Condition Immunities blinded, deafened, exhaustion, 
  paralyzed, petrified, poisoned
  Senses blindsight 10 ft., passive Perception 9
  Languages understands Common but can’t speak
  Scram. Opportunity attacks against the wizmo have 
  disadvantage.
  ACTIONS
  Hijinks. The wizmo pulls a prank on one creature it can 
  see within 5 feet, which must make a DC 13 Wisdom 
  saving throw. On a failed save, the creature has disad-
  vantage on the next attack roll or ability check it makes 
  before the end of its turn.
  AC 
  13
  HP 5
  (2d4)
  SPEED 20 ft.,
  climb 10 ft.
  Wizmo
  Tiny construct, chaotic neutral
  0
  
  CR
  Mage Hand Press
  Dark Matter
  Wizmo Mob
  Small swarm of Tiny constructs, chaotic neutral
  4
  
  CR
  STR
  14 (+2)
  DEX
  18 (+4)
  CON
  10 (+0)
  INT
  14 (+2)
  WIS
  9 (−1)
  CHA
  18 (+4)
  Skills Sleight of Hand +6
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities blinded, deafened, exhaustion, par-
  alyzed, petrified, poisoned, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 9
  Languages understands Common but can’t speak
  Scram. Opportunity attacks against the mob have 
  disadvantage.
  Swarm. See Dark Matter
  ACTIONS
  Hijinks. The mob pulls a prank, affecting each creature it 
  can see within 5 feet, which must make a DC 14 Wisdom 
  saving throw. On a failed save, a creature has disad-
  vantage on the next attack roll or ability check it makes 
  before the end of its turn.
  Slams. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target in the mob’s space. Hit: 10 (4d4) bludgeoning 
  damage, or 5 (2d4) bludgeoning damage if the mob 
  has half its hit points or fewer. If the mob is formed into 
  a Super Wizmo, this attack deals an additional 9 (2d8) 
  bludgeoning damage.
  Super Wizmo (1/Day), Swipe (Reaction). See Dark 
  Matter
  AC 
  14
  HP 52
  (15d6)
  SPEED 20 ft.,
  climb 10 ft.
  Wizmo Mob
  Small swarm of Tiny constructs, chaotic neutral
  4
  
  CR
  Mage Hand Press
  Dark Matter
  Wrothian Failure
  Medium aberration, chaotic evil
  1
  
  CR
  STR
  16 (+3)
  DEX
  17 (+3)
  CON
  14 (+2)
  INT
  5 (−3)
  WIS
  14 (+2)
  CHA
  5 (−3)
  Skills Perception +4, Stealth +7
  Senses darkvision 60 ft., passive Perception 14
  Languages telepathy 60 ft.
  Keen Hearing and Smell. The failure has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pounce. If the failure moves at least 20 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 failure can make one bite attack against it as 
  a bonus action.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage. If the target is 
  Large or smaller, it is grappled (escape DC 13). Until this 
  grapple ends, the failure can’t bite another target.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage.
  AC 
  13
  HP 26
  (4d8 + 8)
  SPEED
  40 ft.
  Wrothian Failure
  Medium aberration, chaotic evil
  1
  
  CR
  Mage Hand Press
  Dark Matter
  Wrothian Taker
  Medium aberration, lawful evil
  5
  
  CR
  STR
  16 (+3)
  DEX
  17 (+3)
  CON
  14 (+2)
  INT
  14 (+2)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Skills Insight +5, Perception +5, Stealth +6
  Damage Resistances psychic
  Senses darkvision 60 ft., passive Perception 15
  Languages Wroth, telepathy 120 ft.
  Psionic Lash. When the taker hits a creature with a melee 
  attack, it deals an additional 4 (1d8) psychic damage 
  (included in the attack).
  ACTIONS
  Multiattack. The taker makes three melee attacks or two 
  ranged attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage plus 4 (1d8) 
  psychic damage.
  Crystalline Rod. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 6 (1d6 + 3) force damage plus 4 
  (1d8) psychic damage.
  Wrothian Blaster. Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 10 (3d6) necrotic 
  damage.
  Neural Lock. One creature of the taker’s choice within 60 
  feet of it must succeed on a DC 15 Wisdom saving throw 
  or become paralyzed for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  AC 16
  (natural armor)
  HP 97
  (15d8 + 30)
  SPEED
  30 ft.
  Wrothian Taker
  Medium aberration, lawful evil
  5
  
  CR
  Mage Hand Press
  Dark Matter
  Wrothian Alpha
  Medium aberration, lawful evil
  7
  
  CR
  STR
  18 (+4)
  DEX
  17 (+3)
  CON
  16 (+3)
  INT
  18 (+4)
  WIS
  14 (+2)
  CHA
  10 (+0)
  Skills Arcana +7, Insight +5, Perception +5, Stealth +6
  Damage Resistances psychic
  Senses darkvision 60 ft., passive Perception 15
  Languages Wroth, telepathy 120 ft.
  Innate Spellcasting (Psionics — Spell save DC 15, +7 
  to hit). At will: detect magic, worldseek, 3/day each: 
  command, detect thoughts, invisibility, 1/day: lightning 
  bolt, telekinesis
  ACTIONS
  Multiattack. The alpha makes three melee attacks or two 
  ranged attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) slashing damage plus 4 (1d8) 
  psychic damage.
  Crystalline Rod. Melee Weapon Attack: +7 to hit, reach 
  10 ft., one target. Hit: 11 (2d6 + 4) force damage plus 4 
  (1d8) psychic damage.
  Wrothian Blaster. Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 10 (3d6) necrotic damage.
  Neural Lock. One creature of the alpha’s choice within 
  60 feet of it must succeed on a DC 15 Wisdom saving 
  throw or become paralyzed for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  AC 17
  (natural armor)
  HP 165
  (22d8 + 66)
  SPEED
  30 ft.
  Wrothian Alpha
  Medium aberration, lawful evil
  7
  
  CR
  Mage Hand Press
  Dark Matter
  Wrothian Primarch
  Medium aberration, lawful evil
  13
  
  CR
  STR
  11 (+0)
  DEX
  17 (+3)
  CON
  12 (+1)
  INT
  21 (+5)
  WIS
  18 (+4)
  CHA
  19 (+4)
  Skills Arcana +10, Insight +9, Investigation +10, Perception +9
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages Wroth, telepathy 1,000 miles
  Direct Control. See Dark Matter
  Innate Spellcasting (Psionics — Spell save DC 18, 
  +10 to hit). At will: detect thoughts, detect magic, 
  invisibility, telekinesis, worldseek, 3/day each: confusion, 
  create vacuum, hold person, hold ship, intensify gravity, 
  1/day each: abduct, astrogation, comet strike, dominate 
  monster, hallucinatory terrain, mass suggestion
  ACTIONS
  Discognition. One creature that the primarch can see 
  within 60 feet completely forgets the events of the last 
  minute. Additionally, as the target comes to grips with its 
  senses, it has disadvantage on attack rolls, ability checks, 
  and saving throws until the end of its next turn.
  Psionic Vice. One creature that the primarch can see 
  within 60 feet must make a DC 18 Wisdom saving throw. 
  On a failed save, the target takes 33 (6d10) psychic 
  damage and is stunned until the end of its next turn. On 
  a successful save, the target takes half as much damage 
  and isn’t stunned. If a humanoid target drops to 0 hit 
  points, see Dark Matter.
  AC 15
  (natural armor)
  HP 115
  (21d8 + 21)
  SPEED 0 ft.,
  fly 30 ft. (hover)
  Wrothian Primarch
  Medium aberration, lawful evil
  13
  
  CR
  Mage Hand Press
  Dark Matter
  Nuclear Chicken
  Tiny monstrosity, unaligned
  1
  
  CR
  STR
  2 (−4)
  DEX
  14 (+2)
  CON
  8 (−1)
  INT
  2 (−4)
  WIS
  12 (+1)
  CHA
  6 (−2)
  Senses passive Perception 11
  Languages —
  Nuclear Death Burst. When the chicken dies, it explodes 
  in a thermonuclear fireball. Each creature within 60 feet 
  of it must make a DC 12 Dexterity saving throw, taking 
  28 (8d6) force damage on a failed save, or half as much 
  damage on a successful one.
  ACTIONS
  Peck. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) piercing damage.
  Kaboom! The chicken uses its Nuclear Death Burst abili-
  ty and dies in the ensuing explosion.
  AC 
  12
  HP 3
  (2d4 – 2)
  SPEED 
  30 ft.
  Nuclear Chicken
  Tiny monstrosity, unaligned
  1
  
  CR
  Mage Hand Press
  Dark Matter
  Cat Box
  Small monstrosity, unaligned
  2
  
  CR
  STR
  9 (−1)
  DEX
  15 (+2)
  CON
  15 (+2)
  INT
  2 (−4)
  WIS
  10 (+0)
  CHA
  13 (+1)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Blood Frenzy. The cat box has advantage on melee 
  attack rolls against any creature that doesn’t have all its 
  hit points.
  False Appearance. While the cat box remains motion-
  less, it is indistinguishable from an inanimate box.
  ACTIONS
  Multiattack. The cat box makes two melee attacks, and 
  it makes one more attack each time it hits, up to a maxi-
  mum of four attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage.
  AC 
  12
  HP 66
  (12d6 + 24)
  SPEED 30 ft.,
  climb 30 ft.
  Cat Box
  Small monstrosity, unaligned
  2
  
  CR
  Mage Hand Press
  Dark Matter
  Gladiatopus
  Small monstrosity, neutral
  2
  
  CR
  STR
  15 (+2)
  DEX
  13 (+1)
  CON
  12 (+1)
  INT
  12 (+1)
  WIS
  13 (+1)
  CHA
  9 (−1)
  Skills Athletics +4, Perception +3, Stealth +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Aquan, Common
  Hold Breath, Water Breathing. See octopus in SRD
  Octopod. The gladiatopus has eight limbs with which it 
  can hold weapons, shields, and other items. 
  Underwater Camouflage. The gladiatopus has advan-
  tage on Dexterity (Stealth) checks made while underwater.
  ACTIONS
  Multiattack. The gladiatopus makes one melee attack 
  with each of its weapons. If it is holding more than two 
  weapons, each attack roll it makes has a –1 penalty for 
  each additional weapon it is carrying. Before penalties, the 
  gladiatopus has a +4 melee attack bonus.
  Battleaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d10 + 2) slashing damage.
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d4 + 2) piercing damage.
  Morningstar. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one creature. Hit: 6 (1d8 + 2) piercing damage.
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage.
  AC 13
  (shield)
  HP 72
  (16d6 + 6)
  SPEED 20 ft.,
  swim 35 ft.
  Gladiatopus
  Small monstrosity, neutral
  2
  
  CR
  Mage Hand Press
  Dark Matter
  Kgnack
  Small monstrosity, unaligned
  1/4
  
  CR
  STR
  13 (+1)
  DEX
  16 (+3)
  CON
  8 (−1)
  INT
  3 (−4)
  WIS
  13 (+1)
  CHA
  8 (−1)
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Metal Scent. The kgnack can smell metal. It is instantly 
  aware of any ship, metal structure, or natural ore deposit 
  within 100 miles of it.
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Acid Glob (Recharge 5–6). The kgnack lobs a glob of 
  acid at a point it can see within 60 feet. Each creature 
  within a 5-foot radius of that point must make a DC 13 
  Dexterity saving throw, taking 10 (3d6) acid damage on a 
  failed save, or half as much damage on a successful one.
  AC 
  13
  HP 20
  (8d6 − 8)
  SPEED 20 ft.,
  fly 40 ft.
  Kgnack
  Small monstrosity, unaligned
  1/4
  
  CR
  Mage Hand Press
  Dark Matter
  Graphid
  Medium monstrosity, unaligned
  1/4
  
  CR
  STR
  14 (+2)
  DEX
  8 (−1)
  CON
  13 (+1)
  INT
  3 (−4)
  WIS
  11 (+0)
  CHA
  10 (+0)
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 10
  Damage Resistances cold
  Languages —
  Swarm Tactics. The graphid has resistance to bludgeon-
  ing, piercing, and slashing damage from nonmagical 
  weapons if at least one of the graphid’s allies is within 5 
  feet of it and the ally isn’t incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  AC 13
  (natural armor)
  HP 22
  (4d8 + 4)
  Graphid
  Medium monstrosity, unaligned
  1/4
  SPEED 40 ft., burrow 
  20 ft., climb 40 ft.
  
  CR
  Mage Hand Press
  Dark Matter
  Space Kobold
  Small monstrosity, unaligned
  1/8
  
  CR
  STR
  6 (−2)
  DEX
  15 (+2)
  CON
  9 (−1)
  INT
  12 (+1)
  WIS
  7 (−2)
  CHA
  8 (−1)
  Skills Technology +3
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Jetpack. The kobold is equipped with a jetpack and a life 
  suit, which gives it a flying speed and allows it to operate 
  in the vacuum of space with no ill effect.
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is 
  within 5 ft. of the creature and the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Per-
  ception) checks that rely on sight.
  ACTIONS
  Composite Spear. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Harpoon Gun. Ranged Weapon Attack: +4 to hit, range 
  30/90 ft., one target. Hit: 7 (2d6) piercing damage.
  AC 
  12
  HP 5
  (2d6 − 2)
  SPEED 30 ft.,
  fly 30 ft.
  Space Kobold
  Small monstrosity, unaligned
  1/8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dark Matter/Dark Matter Monster Cards.pdf